GSP
Quick Navigator

Search Site

Unix VPS
A - Starter
B - Basic
C - Preferred
D - Commercial
MPS - Dedicated
Previous VPSs
* Sign Up! *

Support
Contact Us
Online Help
Handbooks
Domain Status
Man Pages

FAQ
Virtual Servers
Pricing
Billing
Technical

Network
Facilities
Connectivity
Topology Map

Miscellaneous
Server Agreement
Year 2038
Credits
 

USA Flag

 

 

Man Pages
chocolate-doom.cfg(5) FreeBSD File Formats Manual chocolate-doom.cfg(5)

chocolate-doom.cfg - Chocolate Doom configuration file

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 ~/.local/share/chocolate-doom/chocolate-doom.cfg. The path can be overridden using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).

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

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

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.
fullscreen
If non-zero, the game will run in full screen mode. If zero, the game will run in a window.
video_display
Index of the display on which the game should run. This has no effect if running in windowed mode (fullscreen=0) and window_position is not set to "center".
aspect_ratio_correct
If non-zero, the screen will be stretched vertically to display correctly on a square pixel video mode.
integer_scaling
If non-zero, forces integer scales for resolution-independent rendering.
window_width
Window width when running in windowed mode.
window_height
Window height when running in windowed mode.
fullscreen_width
Width for screen mode when running fullscreen. If this and fullscreen_height are both set to zero, we run fullscreen as a desktop window that covers the entire screen, rather than ever switching screen modes. It should usually be unnecessary to set this value.
fullscreen_height
Height for screen mode when running fullscreen. See documentation for fullscreen_width.
force_software_renderer
If non-zero, force the use of a software renderer. For use on systems lacking hardware acceleration.
max_scaling_buffer_pixels
Maximum number of pixels to use for intermediate scaling buffer. More pixels mean that the screen can be rendered more precisely, but there are diminishing returns on quality. The default limits to 16,000,000 pixels, which is enough to cover 4K monitor standards.
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.
show_endoom
If non-zero, the ENDOOM text screen is displayed when exiting the game. If zero, the ENDOOM screen is not displayed.
show_diskicon
If non-zero, a disk activity indicator is displayed when data is read from disk. If zero, the disk activity indicator is not displayed.
png_screenshots
If non-zero, save screenshots in PNG format. If zero, screenshots are saved in PCX format, as Vanilla Doom does.
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_pitchshift
If non-zero, sound effects will have their pitch varied up or down by a random amount during play. If zero, sound effects play back at their default pitch.
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.
snd_dmxoption
Value to set for the DMXOPTION environment variable. If this contains "-opl3", output for an OPL3 chip is generated when in OPL MIDI playback mode.
opl_io_port
The I/O port to use to access the OPL chip. Only relevant when using native OPL music playback.
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.
music_pack_path
Full path to a directory containing configuration files for substitute music packs. These packs contain high quality renderings of game music to be played instead of using the system's built-in MIDI playback.
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.
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.
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.
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).
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.
joystick_guid
SDL GUID string indicating the joystick to use. An empty string indicates that no joystick is configured.
joystick_index
Index of SDL joystick to use; this is only used in the case where multiple identical joystick devices are connected which have the same GUID, to distinguish between devices.
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_look_axis
Joystick axis to use to for looking up and down.
joystick_look_invert
If non-zero, movement on the joystick axis used for looking 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.
joystick_physical_button10
The physical joystick button that corresponds to joystick virtual button #10.
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_toggle_automap
Joystick virtual button to toggle the automap.
joyb_prevweapon
Joystick virtual button that cycles to the previous weapon.
joyb_nextweapon
Joystick virtual button that cycles to the next weapon.
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.

chocolate-doom(6), default.cfg(5), chocolate-setup(6)


Search for    or go to Top of page |  Section 5 |  Main Index

Powered by GSP Visit the GSP FreeBSD Man Page Interface.
Output converted with ManDoc.