735 lines
30 KiB
Text
735 lines
30 KiB
Text
BOOM.CFG(5) BOOM.CFG(5)
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NAME
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boom.cfg, glboom.cfg - Configuration file for PrBoom v2.1.0 onwards
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USAGE
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When a version of PrBoom is run, it searches for this configuration
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file to modify its default settings. Every time PrBoom exits, it
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rewrites the configuration file, updating any settings that have been
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changed using the in-game menus.
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PrBoom expects the config file to be ~/.prboom/boom.cfg, or
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~/.prboom/glboom.cfg if compiled with GL support. Alternatively, it can
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be made to look elsewhere by using a command-line parameter:
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{prboom,glboom} [-config myconf]
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FORMAT
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boom.cfg consists of a number of variables and values. Each line is of
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the following format:
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[ { {{#,;,[} comment_text , variable {decimal_integer, 0x hex_integer,
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"string_text"}}]
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Any line beginning with a non-alphabetic character is treated as a com-
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ment and ignored; for future compatibility you should start comments
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with a #, ; or [. Note however that when PrBoom rewrites boom.cfg it
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does not preserve user added comments.
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Any line beginning with an alphabetic character is treated as a vari-
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able-value pair. The first word (sequence of non-whitespace charac-
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ters) is the variable name, and everything after the following block of
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whitespace is taken to be the value assigned to the variable.
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Variables not recognised by PrBoom, or which are given an invalid value
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or a value of an inappropriate type, are ignored. Warning messages are
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given where relevant.
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The variables recognised by PrBoom are described per-section in the
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following sections. The sections are informal however; when PrBoom
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rewrites the config file it writes in section headings and puts vari-
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ables into the relevant sections, but when reading these are ignored.
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MISC SETTINGS
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compatibility_level
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PrBoom is capable of behaving in a way compatible with earlier
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versions of Doom and Boom/PrBoom. The value given here selects
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the version to be compatible with when doing new games/demos.
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See README.compat for details.
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realtic_clock_rate
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Selects the speed that PrBoom runs at, as a percentage of normal
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game speed. Leave at 0 unless you want to experiment. Note that
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it is considered `cheating' to use this at any setting below 0
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(or above?).
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max_player_corpse
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Sets the maximum number of player corpses to leave lying around.
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If this limit would be exceeded, an old corpse is removed. Use-
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ful for big/long Deathmatch games, where the sheer number of
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corpses could slow the game down.
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flashing_hom
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Flag indicating whether a flashing red background is drawn to
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highlight HOM errors in levels (for level developers)
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demo_insurance
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Selects a method of protecting demos against `going out of sync'
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(where the player seems to lose control and behave madly, but in
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fact the players original instructions as stored in the demo
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have got out of sync with the game he was playing). 0=No protec-
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tion, 1=Full protection, 2=Only while recording demos. Safest
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when left set to 2.
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endoom_mode
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This parameter specifies options controlling the display of the
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credits screen when Doom exits. Currently it is the sum of 3
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options: add 1 for colours, 2 for non-ASCII characters to be
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displayed, and 4 for the last line to be skipped so the top line
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doesn't scroll off screen.
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level_precache
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If set, when loading a new level PrBoom precaches all the graph-
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ics the level is likely to need in memory. This makes it much
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slower to load the level, but reduces disk activity and slow-
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downs reading data during play. Most systems are fast enough
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that precaching is not needed.
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FILES SETTINGS
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wadfile_1, wadfile_2
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The names of 2 .wad files to be automatically loaded when PrBoom
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is started. A blank string means unused.
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dehfile_1, dehfile_2
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The names of 2 patch files (.deh or .bex) to be automatically
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loaded when PrBoom is started (empty string for none).
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GAME SETTINGS
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default_skill
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The default skill level when starting a new game.
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weapon_recoil
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Enables recoil from weapon fire.
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doom_weapon_toggles
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Flag indicating whether pressing 3 or 1 when that weapon is
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already selected causes the selected shotgun or fist/chainsaw to
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be toggled, as in original Doom. Some people prefer to use a
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number for each weapon alone.
