1PRBOOM(6) Games Manual PRBOOM(6)
2
3
4
6 prboom - PrBoom, a version of Doom for Unix, Linux and Windows systems
7
9 prboom [ -complevel lvl ] [ -width w ] [ -height h ] [ -viewangle n ]
10 [ -vidmode gl ] [ -[no]fullscreen ] [ -[no]window ] [ -iwad iwadname ]
11 [ -file wad1 ... ] [ -deh deh_file ] [ -noload ] [ -loadgame
12 {0,1,2,3,4,5,6,7} ] [ -warp { map | epis level } -skill {1,2,3,4,5} ]
13 [ {-fastdemo,-timedemo,-playdemo} demofile [ -ffmap num ] ] [ -record
14 demofile ] [ -solonet ] [ -net hostname[:port] ] [ -deathmatch [ -alt‐
15 death ] ] [ { -timer mins | -avg }] ] [ -nosound ] [ -nosfx ] [ -nomu‐
16 sic] [ -nojoy ] [ -nomouse ] [ -noaccel ] [ -nodraw ] [ -config myconf
17 ] [ -save savedir ] [ -bexout bexdbg ] [ -debugfile debug_file ] [
18 -devparm ] [ -noblit ] [ -nodrawers ]
19
21 PrBoom is a version of the 3D shoot'em'up Doom, originally by iD soft‐
22 ware. It is based on Boom, a version of Doom adapted by TeamTNT
23 (http://www.teamtnt.com/) for DOS. PrBoom uses the SDL library, meaning
24 it can run on a variety of different systems, including Windows, X11,
25 Linux/SVGALib.
26
28 -complevel lvl
29 This sets the compatibility mode that PrBoom runs in. If you
30 need to change this, see README.compat.
31
32
34 -width w
35 Specifies the width of the PrBoom window, in pixels. Default is
36 320, the width must be greater than 320..
37
38 -height h
39 Specifies the height of the PrBoom window, in pixels. Default is
40 200, the height must be greater than 200.
41
42 -viewangle n
43 Causes the player view to be rotated by a given offset (speci‐
44 fied in 45degree increments, in the range 0..7) from the way the
45 player is facing.
46
47 -vidmode gl
48 Use the OpenGL video mode. The default is to use the software
49 video mode.
50
51 -fullscreen, -nofullscreen
52 These options toggle fullscreen mode. The default is fullscreen.
53
54 -window, -nowindow
55 This pair of options also toggle fullscreen mode. They only take
56 effect for this prboom session and do not alter your configura‐
57 tion file.
58
60 -iwad iwadname
61 Specifies the location of the IWAD file, typically doom.wad or
62 doom2.wad (or doom2f.wad). This tells prboom where the main .wad
63 file that came with the version of Doom that you own is.
64
65 -file wad1 ...
66 Specifies a list of PWAD files to load in addition to the IWAD
67 file. PWAD files modify the existing Doom game, by adding levels
68 or new sounds or graphics. PWAD files are widely available for
69 download; try ftp.cdrom.com/pub/idgames for starters.
70
71 -deh deh_file
72 Tells PrBoom to load the dehacked patch deh_file.
73
75 -loadgame {0,1,2,3,4,5,6,7}
76 Instructs PrBoom to load the specified saved game immediately.
77
78 -warp { map | epis level }
79 Tells PrBoom to begin a new game immediately. For Doom 1 or
80 Ultimate Doom, you must specify the episode and level number to
81 begin at (epis is 1 for Knee-Deep in the Dead, 2 for Shores of
82 Hell, 3 for Inferno, 4 for Ultimate Doom; level is between 1 and
83 9). For Doom ][ or Final Doom, you must specify the map to begin
84 at, which is between 1 and 2 (0 for German Doom ][).
85
86 -skill n
87 Tells PrBoom to begin the game at skill level n (1 for ITYTD, 2
88 for Not Too Rough, 3 for Hurt Me Plenty, 4 for Ultraviolent, 5
89 for Nightmare).
90
91 -respawn
92 Tells PrBoom that monsters that die should respawn (come back to
93 life) after a while. Not for the inexperienced.
94
95 -fast Tells PrBoom to make all the monsters move react faster. Not
96 for the inexperienced.
97
98 -nomonsters
99 Tells PrBoom to include no monsters in the game.
100
102 -net hostname[:port]
103 Specifies that a TCP/IP network game is to be started. hostname
104 is the name of the machine on which the network game server is
105 running (prboom-game-server). For more information about this,
106 see prboom-game-server(6) and the README that came with prboom.
107 port is the port number on the remote machine to which to con‐
108 nect; if not specified, the default of 5030 (which is the
109 default for prboom-game-server(6) ) is assumed. The server will
110 configure your PrBoom settings, so that all the players have the
111 same game settings (skill, map etc).
