Provided by: prboom_2.5.0+dfsg1-6_amd64 bug

NAME

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

USAGE

       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]

FORMAT

       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, "string_text"}}]

       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
       ignored.

MISC SETTINGS

       compatibility_level
              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.

       realtic_clock_rate
              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?).

       max_player_corpse
              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.

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

       demo_insurance
              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.

       endoom_mode
              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.

       level_precache
              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.

FILES SETTINGS

       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).

GAME SETTINGS

       default_skill
              The default skill level when starting a new game.

       weapon_recoil
              Enables recoil from weapon fire.

       doom_weapon_toggles
              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.

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

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

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

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

       monster_avoid_hazards
              Whether monsters avoid crushing ceilings.

       monkeys
              Whether monsters will climb steep stairs.

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

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

       player_helpers
              The number of helper dogs to spawn.

       friend_distance
              Distance within which friends will generally stay.

       dog_jumping
              Whether dogs will jump.

       sts_always_red
              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.

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

       sts_traditional_keys
              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.

       traditional_menu
              Changes PrBoom's menu ordering to be the same as original Doom if enabled.

       show_messages
              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.

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

SOUND SETTINGS

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

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

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

       samplerate
              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.

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

       music_volume
              Music volume. This is best adjusted in the game.

       mus_pause_opt
              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.

COMPATIBILITY SETTINGS

       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.

VIDEO SETTINGS

       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).

       use_fullscreen
              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_doublebuffer
              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.

       translucency
              Causes PrBoom to display certain objects as translucent.

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

       screenblocks
              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.

       usegamma
              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.

OPENGL SETTINGS

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

       gl_nearclip
              The near clipping plane *100.

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

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

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

       gl_tex_format_string
              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)

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

       gl_sortsprites
              Experimental option, possibly faster but less reliable.

MOUSE SETTINGS

       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.

       use_mouse
              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.

KEY BINDINGS

       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.

JOYSTICK SETTINGS

       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.

       use_joystick
              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.

CHAT MACROS

       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).

AUTOMAP SETTINGS

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

HEADS_UP DISPLAY SETTINGS

       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 game.

WEAPON PREFERENCES

       Here are the settings from the Weapons menu in the game (OPTIONS->SETUP->WEAPONS).

ALSO SEE

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

AUTHOR

       See  the  file  AUTHORS  included  with PrBoom for a list of contributors to PrBoom.  This
       config file reference written by Colin Phipps (cph@moria.org.uk).

                                              local                                   BOOM.CFG(5)