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player_bobbing
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Enables player bobbing (view randomly moving up/down slightly as
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the player runs).
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monsters_remember
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Makes monsters remember their previous enemy after killing their
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current target.
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monster_infighting
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Whether monsters will fight each other when they injure each
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other accidentally.
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monster_backing
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Whether monsters without close combat weapons will back away
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from close combat (unlike original Doom).
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monster_avoid_hazards
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Whether monsters avoid crushing ceilings.
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monkeys
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Whether monsters will climb steep stairs.
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monster_friction
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Whether monsters are affected by changed floor friction (they
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should be, but weren't in Boom)
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help_friends
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Whether monsters will help out injured monsters by aiding them
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against their attacker.
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player_helpers
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The number of helper dogs to spawn.
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friend_distance
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Distance within which friends will generally stay.
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dog_jumping
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Whether dogs will jump.
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sts_always_red
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PrBoom can make the colour of the text displays on the status
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bar reflect your current status (red=low, yellow=average,
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green=good, blue=super-charged). This option if set selects the
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traditional Doom behavior of always-red status bar display; set
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to 0 to allow the coloured display.
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sts_pct_always_gray
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See above, this makes just the percent signs always gray,
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instead of changing colour.
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sts_traditional_keys
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Doom and PrBoom have two types of keys; PrBoom will normally
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display both keys of a given colour if you have both. This
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option, if enabled, instead makes PrBoom only ever display one
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key of each colour, in the same way Doom did.
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traditional_menu
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Changes PrBoom's menu ordering to be the same as original Doom
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if enabled.
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show_messages
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When enabled, text messages are displayed in the top left corner
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of the screen describing events in the game. Can be toggled in
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the game, this is just to preserve the setting.
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autorun
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Makes the player always run, without having to hold down a run
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key. Can be toggled in the game, this just preserves the set-
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ting.
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SOUND SETTINGS
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sound_card
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Selects whether sound effects are enabled (non-zero enables).
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For compatibility reasons with Boom, a range of values are
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accepted.
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music_card
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Selects whether in-game music is enabled (non-zero enables). For
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compatibility reasons a range of values are accepted.
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pitched_sounds
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If enabled by this variable, this enables `pitching' (making
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pitch adjustments to the playing sounds) for 16 bit sound cards.
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samplerate
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The samplerate for soundmixing and timidity. The sound quality
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is much better at higher samplerates, but if you use timidity
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then higher samplerates need much more CPU power. Useful values
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are 11025, 22050, 44100 and 48000.
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sfx_volume
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Sound effects volume. This is best adjusted in the game.
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music_volume
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Music volume. This is best adjusted in the game.
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mus_pause_opt
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Selects what PrBoom does to the music when a games is paused.
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0=stop the music, 1=pause the music (stop it playing, but when
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resumed resume it at the same place - not implemented), 2=con-
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tinue playing.
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sounddev, snd_channels, soundsrv, musicsrv
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These variables are no longer used by PrBoom, but are kept for
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compatibility reasons.
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COMPATIBILITY SETTINGS
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These are settings that let you choose whether the normal game mechan-
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ics are used, or whether various quirks, bugs and limitations of the
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original Doom game are emulated.
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VIDEO SETTINGS
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screen_width, screen_height
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For versions of PrBoom which support high-res, these specify the
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default screen or window size for PrBoom. These settings are
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ignored and preserved by versions of PrBoom which do not do
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high-res (they assume 320x200).
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use_fullscreen
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If set, this causes PrBoom to try to go full screen. Depending
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on your video driver and mode, this may include changing screen
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resolution to better match the game's screen resolution.
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use_doublebuffer
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Use double buffering to reduce tearing. On some machines this is
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even faster than the normal method, but on others this makes
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problems, so you have to try out which setting works best.
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translucency
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Causes PrBoom to display certain objects as translucent.
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tran_filter_pct
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Selects how translucent objects are when they are translucent.
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Play with this and see for yourself.
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screenblocks
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Selects a reduced screen size inside the PrBoom window (the
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player's view is surrounded by a border). Normally this is unde-
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sirable, but it can help speed up the game. Can be changed in
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the game with the +/- keys, this variable is just to preserve
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that setting.
