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(2 edits)

When I launch doom_complete.pk3 (from WadSmoosh 1.3) with GZDoom v.4.5.0, only the start menu has an actual widescreen asset from game_widescreen_gfx.pk3, but it's not even the correct WadSmoosh background- it's the doom 2 titlepic. Also, at the end of every level, Nash Muhandes's widescreen assets are supposed to appear but they don't... Am I doing something wrong or does WadSmoosh not support game_widescreen_gfx.pk3...?

Hmm, yeah it looks like game_widescreen_gfx.pk3 doesn't have a filter directory for wadsmoosh. I'll look into getting this fixed in official channels, in the meantime you can use this file I cobbled together quickly to assess the problem: http://vectorpoem.com/doom/wadsmoosh_widescreen.pk3

Everything seems to work, except for NERVE. So whenever you're going to get it patched into official channels, make sure you have that also filtered since I'm pretty sure NERVE just reuses Doom 2's intermission screen.

Yep, I don't believe Nash has done a widescreen version of the Nerve.wad intermission screen yet.

Wouldn't it be the same as Doom 2's intermission screen? So just for the sake of WadSmoosh, couldn't you or whoever else is involved just reuse Nash's doom 2's intermission screen for NERVE? Unless they are two different intermission screens that I don't know about...

The Unity port version of nerve.wad does have a widescreen intermission screen. If you want to make that file I linked use Doom 2's intermission for NRFTL as a stopgap, duplicate the file interpic.lmp with the name nvinter.lmp.

Woah, I never knew about the intermission screen of NERVE in the Unity Port... And yeah, that's what I immediately did after you sent me the pk3, but regardless, thanks for helping me out and hopefully other people if they stumble upon this thread.