BOOM.CFG(5)                                                       BOOM.CFG(5)



NAME
       boom.cfg, glboom.cfg - Configuration file for PrBoom v2.1.0 onwards

USAGE
       When  a  version of PrBoom is run, it  searches for this configuration
       file to modify its default settings.   Every  time  PrBoom  exits,  it
       rewrites  the configuration file, updating any settings that have been
       changed using the in-game menus.

       PrBoom  expects  the  config  file  to  be    ~/.prboom/boom.cfg,   or
       ~/.prboom/glboom.cfg  if  compiled  with GL support. Alternatively, it
       can be made to look elsewhere by using a command-line parameter:

       {prboom,xprboom} [ -config myconf ]

FORMAT
       boom.cfg consists of a number of variables and values. Each line is of
       the following format:

       [  { {{#,;,[} comment_text , variable {decimal_integer, 0xhex_integer,
       "string_text"}}]

       Any line beginning with a non-alphabetic character  is  treated  as  a
       comment  and  ignored;  for future compatibility you should start com-
       ments with a #, ; or  [.   Note  however  that  when  PrBoom  rewrites
       boom.cfg it does not preserve user added comments.

       Any  line beginning with an alphabetic character is treated as a vari-
       able-value pair.  The first word (sequence of  non-whitespace  charac-
       ters)  is  the variable name, and everything after the following block
       of whitespace is taken to be the value assigned to the variable.

       Variables not recognised by PrBoom, or  which  are  given  an  invalid
       value  or  a value of an inappropriate type, are ignored. Warning mes-
       sages are given where relevant.

       The variables recognised by PrBoom are described  per-section  in  the
       following  sections.  The  sections  are informal however; when PrBoom
       rewrites the config file it writes in section headings and puts  vari-
       ables  into the relevant sections, but when reading these are ignored.


MISC SETTINGS
       compatibility_level
              PrBoom is capable of behaving in a way compatible with  earlier
              versions  of Doom and Boom/PrBoom. The value given here selects
              the version to be compatible with when doing  new  games/demos.
              See README.compat for details.

       realtic_clock_rate
              Selects  the speed that PrBoom runs at, as a percentage of nor-
              mal game speed.  Leave at 100 unless you  want  to  experiment.
              Note  that  it is considered `cheating' to use this at any set-
              ting below 100 (or above?).

       max_player_corpse
              Sets the maximum  number  of  player  corpses  to  leave  lying
              around.  If  this  limit  would  be  exceeded, an old corpse is
              removed. Useful for big/long Deathmatch games, where the  sheer
              number of corpses could slow the game down.

       flashing_hom
              Flag  indicating  whether a flashing red background is drawn to
              highlight HOM errors in levels (for level developers)

       demo_insurance
              Selects a method of protecting  demos  against  `going  out  of
              sync' (where the player seems to lose control and behave madly,
              but in fact the players original instructions as stored in  the
              demo  have  got out of sync with the game he was playing). 0=No
              protection, 1=Full protection, 2=Only  while  recording  demos.
              Safest when left set to 2.

       endoom_mode
              This parameter specifies options controlling the display of the
              credits screen when Doom exits. Currently it is the  sum  of  3
              options:  add  1  for colours, 2 for non-ASCII characters to be
              displayed, and 4 for the last line to be  skipped  so  the  top
              line doesn't scroll off screen.

       level_precache
              If  set,  when  loading  a  new  level PrBoom precaches all the
              graphics the level is likely to need in memory. This  makes  it
              much  slower  to  load the level, but reduces disk activity and
              slowdowns reading data  during  play.  Most  systems  are  fast
              enough that precaching is not needed.


FILES SETTINGS
       wadfile_1, wadfile_2
              The  names  of  2  .wad  files  to be automatically loaded when
              PrBoom is started.  A blank string means unused.


       dehfile_1, dehfile_2
              The names of 2 patch files (.deh or .bex) to  be  automatically
              loaded when PrBoom is started (empty string for none).


