Provided by: prboom_2.5.0+dfsg1-6_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)