chocolate-strife.cfg(5)


NAME

   chocolate-doom.cfg - Chocolate Doom configuration file

DESCRIPTION

   chocolate-doom.cfg is a configuration file for chocolate-doom(6).  This
   file acts as an auxiliary configuration file;  the  main  configuration
   options   are   stored   in   default.cfg,   which  contains  the  same
   configuration options as Vanilla Doom (for compatibility).   chocolate-
   doom.cfg  contains configuration options that are specific to Chocolate
   Doom only.

   chocolate-doom.cfg is normally stored in the user's home directory,  as
   ~/.chocolate-doom/chocolate-doom.cfg.

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

FILE FORMAT

   The file format is the same as that used for default.cfg(5).

CONFIGURATION VARIABLES

   graphical_startup
          If non-zero, display the graphical startup screen.

   autoadjust_video_settings
          If non-zero, video settings will  be  autoadjusted  to  a  valid
          configuration  when the screen_width and screen_height variables
          do not match any valid configuration.

   fullscreen
          If non-zero, the game will run in full screen  mode.   If  zero,
          the game will run in a window.

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

   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.

   screen_width
          Screen width in pixels.  If running in full screen mode, this is
          the X dimension of  the  video  mode  to  use.   If  running  in
          windowed mode, this is the width of the window in which the game
          will run.

   screen_height
          Screen height in pixels.  If running in full screen  mode,  this
          is  the  Y  dimension  of  the video mode to use.  If running in
          windowed mode, this is the height of the  window  in  which  the
          game will run.

   screen_bpp
          Color  depth of the screen, in bits. If this is set to zero, the
          color  depth  will  be  automatically  set  on  startup  to  the
          machine's default/native color depth.

   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
          emulates 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
          exceeds the threshold  value  (mouse_threshold),  the  speed  is
          multiplied by this value.

   mouse_threshold
          Mouse  acceleration threshold.  When the speed of mouse movement
          exceeds this threshold value, the  speed  is  multiplied  by  an
          acceleration factor (mouse_acceleration).

   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_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.

   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.

   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.

   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,
          "center"  -  place  window  at  center  of screen, "x,y" - place
          window at the specified coordinates.

   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.

   joystick_index
          Joystick number to use; '0' is the first joystick.   A  negative
          value ('-1') indicates that no joystick is configured.

   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
          inverted.

   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_physical_button0
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #0.

   joystick_physical_button1
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #1.

   joystick_physical_button2
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #2.

   joystick_physical_button3
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #3.

   joystick_physical_button4
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #4.

   joystick_physical_button5
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #5.

   joystick_physical_button6
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #6.

   joystick_physical_button7
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #7.

   joystick_physical_button8
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #8.

   joystick_physical_button9
          The  physical  joystick  button  that  corresponds  to  joystick
          virtual button #9.

   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_prevweapon
          Joystick virtual button that cycles to the previous weapon.

   joyb_nextweapon
          Joystick virtual button that cycles to the next weapon.

   mouseb_strafeleft
          Mouse button to strafe left.

   mouseb_straferight
          Mouse button to strafe 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.

   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
          converting 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
          contains  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.

   timidity_cfg_path
          Full path to a Timidity  configuration  file  to  use  for  MIDI
          playback. 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.

   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-doom(6), default.cfg(5), chocolate-setup(6)

                                                     chocolate-doom.cfg(5)





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