1chocolate-doom.cfg(5)         File Formats Manual        chocolate-doom.cfg(5)
2
3
4

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       ~/.chocolate-doom/chocolate-doom.cfg.
18
19       The  chocolate-setup(6)  tool  provides  a  simple to use front-end for
20       editing chocolate-doom.cfg.
21

FILE FORMAT

23       The file format is the same as that used for default.cfg(5).
24
25

CONFIGURATION VARIABLES

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.
31
32       fullscreen
33              If non-zero, the game will run in full screen  mode.   If  zero,
34              the game will run in a window.
35
36       aspect_ratio_correct
37              If  non-zero, the screen will be stretched vertically to display
38              correctly on a square pixel video mode.
39
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.
45
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.
51
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.
57
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.
62
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.
67
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.
71
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.
76
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).
81
82       snd_samplerate
83              Sound  output  sample  rate,  in  Hz.  Typical values to use are
84              11025, 22050, 44100 and 48000.
85
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.
89
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).
96
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.
101
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.
107
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.
112
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.
116
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.
120
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.
125
126       png_screenshots
127              If non-zero, save screenshots in PNG format.
128
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.
134
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.
140
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.
145
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.
149
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.
155
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.
167
168       joystick_x_invert
169              If  non-zero,  movement  on  the  horizontal  joystick  axis  is
170              inverted.
171
172       joystick_y_axis
173              Joystick axis to use to for vertical (Y) movement.
174
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.
188
189       joystick_physical_button1
190              The physical joystick button that corresponds to  joystick  vir‐
191              tual button #1.
192
193       joystick_physical_button2
194              The  physical  joystick button that corresponds to joystick vir‐
195              tual button #2.
196
197       joystick_physical_button3
198              The physical joystick button that corresponds to  joystick  vir‐
199              tual button #3.
200
201       joystick_physical_button4
202              The  physical  joystick button that corresponds to joystick vir‐
203              tual button #4.
204
205       joystick_physical_button5
206              The physical joystick button that corresponds to  joystick  vir‐
207              tual button #5.
208
209       joystick_physical_button6
210              The  physical  joystick button that corresponds to joystick vir‐
211              tual button #6.
212
213       joystick_physical_button7
214              The physical joystick button that corresponds to  joystick  vir‐
215              tual button #7.
216
217       joystick_physical_button8
218              The  physical  joystick button that corresponds to joystick vir‐
219              tual button #8.
220
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.
228
229       joyb_strafeleft
230              Joystick virtual button to make the player strafe left.
231
232       joyb_straferight
233              Joystick virtual button to make the player strafe right.
234
235       joyb_menu_activate
236              Joystick virtual button to activate the menu.
237
238       joyb_toggle_automap
239              Joystick virtual button to toggle the automap.
240
241       joyb_prevweapon
242              Joystick virtual button that cycles to the previous weapon.
243
244       joyb_nextweapon
245              Joystick virtual button that cycles to the next weapon.
246
247       mouseb_strafeleft
248              Mouse button to strafe left.
249
250       mouseb_straferight
251              Mouse button to strafe right.
252
253       mouseb_use
254              Mouse button to "use" an object, eg. a door or switch.
255
256       mouseb_backward
257              Mouse button to move backwards.
258
259       mouseb_prevweapon
260              Mouse button to cycle to the previous weapon.
261
262       mouseb_nextweapon
263              Mouse button to cycle to the next weapon.
264
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.
278
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.
307
308       key_menu_up
309              Key that moves the cursor up on the menu.
310
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.
316
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

SEE ALSO

466       chocolate-doom(6), default.cfg(5), chocolate-setup(6)
467
468
469
470
471                                                         chocolate-doom.cfg(5)
Impressum