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usegamma
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Selects a level of gamma correction (extra screen brightening)
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to correct for a dark monitor or light surroundings. Can be
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selected in the game with the F11 key, this config entry pre-
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serves that setting.
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OPENGL SETTINGS
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If you are knowledgeable about OpenGL, you can tweak various aspects of
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the GL rendering engine.
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gl_nearclip
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The near clipping plane *100.
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gl_colorbuffer_bits
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The bit depth for the framebuffer. (16, 24 or 32 bits)
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gl_depthbuffer_bits
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The bit depth for the z-buffer. (16, 24 or 32 bits)
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gl_tex_filter_string
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A string, one of the following: GL_NEAREST or GL_LINEAR (no
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mipmapping), or one of GL_NEAREST_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LIN-
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EAR_MIPMAP_LINEAR with mipmapping.
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gl_tex_format_string
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One of the following strings: GL_RGBA - means format selected by
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driver (not so good), GL_RGBA2 - means 2 bits for each component
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(bad), GL_RGBA4 - means 4 bits for each component (like GL_RGBA
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on most cards), GL_RGB5_A1 - means 5 bits for each color compo-
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nent 1 bit for the alpha channel (default), GL_RGBA8 - means 8
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bits for each component (best quality, but only a little bit
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better than GL_RGB5_A1 and slower on most cards)
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gl_drawskys
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If 0, disables drawing skies, which may be needed with some
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problematic 3D cards.
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gl_sortsprites
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Experimental option, possibly faster but less reliable.
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MOUSE SETTINGS
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This section specifies settings for using a mouse with PrBoom. There
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are several settings that control button bindings (what action each
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button causes in the game); these are easiest set from the in-game
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menus, these config entries are to preserve the settings between games.
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use_mouse
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Enable or disable the use of a mouse with PrBoom.
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mouse_sensitivity_horiz, mouse_sensitivity_vert
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Sets the sensitivity of the mouse in PrBoom. Easier set from the
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in-game menus.
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KEY BINDINGS
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These specify the keys that trigger various actions in PrBoom. The
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codes used for keys are internal to PrBoom, though many keys are repre-
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sented by their ASCII codes. It is easiest to modify these via the in-
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game menus (OPTIONS->SETUP->KEY BINDINGS). These config file entries
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preserve the settings from this menu between game sessions.
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JOYSTICK SETTINGS
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There are the trigger variables here, which are calculated during joy-
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stick calibration (the values received from the kernel driver outside
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of which movement is caused in the game). Also there are the button-
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bindings, again best adjusted using the in-game menus.
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use_joystick
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This selects the number of the joystick to use, or 0 selects no
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joystick. You have to have the relevant device files (/dev/js0
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etc) and the kernel driver loaded.
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CHAT MACROS
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These are pre-written text strings for quick transmission to players in
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a network game (consult your Doom documentation). Easiest set via the
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in-game menus (OPTIONS->SETUP->CHAT MACROS).
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AUTOMAP SETTINGS
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These are settings related to the automap. These are easiest set from
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within the game.
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HEADS_UP DISPLAY SETTINGS
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These are settings related to the heads-up display, that is messages
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received while playing and the heads-up display of your current status
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obtained by pressing + while the view is full-screen in PrBoom. See the
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Boom documentation for details. All controlled best from within the
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game.
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WEAPON PREFERENCES
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Here are the settings from the Weapons menu in the game
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(OPTIONS->SETUP->WEAPONS).
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ALSO SEE
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prboom(6), PrBoom's documentation (including the Boom and MBF documen-
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tation) and your Doom documentation.
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AUTHOR
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See the file AUTHORS included with PrBoom for a list of contributors to
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PrBoom. This config file reference written by Colin Phipps
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(cph@moria.org.uk).
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PRBOOM-GAME-SERVER(6) PRBOOM-GAME-SERVER(6)
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NAME
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prboom-game-server - Server for network games of PrBoom.
