xenial (6) chocolate-hexen.6.gz

Provided by: chocolate-hexen_2.2.1-2.1_amd64 bug

NAME

       chocolate-hexen - historically compatible Hexen engine

SYNOPSIS

       chocolate-hexen [OPTIONS]

DESCRIPTION

       Chocolate  Hexen  is  a  port of Raven Software's 1995 game "Hexen" that aims to behave as similar to the
       original DOS version of Hexen as possible.

GENERAL OPTIONS

       -artiskip
              Don't allow artifacts to be used when the run key is held down.

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

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

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

       -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.

       -loadgame <s>
              Load the game in savegame 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.

       -nomonsters
              Disable monsters.

       -nomusic
              Disable music.

       -nosfx Disable sound effects.

       -nosound
              Disable all sound output.

       -ravpic
              Take screenshots when F1 is pressed.

       -respawn
              Monsters respawn after being killed.

       -scripts <path>
              Development option to specify path to level scripts.

       -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.

       -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

       -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).

       -v10override
              If provided, the check for the v1.0 IWAD file is disabled, even though it  will  almost  certainly
              cause the game to crash.

DEMO OPTIONS

       -playdemo <demo>
              Play back the demo named demo.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

       -autojoin
              Automatically search the local LAN for a multiplayer server and join it.

       -class <n>
              Specify player class: 0=fighter, 1=cleric, 2=mage, 3=pig.

       -connect <address>
              Connect to a multiplayer server running on the given address.

       -deathmatch
              Start a deathmatch game.

       -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.

       -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.

       -randclass
              In deathmatch mode, change a player's class each time the player respawns.

       -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.

       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 Hexen'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/hexen.cfg
              The main configuration file for Chocolate Hexen.  See hexen.cfg(5).

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

SEE ALSO

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

AUTHOR

       Chocolate  Hexen  is  part  of  the Chocolate Doom project, written and maintained by Simon Howard. It is
       based on the Hexen source code, released by Raven Software.

       Copyright © id Software Inc.  Copyright © Raven 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-hexen(6)