GAME SETTINGS
       default_skill
              The default skill level when starting a new game.

       weapon_recoil
              Enables recoil from weapon fire.

       doom_weapon_toggles
              Flag  indicating  whether  pressing  3 or 1 when that weapon is
              already selected causes the selected shotgun  or  fist/chainsaw
              to be toggled, as in original Doom. Some people prefer to use a
              number for each weapon alone.

       player_bobbing
              Enables player bobbing (view randomly moving  up/down  slightly
              as the player runs).

       monsters_remember
              Makes  monsters  remember  their  previous  enemy after killing
              their current target.

       monster_infighting
              Whether monsters will fight each other when  they  injure  each
              other accidentally.

       monster_backing
              Whether  monsters  without  close combat weapons will back away
              from close combat (unlike original Doom).

       monster_avoid_hazards
              Whether monsters avoid crushing ceilings.

       monkeys
              Whether monsters will climb steep stairs.

       monster_friction
              Whether monsters are affected by changed floor  friction  (they
              should be, but weren't in Boom)

       help_friends
              Whether  monsters will help out injured monsters by aiding them
              against their attacker.

       player_helpers
              The number of helper dogs to spawn.

       friend_distance
              Distance within which friends will generally stay.

       dog_jumping
              Whether dogs will jump.

       sts_always_red
              PrBoom makes the colour of the text displays on the status  bar
              reflect   your   current   status   (red=low,   yellow=average,
              green=good, blue=super-charged).  This option, if set, disables
              this  behavior, returning to the original Doom behavior of dis-
              playing the numbers in red always, which is slightly faster.

       sts_pct_always_gray
              See above, this makes  just  the  percent  signs  always  gray,
              instead of changing colour.

       sts_traditional_keys
              Doom  and  PrBoom  have two types of keys; PrBoom will normally
              display both keys of a given colour  if  you  have  both.  This
              option,  if enabled, instead makes PrBoom only ever display one
              key of each colour, in the same way Doom did.

       traditional_menu
              Changes PrBoom's menu ordering to be the same as original  Doom
              if enabled.

       show_messages
              When  enabled, text messages are displayed in the top left cor-
              ner of the screen describing events in the game. Can be toggled
              in the game, this is just to preserve the setting.

       autorun
              Makes  the player always run, without having to hold down a run
              key. Can be toggled in the game, this just preserves  the  set-
              ting.


SOUND SETTINGS
       sound_card
              Selects  whether  sound effects are enabled (non-zero enables).
              For compatibility reasons with Boom,  a  range  of  values  are
              accepted.

       music_card
              Selects  whether  in-game  music is enabled (non-zero enables).
              For compatibility reasons a range of values are accepted.

       pitched_sounds
              If enabled by this variable, this  enables  `pitching'  (making
              pitch  adjustments  to  the  playing  sounds)  for 16 bit sound
              cards.

       samplerate
              The samplerate for soundmixing and timidity. The sound  quality
              is  much  better at higher samplerates, but if you use timidity
              then higher samplerates need much more CPU power. Usefull  val-
              ues are 11025, 22050, 44100 and 48000.

       sfx_volume
              Sound effects volume. This is best adjusted in the game.

       music_volume
              Music volume. This is best adjusted in the game.

       mus_pause_opt
              Selects  what  PrBoom does to the music when a games is paused.
              0=stop the music, 1=pause the music (stop it playing, but  when
              resumed  resume it at the same place - not implemented), 2=con-
              tinue playing.

       sounddev, snd_channels, soundsrv, musicsrv
              These variables are no longer used by PrBoom, but are kept  for
              compatibility reasons.


COMPATIBILITY SETTINGS
       These are settings that let you choose whether the normal game mechan-
       ics are used, or whether various quirks, bugs and limitations  of  the
       original Doom game are emulated.


