Widescreen statusbars (v2409)
Forum rules
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.
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.
-
- Posts: 74
- Joined: Tue Aug 06, 2019 2:11 am
Re: Widescreen statusbars (v2205)
Nice! I hope there are folks who find it useful.
-
- Posts: 74
- Joined: Tue Aug 06, 2019 2:11 am
Re: Widescreen statusbars (v2205)
I've updated the link to the autoload folder (now it's permanent, it doesn't need to be updated after every new version; Nightfright, please, replace the link in the OP ). I fixed some errors in folder names, replaced DOTB's stbar and added Anomaly Report folder.
-
- Posts: 5
- Joined: Sun Feb 18, 2018 1:37 pm
Re: Widescreen statusbars (v2205)
Quick question, what program do you use to extend the huds?
-
- Spotlight Team
- Posts: 1373
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: Widescreen statusbars (v2205)
Link in OP updated.
I found paint.net fully sufficient to do what's necessary for the edits. While it doesn't maintain the original palette like GIMP does, it matters little since I convert the edited graphics back to the native palette with Slade.
I found paint.net fully sufficient to do what's necessary for the edits. While it doesn't maintain the original palette like GIMP does, it matters little since I convert the edited graphics back to the native palette with Slade.
-
- Spotlight Team
- Posts: 1373
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Version 2206 released
Changelog:
- Added: Abandon, Avactor, Bloodlands, DBP 47, Grievance, NOVA II, Perdition's Gate Resurgence, Pursuit, Reclamation, Sacrament
- Updated: 2048 Units of /vr/, Dimensions of Time, Doom (pixel-perfect), Requiem
- Converted from PNG to Doom GFX: Descension, Dimension of the Boomed, ZBlood
- Deleted: jcp_wide.wad (not used anywhere)
- Added: Abandon, Avactor, Bloodlands, DBP 47, Grievance, NOVA II, Perdition's Gate Resurgence, Pursuit, Reclamation, Sacrament
- Updated: 2048 Units of /vr/, Dimensions of Time, Doom (pixel-perfect), Requiem
- Converted from PNG to Doom GFX: Descension, Dimension of the Boomed, ZBlood
- Deleted: jcp_wide.wad (not used anywhere)
-
- Posts: 74
- Joined: Tue Aug 06, 2019 2:11 am
Re: Widescreen statusbars (v2206)
It seems like MAPINFO fix within mm2_uwide_fix.wad is broken; it doesn't show the proper level names. Haven't checked the other MAPINFO fixes.
By the way, the autoload folder link updated.
By the way, the autoload folder link updated.
-
- Spotlight Team
- Posts: 1373
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: Widescreen statusbars (v2206)
What do you mean? Does it use the music track names again? I was so careful to not repeat that mistake when I updated the file...
Anyway, I'll take a look at it tomorrow. I have the correct file right here, so it's a simple switch. Actually, I might as well replace it with a DEHACKED while I am at it.
Anyway, I'll take a look at it tomorrow. I have the correct file right here, so it's a simple switch. Actually, I might as well replace it with a DEHACKED while I am at it.
-
- Posts: 74
- Joined: Tue Aug 06, 2019 2:11 am
Re: Widescreen statusbars (v2206)
Yes, it used the midi names but even they didn't replace the original names. And for some reason, the wad contained NRFTL mapinfo and text graphics for MM2 and NRFTL for selecting them in the menu like the episodes in Doom 1.
I guess Ragu's ultrawide versions have these changes, that's why you aren't aware of them.
I guess Ragu's ultrawide versions have these changes, that's why you aren't aware of them.
-
- Spotlight Team
- Posts: 1373
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: Widescreen statusbars (v2206)
I might also just remove any mapinfo data entirely. After all, I have a separate project for that and this should only be about graphics replacements. MM2 is definitely fixed there.
(I dunno why I made this mistake with the level names only with this pwad... Probably because level and music names are listed side-by-side in the wiki and it's easy to get confused like that.)
(I dunno why I made this mistake with the level names only with this pwad... Probably because level and music names are listed side-by-side in the wiki and it's easy to get confused like that.)
-
- Spotlight Team
- Posts: 1373
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: Widescreen statusbars (v2206)
Update:
MM2 issue has been corrected (on Github).
MM2 issue has been corrected (on Github).
-
- Posts: 5
- Joined: Wed Nov 09, 2022 2:44 pm
- Operating System Version (Optional): Windows 10 Home x64
Re: Widescreen statusbars (v2206)
Hey,
If I put a HUD into the the proper autoload folder, a small portion of it, namely the 'Arms' box retains its original form, like you can see it on the picture below:
What is the reason for this and how can I make it work correctly?
If I put a HUD into the the proper autoload folder, a small portion of it, namely the 'Arms' box retains its original form, like you can see it on the picture below:
What is the reason for this and how can I make it work correctly?
You do not have the required permissions to view the files attached to this post.
-
- Spotlight Team
- Posts: 1373
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: Widescreen statusbars (v2206)
These patches only contain the STBAR patch, not the STARMS one (since it never changes). You are apparently loading some other mod that contains an STARMS lump (from the original statusbar, obviously), so it is shown.
-
- Posts: 5
- Joined: Wed Nov 09, 2022 2:44 pm
- Operating System Version (Optional): Windows 10 Home x64
Re: Widescreen statusbars (v2206)
No. It has to be something else, because I NEVER use ANY mods (except for Doomkid's Christmas pack when it's Christmas holidays, but the last time I did that was almost a year ago, with a completely different source port to boot), autoload folder is empty, the shortctus are only containing the necessary parameters (the route to the IWAD & PWAD + -shorttics -skill 4 -complevel x, and -record xy / -playdemo, when it's needed).NightFright wrote: ↑Thu Nov 10, 2022 12:15 am These patches only contain the STBAR patch, not the STARMS one (since it never changes). You are apparently loading some other mod that contains an STARMS lump (from the original statusbar, obviously), so it is shown.
-
- Posts: 118
- Joined: Sat Mar 27, 2021 3:21 pm
Re: Widescreen statusbars (v2206)
add "+LogFile .\path\to\file.log" to your gzdoom command line
then post the resulting file here
then post the resulting file here
-
- Posts: 5
- Joined: Wed Nov 09, 2022 2:44 pm
- Operating System Version (Optional): Windows 10 Home x64
Re: Widescreen statusbars (v2206)
It'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