1chocolate-doom.cfg(5) File Formats Manual chocolate-doom.cfg(5)
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6 chocolate-doom.cfg - Chocolate Doom configuration file
7
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 ~/.local/share/chocolate-doom/chocolate-doom.cfg. The path can be
18 overridden using the XDG_DATA_HOME environment variable (see the XDG
19 Base Directory Specification).
20
21 The chocolate-setup(6) tool provides a simple to use front-end for
22 editing chocolate-doom.cfg.
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25 The file format is the same as that used for default.cfg(5).
26
27
29 video_driver
30 Name of the SDL video driver to use. If this is an empty
31 string, the default video driver is used.
32
33 window_position
34 Position of the window on the screen when running in windowed
35 mode. Accepted values are: "" (empty string) - don't care, "cen‐
36 ter" - place window at center of screen, "x,y" - place window at
37 the specified coordinates.
38
39 fullscreen
40 If non-zero, the game will run in full screen mode. If zero,
41 the game will run in a window.
42
43 video_display
44 Index of the display on which the game should run. This has no
45 effect if running in windowed mode (fullscreen=0) and win‐
46 dow_position is not set to "center".
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48 aspect_ratio_correct
49 If non-zero, the screen will be stretched vertically to display
50 correctly on a square pixel video mode.
51
52 integer_scaling
53 If non-zero, forces integer scales for resolution-independent
54 rendering.
55
56 window_width
57 Window width when running in windowed mode.
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59 window_height
60 Window height when running in windowed mode.
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62 fullscreen_width
63 Width for screen mode when running fullscreen. If this and
64 fullscreen_height are both set to zero, we run fullscreen as a
65 desktop window that covers the entire screen, rather than ever
66 switching screen modes. It should usually be unnecessary to set
67 this value.
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69 fullscreen_height
70 Height for screen mode when running fullscreen. See documenta‐
71 tion for fullscreen_width.
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73 force_software_renderer
74 If non-zero, force the use of a software renderer. For use on
75 systems lacking hardware acceleration.
76
77 max_scaling_buffer_pixels
78 Maximum number of pixels to use for intermediate scaling buffer.
79 More pixels mean that the screen can be rendered more precisely,
80 but there are diminishing returns on quality. The default limits
81 to 16,000,000 pixels, which is enough to cover 4K monitor stan‐
82 dards.
83
84 startup_delay
85 Number of milliseconds to wait on startup after the video mode
86 has been set, before the game will start. This allows the
87 screen to settle on some monitors that do not display an image
88 for a brief interval after changing video modes.
89
90 graphical_startup
91 If non-zero, display the graphical startup screen.
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93 show_endoom
94 If non-zero, the ENDOOM text screen is displayed when exiting
95 the game. If zero, the ENDOOM screen is not displayed.
96
97 show_diskicon
98 If non-zero, a disk activity indicator is displayed when data is
99 read from disk. If zero, the disk activity indicator is not dis‐
100 played.
101
102 png_screenshots
103 If non-zero, save screenshots in PNG format. If zero, screen‐
104 shots are saved in PCX format, as Vanilla Doom does.
105
106 snd_samplerate
107 Sound output sample rate, in Hz. Typical values to use are
108 11025, 22050, 44100 and 48000.
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110 snd_cachesize
111 Maximum number of bytes to allocate for caching converted sound
112 effects in memory. If set to zero, there is no limit applied.
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114 snd_maxslicetime_ms
115 Maximum size of the output sound buffer size in milliseconds.
116 Sound output is generated periodically in slices. Higher values
117 might be more efficient but will introduce latency to the sound
118 output. The default is 28ms (one slice per tic with the 35fps
119 timer).
120
121 snd_pitchshift
122 If non-zero, sound effects will have their pitch varied up or
123 down by a random amount during play. If zero, sound effects play
124 back at their default pitch.
125
126 snd_musiccmd
127 External command to invoke to perform MIDI playback. If set to
128 the empty string, SDL_mixer's internal MIDI playback is used.
