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

Post by UnknDoomer »

Well. Will be good to see one day something like https://blenderartists.org/t/doom-1-map ... ake/678534 as separate .pk3 in addition to.

Image for episode four - https://www.old-games.ru/forum/attachme ... ng.246452/
https://www.moddb.com/mods/universal-do ... screen-mod
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Graf Zahl
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Re: WidePix v1.2 (Strife update!!!) [GZDoom 4.7.0]

Post by Graf Zahl »

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

Post by Nash »

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]

Post by UnknDoomer »

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

Post by Nash »



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

Post by Scuba Steve »

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

Post by Enjay »

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

Post by Rachael »

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

Post by NightFright »

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

Post by Nash »

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

Post by Warrex »

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

Post by drfrag »

The last commit is not in the WidePix master yet.

Code: Select all

- moved hacx widescreen assets to hacx.hacx1

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

Post by Nash »

drfrag wrote:The last commit is not in the WidePix master yet.

Code: Select all

- 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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Acts 19 quiz
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Acts 19 quiz »

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

Post by wildweasel »

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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