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chocolate-strife(6)		  Games Manual		     chocolate-strife(6)

NAME
     chocolate-strife - historically compatible Strife engine

SYNOPSIS
     chocolate-strife [options]

DESCRIPTION
     Chocolate Strife is an accurate and complete recreation of Rogue Entertain-
     ment's  Strife:  Quest for the Sigil.  It was created through more than two
     years of reverse engineering effort with the blessings of the original pro-
     grammers of the game; see section "HISTORY" below.

GENERAL OPTIONS
     -config file
	    Load main configuration from the specified file, instead of the  de-
	    fault.

     -devparm
	    Developer mode. Implies -nograph.

     -extraconfig file
	    Load  additional  configuration  from the specified file, instead of
	    the default.

     -file file ...
	    Load the specified PWAD files.  Each succeeding argument is  treated
	    as	a  PWAD  file  name until one starts with a dash or the argument
	    list is exhausted.

     -iwad file
	    Specify an IWAD file to use.

     -nograph
	    Disable graphical introduction sequence

     -nomusic
	    Disable music.

     -nomusicpacks
	    Disable substitution music packs.

     -nosfx
	    Disable sound effects.

     -nosound
	    Disable all sound output.

     -novoice
	    Disable voice dialog and  show  dialog  as	text  instead,	even  if
	    voices.wad can be found.

     -response file
	    Load extra command-line arguments from the given response file.  Ar-
	    guments  read  from the file are inserted into the command line, re-
	    placing this argument.  A response file can also be loaded using the
	    abbreviated syntax '@file.rsp'.

     -savedir directory
	    Specify a path from which to load and save games.  If the  directory
	    does not exist then it will automatically be created.

     -version
	    Print the program version and exit.

GAME START OPTIONS
     -fast  Monsters move faster.

     -loadgame s
	    Load the game in slot s.

     -nomonsters
	    Disable monsters.

     -random
	    Items respawn at random locations

     -respawn
	    Respawn monsters after they are killed.

     -skill skill
	    Set the game skill, 1-5 (1: easiest, 5: hardest).  A skill of 0 dis-
	    ables all monsters.

     -turbo x
	    Turbo  mode.   The	player's speed is multiplied by x%.  If unspeci-
	    fied, x defaults to 200.  Values are rounded up to 10  and	down  to
	    400.

     -warp x
	    Start a game immediately, warping to level x.

DISPLAY OPTIONS
     -1     Don't scale up the screen.	Implies -window.

     -2     Double up the screen to 2x its normal size.  Implies -window.

     -3     Double up the screen to 3x its normal size.  Implies -window.

     -display x
	    Specify the display number on which to show the screen.

     -fullscreen
	    Run in fullscreen mode.

     -geometry WxH
	    Specify the dimensions of the window.  Implies -window.

     -height H
	    Specify the screen height, in pixels.  Implies -window.

     -noblit
	    Disable blitting the screen.

     -nodraw
	    Disable rendering the screen entirely.

     -nograbmouse
	    Don't grab the mouse when running in windowed mode.

     -nomouse
	    Disable the mouse.

     -width W
	    Specify the screen width, in pixels.  Implies -window.

     -window
	    Run in a window.

NETWORKING OPTIONS
     -altdeath
	    Start a deathmatch game.  Weapons do not stay in place and all items
	    respawn after 30 seconds.

     -autojoin
	    Automatically search the local LAN for a multiplayer server and join
	    it.

     -avg   Austin Virtual Gaming: end levels after 20 minutes.

     -connect address
	    Connect to a multiplayer server running on the given address.

     -dedicated
	    Start  a  dedicated server, routing packets but not participating in
	    the game itself.

     -dup n
	    Reduce the resolution of the game by a factor  of  n,  reducing  the
	    amount of network bandwidth needed.

     -extratics n
	    Send n extra tics in every packet as insurance against dropped pack-
	    ets.

     -left  Run as the left screen in three screen mode.

     -localsearch
	    Search the local LAN for running servers.

     -nodes n
	    Autostart the netgame when n nodes (clients) have joined the server.

     -oldsync
	    Use  original network client sync code rather than the improved sync
	    code.

     -port n
	    Use the specified UDP port for communications, instead  of	the  de-
	    fault (2342).

     -privateserver
	    When running a server, don't register with the global master server.
	    Implies -server.

     -query address
	    Query the status of the server running on the given IP address.

     -right
	    Run as the right screen in three screen mode.

     -search
	    Query  the	Internet  master  server  for  a  global  list of active
	    servers.

     -server
	    Start a multiplayer server, listening for connections.

     -servername name
	    When starting a network server, specify a name for the server.

