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

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Gez
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Gez »

Superdave938 wrote:are you going to do hacx next?
The Hacx screen, being framed by antislip metal pattern, would be hard to extend in a visually interesting way. Just more metal? Meh. There's also Harmony that could be mentioned, but for that maybe the best would be to ask t.v. to do it, since it's his work after all. Likewise for Wool Ball or Square or whatever other minor stand-alone games, if their authors are still around, they could do it themselves.
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Graf Zahl
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Graf Zahl »

I'd say Hacx should be the limit - it's a vintage mod made for the original game at a time when it was still current. All those modern mods are a different story.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

I will definitely not be doing modern mods. For me, right now at least, it stops at Chex Quest. I'll have to re-evaluate doing Hacx at a later time.
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Graf Zahl
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Graf Zahl »

Fully understandable. For Hacx the 4 fullscreen images are not really the issue, but the game has several weapons which are cut off at the sides so fixing this all may be a lot of work.
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Superdave938
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Superdave938 »

Well, in hacx 2.0, they updated the weapons to fit widescreen
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Graf Zahl
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Graf Zahl »

"Can I use them? " That'd be the important question.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Superdave938 »

What about the hexen weapons? There's a lot of cut off in that game
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

I already answered yes to that. Please be patient. :mrgreen:
o0papercutt0o
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by o0papercutt0o »

Sorry for the noob question here but is there a single place to find all the latest widescreen artwork? What artwork is still remaining? I would love to contribute if anything remains

Additionally, I slapped some of the artwork into a graphics folder, loaded up Doom and it worked... but the title screen had black bars at the top and bottom and after beating a level, the sprite animations do not line up with the new artwork. (IE: The blinking building sprites in episode one are floating where the standard 4:3 sprites would be) Is this a known issue, is there a scaling setting I should be aware of, or am I doing something wrong?
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Doom support is 100% complete. Currently waiting for some behind-the-scenes stuff to process before I'll officially tag the v1.0 release. The glitches you describe are fixed only in devbuilds for now; wait for the next version of GZDoom to roll out. Currently I am not accepting contributions, sorry.
o0papercutt0o
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by o0papercutt0o »

Nash wrote:Doom support is 100% complete. Currently waiting for some behind-the-scenes stuff to process before I'll officially tag the v1.0 release. The glitches you describe are fixed only in devbuilds for now; wait for the next version of GZDoom to roll out. Currently I am not accepting contributions, sorry.
Now that's the simple, straightforward info I was looking for! Thanks for the awesome work!
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

You should antialias the back of the "spaceship" in the TNT titlepic.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Scuba Steve wrote:You should antialias the back of the "spaceship" in the TNT titlepic.
Ooooh, can't believe I missed that. I should probably do one more final quality pass before the release.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

Nash, how does the upcoming release solve the bunny scroller? Is it implemented the same as the Unity port where the right side is simply a shorter picture?
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Yeah, exactly like that. The assets are already prepared according to spec; it just needs code support from the engine side. Graf will take care of it.

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