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       show_endoom
91              If non-zero, the ENDOOM text screen is  displayed  when  exiting
92              the game. If zero, the ENDOOM screen is not displayed.
93
94       show_diskicon
95              If non-zero, a disk activity indicator is displayed when data is
96              read from disk. If zero, the disk activity indicator is not dis‐
97              played.
98
99       png_screenshots
100              If  non-zero,  save  screenshots in PNG format. If zero, screen‐
101              shots are saved in PCX format, as Vanilla Doom does.
102
103       snd_samplerate
104              Sound output sample rate, in Hz.   Typical  values  to  use  are
105              11025, 22050, 44100 and 48000.
106
107       snd_cachesize
108              Maximum  number of bytes to allocate for caching converted sound
109              effects in memory. If set to zero, there is no limit applied.
110
111       snd_maxslicetime_ms
112              Maximum size of the output sound buffer  size  in  milliseconds.
113              Sound  output is generated periodically in slices. Higher values
114              might be more efficient but will introduce latency to the  sound
115              output.  The  default  is 28ms (one slice per tic with the 35fps
116              timer).
117
118       snd_pitchshift
119              If non-zero, sound effects will have their pitch  varied  up  or
120              down by a random amount during play. If zero, sound effects play
121              back at their default pitch.
122
123       snd_musiccmd
124              External command to invoke to perform MIDI playback. If  set  to
125              the  empty  string,  SDL_mixer's internal MIDI playback is used.
126              This only has any effect when snd_musicdevice is set to  General
127              MIDI output.
128
129       snd_dmxoption
130              Value  to  set  for  the DMXOPTION environment variable. If this
131              contains "-opl3", output for an OPL3 chip is generated  when  in
132              OPL MIDI playback mode.
133
134       opl_io_port
135              The  I/O port to use to access the OPL chip.  Only relevant when
136              using native OPL music playback.
137
138       use_libsamplerate
139              Controls whether libsamplerate support is  used  for  performing
140              sample rate conversions of sound effects.  Support for this must
141              be compiled into the program. If zero, libsamplerate support  is
142              disabled.   If  non-zero,  libsamplerate  is enabled. Increasing
143              values roughly correspond  to  higher  quality  conversion;  the
144              higher  the  quality, the slower the conversion process.  Linear
145              conversion = 1; Zero order hold =  2;  Fast  Sinc  filter  =  3;
146              Medium quality Sinc filter = 4; High quality Sinc filter = 5.
147
148       libsamplerate_scale
149              Scaling factor used by libsamplerate. This is used when convert‐
150              ing sounds internally back into integer form; normally it should
151              not  be  necessary to change it from the default value. The only
152              time it might be needed is if a PWAD file is  loaded  that  con‐
153              tains  very  loud sounds, in which case the conversion may cause
154              sound clipping and the scale factor should be reduced. The lower
155              the value, the quieter the sound effects become, so it should be
156              set as high as is possible without clipping occurring.
157
158       music_pack_path
159              Full path to a directory containing configuration files for sub‐
160              stitute music packs. These packs contain high quality renderings
161              of game music  to  be  played  instead  of  using  the  system's
162              built-in MIDI playback.
163
164       timidity_cfg_path
165              Full path to a Timidity configuration file to use for MIDI play‐
166              back. The file will be evaluated from the directory where it  is
167              evaluated, so there is no need to add "dir" commands into it.
168
169       gus_patch_path
170              Path  to  GUS patch files to use when operating in GUS emulation
171              mode.
172
173       gus_ram_kb
174              Number of kilobytes of RAM to use in GUS emulation  mode.  Valid
175              values are 256, 512, 768 or 1024.
176
177       vanilla_savegame_limit
178              If  non-zero,  the  Vanilla  savegame  limit is enforced; if the
179              savegame exceeds 180224 bytes in size, the game will  exit  with
180              an error.  If this has a value of zero, there is no limit to the
181              size of savegames.
182
183       vanilla_demo_limit
184              If non-zero, the Vanilla demo size limit is enforced;  the  game
185              exits  with  an  error  when  a demo exceeds the demo size limit
186              (128KiB by default).  If this has a value of zero, there  is  no
187              limit to the size of demos.
188
189       vanilla_keyboard_mapping
190              If non-zero, the game behaves like Vanilla Doom, always assuming
191              an American keyboard mapping.  If this has a value of zero,  the
192              native keyboard mapping of the keyboard is used.
