361 lines
13 KiB
Groff
361 lines
13 KiB
Groff
.TH PRBOOM-PLUS 6 "2011-06-27"
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.SH NAME
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prboom-plus \- PrBoom+, a version of Doom for Unix, Linux and Windows systems
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.SH SYNOPSIS
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.B prboom-plus
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[options] [values|files]
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.SH DESCRIPTION
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.B PrBoom
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is a version of the first-person shooter game Doom, originally released by iD software in 1993.
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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,
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meaning it can run on a variety of different systems,
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including Windows and Unix/X11.
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.PP
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.B PrBoom+
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is a Doom source port developed from the original PrBoom project.
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It adds uncapped framerate, variable gamespeed, re-record, walkcam, chasecam,
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full mouselook, FOV and other features without loss of compatibility
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with original Doom.
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.SH GAME OPTIONS
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.TP
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.BI \-complevel\ lvl
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This sets the compatibility mode that PrBoom+ runs in. If you need to change
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this, see \fBREADME.compat\fP.
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.TP
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\fB\-loadgame\fP { \fI0,1,2,3,4,5,6,7\fR }
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Instructs PrBoom+ to load the specified saved game immediately.
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.TP
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\fB\-warp\fP { \fImap\fR | \fIepis\fR \fIlevel\fR }
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Tells PrBoom+ to begin a new game immediately. For Doom 1 or The Ultimate Doom,
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you must specify the \fIepis\fRode and \fIlevel\fR number to begin at
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(\fIepis\fR is \fB1\fP for Knee-Deep in the Dead, \fB2\fP for Shores of Hell,
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\fB3\fP for Inferno, \fB4\fP for Thy flesh Consumed; \fIlevel\fR is between
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\fB1\fP and \fB9\fP). For Doom 2 or Final Doom, you must specify the
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\fImap\fR to begin at, which is between \fB1\fP and \fB32\fP (\fB30\fP for
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German Doom 2).
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.TP
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.BI \-skill\ n
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Tells PrBoom+ to begin the game
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at skill level \fIn\fR (\fB1\fP for I'm Too Young To Die; \fB2\fP for Hey, Not Too Rough;
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\fB3\fP for Hurt Me Plenty; \fB4\fP for Ultra-Violent; \fB5\fP for Nightmare!).
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.TP
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.BI \-respawn
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Tells PrBoom+ that monsters that die should respawn (come back to life)
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after a while. Not for the inexperienced.
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.TP
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.BI \-fast
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Tells PrBoom+ to make all the monsters move and
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react faster. Not for the inexperienced.
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.TP
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.BI \-nomonsters
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Tells PrBoom+ to include no monsters in the game.
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.TP
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.BI \-nocheats
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Disable applying cheats from dehacked files.
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.SH WAD OPTIONS
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.TP
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.BI \-iwad\ iwadname
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Specifies the location of the IWAD file, typically doom.wad or doom2.wad
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(or doom2f.wad). This tells PrBoom+ where the main .wad file that came
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with the version of Doom that you own is.
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.TP
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.BI \-file\ wad1\ \&...
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Specifies a list of PWAD files to load in addition to the IWAD file. PWAD
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files modify the existing Doom game, by adding levels or new sounds or
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graphics. PWAD files are widely available for download; try
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http://www.doomworld.com/idgames/ for starters.
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.TP
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.BI \-deh\ deh_file
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Tells PrBoom+ to load the dehacked patch \fIdeh_file\fR.
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.SH DEMO (LMP) OPTIONS
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.TP
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.BI \-record\ demofile
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Instructs PrBoom+ to begin recording a demo, to be stored in \fIdemofile.lmp\fR.
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You should specify \fBgame options\fR to specify which level and skill
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to record at.
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.TP
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.BI \-playdemo\ demofile
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Play the recorded demo \fIdemofile.lmp\fR.
