1chocolate-doom.cfg(5) File Formats Manual chocolate-doom.cfg(5)
2
3
4
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.
23
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".
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 png_screenshots
94 If non-zero, save screenshots in PNG format. If zero, screen‐
95 shots are saved in PCX format, as Vanilla Doom does.
96
97 snd_samplerate
98 Sound output sample rate, in Hz. Typical values to use are
99 11025, 22050, 44100 and 48000.
100
101 snd_cachesize
102 Maximum number of bytes to allocate for caching converted sound
103 effects in memory. If set to zero, there is no limit applied.
104
105 snd_maxslicetime_ms
106 Maximum size of the output sound buffer size in milliseconds.
107 Sound output is generated periodically in slices. Higher values
108 might be more efficient but will introduce latency to the sound
109 output. The default is 28ms (one slice per tic with the 35fps
110 timer).
111
112 snd_pitchshift
113 If non-zero, sound effects will have their pitch varied up or
114 down by a random amount during play. If zero, sound effects play
115 back at their default pitch.
116
117 snd_musiccmd
118 External command to invoke to perform MIDI playback. If set to
119 the empty string, SDL_mixer's internal MIDI playback is used.
120 This only has any effect when snd_musicdevice is set to General
121 MIDI output.
122
123 snd_dmxoption
124 Value to set for the DMXOPTION environment variable. If this
125 contains "-opl3", output for an OPL3 chip is generated when in
126 OPL MIDI playback mode.
127
128 opl_io_port
129 The I/O port to use to access the OPL chip. Only relevant when
130 using native OPL music playback.
131
132 use_libsamplerate
133 Controls whether libsamplerate support is used for performing
134 sample rate conversions of sound effects. Support for this must
135 be compiled into the program. If zero, libsamplerate support is
136 disabled. If non-zero, libsamplerate is enabled. Increasing
137 values roughly correspond to higher quality conversion; the
138 higher the quality, the slower the conversion process. Linear
139 conversion = 1; Zero order hold = 2; Fast Sinc filter = 3;
140 Medium quality Sinc filter = 4; High quality Sinc filter = 5.
141
142 libsamplerate_scale
143 Scaling factor used by libsamplerate. This is used when convert‐
144 ing sounds internally back into integer form; normally it should
145 not be necessary to change it from the default value. The only
146 time it might be needed is if a PWAD file is loaded that con‐
147 tains very loud sounds, in which case the conversion may cause
148 sound clipping and the scale factor should be reduced. The lower
149 the value, the quieter the sound effects become, so it should be
150 set as high as is possible without clipping occurring.
151
152 music_pack_path
153 Full path to a directory containing configuration files for sub‐
154 stitute music packs. These packs contain high quality renderings
155 of game music to be played instead of using the system's
156 built-in MIDI playback.
157
158 timidity_cfg_path
159 Full path to a Timidity configuration file to use for MIDI play‐
160 back. The file will be evaluated from the directory where it is
161 evaluated, so there is no need to add "dir" commands into it.
162
163 gus_patch_path
164 Path to GUS patch files to use when operating in GUS emulation
165 mode.
166
167 gus_ram_kb
168 Number of kilobytes of RAM to use in GUS emulation mode. Valid
169 values are 256, 512, 768 or 1024.
170
171 vanilla_keyboard_mapping
172 If non-zero, the game behaves like Vanilla Doom, always assuming
173 an American keyboard mapping. If this has a value of zero, the
174 native keyboard mapping of the keyboard is used.
175
176 player_name
177 Name to use in network games for identification. This is only
178 used on the "waiting" screen while waiting for the game to
179 start.
180
181 grabmouse
182 If this is non-zero, the mouse will be "grabbed" when running in
183 windowed mode so that it can be used as an input device. When
184 running full screen, this has no effect.
185
186 novert If non-zero, all vertical mouse movement is ignored. This emu‐
187 lates the behavior of the "novert" tool available under DOS that
188 performs the same function.
189
190 mouse_acceleration
191 Mouse acceleration factor. When the speed of mouse movement
192 exceeds the threshold value (mouse_threshold), the speed is mul‐
193 tiplied by this value.
194
195 mouse_threshold
196 Mouse acceleration threshold. When the speed of mouse movement
197 exceeds this threshold value, the speed is multiplied by an
198 acceleration factor (mouse_acceleration).
