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BOOM.CFG(5)		       File Formats Manual		     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/gl-
     boom.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 comment
     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  variable-
     value  pair.  The first word (sequence of non-whitespace characters) 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 follow-
     ing  sections.  The sections are informal however; when PrBoom rewrites the
     config file it writes in section headings and puts variables into the rele-
     vant sections, but when reading these are ignored.

MISC SETTINGS
     compatibility_level
	    PrBoom is capable of behaving in a way compatible with earlier  ver-
	    sions of Doom and Boom/PrBoom. The value given here selects the ver-
	    sion   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.  Useful  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  high-
	    light 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  protection,
	    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 op-
	    tions: add 1 for colours, 2 for  non-ASCII	characters  to	be  dis-
	    played,  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	graphics
	    the  level is likely to need in memory. This makes it much slower to
	    load the level, but reduces disk activity and slowdowns 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  en-
	    abled,  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 setting.

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  re-
	    sume it at the same place - not implemented), 2=continue playing.

     sounddev, snd_channels, soundsrv, musicsrv
	    These  variables are no longer used by PrBoom, but are kept for com-
	    patibility reasons.

COMPATIBILITY SETTINGS
     These are settings that let you choose whether the  normal  game  mechanics
     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 de-
	    fault 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 resolu-
	    tion 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  prob-
	    lems, 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  undesirable,  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 preserves 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 mipmap-
	    ping), or one of  GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LIN-
	    EAR,  GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR with mipmap-
	    ping.

     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 component 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 problem-
	    atic 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  represented  by
     their ASCII codes. It is easiest to modify these via the in-game menus (OP-
     TIONS->SETUP->KEY	BINDINGS).  These  config file entries preserve the set-
     tings from this menu between game sessions.

JOYSTICK SETTINGS
     There are the trigger variables here, which are calculated during	joystick
     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 joy-
	    stick. 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 re-
     ceived while playing and the heads-up display of your  current  status  ob-
     tained  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   (OP-
     TIONS->SETUP->WEAPONS).

ALSO SEE
     prboom(6),  PrBoom's  documentation  (including the Boom and MBF documenta-
     tion) and your Doom documentation.

AUTHOR
     See the file AUTHORS included with PrBoom for a list of contributors to Pr-
     Boom.   This  config  file  reference  written  by  Colin	Phipps	(cph@mo-
     ria.org.uk).

				      local			     BOOM.CFG(5)

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