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

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

Post by Enjay »

Quoted 'cause new page.
Nash wrote:

Nightdive Studios adopted the Strife artwork from WidePix into the Veteran Editions available on Steam and the Nintendo Switch! :D Feeling really blessed :)

Excellent news. Here's hoping that it makes it to the GoG version too. :thumb:

[edit]I just fired up GoG galaxy and Strife:VE updated. SVE.WAD now contains the Widescreen graphics. :biggrin: [/edit]
Devalaous
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Devalaous »

Nash wrote:Sounds like you have a mod loaded that overwrites the graphics - for example the sprite fix project.
Sorry for taking forever to respond, but yeah, that was exactly the issue. I have the sprite fix loaded first in every single Doom 1/2 mod, so I tend to forget its there. I see that since then, youve made a GZDoom version :p Might have to switch to that, ive totally stopped using other ports by now anyway.
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Nash
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Nash »

Devalaous wrote:
Nash wrote:Sounds like you have a mod loaded that overwrites the graphics - for example the sprite fix project.
Sorry for taking forever to respond, but yeah, that was exactly the issue. I have the sprite fix loaded first in every single Doom 1/2 mod, so I tend to forget its there. I see that since then, youve made a GZDoom version :p Might have to switch to that, ive totally stopped using other ports by now anyway.
Yeah, GZSprFix specifically incorporates both Revenant100's fixes for the middle portion, and the extended sides of WidePix. The graphics fit together perfectly!
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by NightFright »

One small thing: The included statusbar for Heretic (BARBACK) has a dimension of 402x42. Like that, it's leaving some gaps on both sides in ports like Crispy Doom or International Doom. 12 pixels on each side would have to be added (426x42).
I dunno if the width was chosen deliberately the way it was, just thought I mention it here.
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Nash
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Nash »

NightFright wrote:One small thing: The included statusbar for Heretic (BARBACK) has a dimension of 402x42. Like that, it's leaving some gaps on both sides in ports like Crispy Doom or International Doom. 12 pixels on each side would have to be added (426x42).
I dunno if the width was chosen deliberately the way it was, just thought I mention it here.
Huh, interesting. I'll see what I can do about that. 24 extra pixels of new artwork shouldn't be too hard to add... :mrgreen:
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by NightFright »

It would also be a matter of consistency, I guess. The Doom STBAR in the Unity port and your Hexen bar are both also 426px wide.
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Graf Zahl »

@Nash:

Any word on the one missing Hacx sprite I reported on Github?
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Nash
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Nash »

I just read and responded to the ticket (in short, ok, will create the missing sprite as soon as I can) - for some reason, I am not receiving notifications for my own repositories. o_O
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by NightFright »

I see that Heretic's E2END is still in PNG format. That's a tricky one since it uses the custom palette E2PAL. The author of the International Doom port managed to convert it properly so it also works in ports that won't support PNG replacements. I have attached it for your convenience.
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Nash
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Nash »

That one is a special case - it's not that I wasn't able to convert it to the correct palette (that's actually easy to do) - it's that GZDoom doesn't use the palette and Graf specifically instructed me to leave that as a PNG format, as the pack was intentionally made for GZDoom.
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by NightFright »

Ah, I see. Well, for other ports it's better if one does that conversion. Since I am using International/Crispy Doom, I'll keep a converted version ready for my personal usage if needed. Anyway, thanks for the clarification!

*EDIT*
After checking, I found that the base for the HELP screen replacements are using the flawed originals instead of the fixed ones from the Sprite Fixing Project. See attachment for the merged assets.
The changes might not be so visible in HELP1/HELP2, but in Doom 2's HELP, there's a typo with "Quicksave" ("Ouicksave").
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SiFi270
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by SiFi270 »

Scuba Steve wrote: Wed Apr 22, 2020 8:24 am Enjoy.
Image
Edit: Oh, right, It's not a big deal, but I didn't adhere to Nash's project goal of unaltered original 4:3 images for this fan-made episode interpic. I figured since it's already unofficial, it doesn't really matter.
Was anything more done with this? I tried importing it into Slade and loading the resulting wad after the original thyinterpic.wad, but the smoke in the upper right doesn't look right due to the changes mentioned in the quote.

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