1chocolate-doom.cfg(5) File Formats Manual chocolate-doom.cfg(5)
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6 chocolate-doom.cfg - Chocolate Doom configuration file
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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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25 The file format is the same as that used for default.cfg(5).
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27
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.
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39 fullscreen
40 If non-zero, the game will run in full screen mode. If zero,
41 the game will run in a window.
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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".
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48 aspect_ratio_correct
49 If non-zero, the screen will be stretched vertically to display
50 correctly on a square pixel video mode.
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52 integer_scaling
53 If non-zero, forces integer scales for resolution-independent
54 rendering.
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56 window_width
57 Window width when running in windowed mode.
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59 window_height
60 Window height when running in windowed mode.
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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.
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69 fullscreen_height
70 Height for screen mode when running fullscreen. See documenta‐
71 tion for fullscreen_width.
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73 force_software_renderer
74 If non-zero, force the use of a software renderer. For use on
75 systems lacking hardware acceleration.
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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.
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90 graphical_startup
91 If non-zero, display the graphical startup screen.
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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.
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97 png_screenshots
98 If non-zero, save screenshots in PNG format. If zero, screen‐
99 shots are saved in PCX format, as Vanilla Doom does.
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101 snd_samplerate
102 Sound output sample rate, in Hz. Typical values to use are
103 11025, 22050, 44100 and 48000.
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105 snd_cachesize
106 Maximum number of bytes to allocate for caching converted sound
107 effects in memory. If set to zero, there is no limit applied.
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109 snd_maxslicetime_ms
110 Maximum size of the output sound buffer size in milliseconds.
111 Sound output is generated periodically in slices. Higher values
112 might be more efficient but will introduce latency to the sound
113 output. The default is 28ms (one slice per tic with the 35fps
114 timer).
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116 snd_pitchshift
117 If non-zero, sound effects will have their pitch varied up or
118 down by a random amount during play. If zero, sound effects play
119 back at their default pitch.
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121 snd_musiccmd
122 External command to invoke to perform MIDI playback. If set to
123 the empty string, SDL_mixer's internal MIDI playback is used.
124 This only has any effect when snd_musicdevice is set to General
125 MIDI output.
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127 snd_dmxoption
128 Value to set for the DMXOPTION environment variable. If this
129 contains "-opl3", output for an OPL3 chip is generated when in
130 OPL MIDI playback mode.
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132 opl_io_port
133 The I/O port to use to access the OPL chip. Only relevant when
134 using native OPL music playback.
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136 use_libsamplerate
137 Controls whether libsamplerate support is used for performing
138 sample rate conversions of sound effects. Support for this must
139 be compiled into the program. If zero, libsamplerate support is
140 disabled. If non-zero, libsamplerate is enabled. Increasing
141 values roughly correspond to higher quality conversion; the
142 higher the quality, the slower the conversion process. Linear
143 conversion = 1; Zero order hold = 2; Fast Sinc filter = 3;
144 Medium quality Sinc filter = 4; High quality Sinc filter = 5.
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146 libsamplerate_scale
147 Scaling factor used by libsamplerate. This is used when convert‐
148 ing sounds internally back into integer form; normally it should
149 not be necessary to change it from the default value. The only
150 time it might be needed is if a PWAD file is loaded that con‐
151 tains very loud sounds, in which case the conversion may cause
152 sound clipping and the scale factor should be reduced. The lower
153 the value, the quieter the sound effects become, so it should be
154 set as high as is possible without clipping occurring.
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156 music_pack_path
157 Full path to a directory containing configuration files for sub‐
158 stitute music packs. These packs contain high quality renderings
159 of game music to be played instead of using the system's
160 built-in MIDI playback.
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162 timidity_cfg_path
163 Full path to a Timidity configuration file to use for MIDI play‐
164 back. The file will be evaluated from the directory where it is
165 evaluated, so there is no need to add "dir" commands into it.
166
167 gus_patch_path
168 Path to GUS patch files to use when operating in GUS emulation
169 mode.
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171 gus_ram_kb
172 Number of kilobytes of RAM to use in GUS emulation mode. Valid
173 values are 256, 512, 768 or 1024.
174
175 vanilla_keyboard_mapping
176 If non-zero, the game behaves like Vanilla Doom, always assuming
177 an American keyboard mapping. If this has a value of zero, the
178 native keyboard mapping of the keyboard is used.
