chocolate-hexen.cfg(5)

chocolate-hexen.cfg ๐Ÿ’– (section 5, File Formats Manual)

okay bestie, sit down, grab a strawberry ๐Ÿ“, because we're about to get into chocolate-hexen.cfg โ€” the config file for chocolate-hexen(6) โ€” and I promise it's not as scary as it looks. it's giving "spreadsheet of vibes", and honestly? we love her.


โœจ NAME โœจ

chocolate-hexen.cfg โ€” the Chocolate Hexen configuration file ๐Ÿ’…


๐ŸŽ€ DESCRIPTION ๐ŸŽ€

so chocolate-hexen.cfg is a configuration file for chocolate-hexen(6). but here's the tea, bestie: it's an auxiliary config file. the main configuration options live in hexen.cfg, which holds the exact same options as Vanilla Hexen (for compatibility, periodt). chocolate-hexen.cfg is where all the options that are specific to Chocolate-Hexen only go. it's the special little exclusive VIP section. ๐Ÿ‘‘

chocolate-hexen.cfg normally chills in your home directory, at:

~/.local/share/chocolate-hexen/chocolate-hexen.cfg

and yes, you can override that path using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification, iykyk).

also, if editing config files by hand is not your moment, the chocolate-hexen-setup(6) tool is a simple-to-use front-end for editing chocolate-hexen.cfg. it ate. ๐Ÿ”ฅ


๐Ÿฆ‹ FILE FORMAT ๐Ÿฆ‹

literally the same file format as hexen.cfg(5). no notes. ๐Ÿ’€


๐Ÿ‘‘ CONFIGURATION VARIABLES ๐Ÿ‘‘

here's the whole roster, one by one, no skips, no skimming. buckle up.

