Provided by: chocolate-doom_3.1.0-1_amd64 bug

NAME

       chocolate-strife.cfg - Chocolate Strife configuration file

DESCRIPTION

       chocolate-strife.cfg  is  a configuration file for chocolate-strife(6).  This file acts as
       an auxiliary configuration file; the main configuration options are stored in  strife.cfg,
       which  contains  the  same  configuration  options  as Vanilla Strife (for compatibility).
       chocolate-strife.cfg contains configuration options that are specific to  Chocolate-Strife
       only.

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

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

FILE FORMAT

       The file format is the same as that used for strife.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.

       show_endoom
              If non-zero, the ENDOOM text screen is displayed when exiting the  game.  If  zero,
              the ENDOOM screen is not displayed.

       show_diskicon
              If non-zero, a disk activity indicator is displayed when data is read from disk. If
              zero, the disk activity indicator is not displayed.

       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.

       autoload_path
              Full  path  to a directory in which WAD files and dehacked patches can be placed to
              be automatically loaded on startup. A subdirectory of this directory  matching  the
              IWAD name is checked to find the files to load.

       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.

       fsynth_chorus_active
              If  1, activate the FluidSynth chorus effects module. If 0, no chorus will be added
              to the output signal.

       fsynth_chorus_depth
              Specifies the modulation depth of the FluidSynth chorus. Default is 5.0,  range  is
              0.0 to 256.0.

       fsynth_chorus_level
              Specifies  the  output  amplitude of the FluidSynth chorus signal. Default is 0.35,
              range is 0.0 to 10.0.

       fsynth_chorus_nr
              Sets the voice count of the FluidSynth chorus signal. Default is 3, range is  0  to
              99.

       fsynth_chorus_speed
              Sets  the FluidSynth chorus modulation speed in Hz. Default is 0.3, range is 0.1 to
              5.0.

       fsynth_midibankselect
              This setting defines how FluidSynth interprets Bank Select messages. The default is
              "gs". Other possible values are "gm", "xg" and "mma".

       fsynth_polyphony
              Sets  the  number  of  FluidSynth voices that can be played in parallel. Default is
              256, range is 1 - 65535.

       fsynth_reverb_active
              If 1, activate the FluidSynth reverb effects module. If 0, no reverb will be  added
              to the output signal.

       fsynth_reverb_damp
              Sets the amount of FluidSynth reverb damping. Default is 0.4, range is 0.0 to 1.0.

       fsynth_reverb_level
              Sets the FluidSynth reverb amplitude. Default is 0.15, range is 0.0 - 1.0.

       fsynth_reverb_roomsize
              Sets  the room size(i.e. amount of wet) FluidSynth reverb. Default is 0.6, range is
              0.0 - 1.0.

       fsynth_reverb_width
              Sets the stereo spread of the FluidSynth reverb signal. Default is  0.4,  range  is
              0.0 - 100.0.

       fsynth_gain
              Fine tune the FluidSynth output level. Default is 1.0, range is 0.0 - 10.0.

       fsynth_sf_path
              Full path to a soundfont file to use with FluidSynth 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.

       winmm_midi_device
              MIDI device for native Windows MIDI.

       winmm_complevel
              Compatibility level for  native  Windows  MIDI,  default  0.  Valid  values  are  0
              (Vanilla), 1 (Standard), 2 (Full).

       winmm_reset_type
              Reset  device type for native Windows MIDI, default 1. Valid values are 0 (None), 1
              (GM Mode), 2 (GS Mode), 3 (XG Mode).

       winmm_reset_delay
              Reset device delay for native Windows MIDI, default 0, median value 100 ms.

       vanilla_savegame_limit
              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.

       vanilla_demo_limit
              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.

       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_turnleft
              Mouse button to turn left.

       mouseb_turnright
              Mouse button to turn 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.

       use_analog
              If non-zero, use analog movement when playing with a gamepad.

       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_turn_sensitivity
              Joystick turn analog sensitivity, specified as a value between 0 and 20.

       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_move_sensitivity
              Joystick move and strafe analog sensitivity, specified as a value between 0 and 20.

       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_look_sensitivity
              Joystick look analog sensitivity, specified as a value between 0 and 20.

       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.

       joystick_physical_button11
              The physical joystick button that corresponds to joystick virtual button #11.

       joystick_physical_button12
              The physical joystick button that corresponds to joystick virtual button #12.

       joystick_physical_button13
              The physical joystick button that corresponds to joystick virtual button #13.

       joystick_physical_button14
              The physical joystick button that corresponds to joystick virtual button #14.

       joystick_physical_button15
              The physical joystick button that corresponds to joystick virtual button #15.

       joystick_physical_button16
              The physical joystick button that corresponds to joystick virtual button #16.

       use_gamepad
              If  non-zero,  use  the  SDL_GameController  interface  instead of the SDL_Joystick
              interface.

       gamepad_type
              Stores the SDL_GameControllerType of the last configured gamepad.

       joystick_x_dead_zone
              Joystick x axis dead zone, specified as a percentage of the axis max value.

       joystick_y_dead_zone
              Joystick y axis dead zone, specified as a percentage of the axis max value.

       joystick_strafe_dead_zone
              Joystick strafe axis dead zone, specified as a percentage of the axis max value.

       joystick_look_dead_zone
              Joystick look axis dead zone, specified as a percentage of the axis max value.

       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_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-strife(6), strife.cfg(5), chocolate-strife-setup(6)

                                                                          chocolate-strife.cfg(5)