VIDEO SETTINGS
       screen_width, screen_height
              For  versions  of  PrBoom which support high-res, these specify
              the default screen or window size for  PrBoom.  These  settings
              are ignored and preserved by versions of PrBoom which do not do
              high-res (they assume 320x200).

       use_fullscreen
              If set, this causes PrBoom to try to go full screen.  Depending
              on your video driver and mode, this may include changing screen
              resolution to better match the game's screen resolution.

       use_doublebuffer
              Use double buffering to reduce tearing. On some  machines  this
              is even faster than the normal method, but on others this makes
              problems, so you have to try out which setting works best.

       translucency
              Causes PrBoom to display certain objects as translucent.

       tran_filter_pct
              Selects how translucent objects are when they are  translucent.
              Play with this and see for yourself.

       screenblocks
              Selects  a  reduced  screen  size inside the PrBoom window (the
              player's view is surrounded by  a  border).  Normally  this  is
              undesirable,  but it can help speed up the game. Can be changed
              in the game with the +/- keys, this variable is  just  to  pre-
              serve that setting.

       usegamma
              Selects  a level of gamma correction (extra screen brightening)
              to correct for a dark monitor or  light  surroundings.  Can  be
              selected  in  the game with the F11 key, this config entry pre-
              serves that setting.

       X_options
              Sets various misc options  used  by  the  X  version,  xprboom.
              Default  is 0;  add 1 to disable MitSHM, add 2 to select alter-
              nate 24bpp code (use this if xprboom has  video  corruption  in
              24bpp visuals).


OPENGL SETTINGS
       If you are knowledgable about OpenGL, you can tweak various aspects of
       the GL rendering engine.

       gl_nearclip
              The near clipping plane *100.

       gl_farclip
              The far clipping plane *100.

       gl_colorbuffer_bits
              The bit depth for the framebuffer. (16, 24 or 32 bits)

       gl_depthbuffer_bits
              The bit depth for the z-buffer. (16, 24 or 32 bits)

       gl_tex_filter_string
              A string, one of the following:  GL_NEAREST  or  GL_LINEAR  (no
              mipmapping),  or  one  of  GL_NEAREST_MIPMAP_NEAREST,  GL_NEAR-
              EST_MIPMAP_LINEAR,      GL_LINEAR_MIPMAP_NEAREST,       GL_LIN-
              EAR_MIPMAP_LINEAR with mipmapping.

       gl_tex_format_string
              One  of  the following strings: GL_RGBA - means format selected
              by driver (not so good), GL_RGBA2 - means 2 bits for each  com-
              ponent  (bad), GL_RGBA4 - means 4 bits for each component (like
              GL_RGBA on most cards), GL_RGB5_A1 -  means  5  bits  for  each
              color component 1 bit for the alpha channel (default), GL_RGBA8
              - means 8 bits for each component (best  quality,  but  only  a
              little bit better than GL_RGB5_A1 and slower on most cards)

       gl_drawskys
              If  0,  disables  drawing  skies, which may be needed with some
              problematic 3D cards.

       gl_sortsprites
              Experimental option, possibly faster but less reliable.


MOUSE SETTINGS
       This section specifies settings for using a mouse with  PrBoom.  There
       are  several  settings  that control button bindings (what action each
       button causes in the game); these are easiest  set  from  the  in-game
       menus,  these  config  entries  are  to  preserve the settings between
       games.

       use_mouse
              Enable or disable the use of a mouse with PrBoom.

       mouse_sensitivity_horiz, mouse_sensitivity_vert
              Sets the sensitivity of the mouse in PrBoom.  Easier  set  from
              the in-game menus.


KEY BINDINGS
       These  specify  the  keys  that trigger various actions in PrBoom. The
       codes used for keys are internal to PrBoom, though many keys are  rep-
       resented  by  their ASCII codes. It is easiest to modify these via the
       in-game  menus  (OPTIONS->SETUP->KEY  BINDINGS).  These  config   file
       entries preserve the settings from this menu between game sessions.


JOYSTICK SETTINGS
       There are the trigger variables here, which are calculated during joy-
       stick calibration (the values received from the kernel driver  outside
       of  which  movement is caused in the game). Also there are the button-
       bindings, again best adjusted using the in-game menus.

       use_joystick
              This selects the number of the joystick to use, or 0 selects no
              joystick.  You have to have the relevant device files (/dev/js0
              etc) and the kernel driver loaded.


CHAT MACROS
       These are pre-written text strings for quick transmission  to  players
       in  a  network game (consult your Doom documentation). Easiest set via
       the in-game menus (OPTIONS->SETUP->CHAT MACROS).


AUTOMAP SETTINGS
       These are settings related to the automap. These are easiest set  from
       within the game.


