prboom/doc/README.command-line
2024-09-08 18:03:02 +12:00

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