Editing OPTIONS
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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]] | *To disable jumping, set '''disable-jump''' in [[EMAPINFO|MapInfo]]. | ||
==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 | ||
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[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 | ||
[0-4(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(0)] show scores in deathmatch * | [0-1(0)] show scores in deathmatch * | ||
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[0-1(0)] 0 - right handed, 1 - left handed * | [0-1(0)] 0 - right handed, 1 - left handed * | ||
lefthanded 0 | lefthanded 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(1)] 1 to enable monsters remembering enemies after killing others * | ||
monsters_remember | 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 * | ||
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[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(1)] 1 to enable monsters to intelligently avoid hazards * | ||
monster_avoid_hazards | 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 * | ||
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[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 * | ||
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p_lastenemyroar 1 | p_lastenemyroar 1 | ||
; 1 to enable flying in the direction you are looking | |||
p_pitchedflight 1 | p_pitchedflight 1 | ||
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sts_pct_always_gray 0 | sts_pct_always_gray 0 | ||
[0-1( | [0-1(1)] 1 to disable doubled card and skull key display on status bar * | ||
sts_traditional_keys | sts_traditional_keys 1 | ||
[ | [-1-1(-1)] use start map instead of menu * | ||
use_startmap -1 | |||
[0-1(1)] Powerup cheats are not infinite duration * | [0-1(0)] Zombie players can exit levels * | ||
comp_infcheat | 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 * | ||
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comp_pursuit 0 | comp_pursuit 0 | ||
[0-1( | [0-1(0)] Arch-Vile resurrects invincible ghosts * | ||
comp_vile | 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( | [0-1(0)] Lost souls get stuck behind walls * | ||
comp_skull | comp_skull 0 | ||
[0-1(0)] Blazing doors make double closing sounds * | [0-1(0)] Blazing doors make double closing sounds * | ||
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comp_doorlight 0 | comp_doorlight 0 | ||
[0-1( | [0-1(0)] God mode isn't absolute * | ||
comp_god | comp_god 0 | ||
[0-1( | [0-1(0)] Sky is unaffected by invulnerability * | ||
comp_skymap | comp_skymap 0 | ||
[0-1(0)] Use exactly Doom's floor motion behavior * | [0-1(0)] Use exactly Doom's floor motion behavior * | ||
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[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 * | ||
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comp_soul 0 | comp_soul 0 | ||
[0-1( | [0-1(1)] Things not fully clipped with respect to z coord * | ||
comp_overunder | comp_overunder 1 | ||
[0-1( | [0-1(1)] DOOM thingtypes use inaccurate height information * | ||
comp_theights | comp_theights 1 | ||
[0-1( | [0-1(1)] Tracer shots cannot hit the floor or ceiling * | ||
comp_planeshoot | 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 * | ||
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[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 | ||
[("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 * | ||
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[("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 * | ||
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[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 * | ||
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[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 * | ||
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[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 * | ||
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[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 | ||
[1-16(1)] number of lines in review display * | [1-16(1)] number of lines in review display * | ||
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hud_msg_scrollup 1 | hud_msg_scrollup 1 | ||
[0-4( | [0-4(1)] fullscreen hud style * | ||
hud_overlaystyle 1 | |||
[0-1(1)] fullscreen hud enabled * | [0-1(1)] fullscreen hud enabled * | ||
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[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 * | ||
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[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 * | ||
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[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 | ||
[0-100(25)] percent of ammo for red to yellow transition * | [0-100(25)] percent of ammo for red to yellow transition * | ||
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[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 * | ||
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[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 * | ||
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[("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 * | ||
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[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 | ||