348 lines
13 KiB
Groff
348 lines
13 KiB
Groff
.TH PRBOOM-PLUS.CFG 5 "2011-06-27"
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.SH NAME
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prboom-plus.cfg \- Configuration file for PrBoom+
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.SH USAGE
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When a version of PrBoom+ is
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run, it searches for this configuration file to modify its default settings.
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Every time PrBoom+ exits, it rewrites the configuration file, updating any
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settings that have been changed using the in-game menus.
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.PP
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PrBoom+ expects the config file to be \fB~/.prboom-plus/prboom-plus.cfg\fP.
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Alternatively, it can be made to look elsewhere by using a command-line
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parameter:
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.PP
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.B prboom-plus
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.RB [\| \-config
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.IR myconf \|]
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.RB
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.SH FORMAT
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\fBprboom-plus.cfg\fP consists of a number of variables and values. Each
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line is of the following format:
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.PP
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{
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{{# | ; | [}
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.I comment_text}
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.I variable
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{\fIdecimal_integer\fR | 0x\fIhex_integer\fR | "\fIstring_text\fR"}}
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}
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.PP
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Any line beginning with a non-alphabetic character is treated as a comment
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and ignored; for future compatibility you should start comments with a
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\fB#\fP, \fB;\fP or \fB[\fP.
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Note however that when PrBoom+ rewrites prboom-plus.cfg it does not preserve user
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added comments.
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.PP
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Any line beginning with an alphabetic character is treated as a variable-value
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pair.
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The first word (sequence of non-whitespace characters) is the variable name,
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and everything after the following block of whitespace is taken to be the
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value assigned to the variable.
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.PP
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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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.PP
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The variables recognised by PrBoom+ are described per-section in the following
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sections. The sections are informal however; when PrBoom+ rewrites the
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config file it writes in section headings and puts variables into the relevant
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sections, but when reading these are ignored.
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.SH MISC SETTINGS
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.TP
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.B compatibility_level
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PrBoom+ is capable of behaving in a way compatible with earlier versions
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of Doom and Boom/PrBoom[+]. The value given here selects the version to be
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compatible with when doing new games/demos. See \fBREADME.compat\fP for
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details.
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.TP
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.B realtic_clock_rate
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Selects the speed that PrBoom+ runs at, as a percentage of normal game speed.
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Leave at \fB0\fP unless you want to experiment. Note that it is considered
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`cheating' to use this at any setting below or above \fB0\fP.
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.TP
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.B max_player_corpse
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Sets the maximum number of player corpses to leave lying around. If this
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limit would be exceeded, an old corpse is removed. Useful for big/long
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Deathmatch games, where the sheer number of corpses could slow the game
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down.
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.TP
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.B flashing_hom
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Flag indicating whether a flashing red background is drawn to highlight
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HOM (Hall of Mirrors) errors in levels (for level developers).
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.TP
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.B demo_insurance
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Selects a method of protecting demos against `going out of sync' (where
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the player seems to lose control and behave madly, but in fact the players
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original instructions as stored in the demo have got out of sync with the
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game he was playing). \fB0\fP=No protection, \fB1\fP=Full protection,
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\fB2\fP=Only while recording demos. Safest when left set to \fB2\fP.
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.TP
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.B endoom_mode
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This parameter specifies options controlling the display of the credits
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screen when Doom exits. Currently it is the sum of 3 options: add \fB1\fP
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for colours, \fB2\fP for non-ASCII characters to be displayed, and \fB4\fP
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for the last line to be skipped so the top line doesn't scroll off screen.
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.TP
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.B level_precache
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If set, when loading a new level PrBoom+ precaches all the graphics the
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level is likely to need in memory. This makes it much slower to load the
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level, but reduces disk activity and slowdowns reading data during play.
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Most systems are fast enough that precaching is not needed.
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.SH FILES SETTINGS
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.TP
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.BR wadfile_1,\ \fBwadfile_2\fP
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The names of 2 .wad files to be automatically loaded when PrBoom+ is started.
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A blank string means unused.
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.TP
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.BR dehfile_1,\ \fBdehfile_2\fP
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The names of 2 patch files (.deh or .bex) to be automatically loaded when
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PrBoom+ is started (empty string for none).
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.SH GAME SETTINGS
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.TP
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.B default_skill
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The default skill level when starting a new game.
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.TP
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.B weapon_recoil
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Enables recoil from weapon fire.
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.TP
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.B doom_weapon_toggles
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Flag indicating whether pressing 3 or 1 when that weapon is already selected
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causes the selected shotgun or fist/chainsaw to be toggled, as in original
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Doom. Some people prefer to use a number for each weapon alone.
