chocolate-doom.cfg - Man Page
Chocolate Doom configuration file
Description
chocolate-doom.cfg is a configuration file for chocolate-doom(6). This file acts as an auxiliary configuration file; the main configuration options are stored in default.cfg, which contains the same configuration options as Vanilla Doom (for compatibility). chocolate-doom.cfg contains configuration options that are specific to Chocolate-Doom only.
chocolate-doom.cfg is normally stored in the user's home directory, as ~/.local/share/chocolate-doom/chocolate-doom.cfg. The path can be overridden using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).
The chocolate-doom-setup(6) tool provides a simple to use front-end for editing chocolate-doom.cfg.
File Format
The file format is the same as that used for default.cfg(5).
Configuration Variables
- video_driver
 Name of the SDL video driver to use. If this is an empty string, the default video driver is used.
- window_position
 Position of the window on the screen when running in windowed mode. Accepted values are: "" (empty string) - don't care, "center" - place window at center of screen, "x,y" - place window at the specified coordinates.
- fullscreen
 If non-zero, the game will run in full screen mode. If zero, the game will run in a window.
- video_display
 Index of the display on which the game should run. This has no effect if running in windowed mode (fullscreen=0) and window_position is not set to "center".
- aspect_ratio_correct
 If non-zero, the screen will be stretched vertically to display correctly on a square pixel video mode.
- integer_scaling
 If non-zero, forces integer scales for resolution-independent rendering.
- window_width
 Window width when running in windowed mode.
- window_height
 Window height when running in windowed mode.
- fullscreen_width
 Width for screen mode when running fullscreen. If this and fullscreen_height are both set to zero, we run fullscreen as a desktop window that covers the entire screen, rather than ever switching screen modes. It should usually be unnecessary to set this value.
- fullscreen_height
 Height for screen mode when running fullscreen. See documentation for fullscreen_width.
- force_software_renderer
 If non-zero, force the use of a software renderer. For use on systems lacking hardware acceleration.
- max_scaling_buffer_pixels
 Maximum number of pixels to use for intermediate scaling buffer. More pixels mean that the screen can be rendered more precisely, but there are diminishing returns on quality. The default limits to 16,000,000 pixels, which is enough to cover 4K monitor standards.
- startup_delay
 Number of milliseconds to wait on startup after the video mode has been set, before the game will start. This allows the screen to settle on some monitors that do not display an image for a brief interval after changing video modes.
- show_endoom
 If non-zero, the ENDOOM text screen is displayed when exiting the game. If zero, the ENDOOM screen is not displayed.
- show_diskicon
 If non-zero, a disk activity indicator is displayed when data is read from disk. If zero, the disk activity indicator is not displayed.
- png_screenshots
 If non-zero, save screenshots in PNG format. If zero, screenshots are saved in PCX format, as Vanilla Doom does.
- snd_samplerate
 Sound output sample rate, in Hz. Typical values to use are 11025, 22050, 44100 and 48000.
- snd_cachesize
 Maximum number of bytes to allocate for caching converted sound effects in memory. If set to zero, there is no limit applied.
- snd_maxslicetime_ms
 Maximum size of the output sound buffer size in milliseconds. Sound output is generated periodically in slices. Higher values might be more efficient but will introduce latency to the sound output. The default is 28ms (one slice per tic with the 35fps timer).
- snd_pitchshift
 If non-zero, sound effects will have their pitch varied up or down by a random amount during play. If zero, sound effects play back at their default pitch.
- snd_musiccmd
 External command to invoke to perform MIDI playback. If set to the empty string, SDL_mixer's internal MIDI playback is used. This only has any effect when snd_musicdevice is set to General MIDI output.
- snd_dmxoption
 Value to set for the DMXOPTION environment variable. If this contains "-opl3", output for an OPL3 chip is generated when in OPL MIDI playback mode.
- opl_io_port
 The I/O port to use to access the OPL chip. Only relevant when using native OPL music playback.
- use_libsamplerate
 Controls whether libsamplerate support is used for performing sample rate conversions of sound effects. Support for this must be compiled into the program. If zero, libsamplerate support is disabled. If non-zero, libsamplerate is enabled. Increasing values roughly correspond to higher quality conversion; the higher the quality, the slower the conversion process. Linear conversion = 1; Zero order hold = 2; Fast Sinc filter = 3; Medium quality Sinc filter = 4; High quality Sinc filter = 5.