112
113 Also, the server may specify additional PWAD files to play with; if you
114 do not have the required .WAD file, PrBoom will ask the server for a
115 download path, and attempt to use wget(1) and if necessary unzip(1) to
116 download and extract the required WAD.
117
118 -port portnum
119 Specifies the local port to use to communicate with the server
120 in a netgame.
121
122 -deathmatch
123 No longer used. Tells PrBoom to begin a deathmatch game, but
124 this is overridden by the server's settings. Only works for sin‐
125 gle play (!).
126
127 -altdeath
128 Similar to -deathmatch, but implies a different set of rules for
129 the deathmatch game. No longer used (specified by the server).
130
131 -timer mins
132 No longer used. Specifies that levels will end after mins min‐
133 utes of play if the level is still being played, but is overrid‐
134 den by the server in a netgame. Not really useful for single
135 play.
136
137 -avg Equivalent to -timer 20
138
139 -solo-net
140 Used to run a single-player network game, without a network game
141 server. This enables network game items & options for an other‐
142 wise single-player game; some demos are recorded like this.
143
145 -record demofile
146 Instructs PrBoom to begin recording a demo, to be stored in
147 demofile.lmp. You should specify game options to specify which
148 level and skill to record at.
149
150 -playdemo demofile
151 Play the recorded demo demofile.lmp
152
153 -timedemo demofile
154 Play the recorded demo demofile.lmp, reporting information about
155 the length of the demo (in gametics) afterwards.
156
157 -fastdemo demofile
158 Play the recorded demo demofile.lmp as fast as possible. Useful
159 for benchmarking PrBoom, as compared to other versions of Doom.
160
161 -ffmap num
162 Fast forward the demo (play at max speed) until reaching map num
163 (note that this takes just a number, not a map name, so so
164 -ffmap 7 to go fast until MAP07 or ExM7).
165
167 -nosound
168 Disables all sound effects and in-game music. This prevents the
169 sound server loading, which lets the game run a little faster.
170
171 -nosfx Disables sound effects during the game. This does not stop the
172 sound server loading, however, so for best performance use
173 -nosound.
174
175 -nomusic
176 Disables playing of music in the game.
177
178 -nojoy Disables joystick support.
179
180 -nomouse
181 Prevents the mouse being grabbed by the prboom window.
182
183 -noaccel
184 For prboom, this prevents it using the MITShm server extension
185 for passing the screen data to the X server. This option may be
186 required if the X server is not local. For lsdoom, this tells
187 lsdoom not to use the accelerated graphics functions that
188 SVGALib provides even when they are supported for your video
189 card (normally this is autodetected).
190
191 -1, -2, -3
192 Specifies the scale factor by which to enlarge the window. The
193 default, -1, displays the normal 320x200 pixel Doom screen (or
194 whatever size is specified by the -width and -height parameters
195 or in the config file for prboom). If this window is too small,
196 try using -2 or -3 to enlarge the window. -nodraw Suppress all
197 graphical display. Only for debugging & demo testing.
198
200 -config myconf
201 Loads an alternative configuration file, named myconf. The
202 default is boom.cfg(5), taken from the same directory as PrBoom
203 was run from, except when running with OpenGL, then the default
204 is glboom.cfg(5).
205
206 -save savedir
207 Causes prboom to save games in the directory specified by
208 savedir instead of ~/.prboom/.
209
211 -devparm
212 Development mode. Mostly redundant these days, but it does force
213 non-lazy generation of texture lookups which can be useful for
214 level authors debugging PWADs.
215
216 -debugfile debug_file
217 Causes some debugging information, mainly network info I
218 believe, to be written to the named file as prboom runs.
219
220 -nodrawers
221 Causes no rendering to be done. The only conceivable use of this
222 is (a) a multiplayer server (b) to test the speed of the other
223 routines in the program, when combined with -timedemo.
224
225 -noblit
226 Causes no copying to the screen from the rendering buffer to be
227 performed. The only conceivable use of this is (a) a multiplayer
228 server (b) to test the speed of the other routines in the pro‐
229 gram, when combined with -timedemo.
230
231 -bexout bexdbg
232 Causes diagnostics related to bex and dehacked file processing
233 to be written to the names file.
234
236 wget(1), unzip(1), boom.cfg(5), prboom-game-server(6)
237
238 For more information, see the README that came with PrBoom, the Boom
239 documentation, and your original Doom documentation.
240
241 Doom is a registered trademark of id software (http://www.idsoft‐
242 ware.com/).
243
245 See the file AUTHORS included with the PrBoom distribution.
246
247
248
249 local PRBOOM(6)