bionic (5) chocolate-hexen.cfg.5.gz

Provided by: chocolate-doom_3.0.0-4_amd64 bug

NAME

       chocolate-doom.cfg - Chocolate Doom configuration file

DESCRIPTION

       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 Doom only.

       chocolate-doom.cfg is  normally  stored  in  the  user's  home  directory,  as  ~/.local/share/chocolate-
       doom/chocolate-doom.cfg.   The  path  can be overridden using the XDG_DATA_HOME environment variable (see
       the XDG Base Directory Specification).

       The chocolate-setup(6) tool provides a simple to use front-end for editing chocolate-doom.cfg.

FILE FORMAT

       The file format is the same as that used for default.cfg(5).

CONFIGURATION VARIABLES

       video_driver
              Name of the SDL video driver to use.  If this is an empty string,  the  default  video  driver  is
              used.

       window_position
              Position of the window on the screen when running in windowed mode. Accepted values are: "" (empty
              string) - don't care, "center" - place window at center of screen, "x,y" -  place  window  at  the
              specified coordinates.

       fullscreen
              If non-zero, the game will run in full screen mode.  If zero, the game will run in a window.

       video_display
              Index  of the display on which the game should run. This has no effect if running in windowed mode
              (fullscreen=0) and window_position is not set to "center".

       aspect_ratio_correct
              If non-zero, the screen will be stretched vertically to display correctly on a square pixel  video
              mode.

       integer_scaling
              If non-zero, forces integer scales for resolution-independent rendering.

       window_width
              Window width when running in windowed mode.

       window_height
              Window height when running in windowed mode.

       fullscreen_width
              Width for screen mode when running fullscreen. If this and fullscreen_height are both set to zero,
              we run fullscreen as a desktop window that covers the entire screen, rather  than  ever  switching
              screen modes. It should usually be unnecessary to set this value.

       fullscreen_height
              Height for screen mode when running fullscreen. See documentation for fullscreen_width.

       force_software_renderer
              If  non-zero,  force  the  use  of  a  software  renderer.  For  use  on  systems lacking hardware
              acceleration.

       max_scaling_buffer_pixels
              Maximum number of pixels to use for intermediate scaling buffer. More pixels mean that the  screen
              can  be  rendered more precisely, but there are diminishing returns on quality. The default limits
              to 16,000,000 pixels, which is enough to cover 4K monitor standards.

       startup_delay
              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.

       graphical_startup
              If non-zero, display the graphical startup screen.

       png_screenshots
              If non-zero, save screenshots in PNG format. If zero, screenshots are  saved  in  PCX  format,  as
              Vanilla Doom does.

       snd_samplerate
              Sound output sample rate, in Hz.  Typical values to use are 11025, 22050, 44100 and 48000.

       snd_cachesize
              Maximum number of bytes to allocate for caching converted sound effects in memory. If set to zero,
              there is no limit applied.

       snd_maxslicetime_ms
              Maximum size of  the  output  sound  buffer  size  in  milliseconds.  Sound  output  is  generated
              periodically  in  slices.  Higher values might be more efficient but will introduce latency to the
              sound output. The default is 28ms (one slice per tic with the 35fps timer).

       snd_pitchshift
              If non-zero, sound effects will have their pitch varied up or down by a random amount during play.
              If zero, sound effects play back at their default pitch.

       snd_musiccmd
              External  command  to  invoke  to  perform  MIDI playback. If set to the empty string, SDL_mixer's
              internal MIDI playback is used. This only has any effect when snd_musicdevice is  set  to  General
              MIDI output.

       snd_dmxoption
              Value  to set for the DMXOPTION environment variable. If this contains "-opl3", output for an OPL3
              chip is generated when in OPL MIDI playback mode.

       opl_io_port
              The I/O port to use to access the OPL chip.  Only relevant when using native OPL music playback.

       use_libsamplerate
              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.

       libsamplerate_scale
              Scaling  factor  used  by  libsamplerate. This is used when converting sounds internally back into
              integer form; normally it should not be necessary to change it from the default  value.  The  only
              time  it might be needed is if a PWAD file is loaded that contains very loud sounds, in which case
              the conversion may cause sound clipping and the scale factor should  be  reduced.  The  lower  the
              value,  the  quieter  the sound effects become, so it should be set as high as is possible without
              clipping occurring.

