1chocolate-doom.cfg(5) File Formats Manual chocolate-doom.cfg(5)
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6 chocolate-doom.cfg - Chocolate Doom configuration file
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9 chocolate-doom.cfg is a configuration file for chocolate-doom(6). This
10 file acts as an auxiliary configuration file; the main configuration
11 options are stored in default.cfg, which contains the same configura‐
12 tion options as Vanilla Doom (for compatibility). chocolate-doom.cfg
13 contains configuration options that are specific to Chocolate Doom
14 only.
15
16 chocolate-doom.cfg is normally stored in the user's home directory, as
17 ~/.chocolate-doom/chocolate-doom.cfg.
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19 The chocolate-setup(6) tool provides a simple to use front-end for
20 editing chocolate-doom.cfg.
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23 The file format is the same as that used for default.cfg(5).
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27 autoadjust_video_settings
28 If non-zero, video settings will be autoadjusted to a valid con‐
29 figuration when the screen_width and screen_height variables do
30 not match any valid configuration.
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32 fullscreen
33 If non-zero, the game will run in full screen mode. If zero,
34 the game will run in a window.
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36 aspect_ratio_correct
37 If non-zero, the screen will be stretched vertically to display
38 correctly on a square pixel video mode.
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40 startup_delay
41 Number of milliseconds to wait on startup after the video mode
42 has been set, before the game will start. This allows the
43 screen to settle on some monitors that do not display an image
44 for a brief interval after changing video modes.
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46 screen_width
47 Screen width in pixels. If running in full screen mode, this is
48 the X dimension of the video mode to use. If running in win‐
49 dowed mode, this is the width of the window in which the game
50 will run.
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52 screen_height
53 Screen height in pixels. If running in full screen mode, this
54 is the Y dimension of the video mode to use. If running in win‐
55 dowed mode, this is the height of the window in which the game
56 will run.
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58 screen_bpp
59 Color depth of the screen, in bits. If this is set to zero, the
60 color depth will be automatically set on startup to the
61 machine's default/native color depth.
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63 grabmouse
64 If this is non-zero, the mouse will be "grabbed" when running in
65 windowed mode so that it can be used as an input device. When
66 running full screen, this has no effect.
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68 novert If non-zero, all vertical mouse movement is ignored. This emu‐
69 lates the behavior of the "novert" tool available under DOS that
70 performs the same function.
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72 mouse_acceleration
73 Mouse acceleration factor. When the speed of mouse movement
74 exceeds the threshold value (mouse_threshold), the speed is mul‐
75 tiplied by this value.
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77 mouse_threshold
78 Mouse acceleration threshold. When the speed of mouse movement
79 exceeds this threshold value, the speed is multiplied by an
80 acceleration factor (mouse_acceleration).
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82 snd_samplerate
83 Sound output sample rate, in Hz. Typical values to use are
84 11025, 22050, 44100 and 48000.
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86 snd_cachesize
87 Maximum number of bytes to allocate for caching converted sound
88 effects in memory. If set to zero, there is no limit applied.
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90 snd_maxslicetime_ms
91 Maximum size of the output sound buffer size in milliseconds.
92 Sound output is generated periodically in slices. Higher values
93 might be more efficient but will introduce latency to the sound
94 output. The default is 28ms (one slice per tic with the 35fps
95 timer).
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97 snd_pitchshift
98 If non-zero, sound effects will have their pitch varied up or
99 down by a random amount during play. If zero, sound effects play
100 back at their default pitch. The default is zero.
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102 snd_musiccmd
103 External command to invoke to perform MIDI playback. If set to
104 the empty string, SDL_mixer's internal MIDI playback is used.
105 This only has any effect when snd_musicdevice is set to General
106 MIDI output.
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108 snd_dmxoption
109 Value to set for the DMXOPTION environment variable. If this
110 contains "-opl3", output for an OPL3 chip is generated when in
111 OPL MIDI playback mode.
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113 opl_io_port
114 The I/O port to use to access the OPL chip. Only relevant when
115 using native OPL music playback.
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117 show_endoom
118 If non-zero, the ENDOOM text screen is displayed when exiting
119 the game. If zero, the ENDOOM screen is not displayed.
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121 show_diskicon
122 If non-zero, a disk activity indicator is displayed when data is
123 read from disk. If zero, the disk activity indicator is not dis‐
124 played.
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126 png_screenshots
127 If non-zero, save screenshots in PNG format.
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129 vanilla_savegame_limit
130 If non-zero, the Vanilla savegame limit is enforced; if the
131 savegame exceeds 180224 bytes in size, the game will exit with
132 an error. If this has a value of zero, there is no limit to the
133 size of savegames.
