Provided by: chocolate-doom_1.6.0-1_i386
chocolate-doom.cfg - Chocolate Doom configuration file
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
chocolate-doom.cfg is normally stored in the user's home directory, as
The chocolate-setup(6) tool provides a simple to use front-end for
The file format is the same as that used for default.cfg(5).
If non-zero, video settings will be autoadjusted to a valid
configuration when the screen_width and screen_height variables
do not match any valid configuration.
If non-zero, the game will run in full screen mode. If zero,
the game will run in a window.
If non-zero, the screen will be stretched vertically to display
correctly on a square pixel video mode.
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.
Screen width in pixels. If running in full screen mode, this is
the X dimension of the video mode to use. If running in
windowed mode, this is the width of the window in which the game
Screen height in pixels. If running in full screen mode, this
is the Y dimension of the video mode to use. If running in
windowed mode, this is the height of the window in which the
game will run.
Color depth of the screen, in bits.
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 factor. When the speed of mouse movement
exceeds the threshold value (mouse_threshold), the speed is
multiplied by this value.
Mouse acceleration threshold. When the speed of mouse movement
exceeds this threshold value, the speed is multiplied by an
acceleration factor (mouse_acceleration).
Sound output sample rate, in Hz. Typical values to use are
11025, 22050, 44100 and 48000.
The I/O port to use to access the OPL chip. Only relevant when
using native OPL music playback.
If non-zero, the ENDOOM screen is displayed when exiting the
game. If zero, the ENDOOM screen is not displayed.
If non-zero, the Vanilla savegame limit is enforced; if the
savegame exceeds 180224 bytes in size, the game will exit with
an error. If this has a value of zero, there is no limit to the
size of savegames.
If non-zero, the Vanilla demo size limit is enforced; the game
exits with an error when a demo exceeds the demo size limit
(128KiB by default). If this has a value of zero, there is no
limit to the size of demos.
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.
Name of the SDL video driver to use. If this is an empty
string, the default video driver is used.
Name to use in network games for identification. This is only
used on the "waiting" screen while waiting for the game to
Joystick number to use; '0' is the first joystick. A negative
value ('-1') indicates that no joystick is configured.
Joystick axis to use to for horizontal (X) movement.
If non-zero, movement on the horizontal joystick axis is
Joystick axis to use to for vertical (Y) movement.
If non-zero, movement on the vertical joystick axis is inverted.
Joystick button to strafe left.
Joystick button to strafe right.
Joystick button to cycle to the previous weapon.
Joystick button to cycle to the next weapon.
Mouse button to strafe left.
Mouse button to strafe right.
Mouse button to "use" an object, eg. a door or switch.
Mouse button to move backwards.
Mouse button to cycle to the previous weapon.
Mouse button to cycle to the next weapon.
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.
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.
Key to pause or unpause the game.
Key that activates the menu when pressed.
Key that moves the cursor up on the menu.
Key that moves the cursor down on the menu.
Key that moves the currently selected slider on the menu left.
Key that moves the currently selected slider on the menu right.
Key to go back to the previous menu.
Key to activate the currently selected menu item.
Key to answer 'yes' to a question in the menu.
Key to answer 'no' to a question in the menu.
Keyboard shortcut to bring up the help screen.
Keyboard shortcut to bring up the save game menu.
Keyboard shortcut to bring up the load game menu.
Keyboard shortcut to bring up the sound volume menu.
Keyboard shortcut to toggle the detail level.
Keyboard shortcut to quicksave the current game.
Keyboard shortcut to end the game.
Keyboard shortcut to toggle heads-up messages.
Keyboard shortcut to load the last quicksave.
Keyboard shortcut to quit the game.
Keyboard shortcut to toggle the gamma correction level.
Keyboard shortcut to switch view in multiplayer.
Keyboard shortcut to increase the screen size.
Keyboard shortcut to decrease the screen size.
Key to toggle the map view.
Key to pan north when in the map view.
Key to pan south when in the map view.
Key to pan east when in the map view.
Key to pan west when in the map view.
Key to zoom in when in the map view.
Key to zoom out when in the map view.
Key to zoom out the maximum amount when in the map view.
Key to toggle follow mode when in the map view.
Key to toggle the grid display when in the map view.
Key to set a mark when in the map view.
Key to clear all marks when in the map view.
Key to select weapon 1.
Key to select weapon 2.
Key to select weapon 3.
Key to select weapon 4.
Key to select weapon 5.
Key to select weapon 6.
Key to select weapon 7.
Key to select weapon 8.
Key to cycle to the previous weapon.
Key to cycle to the next weapon.
Key to re-display last message.
Key to quit the game when recording a demo.
Key to send a message during multiplayer games.
Key to send a message to the green player during multiplayer
Key to send a message to the indigo player during multiplayer
Key to send a message to the brown player during multiplayer
Key to send a message to the red player during multiplayer
chocolate-doom(6), default.cfg(5), chocolate-setup(6)