Provided by: chocolate-doom_2.0.0-1ubuntu1_amd64
NAME
chocolate-doom - historically compatible Doom engine
SYNOPSIS
chocolate-doom [OPTIONS]
DESCRIPTION
Chocolate Doom is a port of Id Software's 1993 game "Doom" that is designed to behave as similar to the original DOS version of Doom as is possible.
GENERAL OPTIONS
-cdrom [windows only] Save configuration data and savegames in c:\doomdata, allowing play from CD. -config <file> Load main configuration from the specified file, instead of the default. -devparm Developer mode. F1 saves a screenshot in the current working directory. -episode <n> Start playing on episode n (1-4) -extraconfig <file> Load additional configuration from the specified file, instead of the default. -fast Monsters move faster. -file <files> Load the specified PWAD files. -iwad <file> Specify an IWAD file to use. -loadgame <s> Load the game in slot s. -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. -noblit Disable blitting the screen. -nodraw Disable rendering the screen entirely. -nomonsters Disable monsters. -nomusic Disable music. -nosfx Disable sound effects. -nosound Disable all sound output. -respawn Monsters respawn after being killed. -servername <name> When starting a network server, specify a name for the server. -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> <y> | <xy>] Start a game immediately, warping to ExMy (Doom 1) or MAPxy (Doom 2)
COMPATIBILITY
-donut <x> <y> Use the specified magic values when emulating behavior caused by memory overruns from improperly constructed donuts. In Vanilla Doom 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 Doom. Valid values are "1.9", "ultimate", "final", "final2", "hacx" and "chex". -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. -statdump <filename> Dump statistics information to the specified file on the levels that were played. The output from this option matches the output from statdump.exe (see ctrlapi.zip in the /idgames archive).
DEMO OPTIONS
-longtics Record a high resolution "Doom 1.91" demo. -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. -timedemo <demo> Play back the demo named demo.lmp, determining the framerate of the screen.
DISPLAY OPTIONS
-1 Don't scale up the screen. -2 Double up the screen to 2x its normal size. -3 Double up the screen to 3x its normal size. -8in32 Set the color depth of the screen to 32 bits per pixel. -bpp <bpp> Specify the color depth of the screen, in bits per pixel. -fullscreen Run in fullscreen mode. -geometry <WxY> Specify the screen mode (when running fullscreen) or the window dimensions (when running in windowed mode). -grabmouse Grab the mouse when running in windowed mode. -height <y> Specify the screen height, in pixels. -nograbmouse Don't grab the mouse when running in windowed mode. -nomouse Disable the mouse. -nonovert Enable vertical mouse movement. -novert Disable vertical mouse movement. -width <x> Specify the screen width, in pixels. -window Run in a window.
NETWORKING OPTIONS
-altdeath Start a deathmatch 2.0 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. -deathmatch Start a deathmatch game. -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. -ignoreversion When running a netgame server, ignore version mismatches between the server and the client. Using this option may cause game desyncs to occur, or differences in protocol may mean the netgame will simply not function at all. -left Run as the left screen in three screen mode. -localsearch Search the local LAN for running servers. -oldsync Use original game 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. -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. -nocheats Ignore cheats in dehacked files. -nwtmerge <files> Simulates the behavior of NWT's -merge option. Multiple files may be specified.
ENVIRONMENT
This section describes environment variables that control Chocolate Doom's behavior. DOOMWADDIR, DOOMWADPATH These environment variables provide paths to search for Doom .WAD files when looking for a game IWAD file or a PWAD file specified with the `-file' option. DOOMWADDIR specifies a single path in which to look for WAD files, while DOOMWWADPATH specifies a colon-separated list of paths to search. 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/.chocolate-doom/default.cfg The main configuration file for Chocolate Doom. See default.cfg(5). $HOME/.chocolate-doom/chocolate-doom.cfg Extra configuration values that are specific to Chocolate Doom and not present in Vanilla Doom. See chocolate-doom.cfg(5).
SEE ALSO
chocolate-server(6), chocolate-setup(6), chocolate-heretic(6), chocolate-hexen(6), chocolate-strife(6)
AUTHOR
Chocolate Doom is written and maintained by Simon Howard. It is based on the LinuxDoom source code, released by Id Software.
COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-2013 Simon Howard. 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. chocolate-doom(6)