Provided by: chocolate-doom_3.0.1+really3.0.0+git1017-1_amd64 bug


       chocolate-strife - historically compatible Strife engine


       chocolate-strife [OPTIONS]


       Chocolate  Strife is an accurate and complete recreation of Rogue Entertainment's "Strife:
       Quest for the Sigil". It was created through more than two years  of  reverse  engineering
       effort with the blessings of the original programmers of the game (see the section HISTORY


       -config <file>
              Load main configuration from the specified file, instead of the default.

              Developer mode. Implies -nograph.

       -extraconfig <file>
              Load additional configuration from the specified file, instead of the default.

       -file <files>
              Load the specified PWAD files.

       -iwad <file>
              Specify an IWAD file to use.

              Disable graphical introduction sequence

              Disable music.

              Disable substitution music packs.

       -nosfx Disable sound effects.

              Disable all sound output.

              Disable voice dialog and show dialog as text instead, even  if  voices.wad  can  be

       -response <filename>
              Load extra command line arguments from the given response file. Arguments read from
              the file will be inserted into the command line replacing this argument. A response
              file can also be loaded using the abbreviated syntax '@filename.rsp'.

       -savedir <directory>
              Specify  a  path from which to load and save games. If the directory does not exist
              then it will automatically be created.

              Print the program version and exit.


       -fast  Monsters move faster.

       -loadgame <s>
              Load the game in slot s.

              Disable monsters.

              Items respawn at random locations

              Respawn monsters after they are killed.

       -skill <skill>
              Set the game skill, 1-5 (1: easiest, 5:  hardest).   A  skill  of  0  disables  all

       -turbo <x>
              Turbo mode.  The player's speed is multiplied by x%.  If unspecified, x defaults to
              200.  Values are rounded up to 10 and down to 400.

       -warp x
              Start a game immediately, warping to level x.


       -1     Don't scale up the screen. Implies -window.

       -2     Double up the screen to 2x its normal size. Implies -window.

       -3     Double up the screen to 3x its normal size. Implies -window.

              Run in fullscreen mode.

       -geometry <WxY>
              Specify the dimensions of the window. Implies -window.

       -height <y>
              Specify the screen height, in pixels. Implies -window.

              Disable blitting the screen.

              Disable rendering the screen entirely.

              Don't grab the mouse when running in windowed mode.

              Disable the mouse.

       -width <x>
              Specify the screen width, in pixels. Implies -window.

              Run in a window.


              Start a deathmatch game.  Weapons do not stay in place and all items respawn  after
              30 seconds.

              Automatically search the local LAN for a multiplayer server and join it.

       -avg   Austin Virtual Gaming: end levels after 20 minutes.

       -connect <address>
              Connect to a multiplayer server running on the given address.

              Start a dedicated server, routing packets but not participating in the game itself.

       -dup <n>
              Reduce  the resolution of the game by a factor of n, reducing the amount of network
              bandwidth needed.

       -extratics <n>
              Send n extra tics in every packet as insurance against dropped packets.

       -left  Run as the left screen in three screen mode.

              Search the local LAN for running servers.

       -nodes <n>
              Autostart the netgame when n nodes (clients) have joined the server.

              Use original network client sync code rather than the improved sync code.

       -port <n>
              Use the specified UDP port for communications, instead of the default (2342).

              When running a server, don't  register  with  the  global  master  server.  Implies

       -query <address>
              Query the status of the server running on the given IP address.

       -right Run as the right screen in three screen mode.

              Query the Internet master server for a global list of active servers.

              Start a multiplayer server, listening for connections.

       -servername <name>
              When starting a network server, specify a name for the server.

              Start  the game playing as though in a netgame with a single player.  This can also
              be used to play back single player netgame demos.

       -timer <n>
              For multiplayer games: exit each level after n minutes.


       -aa <files>
              Equivalent to "-af <files> -as <files>".