129 This only has any effect when snd_musicdevice is set to General
130 MIDI output.
131
132 snd_dmxoption
133 Value to set for the DMXOPTION environment variable. If this
134 contains "-opl3", output for an OPL3 chip is generated when in
135 OPL MIDI playback mode.
136
137 opl_io_port
138 The I/O port to use to access the OPL chip. Only relevant when
139 using native OPL music playback.
140
141 use_libsamplerate
142 Controls whether libsamplerate support is used for performing
143 sample rate conversions of sound effects. Support for this must
144 be compiled into the program. If zero, libsamplerate support is
145 disabled. If non-zero, libsamplerate is enabled. Increasing
146 values roughly correspond to higher quality conversion; the
147 higher the quality, the slower the conversion process. Linear
148 conversion = 1; Zero order hold = 2; Fast Sinc filter = 3;
149 Medium quality Sinc filter = 4; High quality Sinc filter = 5.
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151 libsamplerate_scale
152 Scaling factor used by libsamplerate. This is used when convert‐
153 ing sounds internally back into integer form; normally it should
154 not be necessary to change it from the default value. The only
155 time it might be needed is if a PWAD file is loaded that con‐
156 tains very loud sounds, in which case the conversion may cause
157 sound clipping and the scale factor should be reduced. The lower
158 the value, the quieter the sound effects become, so it should be
159 set as high as is possible without clipping occurring.
160
161 music_pack_path
162 Full path to a directory containing configuration files for sub‐
163 stitute music packs. These packs contain high quality renderings
164 of game music to be played instead of using the system's
165 built-in MIDI playback.
166
167 timidity_cfg_path
168 Full path to a Timidity configuration file to use for MIDI play‐
169 back. The file will be evaluated from the directory where it is
170 evaluated, so there is no need to add "dir" commands into it.
171
172 gus_patch_path
173 Path to GUS patch files to use when operating in GUS emulation
174 mode.
175
176 gus_ram_kb
177 Number of kilobytes of RAM to use in GUS emulation mode. Valid
178 values are 256, 512, 768 or 1024.
179
180 vanilla_savegame_limit
181 If non-zero, the Vanilla savegame limit is enforced; if the
182 savegame exceeds 180224 bytes in size, the game will exit with
183 an error. If this has a value of zero, there is no limit to the
184 size of savegames.
185
186 vanilla_demo_limit
187 If non-zero, the Vanilla demo size limit is enforced; the game
188 exits with an error when a demo exceeds the demo size limit
189 (128KiB by default). If this has a value of zero, there is no
190 limit to the size of demos.
191
192 vanilla_keyboard_mapping
193 If non-zero, the game behaves like Vanilla Doom, always assuming
194 an American keyboard mapping. If this has a value of zero, the
195 native keyboard mapping of the keyboard is used.
196
197 player_name
198 Name to use in network games for identification. This is only
199 used on the "waiting" screen while waiting for the game to
200 start.
201
202 grabmouse
203 If this is non-zero, the mouse will be "grabbed" when running in
204 windowed mode so that it can be used as an input device. When
205 running full screen, this has no effect.
206
207 novert If non-zero, all vertical mouse movement is ignored. This emu‐
208 lates the behavior of the "novert" tool available under DOS that
209 performs the same function.
210
211 mouse_acceleration
212 Mouse acceleration factor. When the speed of mouse movement
213 exceeds the threshold value (mouse_threshold), the speed is mul‐
214 tiplied by this value.
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216 mouse_threshold
217 Mouse acceleration threshold. When the speed of mouse movement
218 exceeds this threshold value, the speed is multiplied by an
219 acceleration factor (mouse_acceleration).
