crispy-doom.cfg(5)

๐Ÿ’– crispy-doom.cfg โ€” the manual, bestie edition ๐Ÿ’–

okay so you opened crispy-doom.cfg(5) from the File Formats Manual and you're like "what is this" โ€” don't worry, I got you. sit down, hydrate, let's go ๐Ÿซถ


โœจ NAME โœจ

crispy-doom.cfg โ€” the Crispy Doom configuration file, aka the lil extra settings file that makes your Doom yours ๐Ÿ’…


๐ŸŒธ DESCRIPTION ๐ŸŒธ

so crispy-doom.cfg is a configuration file for crispy-doom(6). it's an auxiliary config file, meaning it's the sidekick โ€” the main config options live in default.cfg, which holds all the same options as Vanilla Doom (for compatibility reasons, periodt). crispy-doom.cfg is where the options that are specific to Crispy-Doom only live. it's giving โœจextraโœจ and honestly? iconic.

normally this file chills in your home directory, at:

~/.local/share/crispy-doom/crispy-doom.cfg

but you can override that path with the XDG_DATA_HOME environment variable (check the XDG Base Directory Specification if you wanna know more, iykyk).

and if editing config files by hand is not your vibe (valid), the crispy-doom-setup(6) tool is a simple to use front-end for editing crispy-doom.cfg. slay. ๐Ÿ’–


๐ŸŽ€ FILE FORMAT ๐ŸŽ€

the file format is the same as the one used for default.cfg(5). no new format, no surprises, we love consistency ๐ŸŒˆ


๐Ÿ‘‘ CONFIGURATION VARIABLES ๐Ÿ‘‘

this is the main character section, bestie. every single one of these, right here:

  • video_driver โ€” name of the SDL video driver to use. if it's an empty string, you just get the default video driver. no thoughts, head empty, default behavior ๐Ÿ’ซ
  • window_position โ€” where the window sits on your screen when you're 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 those exact coordinates. you're literally the main character choosing your own placement ๐Ÿ’…
  • fullscreen โ€” if it's non-zero, the game runs in full screen mode. if it's zero, the game runs in a window. that's it, that's the whole vibe check.
  • video_display โ€” index of the display the game should run on. this does nothing if you're running in windowed mode (fullscreen=0) and window_position is not set to "center". so like, don't bother unless those conditions hit ๐Ÿ™ˆ
  • aspect_ratio_correct โ€” if non-zero, the screen gets stretched vertically so it displays correctly on a square pixel video mode. your eyes will thank you.
  • smooth_pixel_scaling โ€” if non-zero, the screen gets smooth scaling. yes bestie, smooth โœจ
  • integer_scaling โ€” if non-zero, this forces integer scales for resolution-independent rendering. whole numbers only, no crumbs.
  • 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 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, rather than ever switching screen modes. and honestly? it should usually be unnecessary to set this value. so like, leave it alone, it's fine ๐Ÿ“
  • fullscreen_height โ€” height for screen mode when running fullscreen. see the documentation for fullscreen_width, they're a matched set ๐Ÿซถ
  • force_software_renderer โ€” if non-zero, forces the use of a software renderer. this is for use on systems lacking hardware acceleration. we ride for the low-spec girlies ๐Ÿ’€
  • max_scaling_buffer_pixels โ€” maximum number of pixels to use for the intermediate scaling buffer. more pixels means the screen can be rendered more precisely, but there are diminishing returns on quality (the way that more isn't always betterโ€ฆ). the default limits to 16,000,000 pixels, which is enough to cover 4K monitor standards. ate.
  • 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. patience is a virtue, bestie ๐ŸŒธ
  • show_endoom โ€” if non-zero, the ENDOOM text screen is displayed when exiting the game. if zero, the ENDOOM screen is not displayed. choose wisely ๐Ÿ˜ญ
  • show_diskicon โ€” if non-zero, a disk activity indicator is displayed when data is read from disk. if zero, that indicator is not displayed. blink blink ๐Ÿ’ซ
  • png_screenshots โ€” if non-zero, screenshots are saved in PNG format. if zero, screenshots are saved in PCX format, exactly as Vanilla Doom does. old school or new school, your call ๐Ÿ“ธ
  • mouse_acceleration_y โ€” the vertical mouse acceleration factor. when the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed gets multiplied by this value. zoom zoom ๐Ÿ–ฑ๏ธ
  • mouse_threshold_y โ€” the vertical mouse acceleration threshold. when the speed of mouse movement exceeds this threshold value, the speed gets multiplied by an acceleration factor (mouse_acceleration).
  • snd_samplerate โ€” sound output sample rate, in Hz. typical values to use are 11025, 22050, 44100 and 48000. pick your frequency, bestie ๐ŸŽง
  • 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. unlimited, no cap, literally ๐Ÿงš
  • 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 they'll introduce latency to the sound output. the default is 28ms (that's one slice per tic with the 35fps timer). efficiency vs. latency, the eternal struggle ๐Ÿ˜ค
  • snd_pitchshift โ€” if non-zero, sound effects will have their pitch varied up or down by a random amount during play. if zero, sound effects play back at their default pitch. chaos mode or calm mode ๐Ÿ”ฅ
  • 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. yes, that's the whole condition, don't skip it ๐Ÿ‘€
  • 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. vintage tech, we love her ๐Ÿ’œ
  • 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 โ€” you can't just wish it into existence, bestie. 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. the levels are:
    • Linear conversion = 1
    • Zero order hold = 2
    • Fast Sinc filter = 3
    • Medium quality Sinc filter = 4
    • High quality Sinc filter = 5
  • libsamplerate_scale โ€” the 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. precision, bestie ๐ŸŽš๏ธ
  • 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. auto-magic โœจ
  • 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. glow up for your ears ๐ŸŽถ
  • fsynth_chorus_active โ€” if 1, activate the FluidSynth chorus effects module. if 0, no chorus will be 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 will be 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 will be evaluated from the directory where it is evaluated, so there is no need to add "dir" commands into it. convenient, honestly ๐Ÿ’…
  • 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 1. 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_savegame_limit โ€” 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. so like, choose your fighter ๐Ÿ˜ญ
  • vanilla_demo_limit โ€” 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.

