Provided by: chocolate-doom_3.0.0-4_amd64 bug

NAME

       chocolate-doom.cfg - Chocolate Doom configuration file

DESCRIPTION

       chocolate-doom.cfg  is  a  configuration file for chocolate-doom(6).  This file acts as an
       auxiliary configuration file; the main configuration options are  stored  in  default.cfg,
       which  contains  the  same  configuration  options  as  Vanilla  Doom (for compatibility).
       chocolate-doom.cfg contains configuration options that  are  specific  to  Chocolate  Doom
       only.

       chocolate-doom.cfg    is    normally   stored   in   the   user's   home   directory,   as
       ~/.local/share/chocolate-doom/chocolate-doom.cfg.  The path can be  overridden  using  the
       XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).

       The  chocolate-setup(6)  tool  provides  a  simple to use front-end for editing chocolate-
       doom.cfg.

FILE FORMAT

       The file format is the same as that used for default.cfg(5).

CONFIGURATION VARIABLES

       video_driver
              Name of the SDL video driver to use.  If this is an empty string, the default video
              driver is used.

       window_position
              Position of the window on the screen when running in windowed mode. Accepted values
              are: "" (empty string) - don't care, "center" - place window at center  of  screen,
              "x,y" - place window at the specified coordinates.

       fullscreen
              If  non-zero, the game will run in full screen mode.  If zero, the game will run in
              a window.

       video_display
              Index of the display on which the game should run. This has no effect if running in
              windowed mode (fullscreen=0) and window_position is not set to "center".

       aspect_ratio_correct
              If  non-zero,  the  screen  will  be stretched vertically to display correctly on a
              square pixel video mode.

       integer_scaling
              If non-zero, forces integer scales for resolution-independent rendering.

       window_width
              Window width when running in windowed mode.

       window_height
              Window height when running in windowed mode.

       fullscreen_width
              Width for screen mode when running fullscreen. If this  and  fullscreen_height  are
              both  set  to  zero,  we  run fullscreen as a desktop window that covers the entire
              screen, rather than ever switching screen modes. It should usually  be  unnecessary
              to set this value.

       fullscreen_height
              Height   for   screen   mode   when   running  fullscreen.  See  documentation  for
              fullscreen_width.

       force_software_renderer
              If non-zero, force the use of a software  renderer.  For  use  on  systems  lacking
              hardware acceleration.

       max_scaling_buffer_pixels
              Maximum  number  of pixels to use for intermediate scaling buffer. More pixels mean
              that the screen can be rendered more precisely, but there are  diminishing  returns
              on  quality.  The  default limits to 16,000,000 pixels, which is enough to cover 4K
              monitor standards.

       startup_delay
              Number of milliseconds to wait on startup after the video mode has been set, before
              the game will start.  This allows the screen to settle on some monitors that do not
              display an image for a brief interval after changing video modes.

       graphical_startup
              If non-zero, display the graphical startup screen.

       show_endoom
              If non-zero, the ENDOOM text screen is displayed when exiting the  game.  If  zero,
              the ENDOOM screen is not displayed.

       png_screenshots
              If  non-zero, save screenshots in PNG format. If zero, screenshots are saved in PCX
              format, as Vanilla Doom does.

       snd_samplerate
              Sound output sample rate, in Hz.  Typical values to use are 11025, 22050, 44100 and
              48000.

       snd_cachesize
              Maximum  number of bytes to allocate for caching converted sound effects in memory.
              If set to zero, there is no limit applied.

       snd_maxslicetime_ms
              Maximum size of the output sound buffer  size  in  milliseconds.  Sound  output  is
              generated  periodically  in  slices. Higher values might be more efficient but will
              introduce latency to the sound output. The default is 28ms (one slice per tic  with
              the 35fps timer).

       snd_pitchshift
              If  non-zero,  sound  effects  will  have their pitch varied up or down by a random
              amount during play. If zero, sound effects play back at their default pitch.

       snd_musiccmd
              External command to invoke to perform MIDI playback. If set to  the  empty  string,
              SDL_mixer's  internal  MIDI  playback  is  used.  This  only  has  any  effect when
              snd_musicdevice is set to General MIDI output.

       snd_dmxoption
              Value to set for the DMXOPTION environment  variable.  If  this  contains  "-opl3",
              output for an OPL3 chip is generated when in OPL MIDI playback mode.

       opl_io_port
              The  I/O  port  to use to access the OPL chip.  Only relevant when using native OPL
              music playback.

