Skip site navigation (1)Skip section navigation (2)

  
 
  

home | help
crispy-heretic.cfg(5)	       File Formats Manual	   crispy-heretic.cfg(5)

NAME
     crispy-heretic.cfg - Crispy Heretic configuration file

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

     crispy-heretic.cfg  is  normally  stored  in  the user's home directory, as
     ~/.local/share/crispy-heretic/crispy-heretic.cfg.	The path can be overrid-
     den using the XDG_DATA_HOME environment variable (see the XDG  Base  Direc-
     tory Specification).

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

FILE FORMAT
     The file format is the same as that used for heretic.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.

     png_screenshots
	    If	non-zero,  save  screenshots in PNG format. If zero, screenshots
	    are saved in PCX format, as Vanilla Doom does.

     mouse_acceleration_y
	    Vertical mouse acceleration factor.  When the speed of  mouse  move-
	    ment  exceeds  the	threshold  value (mouse_threshold), the speed is
	    multiplied by this value.

     mouse_threshold_y
	    Vertical mouse acceleration threshold.   When  the	speed  of  mouse
	    movement exceeds this threshold value, the speed is multiplied by an
	    acceleration factor (mouse_acceleration).

     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 1. 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_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.

     a11y_sector_lighting
	    If zero, this disables sectors changing their light level.

     a11y_extra_lighting
	    Amount of extra light to add to the game scene.

     a11y_weapon_flash
	    If	zero,  this  disables  weapon flashes changing the ambient light
	    level and flickering of torches.

     a11y_weapon_palette
	    If zero, this disables weapon palette changes

     a11y_weapon_pspr
	    If zero, this disables rendering of weapon flashes sprites.

     a11y_palette_changes
	    If zero, this disables palette changes upon damage, item pickup,  or
	    when wearing the radiation suit.

     a11y_invul_colormap
	    If zero, this disables colormap changes during invulnerability.

     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.

     mouseb_invleft
	    Mouse button to move to the left in the inventory.

     mouseb_invright
	    Mouse button to move to the right in the inventory.

     mouseb_useartifact
	    Mouse button to use artifact.

     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.

     joyb_useartifact
	    Joystick virtual button to activate artifact.

     joyb_invleft
	    Joystick virtual button to move left in the inventory.

     joyb_invright
	    Joystick virtual button to move right in the inventory.

     joyb_flyup
	    Joystick virtual button to fly up.

     joyb_flydown
	    Joystick virtual button to fly down.

     joyb_flycenter
	    Joystick virtual button to center flying.

     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_nextlevel
	    Keyboard shortcut to go to next level.

     key_menu_reloadlevel
	    Keyboard shortcut to restart current level or demo.

     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_menu_cleanscreenshot
	    Keyboard shortcut to save a clean screenshot.

     key_menu_del
	    Key to delete a savegame.

     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_map_overlay
	    Key to toggle the overlay mode when in the map view.

     key_map_rotate
	    Key to toggle the rotate mode when in the map view.

     mouseb_mapzoomin
	    Mouse button to zoom in when in the map view.

     mouseb_mapzoomout
	    Mouse button to zoom out when in the map view.

     mouseb_mapmaxzoom
	    Mouse button to zoom out the max amount when in the map view.

     mouseb_mapfollow
	    Mouse button to toggle follow mode 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_arti_quartz
	    Key to use "quartz flask" artifact.

     key_arti_urn
	    Key to use "mystic urn" artifact.

     key_arti_bomb
	    Key to use "timebomb of the ancients" artifact.

     key_arti_tome
	    Key to use "tome of power" artifact.

     key_arti_ring
	    Key to use "ring of invincibility" artifact.

     key_arti_chaosdevice
	    Key to use "chaos device" artifact.

     key_arti_shadowsphere
	    Key to use "shadowsphere" artifact.

     key_arti_wings
	    Key to use "wings of wrath" artifact.

     key_arti_torch
	    Key to use "torch" artifact.

     key_arti_morph
	    Key to use "morph ovum" artifact.

     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_reverse
	    Quick 180A<degree> reverse.

     key_togglenovert
	    Toggle vertical mouse movement.

     crispy_defaultskill
	    Default difficulty when starting a new game.

     crispy_fpslimit
	    Limit framerate to this value in frames per second.

     crispy_gamma
	    Crispy's variable to support intermediate and negative gamma levels.

     crispy_lvlwpnsnd
	    Level Weapon Sounds

     crispy_translucency
	    Enable translucency.

SEE ALSO
     crispy-heretic(6), heretic.cfg(5), crispy-heretic-setup(6)

Crispy Doom 7.1.0		   2024-01-23		   crispy-heretic.cfg(5)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=crispy-heretic.cfg&sektion=5&manpath=FreeBSD+Ports+15.1.quarterly>

home | help