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

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Gez
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Gez »

aSeriesOfNumbers wrote:The image looks fine at the beginning, but as it starts to pan, the image starts to glitch during the panning process, and then it looks normal again once it stops.
Yeah that's normal. The scrolling code was not updated, waiting for a clear idea of how to implement widescreen support for it that does not make the process excessively complicated while maintaining compatibility with 4:3 and other ports that may implement widescreen support also.
dmslr
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by dmslr »

Rachael wrote:Scuba Steve may have been bound from an NDA that prohibited him from even contacting Nash about it
If so, id software did unfair decision to contact directly with Scuba. Nash initiated this project and made this thread. If he didn't, Scuba wouldn't have worked on this and id wouldn't have noticed his (Scuba's) works. Apparently they just didn't want to hire two people. Sorry for "drama" but I think it's not completely fair to Nash.
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Rachael
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Rachael »

dmslr wrote:If so, id software did unfair decision to contact directly with Scuba. Nash initiated this project and made this thread. If he didn't, Scuba wouldn't have worked on this and id wouldn't have noticed his (Scuba's) works. Apparently they just didn't want to hire two people. Sorry for "drama" but I think it's not completely fair to Nash.
Corporations *never* are fair. I am not saying they're right in this case, this is how they are, unfortunately. And Bethesda in particular has been pretty dicky lately, especially with the whole Fallout 76 fiasco. When someone shows you their true colors - believe them - and Bethesda did that with Fallout 76.

You're right - it isn't fair to Nash, not at all. And you're probably right also that they didn't want to hire two people. Anything to cut costs - literally anything even if quality is sacrificed.

I do feel Bethesda owes Nash something for this. More than just a mealy-mouthed apology for how they handled it.
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I chose not to get paid because I wanted to try and preserve community relations and allow the artwork to be released for community use.
loinbread
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by loinbread »

Call me daft or blind, but are there any releases for either Steve or Nash's packs yet or do they not quite exist rn?
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

WidePix hasn't been officially released yet - as we speak, I am currently in the process of replacing all of Steve's work inside WidePix with my own, as in, done from scratch* fully by me. For the simple reason that as creator of the project "WidePix" (and therefore this entire thread) I simply feel uncomfortable that almost none of my work is actually inside my pack - my own shortsighted thinking, in hindsight.

* ok well technically not from scratch, since the center images are from the IWADs, but you get my meaning *

So far I've completed Doom 1 and 2 (these were started a few hours ago):

Image
Image
Image

The rest will be done until everything is completely replaced.

I will settle for being "unofficial", that's fine. As long as I can claim that the extension work is fully done by me, and I didn't just take somebody else's work and throw it into my pack. Players are free to choose to use which any version they prefer. The stuff that I made for WidePix are simply my preferences.

Steve's versions of the images are currently used in Doom Unity, and his Google drive link is somewhere in this thread, if you'd like to use those instead.
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I really like the incorporation of blue into the rest of the brick. It actually looks completely natural in that version.
dmslr
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by dmslr »

Quick, rough edit of STBAR extended with WALL01 textures. What do you think, Nash?
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

@dmslr - That looks very seamless indeed! Good work. :)
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lumbo7332
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by lumbo7332 »

Any progress on this? I'm pretty sure the stable version of GZDoom supports these now.
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ShockwaveS08
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by ShockwaveS08 »

When all is said and done, will a version of your pack be made to support WADSmoosh and the renamed texture lumps that associate with each included episode?
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

ShockwaveS08 wrote:When all is said and done, will a version of your pack be made to support WADSmoosh and the renamed texture lumps that associate with each included episode?
Sure, I can look into it.
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NightFright
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by NightFright »

Does anybody have widescreen versions of the Sigil menu images? Even the Unity addon only has the 4:3 images. Originals attached below.

EDIT: Most of them were already posted here on March 16, just missing one.
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Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

The unity addon will not add widescreen to sigil because the artwork is still under the original artists copyright. They'd need to secure their permission in order to modify the artwork, so it will remain 3:4 as a unity download.
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NightFright
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by NightFright »

Well, these would be more for personal usage. TNT and Plutonia on Unity have widescreen stuff, but STBAR is still 4:3. Doesn't matter if they are used as PWADs, but as an IWAD outside of Steam it will be noticed.

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