HEADS_UP DISPLAY SETTINGS
       These  are  settings related to the heads-up display, that is messages
       received while playing and the heads-up display of your current status
       obtained  by  pressing  + while the view is full-screen in PrBoom. See
       the Boom documentation for details. All controlled  best  from  within
       the game.


WEAPON PREFERENCES
       Here   are   the   settings   from   the  Weapons  menu  in  the  game
       (OPTIONS->SETUP->WEAPONS).


ALSO SEE
       prboom(6), PrBoom's documentation (including the Boom and MBF documen-
       tation) and your Doom documentation.


AUTHOR
       This  config  file  reference written by Colin Phipps (cph@lxdoom.lin-
       uxgames.com).  See the file AUTHORS included with PrBoom for a list of
       contributors to PrBoom.

PRBOOM(6)                                                           PRBOOM(6)



NAME
       prboom - PrBoom, a version of Doom for Unix, Linux and Windows systems

SYNOPSIS
       prboom [ -complevel lvl ]  [ -width w ] [ -height h ]  [  -iwad  iwad-
       name  ]  [ -file wad1 ... ] [ -deh deh_file ] [ -noload ]  [ -loadgame
       {0,1,2,3,4,5,6,7} ] [ -warp { map | epis level } -skill {1,2,3,4,5} ]
       [  {-fastdemo,-timedemo,-playdemo}  demofile ] [ -record demofile ]  [
       -net hostname[:port] ] [ -deathmatch [ -altdeath ] ] [ { -timer mins |
       -avg }] ]  [ -nosound ] [ -nosfx ] [ -nomusic] [ -nojoy ] [ -grabmouse
       ] [ -noaccel ] [ -{1,2,3} ]  [ -config myconf ] [ -save savedir ]    [
       -bexout  bexdbg ] [ -debugfile debug_file ] [ -devparm ] [ -noblit ] [
       -nodrawers ]

DESCRIPTION
       PrBoom is a version of the 3D shoot'em'up Doom, originally by iD soft-
       ware.   It  is  based  on  Boom,  a version of Doom adapted by TeamTNT
       (http://www.teamtnt.com) for DOS. PrBoom uses the SDL library, meaning
       it  can run on a variety of different systems, including Windows, X11,
       Linux/SVGALib.

Options
       -complevel lvl
              This sets the compatibility mode that PrBoom runs  in.  If  you
              need to change this, see README.compat.


Video Options
       -width w
              Specifies the width of the PrBoom window, in pixels. Default is
              320, the width must be greater than 320..

       -height h
              Specifies the height of the PrBoom window, in  pixels.  Default
              is 200, the height must be greater than 200.

WAD Options
       -iwad iwadname
              Specifies  the location of the IWAD file, typically doom.wad or
              doom2.wad (or doom2f.wad). This tells  prboom  where  the  main
              .wad file that came with the version of Doom that you own is.

       -file wad1 ...
              Specifies  a list of PWAD files to load in addition to the IWAD
              file. PWAD files modify the existing Doom game, by adding  lev-
              els  or new sounds or graphics. PWAD files are widely available
              for download; try ftp.cdrom.com/pub/idgames for starters.

       -deh deh_file
              Tells PrBoom to load the  dehacked  patch  deh_file.  .SH  Game
              Options

       -loadgame {0,1,2,3,4,5,6,7}
              Instructs  PrBoom to load the specified saved game immediately.

       -warp { map | epis level }
              Tells PrBoom to begin a new game immediately.  For  Doom  1  or
              Ultimate Doom, you must specify the episode and level number to
              begin at (epis is 1 for Knee-Deep in the Dead, 2 for Shores  of
              Hell,  3  for  Inferno, 4 for Ultimate Doom; level is between 1
              and 9). For Doom ][ or Final Doom, you must specify the map  to
              begin at, which is between 1 and 32 (30 for german Doom ][).

       -skill n
              Tells PrBoom to begin the game at skill level n (1 for ITYTD, 2
              for Not Too Rough, 3 for Hurt Me Plenty, 4 for Ultraviolent,  5
              for Nightmare).