199
200 mouseb_strafeleft
201 Mouse button to strafe left.
202
203 mouseb_straferight
204 Mouse button to strafe right.
205
206 mouseb_use
207 Mouse button to "use" an object, eg. a door or switch.
208
209 mouseb_backward
210 Mouse button to move backwards.
211
212 mouseb_prevweapon
213 Mouse button to cycle to the previous weapon.
214
215 mouseb_nextweapon
216 Mouse button to cycle to the next weapon.
217
218 dclick_use
219 If non-zero, double-clicking a mouse button acts like pressing
220 the "use" key to use an object in-game, eg. a door or switch.
221
222 joystick_guid
223 SDL GUID string indicating the joystick to use. An empty string
224 indicates that no joystick is configured.
225
226 joystick_index
227 Index of SDL joystick to use; this is only used in the case
228 where multiple identical joystick devices are connected which
229 have the same GUID, to distinguish between devices.
230
231 joystick_x_axis
232 Joystick axis to use to for horizontal (X) movement.
233
234 joystick_x_invert
235 If non-zero, movement on the horizontal joystick axis is
236 inverted.
237
238 joystick_y_axis
239 Joystick axis to use to for vertical (Y) movement.
240
241 joystick_y_invert
242 If non-zero, movement on the vertical joystick axis is inverted.
243
244 joystick_strafe_axis
245 Joystick axis to use to for strafing movement.
246
247 joystick_strafe_invert
248 If non-zero, movement on the joystick axis used for strafing is
249 inverted.
250
251 joystick_look_axis
252 Joystick axis to use to for looking up and down.
253
254 joystick_look_invert
255 If non-zero, movement on the joystick axis used for looking is
256 inverted.
257
258 joystick_physical_button0
259 The physical joystick button that corresponds to joystick vir‐
260 tual button #0.
261
262 joystick_physical_button1
263 The physical joystick button that corresponds to joystick vir‐
264 tual button #1.
265
266 joystick_physical_button2
267 The physical joystick button that corresponds to joystick vir‐
268 tual button #2.
269
270 joystick_physical_button3
271 The physical joystick button that corresponds to joystick vir‐
272 tual button #3.
273
274 joystick_physical_button4
275 The physical joystick button that corresponds to joystick vir‐
276 tual button #4.
277
278 joystick_physical_button5
279 The physical joystick button that corresponds to joystick vir‐
280 tual button #5.
281
282 joystick_physical_button6
283 The physical joystick button that corresponds to joystick vir‐
284 tual button #6.
285
286 joystick_physical_button7
287 The physical joystick button that corresponds to joystick vir‐
288 tual button #7.
289
290 joystick_physical_button8
291 The physical joystick button that corresponds to joystick vir‐
292 tual button #8.
293
294 joystick_physical_button9
295 The physical joystick button that corresponds to joystick vir‐
296 tual button #9.
297
298 joystick_physical_button10
299 The physical joystick button that corresponds to joystick vir‐
300 tual button #10.