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SYNOPSIS
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prboom-game-server [ -adfnrv ] [ -e epis ] [ -l level ] [ -t ticdup ]
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[ -x xtics ] [ -p port ] [ -s skill ] [ -N players ] [ -c conffilename
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] [ -w wadname[,dl_url ]]
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DESCRIPTION
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PrBoom is a version of the 3D shoot'em'up Doom, originally by id soft-
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ware. It includes, amongst other things, the ability to play with sev-
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eral players connected by a tcp/ip network. prboom-game-server is the
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`server', that is the program that passes data between the different
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players in the game.
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To start a network game (often abbreviated to `netgame'), first the
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server is started. prboom-game-server accepts various parameters to
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control the type of game (the skill level, number of players, level to
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play, optional WAD file(s) to load, etc).
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Then each player that wishes to participate runs prboom -net hostname,
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where hostname is the name of the machine on which the server is run-
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ning. Each copy of prboom retrieves information about the game from the
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server, and when the specified number of players have joined, the game
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begins.
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Options
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-N players
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Specifies the number of players in the game (default 2). The
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server will wait for this many players to join before starting
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the game.
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-e epis
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The episode to play (default 1). Unless you are playing Doom 1
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or Ultimate Doom, and wish to play one of the later episodes,
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you do not need to change this.
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-l level
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The level to play (default 1).
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-s skill
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Specify the skill level to play (1-5).
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-d Set game mode to (old) deathmatch (default is cooperative). See
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the original Doom docs for information about the different net-
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work game modes.
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-a Set game mode to `altdeath' (v2 deathmatch) (default is coopera-
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tive). See the original Doom docs for information about the dif-
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ferent network game modes.
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-f Select fast mode (monsters move faster).
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-n Selects nomonsters mode, i.e. there are no monsters in the game.
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-r Respawn mode. If you don't know what this is, you don't want to
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;-).
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-c conffilename
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Specifies a configuration file to read which sets parameters for
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the game. This is in the same format as the PrBoom configuration
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file (in fact, you can ask it to read your normal PrBoom config-
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uration file if you want). Only certain settings are acknowl-
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edged: default_skill, default_compatibility_level, the compati-
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bility options and some of the game settings (use -v to have the
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server print the options as it recognises them).
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-w wadname[,dl_url]
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Specifies a WAD file to play. This is added to the internal list
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that the server keeps. When a client connects, the server sends
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the list of WADs; PrBoom will then add this to the list of WADs
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specified on its command line. Optionally, an url to the file
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can be given too; if when PrBoom connects it cannot find the
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named WAD, it will attempt to retrieve the file from the given
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url, extracting it if necessary. See prboom(1) for information
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about the supported url types and compression formats.
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-t ticdup
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Reserved.
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-x xtics
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This causes extra information to be sent with each network
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packet; this will help on networks with high packet loss, but
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will use more bandwidth.
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-p port
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Tells prboom-game-server what port number to communicate via
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(default 5030). Note that if you change this from the default,
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then all the clients will also need to specify this number when
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they try to connect (the default programmed into prboom is also
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5030).
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-v Increases verbosity level; causes more diagnostics to be
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printed, the more times -v is specified.
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More Information
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prboom(6), boom.cfg(5)
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For more information, see the README that came with PrBoom.
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Doom is a registered trademark of id software (http://www.idsoft-
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ware.com/).
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Author
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See the file AUTHORS included with the PrBoom distribution. This man
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page was written by Colin Phipps (cph@moria.org.uk).
