WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

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Bent Circus
Posts: 4
Joined: Wed Dec 27, 2023 7:36 pm

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

Post by Bent Circus »

Scuba Steve wrote:
> It's not an official release or anything, but I was working on a personal
> "[url="https://drive.google.com/drive/folders/ ... sp=sharing"]HD
> Remaster[/url]" which was an cleaned-up amalgam of all the best
> high-quality assets available. It has upscaled and high resolution images
> for all the full-screen art. I don't think it's compatible with widepix
> however.

Nice. Thanks for the link!

How complete is this? Does it include HUD's?

Is the Doom PK3 for all 3 games? Doom, Doom 2 and Final Doom?

Any plans for Hexen, Heretic, Hacx, Strife?

I will give this a try on the weekend.
Skrell
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Joined: Mon Mar 25, 2013 11:47 am

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

Post by Skrell »

Scuba Steve wrote: Thu Dec 28, 2023 10:18 pm It's not an official release or anything, but I was working on a personal "HD Remaster" which was an cleaned-up amalgam of all the best high-quality assets available. It has upscaled and high resolution images for all the full-screen art. I don't think it's compatible with widepix however.
Can you separate out just the menu screens into their own pk3?
Scuba Steve
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Scuba Steve »

Bent Circus wrote: Thu Dec 28, 2023 11:19 pm
  1. How complete is this? Does it include HUD's?
  2. Is the Doom PK3 for all 3 games? Doom, Doom 2 and Final Doom?
  3. Any plans for Hexen, Heretic, Hacx, Strife?
  • It includes Nightfright's clean widescreen HUD (which is currently broken because GZDoom isn't scaling the 2x hud elements properly right now)
  • It works with every commercial id game (D1/D2/Final/Master) additionally, it also works with Sigil 1/2. There are some ipk3 files to tell the launcher to find those wads and load them with the remaster.
  • Nope. I might continue to clean this up... there are some wonky things that break when trying to play this with any maps... which makes sense, but some Zscript might fix what was hard to work around before (STEP1 glitch)
Bent Circus
Posts: 4
Joined: Wed Dec 27, 2023 7:36 pm

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

Post by Bent Circus »

Skrell wrote:
Can you separate out just the menu screens into their own pk3?


If you open the files with slade you can delete any assets you don't want/need.
bent sirkis
Posts: 1
Joined: Wed Jan 24, 2024 8:00 pm

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

Post by bent sirkis »

Scuba Steve wrote:
> [quote="Bent Circus" post_id=1248770 time=1703827148
> user_id=39093]
>
> [list=1][*]How complete is this? Does it include HUD's?
> [*]Is the Doom PK3 for all 3 games? Doom, Doom 2 and Final Doom?
> [*]Any plans for Hexen, Heretic, Hacx, Strife?[/list]
> [/quote]
>
> [list=][*]It includes Nightfright's clean widescreen HUD (which is
> currently broken because GZDoom isn't scaling the 2x hud elements properly
> right now)
> [*]It works with every commercial id game (D1/D2/Final/Master)
> additionally, it also works with Sigil 1/2. There are some ipk3 files to
> tell the launcher to find those wads and load them with the remaster.
> [*]Nope. I might continue to clean this up... there are some wonky things
> that break when trying to play this with any maps... which makes sense, but
> some Zscript might fix what was hard to work around before (STEP1
> glitch)[/list]

So any progress on getting this fully functional with gzdoom?

I gave it a try as mentioned previously but the results were less than ideal in it's current state.
Last edited by bent sirkis on Wed Jan 24, 2024 8:10 pm, edited 1 time in total.
Prophecy
Posts: 3
Joined: Tue Feb 04, 2025 3:14 pm

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

Post by Prophecy »

Scuba Steve wrote:
> It's not an official release or anything, but I was working on a personal
> "[url="https://drive.google.com/drive/folders/ ... sp=sharing"]HD
> Remaster[/url]" which was an cleaned-up amalgam of all the best
> high-quality assets available. It has upscaled and high resolution images
> for all the full-screen art. I don't think it's compatible with widepix
> however.

Have you made any progress on this?

There are tons of widescreen assets being made for many WADS these days but all are still low resolution which looks especially bad/inconsistent for the HUD extensions when running an upscale pack since they are viewable at the same time in levels. If even just the "STBAR" assets are done, would you mind uploading these? That alone would go a long way to making things look better in the interim.

Cheers.
Prophecy
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Joined: Tue Feb 04, 2025 3:14 pm

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

Post by Prophecy »

Why can't I make a post?
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Enjay
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Enjay »

Prophecy wrote: Fri Feb 21, 2025 4:47 am Why can't I make a post?
You can, and you have. However, you are a new user and your posts have to be approved.
I did not approve your previous post because it was merely a bump to try and gain more attention. It added no further information and the diapproval message should have told you that.
Scuba Steve is an infrequent visitor to the forum. Constantly bumping the thread to try and get his attention will not work if he hasn't been here.
Patience! For the Jedi it is time to eat as well. Mmm?
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Nash
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1

Post by Nash »

WidePix has been officially integrated into the Heretic + Hexen Remaster!

Thanks to id Software and Nightdive Studios for the opportunity! And thank you to the community for all your support and for enjoying this stuff I make in my bedroom!
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Enjay
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

Post by Enjay »

Cool. Obviously we've been enjoying this in GZDoom for several years now but it's nice to see the hard work you put into this getting an id/Bethesda-sanctioned release.
JohnnyTheWolf
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

Post by JohnnyTheWolf »

Unfortunately, nothing appears to have been done about the Firemace's black pixels. :cry:
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Nash
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

Post by Nash »

JohnnyTheWolf wrote: Mon Aug 11, 2025 7:36 am Unfortunately, nothing appears to have been done about the Firemace's black pixels. :cry:
What black pixels? Anyway, the original scope of my project (WidePix) was to fix widescreen-related issues (sides being abruptly cut off).

Black pixels and other pixel glitchery seems to be some more up Revenant100's Sprite Fix Project alley.
JohnnyTheWolf
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

Post by JohnnyTheWolf »

I cannot get the GIF to display here, so here is the link to it: https://static.wikia.nocookie.net/heret ... remace.gif
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Enjay
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

Post by Enjay »

Presumably you mean that black square on the stem of the mace?
While it is indeed ugly, it's not a widescreen issue and so, as Nash said, outwith the scope of the WidePix resource.
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Nash
 
 
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Re: WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

Post by Nash »

JohnnyTheWolf wrote: Tue Aug 12, 2025 7:26 am I cannot get the GIF to display here, so here is the link to it: https://static.wikia.nocookie.net/heret ... remace.gif
Ahhhh, right. Admittedly I didn't remember it initially, but it seems that Revenant100's fixes to the mace sprites (as well as the gauntlets) are already included in my GZDoom-specific repack of the Revenant100 Sprite Fix projects, called GZSprFix.

Although, re-reading the original post again, I may have misinterpreted it - if the critique was actually aimed at the Nightdive remaster of Heretic not fixing the black square on the mace... well, I guess my answer would still be the same; I was only contacted by id Software for the widescreen fixes, and nothing else. I didn't author the mace and gauntlet sprite fixes, so naturally they were never part of WidePix.

(disclaimer: I did not actually check the sprites in the remaster when I wrote this post... if I was actually wrong here (ie, if the black square was actually fixed in the remaster), then just disregard this post)
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