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

NAME
       chocolate-heretic.cfg - Chocolate Heretic configuration file

DESCRIPTION
       chocolate-heretic.cfg is	a configuration	file for chocolate-heretic(6).
       This  file acts as an auxiliary configuration file; the main configura-
       tion options are	stored in heretic.cfg, which contains the same config-
       uration	options	 as  Vanilla  Heretic  (for  compatibility).	choco-
       late-heretic.cfg	 contains  configuration  options that are specific to
       Chocolate-Heretic only.

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

       The chocolate-heretic-setup(6) tool provides a simple to	use  front-end
       for editing chocolate-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, "cen-
	      ter" - place window at center of screen, "x,y" - place window at
	      the specified 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
	      effect if	running	in windowed mode (fullscreen=0)	and window_po-
	      sition is	not set	to "center".

       aspect_ratio_correct
	      If  non-zero, the	screen will be stretched vertically to display
	      correctly	on a square pixel video	mode.

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

       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
	      desktop  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 documenta-
	      tion for fullscreen_width.

       force_software_renderer
	      If non-zero, force the use of a software renderer.  For  use  on
	      systems 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 stan-
	      dards.

       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 interval 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,  screen-
	      shots 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
	      effects 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
	      contains "-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
	      using 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  compiled 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 convert-
	      ing 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 con-
	      tains 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 subdirec-
	      tory 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 sub-
	      stitute 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.
	      Default 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 mes-
	      sages. 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  par-
	      allel. 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.  De-
	      fault 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 play-
	      back.

       timidity_cfg_path
	      Full path	to a Timidity configuration file to use	for MIDI play-
	      back. 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
	      values 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 val-
	      ues 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.

       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
	      running full screen, this	has no effect.

       novert If  non-zero, all	vertical mouse movement	is ignored.  This emu-
	      lates 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 ex-
	      ceeds the	threshold value	(mouse_threshold), the speed is	multi-
	      plied by this value.

       mouse_threshold
	      Mouse acceleration threshold.  When the speed of mouse  movement
	      exceeds  this threshold value, the speed is multiplied by	an ac-
	      celeration 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
	      indicates	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  in-
	      verted.

       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
	      inverted.

       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
	      inverted.

       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  vir-
	      tual button #0.

       joystick_physical_button1
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #1.

       joystick_physical_button2
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #2.

       joystick_physical_button3
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #3.

       joystick_physical_button4
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #4.

       joystick_physical_button5
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #5.

       joystick_physical_button6
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #6.

       joystick_physical_button7
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #7.

       joystick_physical_button8
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #8.

       joystick_physical_button9
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #9.

       joystick_physical_button10
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #10.

       joystick_physical_button11
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #11.

       joystick_physical_button12
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #12.

       joystick_physical_button13
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #13.

       joystick_physical_button14
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual button #14.

       joystick_physical_button15
	      The  physical  joystick button that corresponds to joystick vir-
	      tual button #15.

       joystick_physical_button16
	      The physical joystick button that	corresponds to	joystick  vir-
	      tual 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_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_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.

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

						      chocolate-heretic.cfg(5)

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