193
194       player_name
195              Name  to  use in network games for identification.  This is only
196              used on the "waiting" screen  while  waiting  for  the  game  to
197              start.
198
199       grabmouse
200              If this is non-zero, the mouse will be "grabbed" when running in
201              windowed mode so that it can be used as an  input  device.  When
202              running full screen, this has no effect.
203
204       novert If  non-zero, all vertical mouse movement is ignored.  This emu‐
205              lates the behavior of the "novert" tool available under DOS that
206              performs the same function.
207
208       mouse_acceleration
209              Mouse  acceleration  factor.   When  the speed of mouse movement
210              exceeds the threshold value (mouse_threshold), the speed is mul‐
211              tiplied by this value.
212
213       mouse_threshold
214              Mouse  acceleration threshold.  When the speed of mouse movement
215              exceeds this threshold value, the  speed  is  multiplied  by  an
216              acceleration factor (mouse_acceleration).
217
218       mouseb_strafeleft
219              Mouse button to strafe left.
220
221       mouseb_straferight
222              Mouse button to strafe right.
223
224       mouseb_use
225              Mouse button to "use" an object, eg. a door or switch.
226
227       mouseb_backward
228              Mouse button to move backwards.
229
230       mouseb_prevweapon
231              Mouse button to cycle to the previous weapon.
232
233       mouseb_nextweapon
234              Mouse button to cycle to the next weapon.
235
236       dclick_use
237              If  non-zero,  double-clicking a mouse button acts like pressing
238              the "use" key to use an object in-game, eg. a door or switch.
239
240       joystick_guid
241              SDL GUID string indicating the joystick to use. An empty  string
242              indicates that no joystick is configured.
243
244       joystick_index
245              Index  of  SDL  joystick  to  use; this is only used in the case
246              where multiple identical joystick devices  are  connected  which
247              have the same GUID, to distinguish between devices.
248
249       joystick_x_axis
250              Joystick axis to use to for horizontal (X) movement.
251
252       joystick_x_invert
253              If  non-zero,  movement  on  the  horizontal  joystick  axis  is
254              inverted.
255
256       joystick_y_axis
257              Joystick axis to use to for vertical (Y) movement.
258
259       joystick_y_invert
260              If non-zero, movement on the vertical joystick axis is inverted.
261
262       joystick_strafe_axis
263              Joystick axis to use to for strafing movement.
264
265       joystick_strafe_invert
266              If non-zero, movement on the joystick axis used for strafing  is
267              inverted.
268
269       joystick_look_axis
270              Joystick axis to use to for looking up and down.
271
272       joystick_look_invert
273              If  non-zero,  movement on the joystick axis used for looking is
274              inverted.
275
276       joystick_physical_button0
277              The physical joystick button that corresponds to  joystick  vir‐
278              tual button #0.
279
280       joystick_physical_button1
281              The  physical  joystick button that corresponds to joystick vir‐
282              tual button #1.
283
284       joystick_physical_button2
285              The physical joystick button that corresponds to  joystick  vir‐
286              tual button #2.
287
288       joystick_physical_button3
289              The  physical  joystick button that corresponds to joystick vir‐
290              tual button #3.
291
292       joystick_physical_button4
293              The physical joystick button that corresponds to  joystick  vir‐
294              tual button #4.
295
296       joystick_physical_button5
297              The  physical  joystick button that corresponds to joystick vir‐
298              tual button #5.
299
300       joystick_physical_button6
301              The physical joystick button that corresponds to  joystick  vir‐
302              tual button #6.
303
304       joystick_physical_button7
305              The  physical  joystick button that corresponds to joystick vir‐
306              tual button #7.
307
308       joystick_physical_button8
309              The physical joystick button that corresponds to  joystick  vir‐
310              tual button #8.
311
312       joystick_physical_button9
313              The  physical  joystick button that corresponds to joystick vir‐
314              tual button #9.
315
316       joystick_physical_button10
317              The physical joystick button that corresponds to  joystick  vir‐
318              tual button #10.