- libsamplerate_scale
 Scaling factor used by libsamplerate. This is used when converting sounds internally back into integer form; normally it should not be necessary to change it from the default value. The only time it might be needed is if a PWAD file is loaded that contains very loud sounds, in which case the conversion may cause sound clipping and the scale factor should be reduced. The lower the value, the quieter the sound effects become, so it should be set as high as is possible without clipping occurring.
- autoload_path
 Full path to a directory in which WAD files and dehacked patches can be placed to be automatically loaded on startup. A subdirectory of this directory matching the IWAD name is checked to find the files to load.
- music_pack_path
 Full path to a directory containing configuration files for substitute music packs. These packs contain high quality renderings of game music to be played instead of using the system's built-in MIDI playback.
- fsynth_chorus_active
 If 1, activate the FluidSynth chorus effects module. If 0, no chorus will be added to the output signal.
- fsynth_chorus_depth
 Specifies the modulation depth of the FluidSynth chorus. Default is 5.0, range is 0.0 to 256.0.
- fsynth_chorus_level
 Specifies the output amplitude of the FluidSynth chorus signal. Default is 0.35, range is 0.0 to 10.0.
- fsynth_chorus_nr
 Sets the voice count of the FluidSynth chorus signal. Default is 3, range is 0 to 99.
- fsynth_chorus_speed
 Sets the FluidSynth chorus modulation speed in Hz. Default is 0.3, range is 0.1 to 5.0.
- fsynth_midibankselect
 This setting defines how FluidSynth interprets Bank Select messages. The default is "gs". Other possible values are "gm", "xg" and "mma".
- fsynth_polyphony
 Sets the number of FluidSynth voices that can be played in parallel. Default is 256, range is 1 - 65535.
- fsynth_reverb_active
 If 1, activate the FluidSynth reverb effects module. If 0, no reverb will be added to the output signal.
- fsynth_reverb_damp
 Sets the amount of FluidSynth reverb damping. Default is 0.4, range is 0.0 to 1.0.
- fsynth_reverb_level
 Sets the FluidSynth reverb amplitude. Default is 0.15, range is 0.0 - 1.0.
- fsynth_reverb_roomsize
 Sets the room size(i.e. amount of wet) FluidSynth reverb. Default is 0.6, range is 0.0 - 1.0.
- fsynth_reverb_width
 Sets the stereo spread of the FluidSynth reverb signal. Default is 0.4, range is 0.0 - 100.0.
- fsynth_gain
 Fine tune the FluidSynth output level. Default is 1.0, range is 0.0 - 10.0.
- fsynth_sf_path
 Full path to a soundfont file to use with FluidSynth MIDI playback.
- timidity_cfg_path
 Full path to a Timidity configuration file to use for MIDI playback. The file will be evaluated from the directory where it is evaluated, so there is no need to add "dir" commands into it.
- gus_patch_path
 Path to GUS patch files to use when operating in GUS emulation mode.
- gus_ram_kb
 Number of kilobytes of RAM to use in GUS emulation mode. Valid values are 256, 512, 768 or 1024.
- winmm_midi_device
 MIDI device for native Windows MIDI.
- winmm_complevel
 Compatibility level for native Windows MIDI, default 0. Valid values are 0 (Vanilla), 1 (Standard), 2 (Full).
- winmm_reset_type
 Reset device type for native Windows MIDI, default 1. Valid values are 0 (None), 1 (GM Mode), 2 (GS Mode), 3 (XG Mode).
- winmm_reset_delay
 Reset device delay for native Windows MIDI, default 0, median value 100 ms.
- vanilla_savegame_limit
 If non-zero, the Vanilla savegame limit is enforced; if the savegame exceeds 180224 bytes in size, the game will exit with an error. If this has a value of zero, there is no limit to the size of savegames.
- vanilla_demo_limit
 If non-zero, the Vanilla demo size limit is enforced; the game exits with an error when a demo exceeds the demo size limit (128KiB by default). If this has a value of zero, there is no limit to the size of demos.
- vanilla_keyboard_mapping
 If non-zero, the game behaves like Vanilla Doom, always assuming an American keyboard mapping. If this has a value of zero, the native keyboard mapping of the keyboard is used.
- player_name
 Name to use in network games for identification. This is only used on the "waiting" screen while waiting for the game to start.
