Releases: JNechaevsky/CRL
Historical
Historical versions of original Chocorenderlimits.
SDL1 version (dated November 6, 2014)
Based on Chocolate Doom 1.5.0. Source code is presumably outdated.
- Windows (32-bit): chocorenderlimits-sdl1-win32.zip
- Source code: chocorenderlimits-sdl1-src.zip
SDL2 version (released March 5, 2018)
Based on Chocolate Doom pre-3.0.0 with rewritten features, it's a bit different from SDL1. This version wasn't officially released by RestlessRodent, but was ported to SDL2 by JNechaevsky and later becomes a base for CRL.
- Windows (32-bit): chocorenderlimits-sdl2-win32.zip
- Source code: chocorenderlimits-sdl2-src.zip
CRL 1.0 (released: 2023-03-31)
Five years after simple porting ChocoRenderLimits to SDL2 code, I have decided to continue it's development under new name: CRL. Many functions has been carefully kept, many improved or simplified, and many implemented from scratch.
I've tried to consolidate features from both released and unpublished versions of ChocoRenderLimits, as well as add my own features and QOL improvements to make port suitable not only for in-game limits checking, but also more friendly for normal and accurate playing.
Major idea is still same - this is crash-prone source port, which will print ingame warnings instead of crashing. However, no changes were made to to drawing code and important bugs like Tutti-Frutti and Medusa are still here, to preserve DOS executable behavior and look. Medusa is no longer critical though, and not crashing Windows executable.
For vanilla-compatibility purposes, despite of being crash-prone in complex game scenes, this is not limit-removing source port and it will not be able to load huge maps.
Configuration file (default.cfg) and demos are fully compatible with DOS executable and vice versa.
Ingame menu with all available options and features available by pressing grave/tilde key. ~
Some extra key binding are available in Setup executable under "Configure CRL controls" section.
I would like to say Thank You to:
- @Dasperal for important bits of code from International Doom.
- @fabiangreffrath, @rfomin, @mikeday0, @ceski-1 and @AlexMax for important bits of code from Crispy Doom.
- @bradharding for important bits of code from DOOM Retro.
- @kgsws for runtime Medusa detector.
Happy TDOV 2023!