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.TP
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.B player_bobbing
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Enables player bobbing (view moving up/down slightly as the player
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runs).
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.TP
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.B monsters_remember
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Makes monsters remember their previous enemy after killing their current
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target.
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.TP
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.B monster_infighting
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Whether monsters will fight each other when they injure each other
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accidentally.
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.TP
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.B monster_backing
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Whether monsters without close combat weapons will back away from close
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combat (unlike original Doom).
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.TP
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.B monster_avoid_hazards
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Whether monsters avoid crushing ceilings.
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.TP
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.B monkeys
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Whether monsters will climb steep stairs.
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.TP
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.B monster_friction
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Whether monsters are affected by changed floor friction (they should be,
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but weren't in Boom).
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.TP
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.B help_friends
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Whether monsters will help out injured monsters by aiding them against
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their attacker.
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.TP
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.B player_helpers
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The number of helper dogs to spawn.
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.TP
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.B friend_distance
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Distance within which friends will generally stay.
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.TP
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.B dog_jumping
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Whether dogs will jump.
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.TP
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.B sts_always_red
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PrBoom+ can make the colour of the text displays on the status bar reflect
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your current status (\fBred\fP=low, \fByellow\fP=average, \fBgreen\fP=good,
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\fBblue\fP=super-charged). This option if set selects the traditional
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Doom behavior of always-red status bar display; set to \fB0\fP to allow
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the coloured display.
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.TP
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.B sts_pct_always_gray
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See above, this makes just the percent signs always gray, instead of
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changing colour.
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.TP
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.B sts_traditional_keys
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Doom and Boom have two types of keys; PrBoom+ will normally display both
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keys of a given colour if you have both. This option, if enabled, instead
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makes PrBoom+ only ever display one key of each colour, in the same way
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Doom did.
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.TP
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.B traditional_menu
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Changes PrBoom+'s menu ordering to be the same as original Doom if enabled.
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.TP
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.B show_messages
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When enabled, text messages are displayed in the top left corner of the
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screen describing events in the game. Can be toggled in the game, this is
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just to preserve the setting.
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.TP
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.B autorun
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Makes the player always run, without having to hold down a run key. Can
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be toggled in the game, this just preserves the setting.
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.SH SOUND SETTINGS
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.TP
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.B sound_card
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Selects whether sound effects are enabled (non-zero enables). For compatibility
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reasons with Boom, a range of values are accepted.
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.TP
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.B music_card
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Selects whether in-game music is enabled (non-zero enables). For compatibility
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reasons a range of values are accepted.
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.TP
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.B pitched_sounds
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If enabled by this variable, this enables `pitching' (making pitch adjustments
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to the playing sounds) for 16 bit sound cards.
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.TP
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.B samplerate
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The samplerate for soundmixing and timidity. The sound quality is much
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better at higher samplerates, but if you use timidity then higher samplerates
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need much more CPU power. Useful values are \fB11025\fP, \fB22050\fP,
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\fB44100\fP and \fB48000\fP.
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.TP
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.B sfx_volume
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Sound effects volume. This is best adjusted in the game.
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.TP
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.B music_volume
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Music volume. This is best adjusted in the game.
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.TP
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.B mus_pause_opt
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Selects what PrBoom+ does to the music when a games is paused. \fB0\fP=stop
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the music, \fB1\fP=pause the music (stop it playing, but when resumed resume
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it at the same place - not implemented), \fB2\fP=continue playing.
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.TP
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.BR sounddev ,\ snd_channels ,\ soundsrv ,\ musicsrv
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These variables are no longer used by PrBoom+, but are kept for compatibility
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reasons.
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.SH COMPATIBILITY SETTINGS
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These are settings that let you choose whether the normal game mechanics
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are used, or whether various quirks, bugs and limitations of the original
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Doom game are emulated.
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.SH VIDEO SETTINGS
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.TP
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.BR screen_width ,\ screen_height
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For versions of PrBoom+ which support high-res, these specify the default
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screen or window size for PrBoom+. These settings are ignored and preserved by
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versions of PrBoom+ which do not do high-res (they assume 320x200).
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.TP
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.B use_fullscreen
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If set, this causes PrBoom+ to try to go full screen. Depending on your
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video driver and mode, this may include changing screen resolution to
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better match the game's screen resolution.
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.TP
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.B use_doublebuffer
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Use double buffering to reduce tearing. On some machines this is even faster
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than the normal method, but on others this makes problems, so you have to
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try out which setting works best.
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.TP
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.B translucency
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Causes PrBoom+ to display certain objects as translucent.
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.TP
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.B tran_filter_pct
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Selects how translucent objects are when they are translucent. Play with
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this and see for yourself.