       use_libsamplerate
              Controls  whether  libsamplerate  support  is  used  for  performing  sample   rate
              conversions  of sound effects.  Support for this must be compiled into the program.
              If zero, libsamplerate support is disabled.  If non-zero, libsamplerate is enabled.
              Increasing  values  roughly correspond to higher quality conversion; the higher the
              quality, the slower the conversion process.  Linear conversion = 1; Zero order hold
              = 2; Fast Sinc filter = 3; Medium quality Sinc filter = 4; High quality Sinc filter
              = 5.

       libsamplerate_scale
              Scaling  factor  used  by  libsamplerate.  This  is  used  when  converting  sounds
              internally back into integer form; normally it should not be necessary to change it
              from the default value. The only time it might be needed  is  if  a  PWAD  file  is
              loaded that contains very loud sounds, in which case the conversion may cause sound
              clipping and the scale factor should be reduced. The lower the value,  the  quieter
              the  sound  effects  become,  so  it  should  be set as high as is possible without
              clipping occurring.

       music_pack_path
              Full path to a directory containing configuration files for substitute music packs.
              These  packs  contain high quality renderings of game music to be played instead of
              using the system's built-in MIDI playback.

       timidity_cfg_path
              Full path to a Timidity configuration file to use for MIDI playback. The file  will
              be  evaluated  from the directory where it is evaluated, so there is no need to add
              "dir" commands into it.

       gus_patch_path
              Path to GUS patch files to use when operating in GUS emulation mode.

       gus_ram_kb
              Number of kilobytes of RAM to use in GUS emulation mode. Valid values are 256, 512,
              768 or 1024.

       vanilla_keyboard_mapping
              If  non-zero,  the  game  behaves  like  Vanilla  Doom, always assuming an American
              keyboard mapping.  If this has a value of zero, the native keyboard mapping of  the
              keyboard is used.

       player_name
              Name  to  use  in  network  games  for  identification.   This  is only used on the
              "waiting" screen while waiting for the game to start.

       grabmouse
              If this is non-zero, the mouse will be "grabbed" when running in windowed  mode  so
              that  it  can  be  used  as  an input device. When running full screen, this has no
              effect.

       novert If non-zero, all vertical mouse movement is ignored.  This emulates the behavior of
              the "novert" tool available under DOS that performs the same function.

       mouse_acceleration
              Mouse  acceleration factor.  When the speed of mouse movement exceeds the threshold
              value (mouse_threshold), the speed is multiplied by this value.

       mouse_threshold
              Mouse acceleration threshold.  When  the  speed  of  mouse  movement  exceeds  this
              threshold   value,   the   speed   is   multiplied   by   an   acceleration  factor
              (mouse_acceleration).

       mouseb_strafeleft
              Mouse button to strafe left.

       mouseb_straferight
              Mouse button to strafe right.

       mouseb_use
              Mouse button to "use" an object, eg. a door or switch.

       mouseb_backward
              Mouse button to move backwards.

       mouseb_prevweapon
              Mouse button to cycle to the previous weapon.

       mouseb_nextweapon
              Mouse button to cycle to the next weapon.

       dclick_use
              If non-zero, double-clicking a mouse button acts like pressing the "use" key to use
              an object in-game, eg. a door or switch.

       joystick_guid
              SDL  GUID  string indicating the joystick to use. An empty string indicates that no
              joystick is configured.

       joystick_index
              Index of SDL joystick to use;  this  is  only  used  in  the  case  where  multiple
              identical  joystick  devices are connected which have the same GUID, to distinguish
              between devices.

       joystick_x_axis
              Joystick axis to use to for horizontal (X) movement.

       joystick_x_invert
              If non-zero, movement on the horizontal joystick axis is inverted.

       joystick_y_axis
              Joystick axis to use to for vertical (Y) movement.

       joystick_y_invert
              If non-zero, movement on the vertical joystick axis is inverted.

       joystick_strafe_axis
              Joystick axis to use to for strafing movement.

       joystick_strafe_invert
              If non-zero, movement on the joystick axis used for strafing is inverted.

       joystick_look_axis
              Joystick axis to use to for looking up and down.

       joystick_look_invert
              If non-zero, movement on the joystick axis used for looking is inverted.

       joystick_physical_button0
              The physical joystick button that corresponds to joystick virtual button #0.

       joystick_physical_button1
              The physical joystick button that corresponds to joystick virtual button #1.

       joystick_physical_button2
              The physical joystick button that corresponds to joystick virtual button #2.

       joystick_physical_button3
              The physical joystick button that corresponds to joystick virtual button #3.

       joystick_physical_button4
              The physical joystick button that corresponds to joystick virtual button #4.

       joystick_physical_button5
              The physical joystick button that corresponds to joystick virtual button #5.

