1PRBOOM-PLUS.CFG(5) File Formats Manual PRBOOM-PLUS.CFG(5)
2
3
4
6 prboom-plus.cfg - Configuration file for PrBoom+
7
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
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
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
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
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
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
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
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
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
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
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
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
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
334 These are settings related to the automap. These are easiest set from
335 within the game.
336
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
345 Here are the settings from the Weapons menu in the game (OPTIONS->SET‐
346 UP->WEAPONS).
347
349 prboom-plus(6), prboom-plus-game-server(6), PrBoom+'s documentation
350 (including the Boom and MBF documentation) and your Doom documentation.
351
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).
356
357
358
359 2011-06-27 PRBOOM-PLUS.CFG(5)