- grabmouse
 If this is non-zero, the mouse will be "grabbed" when running in windowed mode so that it can be used as an input device. When running full screen, this has no effect.
- novert
 If non-zero, all vertical mouse movement is ignored. This emulates the behavior of the "novert" tool available under DOS that performs the same function.
- mouse_acceleration
 Mouse acceleration factor. When the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed is multiplied by this value.
- mouse_threshold
 Mouse acceleration threshold. When the speed of mouse movement exceeds this threshold value, the speed is multiplied by an acceleration factor (mouse_acceleration).
- mouseb_strafeleft
 Mouse button to strafe left.
- mouseb_straferight
 Mouse button to strafe right.
- mouseb_turnleft
 Mouse button to turn left.
- mouseb_turnright
 Mouse button to turn right.
- mouseb_use
 Mouse button to "use" an object, eg. a door or switch.
- mouseb_backward
 Mouse button to move backwards.
- mouseb_prevweapon
 Mouse button to cycle to the previous weapon.
- mouseb_nextweapon
 Mouse button to cycle to the next weapon.
- dclick_use
 If non-zero, double-clicking a mouse button acts like pressing the "use" key to use an object in-game, eg. a door or switch.
- joystick_guid
 SDL GUID string indicating the joystick to use. An empty string indicates that no joystick is configured.
- joystick_index
 Index of SDL joystick to use; this is only used in the case where multiple identical joystick devices are connected which have the same GUID, to distinguish between devices.
- use_analog
 If non-zero, use analog movement when playing with a gamepad.
- joystick_x_axis
 Joystick axis to use to for horizontal (X) movement.
- joystick_x_invert
 If non-zero, movement on the horizontal joystick axis is inverted.
- joystick_turn_sensitivity
 Joystick turn analog sensitivity, specified as a value between 0 and 20.
- joystick_y_axis
 Joystick axis to use to for vertical (Y) movement.
- joystick_y_invert
 If non-zero, movement on the vertical joystick axis is inverted.
- joystick_strafe_axis
 Joystick axis to use to for strafing movement.
- joystick_strafe_invert
 If non-zero, movement on the joystick axis used for strafing is inverted.
- joystick_move_sensitivity
 Joystick move and strafe analog sensitivity, specified as a value between 0 and 20.
- joystick_look_axis
 Joystick axis to use to for looking up and down.
- joystick_look_invert
 If non-zero, movement on the joystick axis used for looking is inverted.
- joystick_look_sensitivity
 Joystick look analog sensitivity, specified as a value between 0 and 20.
- joystick_physical_button0
 The physical joystick button that corresponds to joystick virtual button #0.
- joystick_physical_button1
 The physical joystick button that corresponds to joystick virtual button #1.
- joystick_physical_button2
 The physical joystick button that corresponds to joystick virtual button #2.
- joystick_physical_button3
 The physical joystick button that corresponds to joystick virtual button #3.
- joystick_physical_button4
 The physical joystick button that corresponds to joystick virtual button #4.
- joystick_physical_button5
 The physical joystick button that corresponds to joystick virtual button #5.
- joystick_physical_button6
 The physical joystick button that corresponds to joystick virtual button #6.
- joystick_physical_button7
 The physical joystick button that corresponds to joystick virtual button #7.
- joystick_physical_button8
 The physical joystick button that corresponds to joystick virtual button #8.
- joystick_physical_button9
 The physical joystick button that corresponds to joystick virtual button #9.
- joystick_physical_button10
 The physical joystick button that corresponds to joystick virtual button #10.
- joystick_physical_button11
 The physical joystick button that corresponds to joystick virtual button #11.
- joystick_physical_button12
 The physical joystick button that corresponds to joystick virtual button #12.
- joystick_physical_button13
 The physical joystick button that corresponds to joystick virtual button #13.
- joystick_physical_button14
 The physical joystick button that corresponds to joystick virtual button #14.
- joystick_physical_button15
 The physical joystick button that corresponds to joystick virtual button #15.
- joystick_physical_button16
 The physical joystick button that corresponds to joystick virtual button #16.
- use_gamepad
 If non-zero, use the SDL_GameController interface instead of the SDL_Joystick interface.
- gamepad_type
 Stores the SDL_GameControllerType of the last configured gamepad.
- joystick_x_dead_zone
 Joystick x axis dead zone, specified as a percentage of the axis max value.
