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Releases: JNechaevsky/CRL

CRL 1.9 (released: 2024-09-21)

21 Sep 17:10
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Improvements

  • CRL now prints (thanks @Richard-Stayman and @fabiangreffrath):
    • Ingame and console warnings for unsupported linedef specials.
    • Ingame and console warnings for unsupported sector specials.
    • Console warnings for certain linedef specials without a tag.

Controls

  • Added fast mouse polling for lower lag interpolation at uncapped frame rate (thanks @ceski-1, @mikeday0 and @rfomin).
  • Added "wheel up/down" mouse bind names and "speed on" mouse button (thanks Dweller Dark).

Automap: Sound Propagation mode

  • Sound Propagation mode is available when the Automap is open, and to activate it just press P (default bind, just like Overlay and Rotate modes). It is also available in 'Widgets and Automap' and can be rebinded in 'Keyboard bindings'. When the player attacks, sectors affected by sound propagation are colored bright green for a brief moment, regardless of whether sector lines were mapped for drawing or not.

Fixes

  • Fixed duplicate patch name on in-game "Bad V_DrawPatch" warning (thanks @Catoptromancy).
  • Maps with only one sector are now correctly detected as "no nodes" and can be loaded normally..

Other updates

  • Pulled latest changes from Chocolate Doom codebase.
  • Updated SDL library to version 2.30.7.

Compiled using GCC 14.2.0 under MSYS environment.

CRL 1.8 (released: 2024-05-19)

19 May 05:24
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Fail-safe

  • Added in-game and console warnings while level loading for linedefs without first sidedef. Such situation will work in DOS version of vanilla Doom, but leads to a silent crash of Windows version of Chocolate Doom (issue #1305, thanks @kitchen-ace and @fabiangreffrath).

Arch-Vile Fly

  • New key function available in Keyboard Bindings / Movement. Like Arch-Vile Jump, it gives the player vertical momentum, but works as a hold key and does not require repeated key presses. It also provides movement control while in the air.

Spectator mode: Go to Camera Position

  • New key function available in Keyboard Bindings / Game modes. It teleports player to Spectator camera position, and it is safe to teleport above ceiling level or below floor level.

Colorblind

  • Updated original ChocoRenderLimits coloring code. This should fix small fps drops in uncapped framerate when using colorblind and/or colored visplanes drawing, but most importantly this provides better and broader support for colorblind modes. Special thanks to @bradharding for the I_SetPalette() function which helped a lot with this implementation!

Fixes

  • Fixed very large, optionally shadowed patches that couldn't be drawn. (thanks @andrikpowell).
  • IWADs with heavily modified PLAYPAL lumps now showing correct colors for text shadows. Notably in Harmony Standalone or simply in any custom built IWAD.

Usability improvements

  • Mouse clicks are now slightly more responsive in the menu, Y-type actions can be confirmed with the left mouse button, N-type actions with the right mouse button.
  • Empty savegame file slots now always pre-filled with level number when edited.
  • Automap can be zoomed using the mouse wheel, zoom interpolation added for '+' and '-' keys.
  • Monsters will forget the player after going into No Target mode.
  • Added "Smooth Pixel Scaling" to Video Options.
  • Added dedicated bind for toggling vertical mouse movement, available in Keyboard Bindings / Movement (thanks @kitchen-ace).
  • Save/Load menu now showing savegame date and time.
  • Added automap overlay shading feature, available in Widgets and Automap.
  • Chosen by F12 player now kept between level changes while multiplayer demo playback. Non-fullscreen status bar background showing correct player color.
  • Implemented "On Death Action" feature, available in Gameplay Features menu.
  • Background shading now covers all game menus, blinking no longer happening while active menu and uncapped game state (thanks @NightFright2k19).
  • Any sounds no longer audible on ExM8 and MAP08 when SFX volume is set to zero.
  • Using -warp without spaces now possible for Doom 1, i.e. -warp 38 will warp to episode 3 map 8 (thanks @fabiangreffrath).
  • Added savegames_path, screenshots_path config variables and -shotdir (thanks @liPillON).
  • Mouse movement while the mouse button is held down in the active menu is no longer considered an extra button press.
  • "Mark secret sectors" will now always show secret sectors after they've been found on the automap, and optionally before as well (by @kitchen-ace, thanks!).
  • Extended "Show ENDOOM" to "PWAD only".
  • Added -4 command line parameter to double up the screen to 4x of its normal size.
  • Allowed quickload before quicksave (thanks @fabiangreffrath).