220
221 mouseb_strafeleft
222 Mouse button to strafe left.
223
224 mouseb_straferight
225 Mouse button to strafe right.
226
227 mouseb_use
228 Mouse button to "use" an object, eg. a door or switch.
229
230 mouseb_backward
231 Mouse button to move backwards.
232
233 mouseb_prevweapon
234 Mouse button to cycle to the previous weapon.
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236 mouseb_nextweapon
237 Mouse button to cycle to the next weapon.
238
239 dclick_use
240 If non-zero, double-clicking a mouse button acts like pressing
241 the "use" key to use an object in-game, eg. a door or switch.
242
243 joystick_guid
244 SDL GUID string indicating the joystick to use. An empty string
245 indicates that no joystick is configured.
246
247 joystick_index
248 Index of SDL joystick to use; this is only used in the case
249 where multiple identical joystick devices are connected which
250 have the same GUID, to distinguish between devices.
251
252 joystick_x_axis
253 Joystick axis to use to for horizontal (X) movement.
254
255 joystick_x_invert
256 If non-zero, movement on the horizontal joystick axis is
257 inverted.
258
259 joystick_y_axis
260 Joystick axis to use to for vertical (Y) movement.
261
262 joystick_y_invert
263 If non-zero, movement on the vertical joystick axis is inverted.
264
265 joystick_strafe_axis
266 Joystick axis to use to for strafing movement.
267
268 joystick_strafe_invert
269 If non-zero, movement on the joystick axis used for strafing is
270 inverted.
271
272 joystick_look_axis
273 Joystick axis to use to for looking up and down.
274
275 joystick_look_invert
276 If non-zero, movement on the joystick axis used for looking is
277 inverted.
278
279 joystick_physical_button0
280 The physical joystick button that corresponds to joystick vir‐
281 tual button #0.
282
283 joystick_physical_button1
284 The physical joystick button that corresponds to joystick vir‐
285 tual button #1.
286
287 joystick_physical_button2
288 The physical joystick button that corresponds to joystick vir‐
289 tual button #2.
290
291 joystick_physical_button3
292 The physical joystick button that corresponds to joystick vir‐
293 tual button #3.
294
295 joystick_physical_button4
296 The physical joystick button that corresponds to joystick vir‐
297 tual button #4.
298
299 joystick_physical_button5
300 The physical joystick button that corresponds to joystick vir‐
301 tual button #5.
302
303 joystick_physical_button6
304 The physical joystick button that corresponds to joystick vir‐
305 tual button #6.
306
307 joystick_physical_button7
308 The physical joystick button that corresponds to joystick vir‐
309 tual button #7.
310
311 joystick_physical_button8
312 The physical joystick button that corresponds to joystick vir‐
313 tual button #8.
314
315 joystick_physical_button9
316 The physical joystick button that corresponds to joystick vir‐
317 tual button #9.
318
319 joystick_physical_button10
320 The physical joystick button that corresponds to joystick vir‐
321 tual button #10.
322
323 joyb_strafeleft
324 Joystick virtual button to make the player strafe left.
325
326 joyb_straferight
327 Joystick virtual button to make the player strafe right.
328
329 joyb_menu_activate
330 Joystick virtual button to activate the menu.
331
332 joyb_toggle_automap
333 Joystick virtual button to toggle the automap.
334
335 joyb_prevweapon
336 Joystick virtual button that cycles to the previous weapon.
337
338 joyb_nextweapon
339 Joystick virtual button that cycles to the next weapon.
340
341 key_pause
342 Key to pause or unpause the game.
343
344 key_menu_activate
345 Key that activates the menu when pressed.
346
347 key_menu_up
348 Key that moves the cursor up on the menu.
349
350 key_menu_down
351 Key that moves the cursor down on the menu.
352
353 key_menu_left
354 Key that moves the currently selected slider on the menu left.
355
356 key_menu_right
357 Key that moves the currently selected slider on the menu right.
358
359 key_menu_back
360 Key to go back to the previous menu.
361
362 key_menu_forward
363 Key to activate the currently selected menu item.
364
365 key_menu_confirm
366 Key to answer 'yes' to a question in the menu.
367
368 key_menu_abort
369 Key to answer 'no' to a question in the menu.
370
371 key_menu_help
372 Keyboard shortcut to bring up the help screen.
373
374 key_menu_save
375 Keyboard shortcut to bring up the save game menu.
376
377 key_menu_load
378 Keyboard shortcut to bring up the load game menu.
379
380 key_menu_volume
381 Keyboard shortcut to bring up the sound volume menu.
382
383 key_menu_detail
384 Keyboard shortcut to toggle the detail level.
385
386 key_menu_qsave
387 Keyboard shortcut to quicksave the current game.
388
389 key_menu_endgame
390 Keyboard shortcut to end the game.
391
392 key_menu_messages
393 Keyboard shortcut to toggle heads-up messages.
394
395 key_menu_qload
396 Keyboard shortcut to load the last quicksave.
397
398 key_menu_quit
399 Keyboard shortcut to quit the game.
400
401 key_menu_gamma
402 Keyboard shortcut to toggle the gamma correction level.
403
404 key_spy
405 Keyboard shortcut to switch view in multiplayer.
406
407 key_menu_incscreen
408 Keyboard shortcut to increase the screen size.
409
410 key_menu_decscreen
411 Keyboard shortcut to decrease the screen size.
412
413 key_menu_screenshot
414 Keyboard shortcut to save a screenshot.
415
416 key_map_toggle
417 Key to toggle the map view.
418
419 key_map_north
420 Key to pan north when in the map view.
421
422 key_map_south
423 Key to pan south when in the map view.
424
425 key_map_east
426 Key to pan east when in the map view.
427
428 key_map_west
429 Key to pan west when in the map view.
430
431 key_map_zoomin
432 Key to zoom in when in the map view.
433
434 key_map_zoomout
435 Key to zoom out when in the map view.
436
437 key_map_maxzoom
438 Key to zoom out the maximum amount when in the map view.
439
440 key_map_follow
441 Key to toggle follow mode when in the map view.
442
443 key_map_grid
444 Key to toggle the grid display when in the map view.
445
446 key_map_mark
447 Key to set a mark when in the map view.
448
449 key_map_clearmark
450 Key to clear all marks when in the map view.
451
452 key_weapon1
453 Key to select weapon 1.
454
455 key_weapon2
456 Key to select weapon 2.
457
458 key_weapon3
459 Key to select weapon 3.
460
461 key_weapon4
462 Key to select weapon 4.
463
464 key_weapon5
465 Key to select weapon 5.
466
467 key_weapon6
468 Key to select weapon 6.
469
470 key_weapon7
471 Key to select weapon 7.
472
473 key_weapon8
474 Key to select weapon 8.
475
476 key_prevweapon
477 Key to cycle to the previous weapon.
478
479 key_nextweapon
480 Key to cycle to the next weapon.
481
482 key_message_refresh
483 Key to re-display last message.
484
485 key_demo_quit
486 Key to quit the game when recording a demo.
487
488 key_multi_msg
489 Key to send a message during multiplayer games.
490
491 key_multi_msgplayer1
492 Key to send a message to player 1 during multiplayer games.
493
494 key_multi_msgplayer2
495 Key to send a message to player 2 during multiplayer games.
496
497 key_multi_msgplayer3
498 Key to send a message to player 3 during multiplayer games.
499
500 key_multi_msgplayer4
501 Key to send a message to player 4 during multiplayer games.
502
503 key_multi_msgplayer5
504 Key to send a message to player 5 during multiplayer games.
505
506 key_multi_msgplayer6
507 Key to send a message to player 6 during multiplayer games.
508
509 key_multi_msgplayer7
510 Key to send a message to player 7 during multiplayer games.
511
512 key_multi_msgplayer8
513 Key to send a message to player 8 during multiplayer games.
514
515
517 chocolate-doom(6), default.cfg(5), chocolate-setup(6)
518
519
520
521
522 chocolate-doom.cfg(5)