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

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Bent Circus
Posts: 3
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
Posts: 366
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
Posts: 1059
Joined: Sat Mar 27, 2004 8:56 pm

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: 3
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: 2
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
Posts: 2
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?
User avatar
Enjay
 
 
Posts: 26835
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

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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