nugget-doom(6)

๐Ÿ“ฆ
version 6.1.0 ยท 2 versions
, in nixpkgs unstable

๐ŸŽ€ nugget-doom ๐ŸŽ€

okay so this is the Games Manual page for nugget-doom, section 6 of the manual, bestie โ€” and it's a lot, so buckle up ๐Ÿ’–


โœจ NAME โœจ

nugget-doom โ€” Nugget Doom is a fork of Fabian Greffrath's Doom source port Woof!, and the whole point is that it implements extra features on top. icon behavior, no cap ๐Ÿซถ


๐ŸŒธ SYNOPSIS ๐ŸŒธ

nugget-doom [OPTIONS]

๐Ÿ’… DESCRIPTION ๐Ÿ’…

So Woof! is a source port built on top of Team Eternity's WinMBF, and its whole mission is making that thing accessible on modern systems. Nugget Doom is developed based on the Woof! code, and it's aiming to implement additional features that aren't present in Woof! itself. literally that's the vibe โ€” same foundation, extra sprinkles ๐Ÿฆ‹


โญ GENERAL OPTIONS โญ

the everyday stuff, the main character options ๐Ÿ’…

  • -config <file> โ€” load your main configuration from the file you specify, instead of the default one.
  • -devparm โ€” developer mode. go off, dev queen ๐Ÿ‘‘
  • -file <files> โ€” load the PWAD files you list here.
  • -help โ€” print the command line help and be on your way.
  • -iwad <file> โ€” specify exactly which IWAD file to use.
  • -nomusic โ€” disable music. silent disco era ๐Ÿ˜ญ
  • -nosfx โ€” disable sound effects.
  • -nosound โ€” disable all sound output, periodt.
  • -quiet โ€” print with minimum verbosity. lowkey mode ๐Ÿซถ
  • -save <directory> โ€” pick the path you load and save games from. if that directory doesn't exist, it gets automatically created for you โ€” no manual mkdir needed, slay โœจ
  • -shotdir <directory> โ€” pick the path where screenshots get saved. same deal: if it doesn't exist, it's automatically created ๐ŸŽ€
  • -verbose โ€” print debugging info with maximum verbosity. it's giving loud and proud ๐Ÿ“ข
  • -version โ€” print the program version and exit. quick vibe check.

๐ŸŽฎ GAME START OPTIONS ๐ŸŽฎ

how you actually start playing โ€” the setup era ๐ŸŒˆ

  • -beta โ€” press beta emulation mode (complevel mbf only).
  • -coop_spawns โ€” start a single player game with item spawns as in a cooperative netgame.
  • -dog โ€” enables a single helper dog. one (1) good boy ๐Ÿถ
  • -dogs <n> โ€” overrides the current number of helper dogs, setting it to n.
  • -episode <n> โ€” start playing on episode n (1-99).
  • -fast โ€” monsters move faster. stressed monsters fr ๐Ÿ˜ญ
  • -loadgame <ps> โ€” load the game on page p (0-7) in slot s (0-7). use 255 to load an auto save.
  • -nm โ€” alias to -skill 5.
  • -nomo โ€” alias to -nomonsters.
  • -nomonsters โ€” disable monsters. peaceful icon behavior ๐ŸŒธ
  • -pistolstart โ€” enables automatic pistol starts on each level.
  • -respawn โ€” monsters respawn after being killed. they're back and they're mad ๐Ÿ’€
  • -skill <skill> โ€” set the game skill, 1-6 (1: easiest, 5: hardest, 6: custom). a skill of 0 disables all monsters only in -complevel vanilla.
  • -speed <n> โ€” increase or decrease game speed, as a percentage of normal.
  • -turbo <x> โ€” turbo mode, bestie ๐Ÿ”ฅ the player's speed is multiplied by x%. if unspecified, x defaults to 200. values are rounded up to 10 and down to 400.
  • -uv โ€” alias to -skill 4.
  • -warp <x> <y>|<xy> โ€” start a game immediately, warping to ExMy (Doom 1) or MAPxy (Doom 2).

๐Ÿ–ฅ๏ธ DISPLAY OPTIONS ๐Ÿ–ฅ๏ธ

screen size discourse, let's go ๐ŸŽ€

  • -1 โ€” don't scale up the screen. implies -window.
  • -2 โ€” double up the screen to 2x its normal size. implies -window.
  • -3 โ€” triple up the screen to 3x its normal size. implies -window.
  • -fullscreen โ€” run in fullscreen mode. main character energy, full frame ๐Ÿ‘‘
  • -noblit โ€” disable blitting the screen.
  • -nodraw โ€” disable rendering the screen entirely. not me rendering nothing ๐Ÿ™ˆ
  • -nograbmouse โ€” don't grab the mouse when running in windowed mode.
  • -nouncapped โ€” disables uncapped framerate.
  • -uncapped โ€” enables uncapped framerate. frames go brrr โญ
  • -window โ€” run in a window.

๐ŸŒ NETWORKING OPTIONS ๐ŸŒ

multiplayer hours, iykyk ๐Ÿฆ‹

  • -altdeath โ€” start a deathmatch 2.0 game. weapons do not stay in place, and all items respawn after 30 seconds.
  • -autojoin โ€” automatically search the local LAN for a multiplayer server and join it.
  • -avg โ€” Austin Virtual Gaming: end levels after 20 minutes.
  • -connect <address> โ€” connect to a multiplayer server running on the given address.
  • -deathmatch โ€” start a deathmatch game.
  • -dedicated โ€” start a dedicated server, routing packets but not participating in the game itself. it's the group chat admin who never speaks ๐Ÿ’€
  • -dm3 โ€” start a deathmatch 3.0 game. weapons stay in place, and all items respawn after 30 seconds.
  • -dup <n> โ€” reduce the resolution of the game by a factor of n, reducing the amount of network bandwidth needed. data diet โœจ
  • -extratics <n> โ€” send n extra tics in every packet as insurance against dropped packets. safety net, we love her ๐Ÿซถ
  • -frags <n> โ€” the -frags option allows you to deathmatch until one player achieves n frags, at which time the level ends and scores are displayed. if n is not specified, the match is to 10 frags.
  • -left โ€” run as the left screen in three screen mode.
  • -nodes <n> โ€” autostart the netgame when n nodes (clients) have joined the server.
  • -oldsync โ€” use original network client sync code rather than the improved sync code.
  • -port <n> โ€” use the specified UDP port for communications, instead of the default (2342).
  • -privateserver โ€” when running a server, don't register with the global master server. implies -server. stealth mode activated ๐Ÿ™ˆ
  • -right โ€” run as the right screen in three screen mode.
  • -server โ€” start a multiplayer server, listening for connections.
  • -servername <name> โ€” when starting a network server, specify a name for the server.
  • -solo-net โ€” start the game playing as though in a netgame with a single player. this can also be used to play back single player netgame demos.
  • -timer <n> โ€” for multiplayer games: exit each level after n minutes.

๐Ÿงš DEHACKED AND WAD MERGING ๐Ÿงš

the deep lore section, lowkey obsessed ๐Ÿ’œ

  • -blockmap โ€” forces a (re-)building of the BLOCKMAP lumps for loaded maps.
  • -bsp โ€” forces rebuilding of nodes.
  • -deh <files> โ€” load the given dehacked/bex patch(es).
  • -dumptranmap <alpha> <name> โ€” dump tranmap lump, given an alpha level (opacity percentage). valid values are 0 through to 99.
  • -force_old_zdoom_nodes โ€” forces extended (non-GL) ZDoom nodes.
  • -noautoload โ€” disable auto-loading of .wad and .deh files.
  • -nocheats โ€” ignore cheats in dehacked files.
  • -nodeh โ€” avoid loading DEHACKED lumps embedded into WAD files.
  • -nomapinfo โ€” disable UMAPINFO loading.
  • -nooptions โ€” avoid loading OPTIONS lumps embedded into WAD files.
  • -reject_pad_with_ff โ€” pad the remaining REJECT table space with 0xff.
  • -tranmap โ€” forces the (re-)building of the translucency table.

๐Ÿ“ผ DEMO OPTIONS ๐Ÿ“ผ

recording and playback, the archivists of the group chat ๐ŸŽ€

  • -fastdemo <demo> โ€” plays the given demo as fast as possible. speedrun the playback fr ๐Ÿ”ฅ
  • -levelstat โ€” write level statistics upon exit to levelstat.txt.
  • -longtics โ€” record a high resolution "Doom 1.91" demo.
  • -maxdemo <size> โ€” sets the initial size of the demo recording buffer (KiB). this is no longer a hard limit, and the buffer will expand if the given limit is exceeded โ€” she grows ๐Ÿ’…
  • -playdemo <demo> โ€” play back the demo named demo.lmp.
  • -record <demo> โ€” record a demo named demo.lmp.
  • -recordfrom <s> <demo> โ€” record a demo, loading from the given save slot. equivalent to -loadgame <s> -record <demo>.
  • -recordfromto <demo1> <demo2> โ€” allows continuing <demo1> after it ends or when the user presses the join demo key, the result getting saved as <demo2>. equivalent to -playdemo <demo1> -record <demo2>.
  • -shorttics โ€” play with low turning resolution to emulate demo recording.
  • -skipsec <min:sec> โ€” skip min:sec time during viewing of the demo. -warp <x> -skipsec <min:sec> will skip min:sec time on level x.
  • -tas โ€” lifts strict mode restrictions according to DSDA rules.
  • -timedemo <demo> โ€” play back the demo named demo.lmp, determining the framerate of the screen.

๐ŸŒˆ COMPATIBILITY ๐ŸŒˆ

so your old stuff actually works, we love backwards compatibility ๐Ÿซถ

  • -cl <version> โ€” alias to -complevel.
  • -complevel <version> โ€” emulate a specific version of Doom/Boom/MBF. valid values are "vanilla", "boom", "mbf", "mbf21".
  • -gameversion <version> โ€” emulate a specific version of Doom. valid values are "1.9", "ultimate", "final", "final2", "chex". requires -complevel vanilla.
  • -setmem <version> โ€” specify DOS version to emulate for NULL pointer dereference emulation. supported versions are: dos622, dos71, dosbox. the default is to emulate DOS 7.1 (Windows 98).
  • -spechit <n> โ€” use the specified magic value when emulating spechit overruns.
  • -statdump <filename> โ€” dump statistics information to the specified file on the levels that were played. the output from this option matches the output from statdump.exe (see ctrlapi.zip in the /idgames archive).

๐Ÿ’€ OBSCURE AND LESS-USED OPTIONS ๐Ÿ’€

the cryptids of the option list ๐Ÿ™ˆ

  • -cdrom [windows only] โ€” save configuration data and savegames in c:\doomdata, allowing play from CD.
  • -nogui โ€” don't pop up a GUI dialog box to show the error message. just tell me in text, i can handle it ๐Ÿ˜ญ

ok that's part 1 bestie โ€” there's more coming, don't go anywhere ๐Ÿ’–

๐Ÿ’– IWAD SEARCH PATHS ๐Ÿ’–

okay so to play, an IWAD file is needed. This is a large file containing all of the levels, graphics, sound effects, music and other material that make up the game. IWAD files are named according to the game; the standard names are:

  • doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad โ€” Doom, Doom II, Final Doom
  • hacx.wad, chex.wad โ€” Hacx and Chex Quest - more obscure games based on the Doom engine.
  • freedm.wad, freedoom1.wad, freedoom2.wad โ€” The Freedoom open content IWAD files.

The following directory paths are searched in order to find an IWAD:

  • Current working directory โ€” Any IWAD files found in the current working directory will be used in preference to IWADs found in any other directories.
  • DOOMWADDIR โ€” This environment variable can be set to contain a path to a single directory in which to look for IWAD files. This environment variable is supported by most Doom source ports.
  • DOOMWADPATH โ€” This environment variable, if set, can contain a colon-separated list of directories in which to look for IWAD files, or alternatively full paths to specific IWAD files.
  • $HOME/.local/share/games/doom โ€” Writeable directory in the user's home directory. The path can be overridden using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).
  • /usr/local/share/doom, /usr/local/share/games/doom, /usr/share/doom, /usr/share/games/doom โ€” System-wide locations that can be accessed by all users. The path /usr/share/games/doom is a standard path that is supported by most Doom source ports. These paths can be overridden using the XDG_DATA_DIRS environment variable (see the XDG Base Directory Specification).

The above can be overridden on a one-time basis by using the -iwad command line parameter to provide the path to an IWAD file to use. This parameter can also be used to specify the name of a particular IWAD to use from one of the above paths. For example, -iwad doom.wad will search the above paths for the file doom.wad to use.


๐ŸŽ€ FILES ๐ŸŽ€

  • $HOME/.local/share/nugget-doom.cfg โ€” The main configuration file for Nugget Doom. See default.cfg(5).
  • $HOME/.local/share/nugget-doom/nugget-doomsav*.dsg โ€” Savegame files.
  • $HOME/.local/share/nugget-doom/tranmaps/ โ€” Cached translucency tables.
  • /usr/share/nugget-doom/autoload, $HOME/.local/share/nugget-doom/autoload/ โ€” WAD files and DEH patches in the subdirectories of these paths are added automatically when a WAD file of the corresponding name is loaded.

๐Ÿ‘€ SEE ALSO ๐Ÿ‘€


๐Ÿ’… AUTHOR ๐Ÿ’…

Nugget Doom is written and maintained by Alaux. It is based on the Woof! source code, released by Fabian Greffrath.


Copyright ยฉ id Software Inc; Copyright ยฉ 1999 id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman; Copyright ยฉ 2004 James Haley; Copyright ยฉ 2005-2016 Simon Howard; Copyright ยฉ 2020-2022 Fabian Greffrath; Copyright ยฉ 2020-2022 Roman Fomin.

This is free software. You may redistribute copies of it under the terms of the GNU General Public License <http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.


okay bestie, that's the whole page โ€” the source/version and date footer are chilling at the very bottom, and this one's nugget-doom(6). catch u later, mwah ๐Ÿ’–

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