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chocolate-strife.cfg(5)        File Formats Manual	 chocolate-strife.cfg(5)

NAME
     chocolate-strife.cfg - Chocolate Strife configuration file

DESCRIPTION
     chocolate-strife.cfg is a configuration file for chocolate-strife(6).  This
     file  acts  as  an auxiliary configuration file; the main configuration op-
     tions are stored in strife.cfg, which contains the same  configuration  op-
     tions as Vanilla Strife (for compatibility).  chocolate-strife.cfg contains
     configuration options that are specific to Chocolate-Strife only.

     chocolate-strife.cfg  is  normally  stored in the user's home directory, as
     ~/.local/share/chocolate-strife/chocolate-strife.cfg.   The  path	can   be
     overridden  using	the XDG_DATA_HOME environment variable (see the XDG Base
     Directory Specification).

     The chocolate-strife-setup(6) tool provides a simple to use  front-end  for
     editing chocolate-strife.cfg.

FILE FORMAT
     The file format is the same as that used for strife.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 speci-
	    fied 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 ef-
	    fect 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 cor-
	    rectly on a square pixel video mode.

     smooth_pixel_scaling
	    If non-zero, the screen will have smooth scaling.

     integer_scaling
	    If	non-zero,  forces integer scales for resolution-independent ren-
	    dering.

     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 desk-
	    top 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  sys-
	    tems 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 in-
	    terval after changing video modes.

     graphical_startup
	    If non-zero, display the graphical startup screen.

     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 dis-
	    played.

     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  ef-
	    fects 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  con-
	    tains "-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 us-
	    ing 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  com-
	    piled  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 substi-
	    tute 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. De-
	    fault 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  val-
	    ues 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  saveg-
	    ames.

     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 de-
	    fault).   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  run-
	    ning 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  ex-
	    ceeds  this threshold value, the speed is multiplied by an accelera-
	    tion 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 in-
	    dicates 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  in-
	    verted.

     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  in-
	    verted.

     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.

     key_multi_msgplayer5
	    Key to send a message to player 5 during multiplayer games.

     key_multi_msgplayer6
	    Key to send a message to player 6 during multiplayer games.

     key_multi_msgplayer7
	    Key to send a message to player 7 during multiplayer games.

     key_multi_msgplayer8
	    Key to send a message to player 8 during multiplayer games.

SEE ALSO
     chocolate-strife(6), strife.cfg(5), chocolate-strife-setup(6)

Chocolate Doom 3.1.1		   2024-01-23		 chocolate-strife.cfg(5)

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