boom.cfg man page on DragonFly

Man page or keyword search:  
man Server   44335 pages
apropos Keyword Search (all sections)
Output format
DragonFly logo
[printable version]

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_NEAR‐
	      EST_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->SET‐
       UP->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).

				     local			   BOOM.CFG(5)
[top]

List of man pages available for DragonFly

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net