  • video_driver โ€” the name of the SDL video driver to use. if this is an empty string, the default video driver is used.
  • window_position โ€” where the window goes on the screen when running in windowed mode. accepted values are: "" (empty string) โ€” don't care; "center" โ€” place the window at the center of the screen; "x,y" โ€” place the window at the specified coordinates.
  • fullscreen โ€” if non-zero, the game runs in full screen mode. if zero, the game runs in a window.
  • video_display โ€” index of the display on which the game should run. this has no effect if running in windowed mode (fullscreen=0) and window_position is not set to "center".
  • aspect_ratio_correct โ€” if non-zero, the screen gets stretched vertically so it displays correctly on a square pixel video mode.
  • smooth_pixel_scaling โ€” if non-zero, the screen has smooth scaling.
  • integer_scaling โ€” if non-zero, forces integer scales for resolution-independent rendering.
  • window_width โ€” window width when running in windowed mode.
  • window_height โ€” window height when running in windowed mode.
  • fullscreen_width โ€” width for the 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, instead of ever switching screen modes. it should usually be unnecessary to set this value.
  • fullscreen_height โ€” height for the screen mode when running fullscreen. see the documentation for fullscreen_width.
  • force_software_renderer โ€” if non-zero, force the use of a software renderer. for use on systems lacking hardware acceleration.
  • max_scaling_buffer_pixels โ€” maximum number of pixels to use for the intermediate scaling buffer. more pixels mean 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 standards.
  • startup_delay โ€” number of milliseconds to wait on startup after the video mode has been set, before the game will start. this lets the screen settle on some monitors that don't display an image for a brief interval after changing video modes.
  • graphical_startup โ€” if non-zero, display the graphical startup screen.
  • png_screenshots โ€” if non-zero, save screenshots in PNG format. if zero, screenshots are saved in PCX format, as Vanilla Doom does.
  • snd_samplerate โ€” sound output sample rate, in Hz. typical values to use are 11025, 22050, 44100 and 48000.
  • snd_cachesize โ€” 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 โ€” 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 โ€” if non-zero, sound effects 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 โ€” 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 โ€” 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 โ€” the I/O port to use to access the OPL chip. only relevant when using native OPL music playback.
  • use_libsamplerate โ€” 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 โ€” 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.
  • autoload_path โ€” full path to a directory in which WAD files and dehacked patches can be placed to be automatically loaded on startup. a subdirectory of this directory matching the IWAD name is checked to find the files to load.
  • music_pack_path โ€” full path to a directory containing configuration files for substitute 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 โ€” if 1, activate the FluidSynth chorus effects module. if 0, no chorus is added to the output signal.
  • fsynth_chorus_depth โ€” specifies the modulation depth of the FluidSynth chorus. default is 5.0, range is 0.0 to 256.0.
  • fsynth_chorus_level โ€” specifies the output amplitude of the FluidSynth chorus signal. default is 0.35, range is 0.0 to 10.0.
  • fsynth_chorus_nr โ€” sets the voice count of the FluidSynth chorus signal. default is 3, range is 0 to 99.
  • fsynth_chorus_speed โ€” sets the FluidSynth chorus modulation speed in Hz. default is 0.3, range is 0.1 to 5.0.
  • fsynth_midibankselect โ€” this setting defines how FluidSynth interprets Bank Select messages. the default is "gs". other possible values are "gm", "xg" and "mma".
  • fsynth_polyphony โ€” sets the number of FluidSynth voices that can be played in parallel. default is 256, range is 1 - 65535.
  • fsynth_reverb_active โ€” if 1, activate the FluidSynth reverb effects module. if 0, no reverb is added to the output signal.
  • fsynth_reverb_damp โ€” sets the amount of FluidSynth reverb damping. default is 0.4, range is 0.0 to 1.0.
  • fsynth_reverb_level โ€” sets the FluidSynth reverb amplitude. default is 0.15, range is 0.0 - 1.0.
  • fsynth_reverb_roomsize โ€” sets the room size (i.e. amount of wet) FluidSynth reverb. default is 0.6, range is 0.0 - 1.0.
  • fsynth_reverb_width โ€” sets the stereo spread of the FluidSynth reverb signal. default is 0.4, range is 0.0 - 100.0.
  • fsynth_gain โ€” fine tune the FluidSynth output level. default is 1.0, range is 0.0 - 10.0.
  • fsynth_sf_path โ€” full path to a soundfont file to use with FluidSynth MIDI playback.
  • timidity_cfg_path โ€” full path to a Timidity configuration file to use for MIDI playback. the file is evaluated from the directory where it is evaluated, so there's no need to add "dir" commands into it.
  • gus_patch_path โ€” path to GUS patch files to use when operating in GUS emulation mode.
  • gus_ram_kb โ€” number of kilobytes of RAM to use in GUS emulation mode. valid values are 256, 512, 768 or 1024.
  • winmm_midi_device โ€” MIDI device for native Windows MIDI.
  • winmm_complevel โ€” compatibility level for native Windows MIDI, default 0. valid values are 0 (Vanilla), 1 (Standard), 2 (Full).
  • winmm_reset_type โ€” reset device type for native Windows MIDI, default 1. valid values are 0 (None), 1 (GM Mode), 2 (GS Mode), 3 (XG Mode).
  • winmm_reset_delay โ€” reset device delay for native Windows MIDI, default 0, median value 100 ms.
  • vanilla_keyboard_mapping โ€” 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 โ€” name to use in network games for identification. this is only used on the "waiting" screen while waiting for the game to start.
  • grabmouse โ€” if this is non-zero, the mouse is "grabbed" when running in windowed mode so it can be used as an input device. when running full screen, this has no effect.
  • novert โ€” 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 โ€” mouse acceleration factor. when the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed is multiplied by this value.
  • mouse_threshold โ€” mouse acceleration threshold. when the speed of mouse movement exceeds this threshold value, the speed is multiplied by an acceleration factor (mouse_acceleration).
  • mouseb_strafeleft โ€” mouse button to strafe left.
  • mouseb_straferight โ€” mouse button to strafe right.
  • mouseb_turnleft โ€” the mouse button that turns you left. ๐ŸŽ€
  • mouseb_turnright โ€” the mouse button that turns you right.
  • mouseb_use โ€” mouse button to "use" an object, like a door or a switch. ๐Ÿšช
  • mouseb_backward โ€” mouse button that moves you backwards.
  • mouseb_prevweapon โ€” mouse button that cycles to the previous weapon.
  • mouseb_nextweapon โ€” mouse button that cycles to the next weapon.
  • mouseb_useartifact โ€” mouse button to use an artifact. โœจ
  • dclick_use โ€” if this is non-zero, double-clicking a mouse button acts like pressing the "use" key to use an object in-game, eg. a door or a switch.
  • joystick_guid โ€” an SDL GUID string that says which joystick to use. An empty string means no joystick is configured.
  • joystick_index โ€” index of the SDL joystick to use; this one's only used when you've got multiple identical joystick devices connected that share the same GUID, so you can tell them apart. ๐ŸŽฎ
  • use_analog โ€” if non-zero, use analog movement when playing with a gamepad.
  • joystick_x_axis โ€” the joystick axis used for horizontal (X) movement.
  • joystick_x_invert โ€” if non-zero, movement on the horizontal joystick axis is inverted. ๐Ÿ”„
  • joystick_turn_sensitivity โ€” joystick turn analog sensitivity, given as a value between 0 and 20.
  • joystick_y_axis โ€” the joystick axis used for vertical (Y) movement.
  • joystick_y_invert โ€” if non-zero, movement on the vertical joystick axis is inverted.
  • joystick_strafe_axis โ€” the joystick axis used for strafing movement.
  • joystick_strafe_invert โ€” if non-zero, movement on the joystick axis used for strafing is inverted.
  • joystick_move_sensitivity โ€” joystick move and strafe analog sensitivity, given as a value between 0 and 20.
  • joystick_look_axis โ€” the joystick axis used for looking up and down. ๐Ÿ‘€
  • joystick_look_invert โ€” if non-zero, movement on the joystick axis used for looking is inverted.
  • joystick_look_sensitivity โ€” joystick look analog sensitivity, given as a value between 0 and 20.

