crispy-hexen.cfg(5)

๐Ÿ’– NAME ๐Ÿ’–

crispy-hexen.cfg โ€” Crispy Hexen configuration file. And yes bestie, you're reading the manual page for crispy-hexen.cfg(5), so you're exactly where you need to be. ๐Ÿซถ


โœจ DESCRIPTION โœจ

okay so crispy-hexen.cfg is a configuration file for crispy-hexen(6). It's like the auxiliary config file โ€” the main configuration options are stored in hexen.cfg, which contains the same configuration options as Vanilla Hexen (for compatibility). crispy-hexen.cfg is where the configuration options that are specific to Crispy-Hexen only live. periodt.

crispy-hexen.cfg is normally stored in the user's home directory, as ~/.local/share/crispy-hexen/crispy-hexen.cfg. The path can be overridden using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification). ๐Ÿ’…

The crispy-hexen-setup(6) tool provides a simple to use front-end for editing crispy-hexen.cfg. Obsessed.


๐ŸŽ€ FILE FORMAT ๐ŸŽ€

The file format is the same as that used for hexen.cfg(5). No cap.


๐Ÿ‘‘ CONFIGURATION VARIABLES ๐Ÿ‘‘

  • video_driver โ€” Name of the SDL video driver to use. If this is an empty string, the default video driver is used. ๐Ÿ’–
  • window_position โ€” 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. ๐ŸชŸ
  • fullscreen โ€” If non-zero, the game will run in full screen mode. If zero, the game will run 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 will be stretched vertically to display correctly on a square pixel video mode. โœจ
  • smooth_pixel_scaling โ€” If non-zero, the screen will have 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 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. It should usually be unnecessary to set this value.
  • fullscreen_height โ€” Height for screen mode when running fullscreen. See 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. ๐Ÿซถ
  • max_scaling_buffer_pixels โ€” Maximum number of pixels to use for intermediate scaling buffer. More pixels mean that 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. ๐Ÿ”ฅ
  • startup_delay โ€” 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.
  • 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.
  • mouse_acceleration_y โ€” Vertical mouse acceleration factor. When the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed is multiplied by this value.
  • mouse_threshold_y โ€” Vertical 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 โ€” Sound output sample rate, in Hz. Typical values to use are 11025, 22050, 44100 and 48000. 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.
  • 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 will 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. ๐Ÿงš
  • 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. ๐ŸŒˆ
  • 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. 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.
  • 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_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.
  • a11y_sector_lighting โ€” If zero, this disables sectors changing their light level.
  • a11y_extra_lighting โ€” Amount of extra light to add to the game scene. ๐Ÿ’ก
  • a11y_weapon_flash โ€” If zero, this disables weapon flashes changing the ambient light level and flickering of torches.
  • 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. ๐Ÿ’œ
  • a11y_invul_colormap โ€” set this to zero and the colormap stops doing its little shift-into-a-different-palette thing while you're invulnerable ๐Ÿ’… accessibility bestie behaviour, fr.
  • player_name โ€” the name the game shows off in network games so everyone knows it's you ๐Ÿ‘‘ ngl it's literally only used on the "waiting" screen while you're waiting for the match to start, that's it.
  • grabmouse โ€” non-zero means the mouse gets "grabbed" when you're running windowed, so you can actually use it as an input device ๐Ÿ–ฑ๏ธ when you're full screen this does absolutely nothing, zero effect, nada.
  • novert โ€” non-zero and every bit of vertical mouse movement just gets ignored ๐Ÿ™ˆ it's emulating that old novert tool from the DOS days that did the exact same thing.
  • mouse_acceleration โ€” the mouse acceleration factor ๐Ÿš€ once your mouse movement speed goes over the threshold value (mouse_threshold), the speed gets multiplied by this.
  • mouse_threshold โ€” the mouse acceleration threshold โœจ once your mouse movement speed goes over this value, the speed gets multiplied by the acceleration factor (mouse_acceleration).
  • mouseb_strafeleft โ€” mouse button for strafing left โฌ…๏ธ
  • mouseb_straferight โ€” mouse button for strafing right โžก๏ธ
  • mouseb_turnleft โ€” mouse button for turning left โ†ฉ๏ธ
  • mouseb_turnright โ€” mouse button for turning right โ†ช๏ธ
  • mouseb_use โ€” mouse button that "uses" stuff, like a door or a switch ๐Ÿšช iconic.
  • mouseb_backward โ€” mouse button for walking backwards ๐Ÿฆ€
  • mouseb_prevweapon โ€” mouse button that cycles to the previous weapon ๐Ÿ”ซ
  • mouseb_nextweapon โ€” mouse button that cycles to the next weapon ๐Ÿ”ฅ
  • mouseb_useartifact โ€” mouse button to use an artifact ๐ŸŽ€

