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 the 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 <files>
	      Load the specified PWAD files.

       -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 <filename>
	      Load  extra command line arguments from the given	response file.
	      Arguments	read from the file will	be inserted into  the  command
	      line replacing this argument. A response file can	also be	loaded
	      using the	abbreviated syntax '@filename.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 <WxY>
	      Specify the dimensions of	the window. Implies -window.

       -height <y>
	      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 <x>
	      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 <files>
	      Equivalent to "-af <files> -as <files>".

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

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

       -deh <files>
	      Load the given dehacked patch(es)

       -merge <files>
	      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 <files>
	      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	<filename>
	      Read  all	MIDI files from	loaded WAD files, dump an example sub-
	      stitution	music config file to the specified filename 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 (godmode,  noclip  toggled  by	 back-
	      space)

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, heretic1.wad, hexen.wad, strife1.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 Directory 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
       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	Crispy
       Strife's	behavior.

       DOOMWADDIR, DOOMWADPATH
	      See the 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	DOOM-engine games, 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  exe-
       cutables,  which	 were cross- referenced	against	the Linux DOOM and DOS
       Heretic sources and painstakingly combed	over multiple times,  instruc-
       tion-by-instruction,  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 in-
       formation  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	possi-
       ble. 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-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+14.3.quarterly>

home | help