319
320       joyb_strafeleft
321              Joystick virtual button to make the player strafe left.
322
323       joyb_straferight
324              Joystick virtual button to make the player strafe right.
325
326       joyb_menu_activate
327              Joystick virtual button to activate the menu.
328
329       joyb_toggle_automap
330              Joystick virtual button to toggle the automap.
331
332       joyb_prevweapon
333              Joystick virtual button that cycles to the previous weapon.
334
335       joyb_nextweapon
336              Joystick virtual button that cycles to the next weapon.
337
338       key_pause
339              Key to pause or unpause the game.
340
341       key_menu_activate
342              Key that activates the menu when pressed.
343
344       key_menu_up
345              Key that moves the cursor up on the menu.
346
347       key_menu_down
348              Key that moves the cursor down on the menu.
349
350       key_menu_left
351              Key that moves the currently selected slider on the menu left.
352
353       key_menu_right
354              Key that moves the currently selected slider on the menu right.
355
356       key_menu_back
357              Key to go back to the previous menu.
358
359       key_menu_forward
360              Key to activate the currently selected menu item.
361
362       key_menu_confirm
363              Key to answer 'yes' to a question in the menu.
364
365       key_menu_abort
366              Key to answer 'no' to a question in the menu.
367
368       key_menu_help
369              Keyboard shortcut to bring up the help screen.
370
371       key_menu_save
372              Keyboard shortcut to bring up the save game menu.
373
374       key_menu_load
375              Keyboard shortcut to bring up the load game menu.
376
377       key_menu_volume
378              Keyboard shortcut to bring up the sound volume menu.
379
380       key_menu_detail
381              Keyboard shortcut to toggle the detail level.
382
383       key_menu_qsave
384              Keyboard shortcut to quicksave the current game.
385
386       key_menu_endgame
387              Keyboard shortcut to end the game.
388
389       key_menu_messages
390              Keyboard shortcut to toggle heads-up messages.
391
392       key_menu_qload
393              Keyboard shortcut to load the last quicksave.
394
395       key_menu_quit
396              Keyboard shortcut to quit the game.
397
398       key_menu_gamma
399              Keyboard shortcut to toggle the gamma correction level.
400
401       key_spy
402              Keyboard shortcut to switch view in multiplayer.
403
404       key_menu_incscreen
405              Keyboard shortcut to increase the screen size.
406
407       key_menu_decscreen
408              Keyboard shortcut to decrease the screen size.
409
410       key_menu_screenshot
411              Keyboard shortcut to save a screenshot.
412
413       key_map_toggle
414              Key to toggle the map view.
415
416       key_map_north
417              Key to pan north when in the map view.
418
419       key_map_south
420              Key to pan south when in the map view.
421
422       key_map_east
423              Key to pan east when in the map view.
424
425       key_map_west
426              Key to pan west when in the map view.
427
428       key_map_zoomin
429              Key to zoom in when in the map view.
430
431       key_map_zoomout
432              Key to zoom out when in the map view.
433
434       key_map_maxzoom
435              Key to zoom out the maximum amount when in the map view.
436
437       key_map_follow
438              Key to toggle follow mode when in the map view.
439
440       key_map_grid
441              Key to toggle the grid display when in the map view.
442
443       key_map_mark
444              Key to set a mark when in the map view.
445
446       key_map_clearmark
447              Key to clear all marks when in the map view.
448
449       key_weapon1
450              Key to select weapon 1.
451
452       key_weapon2
453              Key to select weapon 2.
454
455       key_weapon3
456              Key to select weapon 3.
457
458       key_weapon4
459              Key to select weapon 4.
460
461       key_weapon5
462              Key to select weapon 5.
463
464       key_weapon6
465              Key to select weapon 6.
466
467       key_weapon7
468              Key to select weapon 7.
469
470       key_weapon8
471              Key to select weapon 8.
472
473       key_prevweapon
474              Key to cycle to the previous weapon.
475
476       key_nextweapon
477              Key to cycle to the next weapon.
478
479       key_message_refresh
480              Key to re-display last message.
481
482       key_demo_quit
483              Key to quit the game when recording a demo.
484
485       key_multi_msg
486              Key to send a message during multiplayer games.
487
488       key_multi_msgplayer1
489              Key to send a message to player 1 during multiplayer games.
490
491       key_multi_msgplayer2
492              Key to send a message to player 2 during multiplayer games.
493
494       key_multi_msgplayer3
495              Key to send a message to player 3 during multiplayer games.
496
497       key_multi_msgplayer4
498              Key to send a message to player 4 during multiplayer games.
499
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SEE ALSO

502       chocolate-doom(6), default.cfg(5), chocolate-setup(6)
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506
507                                                         chocolate-doom.cfg(5)
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