HeXen - Wide screen friendly
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
HeXen - Wide screen friendly
Simple HeXen widescreen friendly weapons and HUD. All should as vanilla as possible.
I even made widescreen version of Titlepic, helpscreens and credits but can't get them into the game properly. I will update if I find a way to do so. Meanwhile they are in imgur album here:
https://imgur.com/a/EtCOZ
Update! Since there is new version of GZDooM that supports widescreen titlepics there is a new version that have widescreen versions of all the screens including endings!
https://www.mediafire.com/file/y4wgd34l ... 3.wad/file
Last edited by neoworm on Sun Jun 07, 2020 2:32 pm, edited 2 times in total.
- Pixel Eater
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Re: HeXen - Wide screen friendly
Nice! Am I missing what the difference about the HUD is though?
Re: HeXen - Wide screen friendly
Gargoyles are not cut off anymore.
- Pixel Eater
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Re: HeXen - Wide screen friendly
Oh of course, silly me
It's too authentic damn you!
It's too authentic damn you!
- SiFi270
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Re: HeXen - Wide screen friendly
This is really impressive considering the short amount of time it's been since you started the project, especially considering how overwhelming the changes you planned for Quietus seemed to be.
I feel like both this game's weapons and Heretic's could do with some vertical expansion as well, so that people can have the hud scaled how they want without seeing them cut off at the top or bottom. But I'm not demanding that from you if you don't feel up to it (or even if you do but just don't want to)
I feel like both this game's weapons and Heretic's could do with some vertical expansion as well, so that people can have the hud scaled how they want without seeing them cut off at the top or bottom. But I'm not demanding that from you if you don't feel up to it (or even if you do but just don't want to)
Re: HeXen - Wide screen friendly
I will continue with improving and adding stuff, probably as separate project - working name Polished HeXen. I am slowly going through Script library and other soft enhancer mods around and I would like to add stuff like weapon pitch, offsets and camera roll to some attacks, make some frames motion blurred, add some frames to some attacks or add alternative strikes like I tried long ago with Cleric's mace etc. And probably even finish my old mod adding Corvus as playable class. I think I will touch a lot of the graphics while doing so, so I will most likely do vertical extensions too.
- Rip and Tear
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Re: HeXen - Wide screen friendly
This is absolutely fantastic, and that statusbar looks amazing.
There's not currently a way to do a widescreen titlescreen without a TITLEMAP, maybe open a feature request?
There's not currently a way to do a widescreen titlescreen without a TITLEMAP, maybe open a feature request?
- hoover1979
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Re: HeXen - Wide screen friendly
Thanks for making a widescreen patch for Hexen. I have been looking for this very thing for years.
In regards to the 16:9 titlepic:
I encountered a similar problem when I made a 3840x2160 titlepic for The Ultimate Doom and a 7680x2016 panoramic ending for Doom Episode 3, with Daisy the bunny. GZDoom wants to squash the titlepic into a 4:3 space and add black bars on the left and right, and the aspect is squished.
I made a help thread about the issue in the Doomworld forums and dpJudas says he has no plans on fixing this issue.
https://www.doomworld.com/forum/topic/9 ... e-screens/
In regards to the 16:9 titlepic:
I encountered a similar problem when I made a 3840x2160 titlepic for The Ultimate Doom and a 7680x2016 panoramic ending for Doom Episode 3, with Daisy the bunny. GZDoom wants to squash the titlepic into a 4:3 space and add black bars on the left and right, and the aspect is squished.
I made a help thread about the issue in the Doomworld forums and dpJudas says he has no plans on fixing this issue.
https://www.doomworld.com/forum/topic/9 ... e-screens/
Re: HeXen - Wide screen friendly
Sorry, had no luck running this. I get as far as the menu but men attempting to start the main game it crashes with the error message 'Bad V_DrawPatch'.
Running Hexen 1.1 with latest Chocolate Hexen with -merge command.
Running Hexen 1.1 with latest Chocolate Hexen with -merge command.
Re: HeXen - Wide screen friendly
well there's your problem, I don't thing Chocolate Hexen supports .png graphicsCire wrote:Chocolate Hexen
- Rip and Tear
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Re: HeXen - Wide screen friendly
Wait, why would you even need this with Chocolate Hexen? I'm pretty sure Chocolate Hexen is locked at 4:3.
Re: HeXen - Wide screen friendly
Well, you have a good Point there.
Still, I don't Think it's a great idea to have .png Graphics if there's not a very good reason for it because there could be source ports that supports wide screen but not PNG.
Still, I don't Think it's a great idea to have .png Graphics if there's not a very good reason for it because there could be source ports that supports wide screen but not PNG.
Re: HeXen - Wide screen friendly
It's not exactly a big issue that mods released on the zdoom forums work (possibly) exclusively with zdoom and its derivatives
Last edited by Mikk- on Mon Mar 26, 2018 3:06 pm, edited 1 time in total.
- Pixel Eater
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Re: HeXen - Wide screen friendly
That's because a lot of people here are learning by doing and may have no experience outside of this forum. They can't be expected to know every nuance of every port when they are still struggling with their preferred one. The same applies to modders on other engines, it's a hobby not a business and they're doing it for themself.released on the zdoom forums
Re: HeXen - Wide screen friendly
I take this as more of a resource wad than a release. Possibly base for some HeXen overhaul mod...
I found a way how to circumvent this problem - making a titlemap and displaying the image inside it. But it won't solve the other screens. What a pity, I was even tempted to try to extend ending slideshow images to fit 16:9. Replicating the low res 3D render would be probably too much work for very little effect in the end.hoover1979 wrote:In regards to the 16:9 titlepic: