1chocolate-doom.cfg(5)         File Formats Manual        chocolate-doom.cfg(5)
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NAME

6       chocolate-doom.cfg - Chocolate Doom configuration file
7

DESCRIPTION

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.
23

FILE FORMAT

25       The file format is the same as that used for default.cfg(5).
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CONFIGURATION VARIABLES

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".
47
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.
58
59       window_height
60              Window height when running in windowed mode.
61
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.
68
69       fullscreen_height
70              Height  for  screen mode when running fullscreen. See documenta‐
71              tion for fullscreen_width.
72
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.
92
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       png_screenshots
98              If  non-zero,  save  screenshots in PNG format. If zero, screen‐
99              shots are saved in PCX format, as Vanilla Doom does.
100
101       snd_samplerate
102              Sound output sample rate, in Hz.   Typical  values  to  use  are
103              11025, 22050, 44100 and 48000.
104
105       snd_cachesize
106              Maximum  number of bytes to allocate for caching converted sound
107              effects in memory. If set to zero, there is no limit applied.
108
109       snd_maxslicetime_ms
110              Maximum size of the output sound buffer  size  in  milliseconds.
111              Sound  output is generated periodically in slices. Higher values
112              might be more efficient but will introduce latency to the  sound
113              output.  The  default  is 28ms (one slice per tic with the 35fps
114              timer).
115
116       snd_pitchshift
117              If non-zero, sound effects will have their pitch  varied  up  or
118              down by a random amount during play. If zero, sound effects play
119              back at their default pitch.
120
121       snd_musiccmd
122              External command to invoke to perform MIDI playback. If  set  to
123              the  empty  string,  SDL_mixer's internal MIDI playback is used.
124              This only has any effect when snd_musicdevice is set to  General
125              MIDI output.
126
127       snd_dmxoption
128              Value  to  set  for  the DMXOPTION environment variable. If this
129              contains "-opl3", output for an OPL3 chip is generated  when  in
130              OPL MIDI playback mode.
131
132       opl_io_port
133              The  I/O port to use to access the OPL chip.  Only relevant when
134              using native OPL music playback.
135
136       use_libsamplerate
137              Controls whether libsamplerate support is  used  for  performing
138              sample rate conversions of sound effects.  Support for this must
139              be compiled into the program. If zero, libsamplerate support  is
140              disabled.   If  non-zero,  libsamplerate  is enabled. Increasing
141              values roughly correspond  to  higher  quality  conversion;  the
142              higher  the  quality, the slower the conversion process.  Linear
143              conversion = 1; Zero order hold =  2;  Fast  Sinc  filter  =  3;
144              Medium quality Sinc filter = 4; High quality Sinc filter = 5.
145
146       libsamplerate_scale
147              Scaling factor used by libsamplerate. This is used when convert‐
148              ing sounds internally back into integer form; normally it should
149              not  be  necessary to change it from the default value. The only
150              time it might be needed is if a PWAD file is  loaded  that  con‐
151              tains  very  loud sounds, in which case the conversion may cause
152              sound clipping and the scale factor should be reduced. The lower
153              the value, the quieter the sound effects become, so it should be
154              set as high as is possible without clipping occurring.
155
156       music_pack_path
157              Full path to a directory containing configuration files for sub‐
158              stitute music packs. These packs contain high quality renderings
159              of game music  to  be  played  instead  of  using  the  system's
160              built-in MIDI playback.
161
162       timidity_cfg_path
163              Full path to a Timidity configuration file to use for MIDI play‐
164              back. The file will be evaluated from the directory where it  is
165              evaluated, so there is no need to add "dir" commands into it.
166
167       gus_patch_path
168              Path  to  GUS patch files to use when operating in GUS emulation
169              mode.
170
171       gus_ram_kb
172              Number of kilobytes of RAM to use in GUS emulation  mode.  Valid
173              values are 256, 512, 768 or 1024.
174
175       vanilla_keyboard_mapping
176              If non-zero, the game behaves like Vanilla Doom, always assuming
177              an American keyboard mapping.  If this has a value of zero,  the
178              native keyboard mapping of the keyboard is used.
179
180       player_name
181              Name  to  use in network games for identification.  This is only
182              used on the "waiting" screen  while  waiting  for  the  game  to
183              start.
184
185       grabmouse
186              If this is non-zero, the mouse will be "grabbed" when running in
187              windowed mode so that it can be used as an  input  device.  When
188              running full screen, this has no effect.
189
190       novert If  non-zero, all vertical mouse movement is ignored.  This emu‐
191              lates the behavior of the "novert" tool available under DOS that
192              performs the same function.
193
194       mouse_acceleration
195              Mouse  acceleration  factor.   When  the speed of mouse movement
196              exceeds the threshold value (mouse_threshold), the speed is mul‐
197              tiplied by this value.
198
199       mouse_threshold
200              Mouse  acceleration threshold.  When the speed of mouse movement
201              exceeds this threshold value, the  speed  is  multiplied  by  an
202              acceleration factor (mouse_acceleration).
203
204       mouseb_strafeleft
205              Mouse button to strafe left.
206
207       mouseb_straferight
208              Mouse button to strafe right.
209
210       mouseb_use
211              Mouse button to "use" an object, eg. a door or switch.
212
213       mouseb_backward
214              Mouse button to move backwards.
215
216       mouseb_prevweapon
217              Mouse button to cycle to the previous weapon.
218
219       mouseb_nextweapon
220              Mouse button to cycle to the next weapon.
221
222       dclick_use
223              If  non-zero,  double-clicking a mouse button acts like pressing
224              the "use" key to use an object in-game, eg. a door or switch.
225
226       joystick_guid
227              SDL GUID string indicating the joystick to use. An empty  string
228              indicates that no joystick is configured.
229
230       joystick_index
231              Index  of  SDL  joystick  to  use; this is only used in the case
232              where multiple identical joystick devices  are  connected  which
233              have the same GUID, to distinguish between devices.
234
235       joystick_x_axis
236              Joystick axis to use to for horizontal (X) movement.
237
238       joystick_x_invert
239              If  non-zero,  movement  on  the  horizontal  joystick  axis  is
240              inverted.
241
242       joystick_y_axis
243              Joystick axis to use to for vertical (Y) movement.
244
245       joystick_y_invert
246              If non-zero, movement on the vertical joystick axis is inverted.
247
248       joystick_strafe_axis
249              Joystick axis to use to for strafing movement.
250
251       joystick_strafe_invert
252              If non-zero, movement on the joystick axis used for strafing  is
253              inverted.
254
255       joystick_look_axis
256              Joystick axis to use to for looking up and down.
257
258       joystick_look_invert
259              If  non-zero,  movement on the joystick axis used for looking is
260              inverted.
261
262       joystick_physical_button0
263              The physical joystick button that corresponds to  joystick  vir‐
264              tual button #0.
265
266       joystick_physical_button1
267              The  physical  joystick button that corresponds to joystick vir‐
268              tual button #1.
269
270       joystick_physical_button2
271              The physical joystick button that corresponds to  joystick  vir‐
272              tual button #2.
273
274       joystick_physical_button3
275              The  physical  joystick button that corresponds to joystick vir‐
276              tual button #3.
277
278       joystick_physical_button4
279              The physical joystick button that corresponds to  joystick  vir‐
280              tual button #4.
281
282       joystick_physical_button5
283              The  physical  joystick button that corresponds to joystick vir‐
284              tual button #5.
285
286       joystick_physical_button6
287              The physical joystick button that corresponds to  joystick  vir‐
288              tual button #6.
289
290       joystick_physical_button7
291              The  physical  joystick button that corresponds to joystick vir‐
292              tual button #7.
293
294       joystick_physical_button8
295              The physical joystick button that corresponds to  joystick  vir‐
296              tual button #8.
297
298       joystick_physical_button9
299              The  physical  joystick button that corresponds to joystick vir‐
300              tual button #9.
301
302       joystick_physical_button10
303              The physical joystick button that corresponds to  joystick  vir‐
304              tual button #10.
305
306       joyb_strafeleft
307              Joystick virtual button to make the player strafe left.
308
309       joyb_straferight
310              Joystick virtual button to make the player strafe right.
311
312       joyb_menu_activate
313              Joystick virtual button to activate the menu.
314
315       joyb_toggle_automap
316              Joystick virtual button to toggle the automap.
317
318       joyb_prevweapon
319              Joystick virtual button that cycles to the previous weapon.
320
321       joyb_nextweapon
322              Joystick virtual button that cycles to the next weapon.
323
324       key_pause
325              Key to pause or unpause the game.
326
327       key_menu_activate
328              Key that activates the menu when pressed.
329
330       key_menu_up
331              Key that moves the cursor up on the menu.
332
333       key_menu_down
334              Key that moves the cursor down on the menu.
335
336       key_menu_left
337              Key that moves the currently selected slider on the menu left.
338
339       key_menu_right
340              Key that moves the currently selected slider on the menu right.
341
342       key_menu_back
343              Key to go back to the previous menu.
344
345       key_menu_forward
346              Key to activate the currently selected menu item.
347
348       key_menu_confirm
349              Key to answer 'yes' to a question in the menu.
350
351       key_menu_abort
352              Key to answer 'no' to a question in the menu.
353
354       key_menu_help
355              Keyboard shortcut to bring up the help screen.
356
357       key_menu_save
358              Keyboard shortcut to bring up the save game menu.
359
360       key_menu_load
361              Keyboard shortcut to bring up the load game menu.
362
363       key_menu_volume
364              Keyboard shortcut to bring up the sound volume menu.
365
366       key_menu_detail
367              Keyboard shortcut to toggle the detail level.
368
369       key_menu_qsave
370              Keyboard shortcut to quicksave the current game.
371
372       key_menu_endgame
373              Keyboard shortcut to end the game.
374
375       key_menu_messages
376              Keyboard shortcut to toggle heads-up messages.
377
378       key_menu_qload
379              Keyboard shortcut to load the last quicksave.
380
381       key_menu_quit
382              Keyboard shortcut to quit the game.
383
384       key_menu_gamma
385              Keyboard shortcut to toggle the gamma correction level.
386
387       key_spy
388              Keyboard shortcut to switch view in multiplayer.
389
390       key_menu_incscreen
391              Keyboard shortcut to increase the screen size.
392
393       key_menu_decscreen
394              Keyboard shortcut to decrease the screen size.
395
396       key_menu_screenshot
397              Keyboard shortcut to save a screenshot.
398
399       key_map_toggle
400              Key to toggle the map view.
401
402       key_map_north
403              Key to pan north when in the map view.
404
405       key_map_south
406              Key to pan south when in the map view.
407
408       key_map_east
409              Key to pan east when in the map view.
410
411       key_map_west
412              Key to pan west when in the map view.
413
414       key_map_zoomin
415              Key to zoom in when in the map view.
416
417       key_map_zoomout
418              Key to zoom out when in the map view.
419
420       key_map_maxzoom
421              Key to zoom out the maximum amount when in the map view.
422
423       key_map_follow
424              Key to toggle follow mode when in the map view.
425
426       key_map_grid
427              Key to toggle the grid display when in the map view.
428
429       key_map_mark
430              Key to set a mark when in the map view.
431
432       key_map_clearmark
433              Key to clear all marks when in the map view.
434
435       key_weapon1
436              Key to select weapon 1.
437
438       key_weapon2
439              Key to select weapon 2.
440
441       key_weapon3
442              Key to select weapon 3.
443
444       key_weapon4
445              Key to select weapon 4.
446
447       key_weapon5
448              Key to select weapon 5.
449
450       key_weapon6
451              Key to select weapon 6.
452
453       key_weapon7
454              Key to select weapon 7.
455
456       key_weapon8
457              Key to select weapon 8.
458
459       key_prevweapon
460              Key to cycle to the previous weapon.
461
462       key_nextweapon
463              Key to cycle to the next weapon.
464
465       key_message_refresh
466              Key to re-display last message.
467
468       key_demo_quit
469              Key to quit the game when recording a demo.
470
471       key_multi_msg
472              Key to send a message during multiplayer games.
473
474       key_multi_msgplayer1
475              Key to send a message to player 1 during multiplayer games.
476
477       key_multi_msgplayer2
478              Key to send a message to player 2 during multiplayer games.
479
480       key_multi_msgplayer3
481              Key to send a message to player 3 during multiplayer games.
482
483       key_multi_msgplayer4
484              Key to send a message to player 4 during multiplayer games.
485
486

SEE ALSO

488       chocolate-doom(6), default.cfg(5), chocolate-setup(6)
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490
491
492
493                                                         chocolate-doom.cfg(5)
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