Provided by: chocolate-doom_2.0.0-1ubuntu1_amd64 bug

NAME

       chocolate-strife - historically compatible strife engine

SYNOPSIS

       chocolate-strife [OPTIONS]

DESCRIPTION

       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 below).

GENERAL OPTIONS

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

       -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.

       -fast  Monsters move faster.

       -file <files>
              Load the specified PWAD files.

       -flip  Flip player gun sprites (broken).

       -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.

       -nograph
              Disable graphical introduction sequence

       -nomonsters
              Disable monsters.

       -nomusic
              Disable music.

       -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.

       -random
              Items respawn at random locations

       -respawn
              Respawn monsters after they are 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
              Start a game immediately, warping to level x.

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

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.

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.

       -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 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.

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

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

SEE ALSO

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

       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.

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.

                                                                                             chocolate-strife(6)