Provided by: lxdoom_1.4.4-9.2_i386 bug


       boom.cfg - Configuration file for LxDoom v1.3.2 onwards


       When  a  version  of  LxDoom  (that is lxdoom, lsdoom, or other port of
       LxDoom) is run, it searches for this configuration file to  modify  its
       default   settings.   Every   time   LxDoom   exits,  it  rewrites  the
       configuration file, updating any settings that have been changed  using
       teh in-game menues.

       LxDoom   expects   the   config   file   to   be    ~/.lxdoom/boom.cfg.
       Alternatively, it can be made to look elsewhere by using a command-line

       {lxdoom,lsdoom} [ -config myconf ]


       boom.cfg  consists of a number of variables and values. Each line is of
       the following format:

       [ { {{#,;,[} comment_text , variable  {decimal_integer,  0xhex_integer,

       Any  line  beginning  with  a  non-alphabetic character is treated as a
       comment and ignored; for future compatibility you should start comments
       with  a  #, ; or [.  Note however that when LxDoom rewrites boom.cfg it
       does not preserve user added comments.

       Any line beginning  with  an  alphabetic  character  is  treated  as  a
       variable-value  pair.   The  first  word  (sequence  of  non-whitespace
       characters) is the variable name, and everything  after  the  following
       block  of whitespace is taken to be the value assigned to the variable.

       Variables not recognised by LxDoom, or which are given an invalid value
       or  a value of an inappropriate type, are ignored. Warning messages are
       given where relevant.

       The variables recognised by LxDoom are  described  per-section  in  the
       following  sections.  The  sections  are  informal however; when LxDoom
       rewrites the config  file  it  writes  in  section  headings  and  puts
       variables  into  the  relevant  sections,  but  when  reading these are


              LxDoom is capable of behaving in a way compatible  with  earlier
              versions  of  Doom and Boom/PrBoom. The value given here selects
              the version to be compatible with  when  doing  new  games/demos
              (loading  savegames and playing back demos automatically selects
              the level of compatibility that was played  with).  The  current
              values  are:  0=Doom v1.9 (bugs and all), 1=Boom’s compatibility
              mode (Doom v1.9 but without most  of  the  bugs),  2=Boom  v2.02
              (TeamTNT’s  popular DOS port of Doom, on which LxDoom is based),
              3=LxDoom v1.3.2+ (most bug fixes and features).

              Selects the speed that LxDoom runs at, as a percentage of normal
              game  speed.   Leave  at 100 unless you want to experiment. Note
              that it is considered ‘cheating’ to  use  this  at  any  setting
              below 100 (or above?).

              Sets the maximum number of player corpses to leave lying around.
              If this limit would be  exceeded,  an  old  corpse  is  removed.
              Useful  for big/long Deathmatch games, where the sheer number of
              corpses could slow the game down.

              Selects a method of protecting demos against ‘going out of sync’
              (where the player seems to lose control and behave madly, but in
              fact the players original instructions as  stored  in  the  demo
              have  got  out  of  sync  with  the  game  he was playing). 0=No
              protection, 1=Full protection,  2=Only  while  recording  demos.
              Safest when left set to 2.

              A  feature  of Boom for DOS. The config setting is saved but not
              implemented in LxDoom.

              This parameter specifies options controlling the display of  the
              credits  screen  when  Doom  exits. Currently it is the sum fo 3
              options: add 1 for colours, 2 for  non-ascii  characters  to  be
              displayed, and 4 for the last line to be skipped so the top line
              doesn’t scroll off screen.


              Selects whether to take screenshots in PCX format  (1),  or  BMP
              format (0).

              A  semicolon-separated list of .wad, .deh and .bex files to load
              automatically when LxDoom is started.  Currently LxDoom searches
              the  current  directory,  your home directory, and the directory
              pointed to by the DOOMWADDIR environimental variable  for  these


              The default skill level when starting a new game.

              Enables recoil from weapon fire.

              Enables player bobbing (view randomly moving up/down slightly as
              the player runs).

              Makes monsters remember their previous enemy after killing their
              current target.

              LxDoom  makes  the colour of the text displays on the status bar
              reflect   your   current   status   (red=low,    yellow=average,
              green=good,  blue=supercharged).   This option, if set, disables
              this behavior,  returning  to  the  original  Doom  behavior  of
              displaying  the numbers in red always, which is slightly faster.

              See above, this  makes  just  the  percent  signs  always  gray,
              instead of changing colour.

              Doom  and  LxDoom  have  two types of keys; LxDoom will normally
              display both keys of a given  colour  if  you  have  both.  This
              option,  if  enabled, instead makes LxDoom only ever display one
              key of each colour, in the same way Doom did.

              Changes LxDoom’s menu ordering to be the same as  original  Doom
              if enabled.

              When enabled, text messages are displayed in the top left corner
              of the screen describing events in the game. Can be  toggled  in
              the game, this is just to preserve the setting.