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135 vanilla_demo_limit
136 If non-zero, the Vanilla demo size limit is enforced; the game
137 exits with an error when a demo exceeds the demo size limit
138 (128KiB by default). If this has a value of zero, there is no
139 limit to the size of demos.
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141 vanilla_keyboard_mapping
142 If non-zero, the game behaves like Vanilla Doom, always assuming
143 an American keyboard mapping. If this has a value of zero, the
144 native keyboard mapping of the keyboard is used.
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146 video_driver
147 Name of the SDL video driver to use. If this is an empty
148 string, the default video driver is used.
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150 window_position
151 Position of the window on the screen when running in windowed
152 mode. Accepted values are: "" (empty string) - don't care, "cen‐
153 ter" - place window at center of screen, "x,y" - place window at
154 the specified coordinates.
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156 player_name
157 Name to use in network games for identification. This is only
158 used on the "waiting" screen while waiting for the game to
159 start.
160
161 joystick_index
162 Joystick number to use; '0' is the first joystick. A negative
163 value ('-1') indicates that no joystick is configured.
164
165 joystick_x_axis
166 Joystick axis to use to for horizontal (X) movement.
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168 joystick_x_invert
169 If non-zero, movement on the horizontal joystick axis is
170 inverted.
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172 joystick_y_axis
173 Joystick axis to use to for vertical (Y) movement.
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175 joystick_y_invert
176 If non-zero, movement on the vertical joystick axis is inverted.
177
178 joystick_strafe_axis
179 Joystick axis to use to for strafing movement.
180
181 joystick_strafe_invert
182 If non-zero, movement on the joystick axis used for strafing is
183 inverted.
184
185 joystick_physical_button0
186 The physical joystick button that corresponds to joystick vir‐
187 tual button #0.
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189 joystick_physical_button1
190 The physical joystick button that corresponds to joystick vir‐
191 tual button #1.
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193 joystick_physical_button2
194 The physical joystick button that corresponds to joystick vir‐
195 tual button #2.
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197 joystick_physical_button3
198 The physical joystick button that corresponds to joystick vir‐
199 tual button #3.
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201 joystick_physical_button4
202 The physical joystick button that corresponds to joystick vir‐
203 tual button #4.
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205 joystick_physical_button5
206 The physical joystick button that corresponds to joystick vir‐
207 tual button #5.
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209 joystick_physical_button6
210 The physical joystick button that corresponds to joystick vir‐
211 tual button #6.
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213 joystick_physical_button7
214 The physical joystick button that corresponds to joystick vir‐
215 tual button #7.
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217 joystick_physical_button8
218 The physical joystick button that corresponds to joystick vir‐
219 tual button #8.
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221 joystick_physical_button9
222 The physical joystick button that corresponds to joystick vir‐
223 tual button #9.
224
225 joystick_physical_button10
226 The physical joystick button that corresponds to joystick vir‐
227 tual button #10.
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229 joyb_strafeleft
230 Joystick virtual button to make the player strafe left.
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232 joyb_straferight
233 Joystick virtual button to make the player strafe right.
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235 joyb_menu_activate
236 Joystick virtual button to activate the menu.
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238 joyb_toggle_automap
239 Joystick virtual button to toggle the automap.
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241 joyb_prevweapon
242 Joystick virtual button that cycles to the previous weapon.
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244 joyb_nextweapon
245 Joystick virtual button that cycles to the next weapon.
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247 mouseb_strafeleft
248 Mouse button to strafe left.
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250 mouseb_straferight
251 Mouse button to strafe right.
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253 mouseb_use
254 Mouse button to "use" an object, eg. a door or switch.
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256 mouseb_backward
257 Mouse button to move backwards.
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259 mouseb_prevweapon
260 Mouse button to cycle to the previous weapon.
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262 mouseb_nextweapon
263 Mouse button to cycle to the next weapon.
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265 dclick_use
266 If non-zero, double-clicking a mouse button acts like pressing
267 the "use" key to use an object in-game, eg. a door or switch.
268
269 use_libsamplerate
270 Controls whether libsamplerate support is used for performing
271 sample rate conversions of sound effects. Support for this must
272 be compiled into the program. If zero, libsamplerate support is
273 disabled. If non-zero, libsamplerate is enabled. Increasing
274 values roughly correspond to higher quality conversion; the
275 higher the quality, the slower the conversion process. Linear
276 conversion = 1; Zero order hold = 2; Fast Sinc filter = 3;
277 Medium quality Sinc filter = 4; High quality Sinc filter = 5.
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279 libsamplerate_scale
280 Scaling factor used by libsamplerate. This is used when convert‐
281 ing sounds internally back into integer form; normally it should
282 not be necessary to change it from the default value. The only
283 time it might be needed is if a PWAD file is loaded that con‐
284 tains very loud sounds, in which case the conversion may cause
285 sound clipping and the scale factor should be reduced. The lower
286 the value, the quieter the sound effects become, so it should be
287 set as high as is possible without clipping occurring.