179
180 player_name
181 Name to use in network games for identification. This is only
182 used on the "waiting" screen while waiting for the game to
183 start.
184
185 grabmouse
186 If this is non-zero, the mouse will be "grabbed" when running in
187 windowed mode so that it can be used as an input device. When
188 running full screen, this has no effect.
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190 novert If non-zero, all vertical mouse movement is ignored. This emu‐
191 lates the behavior of the "novert" tool available under DOS that
192 performs the same function.
193
194 mouse_acceleration
195 Mouse acceleration factor. When the speed of mouse movement
196 exceeds the threshold value (mouse_threshold), the speed is mul‐
197 tiplied by this value.
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199 mouse_threshold
200 Mouse acceleration threshold. When the speed of mouse movement
201 exceeds this threshold value, the speed is multiplied by an
202 acceleration factor (mouse_acceleration).
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204 mouseb_strafeleft
205 Mouse button to strafe left.
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207 mouseb_straferight
208 Mouse button to strafe right.
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210 mouseb_use
211 Mouse button to "use" an object, eg. a door or switch.
212
213 mouseb_backward
214 Mouse button to move backwards.
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216 mouseb_prevweapon
217 Mouse button to cycle to the previous weapon.
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219 mouseb_nextweapon
220 Mouse button to cycle to the next weapon.
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222 dclick_use
223 If non-zero, double-clicking a mouse button acts like pressing
224 the "use" key to use an object in-game, eg. a door or switch.
225
226 joystick_guid
227 SDL GUID string indicating the joystick to use. An empty string
228 indicates that no joystick is configured.
229
230 joystick_index
231 Index of SDL joystick to use; this is only used in the case
232 where multiple identical joystick devices are connected which
233 have the same GUID, to distinguish between devices.
234
235 joystick_x_axis
236 Joystick axis to use to for horizontal (X) movement.
237
238 joystick_x_invert
239 If non-zero, movement on the horizontal joystick axis is
240 inverted.
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242 joystick_y_axis
243 Joystick axis to use to for vertical (Y) movement.
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245 joystick_y_invert
246 If non-zero, movement on the vertical joystick axis is inverted.
247
248 joystick_strafe_axis
249 Joystick axis to use to for strafing movement.
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251 joystick_strafe_invert
252 If non-zero, movement on the joystick axis used for strafing is
253 inverted.
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255 joystick_look_axis
256 Joystick axis to use to for looking up and down.
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258 joystick_look_invert
259 If non-zero, movement on the joystick axis used for looking is
260 inverted.
261
262 joystick_physical_button0
263 The physical joystick button that corresponds to joystick vir‐
264 tual button #0.
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266 joystick_physical_button1
267 The physical joystick button that corresponds to joystick vir‐
268 tual button #1.
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270 joystick_physical_button2
271 The physical joystick button that corresponds to joystick vir‐
272 tual button #2.
273
274 joystick_physical_button3
275 The physical joystick button that corresponds to joystick vir‐
276 tual button #3.
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278 joystick_physical_button4
279 The physical joystick button that corresponds to joystick vir‐
280 tual button #4.
281
282 joystick_physical_button5
283 The physical joystick button that corresponds to joystick vir‐
284 tual button #5.
285
286 joystick_physical_button6
287 The physical joystick button that corresponds to joystick vir‐
288 tual button #6.
289
290 joystick_physical_button7
291 The physical joystick button that corresponds to joystick vir‐
292 tual button #7.
293
294 joystick_physical_button8
295 The physical joystick button that corresponds to joystick vir‐
296 tual button #8.
297
298 joystick_physical_button9
299 The physical joystick button that corresponds to joystick vir‐
300 tual button #9.
301
302 joystick_physical_button10
303 The physical joystick button that corresponds to joystick vir‐
304 tual button #10.
