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

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
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.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Nash »

NightFright wrote: *Update*
A variant that could be considered for the Heretic statusbar would be to have the bar end on both sides with the skulls (instead of continuing the dark background bar beyond their original limits). I thought that looked quite cool on other variants before. The horns could stay they way they are now, though.
That was how it was, before I added the stone background. I can reinstate it, if there's enough people who prefer that. :D
User avatar
NightFright
Spotlight Team
Posts: 1343
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by NightFright »

Well, I integrated your new versions into my Fullscreen Statusbar Mod and realized that in Heretic especially, it looks better if it ends with the skulls. For a general purpose HUD, your approach is better since in normal viewmode, there will be gaps you will want to have covered. For that mod specifically, we only use fullscreen mode, so you wouldn't have to worry about that. Just check the screenshots and you'll see what I mean.

Personally I'd keep the current version in the GZD resource file, but it would be nice to have that other variant for specific purposes like mine.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Nash »

Well, yeah, I agree, it looks cooler with just the skulls at the end. However, in GZDoom, the skulls mesh badly with the green border texture, which happened to be the reason I added the dark background.

If you insist, feel free to just erase the background pixels :D Unfortunately, due short sightedness on my part, I saved the graphic as a single PNG (I lost the individual layers), so I couldn't provide you a clean source file...
User avatar
NightFright
Spotlight Team
Posts: 1343
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by NightFright »

I would have to cut out parts of the statusbar anyway since it needs to work with transparency, and some overlapping elements would be in the way. My skills regarding gfx editing are limited, but simply removing parts could still be possible, even though getting it straight from the source is always the best option.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Nash »

Actually, scratch what I said. You're in luck. I found this lying around. :D

Image
User avatar
NightFright
Spotlight Team
Posts: 1343
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by NightFright »

Awesome, thanks! That saves me a lot of work. Would have also been tricky since the transition between skulls and bar is not that easy to spot.

Here's what it looks like ingame:


(Offset is 24/0 btw, just in case anybody needs to know.)
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Nash »



Wasn't aware that the frost shards sprites were very short, so I extended it downwards. Will be in the next version of GZDoom.
User avatar
NightFright
Spotlight Team
Posts: 1343
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by NightFright »

Should solve that issue with size-reduced statusbars once and for all. Great work!
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Graf Zahl »

Out of curiosity, what's the current state of things here with the still missing parts (i.e. Strife, Hacx and Harmony)?
User avatar
PandaDoomer
Posts: 107
Joined: Sun Apr 12, 2015 9:05 pm
Location: USA

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by PandaDoomer »

Perhaps a wide version of the No Rest for the Living interpic?

https://imgur.com/1GRCOIn
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Nash »

Just dropping in to say work will resume Monday onwards. I intend to complete the Strife pack within the next 2 weeks! Let's-a-goooooo

EDIT:

Here we goooooo

EDIT 2:

[images removed, see next 2 posts]
Last edited by Nash on Wed Sep 22, 2021 5:12 am, edited 3 times in total.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Graf Zahl »

Nice. So hopefully we can do a 4.7 release with most of this being complete. :)
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: WidePix v1.1 (Heretic and Hexen update!) [GZDoom 4.6.0]

Post by Nash »



Strife is now fully widescreen-ified and included with GZDoom 4.7.0!
User avatar
Enjay
 
 
Posts: 26534
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

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

Post by Enjay »

Very nice Nash. Excellent work.
loinbread
Posts: 3
Joined: Mon Oct 02, 2017 7:38 am

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

Post by loinbread »

Boss work, Nash! Looks awesome! Is it rude to ask if there's any way to use them in Strife VE?
Post Reply

Return to “Graphic/Audio Patches”