crispy-strife.cfg(5)

πŸ“¦
version 7.1 Β· 4 versions
, in nixos 26.05, ubuntu questing, ubuntu resolute, ubuntu stonking

πŸŽ€ NAME πŸŽ€

crispy-strife.cfg β€” bestie, it's the Crispy Strife configuration file πŸ’…

This is from the File Formats Manual section of the manual pages, so the full tag on it is crispy-strife.cfg(5). Yes, section 5, we love a file-formats girlie. πŸ¦‹


✨ DESCRIPTION ✨

Okay so, crispy-strife.cfg is the config file for crispy-strife(6). But here's the tea: it's an auxiliary config file. The main config options live over in strife.cfg, which holds all the same options as Vanilla Strife (for compatibility reasons, we keep it around, iconic behaviour honestly). crispy-strife.cfg is where the options that are specific to Crispy-Strife only go. It's giving "special edition side file." πŸ’–

crispy-strife.cfg normally chills in your home directory, at:

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

But you can override that path with the XDG_DATA_HOME environment variable (go read the XDG Base Directory Specification, iykyk). 🌸

And if you don't feel like hand-editing this whole thing, the crispy-strife-setup(6) tool is a simple-to-use front-end for editing crispy-strife.cfg. Main character convenience. πŸ‘‘


πŸ“ FILE FORMAT πŸ“

The file format is exactly the same as the one used for strife.cfg(5). Same energy, same rules. Periodt. ✨


πŸŽ›οΈ CONFIGURATION VARIABLES πŸŽ›οΈ

Okay bestie, here comes the whole list. No skipping, no summarising β€” every single one of these matters. πŸ’œ

