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PRBOOM(6)			  Games Manual			       PRBOOM(6)

NAME
     prboom - PrBoom, a version of Doom for Unix, Linux and Windows systems

SYNOPSIS
     prboom  [	-complevel  lvl  ] [ -width w ] [ -height h ] [ -viewangle n ] [
     -vidmode gl ] [ -[no]fullscreen ] [ -[no]window ]	[  -iwad  iwadname  ]  [
     -file   wad1   ...   ]   [   -deh	deh_file  ]  [	-noload  ]  [  -loadgame
     {0,1,2,3,4,5,6,7} ] [ -warp { map | epis level }  -skill  {1,2,3,4,5}  ]  [
     {-fastdemo,-timedemo,-playdemo}  demofile	[  -ffmap  num ] ] [ -record de-
     mofile ] [ -solonet ] [ -net hostname[:port] ] [ -deathmatch [ -altdeath  ]
     ]	[ { -timer mins | -avg }] ] [ -nosound ] [ -nosfx ] [ -nomusic] [ -nojoy
     ] [ -nomouse ] [ -noaccel ] [ -nodraw ] [ -config myconf ] [ -save  savedir
     ]	[  -bexout bexdbg ] [ -debugfile debug_file ] [ -devparm ] [ -noblit ] [
     -nodrawers ]

DESCRIPTION
     PrBoom is a version of the 3D shoot'em'up Doom, originally by iD  software.
     It   is   based   on   Boom,   a	version   of  Doom  adapted  by  TeamTNT
     (http://www.teamtnt.com/) for DOS. PrBoom uses the SDL library, meaning  it
     can  run  on  a  variety  of  different  systems,	including  Windows, X11,
     Linux/SVGALib.

Options
     -complevel lvl
	    This sets the compatibility mode that PrBoom runs in. If you need to
	    change this, see README.compat.

Video Options
     -width w
	    Specifies the width of the PrBoom window, in pixels. Default is 320,
	    the width must be greater than 320..

     -height h
	    Specifies the height of the PrBoom window,	in  pixels.  Default  is
	    200, the height must be greater than 200.

     -viewangle n
	    Causes the player view to be rotated by a given offset (specified in
	    45degree  increments,  in the range 0..7) from the way the player is
	    facing.

     -vidmode gl
	    Use the OpenGL video mode. The default is to use the software  video
	    mode.

     -fullscreen, -nofullscreen
	    These options toggle fullscreen mode. The default is fullscreen.

     -window, -nowindow
	    This pair of options also toggle fullscreen mode. They only take ef-
	    fect  for  this  prboom  session and do not alter your configuration
	    file.

WAD Options
     -iwad iwadname
	    Specifies the location of  the  IWAD  file,  typically  doom.wad  or
	    doom2.wad  (or  doom2f.wad).  This	tells prboom where the main .wad
	    file that came with the version of Doom that you own is.

     -file wad1 ...
	    Specifies a list of PWAD files to load in addition to the IWAD file.
	    PWAD files modify the existing Doom game, by adding  levels  or  new
	    sounds  or	graphics.  PWAD files are widely available for download;
	    try ftp.cdrom.com/pub/idgames for starters.

     -deh deh_file
	    Tells PrBoom to load the dehacked patch deh_file.

Game Options
     -loadgame {0,1,2,3,4,5,6,7}
	    Instructs PrBoom to load the specified saved game immediately.

     -warp { map | epis level }
	    Tells PrBoom to begin a new game immediately. For Doom 1 or Ultimate
	    Doom, you must specify the episode and  level  number  to  begin  at
	    (epis  is  1  for Knee-Deep in the Dead, 2 for Shores of Hell, 3 for
	    Inferno, 4 for Ultimate Doom; level is between 1 and 9). For Doom ][
	    or Final Doom, you must specify the map to begin at,  which  is  be-
	    tween 1 and 2 (0 for German Doom ][).

     -skill n
	    Tells  PrBoom to begin the game at skill level n (1 for ITYTD, 2 for
	    Not Too Rough, 3 for Hurt Me  Plenty,  4  for  Ultraviolent,  5  for
	    Nightmare).

     -respawn
	    Tells  PrBoom  that  monsters  that die should respawn (come back to
	    life) after a while. Not for the inexperienced.

     -fast  Tells PrBoom to make all the monsters move	react  faster.	Not  for
	    the inexperienced.

     -nomonsters
	    Tells PrBoom to include no monsters in the game.

Multiplayer Options
     -net hostname[:port]
	    Specifies  that  a TCP/IP network game is to be started. hostname is
	    the name of the machine on which the network game server is  running
	    (prboom-game-server).  For	more information about this, see prboom-
	    game-server(6) and the README that came with  prboom.  port  is  the
	    port number on the remote machine to which to connect; if not speci-
	    fied,  the	default  of  5030 (which is the default for prboom-game-
	    server(6) ) is assumed.  The server will configure your PrBoom  set-
	    tings,  so	that all the players have the same game settings (skill,
	    map etc).