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.TP
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.BI \-timedemo\ demofile
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Play the recorded demo \fIdemofile.lmp\fR, reporting information about
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the length of the demo (in gametics) afterwards.
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.TP
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.BI \-viddump\ filename
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Record a movie file, it requires external command-line encoding tools,
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oggenc2 (ogg vorbis audio encoder), x264 (h264 video encoder) and
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mkvmerge (mkv muxer).
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It is meant to be used with \-timedemo, e.g.
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"prboom-plus \-timedemo anydemo.lmp \-viddump filename.mkv".
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.TP
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.BI \-fastdemo\ demofile
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Play the recorded demo \fIdemofile.lmp\fR as fast as possible. Useful for
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benchmarking PrBoom+, as compared to other versions of Doom.
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.TP
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.BI \-ffmap\ num
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Fast forward the demo (play at max speed) until reaching map \fInum\fR
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(note that this takes just a number, not a map name, so so \fB-ffmap 7\fP
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to go fast until MAP07 or ExM7).
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.TP
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.BI \-warp\ x
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Warps directly to the start of map x of a recording without rendering any
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of the play up to that point. Pressing Use (<Space> by default) during
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skipping shows the current frame.
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.TP
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.BI \-avidemo\ fileprefix
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Grabbing of the screenshots to frmXXXX.tga.
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.TP
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.BI \-skipsec\ x
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Skip X secs during viewing of the demo.
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.TP
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.BI \-warp\ x \ -skipsec\ y
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Will skip y seconds on level x.
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.TP
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.BI \-recordfromto\ n.lmp\ m
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Play back the demo n.lmp, allowing the user to take over the controls at
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a point of his choosing, and save the resulting demo as m.lmp.
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.TP
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.BI \-levelstat
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Outputs a text-file called levelstat.txt containing level-by-level information
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on times, kills, items and secrets.
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.TP
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.BI \-spechit\ xxx
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Provides a spechits magic number, overriding the program's default value.
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.TP
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.BI \-nomonsters
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For playback of \-nomonsters demos recorded with Doom.exe 1.2.
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.TP
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.BI \-respawn
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For playback of \-respawn demos recorded with Doom.exe 1.2.
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.TP
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.BI \-auto
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Enables the autoloading of wads according to the lmp file-name. See below
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for information.
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.SS DEMOS OLD VERSIONS COMPATIBILITY PARAMETERS
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.TP
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.BI \-emulate\ prboom_ver
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For viewing old desynching PrBoom demos with all recording bugs from a
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particular version emulated. For example, "\-emulate 2.2.6" would be used
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to play back a desynching demo recorded with PrBoom 2.2.6. This would be
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instead of using the various command-line options for each recording bug
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(see below) from that version.
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.TP
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.BI \-force_monster_avoid_hazards
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For viewing old desynching doom-compatible PrBoom demos recorded with
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"monster_avoid_hazards 1" in config.
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.TP
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.BI \-force_remove_slime_trails
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For viewing old desynching doom-compatible demos recorded with old versions
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of PrBoom (< 2.4.6) or PrBoom+ (< 2.4.6.1) that are affected by the
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"remove slime trails" incompatibility.
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.TP
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.BI \-reject_pad_with_ff
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For viewing old desynching doom-compatible demos recorded with old versions
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of PrBoom (including 2.2.5 and 2.2.6) that padded a short REJECT with ones
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instead of zeroes.
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.TP
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.BI \-force_truncated_sector_specials
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For emulation of old buggy behaviour whereby Boom's generalized effects
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could work instead of failing in a compatibility mode in the case of a
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bad action number.
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.TP
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.BI \-force_no_dropoff
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For emulation of MBF_compatibility behaviour in PrBoom 2.2.2 - 2.4.7,
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whereby things did not drop off ledges when they would have done in MBF.
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.TP
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.BI \-force_prboom_friction
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For emulation of old buggy behaviour whereby Boom's friction and bobbing
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code were not faithfully replicated.
