1PRBOOM-PLUS.CFG(5)            File Formats Manual           PRBOOM-PLUS.CFG(5)
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NAME

6       prboom-plus.cfg - Configuration file for PrBoom+
7

USAGE

9       When  a  version of PrBoom+ is run, it  searches for this configuration
10       file to modify its default settings.   Every  time  PrBoom+  exits,  it
11       rewrites  the  configuration file, updating any settings that have been
12       changed using the in-game menus.
13
14       PrBoom+ expects the config file to  be  ~/.prboom-plus/prboom-plus.cfg.
15       Alternatively, it can be made to look elsewhere by using a command-line
16       parameter:
17
18       prboom-plus [-config myconf]
19

FORMAT

21       prboom-plus.cfg consists of a number of variables and values. Each line
22       is of the following format:
23
24       {  {{#  |  ;  |  [}  comment_text}  |  {  variable  {decimal_integer  |
25       0xhex_integer | "string_text"}} }
26
27       Any line beginning with a non-alphabetic character is treated as a com‐
28       ment  and  ignored;  for future compatibility you should start comments
29       with a #, ; or [.  Note however  that  when  PrBoom+  rewrites  prboom-
30       plus.cfg it does not preserve user added comments.
31
32       Any  line  beginning with an alphabetic character is treated as a vari‐
33       able-value pair.  The first word (sequence  of  non-whitespace  charac‐
34       ters) is the variable name, and everything after the following block of
35       whitespace is taken to be the value assigned to the variable.
36
37       Variables not recognised by PrBoom+, or  which  are  given  an  invalid
38       value  or  a  value of an inappropriate type, are ignored. Warning mes‐
39       sages are given where relevant.
40
41       The variables recognised by PrBoom+ are described  per-section  in  the
42       following  sections.  The  sections  are informal however; when PrBoom+
43       rewrites the config file it writes in section headings and  puts  vari‐
44       ables into the relevant sections, but when reading these are ignored.
45

MISC SETTINGS

47       compatibility_level
48              PrBoom+  is capable of behaving in a way compatible with earlier
49              versions of  Doom  and  Boom/PrBoom[+].  The  value  given  here
50              selects  the  version  to  be  compatible  with  when  doing new
51              games/demos. See README.compat for details.
52
53       realtic_clock_rate
54              Selects the speed that PrBoom+ runs at, as a percentage of  nor‐
55              mal  game speed.  Leave at 0 unless you want to experiment. Note
56              that it is considered `cheating' to  use  this  at  any  setting
57              below or above 0.
58
59       max_player_corpse
60              Sets the maximum number of player corpses to leave lying around.
61              If this limit would be exceeded, an old corpse is removed.  Use‐
62              ful  for  big/long  Deathmatch  games, where the sheer number of
63              corpses could slow the game down.
64
65       flashing_hom
66              Flag indicating whether a flashing red background  is  drawn  to
67              highlight  HOM  (Hall  of  Mirrors)  errors in levels (for level
68              developers).
69
70       demo_insurance
71              Selects a method of protecting demos against `going out of sync'
72              (where the player seems to lose control and behave madly, but in
73              fact the players original instructions as  stored  in  the  demo
74              have got out of sync with the game he was playing). 0=No protec‐
75              tion, 1=Full protection, 2=Only while  recording  demos.  Safest
76              when left set to 2.
77
78       endoom_mode
79              This  parameter specifies options controlling the display of the
80              credits screen when Doom exits. Currently it is  the  sum  of  3
81              options:  add  1  for  colours, 2 for non-ASCII characters to be
82              displayed, and 4 for the last line to be skipped so the top line
83              doesn't scroll off screen.
84
85       level_precache
86              If  set,  when  loading  a  new  level PrBoom+ precaches all the
87              graphics the level is likely to need in memory.  This  makes  it
88              much  slower  to  load  the level, but reduces disk activity and
89              slowdowns reading data  during  play.   Most  systems  are  fast
90              enough that precaching is not needed.
91

FILES SETTINGS

93       wadfile_1, wadfile_2
94              The  names  of  2  .wad  files  to  be automatically loaded when
95              PrBoom+ is started.  A blank string means unused.
96
97       dehfile_1, dehfile_2
98              The names of 2 patch files (.deh or .bex)  to  be  automatically
99              loaded when PrBoom+ is started (empty string for none).
100

