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

NAME
       chocolate-strife.cfg - Chocolate	Strife configuration file

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

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

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

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

       show_diskicon
	      If non-zero, a disk activity indicator is	displayed when data is
	      read from	disk. If zero, the disk	activity indicator is not dis-
	      played.

       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_savegame_limit
	      If non-zero, the Vanilla savegame	 limit	is  enforced;  if  the
	      savegame	exceeds	 180224	bytes in size, the game	will exit with
	      an error.	 If this has a value of	zero, there is no limit	to the
	      size of savegames.

       vanilla_demo_limit
	      If non-zero, the Vanilla demo size limit is enforced;  the  game
	      exits  with  an  error  when  a demo exceeds the demo size limit
	      (128KiB by default).  If this has	a value	of zero, there	is  no
	      limit to the size	of demos.

       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.

       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.

       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_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_multi_msgplayer5
	      Key to send a message to player 5	during multiplayer games.

       key_multi_msgplayer6
	      Key to send a message to player 6	during multiplayer games.

       key_multi_msgplayer7
	      Key to send a message to player 7	during multiplayer games.

       key_multi_msgplayer8
	      Key to send a message to player 8	during multiplayer games.

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

						       chocolate-strife.cfg(5)

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