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.TP
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.BI \-force_force_boom_brainawake
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For emulation of Boom's behaviour with respect to the Monster Spawner,
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which differed slightly from that of "vanilla" Doom.
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.TP
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.BI \-force_lxdoom_demo_compatibility
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For emulation of all bugs in demo compatibility mode in lxdoom.
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.TP
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.BI \-boom_deh_parser
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Forces the Boom DEH parser.
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.TP
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.BI \-setmem\ system
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The desynch in fez1-924.lmp @ fez1.wad is gone, but you still need to add
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"\-setmem dosbox" or "\-setmem dos71" command line parameter, because the
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default "dos622" memory layout causes a desynch.
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.SH MULTIPLAYER OPTIONS
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.TP
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\fB\-net\fP \fIhostname\fR[:\fIport\fR]
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Specifies that a TCP/IP network game is to be started. \fIhostname\fR is
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the name of the machine on which the network game server is running
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(\fBprboom-plus-game-server\fP). For more information about this, see
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.BR prboom-plus-game-server (6)
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and the \fBREADME\fP that came with PrBoom+. \fIport\fR is the
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port number on the remote machine to which to connect; if not specified,
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the default of \fB5030\fP (which is the default for
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.BR prboom-plus-game-server (6)
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) is assumed.
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The server will configure your PrBoom+ settings, so that all the players
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have the same game settings (skill, map etc).
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.PP
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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 download
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path, and attempt to use
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.BR wget(1)
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and if necessary
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.BR unzip(1)
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to download and extract the required WAD.
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.TP
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.BI \-port\ portnum
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Specifies the local port to use to communicate with the server in a netgame.
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.TP
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.BI \-deathmatch
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No longer used. Tells PrBoom+ to begin a deathmatch game, but this is
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overridden by the server's settings. Only works for single play (!).
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.TP
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.BI \-altdeath
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Similar to \fB\-deathmatch\fP, 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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.TP
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.BI \-timer\ mins
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No longer used. Specifies that levels will end after \fImins\fR minutes
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of play if the level is still being played, but is overridden by the server
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in a netgame. Not really useful for single play.
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.TP
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.BI \-avg
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Equivalent to \fB-timer 20\fP.
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.TP
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.BI \-solo-net
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Used to run a single-player network game, without a network game server.
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This enables network game items & options for an otherwise single-player
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game; some demos are recorded like this.
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.SH VIDEO OPTIONS
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.TP
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.BI \-width\ w
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Specifies the width of the PrBoom+ window, in pixels. Default is \fB320\fP,
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the width must be greater than 320.
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.TP
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.BI \-height\ h
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Specifies the height of the PrBoom+ window, in pixels. Default is \fB200\fP,
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the height must be greater than 200.
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.TP
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.BI \-viewangle\ n
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Causes the player view to be rotated by a given offset (specified in
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45degree increments, in the range 0..7) from the way the player is facing.
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.TP
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.BI \-vidmode\ gl
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Use the OpenGL video mode. The default is to use the software video mode.
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.TP
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.BI \-fullscreen,\ \-nofullscreen
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These options toggle fullscreen mode. The default is fullscreen.
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.TP
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.BI \-window,\ \-nowindow
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This pair of options also toggle fullscreen mode. They only take effect
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for this PrBoom+ session and do not alter your configuration file.
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.TP
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.BI \-noaccel
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For PrBoom+, this prevents it using the MITShm server extension for passing
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the screen data to the X server. This option may be required if the X server
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is not local. For lsdoom, this tells lsdoom not to use the accelerated
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graphics functions that SVGALib provides even when they are supported for
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your video card (normally this is autodetected).
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.TP
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.BR \-1 ,\ \-2 ,\ \-3
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Specifies the scale factor by which to enlarge the window. The default,
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\fB-1\fP, displays the normal 320x200 pixel Doom screen (or whatever size
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is specified by the \fB-width\fP and \fB-height\fP parameters or in the
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config file for PrBoom+). If this window is too small, try using \fB-2\fP
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or \fB-3\fP to enlarge the window.