  • joystick_physical_button0 โ€” the physical joystick button that corresponds to joystick virtual button #0.
  • joystick_physical_button1 โ€” the physical joystick button that corresponds to joystick virtual button #1.
  • joystick_physical_button2 โ€” the physical joystick button that corresponds to joystick virtual button #2.
  • joystick_physical_button3 โ€” the physical joystick button that corresponds to joystick virtual button #3.
  • joystick_physical_button4 โ€” the physical joystick button that corresponds to joystick virtual button #4.
  • joystick_physical_button5 โ€” the physical joystick button that corresponds to joystick virtual button #5.
  • joystick_physical_button6 โ€” the physical joystick button that corresponds to joystick virtual button #6.
  • joystick_physical_button7 โ€” the physical joystick button that corresponds to joystick virtual button #7.
  • joystick_physical_button8 โ€” the physical joystick button that corresponds to joystick virtual button #8.
  • joystick_physical_button9 โ€” the physical joystick button that corresponds to joystick virtual button #9.
  • joystick_physical_button10 โ€” the physical joystick button that corresponds to joystick virtual button #10.
  • joystick_physical_button11 โ€” the physical joystick button that corresponds to joystick virtual button #11.
  • joystick_physical_button12 โ€” the physical joystick button that corresponds to joystick virtual button #12.
  • joystick_physical_button13 โ€” the physical joystick button that corresponds to joystick virtual button #13.
  • joystick_physical_button14 โ€” the physical joystick button that corresponds to joystick virtual button #14.
  • joystick_physical_button15 โ€” the physical joystick button that corresponds to joystick virtual button #15.
  • joystick_physical_button16 โ€” the physical joystick button that corresponds to joystick virtual button #16. ๐Ÿ•น๏ธ

