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)