Provided by: crispy-doom_7.0-1_amd64 bug

NAME

       crispy-strife - historically compatible Strife engine

SYNOPSIS

       crispy-strife [OPTIONS]

DESCRIPTION

       Crispy  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
       below).

GENERAL OPTIONS

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

       -devparm
              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.

       -nograph
              Disable graphical introduction sequence

       -nomusic
              Disable music.

       -nomusicpacks
              Disable substitution music packs.

       -nosfx Disable sound effects.

       -nosound
              Disable all sound output.

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

       -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.

       -version
              Print the program version and exit.

GAME START OPTIONS

       -doubleammo
              Double ammo pickup rate. This option is not allowed when recording a demo,  playing
              back a demo or when starting a network game.

       -fast  Monsters move faster.

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

       -nomonsters
              Disable monsters.

       -random
              Items respawn at random locations

       -respawn
              Respawn monsters after they are killed.

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

       -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.

DISPLAY OPTIONS

       -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.

       -display <x>
              Specify the display number on which to show the screen.

       -fullscreen
              Run in fullscreen mode.

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

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

       -noblit
              Disable blitting the screen.

       -nodraw
              Disable rendering the screen entirely.

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

       -nomouse
              Disable the mouse.

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

       -window
              Run in a window.

NETWORKING OPTIONS

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

       -autojoin
              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.

       -dedicated
              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.

       -localsearch
              Search the local LAN for running servers.

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

       -oldsync
              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).

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

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

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

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

       -server
              Start a multiplayer server, listening for connections.

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

       -solo-net
              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.

DEHACKED AND WAD MERGING

       -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.

       -noautoload
              Disable auto-loading of .wad files.

       -nocheats
              Ignore cheats in dehacked files.

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

DEMO OPTIONS

       -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.

       -solo-net
              Play back a demo recorded in a netgame with a single player.

       -strictdemos
              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.

COMPATIBILITY

       -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
              98).

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

OBSCURE AND LESS-USED OPTIONS

       -cdrom [windows only] Save configuration data and savegames in c:\strife.cd, 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.

       -mb <mb>
              Specify the heap size, in MiB.

       -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)

IWAD SEARCH PATHS

       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.

       DOOMWADDIR
              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.

       DOOMWADPATH
              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.

       $HOME/.local/share/games/doom
              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.

ENVIRONMENT

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

       DOOMWADDIR, DOOMWADPATH
              See the section, IWAD SEARCH PATHS above.

       PCSOUND_DRIVER
              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).

       OPL_DRIVER
              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.

FILES

       $HOME/.local/share/crispy-doom/strife.cfg
              The main configuration file for Crispy Strife.  See strife.cfg(5).

       $HOME/.local/share/crispy-doom/crispy-strife.cfg
              Extra  configuration  values  that are specific to Crispy Strife and not present in
              Vanilla Strife.  See crispy-strife.cfg(5).

SEE ALSO

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

HISTORY

       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.

LEGALITY

       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.

BUGS

       Crispy  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 Crispy 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, Crispy 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.

AUTHORS

       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
       Software.

COPYRIGHT

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

                                                                                 crispy-strife(6)