  • use_gamepad โ€” if non-zero, use the SDL_GameController interface instead of the SDL_Joystick interface.
  • gamepad_type โ€” stores the SDL_GameControllerType of the last configured gamepad.
  • joystick_x_dead_zone โ€” joystick x axis dead zone, given as a percentage of the axis max value.
  • joystick_y_dead_zone โ€” joystick y axis dead zone, given as a percentage of the axis max value.
  • joystick_strafe_dead_zone โ€” joystick strafe axis dead zone, given as a percentage of the axis max value.
  • joystick_look_dead_zone โ€” joystick look axis dead zone, given as a percentage of the axis max value. ๐Ÿ’€

  • joyb_strafeleft โ€” joystick virtual button that makes the player strafe left.
  • joyb_straferight โ€” joystick virtual button that makes the player strafe right.
  • joyb_menu_activate โ€” joystick virtual button that activates the menu.
  • joyb_toggle_automap โ€” joystick virtual button that toggles the automap. ๐Ÿ—บ๏ธ
  • joyb_prevweapon โ€” joystick virtual button that cycles to the previous weapon.
  • joyb_nextweapon โ€” joystick virtual button that cycles to the next weapon.
  • joyb_useartifact โ€” joystick virtual button that activates an artifact.
  • joyb_invleft โ€” joystick virtual button that moves left in the inventory.
  • joyb_invright โ€” joystick virtual button that moves right in the inventory.
  • joyb_flyup โ€” joystick virtual button that flies up.
  • joyb_flydown โ€” joystick virtual button that flies down.
  • joyb_flycenter โ€” joystick virtual button that centers flying.

  • key_pause โ€” the key that pauses or unpauses the game. โธ๏ธ
  • key_menu_activate โ€” the key that activates the menu when you press it.
  • key_menu_up โ€” the key that moves the cursor up on the menu.
  • key_menu_down โ€” the key that moves the cursor down on the menu.
  • key_menu_left โ€” the key that moves the currently selected slider on the menu to the left.
  • key_menu_right โ€” the key that moves the currently selected slider on the menu to the right.
  • key_menu_back โ€” the key that goes back to the previous menu.
  • key_menu_forward โ€” the key that activates the currently selected menu item.
  • key_menu_confirm โ€” the key that answers 'yes' to a question in the menu.
  • key_menu_abort โ€” the key that answers 'no' to a question in the menu.
  • key_menu_help โ€” keyboard shortcut that brings up the help screen.
  • key_menu_save โ€” keyboard shortcut that brings up the save game menu.
  • key_menu_load โ€” keyboard shortcut that brings up the load game menu.
  • key_menu_volume โ€” keyboard shortcut that brings up the sound volume menu. ๐Ÿ”Š
  • key_menu_detail โ€” keyboard shortcut that toggles the detail level.
  • key_menu_qsave โ€” keyboard shortcut that quicksaves the current game.
  • key_menu_endgame โ€” keyboard shortcut that ends the game.
  • key_menu_messages โ€” keyboard shortcut that toggles heads-up messages.
  • key_menu_qload โ€” keyboard shortcut that loads the last quicksave.
  • key_menu_quit โ€” keyboard shortcut that quits the game.
  • key_menu_gamma โ€” keyboard shortcut that toggles the gamma correction level.
  • key_spy โ€” keyboard shortcut that switches view in multiplayer.
  • key_menu_incscreen โ€” keyboard shortcut that increases the screen size.
  • key_menu_decscreen โ€” keyboard shortcut that decreases the screen size.
  • key_menu_screenshot โ€” keyboard shortcut that saves a screenshot. ๐Ÿ“ธ

