Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add overlooked W_CheckWidescreenPatch calls #2202

Closed
wants to merge 1 commit into from

Conversation

elf-alchemist
Copy link
Contributor

Now works with interlevel's backgroundimage and UMAPINFO's interbackdrop.

interlevel before:
woof0004

UMAPINFO before:
woof0005

interlevel after:
woof0006

UMAPINFO after:
woof0008

Copy link
Owner

@fabiangreffrath fabiangreffrath left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Thank you!

Copy link
Collaborator

@rfomin rfomin left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think this is unnecessary.

@@ -463,7 +463,8 @@ static void F_TextWrite(void)
if (gamemapinfo && W_CheckNumForName(finaleflat) != -1 &&
(W_CheckNumForName)(finaleflat, ns_flats) == -1)
{
V_DrawPatchFullScreen(V_CachePatchName(finaleflat, PU_LEVEL));
V_DrawPatchFullScreen(
V_CachePatchName(W_CheckWidescreenPatch(finaleflat), PU_LEVEL));
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This only works for the UMAPINFO definition. We don't need it because all ports that support UMAPINFO also support widescreen graphics.

@@ -559,7 +559,8 @@ static boolean DrawAnimation(void)
if (animation->background_lump)
{
V_DrawPatchFullScreen(
V_CachePatchName(animation->background_lump, PU_CACHE));
V_CachePatchName(
W_CheckWidescreenPatch(animation->background_lump), PU_CACHE));
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This only works for ID24 interlevel definition. We also do not need it because all ID24 ports support widescreen graphics.

@fabiangreffrath
Copy link
Owner

Have these been left out on purpose or were these oversights @elf-alchemist ?

@elf-alchemist
Copy link
Contributor Author

They were an oversight on my end, yes. From the Nyan documentation it is intended to be supported on UMAPINFO as a whole, and supporting these calls on the ID24 scripts is partly for both completeness' and consistency' sake, but also for one of the main point of the feature which is to allow even vanilla-compatible WADs (that may also target as many ports as possible, including those don't yet support wide assets) to come with their respective widescreen assets bundled all in one piece instead of coming in a separate, extra PWAD. Which is already of good help for the lowest common denominator userbase to make it easier to not need more than a single drag-and-dropped file or to learn about the autoload directory, launchers etc.

Chex Quest 3: Vanilla Edition already comes with them, and 1.1 will ship them with the new W_* pattern and in 32:9 width.

The Freedoom folks are still to accept my PR, but, it too may come with those built into the IWADs themselves.

@fabiangreffrath
Copy link
Owner

So, would you suggest to merge these changes @elf-alchemist ?

@elf-alchemist
Copy link
Contributor Author

Yes.

@fabiangreffrath
Copy link
Owner

Sorry, but developer consent on discord was not to fix this. It's strictly not necessary and only causes confusion.

@elf-alchemist elf-alchemist deleted the wide_fix branch February 17, 2025 19:23
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants