Widescreen statusbars (v2409)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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 (v2401)
Sorry for the stupid question, but how do I use this mod? I'm new to classic doom and using GZDoom.
I tried to put the WIDESTBAR.wad file in [Global.Autoload], but it doesn't do anything. (I know it's not this mod but I tried the original first to see if that would be simpler)
I only want this for the default episodes in Doom 1 and 2
Also, is there something similar for Heretic and Hexen?
I tried to put the WIDESTBAR.wad file in [Global.Autoload], but it doesn't do anything. (I know it's not this mod but I tried the original first to see if that would be simpler)
I only want this for the default episodes in Doom 1 and 2
Also, is there something similar for Heretic and Hexen?
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Re: Widescreen statusbars (v2401)
GZDoom instructions
In your ini, place this line:
This will make sure that any file you place in a dir called "autoload" inside your GZDoom installation folder will be automatically loaded whenever you launch any Doom title (Doom, Doom II, Plutonia, TNT). Then take doom_uwide.wad from this project and place it into this new autoload folder. That should be it. Note that you can also load the file directly with something like Path=autoload/doom_uwide.wad if you just want this specific file to be loaded. You can also name the folder differently or place it elsewhere, but then you would have to adjust the path, of course.
Also, the following line must be set as follows in your ini:
For Heretic, Hexen and Strife, providing widescreen statusbars is not necessary since they are included in Nash's game_widescreen_gfx.pk3 which comes with more recent GZDoom versions. Just make sure to have this line set in your ini:
--------------------------------------------------------------------------------
Non-GZDoom instructions
For ports like Crispy Doom, PrBoom+ or Woof!, you can place IWAD enhancements into the proper autoload folder. In our example, Doom's widescreen statusbar (doom_uwide.wad) would go to autoload/doom-all or autoload/doom.wad, autoload/doom2.wad, autoload/plutonia.wad and autoload/tnt.wad.
In general, PWAD usage with parameters is like: -iwad <iwad> -file <pwad> -file <pwad widescreen statusbar file>
Example: -iwad tnt.wad -file tntgb.wad -file tntgb_wide.wad
Launchers like ZDL or DoomRunner make this process a lot easier.
Note that some ports like GZDoom or Woof! also support zipfiles, so you could just zip the pwad and its widescreen file together and load them both at once.
In your ini, place this line:
Code: Select all
[doom.id.Autoload]
Path=autoload/
Also, the following line must be set as follows in your ini:
Code: Select all
[GlobalSettings]
disableautoload=false
Code: Select all
[GlobalSettings]
autoloadwidescreen=true
Non-GZDoom instructions
For ports like Crispy Doom, PrBoom+ or Woof!, you can place IWAD enhancements into the proper autoload folder. In our example, Doom's widescreen statusbar (doom_uwide.wad) would go to autoload/doom-all or autoload/doom.wad, autoload/doom2.wad, autoload/plutonia.wad and autoload/tnt.wad.
In general, PWAD usage with parameters is like: -iwad <iwad> -file <pwad> -file <pwad widescreen statusbar file>
Example: -iwad tnt.wad -file tntgb.wad -file tntgb_wide.wad
Launchers like ZDL or DoomRunner make this process a lot easier.
Note that some ports like GZDoom or Woof! also support zipfiles, so you could just zip the pwad and its widescreen file together and load them both at once.
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Re: Widescreen statusbars (v2401)
Thanks for the explanation! Got it working for Doom 1.
But for Heretic it doesn't seem to work, although I can see the file game_widescreen_gfx.pk3 in my GZdoom dir..
But for Heretic it doesn't seem to work, although I can see the file game_widescreen_gfx.pk3 in my GZdoom dir..
Last edited by dfuse on Wed Jan 24, 2024 1:53 pm, edited 1 time in total.
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Re: Widescreen statusbars (v2401)
In the worst case (even though it shouldn't be required if "autoloadwidescreen" is set to "true"), add this line in your ini in the [Global.Autoload] section:
Provided you haven't moved the file anywhere (= in the same dir as gzdoom.exe).
Should that also fail, unzip the wad file in the attachment and drop it into the GZDoom autoload dir, set up as follows via ini:
Code: Select all
[Global.Autoload]
Path=game_widescreen_gfx.pk3
Should that also fail, unzip the wad file in the attachment and drop it into the GZDoom autoload dir, set up as follows via ini:
Code: Select all
[heretic.Autoload]
Path=autoload/
You do not have the required permissions to view the files attached to this post.
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Re: Widescreen statusbars (v2401)
Hello! Happy to download the latest version again to nab the widescreen for Machete. Just what I needed. Now, getting straight to the point: I see there's a widescreen statbar for Interception, could I suggest maybe making one for it's sequel Interception 2?
