xenial (6) chocolate-doom.6.gz

Provided by: chocolate-doom_2.2.1-2.1_amd64 bug

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.

       -dumpsubstconfig <output filename>
              Read all MIDI files from loaded WAD files, dump an example substitution music config file  to  the
              specified filename and quit.

       -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.

       -pack <pack>
              Explicitly  specify  a  Doom  II  "mission  pack"  to run as, instead of detecting it based on the
              filename. Valid values are: "doom2", "tnt" and "plutonia".

       -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)

       -zonescan
              Zone  memory  debugging  flag. If set, each time memory is freed, the zone heap is scanned to look
              for remaining pointers to the freed block.

       -zonezero
              Zone memory debugging flag. If set, memory is zeroed after it is freed to deliberately  break  any
              code that attempts to use it after free.

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>[wf]
              Specify the dimensions of the window or fullscreen mode.  An optional letter of w or f appended to
              the dimensions selects windowed or fullscreen 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.

       -newsync
              Use  new network client sync code rather than the classic sync code. This is currently disabled by
              default because it has some bugs.

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

       -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)

       -dehlump
              Load Dehacked patches from DEHACKED lumps contained in one of the loaded PWAD files.

       -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.

       -nodeh Disable automatic loading of Dehacked patches for certain IWAD files.

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

       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/games/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 Chocolate Doom'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/.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 © 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)