       music_pack_path
              Full path to a directory containing configuration files for substitute music  packs.  These  packs
              contain  high quality renderings of game music to be played instead of using the system's built-in
              MIDI playback.

       timidity_cfg_path
              Full path to a Timidity configuration file to use for MIDI playback. The file  will  be  evaluated
              from the directory where it is evaluated, so there is no need to add "dir" commands into it.

       gus_patch_path
              Path to GUS patch files to use when operating in GUS emulation mode.

       gus_ram_kb
              Number of kilobytes of RAM to use in GUS emulation mode. Valid values are 256, 512, 768 or 1024.

       vanilla_keyboard_mapping
              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.

       player_name
              Name to use in network games for identification.  This is only used on the "waiting" screen  while
              waiting for the game to start.

       grabmouse
              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
              Mouse  acceleration  factor.   When  the  speed  of  mouse  movement  exceeds  the threshold value
              (mouse_threshold), the speed is multiplied by this value.

       mouse_threshold
              Mouse acceleration threshold.  When the speed of mouse movement exceeds this threshold value,  the
              speed is multiplied by an acceleration factor (mouse_acceleration).

       mouseb_strafeleft
              Mouse button to strafe left.

       mouseb_straferight
              Mouse button to strafe right.

       mouseb_use
              Mouse button to "use" an object, eg. a door or switch.

       mouseb_backward
              Mouse button to move backwards.

       mouseb_prevweapon
              Mouse button to cycle to the previous weapon.

       mouseb_nextweapon
              Mouse button to cycle to the next weapon.

       dclick_use
              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.

       joystick_guid
              SDL GUID string indicating the joystick to use. An empty string  indicates  that  no  joystick  is
              configured.

       joystick_index
              Index  of  SDL  joystick  to  use; this is only used in the case where multiple identical joystick
              devices are connected which have the same GUID, to distinguish between devices.

       joystick_x_axis
              Joystick axis to use to for horizontal (X) movement.

       joystick_x_invert
              If non-zero, movement on the horizontal joystick axis is inverted.

       joystick_y_axis
              Joystick axis to use to for vertical (Y) movement.

       joystick_y_invert
              If non-zero, movement on the vertical joystick axis is inverted.

       joystick_strafe_axis
              Joystick axis to use to for strafing movement.

       joystick_strafe_invert
              If non-zero, movement on the joystick axis used for strafing is inverted.

       joystick_look_axis
              Joystick axis to use to for looking up and down.

       joystick_look_invert
              If non-zero, movement on the joystick axis used for looking is inverted.

       joystick_physical_button0
              The physical joystick button that corresponds to joystick virtual button #0.

       joystick_physical_button1
              The physical joystick button that corresponds to joystick virtual button #1.

       joystick_physical_button2
              The physical joystick button that corresponds to joystick virtual button #2.

       joystick_physical_button3
              The physical joystick button that corresponds to joystick virtual button #3.

       joystick_physical_button4
              The physical joystick button that corresponds to joystick virtual button #4.

       joystick_physical_button5
              The physical joystick button that corresponds to joystick virtual button #5.

       joystick_physical_button6
              The physical joystick button that corresponds to joystick virtual button #6.

       joystick_physical_button7
              The physical joystick button that corresponds to joystick virtual button #7.

       joystick_physical_button8
              The physical joystick button that corresponds to joystick virtual button #8.

       joystick_physical_button9
              The physical joystick button that corresponds to joystick virtual button #9.

       joystick_physical_button10
              The physical joystick button that corresponds to joystick virtual button #10.

       joyb_strafeleft
              Joystick virtual button to make the player strafe left.

       joyb_straferight
              Joystick virtual button to make the player strafe right.

       joyb_menu_activate
              Joystick virtual button to activate the menu.

       joyb_toggle_automap
              Joystick virtual button to toggle the automap.

       joyb_prevweapon
              Joystick virtual button that cycles to the previous weapon.

       joyb_nextweapon
              Joystick virtual button that cycles to the next weapon.

       key_pause
              Key to pause or unpause the game.

       key_menu_activate
              Key that activates the menu when pressed.

       key_menu_up
              Key that moves the cursor up on the menu.

       key_menu_down
              Key that moves the cursor down on the menu.

