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.
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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       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

SEE ALSO

520       chocolate-doom(6), default.cfg(5), chocolate-setup(6)
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525                                                         chocolate-doom.cfg(5)
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