OpenRift Posted July 5, 2021 23 minutes ago, Dwars said: @Anarkipls and I did some widescreen assets for Gateway to Shangri-La which you can download here: shwide.wad I had no idea that the BOSSBACK screen was an "always has been" meme, that's amazing lmao 1 Quote Share this post Link to post
whou Posted July 8, 2021 (edited) On 6/12/2021 at 7:34 PM, Trilby Trillion said: Note that this will only work with Zdoom ports as far as I know. Definitely won't work with Chocolate, Crispy, or PRBoom+ I hate being the "UhM aCtUaLlY" guy (I'm stupid, didn't realized you were talking about animated assets support which aren't supported by any non-ZDoom derived source ports, sorry), but fortunately Crispy Doom added support for widescreen assets on the 5.10.0 release. As for PRBoom+, though the most recent PRBoom+/UMAPINFO official release doesn't support it, recent development builds did added support to it. Fortunately you don't need to compile it by yourself, just going to the PRBoom+ repo actions page you can choose which build you want (just the most recent one is fine) and at the bottom of the page are the binaries downloads. And to get the necessary .dll files to run it, you can just get it from the github repo or simply from the version you already have. I highly recommend you to update your releases of these source ports in case you didn't, since both of them have been adding a lot of new features! Last time I checked the only ones that don't have support for widescreen assets are Chocolate Doom (for obvious reasons), Eternity, Odamex and Zandronum. ZDaemon does support it, but the widescreen status bar has a visual glitch. Hell, even Doom Retro and Russian Doom support it. Edited July 9, 2021 by whou clarify my stupidity, sorry 0 Quote Share this post Link to post
Devalaous Posted July 8, 2021 Eternity is always the weird port in the room; has native smart support for stuff like the master levels and stuff like the Xbox 360 Doom port's files, yet is slow to support something basic that even the official ports have as standard. I would have expected it to be the first port to use the widescreen stuff from Bethesda :p 5 Quote Share this post Link to post
Rijam Posted July 8, 2021 I figured I should post my HACX Widescreen graphics here before GZDoom creates their own versions. My original post: HACX Widescreen Graphics WADs - WADs & Mods - Doomworld (Widescreen Photon 'Zooka is its own separate WAD) 12 Quote Share this post Link to post
Trilby Trillion Posted July 9, 2021 20 hours ago, whou said: I hate being the "UhM aCtUaLlY" guy, but fortunately Crispy Doom added support for widescreen assets on the 5.10.0 release. As for PRBoom+, though the most recent PRBoom+/UMAPINFO official release doesn't support it, recent development builds did added support to it. Fortunately you don't need to compile it by yourself, just going to the PRBoom+ repo actions page you can choose which build you want (just the most recent one is fine) and at the bottom of the page are the binaries downloads. And to get the necessary .dll files to run it, you can just get it from the github repo or simply from the version you already have. I highly recommend you to update your releases of these source ports in case you didn't, since both of them have been adding a lot of new features! Last time I checked the only ones that don't have support for widescreen assets are Chocolate Doom (for obvious reasons), Eternity, Odamex and Zandronum. ZDaemon does support it, but the widescreen status bar has a visual glitch. Hell, even Doom Retro and Russian Doom support it. Am I crazy? It doesn't. I want to clarify that this is an intermission screen for specifically Thy Flesh Consumed with proper map animations and markers. 0 Quote Share this post Link to post
whou Posted July 9, 2021 5 hours ago, Trilby Trillion said: Am I crazy? It doesn't. I want to clarify that this is an intermission screen for specifically Thy Flesh Consumed with proper map animations and markers. oh no, I'm sorry. Didn't realized that you were talking about animations and markers support. My bad. and you were completely right, I did test it with other source ports that aren't ZDoom derived and they didn't even showed the custom static INTERPIC of the fix wad 0 Quote Share this post Link to post
maxmanium Posted July 30, 2021 Did anyone ever make a widescreen status bar for CChest2? Mostly for The Mucus Flow ;) 0 Quote Share this post Link to post
rfomin Posted July 31, 2021 7 hours ago, maxmanium said: Did anyone ever make a widescreen status bar for CChest2? Yes, this collection has it, and it is the same for all CChest series: https://forum.zdoom.org/viewtopic.php?f=46&t=37960 It doesn't look good, it would be great if someone made a better version. 0 Quote Share this post Link to post
Kinsie Posted July 31, 2021 2 hours ago, rfomin said: Yes, this collection has it, and it is the same for all CChest series: https://forum.zdoom.org/viewtopic.php?f=46&t=37960 It doesn't look good, it would be great if someone made a better version. Let's try this. 8 Quote Share this post Link to post
rfomin Posted July 31, 2021 6 minutes ago, Kinsie said: Let's try this. This is much better, thank you! 1 Quote Share this post Link to post