  • video_driver β€” Name of the SDL video driver you want to use. If this is an empty string, the default video driver is used.
  • window_position β€” Where the window sits on your screen when running in windowed mode. Accepted values are: "" (empty string) β€” don't care; "center" β€” place the window at the center of the screen; "x,y" β€” place the window at the specified coordinates. πŸͺŸ
  • fullscreen β€” If non-zero, the game runs in full screen mode. If zero, the game runs in a window.
  • video_display β€” Index of the display the game should run on. Heads up: this has no effect if you're running in windowed mode (fullscreen=0) and window_position is not set to "center". πŸ™ˆ
  • aspect_ratio_correct β€” If non-zero, the screen gets stretched vertically so it displays correctly on a square pixel video mode.
  • smooth_pixel_scaling β€” If non-zero, the screen gets smooth scaling.
  • integer_scaling β€” If non-zero, forces integer scales for resolution-independent rendering. Clean numbers only, we're not messy here. πŸ’…
  • window_width β€” Window width when running in windowed mode.
  • window_height β€” Window height when running in windowed mode.
  • fullscreen_width β€” 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, rather than ever switching screen modes. It should usually be unnecessary to set this value. 🌈
  • fullscreen_height β€” Height for the screen mode when running fullscreen. See the documentation for fullscreen_width.
  • force_software_renderer β€” If non-zero, force the use of a software renderer. For use on systems lacking hardware acceleration. 🐌
  • max_scaling_buffer_pixels β€” 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 it to 16,000,000 pixels, which is enough to cover 4K monitor standards. πŸ”₯
  • startup_delay β€” 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 β€” If non-zero, display the graphical startup screen.
  • show_endoom β€” If non-zero, the ENDOOM text screen is displayed when exiting the game. If zero, the ENDOOM screen is not displayed.
  • show_diskicon β€” If non-zero, a disk activity indicator is displayed when data is read from disk. If zero, the disk activity indicator is not displayed. πŸ’Ύ
  • png_screenshots β€” If non-zero, save screenshots in PNG format. If zero, screenshots are saved in PCX format, as Vanilla Doom does.
  • mouse_acceleration_y β€” Vertical mouse acceleration factor. When the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed is multiplied by this value. πŸ–±οΈ
  • mouse_threshold_y β€” 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 β€” Sound output sample rate, in Hz. Typical values to use are 11025, 22050, 44100 and 48000. 🎧
  • snd_cachesize β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” The I/O port to use to access the OPL chip. Only relevant when using native OPL music playback.
  • use_libsamplerate β€” 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 β€” 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. πŸ”Š
  • autoload_path β€” 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. πŸ—‚οΈ
  • music_pack_path β€” 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 β€” If 1, activate the FluidSynth chorus effects module. If 0, no chorus will be added to the output signal.
  • fsynth_chorus_depth β€” Specifies the modulation depth of the FluidSynth chorus. Default is 5.0, range is 0.0 to 256.0.
  • fsynth_chorus_level β€” Specifies the output amplitude of the FluidSynth chorus signal. Default is 0.35, range is 0.0 to 10.0.
  • fsynth_chorus_nr β€” Sets the voice count of the FluidSynth chorus signal. Default is 3, range is 0 to 99.
  • fsynth_chorus_speed β€” Sets the FluidSynth chorus modulation speed in Hz. Default is 0.3, range is 0.1 to 5.0.
  • fsynth_midibankselect β€” This setting defines how FluidSynth interprets Bank Select messages. The default is "gs". Other possible values are "gm", "xg" and "mma". 🎼
  • fsynth_polyphony β€” Sets the number of FluidSynth voices that can be played in parallel. Default is 256, range is 1 - 65535.
  • fsynth_reverb_active β€” If 1, activate the FluidSynth reverb effects module. If 0, no reverb will be added to the output signal. 🌊
  • fsynth_reverb_damp β€” Sets the amount of FluidSynth reverb damping. Default is 0.4, range is 0.0 to 1.0.
  • fsynth_reverb_level β€” Sets the FluidSynth reverb amplitude. Default is 0.15, range is 0.0 - 1.0.
  • fsynth_reverb_roomsize β€” Sets the room size (i.e. amount of wet) FluidSynth reverb. Default is 0.6, range is 0.0 - 1.0.
  • fsynth_reverb_width β€” Sets the stereo spread of the FluidSynth reverb signal. Default is 0.4, range is 0.0 - 100.0.
  • fsynth_gain β€” Fine tune the FluidSynth output level. Default is 1.0, range is 0.0 - 10.0.
  • fsynth_sf_path β€” Full path to a soundfont file to use with FluidSynth MIDI playback. 🎢
  • timidity_cfg_path β€” 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 β€” Path to GUS patch files to use when operating in GUS emulation mode.
  • gus_ram_kb β€” Number of kilobytes of RAM to use in GUS emulation mode. Valid values are 256, 512, 768 or 1024.
  • winmm_midi_device β€” MIDI device for native Windows MIDI. πŸͺŸ
  • winmm_complevel β€” Compatibility level for native Windows MIDI, default 1. Valid values are 0 (Vanilla), 1 (Standard), 2 (Full).
  • winmm_reset_type β€” 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 β€” Reset device delay for native Windows MIDI, default 0, median value 100 ms.
  • vanilla_savegame_limit β€” If non-zero, the Vanilla savegame limit is enforced; if the savegame exceeds 180224 bytes in size, the game will exit with an error. If this has a value of zero, there is no limit to the size of savegames. 😭
  • vanilla_demo_limit β€” If non-zero, the Vanilla demo size limit is enforced; the game exits with an error when a demo exceeds the demo size limit (128KiB by default). If this has a value of zero, there is no limit to the size of demos.
  • vanilla_keyboard_mapping β€” bestie, if this is non-zero the game goes full Vanilla Doom mode and always assumes an American keyboard mapping πŸ’…. Set it to zero and it'll actually use your keyboard's native mapping instead. no cap.
  • runcentering β€” so by default, pressing "run" centers the view in Strife. Iconic, right? This setting is how you toggle that behavior on and off πŸŽ€.
  • a11y_sector_lighting β€” if zero, this disables sectors changing their light level. that's it, that's the whole thing ✨.
  • a11y_extra_lighting β€” the amount of extra light to add to the game scene. accessibility queen 🌸.
