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       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.
109
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.
113
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.
150
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.
215
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.
235
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

SEE ALSO

517       chocolate-doom(6), default.cfg(5), chocolate-setup(6)
518
519
520
521
522                                                         chocolate-doom.cfg(5)
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