chocolate-doom.cfg(5) Chocolate Doom configuration file

DESCRIPTION

chocolate-doom.cfg is a configuration file for chocolate-doom(6). This file acts as an auxiliary configuration file; the main configuration options are stored in default.cfg, which contains the same configuration options as Vanilla Doom (for compatibility). chocolate-doom.cfg contains configuration options that are specific to Chocolate Doom only.

chocolate-doom.cfg is normally stored in the user's home directory, as ~/.chocolate-doom/chocolate-doom.cfg.

The chocolate-setup(6) tool provides a simple to use front-end for editing chocolate-doom.cfg.

FILE FORMAT

The file format is the same as that used for default.cfg(5).

CONFIGURATION VARIABLES

autoadjust_video_settings
If non-zero, video settings will be autoadjusted to a valid configuration when the screen_width and screen_height variables do not match any valid configuration.
fullscreen
If non-zero, the game will run in full screen mode. If zero, the game will run in a window.
aspect_ratio_correct
If non-zero, the screen will be stretched vertically to display correctly on a square pixel video mode.
startup_delay
Number of milliseconds to wait on startup after the video mode has been set, before the game will start. This allows the screen to settle on some monitors that do not display an image for a brief interval after changing video modes.
screen_width
Screen width in pixels. If running in full screen mode, this is the X dimension of the video mode to use. If running in windowed mode, this is the width of the window in which the game will run.
screen_height
Screen height in pixels. If running in full screen mode, this is the Y dimension of the video mode to use. If running in windowed mode, this is the height of the window in which the game will run.
screen_bpp
Color depth of the screen, in bits. If this is set to zero, the color depth will be automatically set on startup to the machine's default/native color depth.
grabmouse
If this is non-zero, the mouse will be "grabbed" when running in windowed mode so that it can be used as an input device. When running full screen, this has no effect.
novert
If non-zero, all vertical mouse movement is ignored. This emulates the behavior of the "novert" tool available under DOS that performs the same function.
mouse_acceleration
Mouse acceleration factor. When the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed is multiplied by this value.
mouse_threshold
Mouse acceleration threshold. When the speed of mouse movement exceeds this threshold value, the speed is multiplied by an acceleration factor (mouse_acceleration).
snd_samplerate
Sound output sample rate, in Hz. Typical values to use are 11025, 22050, 44100 and 48000.
snd_cachesize
Maximum number of bytes to allocate for caching converted sound effects in memory. If set to zero, there is no limit applied.
snd_maxslicetime_ms
Maximum size of the output sound buffer size in milliseconds. Sound output is generated periodically in slices. Higher values might be more efficient but will introduce latency to the sound output. The default is 28ms (one slice per tic with the 35fps timer).
snd_musiccmd
External command to invoke to perform MIDI playback. If set to the empty string, SDL_mixer's internal MIDI playback is used. This only has any effect when snd_musicdevice is set to General MIDI output.
opl_io_port
The I/O port to use to access the OPL chip. Only relevant when using native OPL music playback.
show_endoom
If non-zero, the ENDOOM text screen is displayed when exiting the game. If zero, the ENDOOM screen is not displayed.
png_screenshots
If non-zero, save screenshots in PNG format.
vanilla_savegame_limit
If non-zero, the Vanilla savegame limit is enforced; if the savegame exceeds 180224 bytes in size, the game will exit with an error. If this has a value of zero, there is no limit to the size of savegames.
vanilla_demo_limit
If non-zero, the Vanilla demo size limit is enforced; the game exits with an error when a demo exceeds the demo size limit (128KiB by default). If this has a value of zero, there is no limit to the size of demos.
vanilla_keyboard_mapping
If non-zero, the game behaves like Vanilla Doom, always assuming an American keyboard mapping. If this has a value of zero, the native keyboard mapping of the keyboard is used.
video_driver
Name of the SDL video driver to use. If this is an empty string, the default video driver is used.
window_position
Position of the window on the screen when running in windowed mode. Accepted values are: "" (empty string) - don't care, "center" - place window at center of screen, "x,y" - place window at the specified coordinates.
player_name
Name to use in network games for identification. This is only used on the "waiting" screen while waiting for the game to start.
joystick_index
Joystick number to use; '0' is the first joystick. A negative value ('-1') indicates that no joystick is configured.
joystick_x_axis
Joystick axis to use to for horizontal (X) movement.
joystick_x_invert
If non-zero, movement on the horizontal joystick axis is inverted.
joystick_y_axis
Joystick axis to use to for vertical (Y) movement.
joystick_y_invert
If non-zero, movement on the vertical joystick axis is inverted.
joystick_strafe_axis
Joystick axis to use to for strafing movement.
joystick_strafe_invert
If non-zero, movement on the joystick axis used for strafing is inverted.
joystick_physical_button0
The physical joystick button that corresponds to joystick virtual button #0.
joystick_physical_button1
The physical joystick button that corresponds to joystick virtual button #1.
joystick_physical_button2
The physical joystick button that corresponds to joystick virtual button #2.
joystick_physical_button3
The physical joystick button that corresponds to joystick virtual button #3.
joystick_physical_button4
The physical joystick button that corresponds to joystick virtual button #4.
