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duke3d_widefix's Issues

[Suggestion] Revise stretched graphics

Just thought I'd drop some feedback here. I think the 3D Realms logo among other certain graphics in this pack looks kind of... off, since it's stretched to widescreen instead of having a supplementary texture filling in the negative space. It just feels a bit out of place compared to the quality of every other graphic in the pack.

Same with the "Play On TEN" and Duke Caribbean stats screen.

I'd say scrap the wide 3DR logo all together since the original doesn't really go to the edges of the screen to begin with.

Here's some fixed versions of the "Play on TEN" screens for starters.

2500
2500_wt

[Feature Request] support for JFDuke3D

Hi there,

I am trying to make this mod work on JFDuke3D, since it supports widescreen video modes and it's a fantastic light sourceport that works on low performance hardware like Raspberry Pi, etc, even using GLES.

The only problem is, well, the weapons, tittle screen and Duke animations look incomplete in those widescreen modes, which this mod seems to address.

However, it doesn't seem to work with JFDuke.
I have begun investigation, and have requested some help from Jonathon Fowler here:
jonof/jfduke3d#19
...but I suspect the mod format is tailored towards eduke32, etc.
JFDuke3D is still a thing, and as I said it's very useful: can you at least give me some pointers to adapt this so it works on JFDuke3D, please?

Thanks!

plugin not working with latest eduke?

just tried to run this with the latest build (eduke32_win64_20210713-9476-3191b5f41).

i put the zip file in the autoload folder, but nothing happens.

the menu fonts stay the same low res as before.

when i put hrp and the fix in at the same time, hrp wont work at all.

when i extracted the fix files in the autoload folder, the font changed, but it was still low res.

however i try to turn and fit this, this plugin doesnt work or doesnt do anything for me.

using duke3d grp and rts from steam version.

[Issue] Realign the freezethrower's top sprite

This is technically an animation fix rather than a sprite fix, but could you please adjust the position of the upper sprite of the freezethrower's firing animation, so it aligns with the knuckles on the lower sprite? I'd love to use all the fixes in this mod with that fix, but if you (understandly) would rather not, what would be the best tool to use to modify this myself?

DukeGDX compatibility?

Judging by the existence of a dukegdx.def file, it should be there.
However when trying to use it under the latest BuildGDX version, the widefix package does not seems to have any effect.

BuildGDX warns about the existence of errors in the zip, just after having tried to load "scripts\widescreen.def"
My setup consists of BuildGDX and the 4 official GRP files, placed in the port's root directory.
In the autoload folder I've placed your voxelpack and this.

Here's BuildGDX log file..
Can you help me understand what's going on?

DukeGDX.log

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