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==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. At the end of this document there 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.
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.
 
===Common options which are set in other 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.
*See also [[EDF game properties]], which are for customizing global game-specific options.
 
==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 22:
  [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 37:
  [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 48:
   
   
  [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 60:
   
   
  [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 89: Line 73:
  [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 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 83:
  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
[-1-1(-1)] use start map instead of menu *
use_startmap                -1
   
   
  [0-1(1)] Zombie players can exit levels *
  [0-1(0)] Zombie players can exit levels *
  comp_zombie                  1
  comp_zombie                  0
   
   
  [0-1(1)] Powerup cheats are not infinite duration *
  [0-1(0)] Powerup cheats are not infinite duration *
  comp_infcheat                1
  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 116:
  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 131:
  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 147:
   
   
  [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 158:
  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 171:
   
   
  [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 183:
   
   
  [("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 213:
   
   
  [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 234:
   
   
  [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 243:
   
   
  [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 289:
  [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 296:
  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 312:
   
   
  [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 318:
   
   
  [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 337:
  [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 346:
  [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 403:
  [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 424:
  [("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 439:
  [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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