๐Ÿ’€ heads up bestie: those last two? the ones that make the game exit with an error? that's not a joke, that's fr fr real behavior. if you turn those limits on and you go over, the game is done, periodt.

okay that's the end of part 1 ๐Ÿ’– more is coming, don't go anywhere ๐Ÿฆ‹

  • vanilla_keyboard_mapping โ€” bestie, set this to anything non-zero and the game goes full Vanilla Doom mode, assuming an American keyboard mapping no matter what. Set it to zero and it'll use your keyboard's native mapping instead. ๐ŸŒŽ
  • a11y_sector_lighting โ€” if zero, this disables sectors changing their light level. ๐Ÿ•ฏ๏ธ
  • a11y_extra_lighting โ€” how much extra light gets added to the game scene. โœจ
  • a11y_weapon_flash โ€” if zero, this disables weapon flashes changing the ambient light level, and it also kills the flickering of torches. ๐Ÿ”ฅ
  • a11y_weapon_palette โ€” if zero, this disables weapon palette changes.
  • a11y_weapon_pspr โ€” if zero, this disables rendering of weapon flashes sprites.
  • a11y_palette_changes โ€” if zero, this disables palette changes upon damage, item pickup, or when wearing the radiation suit. ๐Ÿฉบ
  • a11y_invul_colormap โ€” if zero, this disables colormap changes during invulnerability. ๐Ÿ’œ

  • player_name โ€” the name to use in network games for identification. Heads up tho: this is only used on the "waiting" screen while waiting for the game to start. ๐Ÿซถ
  • grabmouse โ€” if this is non-zero, the mouse gets "grabbed" when running in windowed mode so it can be used as an input device. When you're running full screen, this has no effect. ๐Ÿ–ฑ๏ธ
  • novert โ€” if non-zero, all vertical mouse movement is ignored. This emulates the behavior of the "novert" tool available under DOS that does the same exact thing. ๐Ÿšซ
  • mouse_acceleration โ€” mouse acceleration factor. When the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed gets multiplied by this value. ๐ŸŽ๏ธ
  • mouse_threshold โ€” mouse acceleration threshold. When the speed of mouse movement exceeds this threshold value, the speed gets multiplied by an acceleration factor (mouse_acceleration).
  • mouseb_strafeleft โ€” mouse button to strafe left. โฌ…๏ธ
  • mouseb_straferight โ€” mouse button to strafe right. โžก๏ธ
  • mouseb_turnleft โ€” mouse button to turn left.
  • mouseb_turnright โ€” mouse button to turn right.
  • mouseb_use โ€” mouse button to "use" an object, eg. a door or switch. ๐Ÿšช
  • mouseb_backward โ€” mouse button to move backwards.
  • mouseb_prevweapon โ€” mouse button to cycle to the previous weapon. ๐Ÿ”ซ
  • mouseb_nextweapon โ€” mouse button to cycle to the next weapon.
  • dclick_use โ€” 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. ๐Ÿ‘†