-complevel N command line parameter

  • Added -complevel N command line parameter to emulate a specific version of Doom engine executable. You can use either number or name:
Number Name Emulated engine
0 1.2 Doom v1.2
1 1.666 Doom v1.666
2 1.9 Doom v1.9
2 doom2 Doom v1.9
3 ultimate Ultimate Doom
4 final Final Doom
4 plutonia Final Doom
4 tnt Final Doom

Other updates

  • Pulled latest changes from Chocolate Doom codebase.
  • Updated SDL library to version 2.30.3 and SDL Mixer to version 2.8.

Compiled using GCC 14.1.0 under MSYS environment.

CRL 1.7 (released: 2024-01-03)

03 Jan 18:32
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First things first

  • If render counters are set to "Overflows only", visplanes counter will still blink if MAX value has an overflow value.
  • Pressing USE key on DR special type's 1-sided linedef no longer aborts with an error, but prints an in-game warning instead.
  • Added check for MIDI type 0, and If found, a console and in-game warning will be printed. This is rare, but critical case for Vanilla Doom, see reference (thanks @andrikpowell for heads up and @ceski-1 for investigation and fix!).

New cheat codes

  • IDKA gives only all keys.
  • MDK kills monster on target (thanks @MrAlaux).
  • Cheat code TNTEM explodes all monsters on level (turns into "xdeath" state), KILLEM just kills them.

New keyboard binds

  • Added dedicated bind for No Momentum mode.
  • Added dedicated bind for MDK cheat.
  • Added dedicated bind for making 180° degree turn (thanks @fabiangreffrath).
  • Added dedicated bind for toggling extended HUD (all on-screen widgets and demo bar, thanks @Catoptromancy and Aurelius).

Please note, no default binds were provided for these actions.

Existing features

  • Extended "Report revealed secrets" to new "Centered" position.
  • Extended screen wipe effect to new "Fast" speed.

Other improvements

  • Slightly tightened up CRL menu for better matching up with widgets and menu lines. Added "Display Options" submenu with few new options like optional menu background shading.
  • Better color translation from cyan to green (thanks @fabiangreffrath and @liPillON).
  • Player movement and camera rotation no longer possible while active game menu in multiplayer.
  • Improved messages ticker handling.
  • Improved support for DEHACKED lump loading from PWAD (#1101, thanks @fabiangreffrath and @kitchen-ace).

Demos

  • Playing demos with multiple levels is now possible with Pistol Start game mode enabled.
  • Gameplay-unsafe cheats now disabled while demo playing/recording. Safe ones IDMUS, IDDT and IDMYPOS are still allowed (thanks @fabiangreffrath).
  • Improved "Special Keys" handling while demo playback:
    • Pressing "Restart restart level/demo" now restarts demo and keeps it playing.
    • Pressing "Go to next level" now goes to next level of demo and keeps it playing.
  • Frame rate no longer forcefully uncapped after using demo warp (i.e. like -playdemo demo.lmp -warp 18) if vertical sync is enabled.
  • IDCLEV cheat code now working while demo playing (thanks @fabiangreffrath). Additionally, it is possible to go previous levels, not just next ones.
  • Demo warping should be a little bit faster now.
  • Demo bar colors now more compatible with possible custom palettes.

Hi Z_Malloc, bye Z_Malloc

  • Removed "Prevent Z_Malloc errors" feature. It's not related to render limits and should not happens normally, unless some extreme cases is invoked, like walking through NUTS.wad with no clipping mode. This is also needed to be in sync with Chocolate Doom, see issue and pull request.

Setup executable

  • Converted to multiplayer launcher on same manner as in Woof and Inter-Doom. Since all options and are available in game menu, it will get rid of big amount of further double work.

Windows OS only

  • Windows 11: Snipping Tool no longer appears after pressing PrintScreen key (thanks @bradharding). Win+Shift+S combination will work as usual for this case.

Libraries update

  • Updated SDL to version 2.28.5.

Compiled using GCC 13.2.0 under MSYS environment.

CRL 1.6 (released: 2023-09-07)

07 Sep 17:51
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Technical improvements

  • MAX will be colored yellow once reaches 128 or higher values. Additionally, added blinking styles to "Widgets and Automap" menu (thanks Moustachio).
  • Added BUDDHA in-game mode, cheat code BUDDHA and hot-key bind.
  • Added cheat codes FREEZE and NOTARGET.
  • IDDQD cheat code will resurrect dead player.
  • [Windows OS] Port not properly open WAD files by "Open with...".
  • Updated SDL2 library to version 2.28.3.

Compiled using GCC 13.2.0 under MSYS environment.

