WidePix v1.3 [complete/final] - GZDoom 4.7.1

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Re: WidePix v1.2 (Strife update!!!) [GZDoom 4.7.0]

Postby UnknDoomer » Sat Sep 25, 2021 5:49 pm

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Re: WidePix v1.2 (Strife update!!!) [GZDoom 4.7.0]

Postby Graf Zahl » Sat Sep 25, 2021 6:56 pm

Such a hi-def mod will never be an official part of GZDoom.
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Re: WidePix v1.2 (Strife update!!!) [GZDoom 4.7.0]

Postby Nash » Sat Sep 25, 2021 8:53 pm

Nor would I want to do it, even if paid. :P It's just not in my interests. Not a fan of overly high resolution aesthetics in my retro shooters.
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Re: WidePix v1.2 (Strife update!!!) [GZDoom 4.7.0]

Postby UnknDoomer » Sun Sep 26, 2021 8:10 am

Found some old onces, low-poly, from JDoom, but currently no idea how to attach them... It seems need to edit jdui-fontpack.ded file for that purpose or smh.

https://c.radikal.ru/c05/2109/f7/1fa66f46177d.png
https://mega.nz/file/jldVXICD#ct1AcAbSi ... nC8ROyOvCE
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Nash » Thu Oct 21, 2021 3:17 am



It has been quite the journey, but my work with WidePix, and therefore the widescreen pack that ships with GZDoom, has come to an end. :)

With GZDoom 4.7.1, all officially-supported GZDoom games have been widescreen-ified and with this, I put this project to rest.

May these works bring joy to your retro FPS gaming, or inspire other artists in their retro art endeavors.

Enjoy!

Spoiler:
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Scuba Steve » Thu Oct 21, 2021 6:33 am

Hell of a ride.
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Enjay » Thu Oct 21, 2021 7:36 am

Excellent job on all of these Nash. A big task very well executed. The graphics fit so seamlessly with the originals that you almost don't notice them - and I mean that in a good way, i.e. the game looks like it was always set up for widescreen. In fact, I only really notice it when they are not loaded and then things look weird. :lol:
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Rachael » Thu Oct 21, 2021 8:23 am

A well-executed project, from start to finish. :) I love the new additions and can't really play without them anymore. :)
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby NightFright » Thu Oct 21, 2021 2:57 pm

I have always wanted this since so many years, and in the end all it took was one talented, determined guy. Thanks so much for making it happen, Nash! It's something you can be truly proud of (like so many other things you do), and it's going to be an integral part of GZDoom until all eternity!
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Nash » Fri Oct 22, 2021 1:32 am

Thank you everyone.

If you don't notice the graphics while playing, then I think my goals are achieved - you're not supposed to notice anything different. It's supposed to look like the games had them all along. :D
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Warrex » Thu Oct 28, 2021 11:33 am

That this has been added to the official release of the source port and that no one is complaining speaks for the quality more than anything else.

I am not complaining either. They look all so authentic. Thank you for the magnificent work!
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby drfrag » Thu Oct 28, 2021 12:55 pm

The last commit is not in the WidePix master yet.
Code: Select allExpand view
- moved hacx widescreen assets to hacx.hacx1

They are not compatible and not intended for the Hacx 2 IWAD.
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Nash » Thu Oct 28, 2021 2:26 pm

drfrag wrote:The last commit is not in the WidePix master yet.
Code: Select allExpand view
- moved hacx widescreen assets to hacx.hacx1

They are not compatible and not intended for the Hacx 2 IWAD.


Ah, I missed that. I'll have to manually do it on the WidePix repo. Currently busy with other things but I'll get to it ASAP.
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby Acts 19 quiz » Mon Nov 01, 2021 9:06 pm

Hi, I have a few questions about WidePix v1.3. Can I do that here since that's where all the talk is, or is a new thread somewhere required? I ask because, "The Projects forums are ONLY for YOUR PROJECTS! (WidePix obviously isn't mine) If you are asking questions about a project (I am), either find that project's thread, or start a thread in the General section instead." Thanks.
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Postby wildweasel » Tue Nov 02, 2021 9:28 am

Acts 19 quiz wrote:Hi, I have a few questions about WidePix v1.3. Can I do that here since that's where all the talk is, or is a new thread somewhere required? I ask because, "The Projects forums are ONLY for YOUR PROJECTS! (WidePix obviously isn't mine) If you are asking questions about a project (I am), either find that project's thread, or start a thread in the General section instead." Thanks.

You are already in the right thread to ask questions about this project.
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