- joystick_y_dead_zone
 Joystick y axis dead zone, specified as a percentage of the axis max value.
- joystick_strafe_dead_zone
 Joystick strafe axis dead zone, specified as a percentage of the axis max value.
- joystick_look_dead_zone
 Joystick look axis dead zone, specified as a percentage of the axis max value.
- joyb_strafeleft
 Joystick virtual button to make the player strafe left.
- joyb_straferight
 Joystick virtual button to make the player strafe right.
- joyb_menu_activate
 Joystick virtual button to activate the menu.
- joyb_toggle_automap
 Joystick virtual button to toggle the automap.
- joyb_prevweapon
 Joystick virtual button that cycles to the previous weapon.
- joyb_nextweapon
 Joystick virtual button that cycles to the next weapon.
- key_pause
 Key to pause or unpause the game.
- key_menu_activate
 Key that activates the menu when pressed.
- key_menu_up
 Key that moves the cursor up on the menu.
- key_menu_down
 Key that moves the cursor down on the menu.
- key_menu_left
 Key that moves the currently selected slider on the menu left.
- key_menu_right
 Key that moves the currently selected slider on the menu right.
- key_menu_back
 Key to go back to the previous menu.
- key_menu_forward
 Key to activate the currently selected menu item.
- key_menu_confirm
 Key to answer 'yes' to a question in the menu.
- key_menu_abort
 Key to answer 'no' to a question in the menu.
- key_menu_help
 Keyboard shortcut to bring up the help screen.
- key_menu_save
 Keyboard shortcut to bring up the save game menu.
- key_menu_load
 Keyboard shortcut to bring up the load game menu.
- key_menu_volume
 Keyboard shortcut to bring up the sound volume menu.
- key_menu_detail
 Keyboard shortcut to toggle the detail level.
- key_menu_qsave
 Keyboard shortcut to quicksave the current game.
- key_menu_endgame
 Keyboard shortcut to end the game.
- key_menu_messages
 Keyboard shortcut to toggle heads-up messages.
- key_menu_qload
 Keyboard shortcut to load the last quicksave.
- key_menu_quit
 Keyboard shortcut to quit the game.
- key_menu_gamma
 Keyboard shortcut to toggle the gamma correction level.
- key_spy
 Keyboard shortcut to switch view in multiplayer.
- key_menu_incscreen
 Keyboard shortcut to increase the screen size.
- key_menu_decscreen
 Keyboard shortcut to decrease the screen size.
- key_menu_screenshot
 Keyboard shortcut to save a screenshot.
- key_map_toggle
 Key to toggle the map view.
- key_map_north
 Key to pan north when in the map view.
- key_map_south
 Key to pan south when in the map view.
- key_map_east
 Key to pan east when in the map view.
- key_map_west
 Key to pan west when in the map view.
- key_map_zoomin
 Key to zoom in when in the map view.
- key_map_zoomout
 Key to zoom out when in the map view.
- key_map_maxzoom
 Key to zoom out the maximum amount when in the map view.
- key_map_follow
 Key to toggle follow mode when in the map view.
- key_map_grid
 Key to toggle the grid display when in the map view.
- key_map_mark
 Key to set a mark when in the map view.
- key_map_clearmark
 Key to clear all marks when in the map view.
- key_weapon1
 Key to select weapon 1.
- key_weapon2
 Key to select weapon 2.
- key_weapon3
 Key to select weapon 3.
- key_weapon4
 Key to select weapon 4.
- key_weapon5
 Key to select weapon 5.
- key_weapon6
 Key to select weapon 6.
- key_weapon7
 Key to select weapon 7.
- key_weapon8
 Key to select weapon 8.
- key_prevweapon
 Key to cycle to the previous weapon.
- key_nextweapon
 Key to cycle to the next weapon.
- key_message_refresh
 Key to re-display last message.
- key_demo_quit
 Key to quit the game when recording a demo.
- key_multi_msg
 Key to send a message during multiplayer games.
- key_multi_msgplayer1
 Key to send a message to player 1 during multiplayer games.
- key_multi_msgplayer2
 Key to send a message to player 2 during multiplayer games.
- key_multi_msgplayer3
 Key to send a message to player 3 during multiplayer games.
- key_multi_msgplayer4
 Key to send a message to player 4 during multiplayer games.