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.TP
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.B screenblocks
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Selects a reduced screen size inside the PrBoom+ window (the player's view
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is surrounded by a border). Normally this is undesirable, but it can help
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speed up the game. Can be changed in the game with the +/- keys, this
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variable is just to preserve that setting.
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.TP
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.B usegamma
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Selects a level of gamma correction (extra screen brightening) to correct
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for a dark monitor or light surroundings. Can be selected in the game with
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the F11 key, this config entry preserves that setting.
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.SH OPENGL SETTINGS
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.PP
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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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.TP
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.B gl_nearclip
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The near clipping plane *100.
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.TP
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.B gl_colorbuffer_bits
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The bit depth for the framebuffer. (\fB16\fP, \fB24\fP or \fB32\fP bits).
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.TP
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.B gl_depthbuffer_bits
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The bit depth for the z-buffer. (\fB16\fP, \fB24\fP or \fB32\fP bits).
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.TP
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.B gl_tex_filter_string
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A string, one of the following: \fBGL_NEAREST\fP or \fBGL_LINEAR\fP
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(no mipmapping), or one of
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\fBGL_NEAREST_MIPMAP_NEAREST\fP, \fBGL_NEAREST_MIPMAP_LINEAR\fP,
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\fBGL_LINEAR_MIPMAP_NEAREST\fP, \fBGL_LINEAR_MIPMAP_LINEAR\fP
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with mipmapping.
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.TP
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.B gl_tex_format_string
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One of the following strings:
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\fBGL_RGBA\fP - means format selected by driver (not so good),
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\fBGL_RGBA2\fP - means 2 bits for each component (bad),
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\fBGL_RGBA4\fP - means 4 bits for each component (like \fBGL_RGBA\fP on
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most cards),
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\fBGL_RGB5_A1\fP - means 5 bits for each color component 1 bit for the
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alpha channel (default),
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\fBGL_RGBA8\fP - means 8 bits for each component (best quality, but only
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a little bit better than \fBGL_RGB5_A1\fP and slower on most cards).
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.TP
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.B gl_drawskys
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If \fB0\fP, disables drawing skies, which may be needed with some problematic
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3D cards.
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.TP
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.B gl_sortsprites
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Experimental option, possibly faster but less reliable.
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.SH MOUSE SETTINGS
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.PP
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This section specifies settings for using a mouse with PrBoom+. There are
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several settings that control button bindings (what action each button
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causes in the game); these are easiest set from the in-game menus, these
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config entries are to preserve the settings between games.
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.TP
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.B use_mouse
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Enable or disable the use of a mouse with PrBoom+.
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.TP
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.BR mouse_sensitivity_horiz ,\ mouse_sensitivity_vert
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Sets the sensitivity of the mouse in PrBoom+. Easier set from the in-game
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menus.
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.SH KEY BINDINGS
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.PP
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These specify the keys that trigger various actions in PrBoom+. The codes
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used for keys are internal to PrBoom+, though many keys are represented
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by their ASCII codes. It is easiest to modify these via the in-game menus
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(OPTIONS->SETUP->KEY BINDINGS). These config file entries preserve the
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settings from this menu between game sessions.
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.SH JOYSTICK SETTINGS
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.PP
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There are the trigger variables here, which are calculated during joystick
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calibration (the values received from the kernel driver outside of which
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movement is caused in the game). Also there are the button-bindings, again
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best adjusted using the in-game menus.
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.TP
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.B use_joystick
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This selects the number of the joystick to use, or \fB0\fP selects no joystick.
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You have to have the relevant device files (\fB/dev/js0\fP etc) and the
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kernel driver loaded.
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.SH CHAT MACROS
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.PP
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These are pre-written text strings for quick transmission to players in a
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network game (consult your Doom documentation). Easiest set via the in-game
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menus (OPTIONS->SETUP->CHAT MACROS).
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.SH AUTOMAP SETTINGS
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.PP
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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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.SH HEADS_UP DISPLAY SETTINGS
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.PP
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These are settings related to the heads-up display, that is messages received
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while playing and the heads-up display of your current status obtained by
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pressing + while the view is full-screen in PrBoom+. See the Boom documentation
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for details. All controlled best from within the game.
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.SH WEAPON PREFERENCES
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.PP
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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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.SH SEE ALSO
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.BR prboom-plus (6),
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.BR prboom-plus-game-server (6),
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PrBoom+'s documentation (including the Boom and MBF documentation)
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and your Doom documentation.
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.SH AUTHORS
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See the file \fBAUTHORS\fP included with PrBoom+ for a list of contributors
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to PrBoom+.
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This config file reference written by Colin Phipps (cph@moria.org.uk).
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