Umbra Posted August 13, 2021 I apologize in advance if this is not supposed to be a "request thread", but is there a chance someone could offer a widescreen alternative to the already existing Master Levels Interpic? I do have one that I simply adore due to its color scheme, and I just don't find the one posted in this thread (the one that's simply 'dark gray') that appealing to me. I attached the lump to my post. MasterLevelsInterpic.rar 0 Quote Share this post Link to post
Firebert Posted August 18, 2021 (edited) AUGER;ZENITH DBP37_ws.zip Edited November 4, 2021 by Firebert formatting and wad download 8 Quote Share this post Link to post
OpenRift Posted August 18, 2021 12 hours ago, Firebert said: AUGER;ZENITH statusbar, because it was pretty simple to do. Someone much more skilled will have to make the PICS. Ah, I was just playing through this WAD, I love it. 1 Quote Share this post Link to post
Scuba Steve Posted August 18, 2021 On 8/13/2021 at 1:59 PM, Umbra said: I apologize in advance if this is not supposed to be a "request thread", but is there a chance someone could offer a widescreen alternative to the already existing Master Levels Interpic? I do have one that I simply adore due to its color scheme, and I just don't find the one posted in this thread (the one that's simply 'dark gray') that appealing to me. I attached the lump to my post. MasterLevelsInterpic.rar You'd rather see this replace the current one? I don't quite understand your post. 0 Quote Share this post Link to post
Umbra Posted August 19, 2021 9 hours ago, Scuba Steve said: You'd rather see this replace the current one? I don't quite understand your post. Perhaps my post was a tad confusing. Apologies. What I meant to say is that I don't dig that widescreen pic THAT much (not a fan of that dark gray color scheme it has). In my post I attached a .lmp which has a regular, non-widescreen interpic for Master Levels, and I like it more because it is as white as the game's cover art. I was wondering if there is a way to turn that .lmp I uploaded into a widescreen interpic? 0 Quote Share this post Link to post
Scuba Steve Posted August 19, 2021 That image is what was in your .lmp file when I loaded it... That's why I am confused. 0 Quote Share this post Link to post
Umbra Posted August 21, 2021 Sorry I took so long to get back to you. That's weird, I don't know why that happened. I just attached a png-converted .lmp file of the lump I was talking about. 0 Quote Share this post Link to post
OpenRift Posted August 24, 2021 (edited) Doom Zero now comes with an optional widescreen graphics WAD out of the box. Edited August 24, 2021 by OpenRift 6 Quote Share this post Link to post
Mike Stu Posted September 1, 2021 (edited) Hey fellas. Did a simple edit to the status bar of the Civvie 11 Massacre. CivvieWADContest_STBAR_Wide.rar Edited September 2, 2021 by Mike Stu 4 Quote Share this post Link to post
Firebert Posted September 30, 2021 (edited) Maskim Xul maskimxul_ws.zip Edited October 1, 2021 by Firebert Improved INTERPIC, fixed a small issue 4 Quote Share this post Link to post
Firebert Posted September 30, 2021 (edited) Finely Crafted Fetish Film fcff_ws.zip Edited October 2, 2021 by Firebert Removed TITLEPIC, It didnt look good. 3 Quote Share this post Link to post
Firebert Posted October 1, 2021 (edited) Preacher preacher_ws.zip Edited October 2, 2021 by Firebert Removed Shotgun Symphony and Preacher's CREDIT, They didnt look good. Improved Preacher's STBAR 8 Quote Share this post Link to post
Firebert Posted October 2, 2021 (edited) I've edited the btsx_e1_ws and btsx_e2_ws STBARs to be slighty longer as to prevent an issue with OpenGL mentioned earlier. btsx_ws_fixed.zip Edited October 3, 2021 by Firebert 4 Quote Share this post Link to post
Terraformer9x Posted October 3, 2021 On 8/21/2021 at 10:47 AM, Umbra said: Sorry I took so long to get back to you. That's weird, I don't know why that happened. I just attached a png-converted .lmp file of the lump I was talking about. Gotcha covered, I did two versions. With Nash's widescreen extension. With Scuba's widescreen extension. 2 Quote Share this post Link to post
Firebert Posted October 27, 2021 (edited) SIGIL_COMPAT_v1_21.wad SIGIL_COMPAT_WS.zip Edited October 27, 2021 by Firebert 2 Quote Share this post Link to post
Scuba Steve Posted October 27, 2021 If I'm not mistaken, in order to get the "scrolling" to work properly, the first image needs to be in the ratio of 320x200 and the second image takes up the remaining width. Don't quote me on it, but I know it can't have overlapping artwork. 0 Quote Share this post Link to post
Firebert Posted October 27, 2021 (edited) 20 hours ago, Scuba Steve said: If I'm not mistaken, in order to get the "scrolling" to work properly, the first image needs to be in the ratio of 320x200 and the second image takes up the remaining width. Don't quote me on it, but I know it can't have overlapping artwork. That's odd, I tested it in dsda-doom and it worked fine. I'll try to check later this day with different ports/aspect ratios. EDIT: To no one's surprise, this only appears to be in issue with GZDoom. I'm not going to bother making a GZDoom version as there's not much point to using SIGIL_COMPAT in GZDoom anyways. Edited October 28, 2021 by Firebert 0 Quote Share this post Link to post
OpenRift Posted November 1, 2021 4 hours ago, Firebert said: Tangerine Nightmare tn_ws.zip HELL yeah, I was actually just playing this one today lmao 1 Quote Share this post Link to post
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