288
289 timidity_cfg_path
290 Full path to a Timidity configuration file to use for MIDI play‐
291 back. The file will be evaluated from the directory where it is
292 evaluated, so there is no need to add "dir" commands into it.
293
294 gus_patch_path
295 Path to GUS patch files to use when operating in GUS emulation
296 mode.
297
298 gus_ram_kb
299 Number of kilobytes of RAM to use in GUS emulation mode. Valid
300 values are 256, 512, 768 or 1024.
301
302 key_pause
303 Key to pause or unpause the game.
304
305 key_menu_activate
306 Key that activates the menu when pressed.
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308 key_menu_up
309 Key that moves the cursor up on the menu.
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311 key_menu_down
312 Key that moves the cursor down on the menu.
313
314 key_menu_left
315 Key that moves the currently selected slider on the menu left.
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317 key_menu_right
318 Key that moves the currently selected slider on the menu right.
319
320 key_menu_back
321 Key to go back to the previous menu.
322
323 key_menu_forward
324 Key to activate the currently selected menu item.
325
326 key_menu_confirm
327 Key to answer 'yes' to a question in the menu.
328
329 key_menu_abort
330 Key to answer 'no' to a question in the menu.
331
332 key_menu_help
333 Keyboard shortcut to bring up the help screen.
334
335 key_menu_save
336 Keyboard shortcut to bring up the save game menu.
337
338 key_menu_load
339 Keyboard shortcut to bring up the load game menu.
340
341 key_menu_volume
342 Keyboard shortcut to bring up the sound volume menu.
343
344 key_menu_detail
345 Keyboard shortcut to toggle the detail level.
346
347 key_menu_qsave
348 Keyboard shortcut to quicksave the current game.
349
350 key_menu_endgame
351 Keyboard shortcut to end the game.
352
353 key_menu_messages
354 Keyboard shortcut to toggle heads-up messages.
355
356 key_menu_qload
357 Keyboard shortcut to load the last quicksave.
358
359 key_menu_quit
360 Keyboard shortcut to quit the game.
361
362 key_menu_gamma
363 Keyboard shortcut to toggle the gamma correction level.
364
365 key_spy
366 Keyboard shortcut to switch view in multiplayer.
367
368 key_menu_incscreen
369 Keyboard shortcut to increase the screen size.
370
371 key_menu_decscreen
372 Keyboard shortcut to decrease the screen size.
373
374 key_menu_screenshot
375 Keyboard shortcut to save a screenshot.
376
377 key_map_toggle
378 Key to toggle the map view.
379
380 key_map_north
381 Key to pan north when in the map view.
382
383 key_map_south
384 Key to pan south when in the map view.
385
386 key_map_east
387 Key to pan east when in the map view.
388
389 key_map_west
390 Key to pan west when in the map view.
391
392 key_map_zoomin
393 Key to zoom in when in the map view.
394
395 key_map_zoomout
396 Key to zoom out when in the map view.
397
398 key_map_maxzoom
399 Key to zoom out the maximum amount when in the map view.
400
401 key_map_follow
402 Key to toggle follow mode when in the map view.
403
404 key_map_grid
405 Key to toggle the grid display when in the map view.
406
407 key_map_mark
408 Key to set a mark when in the map view.
409
410 key_map_clearmark
411 Key to clear all marks when in the map view.
412
413 key_weapon1
414 Key to select weapon 1.
415
416 key_weapon2
417 Key to select weapon 2.
418
419 key_weapon3
420 Key to select weapon 3.
421
422 key_weapon4
423 Key to select weapon 4.
424
425 key_weapon5
426 Key to select weapon 5.
427
428 key_weapon6
429 Key to select weapon 6.
430
431 key_weapon7
432 Key to select weapon 7.
433
434 key_weapon8
435 Key to select weapon 8.
436
437 key_prevweapon
438 Key to cycle to the previous weapon.
439
440 key_nextweapon
441 Key to cycle to the next weapon.
442
443 key_message_refresh
444 Key to re-display last message.
445
446 key_demo_quit
447 Key to quit the game when recording a demo.
448
449 key_multi_msg
450 Key to send a message during multiplayer games.
451
452 key_multi_msgplayer1
453 Key to send a message to player 1 during multiplayer games.
454
455 key_multi_msgplayer2
456 Key to send a message to player 2 during multiplayer games.
457
458 key_multi_msgplayer3
459 Key to send a message to player 3 during multiplayer games.
460
461 key_multi_msgplayer4
462 Key to send a message to player 4 during multiplayer games.
463
464
466 chocolate-doom(6), default.cfg(5), chocolate-setup(6)
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471 chocolate-doom.cfg(5)