  • a11y_weapon_flash β€” if zero, this disables weapon flashes changing the ambient light level and flickering of torches πŸ”₯.
  • a11y_weapon_palette β€” if zero, this disables weapon palette changes.
  • a11y_weapon_pspr β€” if zero, this disables rendering of weapon flashes sprites.
  • a11y_palette_changes β€” if zero, this disables palette changes upon damage, item pickup, or when wearing the radiation suit 🧚.
  • a11y_invul_colormap β€” if zero, this disables colormap changes during invulnerability.
  • player_name β€” the name to use in network games for identification πŸ‘‘. lowkey it's only used on the "waiting" screen while waiting for the game to start. main character energy on the lobby screen, periodt.
  • grabmouse β€” if this is non-zero, the mouse gets "grabbed" when running in windowed mode so it can actually be used as an input device 🫢. When you're running full screen, this does literally nothing.
  • novert β€” if non-zero, all vertical mouse movement is ignored. It emulates the behavior of the "novert" tool available under DOS that does the exact same thing, so if you know you know 😌.
  • mouse_acceleration β€” the mouse acceleration factor. When the speed of your mouse movement exceeds the threshold value (mouse_threshold), the speed gets multiplied by this value πŸ“ˆ.
  • mouse_threshold β€” the mouse acceleration threshold. When the speed of mouse movement exceeds this threshold value, the speed is multiplied by an acceleration factor (mouse_acceleration). they're a lil duo, fr fr.
  • mouseb_strafeleft β€” mouse button to strafe left.
  • mouseb_straferight β€” mouse button to strafe right.
  • mouseb_turnleft β€” mouse button to turn left.
  • mouseb_turnright β€” mouse button to turn right.
  • mouseb_use β€” mouse button to "use" an object, eg. a door or switch.
  • mouseb_backward β€” mouse button to move backwards.
  • mouseb_prevweapon β€” mouse button to cycle to the previous weapon.
  • mouseb_nextweapon β€” mouse button to cycle to the next weapon.
  • mouseb_invuse β€” mouse button to use inventory item.
  • dclick_use β€” 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 πŸ’….
  • joystick_guid β€” an SDL GUID string indicating the joystick to use. An empty string means no joystick is configured. nada. zero. empty nest πŸ¦‹.
  • joystick_index β€” the index of the SDL joystick to use. This is only used in the case where multiple identical joystick devices are connected which have the same GUID, so you can tell them apart πŸ‘€.
  • use_analog β€” if non-zero, use analog movement when playing with a gamepad.
  • joystick_x_axis β€” joystick axis to use to for horizontal (X) movement.
  • joystick_x_invert β€” if non-zero, movement on the horizontal joystick axis is inverted.
  • joystick_turn_sensitivity β€” joystick turn analog sensitivity, specified as a value between 0 and 20 🎯.
  • joystick_y_axis β€” joystick axis to use to for vertical (Y) movement.
  • joystick_y_invert β€” if non-zero, movement on the vertical joystick axis is inverted.
  • joystick_strafe_axis β€” joystick axis to use to for strafing movement.
  • joystick_strafe_invert β€” if non-zero, movement on the joystick axis used for strafing is inverted.
  • joystick_move_sensitivity β€” joystick move and strafe analog sensitivity, specified as a value between 0 and 20 ✨.
  • joystick_look_axis β€” joystick axis to use to for looking up and down.
  • joystick_look_invert β€” if non-zero, movement on the joystick axis used for looking is inverted.
  • joystick_look_sensitivity β€” joystick look analog sensitivity, specified as a value between 0 and 20 πŸŽ€.
  • joystick_physical_button0 β€” the physical joystick button that corresponds to joystick virtual button #0.
  • joystick_physical_button1 β€” the physical joystick button that corresponds to joystick virtual button #1.
  • joystick_physical_button2 β€” the physical joystick button that corresponds to joystick virtual button #2.
  • joystick_physical_button3 β€” the physical joystick button that corresponds to joystick virtual button #3.
  • joystick_physical_button4 β€” the physical joystick button that corresponds to joystick virtual button #4.
  • joystick_physical_button5 β€” the physical joystick button that corresponds to joystick virtual button #5.
  • joystick_physical_button6 β€” the physical joystick button that corresponds to joystick virtual button #6.
  • joystick_physical_button7 β€” the physical joystick button that corresponds to joystick virtual button #7.
  • joystick_physical_button8 β€” the physical joystick button that corresponds to joystick virtual button #8.
  • joystick_physical_button9 β€” the physical joystick button that corresponds to joystick virtual button #9.
  • joystick_physical_button10 β€” the physical joystick button that corresponds to joystick virtual button #10.
  • joystick_physical_button11 β€” the physical joystick button that corresponds to joystick virtual button #11.
  • joystick_physical_button12 β€” the physical joystick button that corresponds to joystick virtual button #12.
  • joystick_physical_button13 β€” the physical joystick button that corresponds to joystick virtual button #13.
  • joystick_physical_button14 β€” the physical joystick button that corresponds to joystick virtual button #14.
  • joystick_physical_button15 β€” the physical joystick button that corresponds to joystick virtual button #15.
  • joystick_physical_button16 β€” the physical joystick button that corresponds to joystick virtual button #16. yes bestie, we really did go all the way to sixteen 🌈.
  • use_gamepad β€” if non-zero, use the SDL_GameController interface instead of the SDL_Joystick interface.
  • gamepad_type β€” stores the SDL_GameControllerType of the last configured gamepad.
  • joystick_x_dead_zone β€” joystick x axis dead zone, specified as a percentage of the axis max value.
  • joystick_y_dead_zone β€” joystick y axis dead zone, specified as a percentage of the axis max value.
  • joystick_strafe_dead_zone β€” joystick strafe axis dead zone, specified as a percentage of the axis max value.
  • joystick_look_dead_zone β€” joystick look axis dead zone, specified as a percentage of the axis max value.
  • joyb_strafeleft β€” joystick virtual button to make the player strafe left.
  • joyb_straferight β€” joystick virtual button to make the player strafe right.
  • joyb_menu_activate β€” joystick virtual button to activate the menu.
  • joyb_toggle_automap β€” joystick virtual button to toggle the automap.
  • joyb_prevweapon β€” joystick virtual button that cycles to the previous weapon.
  • joyb_nextweapon β€” joystick virtual button that cycles to the next weapon.

okay now we're into the keybinds section and this is where it gets real πŸ’œ

  • key_pause β€” key to pause or unpause the game.
  • key_menu_activate β€” key that activates the menu when pressed.
  • key_menu_up β€” key that moves the cursor up on the menu.
  • key_menu_down β€” key that moves the cursor down on the menu.
  • key_menu_left β€” key that moves the currently selected slider on the menu left.
  • key_menu_right β€” key that moves the currently selected slider on the menu right.
  • key_menu_back β€” key to go back to the previous menu.
  • key_menu_forward β€” key to activate the currently selected menu item.
  • key_menu_confirm β€” key to answer 'yes' to a question in the menu.
  • key_menu_abort β€” key to answer 'no' to a question in the menu.
  • key_menu_help β€” keyboard shortcut to bring up the help screen 🫢.
  • key_menu_save β€” keyboard shortcut to bring up the save game menu.
  • key_menu_load β€” keyboard shortcut to bring up the load game menu.
  • key_menu_volume β€” keyboard shortcut to bring up the sound volume menu.
  • key_menu_detail β€” keyboard shortcut to toggle the detail level.
  • key_menu_qsave β€” keyboard shortcut to quicksave the current game ⚑.
  • key_menu_endgame β€” keyboard shortcut to end the game.
  • key_menu_messages β€” keyboard shortcut to toggle heads-up messages.
  • key_menu_qload β€” keyboard shortcut to load the last quicksave.
  • key_menu_quit β€” keyboard shortcut to quit the game.
  • key_menu_gamma β€” keyboard shortcut to toggle the gamma correction level.
  • key_spy β€” keyboard shortcut to switch view in multiplayer πŸ‘€.
  • key_menu_nextlevel β€” keyboard shortcut to go to next level.
  • key_menu_reloadlevel β€” keyboard shortcut to restart current level or demo.
  • key_menu_incscreen β€” keyboard shortcut to increase the screen size.
  • key_menu_decscreen β€” keyboard shortcut to decrease the screen size.
  • key_menu_screenshot β€” keyboard shortcut to save a screenshot πŸ“Έ.
  • key_menu_cleanscreenshot β€” keyboard shortcut to save a clean screenshot ✨.
  • key_menu_del β€” key to delete a savegame πŸ’€.
  • key_map_toggle β€” key to toggle the map view.
  • key_map_north β€” key to pan north when in the map view.
  • key_map_south β€” key to pan south when in the map view.
  • key_map_east β€” key to pan east when in the map view.
  • key_map_west β€” key to pan west when in the map view.
  • key_map_zoomin β€” key to zoom in when in the map view.
  • key_map_zoomout β€” key to zoom out when in the map view.
  • key_map_maxzoom β€” key to zoom out the maximum amount when in the map view.
  • key_map_follow β€” key to toggle follow mode when in the map view.
  • key_map_grid β€” key to toggle the grid display when in the map view.
  • key_map_mark β€” key to set a mark when in the map view.
  • key_map_clearmark β€” key to clear all marks when in the map view 🧹.

Okay bestie, deep breath, we're in the home stretch of the keybinds πŸŽ€ still under the config variables, still not done, but so close.

  • key_map_overlay β€” the key that toggles overlay mode while you're in the map view. πŸ—ΊοΈ
  • key_map_rotate β€” the key that toggles rotate mode when you're in the map view.
  • mouseb_mapzoomin β€” mouse button that zooms in when you're in the map view.
  • mouseb_mapzoomout β€” mouse button that zooms out when you're in the map view.
  • mouseb_mapmaxzoom β€” mouse button that zooms out the max amount when you're in the map view.
  • mouseb_mapfollow β€” mouse button that toggles follow mode when you're in the map view.
  • key_weapon1 β€” key to select weapon 1.
  • key_weapon2 β€” key to select weapon 2.
  • key_weapon3 β€” key to select weapon 3.
  • key_weapon4 β€” key to select weapon 4.
  • key_weapon5 β€” key to select weapon 5.
  • key_weapon6 β€” key to select weapon 6.
  • key_weapon7 β€” key to select weapon 7.
  • key_weapon8 β€” key to select weapon 8. (yes, it stops at eight, don't come for me πŸ’…)
  • key_prevweapon β€” key to cycle to the previous weapon.
  • key_nextweapon β€” key to cycle to the next weapon. the way these two carry your whole loadout fr fr πŸ”₯
  • key_message_refresh β€” key to re-display the last message. didn't catch it the first time? iconic, hit it again.
  • key_demo_quit β€” key to quit the game when recording a demo. 🎬
  • key_multi_msg β€” key to send a message during multiplayer games.
  • key_multi_msgplayer1 β€” key to send a message to player 1 during multiplayer games.
  • key_multi_msgplayer2 β€” key to send a message to player 2 during multiplayer games.
  • key_multi_msgplayer3 β€” key to send a message to player 3 during multiplayer games.
  • key_multi_msgplayer4 β€” key to send a message to player 4 during multiplayer games.
  • key_multi_msgplayer5 β€” key to send a message to player 5 during multiplayer games.
  • key_multi_msgplayer6 β€” key to send a message to player 6 during multiplayer games.
  • key_multi_msgplayer7 β€” key to send a message to player 7 during multiplayer games.
  • key_multi_msgplayer8 β€” key to send a message to player 8 during multiplayer games. one whole squad of direct messages, obsessed. πŸ’Œ
  • key_reverse β€” quick 180Β° reverse. spin on 'em. πŸŒ€
  • crispy_crosshair β€” draw a crosshair.
  • crispy_crosshairhealth β€” crosshair color indicates health. πŸ‘‘
  • crispy_gamma β€” Crispy's own variable to support intermediate and negative gamma levels. negative gamma?? yes bestie, the vibes go both ways ✨

🌈 SEE ALSO 🌈


and that's the whole page, bestie!! you read all three parts, that's main character energy for real πŸ’–πŸ¦‹

this gem comes from Crispy Doom 7.1.0, dated 2024-01-23, and yes, it's the crispy-strife.cfg(5) manual β€” go forth and configurate responsibly πŸŽ€βœ¨

πŸ“¦ where this page comes from