Provided by: prboom_2.4.7+dfsg-5_i386 bug


       boom.cfg, glboom.cfg - Configuration file for PrBoom v2.1.0 onwards


       When  a  version  of PrBoom is run, it  searches for this configuration
       file to modify its default  settings.   Every  time  PrBoom  exits,  it
       rewrites  the  configuration file, updating any settings that have been
       changed using the in-game menus.

       PrBoom  expects  the  config  file  to   be    ~/.prboom/boom.cfg,   or
       ~/.prboom/glboom.cfg if compiled with GL support. Alternatively, it can
       be made to look elsewhere by using a command-line parameter:

       {prboom,glboom} [-config myconf]


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

       [  { {{#,;,[} comment_text , variable {decimal_integer, 0x hex_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 PrBoom 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 PrBoom, 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  PrBoom are described per-section in the
       following sections. The sections  are  informal  however;  when  PrBoom
       rewrites  the  config  file  it  writes  in  section  headings and puts
       variables into the  relevant  sections,  but  when  reading  these  are


              PrBoom  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.
              See README.compat for details.

              Selects the speed that PrBoom runs at, as a percentage of normal
              game speed.  Leave at 0 unless you want to experiment. Note that
              it is considered ‘cheating’ to use this at any setting  below  0
              (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.

              Flag indicating whether a flashing red background  is  drawn  to
              highlight HOM errors in levels (for level developers)

              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.

              This parameter specifies options controlling the display of  the
              credits  screen  when  Doom  exits. Currently it is the sum of 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.

              If set, when loading  a  new  level  PrBoom  precaches  all  the
              graphics  the  level  is likely to need in memory. This makes it
              much slower to load the level, but  reduces  disk  activity  and
              slowdowns reading data during play. Most systems are fast enough
              that precaching is not needed.


       wadfile_1, wadfile_2
              The names of 2 .wad files to be automatically loaded when PrBoom
              is started.  A blank string means unused.

       dehfile_1, dehfile_2
              The  names  of  2 patch files (.deh or .bex) to be automatically
              loaded when PrBoom is started (empty string for none).


              The default skill level when starting a new game.

              Enables recoil from weapon fire.

              Flag indicating whether pressing 3 or  1  when  that  weapon  is
              already selected causes the selected shotgun or fist/chainsaw to
              be toggled, as in original Doom. Some people  prefer  to  use  a
              number for each weapon alone.

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

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

              Whether  monsters  will  fight  each other when they injure each
              other accidentally.

              Whether monsters without close combat  weapons  will  back  away
              from close combat (unlike original Doom).

              Whether monsters avoid crushing ceilings.

              Whether monsters will climb steep stairs.

              Whether  monsters  are  affected by changed floor friction (they
              should be, but weren’t in Boom)

              Whether monsters will help out injured monsters by  aiding  them
              against their attacker.

              The number of helper dogs to spawn.

              Distance within which friends will generally stay.

              Whether dogs will jump.

              PrBoom  can  make  the colour of the text displays on the status
              bar  reflect  your  current  status  (red=low,   yellow=average,
              green=good, blue=super-charged).  This option if set selects the
              traditional Doom behavior of always-red status bar display;  set
              to 0 to allow the coloured display.

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

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

              Changes  PrBoom’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.

              The  samplerate  for soundmixing and timidity. The sound quality
              is much better at higher samplerates, but if  you  use  timidity
              then  higher samplerates need much more CPU power. Useful values
              are 11025, 22050, 44100 and 48000.

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

              Music volume. This is best adjusted in the game.

              Selects what PrBoom 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.

       sounddev, snd_channels, soundsrv, musicsrv
              These  variables  are no longer used by PrBoom, but are kept for
              compatibility reasons.


       These are  settings  that  let  you  choose  whether  the  normal  game
       mechanics  are used, or whether various quirks, bugs and limitations of
       the original Doom game are emulated.


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

              If  set,  this causes PrBoom to try to go full screen. Depending
              on your video driver and mode, this may include changing  screen
              resolution to better match the game’s screen resolution.

              Use double buffering to reduce tearing. On some machines this is
              even faster than the normal method, but  on  others  this  makes
              problems, so you have to try out which setting works best.

              Causes PrBoom 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 screen size  inside  the  PrBoom  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.


       If you are knowledgeable about OpenGL, you can tweak various aspects of
       the GL rendering engine.

              The near clipping plane *100.

              The bit depth for the framebuffer. (16, 24 or 32 bits)

              The bit depth for the z-buffer. (16, 24 or 32 bits)

              A string, one of the  following:  GL_NEAREST  or  GL_LINEAR  (no
              mipmapping),     or     one     of    GL_NEAREST_MIPMAP_NEAREST,
              GL_LINEAR_MIPMAP_LINEAR with mipmapping.

              One of the following strings: GL_RGBA - means format selected by
              driver (not so good), GL_RGBA2 - means 2 bits for each component
              (bad),  GL_RGBA4 - means 4 bits for each component (like GL_RGBA
              on most cards),  GL_RGB5_A1  -  means  5  bits  for  each  color
              component  1  bit  for  the  alpha channel (default), GL_RGBA8 -
              means 8 bits for each component (best quality, but only a little
              bit better than GL_RGB5_A1 and slower on most cards)

              If  0,  disables  drawing  skies,  which may be needed with some
              problematic 3D cards.

              Experimental option, possibly faster but less reliable.


       This section specifies settings for using a mouse  with  PrBoom.  There
       are  several  settings  that  control button bindings (what action each
       button causes in the 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 PrBoom.

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


       These  specify  the  keys  that  trigger various actions in PrBoom. The
       codes used for keys are  internal  to  PrBoom,  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 PrBoom. See the
       Boom documentation for details. All controlled  best  from  within  the


       Here   are   the   settings   from   the   Weapons  menu  in  the  game


       prboom(6),  PrBoom’s  documentation  (including  the   Boom   and   MBF
       documentation) and your Doom documentation.


       See the file AUTHORS included with PrBoom for a list of contributors to
       PrBoom.   This  config  file  reference   written   by   Colin   Phipps

                                     local                         BOOM.CFG(5)