     Also, the server may specify additional PWAD files to play with; if you  do
     not  have the required .WAD file, PrBoom will ask the server for a download
     path, and attempt to use wget(1) and if necessary unzip(1) to download  and
     extract the required WAD.

     -port portnum
	    Specifies  the local port to use to communicate with the server in a
	    netgame.

     -deathmatch
	    No longer used. Tells PrBoom to begin a deathmatch game, but this is
	    overridden by the server's settings. Only works for single play (!).

     -altdeath
	    Similar to -deathmatch, but implies a different set of rules for the
	    deathmatch game. No longer used (specified by the server).

     -timer mins
	    No longer used. Specifies that levels will end after mins minutes of
	    play if the level is still being played, but is  overridden  by  the
	    server in a netgame. Not really useful for single play.

     -avg   Equivalent to -timer 20

     -solo-net
	    Used  to  run  a  single-player network game, without a network game
	    server. This enables network game items & options for  an  otherwise
	    single-player game; some demos are recorded like this.

Demo (LMP) Options
     -record demofile
	    Instructs  PrBoom  to  begin  recording  a demo, to be stored in de-
	    mofile.lmp. You should specify game options to specify  which  level
	    and skill to record at.

     -playdemo demofile
	    Play the recorded demo demofile.lmp

     -timedemo demofile
	    Play the recorded demo demofile.lmp, reporting information about the
	    length of the demo (in gametics) afterwards.

     -fastdemo demofile
	    Play  the recorded demo demofile.lmp as fast as possible. Useful for
	    benchmarking PrBoom, as compared to other versions of Doom.

     -ffmap num
	    Fast forward the demo (play at max speed)  until  reaching	map  num
	    (note  that this takes just a number, not a map name, so so -ffmap 7
	    to go fast until MAP07 or ExM7).

I/O Options
     -nosound
	    Disables all sound effects and  in-game  music.  This  prevents  the
	    sound server loading, which lets the game run a little faster.

     -nosfx
	    Disables sound effects during the game. This does not stop the sound
	    server loading, however, so for best performance use -nosound.

     -nomusic
	    Disables playing of music in the game.

     -nojoy
	    Disables joystick support.

     -nomouse
	    Prevents the mouse being grabbed by the prboom window.

     -noaccel
	    For  prboom,  this prevents it using the MITShm server extension for
	    passing the screen data to the X server. This option may be required
	    if the X server is not local. For lsdoom, this tells lsdoom  not  to
	    use  the  accelerated  graphics functions that SVGALib provides even
	    when they are supported for your video card (normally  this  is  au-
	    todetected).

     -1, -2, -3
	    Specifies  the  scale factor by which to enlarge the window. The de-
	    fault, -1, displays the normal 320x200 pixel Doom screen  (or  what-
	    ever  size	is  specified by the -width and -height parameters or in
	    the config file for prboom).  If this window is too small, try using
	    -2 or -3 to enlarge the window.  -nodraw Suppress all graphical dis-
	    play. Only for debugging & demo testing.

Configuration
     -config myconf
	    Loads an alternative configuration file, named myconf.  The  default
	    is	boom.cfg(5),  taken  from  the	same directory as PrBoom was run
	    from, except when running with  OpenGL,  then  the	default  is  gl-
	    boom.cfg(5).

     -save savedir
	    Causes  prboom  to	save games in the directory specified by savedir
	    instead of ~/.prboom/.

Debugging/Profiling Options
     -devparm
	    Development mode. Mostly redundant these days,  but  it  does  force
	    non-lazy generation of texture lookups which can be useful for level
	    authors debugging PWADs.

     -debugfile debug_file
	    Causes some debugging information, mainly network info I believe, to
	    be written to the named file as prboom runs.

     -nodrawers
	    Causes  no rendering to be done. The only conceivable use of this is
	    (a) a multiplayer server (b) to test the speed of the other routines
	    in the program, when combined with -timedemo.

     -noblit
	    Causes no copying to the screen from the rendering buffer to be per-
	    formed. The only conceivable use of this is (a) a multiplayer server
	    (b) to test the speed of the other routines  in  the  program,  when
	    combined with -timedemo.

     -bexout bexdbg
	    Causes diagnostics related to bex and dehacked file processing to be
	    written to the names file.

More Information
     wget(1), unzip(1), boom.cfg(5), prboom-game-server(6)

     For  more information, see the README that came with PrBoom, the Boom docu-
     mentation, and your original Doom documentation.

     Doom is a registered trademark of id software (http://www.idsoftware.com/).

Author
     See the file AUTHORS included with the PrBoom distribution.

				      local			       PRBOOM(6)

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