Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages

  
 
  

home | help
crispy-strife(6)		 Games Manual		      crispy-strife(6)

NAME
       crispy-strife - historically compatible Strife engine

SYNOPSIS
       crispy-strife [options]

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

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

       -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.
	      Arguments	read from the file are inserted	into the command line,
	      replacing	this argument.	A response file	can also be loaded us-
	      ing the abbreviated syntax '@file.rsp'.

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

       -version
	      Print the	program	version	and exit.

GAME START OPTIONS
       -doubleammo
	      Double ammo pickup rate. This option is not allowed when record-
	      ing a demo, playing back a demo or when starting a network game.

       -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
	      disables all monsters.

       -turbo x
	      Turbo mode.  The player's	speed is multiplied by x%.  If unspec-
	      ified,  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
	      packets.

       -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
	      default (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
	      default (if this option is not specified)	is to emulate the  be-
	      havior 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 emu-
	      lation.	Supported versions are:	dos622,	dos71, dosbox. The de-
	      fault 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 sub-
	      stitution	music config file to the specified file, and quit.

       -flip  Flip player gun sprites.

       -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 en-
	      gine.

       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 sin-
	      gle directory in which to	look for IWAD files.  This environment
	      variable 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	Direc-
	      tory Specification).

       The above can be	overridden on a	one-time basis by using	the -iwad com-
       mand line parameter to provide the path to an IWAD file to use.This pa-
       rameter	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	Crispy
       Strife's	behavior.

       DOOMWADDIR
       DOOMWADPATH
	      See section "IWAD	SEARCH PATHS" above.

       PCSOUND_DRIVER
	      When running in PC speaker sound effect mode,  this  environment
	      variable	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 dig-
	      ital output).

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

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

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

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

SEE ALSO
       crispy-doom(6), crispy-server(6), crispy-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  re-
       leased.	 The  only access we have to the code is the binary executable
       file.  Reverse engineering tools	were employed to disassemble  and  de-
       compile	the executables, which were cross-referenced against the Linux
       Doom and	DOS Heretic sources and	 painstakingly	combed	over  multiple
       times,  instruction by instruction, to ensure that the resulting	Choco-
       late-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 id-
       ioms or to adapt	them properly to Chocolate Doom's framework,  the  re-
       sulting 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  au-
       thors  of  the  code,  and neither Rogue	nor their publisher, Velocity,
       Inc., exist any longer as legal entities,  this	is  effectively	 legal
       permission.

BUGS
       Crispy  Strife  is  almost, but not entirely perfect, in	recreating the
       behavior	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 Crispy 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, Crispy 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
       engineered from the DOS versions	of Strife by James  Haley  and	Samuel
       Villarreal.  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/li-
       censes/gpl.html>.  There	is NO WARRANTY,	to  the	 extent	 permitted  by
       law.

Crispy Doom 7.1.0		  2018-01-15		      crispy-strife(6)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=crispy-strife&sektion=6&manpath=FreeBSD+Ports+15.0>

home | help