       -respawn Tells PrBoom that
              monsters  that  die  should respawn (come back to life) after a
              while. Not for the inexperienced.

       -fast  Tells PrBoom to make all the monsters move  react  faster.  Not
              for the inexperienced.

       -nomonsters
              Tells PrBoom to include no monsters in the game.

Multiplayer Options
       -net hostname[:port]
              Specifies that a TCP/IP network game is to be started. hostname
              is the name of the machine on which the network game server  is
              running  (prboom-game-server). For more information about this,
              see prboom-game-server(6) and the README that came with prboom.
              port  is the port number on the remote machine to which to con-
              nect; if not specified, the  default  of  5030  (which  is  the
              default for prboom-game-server(6)) is assumed.  The server will
              configure your PrBoom settings, so that all  tha  players  have
              the same game settings (skill, map etc).

       Also,  the  server  may specify additional PWAD files to play with; if
       you do not have the required .WAD file, PrBoom will ask the server for
       a  download path, and attempt to use wget(1) and if necessary unzip(1)
       to download and extract the required WAD.

       -port portnum
              Specifies the local port to use to communicate with the  server
              in a netgame.

       -deathmatch
              No  longer  used.  Tells PrBoom to begin a deathmatch game, but
              this is overridden by the server's  settings.  Only  works  for
              single play (!).

       -altdeath
              Similar  to  -deathmatch,  but implies a different set of rules
              for the deathmatch game.  No  longer  used  (specified  by  the
              server).

       -timer mins
              No  longer used. Specifies that levels will end after mins min-
              utes of play if the level is still being played, but  is  over-
              ridden by the server in a netgame. Not really useful for single
              play.

       -avg   Equivalent to -timer 20

Demo (LMP) Options
       -record demofile
              Instructs PrBoom to begin recording a demo,  to  be  stored  in
              demofile.lmp.  You should specify game options to specify which
              level and skill to record at.

       -playdemo demofile
              Play the recorded demo demofile.lmp

       -timedemo demofile
              Play the  recorded  demo  demofile.lmp,  reporting  information
              about the length of the demo (in gametics) afterwards.

       -fastdemo demofile
              Play the recorded demo demofile.lmp as fast as possible. Useful
              for benchmarking PrBoom, as compared to other versions of Doom.

I/O Options
       -nosound
              Disables all sound effects and in-game music. This prevents the
              sound server loading, which lets the game run a little  faster.

       -nosfx Disables  sound effects during the game. This does not stop the
              sound server loading, however,  so  for  best  performance  use
              -nosound.

       -nomusic
              Disables playing of music in the game.

       -nojoy Disables joystick support.

       -noaccel
              For  prboom, this prevents it using the MITShm server extension
              for passing the screen data to the X server. This option may be
              required  if  the X server is not local. For lsdoom, this tells
              lsdoom not to  use  the  accelerated  graphics  functions  that
              SVGALib  provides  even  when they are supported for your video
              card (normally this is autodetected).

       -{1,2,3}
              Specifies the scale factor by which to enlarge the window.  The
              default,  -1, displays the normal 320x200 pixel Doom screen (or
              whatever size is specified by the -width and -height parameters
              or  in  the  config  file  for  prboom).  If this window is too
              small, try using -2 or -3 to enlarge the window.

Configuration
       -config myconf
              Loads an alternative  configuration  file,  named  myconf.  The
              default  is  boom.cfg,  taken from the same directory as PrBoom
              was run from.

       -save savedir
              Causes prboom to save  games  in  the  directory  specified  by
              savedir instead of ~/.prboom/.

Debugging/Profiling Options
       -devparm
              Development  mode.  Mostly  redundant  these  days, but it does
              force non-lazy generation of texture lookups which can be  use-
              ful for level authors debugging PWADs.

       -debugfile debug_file
              Causes  some  debugging  information,  mainly  network  info  I
              believe, to be written to the named file as prboom runs.

       -nodrawers
              Causes no rendering to be done. The  only  conceivable  use  of
              this  is  (a) a multiplayer server (b) to test the speed of the
              other routines in the program, when combined with -timedemo.