joystick_physical_button5
The physical joystick button that corresponds to joystick virtual button #5.
joystick_physical_button6
The physical joystick button that corresponds to joystick virtual button #6.
joystick_physical_button7
The physical joystick button that corresponds to joystick virtual button #7.
joystick_physical_button8
The physical joystick button that corresponds to joystick virtual button #8.
joystick_physical_button9
The physical joystick button that corresponds to joystick virtual button #9.
joyb_strafeleft
Joystick virtual button to make the player strafe left.
joyb_straferight
Joystick virtual button to make the player strafe right.
joyb_menu_activate
Joystick virtual button to activate the menu.
joyb_prevweapon
Joystick virtual button that cycles to the previous weapon.
joyb_nextweapon
Joystick virtual button that cycles to the next weapon.
mouseb_strafeleft
Mouse button to strafe left.
mouseb_straferight
Mouse button to strafe right.
mouseb_use
Mouse button to "use" an object, eg. a door or switch.
mouseb_backward
Mouse button to move backwards.
mouseb_prevweapon
Mouse button to cycle to the previous weapon.
mouseb_nextweapon
Mouse button to cycle to the next weapon.
dclick_use
If non-zero, double-clicking a mouse button acts like pressing the "use" key to use an object in-game, eg. a door or switch.
use_libsamplerate
Controls whether libsamplerate support is used for performing sample rate conversions of sound effects. Support for this must be compiled into the program. If zero, libsamplerate support is disabled. If non-zero, libsamplerate is enabled. Increasing values roughly correspond to higher quality conversion; the higher the quality, the slower the conversion process. Linear conversion = 1; Zero order hold = 2; Fast Sinc filter = 3; Medium quality Sinc filter = 4; High quality Sinc filter = 5.
libsamplerate_scale
Scaling factor used by libsamplerate. This is used when converting sounds internally back into integer form; normally it should not be necessary to change it from the default value. The only time it might be needed is if a PWAD file is loaded that contains very loud sounds, in which case the conversion may cause sound clipping and the scale factor should be reduced. The lower the value, the quieter the sound effects become, so it should be set as high as is possible without clipping occurring.
timidity_cfg_path
Full path to a Timidity configuration file to use for MIDI playback. The file will be evaluated from the directory where it is evaluated, so there is no need to add "dir" commands into it.
gus_patch_path
Path to GUS patch files to use when operating in GUS emulation mode.
gus_ram_kb
Number of kilobytes of RAM to use in GUS emulation mode. Valid values are 256, 512, 768 or 1024.
key_pause
Key to pause or unpause the game.
key_menu_activate
Key that activates the menu when pressed.
key_menu_up
Key that moves the cursor up on the menu.
key_menu_down
Key that moves the cursor down on the menu.
key_menu_left
Key that moves the currently selected slider on the menu left.
key_menu_right
Key that moves the currently selected slider on the menu right.
key_menu_back
Key to go back to the previous menu.
key_menu_forward
Key to activate the currently selected menu item.
key_menu_confirm
Key to answer 'yes' to a question in the menu.
key_menu_abort
Key to answer 'no' to a question in the menu.
key_menu_help
Keyboard shortcut to bring up the help screen.
key_menu_save
Keyboard shortcut to bring up the save game menu.
key_menu_load
Keyboard shortcut to bring up the load game menu.
key_menu_volume
Keyboard shortcut to bring up the sound volume menu.
key_menu_detail
Keyboard shortcut to toggle the detail level.
key_menu_qsave
Keyboard shortcut to quicksave the current game.
key_menu_endgame
Keyboard shortcut to end the game.
key_menu_messages
Keyboard shortcut to toggle heads-up messages.
key_menu_qload
Keyboard shortcut to load the last quicksave.
key_menu_quit
Keyboard shortcut to quit the game.
key_menu_gamma
Keyboard shortcut to toggle the gamma correction level.
key_spy
Keyboard shortcut to switch view in multiplayer.
key_menu_incscreen
Keyboard shortcut to increase the screen size.
key_menu_decscreen
Keyboard shortcut to decrease the screen size.
key_menu_screenshot
Keyboard shortcut to save a screenshot.
key_map_toggle
Key to toggle the map view.
key_map_north
Key to pan north when in the map view.
key_map_south
Key to pan south when in the map view.
key_map_east
Key to pan east when in the map view.
key_map_west
Key to pan west when in the map view.
key_map_zoomin
Key to zoom in when in the map view.
key_map_zoomout
Key to zoom out when in the map view.
key_map_maxzoom
Key to zoom out the maximum amount when in the map view.
key_map_follow
Key to toggle follow mode when in the map view.
key_map_grid
Key to toggle the grid display when in the map view.
key_map_mark
Key to set a mark when in the map view.
key_map_clearmark
Key to clear all marks when in the map view.
key_weapon1
Key to select weapon 1.
key_weapon2
Key to select weapon 2.
key_weapon3
Key to select weapon 3.
key_weapon4
Key to select weapon 4.
key_weapon5
Key to select weapon 5.
key_weapon6
Key to select weapon 6.
key_weapon7
Key to select weapon 7.
key_weapon8
Key to select weapon 8.
key_prevweapon
Key to cycle to the previous weapon.
key_nextweapon
Key to cycle to the next weapon.
key_message_refresh
Key to re-display last message.
key_demo_quit
Key to quit the game when recording a demo.
key_multi_msg
Key to send a message during multiplayer games.
key_multi_msgplayer1
Key to send a message to player 1 during multiplayer games.
key_multi_msgplayer2
Key to send a message to player 2 during multiplayer games.
key_multi_msgplayer3
Key to send a message to player 3 during multiplayer games.
key_multi_msgplayer4
Key to send a message to player 4 during multiplayer games.