  • joystick_guid โ€” SDL GUID string indicating the joystick to use. An empty string means no joystick is configured. ๐ŸŽฎ
  • joystick_index โ€” index of the SDL joystick to use. This is only used in the case where multiple identical joystick devices are connected that have the same GUID, so it can tell them apart.
  • use_analog โ€” if non-zero, use analog movement when playing with a gamepad. ๐Ÿ•น๏ธ
  • joystick_x_axis โ€” joystick axis to use for horizontal (X) movement.
  • joystick_x_invert โ€” if non-zero, movement on the horizontal joystick axis is inverted. ๐Ÿ™ƒ
  • joystick_turn_sensitivity โ€” joystick turn analog sensitivity, specified as a value between 0 and 20.
  • joystick_y_axis โ€” joystick axis to use for vertical (Y) movement.
  • joystick_y_invert โ€” if non-zero, movement on the vertical joystick axis is inverted. ๐Ÿ™ƒ
  • joystick_strafe_axis โ€” joystick axis to use for strafing movement.
  • joystick_strafe_invert โ€” if non-zero, movement on the joystick axis used for strafing is inverted. ๐Ÿ™ƒ
  • joystick_move_sensitivity โ€” joystick move and strafe analog sensitivity, specified as a value between 0 and 20.
  • joystick_look_axis โ€” joystick axis to use for looking up and down. ๐Ÿ‘€
  • joystick_look_invert โ€” if non-zero, movement on the joystick axis used for looking is inverted. ๐Ÿ™ƒ
  • joystick_look_sensitivity โ€” joystick look analog sensitivity, specified as a value between 0 and 20.
  • joystick_physical_button0 โ€” the physical joystick button that corresponds to joystick virtual button #0. ๐ŸŽฏ
  • 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.
  • use_gamepad โ€” if non-zero, use the SDL_GameController interface instead of the SDL_Joystick interface. ๐ŸŽฎ
  • gamepad_type โ€” stores the SDL_GameControllerType of the last configured gamepad.
  • joystick_x_dead_zone โ€” joystick x axis dead zone, specified as a percentage of the axis max value.
  • joystick_y_dead_zone โ€” joystick y axis dead zone, specified as a percentage of the axis max value.
  • joystick_strafe_dead_zone โ€” joystick strafe axis dead zone, specified as a percentage of the axis max value.
  • joystick_look_dead_zone โ€” joystick look axis dead zone, specified as a percentage of the axis max value.
  • joyb_strafeleft โ€” joystick virtual button to make the player strafe left.
  • joyb_straferight โ€” joystick virtual button to make the player strafe right.
  • joyb_menu_activate โ€” joystick virtual button to activate the menu.
  • joyb_toggle_automap โ€” joystick virtual button to toggle 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.