GAME SETTINGS

102       default_skill
103              The default skill level when starting a new game.
104
105       weapon_recoil
106              Enables recoil from weapon fire.
107
108       doom_weapon_toggles
109              Flag  indicating  whether  pressing  3  or 1 when that weapon is
110              already selected causes the selected shotgun or fist/chainsaw to
111              be  toggled,  as  in  original Doom. Some people prefer to use a
112              number for each weapon alone.
113
114       player_bobbing
115              Enables player bobbing (view  moving  up/down  slightly  as  the
116              player runs).
117
118       monsters_remember
119              Makes monsters remember their previous enemy after killing their
120              current target.
121
122       monster_infighting
123              Whether monsters will fight each other  when  they  injure  each
124              other accidentally.
125
126       monster_backing
127              Whether  monsters  without  close  combat weapons will back away
128              from close combat (unlike original Doom).
129
130       monster_avoid_hazards
131              Whether monsters avoid crushing ceilings.
132
133       monkeys
134              Whether monsters will climb steep stairs.
135
136       monster_friction
137              Whether monsters are affected by changed  floor  friction  (they
138              should be, but weren't in Boom).
139
140       help_friends
141              Whether  monsters  will help out injured monsters by aiding them
142              against their attacker.
143
144       player_helpers
145              The number of helper dogs to spawn.
146
147       friend_distance
148              Distance within which friends will generally stay.
149
150       dog_jumping
151              Whether dogs will jump.
152
153       sts_always_red
154              PrBoom+ can make the colour of the text displays on  the  status
155              bar   reflect  your  current  status  (red=low,  yellow=average,
156              green=good, blue=super-charged). This option if set selects  the
157              traditional  Doom behavior of always-red status bar display; set
158              to 0 to allow the coloured display.
159
160       sts_pct_always_gray
161              See above, this  makes  just  the  percent  signs  always  gray,
162              instead of changing colour.
163
164       sts_traditional_keys
165              Doom and Boom have two types of keys; PrBoom+ will normally dis‐
166              play both keys of a given colour if you have both. This  option,
167              if  enabled,  instead makes PrBoom+ only ever display one key of
168              each colour, in the same way Doom did.
169
170       traditional_menu
171              Changes PrBoom+'s menu ordering to be the same as original  Doom
172              if enabled.
173
174       show_messages
175              When enabled, text messages are displayed in the top left corner
176              of the screen describing events in the game. Can be  toggled  in
177              the game, this is just to preserve the setting.
178
179       autorun
180              Makes  the  player always run, without having to hold down a run
181              key. Can be toggled in the game, this just  preserves  the  set‐
182              ting.
183

SOUND SETTINGS

185       sound_card
186              Selects  whether  sound  effects are enabled (non-zero enables).
187              For compatibility reasons with  Boom,  a  range  of  values  are
188              accepted.
189
190       music_card
191              Selects whether in-game music is enabled (non-zero enables). For
192              compatibility reasons a range of values are accepted.
193
194       pitched_sounds
195              If enabled by this variable,  this  enables  `pitching'  (making
196              pitch adjustments to the playing sounds) for 16 bit sound cards.
197
198       samplerate
199              The  samplerate  for soundmixing and timidity. The sound quality
200              is much better at higher samplerates, but if  you  use  timidity
201              then  higher samplerates need much more CPU power. Useful values
202              are 11025, 22050, 44100 and 48000.
203
204       sfx_volume
205              Sound effects volume. This is best adjusted in the game.
206
207       music_volume
208              Music volume. This is best adjusted in the game.
209
210       mus_pause_opt
211              Selects what PrBoom+ does to the music when a games  is  paused.
212              0=stop  the  music, 1=pause the music (stop it playing, but when
213              resumed resume it at the same place - not  implemented),  2=con‐
214              tinue playing.
215
216       sounddev, snd_channels, soundsrv, musicsrv
217              These  variables are no longer used by PrBoom+, but are kept for
218              compatibility reasons.
219

COMPATIBILITY SETTINGS

221       These are settings that let you choose whether the normal game  mechan‐
222       ics  are  used,  or whether various quirks, bugs and limitations of the
223       original Doom game are emulated.
224

VIDEO SETTINGS

226       screen_width, screen_height
227              For versions of PrBoom+ which support  high-res,  these  specify
228              the  default  screen  or window size for PrBoom+. These settings
229              are ignored and preserved by versions of PrBoom+ which do not do
230              high-res (they assume 320x200).
231
232       use_fullscreen
233              If  set, this causes PrBoom+ to try to go full screen. Depending
234              on your video driver and mode, this may include changing  screen
235              resolution to better match the game's screen resolution.
236
237       use_doublebuffer
238              Use double buffering to reduce tearing. On some machines this is
239              even faster than the normal method, but  on  others  this  makes
240              problems, so you have to try out which setting works best.
241
242       translucency
243              Causes PrBoom+ to display certain objects as translucent.
244
245       tran_filter_pct
246              Selects  how  translucent objects are when they are translucent.
247              Play with this and see for yourself.
248
249       screenblocks
250              Selects a reduced screen size inside  the  PrBoom+  window  (the
251              player's view is surrounded by a border). Normally this is unde‐
252              sirable, but it can help speed up the game. Can  be  changed  in
253              the  game  with  the +/- keys, this variable is just to preserve
254              that setting.
255
256       usegamma
257              Selects a level of gamma correction (extra  screen  brightening)
258              to  correct  for  a  dark  monitor or light surroundings. Can be
259              selected in the game with the F11 key, this  config  entry  pre‐
260              serves that setting.
261