     -solo-net
	    Start the game playing as though in a netgame with a single  player.
	    This can also be used to play back single player netgame demos.

     -timer n
	    For multiplayer games: exit each level after n minutes.

DEHACKED AND WAD MERGING
     -aa file ...
	    Equivalent to "-af <files> -as <files>".

     -af file ...
	    Simulates  the  behavior of NWT's -af option, merging flats into the
	    main IWAD directory.  Multiple files may be specified.

     -as file ...
	    Simulates the behavior of NWT's -as option, merging sprites into the
	    main IWAD directory.  Multiple files may be specified.

     -deh file ...
	    Load the given dehacked patch(es)

     -merge file ...
	    Simulates the behavior of deutex's -merge  option,	merging  a  PWAD
	    into the main IWAD.  Multiple files may be specified.

     -noautoload
	    Disable auto-loading of .wad files.

     -nocheats
	    Ignore cheats in dehacked files.

     -nwtmerge file ...
	    Simulates  the  behavior of NWT's -merge option.  Multiple files may
	    be specified.

DEMO OPTIONS
     -maxdemo size
	    Specify the demo buffer size (KiB)

     -playdemo demo
	    Play back the demo named demo.lmp.

     -record x
	    Record a demo named x.lmp.

     -solo-net
	    Play back a demo recorded in a netgame with a single player.

     -strictdemos
	    When recording or playing back demos, disable any extensions of  the
	    vanilla  demo  format  -  record demos as vanilla would do, and play
	    back demos as vanilla would do.

     -timedemo demo
	    Play back the demo named demo.lmp, determining the framerate of  the
	    screen.

COMPATIBILITY
     -donut x y
	    Use  the  specified  magic	values when emulating behavior caused by
	    memory overruns  from  improperly  constructed  donuts.  In  Vanilla
	    Strife  this  can differ depending on the operating system.  The de-
	    fault (if this option is not specified) is to emulate  the	behavior
	    when running under Windows 98.

     -gameversion version
	    Emulate  a	specific  version  of Strife. Valid values are "1.2" and
	    "1.31".

     -setmem version
	    Specify DOS version to emulate for NULL pointer  dereference  emula-
	    tion.  Supported versions are: dos622, dos71, dosbox. The default is
	    to emulate DOS 7.1 (Windows 98).

     -spechit n
	    Use the specified magic value when emulating spechit overruns.

OBSCURE AND LESS-USED OPTIONS
     -cdrom
	    [windows   only]   Save   configuration   data   and   savegames  in
	    c:\strife.cd, allowing play from CD.

     -dumpsubstconfig file
	    Read all MIDI files from loaded WAD files, dump an example substitu-
	    tion music config file to the specified file, and quit.

     -flip  Flip player gun sprites (broken).

     -mb mb
	    Specify the heap size, in MiB.

     -mmap  Use the OS's virtual memory subsystem to map WAD files directly into
	    memory.

     -nogui
	    If specified, don't show a GUI window for error  messages  when  the
	    game exits with an error.

     -work  Set  Rogue	playtesting  mode  (god mode; no cliping mode toggled by
	    backspace).

IWAD SEARCH PATHS
     To play, an IWAD file is needed.  This is a large file  containing  all  of
     the  levels, graphics, sound effects, music and other material that make up
     the game.	IWAD files are named according to the game; the  standard  names
     are:

     doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
	    Doom, Doom II, Final Doom

     heretic.wad, hexen.wad, strife.wad
	    Heretic, Hexen and Strife (commercial Doom engine games).

     hacx.wad, chex.wad
	    Hacx and Chex Quest - more obscure games based on the Doom engine.

     freedm.wad, freedoom1.wad, freedoom2.wad
	    The Freedoom open content IWAD files.

     The following directory paths are searched in order to find an IWAD:

     Current working directory
	    Any  IWAD  files found in the current working directory will be used
	    in preference to IWADs found in any other directories.

     DOOMWADDIR
	    This environment variable can be set to contain a path to  a  single
	    directory  in  which to look for IWAD files.  This environment vari-
	    able is supported by most Doom source ports.

     DOOMWADPATH
	    This environment variable, if set,	can  contain  a  colon-separated
	    list  of  directories  in  which to look for IWAD files, or alterna-
	    tively full paths to specific IWAD files.

     $HOME/.local/share/games/doom
	    Writeable directory in the user's home directory.  The path  can  be
	    overridden using the XDG_DATA_HOME environment variable (see the XDG
	    Base Directory Specification).

     /usr/local/share/doom
     /usr/local/share/games/doom
     /usr/share/doom
     /usr/share/games/doom
	    System-wide  locations  that can be accessed by all users.	The path
	    /usr/share/games/doom is a standard path that is supported	by  most
	    Doom  source  ports.   These  paths  can  be  overridden  using  the
	    XDG_DATA_DIRS environment variable (see the XDG Base Directory Spec-
	    ification).