CRL 1.5 (released: 2023-06-29)

29 Jun 08:14
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Technical improvements

  • Implemented keyboard and mouse bindings reset function (available on last binding page).
  • Extended KIS/level timer/player coords widgets to show in automap only.
  • Applied latest changes in FL/MIDI code from Chocolate Doom.
  • Player will be "unfreezed" after typing id and moving/pressing mouse buttons or opening any game menu (thanks Scypek2).
  • FPS widget no longer appearing on text intermission screens (was obstructing text lines).
  • Updated SDL2 library to version 2.28.0.

Bug fixes

  • Fixed doubled "FPS FPS" sting in FPS counter when framerate is above 999.
  • Fixed visual bug of door jittering on Doom 2 map 19, caused by rendering interpolation (see fabiangreffrath/crispy-doom#1072, thanks @rfomin).
  • Fixed appearing of jittering player sprite while game paused in freeze + uncapped framerate mode in some instances.

Compiled using GCC 13.1.0 under MSYS environment.

CRL Heretic 1.0 (released: 2023-06-12)

12 Jun 14:14
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This is initial release of CRL Heretic. It keeps almost all features from CRL Doom, including:

  • Render, playstate and powerup counters.
  • Technical improvements like uncapped framerate, keyboard and mouse bindings and latest sound/music code.
  • Optional mouse look (no default keybind).
  • Few gameplay features for more comfortable playtesting.

Compiled using GCC 13.1.0 under MSYS environment.

CRL 1.4 (released: 2023-06-05)

05 Jun 12:16
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Technical improvements

  • Game now remember last selected menu item in CRL menu after closing CRL menu by pressing ~ key.
  • Better handling of Z_Malloc errors prevention.
  • Upgraded WinMidi code to actual Chocolate Doom code, added previously missing winmm_* config file variables (thanks @ceski-1).

Bug fixes

  • Fixed missing glow effects in CRL menu while playing demos in uncapped framerate mode.
  • Automap and "send to player" keybinds are no longer clearing when binding same key in other pages.

Compiled using GCC 13.1.0 under MSYS environment.

CRL 1.3 (released: 2023-05-16)

16 May 10:03
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Ingame keyboard and mouse bindings

  • Now available in CRL / Control Settings menu (thanks @rfomin). Pages on keyboard bindings can be scrolled by both PGUP/PGDN and arrow keys. Please note, vanilla options menu now accessible via CRL menu only, by selecting "Vanilla options menu".

Technical improvements

  • Added support for catching "MAX" visplanes in visplanes counter. Key binds for clearing value and moving to MAX available in Setup executable / Configure CRL controls/Visplanes MAX value and ingame keyboard bindings menu (thanks esselfortium).
  • Added SolidSegs counter ("SSG:") for MAXSEGS limit (thanks esselfortium).
  • Added shortcut key binds for cheat codes, available in Setup executable / Configure CRL controls / Cheat shortcuts and ingame keyboard bindings menu (thanks esselfortium).
  • Improved cheat codes handling. Typing id.. should no longer invoke other player actions for next three seconds; after typing cheat code controls back to player immediately. This also fixes small strafing right while entering cheat code (thanks esselfortium).
  • Visplanes counter ("PLN:") now able to show overflows in all instances. Sprites no longer disappear while visible overflow is happening (thanks esselfortium).
  • Render counters position now more flexible if level time / KIS stats widgets are disabled. Fine-tuned vertical position for level time / KIS widgets to line up with automap's map name as well.
  • Added support for doom-all autoload folder.
  • Instead of going into infinite loop, port now exits with error message on level loading if subsector is not a part of any sector (noted on EFIGGY.WAD, thanks figgi for fix found in PrBoom+).
  • Default value of "Playstate Counters" now set to "overflows" (doesn't affects existing configuration files).
  • Pages on savegames can be scrolled via arrow keys.
  • Warnings about savegame and demo sizes now can be disabled in Static Engine Limits menu.
  • Refinements in CRL menu - values of selected menu item now also highlighting and glowing.
  • Small technical improvements.

Bug fixes

  • ENDOOM screen now working again (thanks taufan99).
  • Repeating last message by pressing Enter now working.

Compiled using GCC 13.1.0 under MSYS environment.

CRL 1.2 (released: 2023-04-30)

30 Apr 00:08
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Technical improvements

  • Changed behavior of "Triggered intercepts overflow" message: now it's showing in-game warning only when All-Ghosts effect is happening. Console output is still showing both cases.
  • Optimized "Traget's health" widget and extended indication to "top / top + name / bottom / bottom + name". Names are Dehacked-friendly.
  • SEG counter now able to show overflowed values like 333/256 and thus, able to blink yellow-red.
  • Improved MAXOPENINGS limits handling. Openings counter (OPN:) now able to catch MAXOPENINGS overflows and print in-game warning.
  • In-game warnings now print when MAXLINEANIMS or MAXPLATS is overflowed.
  • Updated libsamplerate library to version 0.2.2-1.
  • Increased vanilla screenshot files cap from 100 to 10000, a "screen shot" message is appearing only in -devparm mode.
  • Added support for up to 8 pages of savegames.