OPENGL SETTINGS

263       If you are knowledgeable about OpenGL, you can tweak various aspects of
264       the GL rendering engine.
265
266       gl_nearclip
267              The near clipping plane *100.
268
269       gl_colorbuffer_bits
270              The bit depth for the framebuffer. (16, 24 or 32 bits).
271
272       gl_depthbuffer_bits
273              The bit depth for the z-buffer. (16, 24 or 32 bits).
274
275       gl_tex_filter_string
276              A string, one of the  following:  GL_NEAREST  or  GL_LINEAR  (no
277              mipmapping),   or  one  of  GL_NEAREST_MIPMAP_NEAREST,  GL_NEAR‐
278              EST_MIPMAP_LINEAR,       GL_LINEAR_MIPMAP_NEAREST,       GL_LIN‐
279              EAR_MIPMAP_LINEAR with mipmapping.
280
281       gl_tex_format_string
282              One of the following strings: GL_RGBA - means format selected by
283              driver (not so good), GL_RGBA2 - means 2 bits for each component
284              (bad),  GL_RGBA4 - means 4 bits for each component (like GL_RGBA
285              on most cards), GL_RGB5_A1 - means 5 bits for each color  compo‐
286              nent  1  bit for the alpha channel (default), GL_RGBA8 - means 8
287              bits for each component (best quality, but  only  a  little  bit
288              better than GL_RGB5_A1 and slower on most cards).
289
290       gl_drawskys
291              If  0,  disables  drawing  skies,  which may be needed with some
292              problematic 3D cards.
293
294       gl_sortsprites
295              Experimental option, possibly faster but less reliable.
296

MOUSE SETTINGS

298       This section specifies settings for using a mouse with  PrBoom+.  There
299       are  several  settings  that  control button bindings (what action each
300       button causes in the game); these are  easiest  set  from  the  in-game
301       menus, these config entries are to preserve the settings between games.
302
303       use_mouse
304              Enable or disable the use of a mouse with PrBoom+.
305
306       mouse_sensitivity_horiz, mouse_sensitivity_vert
307              Sets  the  sensitivity  of the mouse in PrBoom+. Easier set from
308              the in-game menus.
309

KEY BINDINGS

311       These specify the keys that trigger various  actions  in  PrBoom+.  The
312       codes  used for keys are internal to PrBoom+, though many keys are rep‐
313       resented by their ASCII codes. It is easiest to modify  these  via  the
314       in-game menus (OPTIONS->SETUP->KEY BINDINGS). These config file entries
315       preserve the settings from this menu between game sessions.
316

JOYSTICK SETTINGS

318       There are the trigger variables here, which are calculated during  joy‐
319       stick  calibration  (the values received from the kernel driver outside
320       of which movement is caused in the game). Also there  are  the  button-
321       bindings, again best adjusted using the in-game menus.
322
323       use_joystick
324              This  selects the number of the joystick to use, or 0 selects no
325              joystick.  You have to have the relevant device files  (/dev/js0
326              etc) and the kernel driver loaded.
327

CHAT MACROS

329       These are pre-written text strings for quick transmission to players in
330       a network game (consult your Doom documentation). Easiest set  via  the
331       in-game menus (OPTIONS->SETUP->CHAT MACROS).
332

AUTOMAP SETTINGS

334       These  are  settings related to the automap. These are easiest set from
335       within the game.
336

HEADS_UP DISPLAY SETTINGS

338       These are settings related to the heads-up display,  that  is  messages
339       received  while playing and the heads-up display of your current status
340       obtained by pressing + while the view is full-screen  in  PrBoom+.  See
341       the Boom documentation for details. All controlled best from within the
342       game.
343

WEAPON PREFERENCES

345       Here are the settings from the Weapons menu in the game  (OPTIONS->SET‐
346       UP->WEAPONS).
347

SEE ALSO

349       prboom-plus(6),   prboom-plus-game-server(6),  PrBoom+'s  documentation
350       (including the Boom and MBF documentation) and your Doom documentation.
351

AUTHORS

353       See the file AUTHORS included with PrBoom+ for a list  of  contributors
354       to  PrBoom+.   This  config  file  reference  written  by  Colin Phipps
355       (cph@moria.org.uk).
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359                                  2011-06-27                PRBOOM-PLUS.CFG(5)
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