     The above can be overridden on a one-time basis by using the -iwad  command
     line  parameter  to  provide the path to an IWAD file to use.This parameter
     can also be used to specify the name of a particular IWAD to use  from  one
     of  the  above  paths.  For example, "-iwad doom.wad" will search the above
     paths for the file doom.wad to use.

ENVIRONMENT
     This  section  describes  environment  variables  that  control   Chocolate
     Strife's behavior.

     DOOMWADDIR
     DOOMWADPATH
	    See section "IWAD SEARCH PATHS" above.

     PCSOUND_DRIVER
	    When running in PC speaker sound effect mode, this environment vari-
	    able specifies a PC speaker driver to use for sound effect playback.
	    Valid  options  are "Linux" for the Linux console mode driver, "BSD"
	    for the NetBSD/OpenBSD PC speaker driver, and  "SDL"  for  SDL-based
	    emulated PC speaker playback (using the digital output).

     OPL_DRIVER
	    When using OPL MIDI playback, this environment variable specifies an
	    OPL backend driver to use.	Valid options are "SDL" for an SDL-based
	    software  emulated OPL chip, "Linux" for the Linux hardware OPL dri-
	    ver, and "OpenBSD" for the OpenBSD/NetBSD hardware OPL driver.

	    Generally speaking, a real hardware  OPL  chip  sounds  better  than
	    software  emulation;  however,  modern machines do not often include
	    one.  If present, it may still require extra work to set up and ele-
	    vated security privileges to access.

FILES
     $HOME/.local/share/chocolate-doom/strife.cfg
	    The   main	 configuration	 file	for   Chocolate   Strife.    See
	    strife.cfg(5).

     $HOME/.local/share/chocolate-doom/chocolate-strife.cfg
	    Extra configuration values that are specific to Chocolate Strife and
	    not present in Vanilla Strife.  See chocolate-strife.cfg(5).

SEE ALSO
     chocolate-doom(6), chocolate-server(6), chocolate-setup(6)

HISTORY
     The  source  code for Strife was lost, which means, unlike the code for all
     the other commercial games using the Doom engine, it  cannot  be  released.
     The only access we have to the code is the binary executable file.  Reverse
     engineering  tools  were employed to disassemble and decompile the executa-
     bles, which were cross-referenced against the Linux Doom  and  DOS  Heretic
     sources  and  painstakingly  combed over multiple times, instruction by in-
     struction, to ensure that the resulting Chocolate-Doom-based executable  is
     as close as possible to the original.

LEGALITY
     Reverse engineering is a protected activity so long as the original code is
     not  used	directly  in the product.  Due to the vast amount of information
     lost through the process of compilation, and the  need  to  refactor  large
     portions of code in order to eliminate non-portable idioms or to adapt them
     properly  to  Chocolate  Doom's  framework,  the resulting code behaves the
     same, but is not the same code.

     In addition, James Monroe and John Carmack have both stated that they  have
     no objections to the project.  Because they are the original authors of the
     code,  and  neither  Rogue  nor  their publisher, Velocity, Inc., exist any
     longer as legal entities, this is effectively legal permission.

BUGS
     Chocolate Strife is almost, but not entirely perfect, in recreating the be-
     havior of Vanilla Strife.	Help us by reporting any discrepancies you might
     notice between this executable and the vanilla DOS program.

     However, do not report any glitch that you can replicate in the vanilla EXE
     as a bug.	The point of Chocolate Strife, like Chocolate Doom before it, is
     to be as bug-compatible with the original game as possible.  Also be  aware
     that some glitches are impossible to compatibly recreate, and wherever this
     is  the  case,  Chocolate	Strife has erred on the side of not crashing the
     program, for example by initializing pointers to  NULL  rather  than  using
     them without setting a value first.

AUTHORS
     Chocolate Strife is part of the Chocolate Doom project.  It was reverse en-
     gineered  from the DOS versions of Strife by James Haley and Samuel Villar-
     real.  Chocolate Doom was written and maintained by Simon	Howard,  and  is
     based on the LinuxDoom source code released by Id Software.

COPYRIGHT
     Copyright (C) id Software Inc.  Copyright (C) 2005-2013 Simon Howard, James
     Haley, Samuel Villarreal.

     This  is  free software.  You may redistribute copies of it under the terms
     of the GNU General Public	License  <http://www.gnu.org/licenses/gpl.html>.
     There is NO WARRANTY, to the extent permitted by law.

Chocolate Doom 3.1.1		   2018-01-15		     chocolate-strife(6)

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