Editing OPTIONS
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The OPTIONS lump has the same format as eternity.cfg: A text file listing option names and values, optionally separated by blank or comment lines. Eternity.cfg indicates options which are allowed to be set in wads, with asterisks (*). | The OPTIONS lump has the same format as eternity.cfg: A text file listing option names and values, optionally separated by blank or comment lines. Eternity.cfg indicates options which are allowed to be set in wads, with asterisks (*). | ||
Wad authors are urged to use these options responsibly, because they should not be used to limit players, but to enhance the game. Many options such as automap colors are allowed to be set from wads, but they should only be done so if there are strong reasons to do so. More recommended to enforce are the compatibility (comp_) settings, because certain map effects (such as moving floor combinations) may depend on them to work properly. | Wad authors are urged to use these options responsibly, because they should not be used to limit players, but to enhance the game. Many options such as automap colors are allowed to be set from wads, but they should only be done so if there are strong reasons to do so. More recommended to enforce are the compatibility (comp_) settings, because certain map effects (such as moving floor combinations) may depend on them to work properly. | ||
{{backto|Eternity Engine}} | |||
==Options settable using the lump== | ==Options settable using the lump== | ||
The Eternity.cfg file provides user-friendly explanation on each flag and if it's allowed to be set in wads. | The Eternity.cfg file provides user-friendly explanation on each flag and if it's allowed to be set in wads. Here is an excerpt from the default Eternity.cfg, with only the wad-settable options. Note that the lines beginning with semicolons or brackets are treated as comments and do nothing. | ||
[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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[0-1(1)] 1 to enable monster roaring when last enemy is remembered * | [0-1(1)] 1 to enable monster roaring when last enemy is remembered * | ||
p_lastenemyroar 1 | p_lastenemyroar 1 | ||
[0-1(1)] 1 to disable use of color on status bar * | [0-1(1)] 1 to disable use of color on status bar * | ||
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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( | [0-1(0)] Zombie players can exit levels * | ||
comp_zombie | comp_zombie 0 | ||
[0-1( | [0-1(0)] Powerup cheats are not infinite duration * | ||
comp_infcheat | 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 | ||