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PRBOOM(6) PRBOOM(6)
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NAME
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prboom - PrBoom, a version of Doom for Unix, Linux and Windows systems
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SYNOPSIS
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prboom [ -complevel lvl ] [ -width w ] [ -height h ] [ -viewangle n ]
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[ -vidmode gl ] [ -[no]fullscreen ] [ -[no]window ] [ -iwad iwadname ]
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[ -file wad1 ... ] [ -deh deh_file ] [ -noload ] [ -loadgame
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{0,1,2,3,4,5,6,7} ] [ -warp { map | epis level } -skill {1,2,3,4,5} ]
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[ {-fastdemo,-timedemo,-playdemo} demofile [ -ffmap num ] ] [ -record
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demofile ] [ -solonet ] [ -net hostname[:port] ] [ -deathmatch [ -alt-
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death ] ] [ { -timer mins | -avg }] ] [ -nosound ] [ -nosfx ] [ -nomu-
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sic] [ -nojoy ] [ -nomouse ] [ -noaccel ] [ -nodraw ] [ -config myconf
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] [ -save savedir ] [ -bexout bexdbg ] [ -debugfile debug_file ] [
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-devparm ] [ -noblit ] [ -nodrawers ]
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DESCRIPTION
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PrBoom is a version of the 3D shoot'em'up Doom, originally by iD soft-
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ware. It is based on Boom, a version of Doom adapted by TeamTNT
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(http://www.teamtnt.com/) for DOS. PrBoom uses the SDL library, meaning
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it can run on a variety of different systems, including Windows, X11,
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Linux/SVGALib.
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Options
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-complevel lvl
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This sets the compatibility mode that PrBoom runs in. If you
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need to change this, see README.compat.
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Video Options
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-width w
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Specifies the width of the PrBoom window, in pixels. Default is
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320, the width must be greater than 320..
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-height h
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Specifies the height of the PrBoom window, in pixels. Default is
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200, the height must be greater than 200.
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-viewangle n
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Causes the player view to be rotated by a given offset (speci-
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fied in 45degree increments, in the range 0..7) from the way the
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player is facing.
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-vidmode gl
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Use the OpenGL video mode. The default is to use the software
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video mode.
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-fullscreen, -nofullscreen
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These options toggle fullscreen mode. The default is fullscreen.
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-window, -nowindow
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This pair of options also toggle fullscreen mode. They only take
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effect for this prboom session and do not alter your configura-
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tion file.
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WAD Options
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-iwad iwadname
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Specifies the location of the IWAD file, typically doom.wad or
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doom2.wad (or doom2f.wad). This tells prboom where the main .wad
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file that came with the version of Doom that you own is.
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-file wad1 ...
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Specifies a list of PWAD files to load in addition to the IWAD
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file. PWAD files modify the existing Doom game, by adding levels
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or new sounds or graphics. PWAD files are widely available for
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download; try ftp.cdrom.com/pub/idgames for starters.
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-deh deh_file
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Tells PrBoom to load the dehacked patch deh_file.
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Game Options
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-loadgame {0,1,2,3,4,5,6,7}
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Instructs PrBoom to load the specified saved game immediately.
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-warp { map | epis level }
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Tells PrBoom to begin a new game immediately. For Doom 1 or
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Ultimate Doom, you must specify the episode and level number to
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begin at (epis is 1 for Knee-Deep in the Dead, 2 for Shores of
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Hell, 3 for Inferno, 4 for Ultimate Doom; level is between 1 and
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9). For Doom ][ or Final Doom, you must specify the map to begin
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at, which is between 1 and 2 (0 for German Doom ][).
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-skill n
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Tells PrBoom to begin the game at skill level n (1 for ITYTD, 2
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for Not Too Rough, 3 for Hurt Me Plenty, 4 for Ultraviolent, 5
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for Nightmare).
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-respawn
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Tells PrBoom that monsters that die should respawn (come back to
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life) after a while. Not for the inexperienced.
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-fast Tells PrBoom to make all the monsters move react faster. Not
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for the inexperienced.
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-nomonsters
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Tells PrBoom to include no monsters in the game.
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Multiplayer Options
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-net hostname[:port]
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Specifies that a TCP/IP network game is to be started. hostname
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is the name of the machine on which the network game server is
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running (prboom-game-server). For more information about this,
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see prboom-game-server(6) and the README that came with prboom.
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port is the port number on the remote machine to which to con-
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nect; if not specified, the default of 5030 (which is the
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default for prboom-game-server(6) ) is assumed. The server will
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configure your PrBoom settings, so that all the players have the
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same game settings (skill, map etc).
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Also, the server may specify additional PWAD files to play with; if you
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do not have the required .WAD file, PrBoom will ask the server for a
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download path, and attempt to use wget(1) and if necessary unzip(1) to
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download and extract the required WAD.