  • key_pause โ€” key to pause or unpause the game. โธ๏ธ
  • key_menu_activate โ€” key that activates the menu when pressed.
  • key_menu_up โ€” key that moves the cursor up on the menu. โฌ†๏ธ
  • key_menu_down โ€” key that moves the cursor down on the menu. โฌ‡๏ธ
  • key_menu_left โ€” key that moves the currently selected slider on the menu left.
  • key_menu_right โ€” key that moves the currently selected slider on the menu right.
  • key_menu_back โ€” key to go back to the previous menu.
  • key_menu_forward โ€” key to activate the currently selected menu item.
  • key_menu_confirm โ€” key to answer 'yes' to a question in the menu. โœ…
  • key_menu_abort โ€” key to answer 'no' to a question in the menu. โŒ
  • key_menu_help โ€” keyboard shortcut to bring up the help screen.
  • key_menu_save โ€” keyboard shortcut to bring up the save game menu. ๐Ÿ’พ
  • key_menu_load โ€” keyboard shortcut to bring up the load game menu.
  • key_menu_volume โ€” keyboard shortcut to bring up the sound volume menu. ๐Ÿ”Š
  • key_menu_detail โ€” keyboard shortcut to toggle the detail level.
  • key_menu_qsave โ€” keyboard shortcut to quicksave the current game.
  • key_menu_endgame โ€” keyboard shortcut to end the game.
  • key_menu_messages โ€” keyboard shortcut to toggle heads-up messages.
  • key_menu_qload โ€” keyboard shortcut to load the last quicksave.
  • key_menu_quit โ€” keyboard shortcut to quit the game.
  • key_menu_gamma โ€” keyboard shortcut to toggle the gamma correction level.
  • key_spy โ€” keyboard shortcut to switch view in multiplayer. ๐Ÿ•ต๏ธ
  • key_menu_nextlevel โ€” keyboard shortcut to go to next level.
  • key_menu_reloadlevel โ€” keyboard shortcut to restart current level or demo.
  • key_menu_incscreen โ€” keyboard shortcut to increase the screen size.
  • key_menu_decscreen โ€” keyboard shortcut to decrease the screen size.
  • key_menu_screenshot โ€” keyboard shortcut to save a screenshot. ๐Ÿ“ธ
  • key_menu_cleanscreenshot โ€” keyboard shortcut to save a clean screenshot. โœจ
  • key_menu_del โ€” key to delete a savegame. ๐Ÿ—‘๏ธ
  • key_map_toggle โ€” key to toggle the map view.
  • key_map_north โ€” key to pan north when in the map view.
  • key_map_south โ€” key to pan south when in the map view.
  • key_map_east โ€” key to pan east when in the map view.
  • key_map_west โ€” key to pan west when in the map view.
  • key_map_zoomin โ€” key to zoom in when in the map view. ๐Ÿ”
  • key_map_zoomout โ€” key to zoom out when in the map view. ๐Ÿ”Ž
  • key_map_maxzoom โ€” key to zoom out the maximum amount when in the map view.
  • key_map_follow โ€” key to toggle follow mode when in the map view.
  • key_map_grid โ€” key to toggle the grid display when in the map view.
  • key_map_mark โ€” key to set a mark when in the map view. ๐Ÿ“
  • key_map_clearmark โ€” key to clear all marks when in the map view.
  • key_map_overlay โ€” key to toggle the overlay mode when in the map view.
  • key_map_rotate โ€” key to toggle the rotate mode when in the map view. ๐Ÿ”„
  • mouseb_mapzoomin โ€” mouse button to zoom in when in the map view.
  • mouseb_mapzoomout โ€” mouse button to zoom out when in the map view. bestie, it's giving "get a wider view" ๐Ÿ—บ๏ธ
  • mouseb_mapmaxzoom โ€” mouse button to zoom out the max amount when in the map view. go big or go home, max zoom energy โœจ
  • mouseb_mapfollow โ€” mouse button to toggle follow mode when in the map view. so you can stalk the action ๐Ÿ‘€
  • key_weapon1 โ€” key to select weapon 1. pew pew ๐Ÿ”ซ
  • key_weapon2 โ€” key to select weapon 2. pew pew, part two ๐Ÿ”ซ
  • key_weapon3 โ€” key to select weapon 3. third weapon, third slay ๐Ÿ’…
  • key_weapon4 โ€” key to select weapon 4. four for the win ๐Ÿ€
  • key_weapon5 โ€” key to select weapon 5. five alive โœ‹
  • key_weapon6 โ€” key to select weapon 6. six, bestie ๐ŸŽฒ
  • key_weapon7 โ€” key to select weapon 7. lucky number seven ๐Ÿ€
  • key_weapon8 โ€” key to select weapon 8. eight, great ๐ŸŽฑ
  • key_prevweapon โ€” key to cycle to the previous weapon. go back, bestie โช
  • key_nextweapon โ€” key to cycle to the next weapon. onward! โฉ
  • key_message_refresh โ€” key to re-display last message. reread the tea โ˜•
  • key_demo_quit โ€” key to quit the game when recording a demo. emergency exit ๐Ÿšช