              Makes  the  player always run, without having to hold down a run
              key. Can be  toggled  in  the  game,  this  just  preserves  the


              Selects  whether  sound  effects are enabled (non-zero enables).
              For compatibility reasons with  Boom,  a  range  of  values  are

              Selects whether in-game music is enabled (non-zero enables). For
              compatibility reasons a range of values are accepted.

              If enabled by this variable,  this  enables  ‘pitching’  (making
              pitch adjustments to the playing sounds) for 16 bit sound cards.

              Sound effects volume. This is best adjusted in the game.

              Music volume. This is best adjusted in the game.

              Selects what LxDoom does to the music when a  games  is  paused.
              0=stop  the  music, 1=pause the music (stop it playing, but when
              resumed  resume  it  at  the  same  place  -  not  implemented),
              2=continue playing.

              Selects  the  program  to  try  to  execute as an external sound
              server, without which no sound effects can be played.  The  only
              program  I  know  of  to  do  this  is the supplied sound server
              (sndserv) with LxDoom, so enter its path here if needed.

              Selects the program to try  to  execute  as  an  external  music
              server,  without  which no in-game music can be played. The only
              program I know of to do this is the program lxmusserver,  linked
              from the LxDoom site, so enter its path here if needed.

              The  device  to  which  sound  effects  are sent. This must be a
              device compatible with /dev/dsp on UNIX systems. For example, to
              play  LxDoom’s  sound  effects through the PC speaker driver for
              Linux v2.0.x, change this entry to /dev/pcsp16.

              The number of  channels  of  audio  that  LxDoom  is  to  manage
              simultaneously. Note that this is separate from the sound server
              which maintains its own limits, so this is  probably  irrelevant
              to UNIX ports of LxDoom.

              This  is  a historical entry used by a certain audio library for
              DOS, I don’t know for what. Thank god we’re not using DOS eh? ;)
              Anyway  this  is  preserved  only  for  compatibility/historical
              reasons in LxDoom.


       screen_width, screen_height
              For versions of LxDoom which support high-res, these specify the
              default  screen  or  window  size for LxDoom. These settings are
              ignored and preserved by versions of  LxDoom  which  do  not  do
              high-res (they assume 320x200).

              For  versions of LxDoom that have access to the hardware at this
              low a level, this tells LxDoom to  wait  to  update  the  screen
              until  a vertical retrace of the CRT screen. This means that the
              screen is  updated  while  nothing  is  being  drawn,  giving  a
              smoother animation and faster redraws. However it does lower the

              Causes LxDoom to display certain objects as translucent.

              Selects how translucent objects are when they  are  translucent.
              Play with this and see for yourself.

              Selects  a  reduced  screensize  inside  the  LxDoom window (the
              player’s view is surrounded  by  a  border).  Normally  this  is
              undesirable,  but  it can help speed up the game. Can be changed
              in the game with the +/- keys, this variable is just to preserve
              that setting.

              Selects  a  level of gamma correction (extra screen brightening)
              to correct for a dark monitor  or  light  surroundings.  Can  be
              selected  in  the  game  with  the  F11  key,  this config entry
              preserves that setting.

              Sets various misc options used by the Xwindows version,  lxdoom.
              Default is 0; add 1 to disable MitSHM, add 2 to select alternate
              24bpp code (use this if lxdoom has  video  corruption  in  24bpp


       This  section  specifies  settings for using a mouse with LxDoom. There
       are several setings that control  button  bindings  (what  action  each
       button  causes  inthe  game);  these  are  easiest set from the in-game
       menus, these config entries are to preserve the settings between games.

              Enable or disable the use of a mouse with LxDoom.

       mouse_sensitivity_horiz, mouse_sensitivity_vert
              Sets the sensitivity of the mouse in LxDoom. Easier set from the
              in-game menus.


       These specify the keys that trigger  various  actions  in  LxDoom.  The
       codes  used  for  keys  are  internal  to  LxDoom, though many keys are
       represented by their ASCII codes. It is easiest to modify these via the
       in-game menus (OPTIONS->SETUP->KEY BINDINGS). These config file entries
       preserve the settings from this menu between game sessions.


       There are the trigger  variables  here,  which  are  calculated  during
       joystick  calibration  (the  values  received  from  the  kernel driver
       outside of which movement is caused in the game). Also  there  are  the
       button-bindings, again best adjusted using the in-game menus.

              This  selects the number of the joystick to use, or 0 selects no
              joystick. You have to have the relevant device  files  (/dev/js0
              etc) and the kernel driver loaded.


       These are pre-written text strings for quick transmission to players in
       a network game (consult your Doom documentation). Easiest set  via  the
       in-game menus (OPTIONS->SETUP->CHAT MACROS).


       These  are  settings related to the automap. These are easiest set from
       within the game.


       These are settings related to the heads-up display,  that  is  messages
       received  while playing and the heads-up display of your current status
       obtained by pressing + while the view is full-screen in LxDoom. See the
       Boom  documentation  for  details.  All controlled best from within the


       Here  are  the  settings  from   the   Weapons   menu   in   the   game


       lxdoom(6),  LxDoom’s  documentation  (including the Boom documentation)
       and your Doom documentation.


       Colin Phipps (

                                     local                         BOOM.CFG(5)