       -noblit
              Causes no copying to the screen from the rendering buffer to be
              performed.  The  only  conceivable  use of this is (a) a multi-
              player server (b) to test the speed of the  other  routines  in
              the program, when combined with -timedemo.

       -bexout bexdbg
              Causes  diagnostics related to bex and dehecked file processing
              to be written to the names file.

More Information
       wget(1), unzip(1), boom.cfg(5), prboom-game-server(6)

       For more information, see the README that came with PrBoom,  the  Boom
       documentation, and your original Doom documentation.

       Doom  is  a  registered  trademark  of id software (http://www.idsoft-
       ware.com).

Author
PRBOOM-GAME-SERVER(6)                                   PRBOOM-GAME-SERVER(6)



       See the file AUTHORS included with the PrBoom distribution.

NAME
       prboom-game-server - Server for network games of PrBoom.

SYNOPSIS
       prboom-game-sever [ -adfnrv ] [ -e epis ] [ -l level ] [ -t ticdup ]
       [  -x  xtics  ]  [  -p  port  ] [ -s skill ] [ -N players ]  [ -w wad-
       name[,dl_url ]]

DESCRIPTION
       PrBoom is a version of the 3D shoot'em'up Doom, originally by id soft-
       ware.   It  includes,  amongst  other things, the ability to play with
       several players connected by a tcp/ip network.  prboom-game-server  is
       the `server', that is the program that passes data between the differ-
       ent players in the game.

       To start a network game (often abbreviated to  `netgame'),  first  the
       server  is  started.  prboom-game-server accepts various parameters to
       control the type of game (the skill level, number of players, level to
       play, optional WAD file(s) to load, etc).

       Then each player that wishes to participate runs prboom -net hostname,
       where hostname is the name of the machine on which the server is  run-
       ning.  Each  copy  of prboom retrieves information about the game from
       the server, and when the specified number of players have joined,  the
       game begins.


Options
       -N players
              Specifies  the  number  of players in the game (default 2). The
              server will wait for this many players to join before  starting
              the game.

       -e epis
              The  episode to play (default 1). Unless you are playing Doom 1
              or Ultimate Doom, and wish to play one of the  later  episodes,
              you do not need to change this.

       -l level
              The level to play (default 1).

       -s skill
              Specify the skill level to play (1-5).

       -d     Set game mode to (old) deathmatch (default is cooperative). See
              the original Doom docs for information about the different net-
              work game modes.

       -a     Set game mode to `altdeath' (v2 deathmatch) (default is cooper-
              ative). See the original Doom docs for  information  about  the
              different network game modes.

       -f     Select fast mode (monsters move faster).

       -n     Selects  nomonsters  mode,  i.e.  there  are no monsters in the
              game.

       -r     Respawn mode. If you don't know what this is, you don't want to
              ;-).

       -w wadname[,dl_url]
              Specifies  a  WAD  file  to play. This is added to the internal
              list that the server keeps. When a client connects, the  server
              sends  the  list of WADs; PrBoom will then add this to the list
              of WADs specified on its command line.  Optionally, an  url  to
              the  file  can  be given too; if when PrBoom connects it cannot
              find the named WAD, it will attempt to retrieve the  file  from
              the  given  url,  extracting it if necessary. See prboom(1) for
              information about the supported url types and compression  for-
              mats.

       -t ticdup
              Reserved.

       -x xtics
              This  causes  extra  information  to  be sent with each network
              packet; this will help on networks with high packet  loss,  but
              will use more bandwidth.

       -p port
              Tells  prboom-game-server  what  port number to communicate via
              (default 5030).  Note that if you change this from the default,
              then all the clients will also need to specify this number when
              they try to connect (the default programmed into prboom is also
              5030).

       -v     Increases  verbosity  level;  causes  more  diagnostics  to  be
              printed, the more times -v is specified.

More Information
       prboom(6), boom.cfg(5)

       For more information, see the README that came with PrBoom.

       Doom is a registered  trademark  of  id  software  (http://www.idsoft-
       ware.com).

Author
       See  the file AUTHORS included with the PrBoom distribution.  This man
       page was written by Colin Phipps (cph@lxdoom.linuxgames.com).






                                    local               PRBOOM-GAME-SERVER(6)