       -af <files>
              Simulates the behavior of NWT's -af  option,  merging  flats  into  the  main  IWAD
              directory.  Multiple files may be specified.

       -as <files>
              Simulates  the  behavior  of  NWT's  -as option, merging sprites into the main IWAD
              directory.  Multiple files may be specified.

       -deh <files>
              Load the given dehacked patch(es)

       -merge <files>
              Simulates the behavior of deutex's -merge option, merging  a  PWAD  into  the  main
              IWAD.  Multiple files may be specified.

              Disable auto-loading of .wad files.

              Ignore cheats in dehacked files.

       -nwtmerge <files>
              Simulates the behavior of NWT's -merge option.  Multiple files may be specified.


       -maxdemo <size>
              Specify the demo buffer size (KiB)

       -playdemo <demo>
              Play back the demo named demo.lmp.

       -record <x>
              Record a demo named x.lmp.

              Play back a demo recorded in a netgame with a single player.

              When  recording  or  playing back demos, disable any extensions of the vanilla demo
              format - record demos as vanilla would do, and play back demos as vanilla would do.

       -timedemo <demo>
              Play back the demo named demo.lmp, determining the framerate of the screen.


       -donut <x> <y>
              Use the specified magic values when emulating behavior caused  by  memory  overruns
              from  improperly constructed donuts. In Vanilla Strife this can differ depending on
              the operating system.  The default (if this option is not specified) is to  emulate
              the behavior when running under Windows 98.

       -gameversion <version>
              Emulate a specific version of Strife. Valid values are "1.2" and "1.31".

       -setmem <version>
              Specify  DOS  version to emulate for NULL pointer dereference emulation.  Supported
              versions are: dos622, dos71, dosbox. The default is to  emulate  DOS  7.1  (Windows

       -spechit <n>
              Use the specified magic value when emulating spechit overruns.


       -cdrom [windows only] Save configuration data and savegames in c:\, allowing play
              from CD.

       -dumpsubstconfig <filename>
              Read all MIDI files from loaded WAD  files,  dump  an  example  substitution  music
              config file to the specified filename and quit.

       -flip  Flip player gun sprites (broken).

       -mb <mb>
              Specify the heap size, in MiB (default 16).

       -mmap  Use the OS's virtual memory subsystem to map WAD files directly into memory.

       -nogui If  specified,  don't show a GUI window for error messages when the game exits with
              an error.

       -work  Set Rogue playtesting mode (godmode, noclip toggled by backspace)


       To play, an IWAD file is needed. This is a  large  file  containing  all  of  the  levels,
       graphics,  sound  effects,  music and other material that make up the game. IWAD files are
       named according to the game; the standard names are:

       doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
              Doom, Doom II, Final Doom

       heretic.wad, heretic1.wad, hexen.wad, strife1.wad
              Heretic, Hexen and Strife (commercial Doom engine games).

       hacx.wad, chex.wad
              Hacx and Chex Quest - more obscure games based on the Doom engine.

       freedm.wad, freedoom1.wad, freedoom2.wad
              The Freedoom open content IWAD files.

       The following directory paths are searched in order to find an IWAD:

       Current working directory
              Any IWAD files found in the current working directory will be used in preference to
              IWADs found in any other directories.

              This  environment  variable  can  be set to contain a path to a single directory in
              which to look for IWAD files. This environment variable is supported by  most  Doom
              source ports.

              This   environment  variable,  if  set,  can  contain  a  colon-separated  list  of
              directories in which to look  for  IWAD  files,  or  alternatively  full  paths  to
              specific IWAD files.

              Writeable  directory in the user's home directory. The path can be overridden using
              the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).

       /usr/local/share/doom, /usr/local/share/games/doom, /usr/share/doom,
              /usr/share/games/doom System-wide locations that can be accessed by all users.  The
              path /usr/share/games/doom is a standard path that is supported by most Doom source
              ports. These paths can be overridden using the XDG_DATA_DIRS  environment  variable
              (see the XDG Base Directory Specification).

