Widescreen statusbars (v2206)
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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.
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Re: Widescreen statusbars (v2206)
You aren't even in widescreen mode judging from that screenshot. In that case you wouldn't need any of the statusbars from this project, TBH.
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Re: Widescreen statusbars (v2206)
It works just as well with 4:3, and I would need it, because I'd like to change the status bar. STARMS is buggy in wide screen as well.NightFright wrote: ↑Thu Nov 10, 2022 3:51 pm You aren't even in widescreen mode judging from that screenshot. In that case you wouldn't need any of the statusbars from this project, TBH.
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Re: Widescreen statusbars (v2206)
then launch dsda manually from a command prompt, adding "1> .\path\to\file.log 2>&1" at the end of the command lineFluuschoen wrote: ↑Thu Nov 10, 2022 1:04 pmIt's DSDA-Doom v0.24.2.Delfino Furioso wrote: ↑Thu Nov 10, 2022 11:35 am add "+LogFile .\path\to\file.log" to your gzdoom command line
then post the resulting file here
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Re: Widescreen statusbars (v2206)
Looks like the mystery is solved. He is trying to use widescreen statusbar replacements with pwads that don't include an STBAR lump on their own. That means the original STARMS is used, which is the expected behavior.
I'm afraid it's not meant to work like that, m8. However, you can fix it by manually copying the proper STARMS lump into the statusbar replacement wad, if you really need it that badly.
I'm afraid it's not meant to work like that, m8. However, you can fix it by manually copying the proper STARMS lump into the statusbar replacement wad, if you really need it that badly.
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Re: Widescreen statusbars (v2206)
Yup, already did that, and it works!NightFright wrote: ↑Sat Nov 12, 2022 5:44 pm Looks like the mystery is solved. He is trying to use widescreen statusbar replacements with pwads that don't include an STBAR lump on their own. That means the original STARMS is used, which is the expected behavior.
I'm afraid it's not meant to work like that, m8. However, you can fix it by manually copying the proper STARMS lump into the statusbar replacement wad, if you really need it that badly.
Sorry, didn't know that STARMS is seperate from STBAR, hence I thought it's some kind of bug, and this is why I also didn't specifiy that I'd like to use it with all WADs, that have the original STBAR.
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Re: Widescreen statusbars (v2206)
I hope it's not much of a bother to suggest having another widescreen status bar to be added to that big folder: a WinXP styled Status Bar.
Here's a download link for it if you want to check it out, too: https://www.dropbox.com/s/9zqfhi9d39xbj ... P.wad?dl=0
Here's a download link for it if you want to check it out, too: https://www.dropbox.com/s/9zqfhi9d39xbj ... P.wad?dl=0
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Re: Widescreen statusbars (v2206)
Is that one part of any real PWAD or it's a standalone release (just the statusbar)? If so, it's pretty difficult to create without a source image (I am aware this is based on the official WinXP wallpaper, but finding the exact cropping dimensions/settings used for this might be quite hard).
It would help to contact the author for that info.
It would help to contact the author for that info.
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Re: Widescreen statusbars (v2206)
Hello! I recently downloaded the latest version of this project from GITHUB, and I'm having an issue with doom_wide.wad.
It looks like the status bar is a few pixels shorter than full widescreen, which in dsda-doom (v0.25.6), causes there to be a hall of mirrors effect on both corners of the screen.
Those pixels stay red after you've taken damage; yellow after you've picked up items; etc.
I tried a few other wide status bars for custom pwads, but only doom_wide.wad seems to have this problem.
It looks like the status bar is a few pixels shorter than full widescreen, which in dsda-doom (v0.25.6), causes there to be a hall of mirrors effect on both corners of the screen.
Those pixels stay red after you've taken damage; yellow after you've picked up items; etc.
I tried a few other wide status bars for custom pwads, but only doom_wide.wad seems to have this problem.
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Re: Widescreen statusbars (v2206)
That's odd. The statusbar has the proper dimensions (426x32), like all the others. Did you try ultrawide statusbars instead? They end with "_uwide" in their file name. If you load another with "_wide" and it shows the same issue, then it might be a problem with the port.
After a quick test, it seems indeed as if the statusbar is missing one pixel on each side in widescreen. It would probably have to be 428x32 instead. However, since other ports display this correctly, I would assume DSDA is doing something differently here. I am using the dimensions from widescreen graphics provided with the Doom Unity port.
After a quick test, it seems indeed as if the statusbar is missing one pixel on each side in widescreen. It would probably have to be 428x32 instead. However, since other ports display this correctly, I would assume DSDA is doing something differently here. I am using the dimensions from widescreen graphics provided with the Doom Unity port.
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Re: Widescreen statusbars (v2206)
Noticed videos online of nobody using a widescreen hud for Haste.wad. So I decided to give a crack at making one myself.
First time doing something like this so I'm not sure if I did it correctly, but I tested it in both GZDoom and DSDA-Doom with Haste.wad and it worked.
First time doing something like this so I'm not sure if I did it correctly, but I tested it in both GZDoom and DSDA-Doom with Haste.wad and it worked.
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