ok bestie we're entering joystick territory now, buckle up ๐Ÿ’€


  • joystick_guid โ€” an SDL GUID string saying which joystick to use ๐Ÿ•น๏ธ an empty string means no joystick is configured at all, it's giving lonely.
  • joystick_index โ€” the index of the SDL joystick to use ๐ŸŒธ this one only matters when you've got multiple identical joystick devices connected with the same GUID and you need to tell them apart.
  • use_analog โ€” non-zero and you get analog movement when playing with a gamepad ๐ŸŽฎ
  • joystick_x_axis โ€” which joystick axis handles horizontal (X) movement โ†”๏ธ
  • joystick_x_invert โ€” non-zero and movement on the horizontal joystick axis gets inverted ๐Ÿ”„
  • joystick_turn_sensitivity โ€” joystick turn analog sensitivity, given as a value between 0 and 20 ๐ŸŽš๏ธ
  • joystick_y_axis โ€” which joystick axis handles vertical (Y) movement โ†•๏ธ
  • joystick_y_invert โ€” non-zero and movement on the vertical joystick axis gets inverted ๐Ÿ”„
  • joystick_strafe_axis โ€” which joystick axis handles strafing movement ๐Ÿฆ‹
  • joystick_strafe_invert โ€” non-zero and movement on the joystick axis used for strafing gets inverted ๐Ÿ”„
  • joystick_move_sensitivity โ€” joystick move and strafe analog sensitivity, given as a value between 0 and 20 ๐ŸŽš๏ธ
  • joystick_look_axis โ€” which joystick axis handles looking up and down ๐Ÿ‘€
  • joystick_look_invert โ€” non-zero and movement on the joystick axis used for looking gets inverted ๐Ÿ”„
  • joystick_look_sensitivity โ€” joystick look analog sensitivity, given as a value between 0 and 20 ๐ŸŽš๏ธ
  • joystick_physical_button0 โ€” the physical joystick button that maps to joystick virtual button #0 ๐ŸŽฏ
  • joystick_physical_button1 โ€” the physical joystick button that maps to joystick virtual button #1 ๐ŸŽฏ
  • joystick_physical_button2 โ€” the physical joystick button that maps to joystick virtual button #2 ๐ŸŽฏ
  • joystick_physical_button3 โ€” the physical joystick button that maps to joystick virtual button #3 ๐ŸŽฏ
  • joystick_physical_button4 โ€” the physical joystick button that maps to joystick virtual button #4 ๐ŸŽฏ
  • joystick_physical_button5 โ€” the physical joystick button that maps to joystick virtual button #5 ๐ŸŽฏ
  • joystick_physical_button6 โ€” the physical joystick button that maps to joystick virtual button #6 ๐ŸŽฏ
  • joystick_physical_button7 โ€” the physical joystick button that maps to joystick virtual button #7 ๐ŸŽฏ