  • key_map_toggle โ€” the key that toggles the map view.
  • key_map_north โ€” the key that pans north when you're in the map view.
  • key_map_south โ€” the key that pans south when you're in the map view.
  • key_map_east โ€” the key that pans east when you're in the map view.
  • key_map_west โ€” the key that pans west when you're in the map view.
  • key_map_zoomin โ€” the key that zooms in when you're in the map view.
  • key_map_zoomout โ€” the key that zooms out when you're in the map view.
  • key_map_maxzoom โ€” the key that zooms out the maximum amount when you're in the map view.
  • key_map_follow โ€” the key that toggles follow mode when you're in the map view.
  • key_map_grid โ€” the key that toggles the grid display when you're in the map view.
  • key_map_mark โ€” the key that sets a mark when you're in the map view.
  • key_map_clearmark โ€” the key that clears all marks when you're in the map view. ๐Ÿ“

  • key_weapon1 โ€” the key that selects weapon 1.
  • key_weapon2 โ€” the key that selects weapon 2.
  • key_weapon3 โ€” the key that selects weapon 3.
  • key_weapon4 โ€” the key that selects weapon 4.
  • key_weapon5 โ€” the key that selects weapon 5.
  • key_weapon6 โ€” the key that selects weapon 6.
  • key_weapon7 โ€” the key that selects weapon 7.
  • key_weapon8 โ€” the key that selects weapon 8.
  • key_prevweapon โ€” the key that cycles to the previous weapon.
  • key_nextweapon โ€” the key that cycles to the next weapon.

  • key_arti_all โ€” the key that uses one of each artifact.
  • key_arti_health โ€” the key that uses the "quartz flask" artifact.
  • key_arti_poisonbag โ€” the key that uses the "flechette" artifact.
  • key_arti_blastradius โ€” the key that uses the "disc of repulsion" artifact.
  • key_arti_teleport โ€” the key that uses the "chaos device" artifact.
  • key_arti_teleportother โ€” the key that uses the "banishment device" artifact.
  • key_arti_egg โ€” the key that uses the "porkalator" artifact. ๐Ÿท
  • key_arti_invulnerability โ€” the key that uses the "icon of the defender" artifact. ๐Ÿ‘‘

  • key_message_refresh โ€” the key that re-displays the last message.
  • key_demo_quit โ€” the key that quits the game when recording a demo.
  • key_multi_msg โ€” the key that sends a message during multiplayer games.
  • key_multi_msgplayer1 โ€” the key that sends a message to player 1 during multiplayer games.
  • key_multi_msgplayer2 โ€” the key that sends a message to player 2 during multiplayer games.
  • key_multi_msgplayer3 โ€” the key that sends a message to player 3 during multiplayer games.
  • key_multi_msgplayer4 โ€” the key that sends a message to player 4 during multiplayer games.
  • key_multi_msgplayer5 โ€” the key that sends a message to player 5 during multiplayer games.
  • key_multi_msgplayer6 โ€” the key that sends a message to player 6 during multiplayer games.
  • key_multi_msgplayer7 โ€” the key that sends a message to player 7 during multiplayer games.
  • key_multi_msgplayer8 โ€” the key that sends a message to player 8 during multiplayer games. ๐Ÿ’ฌ

โœจ SEE ALSO โœจ

ok so like, if you wanna go deeper (and bestie, you should), go read these ๐Ÿ’…

  • chocolate-hexen(6) โ€” the actual game page, the main character fr ๐Ÿ‘‘
  • hexen.cfg(5) โ€” the vanilla Hexen config, so you can compare and contrast with your new setup ๐Ÿฆ‹
  • chocolate-hexen-setup(6) โ€” the setup tool, for when you'd rather click buttons than hand-edit configs, no judgment ๐ŸŽ€

and that's the whole page, we ate and left no crumbs ๐Ÿ“โœจ

this was Chocolate Doom 3.1.1, dated 2024-01-23 โ€” screenshot it, cite it, whatever, just don't come for me in the replies ๐Ÿ’–

ily, go frag some afrits for me ๐Ÿงš๐Ÿ’œ

๐Ÿ“ฆ where this page comes from