305
306 joyb_strafeleft
307 Joystick virtual button to make the player strafe left.
308
309 joyb_straferight
310 Joystick virtual button to make the player strafe right.
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312 joyb_menu_activate
313 Joystick virtual button to activate the menu.
314
315 joyb_toggle_automap
316 Joystick virtual button to toggle the automap.
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318 joyb_prevweapon
319 Joystick virtual button that cycles to the previous weapon.
320
321 joyb_nextweapon
322 Joystick virtual button that cycles to the next weapon.
323
324 key_pause
325 Key to pause or unpause the game.
326
327 key_menu_activate
328 Key that activates the menu when pressed.
329
330 key_menu_up
331 Key that moves the cursor up on the menu.
332
333 key_menu_down
334 Key that moves the cursor down on the menu.
335
336 key_menu_left
337 Key that moves the currently selected slider on the menu left.
338
339 key_menu_right
340 Key that moves the currently selected slider on the menu right.
341
342 key_menu_back
343 Key to go back to the previous menu.
344
345 key_menu_forward
346 Key to activate the currently selected menu item.
347
348 key_menu_confirm
349 Key to answer 'yes' to a question in the menu.
350
351 key_menu_abort
352 Key to answer 'no' to a question in the menu.
353
354 key_menu_help
355 Keyboard shortcut to bring up the help screen.
356
357 key_menu_save
358 Keyboard shortcut to bring up the save game menu.
359
360 key_menu_load
361 Keyboard shortcut to bring up the load game menu.
362
363 key_menu_volume
364 Keyboard shortcut to bring up the sound volume menu.
365
366 key_menu_detail
367 Keyboard shortcut to toggle the detail level.
368
369 key_menu_qsave
370 Keyboard shortcut to quicksave the current game.
371
372 key_menu_endgame
373 Keyboard shortcut to end the game.
374
375 key_menu_messages
376 Keyboard shortcut to toggle heads-up messages.
377
378 key_menu_qload
379 Keyboard shortcut to load the last quicksave.
380
381 key_menu_quit
382 Keyboard shortcut to quit the game.
383
384 key_menu_gamma
385 Keyboard shortcut to toggle the gamma correction level.
386
387 key_spy
388 Keyboard shortcut to switch view in multiplayer.
389
390 key_menu_incscreen
391 Keyboard shortcut to increase the screen size.
392
393 key_menu_decscreen
394 Keyboard shortcut to decrease the screen size.
395
396 key_menu_screenshot
397 Keyboard shortcut to save a screenshot.
398
399 key_map_toggle
400 Key to toggle the map view.
401
402 key_map_north
403 Key to pan north when in the map view.
404
405 key_map_south
406 Key to pan south when in the map view.
407
408 key_map_east
409 Key to pan east when in the map view.
410
411 key_map_west
412 Key to pan west when in the map view.
413
414 key_map_zoomin
415 Key to zoom in when in the map view.
416
417 key_map_zoomout
418 Key to zoom out when in the map view.
419
420 key_map_maxzoom
421 Key to zoom out the maximum amount when in the map view.
422
423 key_map_follow
424 Key to toggle follow mode when in the map view.
425
426 key_map_grid
427 Key to toggle the grid display when in the map view.
428
429 key_map_mark
430 Key to set a mark when in the map view.
431
432 key_map_clearmark
433 Key to clear all marks when in the map view.
434
435 key_weapon1
436 Key to select weapon 1.
437
438 key_weapon2
439 Key to select weapon 2.
440
441 key_weapon3
442 Key to select weapon 3.
443
444 key_weapon4
445 Key to select weapon 4.
446
447 key_weapon5
448 Key to select weapon 5.
449
450 key_weapon6
451 Key to select weapon 6.
452
453 key_weapon7
454 Key to select weapon 7.
455
456 key_weapon8
457 Key to select weapon 8.
458
459 key_prevweapon
460 Key to cycle to the previous weapon.
461
462 key_nextweapon
463 Key to cycle to the next weapon.
464
465 key_message_refresh
466 Key to re-display last message.
467
468 key_demo_quit
469 Key to quit the game when recording a demo.
470
471 key_multi_msg
472 Key to send a message during multiplayer games.
473
474 key_multi_msgplayer1
475 Key to send a message to player 1 during multiplayer games.
476
477 key_multi_msgplayer2
478 Key to send a message to player 2 during multiplayer games.
479
480 key_multi_msgplayer3
481 Key to send a message to player 3 during multiplayer games.
482
483 key_multi_msgplayer4
484 Key to send a message to player 4 during multiplayer games.
485
486
488 chocolate-doom(6), default.cfg(5), chocolate-setup(6)
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493 chocolate-doom.cfg(5)