  • joystick_physical_button8 โ€” the physical joystick button that maps to joystick virtual button #8 ๐ŸŽฏ
  • joystick_physical_button9 โ€” the physical joystick button that maps to joystick virtual button #9 ๐ŸŽฏ
  • joystick_physical_button10 โ€” the physical joystick button that maps to joystick virtual button #10 ๐ŸŽฏ
  • joystick_physical_button11 โ€” the physical joystick button that maps to joystick virtual button #11 ๐ŸŽฏ
  • joystick_physical_button12 โ€” the physical joystick button that maps to joystick virtual button #12 ๐ŸŽฏ
  • joystick_physical_button13 โ€” the physical joystick button that maps to joystick virtual button #13 ๐ŸŽฏ
  • joystick_physical_button14 โ€” the physical joystick button that maps to joystick virtual button #14 ๐ŸŽฏ
  • joystick_physical_button15 โ€” the physical joystick button that maps to joystick virtual button #15 ๐ŸŽฏ
  • joystick_physical_button16 โ€” the physical joystick button that maps to joystick virtual button #16 ๐ŸŽฏ
  • use_gamepad โ€” non-zero and the game uses the SDL_GameController interface instead of the SDL_Joystick interface ๐ŸŽฎ periodt.
  • gamepad_type โ€” stores the SDL_GameControllerType of the last configured gamepad ๐Ÿ“
  • joystick_x_dead_zone โ€” joystick x axis dead zone, given as a percentage of the axis max value ๐ŸŽฏ
  • joystick_y_dead_zone โ€” joystick y axis dead zone, given as a percentage of the axis max value ๐ŸŽฏ
  • joystick_strafe_dead_zone โ€” joystick strafe axis dead zone, given as a percentage of the axis max value ๐ŸŽฏ
  • joystick_look_dead_zone โ€” joystick look axis dead zone, given as a percentage of the axis max value ๐ŸŽฏ
  • joyb_strafeleft โ€” joystick virtual button that makes the player strafe left โฌ…๏ธ
  • joyb_straferight โ€” joystick virtual button that makes the player strafe right โžก๏ธ
  • joyb_menu_activate โ€” joystick virtual button that activates the menu ๐Ÿ“‹
  • 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 ๐Ÿ”ซ
  • joyb_nextweapon โ€” joystick virtual button that cycles to the next weapon ๐Ÿ”ซ
  • joyb_useartifact โ€” joystick virtual button that activates an artifact ๐ŸŽ€
  • joyb_invleft โ€” joystick virtual button that moves left in the inventory ๐ŸŽ’
  • joyb_invright โ€” joystick virtual button that moves right in the inventory ๐ŸŽ’
  • joyb_flyup โ€” joystick virtual button that flies up ๐Ÿฆ…
  • joyb_flydown โ€” joystick virtual button that flies down ๐Ÿช‚
  • joyb_flycenter โ€” joystick virtual button that centers flying ๐Ÿงš