Spectator mode

  • Movement and rotation now interpolated in uncapped framerate mode!
  • Saving and pausing now possible while spectating, slightly improved mouse cursor capturing in windowed mode.
  • Controls are now automatically returned back to player when level exited in spectator mode.

Freeze mode

  • Whole game world including level timer now properly freezed (excluding player, of course).
  • Freeze mode now keeping across levels.
  • Puffs from hit-scan attacks no longer able to appear below floor and above ceiling levels.

Static Engine Limits

This is a new submenu with two following items:

  • Prevent Z_Malloc errors. Prevents "Z_Malloc: failed on allocation .." errors when Doom runs out of Zone memory.
  • How-swappable limits between vanilla and doom-plus levels.

Please note: do not consider preventing Z_Malloc errors and Doom-plus limits for making vanilla or Chocolate Doom compatible maps! This is not how the things will work. However, for regular playing it is completely okay to don't get memory errors and have an ability to see more complex scenes like on Sigil.

Multiplayer

  • Updated networking code. This provides compatibility for playing multiplayer game with Chocolate Doom, Crispy Doom and Woof! (in vanilla complevel). Support for DeathMatch 3.0 and improved coop spy (an actual status bar values and sound separation for spied player) are also included.
  • Netgame chat now working.

Compiled using GCC 12.2.0 under MSYS environment.

CRL 1.1 (released: 2023-04-15)

15 Apr 16:30
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Technical improvements

  • Added support for imitation of Arch-Vile's attack jumping, key can be binded in Setup/CRL Controls/Movement section. Note: to keep demo sync compatibility, jumping is not allowed while demo recording/playing and while network game. (thanks esselfortium)
  • Support for drag-n-drop of IWAD/PWAD/DEH/LMP files into executable now working as it should (thanks Clang compiler...).
  • Added support for WAD/DEH files autoload from Chocolate Doom. An autoload folder will be placed in source port directory.
  • Added dedicated button for toggling Always Run mode. Default is CapsLock, can be rebinded in Setup/CRL Controls/Movement section.
  • Added dedicated buttons for moving camera up and down in Spectator mode. Can be binded in Setup/CRL Controls/Movement section.
  • Extended "Bad drawpatch" error message: now it's showing which exactly patch is causing error (i.e. is drawn off-screen).
  • Added VSync toggling, framerate limiter and framerate counter (thanks @fabiangreffrath, @rfomin, @mikeday0 and @AlexMax).
  • Optimized Chocorenderlimits palette handling for non-colorblind mode - this will fix barely noticeable fps dropoffs on palette changing (gamma-correction, pain and bonuses).
  • ENDOOM screen is now showing in same window as the game.
  • Multicolored HOM effect now framerate-independent and always using 35 fps speed.
  • Game setting now always saved, even after error message.
  • Hovering mouse over inactive game window no longer mover camera; mouse is always grabber in windowed mode while active Spectator mode.
  • Added Control Setting ingame menu. Mostly a replica of few setting from Setup executable.
  • Updated SDL2 library to version 2.26.5.
  • Windows OS only: Icons in error dialog boxes now using modern flat style.
  • Windows OS only: console output windows is no longer hot-swappable in game menu. This will fix small hiccup at program startup and fix window "flashing". However, fully operational console is still available by using -console command line parameter.
  • Other small technical improvements.

Gameplay features

  • Added "Restore monster targets" feature, which will restore targets and aggression from savegames. It's hot-swappable and does not require resaving after toggling feature on/off. Can be handy for checking/rechecking some combat situations. Default option is off to keep vanilla behavior (thanks @fabiangreffrath).

Automap

  • Changed green color of IDDTed items: now it's showing countable items.
  • IDDTed items no longer looking always top while Spectator and automap rotate mode.
  • Player arrow will glow and extra triangle will be drawn while active Spectator mode on automap.

Command line parameters

  • Added -shorttics parameter for playing with low turning resolution to emulate demo recording.
  • Added -coop_spawns parameter to start single player game with items spawns as in cooperative netgame.
  • Windows OS only: added -console parameter to allocate text console for program prints output.

Bug fixes

  • Saving setting in Setup executable no longer resets game window position.
  • Fixed pressing F11 was not able to select gamma-correction level 4.
  • Window position no longer resets to centered after starting game in full screen mode.

Compiled using GCC 12.2.0 under MSYS environment.