  • key_multi_msg โ€” key to send a message during multiplayer games. chat time ๐Ÿ’ฌ
  • key_multi_msgplayer1 โ€” key to send a message to player 1 during multiplayer games. slide into their DMs ๐Ÿ“จ
  • key_multi_msgplayer2 โ€” key to send a message to player 2 during multiplayer games. DM player 2 ๐Ÿ“จ
  • key_multi_msgplayer3 โ€” key to send a message to player 3 during multiplayer games. DM player 3 ๐Ÿ“จ
  • key_multi_msgplayer4 โ€” key to send a message to player 4 during multiplayer games. DM player 4 ๐Ÿ“จ
  • key_reverse โ€” quick 180ยฐ reverse. spin around ๐Ÿ’ƒ
  • key_toggleautorun โ€” toggle always run. set it and forget it ๐Ÿƒโ€โ™€๏ธ
  • key_togglenovert โ€” toggle vertical mouse movement. flip that Y axis ๐Ÿ”„
  • mouse_y_invert โ€” invert vertical mouse movement. upside down vibes ๐Ÿ™ƒ
  • crispy_automapoverlay โ€” automap overlay mode. map on top of the game ๐Ÿ—บ๏ธ
  • crispy_automaprotate โ€” automap rotate mode. spin the map ๐ŸŒ€
  • crispy_automapstats โ€” show additional level statistics. extra numbers ๐Ÿ“Š
  • crispy_bobfactor โ€” variable player view bob. how much your view bounces ๐Ÿƒโ€โ™‚๏ธ
  • crispy_btusetimer โ€” "Use" button timer. how long you hold to use things โฑ๏ธ
  • crispy_brightmaps โ€” apply brightmaps to select textures and sprites. glow up โœจ
  • crispy_centerweapon โ€” Center Weapon when Firing. symmetrical slay ๐Ÿ’…
  • crispy_coloredblood โ€” Enable Colored Blood. not just red ๐Ÿฉธ
  • crispy_coloredhud โ€” Show colored numbers in the status bar. rainbow stats ๐ŸŒˆ
  • crispy_crosshairtarget โ€” Highlight Crosshair on target. lock on ๐ŸŽฏ
  • crispy_defaultskill โ€” Default difficulty when starting a new game. pick your poison ๐Ÿ’€
  • crispy_demobar โ€” Show a progress bar when playing back a demo. loading screen realness ๐Ÿ“Š
  • crispy_demotimer โ€” Show a timer when recording or playing pack demos. time it right โฒ๏ธ
  • crispy_demotimerdir โ€” Timer direction whan playing back a demo. yes, 'whan', we keep it iconic ๐Ÿ’…
  • crispy_extautomap โ€” Extended Automap. more map, more better ๐Ÿ—บ๏ธ
  • crispy_flipcorpses โ€” Enable Mirrored Corpses. they dead but symmetrical ๐ŸงŸ
  • crispy_fpslimit โ€” Limit framerate to this value in frames per second. cap it ๐ŸŽž๏ธ
  • crispy_freeaim โ€” Enable vertical aiming. aim up and down ๐ŸŽฏ
  • crispy_freelook โ€” Enable looking up and down. neck gains ๐Ÿ‘€
  • crispy_gamma โ€” Crispy's variable to support intermediate and negative gamma levels. brightness beyond the norm ๐ŸŒž
  • crispy_hires โ€” High Resolution Rendering. crisp like a new iPhone ๐Ÿ“ฑ
  • crispy_jump โ€” Enable jumping. get some air ๐Ÿฆ˜
  • crispy_leveltime โ€” Show level time. speedrun energy โฑ๏ธ
  • crispy_mouselook โ€” Use the mouse to look up and down. mouse look ๐Ÿ–ฑ๏ธ
  • crispy_neghealth โ€” Negative player health. you can go below zero? iconic ๐Ÿ’€
  • crispy_overunder โ€” Players may walk over and under shootable things. parkour ๐Ÿƒ
  • crispy_pitch โ€” Enable weapon recoil pitch. kickback vibes ๐Ÿ”ซ
  • crispy_playercoords โ€” Show player coordinates. know your place ๐Ÿ“
  • crispy_secretmessage โ€” Show a centered message and play a sound when a secret is found. secret slay ๐Ÿ””
  • crispy_smoothlight โ€” Smooth Diminishing Lighting. soft glow โœจ
  • crispy_smoothmap โ€” Smooth Lines on Automap. no jagged edges ๐Ÿ—บ๏ธ
  • crispy_smoothscaling โ€” Smooth Scaling. no pixelated mess โœจ
  • crispy_soundfix โ€” Misc. sound fixes. audio glow up ๐Ÿ”Š
  • crispy_soundfull โ€” Play sounds in full length. no cut-offs ๐ŸŽต
  • crispy_soundmono โ€” Mono sound effects. old school audio ๐ŸŽง
  • crispy_statsformat โ€” Level Stats Format. how you see your numbers ๐Ÿ“Š
  • crispy_translucency โ€” Enable translucency. see-through realness ๐Ÿ‘ป
  • crispy_truecolor โ€” Enable true-color rendering (experimental). fancy but experimental ๐ŸŽจ
  • crispy_uncapped โ€” Uncapped Framerate. no limits ๐Ÿš€
  • crispy_vsync โ€” Enable VSync. sync it up ๐Ÿ“บ
  • crispy_widescreen โ€” Widescreen rendering. cinematic vibes ๐ŸŽฌ

๐Ÿ” SEE ALSO ๐Ÿ”

and that's a wrap, bestie! this page is from Crispy Doom 7.1.0, dated 2024-01-23, and it's the crispy-doom.cfg(5) manual. slay ๐Ÿ’…โœจ

๐Ÿ“ฆ where this page comes from