and nowโ€ฆ the keyboard keys โŒจ๏ธ there are so many bestie, we're gonna get through them together ๐Ÿซถ


  • key_pause โ€” key that pauses or unpauses the game โธ๏ธ
  • key_menu_activate โ€” key that activates the menu when you press it ๐Ÿ“‹
  • key_menu_up โ€” key that moves the cursor up in the menu โฌ†๏ธ
  • key_menu_down โ€” key that moves the cursor down in the menu โฌ‡๏ธ
  • key_menu_left โ€” key that moves the currently selected slider on the menu to the left ๐ŸŽš๏ธ
  • key_menu_right โ€” key that moves the currently selected slider on the menu to the right ๐ŸŽš๏ธ
  • key_menu_back โ€” key that goes back to the previous menu โ†ฉ๏ธ
  • key_menu_forward โ€” key that activates the currently selected menu item โœ…
  • key_menu_confirm โ€” key that answers 'yes' to a question in the menu ๐Ÿ’–
  • key_menu_abort โ€” key that answers 'no' to a question in the menu ๐Ÿ™…
  • key_menu_help โ€” keyboard shortcut that brings up the help screen ๐Ÿ†˜
  • key_menu_save โ€” keyboard shortcut that brings up the save game menu ๐Ÿ’พ
  • key_menu_load โ€” keyboard shortcut that brings up the load game menu ๐Ÿ“‚
  • 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 ๐Ÿ”
  • key_menu_qsave โ€” keyboard shortcut that quicksaves the current game โšก๐Ÿ’พ
  • key_menu_endgame โ€” keyboard shortcut that ends the game ๐Ÿ›‘
  • key_menu_messages โ€” keyboard shortcut that toggles heads-up messages ๐Ÿ’ฌ
  • key_menu_qload โ€” keyboard shortcut that loads the last quicksave โšก๐Ÿ“‚
  • key_menu_quit โ€” keyboard shortcut that quits the game ๐Ÿšช
  • key_menu_gamma โ€” keyboard shortcut that toggles the gamma correction level โ˜€๏ธ
  • key_spy โ€” keyboard shortcut that switches view in multiplayer ๐Ÿ‘€
  • key_menu_nextlevel โ€” keyboard shortcut that goes to the next level โญ๏ธ
  • key_menu_reloadlevel โ€” keyboard shortcut that restarts the current level or demo ๐Ÿ”
  • key_menu_incscreen โ€” keyboard shortcut that increases the screen size ๐Ÿ”Ž
  • key_menu_decscreen โ€” keyboard shortcut that decreases the screen size ๐Ÿ”
  • key_menu_screenshot โ€” keyboard shortcut that saves a screenshot ๐Ÿ“ธ
  • key_menu_cleanscreenshot โ€” keyboard shortcut that saves a clean screenshot โœจ๐Ÿ“ธ
  • key_menu_del โ€” key that deletes a savegame ๐Ÿ—‘๏ธ
  • key_map_toggle โ€” key that toggles the map view ๐Ÿ—บ๏ธ
  • key_map_north โ€” key that pans north when you're in the map view โฌ†๏ธ
  • key_map_south โ€” key that pans south when you're in the map view โฌ‡๏ธ
  • key_map_east โ€” key that pans east when you're in the map view โžก๏ธ
  • key_map_west โ€” key that pans west when you're in the map view โฌ…๏ธ
  • key_map_zoomin โ€” key that zooms in when you're in the map view ๐Ÿ”Ž
  • key_map_zoomout โ€” key that zooms out when you're in the map view ๐Ÿ”
  • key_map_maxzoom โ€” key that zooms out the maximum amount when you're in the map view ๐Ÿ”ญ
  • key_map_follow โ€” key that toggles follow mode when you're in the map view ๐Ÿ‘ฃ
  • key_map_grid โ€” key that toggles the grid display when you're in the map view โ–ฆ
  • key_map_mark โ€” key that sets a mark when you're in the map view ๐Ÿ“
  • key_map_clearmark โ€” key that clears all marks when you're in the map view ๐Ÿงน
  • key_map_overlay โ€” key that toggles the overlay mode when you're in the map view ๐Ÿงฉ
  • key_map_rotate โ€” key that toggles the rotate mode when you're in the map view ๐Ÿ”„
  • mouseb_mapzoomin โ€” mouse button that zooms in when you're in the map view ๐Ÿ”Ž