       joystick_physical_button6
              The physical joystick button that corresponds to joystick virtual button #6.

       joystick_physical_button7
              The physical joystick button that corresponds to joystick virtual button #7.

       joystick_physical_button8
              The physical joystick button that corresponds to joystick virtual button #8.

       joystick_physical_button9
              The physical joystick button that corresponds to joystick virtual button #9.

       joystick_physical_button10
              The physical joystick button that corresponds to joystick virtual button #10.

       joyb_strafeleft
              Joystick virtual button to make the player strafe left.

       joyb_straferight
              Joystick virtual button to make the player strafe right.

       joyb_menu_activate
              Joystick virtual button to activate the menu.

       joyb_toggle_automap
              Joystick virtual button to toggle the automap.

       joyb_prevweapon
              Joystick virtual button that cycles to the previous weapon.

       joyb_nextweapon
              Joystick virtual button that cycles to the next weapon.

       key_pause
              Key to pause or unpause the game.

       key_menu_activate
              Key that activates the menu when pressed.

       key_menu_up
              Key that moves the cursor up on the menu.

       key_menu_down
              Key that moves the cursor down on the menu.

       key_menu_left
              Key that moves the currently selected slider on the menu left.

       key_menu_right
              Key that moves the currently selected slider on the menu right.

       key_menu_back
              Key to go back to the previous menu.

       key_menu_forward
              Key to activate the currently selected menu item.

       key_menu_confirm
              Key to answer 'yes' to a question in the menu.

       key_menu_abort
              Key to answer 'no' to a question in the menu.

       key_menu_help
              Keyboard shortcut to bring up the help screen.

       key_menu_save
              Keyboard shortcut to bring up the save game menu.

       key_menu_load
              Keyboard shortcut to bring up the load game menu.

       key_menu_volume
              Keyboard shortcut to bring up the sound volume menu.

       key_menu_detail
              Keyboard shortcut to toggle the detail level.

       key_menu_qsave
              Keyboard shortcut to quicksave the current game.

       key_menu_endgame
              Keyboard shortcut to end the game.

       key_menu_messages
              Keyboard shortcut to toggle heads-up messages.

       key_menu_qload
              Keyboard shortcut to load the last quicksave.

       key_menu_quit
              Keyboard shortcut to quit the game.

       key_menu_gamma
              Keyboard shortcut to toggle the gamma correction level.

       key_spy
              Keyboard shortcut to switch view in multiplayer.

       key_menu_incscreen
              Keyboard shortcut to increase the screen size.

       key_menu_decscreen
              Keyboard shortcut to decrease the screen size.

       key_menu_screenshot
              Keyboard shortcut to save a screenshot.

       key_map_toggle
              Key to toggle the map view.

       key_map_north
              Key to pan north when in the map view.

       key_map_south
              Key to pan south when in the map view.

       key_map_east
              Key to pan east when in the map view.

       key_map_west
              Key to pan west when in the map view.

       key_map_zoomin
              Key to zoom in when in the map view.

       key_map_zoomout
              Key to zoom out when in the map view.

       key_map_maxzoom
              Key to zoom out the maximum amount when in the map view.

       key_map_follow
              Key to toggle follow mode when in the map view.

       key_map_grid
              Key to toggle the grid display when in the map view.

       key_map_mark
              Key to set a mark when in the map view.

       key_map_clearmark
              Key to clear all marks when in the map view.

       key_weapon1
              Key to select weapon 1.

       key_weapon2
              Key to select weapon 2.

       key_weapon3
              Key to select weapon 3.

       key_weapon4
              Key to select weapon 4.

       key_weapon5
              Key to select weapon 5.

       key_weapon6
              Key to select weapon 6.

       key_weapon7
              Key to select weapon 7.

       key_weapon8
              Key to select weapon 8.

       key_prevweapon
              Key to cycle to the previous weapon.

       key_nextweapon
              Key to cycle to the next weapon.

       key_message_refresh
              Key to re-display last message.

       key_demo_quit
              Key to quit the game when recording a demo.

       key_multi_msg
              Key to send a message during multiplayer games.

       key_multi_msgplayer1
              Key to send a message to player 1 during multiplayer games.

       key_multi_msgplayer2
              Key to send a message to player 2 during multiplayer games.

       key_multi_msgplayer3
              Key to send a message to player 3 during multiplayer games.

       key_multi_msgplayer4
              Key to send a message to player 4 during multiplayer games.

SEE ALSO

       chocolate-doom(6), default.cfg(5), chocolate-setup(6)

                                                                            chocolate-doom.cfg(5)