       key_menu_left
              Key that moves the currently selected slider on the menu left.

       key_menu_right
              Key that moves the currently selected slider on the menu right.

       key_menu_back
              Key to go back to the previous menu.

       key_menu_forward
              Key to activate the currently selected menu item.

       key_menu_confirm
              Key to answer 'yes' to a question in the menu.

       key_menu_abort
              Key to answer 'no' to a question in the menu.

       key_menu_help
              Keyboard shortcut to bring up the help screen.

       key_menu_save
              Keyboard shortcut to bring up the save game menu.

       key_menu_load
              Keyboard shortcut to bring up the load game menu.

       key_menu_volume
              Keyboard shortcut to bring up the sound volume menu.

       key_menu_detail
              Keyboard shortcut to toggle the detail level.

       key_menu_qsave
              Keyboard shortcut to quicksave the current game.

       key_menu_endgame
              Keyboard shortcut to end the game.

       key_menu_messages
              Keyboard shortcut to toggle heads-up messages.

       key_menu_qload
              Keyboard shortcut to load the last quicksave.

       key_menu_quit
              Keyboard shortcut to quit the game.

       key_menu_gamma
              Keyboard shortcut to toggle the gamma correction level.

       key_spy
              Keyboard shortcut to switch view in multiplayer.

       key_menu_incscreen
              Keyboard shortcut to increase the screen size.

       key_menu_decscreen
              Keyboard shortcut to decrease the screen size.

       key_menu_screenshot
              Keyboard shortcut to save a screenshot.

       key_map_toggle
              Key to toggle the map view.

       key_map_north
              Key to pan north when in the map view.

       key_map_south
              Key to pan south when in the map view.

       key_map_east
              Key to pan east when in the map view.

       key_map_west
              Key to pan west when in the map view.

       key_map_zoomin
              Key to zoom in when in the map view.

       key_map_zoomout
              Key to zoom out when in the map view.

       key_map_maxzoom
              Key to zoom out the maximum amount when in the map view.

       key_map_follow
              Key to toggle follow mode when in the map view.

       key_map_grid
              Key to toggle the grid display when in the map view.

       key_map_mark
              Key to set a mark when in the map view.

       key_map_clearmark
              Key to clear all marks when in the map view.

       key_weapon1
              Key to select weapon 1.

       key_weapon2
              Key to select weapon 2.

       key_weapon3
              Key to select weapon 3.

       key_weapon4
              Key to select weapon 4.

       key_weapon5
              Key to select weapon 5.

       key_weapon6
              Key to select weapon 6.

       key_weapon7
              Key to select weapon 7.

       key_weapon8
              Key to select weapon 8.

       key_prevweapon
              Key to cycle to the previous weapon.

       key_nextweapon
              Key to cycle to the next weapon.

       key_arti_all
              Key to use one of each artifact.

       key_arti_health
              Key to use "quartz flask" artifact.

       key_arti_poisonbag
              Key to use "flechette" artifact.

       key_arti_blastradius
              Key to use "disc of repulsion" artifact.

       key_arti_teleport
              Key to use "chaos device" artifact.

       key_arti_teleportother
              Key to use "banishment device" artifact.

       key_arti_egg
              Key to use "porkalator" artifact.

       key_arti_invulnerability
              Key to use "icon of the defender" artifact.

       key_message_refresh
              Key to re-display last message.

       key_demo_quit
              Key to quit the game when recording a demo.

       key_multi_msg
              Key to send a message during multiplayer games.

       key_multi_msgplayer1
              Key to send a message to player 1 during multiplayer games.

       key_multi_msgplayer2
              Key to send a message to player 2 during multiplayer games.

       key_multi_msgplayer3
              Key to send a message to player 3 during multiplayer games.

       key_multi_msgplayer4
              Key to send a message to player 4 during multiplayer games.

       key_multi_msgplayer5
              Key to send a message to player 5 during multiplayer games.

       key_multi_msgplayer6
              Key to send a message to player 6 during multiplayer games.

       key_multi_msgplayer7
              Key to send a message to player 7 during multiplayer games.

       key_multi_msgplayer8
              Key to send a message to player 8 during multiplayer games.

SEE ALSO

       chocolate-doom(6), default.cfg(5), chocolate-setup(6)

                                                                                           chocolate-doom.cfg(5)