  • mouseb_mapzoomout โ€” mouse button that zooms out when you're in the map view ๐Ÿ”
  • mouseb_mapmaxzoom โ€” mouse button that zooms out the max amount when you're in the map view ๐Ÿ”ญ
  • mouseb_mapfollow โ€” mouse button that toggles follow mode when you're in the map view ๐Ÿ‘ฃ
  • key_weapon1 โ€” key that selects weapon 1 ๐Ÿ”ซ
  • key_weapon2 โ€” key that selects weapon 2 ๐Ÿ”ซ
  • key_weapon3 โ€” the key that selects weapon 3, periodt ๐Ÿ’…
  • key_weapon4 โ€” key to select weapon 4, no cap โœจ
  • key_weapon5 โ€” key to select weapon 5, bestie ๐ŸŽ€
  • key_weapon6 โ€” key to select weapon 6, lowkey essential ๐Ÿ’–
  • key_weapon7 โ€” key to select weapon 7, iconic ๐Ÿฆ‹
  • key_weapon8 โ€” key to select weapon 8, slay ๐ŸŒธ
  • key_prevweapon โ€” key to cycle to the previous weapon, the way that it goes backwards ๐Ÿ”„
  • key_nextweapon โ€” key to cycle to the next weapon, main character energy forward vibes ๐Ÿ’ซ
  • key_arti_all โ€” key to use one of each artifact, go absolutely feral with it ๐Ÿ‘‘
  • key_arti_health โ€” key to use the "quartz flask" artifact, heal up bestie ๐Ÿงช
  • key_arti_poisonbag โ€” key to use the "flechette" artifact, little poison moment ๐Ÿ“
  • key_arti_blastradius โ€” key to use the "disc of repulsion" artifact, push everything away ๐Ÿ’ฅ
  • key_arti_teleport โ€” key to use the "chaos device" artifact, teleport slay โœจ
  • key_arti_teleportother โ€” key to use the "banishment device" artifact, send them elsewhere ๐ŸŒ€
  • key_arti_egg โ€” key to use the "porkalator" artifact, yes that's literally the name ๐Ÿท
  • key_arti_invulnerability โ€” key to use the "icon of the defender" artifact, unkillable era ๐Ÿ›ก๏ธ
  • key_message_refresh โ€” key to re-display the last message, in case you missed it ๐Ÿ™ˆ
  • key_demo_quit โ€” key to quit the game when recording a demo, bye bestie ๐Ÿ‘‹
  • key_multi_msg โ€” key to send a message during multiplayer games, chatty queen ๐Ÿ’ฌ
  • key_multi_msgplayer1 โ€” key to send a message to player 1 during multiplayer games ๐Ÿ“จ
  • key_multi_msgplayer2 โ€” key to send a message to player 2 during multiplayer games ๐Ÿ“จ
  • key_multi_msgplayer3 โ€” key to send a message to player 3 during multiplayer games ๐Ÿ“จ
  • key_multi_msgplayer4 โ€” key to send a message to player 4 during multiplayer games ๐Ÿ“จ
  • key_multi_msgplayer5 โ€” key to send a message to player 5 during multiplayer games ๐Ÿ“จ
  • key_multi_msgplayer6 โ€” key to send a message to player 6 during multiplayer games ๐Ÿ“จ
  • key_multi_msgplayer7 โ€” key to send a message to player 7 during multiplayer games ๐Ÿ“จ
  • key_multi_msgplayer8 โ€” key to send a message to player 8 during multiplayer games ๐Ÿ“จ
  • key_reverse โ€” quick 180ยฐ reverse, spin around like a pop star ๐ŸŽค
  • crispy_crosshairtype โ€” crosshair type, pick your little aim vibe ๐ŸŽฏ
  • crispy_crosshaircolor โ€” crosshair color, aesthetic choices only ๐ŸŒˆ
  • crispy_defaultskill โ€” default difficulty when starting a new game, choose your chaos level ๐Ÿ”ฅ
  • crispy_fpslimit โ€” limit framerate to this value in frames per second, smooth or speedy, your call โฑ๏ธ
  • crispy_gamma โ€” Crispy's variable to support intermediate and negative gamma levels, brightness girlies rise โ˜€๏ธ
  • crispy_translucency โ€” enable translucency, see-through slay ๐Ÿ’Ž

๐ŸŒˆ SEE ALSO ๐ŸŒˆ


okay that's the whole page bestie ๐Ÿ’– this was crispy-hexen.cfg(5) from Crispy Doom 7.1.0, dated 2024-01-23 โ€” go forth and configure your keybinds, ily ๐Ÿซถโœจ

๐Ÿ“ฆ where this page comes from