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.TP
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.BI \-nodraw
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Suppress all graphical display. Only for debugging & demo testing.
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.TP
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.BI \-aspect\ NxM
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For using a different aspect ratio; e.g. \-aspect 5x4, \-aspect 8x5 or \-aspect 2x1.
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.TP
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.BI \-videodriver\ name
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For setting up the videodriver name that SDL will use (See SDL documentation).
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"\-videodriver default" can be used to force SDL behaviour by default.
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.TP
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.BI \-resetgamma
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Restores the original gamma after a crash.
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.TP
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.BI \-geom\ NxM
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Basic syntax, for temporarily using a particular resolution without saving
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this in the cfg; e.g. \-geom 1280x1024.
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.TP
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.BI \-geom\ WidthxHeight[w|f]
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Advanced syntax, w - windowed, f - fullscreen. Examples: \-geom 320x200f,
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\-geom 640x480w.
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.SH I/O OPTIONS
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.TP
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.BI \-nosound
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Disables all sound effects and in-game music. This prevents the sound server
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loading, which lets the game run a little faster.
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.TP
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.BI \-nosfx
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Disables sound effects during the game. This does not stop the sound server
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loading, however, so for best performance use \-nosound.
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.TP
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.BI \-nomusic
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Disables playing of music in the game.
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.TP
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.BI \-nojoy
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Disables joystick support.
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.TP
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.BI \-nomouse
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Prevents the mouse being grabbed by the PrBoom+ window.
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.TP
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.BI \-shorttics
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Forces the same mouse behaviour as when recording (i.e. the converse of
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"\-longtics").
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.SH CONFIGURATION
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.TP
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.BI \-config\ myconf
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Loads an alternative configuration file, named \fImyconf\fR. The default is
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.BR prboom-plus.cfg (5),
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taken from the same directory as PrBoom+ was run from.
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.TP
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.BI \-save\ savedir
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Causes PrBoom+ to save games in the directory specified by \fIsavedir\fR
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instead of \fB~/.prboom-plus/\fP.
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.TP
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.BI \-shotdir\ shotdir
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Causes PrBoom+ to save screenshots in \fIshotdir\fR instead of the current
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directory.
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.SH DEBUGGING/PROFILING OPTIONS
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.TP
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.BI \-devparm
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Development mode. Mostly redundant these days, but it does force non-lazy
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generation of texture lookups which can be useful for level authors debugging
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PWADs.
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.TP
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.BI \-debugfile\ debug_file
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Causes some debugging information, mainly network info, to be
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written to the named file as PrBoom+ runs.
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.TP
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.BI \-nodrawers
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Causes no rendering to be done. The only conceivable use of this is (a)
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a multiplayer server (b) to test the speed of the other routines in the
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program, when combined with \fB\-timedemo\fP.
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.TP
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.BI \-noblit
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Causes no copying to the screen from the rendering buffer to be performed.
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The only conceivable use of this is (a) a multiplayer server (b) to test
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the speed of the other routines in the program, when combined with \fB\-timedemo\fP.
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.TP
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.BI \-bexout\ bexdbg
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Causes diagnostics related to bex and dehacked file processing to be written
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to the names file.
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.TP
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.BI \-blockmap
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Use if PrBoom-Plus reports a buggy blockmap.
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.SH SEE ALSO
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.BR prboom-plus.cfg (5),
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.BR prboom-plus-game-server (6)
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.PP
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For more information, see the \fBREADME\fP that came with PrBoom+, the Boom
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documentation, and your original Doom documentation.
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.PP
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Doom is a registered trademark of id software (http://www.idsoftware.com/).
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.SH AUTHORS
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See the file \fBAUTHORS\fP included with the PrBoom+ distribution.
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