       The  above can be overridden on a one-time basis by using the -iwad command line parameter
       to provide the path to an IWAD file to use. This parameter can also be used to specify the
       name  of  a  particular  IWAD  to  use  from  one  of the above paths. For example, '-iwad
       doom.wad' will search the above paths for the file doom.wad to use.


       This section describes environment variables that control Chocolate Strife's behavior.

              See the section, IWAD SEARCH PATHS above.

              When running in PC speaker sound effect mode, this environment variable specifies a
              PC  speaker driver to use for sound effect playback.  Valid options are "Linux" for
              the Linux console mode driver, "BSD" for the NetBSD/OpenBSD PC speaker driver,  and
              "SDL" for SDL-based emulated PC speaker playback (using the digital output).

              When  using  OPL  MIDI playback, this environment variable specifies an OPL backend
              driver to use.  Valid options are "SDL" for  an  SDL-based  software  emulated  OPL
              chip,   "Linux"   for  the  Linux  hardware  OPL  driver,  and  "OpenBSD"  for  the
              OpenBSD/NetBSD hardware OPL driver.

              Generally speaking, a real hardware OPL chip sounds better than software emulation;
              however, modern machines do not often include one. If present, it may still require
              extra work to set up and elevated security privileges to access.


              The main configuration file for Chocolate Strife.  See strife.cfg(5).

              Extra configuration values that are specific to Chocolate Strife and not present in
              Vanilla Strife.  See chocolate-strife.cfg(5).


       chocolate-doom(6), chocolate-server(6), chocolate-setup(6)


       The  source  code  for  Strife  was  lost,  which means, unlike the code for all the other
       commercial DOOM-engine games, it cannot be released. The only access we have to  the  code
       is  the binary executable file. Reverse engineering tools were employed to disassemble and
       decompile the executables, which were cross- referenced against the  Linux  DOOM  and  DOS
       Heretic  sources and painstakingly combed over multiple times, instruction-by-instruction,
       to ensure that the resulting Chocolate-Doom-based executable is as close  as  possible  to
       the original.


       Reverse  engineering  is  a  protected  activity  so long as the original code is not used
       directly in the product. Due to the vast amount of information lost through the process of
       compilation,  and  the  need to refactor large portions of code in order to eliminate non-
       portable idioms or to adapt them properly to Chocolate  Doom's  framework,  the  resulting
       code behaves the same, but is not the *same* code.

       In  addition,  James Monroe and John Carmack have both stated that they have no objections
       to the project. Because they are the original authors of the code, and neither  Rogue  nor
       their  publisher,  Velocity, Inc., exist any longer as legal entities, this is effectively
       legal permission.


       Chocolate Strife is almost, but not  entirely  perfect,  in  recreating  the  behavior  of
       Vanilla  Strife.   Help  us  by  reporting any discrepancies you might notice between this
       executable and the vanilla DOS program.

       However, do *not* report any glitch that you can replicate in the vanilla EXE  as  a  bug.
       The  point  of Chocolate Strife, like Chocolate Doom before it, is to be as bug-compatible
       with the original game as possible. Also be aware that some  glitches  are  impossible  to
       compatibly recreate, and wherever this is the case, Chocolate Strife has erred on the side
       of not crashing the program, for example by initializing  pointers  to  NULL  rather  than
       using them without setting a value first.


       Chocolate Strife is part of the Chocolate Doom project. It was reverse engineered from the
       DOS versions of Strife by James Haley and Samuel Villarreal.  Chocolate Doom  was  written
       and  maintained  by Simon Howard, and is based on the LinuxDoom source code released by Id


       Copyright © id Software Inc.  Copyright © 2005-2013  Simon  Howard,  James  Haley,  Samuel
       This  is  free  software.   You  may  redistribute copies of it under the terms of the GNU
       General Public License <>.  There is NO  WARRANTY,  to
       the extent permitted by law.