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How to set up the DOOM Widescreen Assets in Source Ports?


Enoter

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I'm looking how to set up the DOOM Widescreen Assets from bethesda that can be downloaded and come in .png files in source ports Like Crispy Doom And PRBOOM+

 

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1 hour ago, Gibbon said:

You'll need to use SLADE to convert the png files to Doom graphics.

That would be pointless, because;

1 hour ago, Enoter said:

I'm looking how to set up the DOOM Widescreen Assets from bethesda that can be downloaded and come in .png files in source ports Like Crispy Doom And PRBOOM+

PRBoom+ and Crispy Doom are not capable of rendering widescreen assets. This task is not doable with those ports. For any port that does support them, it'll work simply by loading the unity port's IWADs directly, as that contains the assets already.

Edited by Edward850

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11 minutes ago, Edward850 said:

That would be pointless, because;

PRBoom+ and Crispy Doom are not capable of rendering widescreen assets. 

 

What?! Check your facts before you reply! Both Crispy and PrBoom+ can very well render widescreen assets. 

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9 minutes ago, fabian said:

 

What?! Check your facts before you reply! Both Crispy and PrBoom+ can very well render widescreen assets. 

PRBoom+ hasn't been updated in years and predates the concept. Crispy makes no mention of the support on the wiki page.

 

Edit: Though checking it manually, yes it indeed does. So all @Enoter needs to do is copy the doom2.wad from Doom 2\rerelease\DOOM II_Data\StreamingAssets into their Crispy Doom directory. No need to convert PNGs or anything like that.

Edited by Edward850

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42 minutes ago, fabian said:

You really should come up with a different name for that port, given that's a fork of PRBoom+, not actually PRBoom+ (which was my initial conclusion for the name used, given they just say "PRBoom+", not anything else). It's actually quite confusing, and in some consideration, misleading.

Edited by Edward850

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It's not a fork anymore, it's the official approved continuation of PrBoom+. And it says so on e6y's old homepage and in the first post of the thread that I linked. 

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That's news to me. I still find this to be somewhat confusing given it won't really every change the position of 2.5.1.4 being the one actually called PRBoom+, and the people making the new version having no obvious connection to the old. This may be a habit that will be hard to change.

Edited by Edward850

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39 minutes ago, Edward850 said:

That's news to me. I still find this to be somewhat confusing given it won't really every change the position of 2.5.1.4 being the one actually called PRBoom+, and the people making the new version having no obvious connection to the old. This may be a habit that will be hard to change.

While understandable from an angle, programs get new maintainers all the time. BSP for instance went through a ton of them. Everybody that took over from the last person didn't change the name of it.

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37 minutes ago, Quasar said:

While understandable from an angle, programs get new maintainers all the time. BSP for instance went through a ton of them. Everybody that took over from the last person didn't change the name of it.

This is normal in OSS development, otherwise you would end up with countless versions each with a different name and each from a different maintainer and the history would be completely lost and incomprehensible.  I certainly don't change the names of my Debian and GNU packages that I maintain, that's just bonkers.

Edited by Gibbon

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4 hours ago, Edward850 said:

PRBoom+ hasn't been updated in years and predates the concept. Crispy makes no mention of the support on the wiki page.

  1. If nobody tells, then nobody knows.
  2. The page mentions ''Widescreen rendering for using all the available horizontal space of screens with aspect ratios up to 24:9.'' which implies it is capable of rendering things in widescreen. Ill happily add that it can run widescreen assets, but so can GZDoom with Widepix. So which ports have widescreen asset support?
  3. It is added on the page now.
2 hours ago, Edward850 said:

That's news to me. I still find this to be somewhat confusing given it won't really every change the position of 2.5.1.4 being the one actually called PRBoom+, and the people making the new version having no obvious connection to the old. This may be a habit that will be hard to change.

PrBoom+UM sounds pretty distinctive, but there is a case to be made considering amany still refer to PrBoom+ as if its a current port and even recommend it as such.

 

What also does not help is that libretro incorporates PrBoom (Non-plus) and is also still supported, aside from being 2.5.0 at its core. It is distinguished as LibRetro PrBoom but its still not very clear.

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I don't think anyone should change the name just because they fork something.  Libretro kept the name because everyone knows it as PRBoom, when ID did their iPhone port, they used PRBoom, they didn't call it IDBoom or anything, they kept it as prboom.  It is up to people to keep up to date with this stuff, I don't find it confusing at all as long as you just browse the wiki and catch up.

 

When people say PRBoom+ everyone knows it means the github repo of PRBoom+UM.  It doesn't take a PHD to figure that out.

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@Enoter Like Gibbon said, you need SLADE to convert them to Doom graphics. After that you rename them exactly the original graphic files' name and compile them into a wad file.

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Got it, 

I had to use SLADE to convert  the files into .imp and it worked, however the status bar was a game crash causer so i just got some widescreen status bar wad and it worked.

Edited by Enoter

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7 hours ago, Redneckerz said:

If nobody tells, then nobody knows.

Well yeah, this isn't the own you think it is, that's exactly the problem. I can't know information psychically, what did you expect? I can't just run every single port and ready every single thread on this forum all the time, that would be lunacy, so if something changes and nobody bothers to update the specs, I can't possibly know that changed.

 

7 hours ago, Redneckerz said:

The page mentions ''Widescreen rendering for using all the available horizontal space of screens with aspect ratios up to 24:9.'' which implies it is capable of rendering things in widescreen.

It only implies it can render Doom itself in widescreen, which is something we have already been able to do for years. It suggests nothing about assets, a very recent phenomena only started with the Unity port. We've had >15 years of widescreen ports and only around 2 of widescreen asset support, in case you've forgotten, so one absolutely does not automatically imply the other.

 

7 hours ago, Redneckerz said:

PrBoom+UM sounds pretty distinctive

Right, but the OP didn't add "UM", hence the problem and confusion.

Edited by Edward850

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2 minutes ago, Edward850 said:

Well yeah, this isn't the own you think it is, that's exactly the problem.

The exact problem is that you assume negatively and that i wrote that to own you

2 minutes ago, Edward850 said:

I can't know information psychically, what did you expect? I can't just run every single port and ready every single thread on this forum all the time, that would be lunacy, so if something changes and nobody bothers to update the specs, I can't possibly know that changed.

Ofcourse, and i didn't mean that as a personal retort. I am just saying that there is so much out there that you can't always fill all the shoes all the time.

 

For instance, there has yet to be an exact (as in: readable for readers, not modders/developers) explanation of the DEHEXTRA/MBF21 formats. As creator of those articles, i know precisely too little to write up a definitive explanation on it, so i left those open for anyone else to fill in.

 

So i appreciate you ended bringing the widescreen comment up, and i apologize if my comment was in any negative jest - it isn't. I understand where you are coming from.

2 minutes ago, Edward850 said:

Not really, it only implies it can render Doom itself in widescreen, which is something we have already been able to do for years. It suggests nothing about assets, an very recent phenomena only started with the Unity port.

Appreciated. Either way its added in.

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On 12/29/2021 at 11:19 AM, Edward850 said:

Right, but the OP didn't add "UM", hence the problem and confusion.

It should be called "Prboom+ Um, Actually, This is the Real One"

 

In all seriousness, I agree with you. Changing the name and pretending it's still "the same" is ridiculous and confusing.

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