301
302 joyb_strafeleft
303 Joystick virtual button to make the player strafe left.
304
305 joyb_straferight
306 Joystick virtual button to make the player strafe right.
307
308 joyb_menu_activate
309 Joystick virtual button to activate the menu.
310
311 joyb_toggle_automap
312 Joystick virtual button to toggle the automap.
313
314 joyb_prevweapon
315 Joystick virtual button that cycles to the previous weapon.
316
317 joyb_nextweapon
318 Joystick virtual button that cycles to the next weapon.
319
320 key_pause
321 Key to pause or unpause the game.
322
323 key_menu_activate
324 Key that activates the menu when pressed.
325
326 key_menu_up
327 Key that moves the cursor up on the menu.
328
329 key_menu_down
330 Key that moves the cursor down on the menu.
331
332 key_menu_left
333 Key that moves the currently selected slider on the menu left.
334
335 key_menu_right
336 Key that moves the currently selected slider on the menu right.
337
338 key_menu_back
339 Key to go back to the previous menu.
340
341 key_menu_forward
342 Key to activate the currently selected menu item.
343
344 key_menu_confirm
345 Key to answer 'yes' to a question in the menu.
346
347 key_menu_abort
348 Key to answer 'no' to a question in the menu.
349
350 key_menu_help
351 Keyboard shortcut to bring up the help screen.
352
353 key_menu_save
354 Keyboard shortcut to bring up the save game menu.
355
356 key_menu_load
357 Keyboard shortcut to bring up the load game menu.
358
359 key_menu_volume
360 Keyboard shortcut to bring up the sound volume menu.
361
362 key_menu_detail
363 Keyboard shortcut to toggle the detail level.
364
365 key_menu_qsave
366 Keyboard shortcut to quicksave the current game.
367
368 key_menu_endgame
369 Keyboard shortcut to end the game.
370
371 key_menu_messages
372 Keyboard shortcut to toggle heads-up messages.
373
374 key_menu_qload
375 Keyboard shortcut to load the last quicksave.
376
377 key_menu_quit
378 Keyboard shortcut to quit the game.
379
380 key_menu_gamma
381 Keyboard shortcut to toggle the gamma correction level.
382
383 key_spy
384 Keyboard shortcut to switch view in multiplayer.
385
386 key_menu_incscreen
387 Keyboard shortcut to increase the screen size.
388
389 key_menu_decscreen
390 Keyboard shortcut to decrease the screen size.
391
392 key_menu_screenshot
393 Keyboard shortcut to save a screenshot.
394
395 key_map_toggle
396 Key to toggle the map view.
397
398 key_map_north
399 Key to pan north when in the map view.
400
401 key_map_south
402 Key to pan south when in the map view.
403
404 key_map_east
405 Key to pan east when in the map view.
406
407 key_map_west
408 Key to pan west when in the map view.
409
410 key_map_zoomin
411 Key to zoom in when in the map view.
412
413 key_map_zoomout
414 Key to zoom out when in the map view.
415
416 key_map_maxzoom
417 Key to zoom out the maximum amount when in the map view.
418
419 key_map_follow
420 Key to toggle follow mode when in the map view.
421
422 key_map_grid
423 Key to toggle the grid display when in the map view.
424
425 key_map_mark
426 Key to set a mark when in the map view.
427
428 key_map_clearmark
429 Key to clear all marks when in the map view.
430
431 key_weapon1
432 Key to select weapon 1.
433
434 key_weapon2
435 Key to select weapon 2.
436
437 key_weapon3
438 Key to select weapon 3.
439
440 key_weapon4
441 Key to select weapon 4.
442
443 key_weapon5
444 Key to select weapon 5.
445
446 key_weapon6
447 Key to select weapon 6.
448
449 key_weapon7
450 Key to select weapon 7.
451
452 key_weapon8
453 Key to select weapon 8.
454
455 key_prevweapon
456 Key to cycle to the previous weapon.
457
458 key_nextweapon
459 Key to cycle to the next weapon.
460
461 key_arti_all
462 Key to use one of each artifact.
463
464 key_arti_health
465 Key to use "quartz flask" artifact.
466
467 key_arti_poisonbag
468 Key to use "flechette" artifact.
469
470 key_arti_blastradius
471 Key to use "disc of repulsion" artifact.
472
473 key_arti_teleport
474 Key to use "chaos device" artifact.
475
476 key_arti_teleportother
477 Key to use "banishment device" artifact.
478
479 key_arti_egg
480 Key to use "porkalator" artifact.
481
482 key_arti_invulnerability
483 Key to use "icon of the defender" artifact.
484
485 key_message_refresh
486 Key to re-display last message.
487
488 key_demo_quit
489 Key to quit the game when recording a demo.
490
491 key_multi_msg
492 Key to send a message during multiplayer games.
493
494 key_multi_msgplayer1
495 Key to send a message to player 1 during multiplayer games.
496
497 key_multi_msgplayer2
498 Key to send a message to player 2 during multiplayer games.
499
500 key_multi_msgplayer3
501 Key to send a message to player 3 during multiplayer games.
502
503 key_multi_msgplayer4
504 Key to send a message to player 4 during multiplayer games.
505
506 key_multi_msgplayer5
507 Key to send a message to player 5 during multiplayer games.
508
509 key_multi_msgplayer6
510 Key to send a message to player 6 during multiplayer games.
511
512 key_multi_msgplayer7
513 Key to send a message to player 7 during multiplayer games.
514
515 key_multi_msgplayer8
516 Key to send a message to player 8 during multiplayer games.
517
518
520 chocolate-doom(6), default.cfg(5), chocolate-setup(6)
521
522
523
524
525 chocolate-doom.cfg(5)