1chocolate-doom.cfg(5) File Formats Manual chocolate-doom.cfg(5)
2
3
4
6 chocolate-doom.cfg - Chocolate Doom configuration file
7
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
25 The file format is the same as that used for default.cfg(5).
26
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.
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
500
502 chocolate-doom(6), default.cfg(5), chocolate-setup(6)
503
504
505
506
507 chocolate-doom.cfg(5)