WidePix v1.0 released with GZDoom 4.5!

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Re: WidePix v1.0 released with GZDoom 4.5!

Postby cubebert » Sat Nov 07, 2020 4:45 pm

Trimint123 wrote:Well, it depends by preference if you liked it or not. That's up to us to decide either way.

NightFright wrote:There are enough custom widescreen statusbar mods out there. If you really want it, you got a choice. Personally I switched to the split statusbar (not since it's my own project, but it's simply a neat way of going fullscreen without losing original STBAR graphics) and never looked back.


Fair enough, I can always use the widescreen statusbars separately.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby JPL » Tue Nov 10, 2020 7:31 pm

Congrats on shipping these in 4.5.0! They look great and I'm glad users get widescreen graphics without needing to own the Unity ports.

I recently released WadSmoosh 1.3 thinking that game_widescreen_gfx.pk3 would "just work" with it (since I tried it a while back and it did work? I can't remember exactly) but have now realized it doesn't, and I'm trying to work out what to do about it.

Options I can think of:
  • Add a doom.id.doom2.wadsmoosh filter folder to the WidePix repo with the appropriate files (eg TNTBOSS.lmp for TNT's BOSSBACK.lmp, etc). This would make it "just work" for WadSmoosh users, at the cost of bloating the file size of game_widescreen_gfx.pk3 with files that are already in other folders in your repo.
  • With your permission, include my own PK3 with WadSmoosh containing the same filter folder, that users must load separately if they want those assets. I'd greatly prefer not doing this as it adds another step to using WadSmoosh for some users that might not be up for fussing with autoloads.
  • With your permission, include the widescreen assets with WadSmoosh in the res/ folder of assets that get copied over. This would mean that all WadSmoosh users get widescreen assets whether they want them or not.
  • Same as above, but add some sort of configuration option to the interactive portion of WadSmoosh, which currently only asks for the user to confirm the operation. I'm not keen on doing this because it's another step away from WadSmoosh being a zero-configuration program that "does one thing, and does it well".

None of these seem clearly optimal to me. Curious as to anyone's thoughts.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Trimint123 » Tue Nov 10, 2020 11:26 pm

JPL wrote:
  • Add a doom.id.doom2.wadsmoosh filter folder to the WidePix repo with the appropriate files (eg TNTBOSS.lmp for TNT's BOSSBACK.lmp, etc). This would make it "just work" for WadSmoosh users, at the cost of bloating the file size of game_widescreen_gfx.pk3 with files that are already in other folders in your repo.

I actually did just that to support your WadSmoosh IWAD, but those are ScubaSteve's assets (AKA, the one for Unity port).

And if you wonder why there's "NERVEINT" and I showed the MAPINFO folder, I edited the MAPINFO for NRFTL to show it's own unique Intermission screen found in the BFG version (also using ScubaSteve's asset) just for fun.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Gez » Wed Nov 11, 2020 5:59 am

JPL wrote:None of these seem clearly optimal to me. Curious as to anyone's thoughts.

The ideal solution if it works would be to have a TEXTURES lump in the wadsmoosh filter that defines the needed widescreen textures by referring to the full-length path (including filters) of the assets. So define TNTBOSS as being made from filters/doom.id.doom2.tnt/BOSSBACK.lmp.

I said if it works because I'm not sure the filters directory is accessible normally to other systems, but it's worth a try as it would be the simplest solution and avoids having to have redundant content.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Rachael » Wed Nov 11, 2020 6:02 am

Gez wrote:I said if it works because I'm not sure the filters directory is accessible normally to other systems, but it's worth a try as it would be the simplest solution and avoids having to have redundant content.

This would be an interesting test case for that none the less.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Nash » Wed Nov 11, 2020 6:20 am

Though I don't have a good answer about the situation being discussed, JPL, you do have permission to edit/redistribute (among others permissions) the images. :)
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Trimint123 » Wed Nov 11, 2020 11:12 pm

Oh, I just realize something's missing!
DOOM BFG support!

I know it's a bit unnecessary, but DOOM 1 BFG doesn't load the graphics for Ultimate DOOM version and DOOM 2 BFG has its own title screen image but renamed into "DMENUPIC".
I think this also applies Xbox version as well, but I'm not certainly sure since I don't had the WADs to test it out.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Rachael » Wed Nov 11, 2020 11:47 pm

The original XBox version just had the extra levels, E1M10 and MAP33, plus the new NERVE.WAD. It didn't even have any of the silly censoring that came with the BFG Edition.

The XBox 360 version likely looked more like the BFG Edition version, though.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Graf Zahl » Thu Nov 12, 2020 12:15 am

Gez wrote:
JPL wrote:None of these seem clearly optimal to me. Curious as to anyone's thoughts.

The ideal solution if it works would be to have a TEXTURES lump in the wadsmoosh filter that defines the needed widescreen textures by referring to the full-length path (including filters) of the assets. So define TNTBOSS as being made from filters/doom.id.doom2.tnt/BOSSBACK.lmp.

I said if it works because I'm not sure the filters directory is accessible normally to other systems, but it's worth a try as it would be the simplest solution and avoids having to have redundant content.



That won't work. The filter contents are not being kept in the directory tree.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Gez » Thu Nov 12, 2020 6:05 am

Too bad. A potential solution would then be to do the other way around: have graphics with unique names in the regular graphics folder, and have them aliased to the generic names in TEXTURES lumps in the filters hierarchy.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Graf Zahl » Thu Nov 12, 2020 9:10 am

No. This is supposed to be something Wadsmoosh needs to handle - and if that 'handling' consists of providing a specially adapted version of the widescreen content. I will not add or reeorganize assets to accomodate an actively developed project, that'd set a bad precedent.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby NightFright » Thu Nov 12, 2020 10:15 am

You can always provide a separate widescreen mod for this project as a bonus download.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Graf Zahl » Thu Nov 12, 2020 11:37 am

So can those who are interested in it. Like I said, if we started to accomodate an actively developed prokect it'd set a bad precedent. Then others will come as well demanding special treatment.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Yarn366 » Fri Nov 13, 2020 3:12 am

Trimint123 wrote:Oh, I just realize something's missing!
DOOM BFG support!

I know it's a bit unnecessary, but DOOM 1 BFG doesn't load the graphics for Ultimate DOOM version...

Yes, because GZDoom doesn't actually consider Doom BFG Edition to be a variant of The Ultimate Doom. The same goes for the Unity version; the 21:9 graphics for The Ultimate Doom aren't used for that version either.

Rachael wrote:The original XBox version just had the extra levels, E1M10 and MAP33, plus the new NERVE.WAD. It didn't even have any of the silly censoring that came with the BFG Edition.

I thought No Rest for the Living debuted in the Xbox 360 version. At least that's what The Doom Wiki says.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby NightFright » Fri Nov 13, 2020 3:30 am

Graf Zahl wrote:So can those who are interested in it. Like I said, if we started to accomodate an actively developed prokect it'd set a bad precedent. Then others will come as well demanding special treatment.

Actually I was addressing the WadSmoosh author, I didn't expect this to be done by the GZD coding team. :wink:
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