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Re: Widescreen statusbars (v2401)
Interception II has been added. Will be in the next release. If you don't want to wait, download latest dev snapshot ("Code" --> "Download Zip"). Filename is intercep2_uwide.wad.
See attachment for preview.
See attachment for preview.
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Re: Widescreen statusbars (v2401)
late reply, but thx broski
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Re: Widescreen statusbars (v2401)
Do I have to load the wads under the pwad folder in github after the mapset? Does this mean I can't set it to autoload or load multiple huds for a compilation wad (i.e. wadsmoosh and compendium)? This is probably a dumb question.
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Re: Widescreen statusbars (v2401)
Please read this thoroughly to find the answer to your question. You must load the pwad first, then the modified statusbar. Only one HUD can be active at a time, multiple selections through a menu or whatever are not supported.
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Re: Widescreen statusbars (v2401)
Hello there!
It seems like a widescreen status bar for Hell Revealed II hasn't ever been added to this project yet, so here it is:
It seems like a widescreen status bar for Hell Revealed II hasn't ever been added to this project yet, so here it is:
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Version 2407 released
A lot of new entries, some for projects which haven't even gone final yet.
CHANGELOG
- Added: Abcission, Afternoon, Doom + FreeDoom variants (doom_uwide_v2: with cracks; freedoom_uwide_v2: restored v0.11.x widescreen bar), DBP66: Lunar Strain, Frozen Heart, Hell Revealed II (by George_90), Interception II, Interception III, Judgment: Retrial, Pirate Doom II, Plutonic Visions, PUSS XXXIII: Die Rowdy, RRSP3, Scorching Earth
CHANGELOG
- Added: Abcission, Afternoon, Doom + FreeDoom variants (doom_uwide_v2: with cracks; freedoom_uwide_v2: restored v0.11.x widescreen bar), DBP66: Lunar Strain, Frozen Heart, Hell Revealed II (by George_90), Interception II, Interception III, Judgment: Retrial, Pirate Doom II, Plutonic Visions, PUSS XXXIII: Die Rowdy, RRSP3, Scorching Earth
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Re: Widescreen statusbars (v2407)
Sorry for the bump again but I was curious to know: lately I have just started this wad right here https://doomwiki.org/wiki/The_Long_Trek_Back_Home as a way to celebrate Doom II's dirty thirty.
Unfortunately, it doesn't even have a widescreen HUD, or idk if it utilizes the HUD from a different wad and a widescreen version already exists. But would it be ok to ask to do the honors?
Unfortunately, it doesn't even have a widescreen HUD, or idk if it utilizes the HUD from a different wad and a widescreen version already exists. But would it be ok to ask to do the honors?
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Version 2409 released
Highlights this time are Legacy of Rust support plus some IWAD tweaks (Doom, Chex, HacX). "The Long Trek Back Home" also still made the cut.
CHANGELOG
- Added: Curse of Blood, DBP67: Marble Hill, Hard Nut to Crack, Legacy of Rust, PUSS XXXV: Summer Showdown, Sepia, The Long Trek Back Home
- Updated: Ancient Aliens (refined transitions), Chex (refined borders), Doom v2 (based on v1, closer to Unity), Dimension of the Boomed (refined transitions), HacX (red laser beams), Machete (refined transitions), Perdition's Gate Resurgence (now ultrawide)
CHANGELOG
- Added: Curse of Blood, DBP67: Marble Hill, Hard Nut to Crack, Legacy of Rust, PUSS XXXV: Summer Showdown, Sepia, The Long Trek Back Home
- Updated: Ancient Aliens (refined transitions), Chex (refined borders), Doom v2 (based on v1, closer to Unity), Dimension of the Boomed (refined transitions), HacX (red laser beams), Machete (refined transitions), Perdition's Gate Resurgence (now ultrawide)
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Next version preview
The next release will include what is hopefully going to be the final remake of the original Doom statusbars.
In the current version (2409), the statusbars have some dark parts which didn't provide proper contrast and also deviated from the look of the Nightdive remaster too much. I used some brighter background patches for the latest remake and kept the crack patterns the way they were done in the 2024 remaster. What remains the same is that the proper base texture (from v1) is used and the widescreen transition on the left side is fixed (without that extra dark stripe which doesn't fit the patterns used everywhere else).
Here's a comparison to see the changes:
In the current version (2409), the statusbars have some dark parts which didn't provide proper contrast and also deviated from the look of the Nightdive remaster too much. I used some brighter background patches for the latest remake and kept the crack patterns the way they were done in the 2024 remaster. What remains the same is that the proper base texture (from v1) is used and the widescreen transition on the left side is fixed (without that extra dark stripe which doesn't fit the patterns used everywhere else).
Here's a comparison to see the changes: