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There may be other options you may be looking for, which for now aren't set here, but in other wad lumps:
There may be other options you may be looking for, which for now aren't set here, but in other wad lumps:
*To disable jumping, set '''disable-jump''' in [[EMAPINFO]] for each needed level.
*To disable jumping, set '''disable-jump''' in [[EMAPINFO]] for each needed level.
*See also [[EDF game properties]], which are for customizing global game-specific options.


==OPTIONS full listing==
==OPTIONS full listing==
  [0-1(0)] 1 to enable variable pitch in sound effects (from id's original code) *
  [0-1(0)] 1 to enable variable pitch in sound effects (from id's original code) *
  pitched_sounds                0
  pitched_sounds                0
Line 29: Line 29:
  [0-1(0)] 1 to enable recoil from weapon fire *
  [0-1(0)] 1 to enable recoil from weapon fire *
  weapon_recoil                0
  weapon_recoil                0
[0-1(0)] 0 - don't center weapon when firing, 1 - center weapon when firing
r_centerfire                  0
   
   
  [0-4(0)] 0 - normal, 1 - classic, 2 - 11k, 3 - bouncing!, 4 - burst *
  [0-4(0)] 0 - normal, 1 - classic, 2 - 11k, 3 - bouncing!, 4 - burst *
  bfgtype                      0
  bfgtype                      0  
   
   
  [0-3(0)] 0 - none, 1 - cross, 2 - angle *
  [0-3(0)] 0 - none, 1 - cross, 2 - angle *
  crosshair                    0
  crosshair                    0  
   
   
  [0-1(0)] 0 - no highlighting, 1 - aim highlighting enabled *
  [0-1(0)] 0 - no highlighting, 1 - aim highlighting enabled *
  crosshair_hilite              0
  crosshair_hilite              0
[0-1(1)] 0 - scale crosshair, 1 - draw crosshair unscaled *
crosshair_scale              1
   
   
  [0-1(0)] show scores in deathmatch *
  [0-1(0)] show scores in deathmatch *
Line 50: Line 44:
  [0-1(0)] 0 - right handed, 1 - left handed *
  [0-1(0)] 0 - right handed, 1 - left handed *
  lefthanded                    0
  lefthanded                    0
[0-1(0)] 1 to keep switching weapon while holding hotkey
weapon_hotkey_holding        0
   
   
  [0-1(1)] 1 to enable player bobbing (view moving up/down slightly) *
  [0-1(1)] 1 to enable player bobbing (view moving up/down slightly) *
  player_bobbing                1
  player_bobbing                1
   
   
  [0-1(0)] 1 to enable monsters remembering enemies after killing others *
  [0-1(1)] 1 to enable monsters remembering enemies after killing others *
  monsters_remember            0
  monsters_remember            1
   
   
  [0-1(1)] 1 to enable monsters fighting against each other when provoked *
  [0-1(1)] 1 to enable monsters fighting against each other when provoked *
Line 64: Line 55:
   
   
  [0-1(0)] 1 to enable monsters backing away from targets *
  [0-1(0)] 1 to enable monsters backing away from targets *
  monster_backing              0
  monster_backing              0  
   
   
  [0-1(0)] 1 to enable monsters to intelligently avoid hazards *
  [0-1(1)] 1 to enable monsters to intelligently avoid hazards *
  monster_avoid_hazards        0
  monster_avoid_hazards        1
   
   
  [0-1(0)] 1 to enable monsters to move up/down steep stairs *
  [0-1(0)] 1 to enable monsters to move up/down steep stairs *
Line 76: Line 67:
   
   
  [0-1(1)] 1 to enable monsters to help dying friends *
  [0-1(1)] 1 to enable monsters to help dying friends *
  help_friends                  1
  help_friends                  1  
   
   
  [0-3(0)] number of single-player helpers *
  [0-3(0)] number of single-player helpers *
Line 90: Line 81:
  p_lastenemyroar              1
  p_lastenemyroar              1
   
   
  [0-1(1)] 1 to enable flying in the direction you are looking *
  ; 1 to enable flying in the direction you are looking
  p_pitchedflight              1
  p_pitchedflight              1
   
   
Line 99: Line 90:
  sts_pct_always_gray          0
  sts_pct_always_gray          0
   
   
  [0-1(0)] 1 to disable doubled card and skull key display on status bar *
  [0-1(1)] 1 to disable doubled card and skull key display on status bar *
  sts_traditional_keys          0
  sts_traditional_keys          1
   
   
  [0-1(1)] Zombie players can exit levels *
  [-1-1(-1)] use start map instead of menu *
  comp_zombie                  1
  use_startmap                -1
   
   
  [0-1(1)] Powerup cheats are not infinite duration *
  [0-1(0)] Zombie players can exit levels *
  comp_infcheat                1
comp_zombie                  0
[0-1(0)] Powerup cheats are not infinite duration *
  comp_infcheat                0
   
   
  [0-1(1)] Build stairs exactly the same way that Doom does *
  [0-1(1)] Build stairs exactly the same way that Doom does *
Line 129: Line 123:
  comp_pursuit                  0
  comp_pursuit                  0
   
   
  [0-1(1)] Arch-Vile resurrects invincible ghosts *
  [0-1(0)] Arch-Vile resurrects invincible ghosts *
  comp_vile                    1
  comp_vile                    0
   
   
  [0-1(0)] Pain Elemental limited to 20 lost souls *
  [0-1(0)] Pain Elemental limited to 20 lost souls *
  comp_pain                    0
  comp_pain                    0
   
   
  [0-1(1)] Lost souls get stuck behind walls *
  [0-1(0)] Lost souls get stuck behind walls *
  comp_skull                    1
  comp_skull                    0
   
   
  [0-1(0)] Blazing doors make double closing sounds *
  [0-1(0)] Blazing doors make double closing sounds *
Line 144: Line 138:
  comp_doorlight                0
  comp_doorlight                0
   
   
  [0-1(1)] God mode isn't absolute *
  [0-1(0)] God mode isn't absolute *
  comp_god                      1
  comp_god                      0
   
   
  [0-1(1)] Sky is unaffected by invulnerability *
  [0-1(0)] Sky is unaffected by invulnerability *
  comp_skymap                  1
  comp_skymap                  0
   
   
  [0-1(0)] Use exactly Doom's floor motion behavior *
  [0-1(0)] Use exactly Doom's floor motion behavior *
Line 160: Line 154:
   
   
  [0-1(1)] Terrain effects not activated on floor contact *
  [0-1(1)] Terrain effects not activated on floor contact *
  comp_terrain                  1
  comp_terrain                  1  
   
   
  [0-1(0)] Creatures with no spawnpoint respawn at (0,0) *
  [0-1(0)] Creatures with no spawnpoint respawn at (0,0) *
  comp_respawnfix              0
  comp_respawnfix              0  
   
   
  [0-1(1)] Players do not take falling damage *
  [0-1(1)] Players do not take falling damage *
Line 171: Line 165:
  comp_soul                    0
  comp_soul                    0
   
   
  [0-1(0)] Things not fully clipped with respect to z coord *
  [0-1(1)] Things not fully clipped with respect to z coord *
  comp_overunder                0
  comp_overunder                1
   
   
  [0-1(0)] DOOM thingtypes use inaccurate height information *
  [0-1(1)] DOOM thingtypes use inaccurate height information *
  comp_theights                0
  comp_theights                1
   
   
  [0-1(0)] Tracer shots cannot hit the floor or ceiling *
  [0-1(1)] Tracer shots cannot hit the floor or ceiling *
  comp_planeshoot              0
  comp_planeshoot              1
   
   
  [0-1(0)] One-time line specials are cleared on failure *
  [0-1(0)] One-time line specials are cleared on failure *
Line 184: Line 178:
   
   
  [0-1(0)] Silent spawns at W/SW/S-facing DM spots *
  [0-1(0)] Silent spawns at W/SW/S-facing DM spots *
  comp_ninja                    0
  comp_ninja                    0  
[0-1(1)] Disable jumping for DOOM/Heretic *
comp_aircontrol              1
   
   
  [("No")] chat string associated with 0 key *
  [("No")] chat string associated with 0 key *
  chatmacro0                "No"
  chatmacro0                "No"  
   
   
  [("I'm ready to kick butt!")] chat string associated with 1 key *
  [("I'm ready to kick butt!")] chat string associated with 1 key *
  chatmacro1                "I'm ready to kick butt!"
  chatmacro1                "I'm ready to kick butt!"  
   
   
  [("I'm OK.")] chat string associated with 2 key *
  [("I'm OK.")] chat string associated with 2 key *
Line 199: Line 190:
   
   
  [("I'm not looking too good!")] chat string associated with 3 key *
  [("I'm not looking too good!")] chat string associated with 3 key *
  chatmacro3                "I'm not looking too good!"
  chatmacro3                "I'm not looking too good!"  
   
   
  [("Help!")] chat string associated with 4 key *
  [("Help!")] chat string associated with 4 key *
Line 229: Line 220:
   
   
  [0-255(166)] color used for lines floor height changes across *
  [0-255(166)] color used for lines floor height changes across *
  mapcolor_fchg              166
  mapcolor_fchg              166  
   
   
  [0-255(231)] color used for lines ceiling height changes across *
  [0-255(231)] color used for lines ceiling height changes across *
  mapcolor_cchg              231
  mapcolor_cchg              231  
   
   
  [0-255(231)] color used for lines denoting closed doors, objects *
  [0-255(231)] color used for lines denoting closed doors, objects *
Line 250: Line 241:
   
   
  [0-255(204)] color used for closed blue doors *
  [0-255(204)] color used for closed blue doors *
  mapcolor_bdor              204
  mapcolor_bdor              204  
   
   
  [0-255(231)] color used for closed yellow doors *
  [0-255(231)] color used for closed yellow doors *
  mapcolor_ydor              231
  mapcolor_ydor              231  
   
   
  [0-255(119)] color used for teleporter lines *
  [0-255(119)] color used for teleporter lines *
Line 259: Line 250:
   
   
  [0-255(176)] color used for lines around secret sectors *
  [0-255(176)] color used for lines around secret sectors *
  mapcolor_secr              176
  mapcolor_secr              176  
   
   
  [0-255(0)] color used for exit lines *
  [0-255(0)] color used for exit lines *
Line 305: Line 296:
  [0-1(1)] 1 to not show secret sectors till after entered *
  [0-1(1)] 1 to not show secret sectors till after entered *
  map_secret_after              1
  map_secret_after              1
[0-1(1)] enable secret notification *
secret_notification          1
   
   
  [1-16(1)] number of lines in review display *
  [1-16(1)] number of lines in review display *
Line 315: Line 303:
  hud_msg_scrollup              1
  hud_msg_scrollup              1
   
   
  [0-4(2)] fullscreen hud layout *
  [0-4(1)] fullscreen hud style *
  hud_overlaylayout            2
  hud_overlaystyle              1
   
   
  [0-1(1)] fullscreen hud enabled *
  [0-1(1)] fullscreen hud enabled *
Line 331: Line 319:
   
   
  [0-9(6)] color of automap level time widget *
  [0-9(6)] color of automap level time widget *
  hu_timecolor                  6
  hu_timecolor                  6  
   
   
  [0-9(6)] color of automap level name widget *
  [0-9(6)] color of automap level name widget *
Line 337: Line 325:
   
   
  [0-9(6)] color of automap coordinates widget *
  [0-9(6)] color of automap coordinates widget *
  hu_coordscolor                6
  hu_coordscolor                6  
   
   
  [0-200(25)] amount of health for red to yellow transition *
  [0-200(25)] amount of health for red to yellow transition *
Line 356: Line 344:
  [0-200(100)] amount of armor for green to blue transition *
  [0-200(100)] amount of armor for green to blue transition *
  armor_green                100
  armor_green                100
[0-1(1)] reflect armor class using blue or green color *
armor_byclass                1
   
   
  [0-100(25)] percent of ammo for red to yellow transition *
  [0-100(25)] percent of ammo for red to yellow transition *
Line 368: Line 353:
  [0-100(100)] fullscreen HUD translucency level *
  [0-100(100)] fullscreen HUD translucency level *
  st_fsalpha                  100
  st_fsalpha                  100
[1-9(6)] first choice for weapon (best) *
weapon_choice_1              6
[1-9(9)] second choice for weapon *
weapon_choice_2              9
[1-9(4)] third choice for weapon *
weapon_choice_3              4
[1-9(3)] fourth choice for weapon *
weapon_choice_4              3
[1-9(2)] fifth choice for weapon *
weapon_choice_5              2
[1-9(8)] sixth choice for weapon *
weapon_choice_6              8
[1-9(5)] seventh choice for weapon *
weapon_choice_7              5
[1-9(7)] eighth choice for weapon *
weapon_choice_8              7
[1-9(1)] ninth choice for weapon (worst) *
weapon_choice_9              1
   
   
  [0-1(0)] obituaries on/off *
  [0-1(0)] obituaries on/off *
  obituaries                    0
  obituaries                    0  
   
   
  [0-1(0)] toggle particle effects on or off *
  [0-1(0)] toggle particle effects on or off *
Line 398: Line 410:
  [0-1(0)] draw particle bfg explosions *
  [0-1(0)] draw particle bfg explosions *
  pevent_bfgexpl                0
  pevent_bfgexpl                0
[0-1(0)] stretch short sky textures for mlook *
stretchsky                    0
[0-1(0)] start game on first new map (DOOM II only) *
startnewmap                  0
   
   
  [0-1(1)] 1 to show ENDOOM at exit *
  [0-1(1)] 1 to show ENDOOM at exit *
Line 413: Line 431:
  [("default")] menu background *
  [("default")] menu background *
  mn_background            "default"
  mn_background            "default"
[-1-?(-1)] number of vissprites allowed per frame (-1 = no limit) *
r_vissprite_limit            -1
   
   
  [0-2(1)] Doom object translucency style (0 = none, 1 = Boom, 2 = new) *
  [0-2(1)] Doom object translucency style (0 = none, 1 = Boom, 2 = new) *
  r_tlstyle                    1
  r_tlstyle                    1  
   
   
  [0-2(1)] 0 = none, 1 = melt, 2 = fade *
  [0-2(1)] 0 = none, 1 = melt, 2 = fade *
Line 425: Line 446:
  [1-31(8)] bass boost for SPC music (logarithmic scale, 8 = normal) *
  [1-31(8)] bass boost for SPC music (logarithmic scale, 8 = normal) *
  snd_spcbassboost              8
  snd_spcbassboost              8
[-1-0(-1)] device used for MIDI playback *
snd_mididevice              -1
[1-8(2)] TODO: adlmidi_numcards description *
snd_numchips                  2
[0-75(72)] TODO: adlmidi_bank description *
snd_bank                    72
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