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-port portnum
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Specifies the local port to use to communicate with the server
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in a netgame.
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-deathmatch
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No longer used. Tells PrBoom to begin a deathmatch game, but
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this is overridden by the server's settings. Only works for sin-
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gle play (!).
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-altdeath
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Similar to -deathmatch, but implies a different set of rules for
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the deathmatch game. No longer used (specified by the server).
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-timer mins
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No longer used. Specifies that levels will end after mins min-
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utes of play if the level is still being played, but is overrid-
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den by the server in a netgame. Not really useful for single
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play.
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-avg Equivalent to -timer 20
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-solo-net
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Used to run a single-player network game, without a network game
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server. This enables network game items & options for an other-
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wise single-player game; some demos are recorded like this.
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Demo (LMP) Options
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-record demofile
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Instructs PrBoom to begin recording a demo, to be stored in
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demofile.lmp. You should specify game options to specify which
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level and skill to record at.
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-playdemo demofile
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Play the recorded demo demofile.lmp
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-timedemo demofile
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Play the recorded demo demofile.lmp, reporting information about
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the length of the demo (in gametics) afterwards.
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-fastdemo demofile
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Play the recorded demo demofile.lmp as fast as possible. Useful
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for benchmarking PrBoom, as compared to other versions of Doom.
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-ffmap num
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Fast forward the demo (play at max speed) until reaching map num
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(note that this takes just a number, not a map name, so so
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-ffmap 7 to go fast until MAP07 or ExM7).
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I/O Options
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-nosound
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Disables all sound effects and in-game music. This prevents the
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sound server loading, which lets the game run a little faster.
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-nosfx Disables sound effects during the game. This does not stop the
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sound server loading, however, so for best performance use
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-nosound.
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-nomusic
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Disables playing of music in the game.
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-nojoy Disables joystick support.
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-nomouse
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Prevents the mouse being grabbed by the prboom window.
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-noaccel
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For prboom, this prevents it using the MITShm server extension
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for passing the screen data to the X server. This option may be
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required if the X server is not local. For lsdoom, this tells
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lsdoom not to use the accelerated graphics functions that
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SVGALib provides even when they are supported for your video
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card (normally this is autodetected).
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-1, -2, -3
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Specifies the scale factor by which to enlarge the window. The
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default, -1, displays the normal 320x200 pixel Doom screen (or
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whatever size is specified by the -width and -height parameters
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or in the config file for prboom). If this window is too small,
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try using -2 or -3 to enlarge the window. -nodraw Suppress all
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graphical display. Only for debugging & demo testing.
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Configuration
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-config myconf
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Loads an alternative configuration file, named myconf. The
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default is boom.cfg(5), taken from the same directory as PrBoom
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was run from, except when running with OpenGL, then the default
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is glboom.cfg(5).
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-save savedir
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Causes prboom to save games in the directory specified by
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savedir instead of ~/.prboom/.
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Debugging/Profiling Options
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-devparm
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Development mode. Mostly redundant these days, but it does force
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non-lazy generation of texture lookups which can be useful for
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level authors debugging PWADs.
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-debugfile debug_file
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Causes some debugging information, mainly network info I
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believe, to be written to the named file as prboom runs.
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-nodrawers
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Causes no rendering to be done. The only conceivable use of this
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is (a) a multiplayer server (b) to test the speed of the other
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routines in the program, when combined with -timedemo.
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-noblit
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Causes no copying to the screen from the rendering buffer to be
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performed. The only conceivable use of this is (a) a multiplayer
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server (b) to test the speed of the other routines in the pro-
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gram, when combined with -timedemo.
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-bexout bexdbg
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Causes diagnostics related to bex and dehacked file processing
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to be written to the names file.
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More Information
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wget(1), unzip(1), boom.cfg(5), prboom-game-server(6)
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For more information, see the README that came with PrBoom, the Boom
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documentation, and your original Doom documentation.
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Doom is a registered trademark of id software (http://www.idsoft-
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ware.com/).
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Author
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See the file AUTHORS included with the PrBoom distribution.
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local PRBOOM(6)
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