|PrBoom is capable of behaving in a way compatible with earlier versions of Doom and Boom/PrBoom. The value given here selects the version to be compatible with when doing new games/demos. See README.compat for details.|
|Selects the speed that PrBoom runs at, as a percentage of normal game speed. Leave at 0 unless you want to experiment. Note that it is considered cheating to use this at any setting below 0 (or above?).|
|Sets the maximum number of player corpses to leave lying around. If this limit would be exceeded, an old corpse is removed. Useful for big/long Deathmatch games, where the sheer number of corpses could slow the game down.|
|Flag indicating whether a flashing red background is drawn to highlight HOM errors in levels (for level developers)|
|Selects a method of protecting demos against going out of sync (where the player seems to lose control and behave madly, but in fact the players original instructions as stored in the demo have got out of sync with the game he was playing). 0=No protection, 1=Full protection, 2=Only while recording demos. Safest when left set to 2.|
|This parameter specifies options controlling the display of the credits screen when Doom exits. Currently it is the sum of 3 options: add 1 for colours, 2 for non-ASCII characters to be displayed, and 4 for the last line to be skipped so the top line doesnt scroll off screen.|
If set, when loading a new level PrBoom precaches all the graphics the level
is likely to need in memory. This makes it much slower to load the level,
but reduces disk activity and slowdowns reading data during play. Most
systems are fast enough that precaching is not needed.
wadfile_1, wadfile_2 The names of 2 .wad files to be automatically loaded when PrBoom is started. A blank string means unused.
dehfile_1, dehfile_2 The names of 2 patch files (.deh or .bex) to be automatically loaded when PrBoom is started (empty string for none).
default_skill The default skill level when starting a new game. weapon_recoil Enables recoil from weapon fire. doom_weapon_toggles Flag indicating whether pressing 3 or 1 when that weapon is already selected causes the selected shotgun or fist/chainsaw to be toggled, as in original Doom. Some people prefer to use a number for each weapon alone. player_bobbing Enables player bobbing (view randomly moving up/down slightly as the player runs). monsters_remember Makes monsters remember their previous enemy after killing their current target. monster_infighting Whether monsters will fight each other when they injure each other accidentally. monster_backing Whether monsters without close combat weapons will back away from close combat (unlike original Doom). monster_avoid_hazards Whether monsters avoid crushing ceilings. monkeys Whether monsters will climb steep stairs. monster_friction Whether monsters are affected by changed floor friction (they should be, but werent in Boom) help_friends Whether monsters will help out injured monsters by aiding them against their attacker. player_helpers The number of helper dogs to spawn. friend_distance Distance within which friends will generally stay. dog_jumping Whether dogs will jump. sts_always_red PrBoom can make the colour of the text displays on the status bar reflect your current status (red=low, yellow=average, green=good, blue=super-charged). This option if set selects the traditional Doom behavior of always-red status bar display; set to 0 to allow the coloured display. sts_pct_always_gray See above, this makes just the percent signs always gray, instead of changing colour. sts_traditional_keys Doom and PrBoom have two types of keys; PrBoom will normally display both keys of a given colour if you have both. This option, if enabled, instead makes PrBoom only ever display one key of each colour, in the same way Doom did. traditional_menu Changes PrBooms menu ordering to be the same as original Doom if enabled. show_messages When enabled, text messages are displayed in the top left corner of the screen describing events in the game. Can be toggled in the game, this is just to preserve the setting. autorun Makes the player always run, without having to hold down a run key. Can be toggled in the game, this just preserves the setting.
sound_card Selects whether sound effects are enabled (non-zero enables). For compatibility reasons with Boom, a range of values are accepted. music_card Selects whether in-game music is enabled (non-zero enables). For compatibility reasons a range of values are accepted. pitched_sounds If enabled by this variable, this enables pitching (making pitch adjustments to the playing sounds) for 16 bit sound cards. samplerate The samplerate for soundmixing and timidity. The sound quality is much better at higher samplerates, but if you use timidity then higher samplerates need much more CPU power. Useful values are 11025, 22050, 44100 and 48000. sfx_volume Sound effects volume. This is best adjusted in the game. music_volume Music volume. This is best adjusted in the game. mus_pause_opt Selects what PrBoom does to the music when a games is paused. 0=stop the music, 1=pause the music (stop it playing, but when resumed resume it at the same place - not implemented), 2=continue playing. sounddev, snd_channels, soundsrv, musicsrv These variables are no longer used by PrBoom, but are kept for compatibility reasons.
These are settings that let you choose whether the normal game mechanics are used, or whether various quirks, bugs and limitations of the original Doom game are emulated.
screen_width, screen_height For versions of PrBoom which support high-res, these specify the default screen or window size for PrBoom. These settings are ignored and preserved by versions of PrBoom which do not do high-res (they assume 320x200). use_fullscreen If set, this causes PrBoom to try to go full screen. Depending on your video driver and mode, this may include changing screen resolution to better match the games screen resolution. use_doublebuffer Use double buffering to reduce tearing. On some machines this is even faster than the normal method, but on others this makes problems, so you have to try out which setting works best. translucency Causes PrBoom to display certain objects as translucent. tran_filter_pct Selects how translucent objects are when they are translucent. Play with this and see for yourself. screenblocks Selects a reduced screen size inside the PrBoom window (the players view is surrounded by a border). Normally this is undesirable, but it can help speed up the game. Can be changed in the game with the +/- keys, this variable is just to preserve that setting. usegamma Selects a level of gamma correction (extra screen brightening) to correct for a dark monitor or light surroundings. Can be selected in the game with the F11 key, this config entry preserves that setting.
If you are knowledgeable about OpenGL, you can tweak various aspects of the GL rendering engine.
gl_nearclip The near clipping plane *100. gl_colorbuffer_bits The bit depth for the framebuffer. (16, 24 or 32 bits) gl_depthbuffer_bits The bit depth for the z-buffer. (16, 24 or 32 bits) gl_tex_filter_string A string, one of the following: GL_NEAREST or GL_LINEAR (no mipmapping), or one of GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR with mipmapping. gl_tex_format_string One of the following strings: GL_RGBA - means format selected by driver (not so good), GL_RGBA2 - means 2 bits for each component (bad), GL_RGBA4 - means 4 bits for each component (like GL_RGBA on most cards), GL_RGB5_A1 - means 5 bits for each color component 1 bit for the alpha channel (default), GL_RGBA8 - means 8 bits for each component (best quality, but only a little bit better than GL_RGB5_A1 and slower on most cards) gl_drawskys If 0, disables drawing skies, which may be needed with some problematic 3D cards. gl_sortsprites Experimental option, possibly faster but less reliable.
This section specifies settings for using a mouse with PrBoom. There are several settings that control button bindings (what action each button causes in the game); these are easiest set from the in-game menus, these config entries are to preserve the settings between games.
use_mouse Enable or disable the use of a mouse with PrBoom. mouse_sensitivity_horiz, mouse_sensitivity_vert Sets the sensitivity of the mouse in PrBoom. Easier set from the in-game menus.
These specify the keys that trigger various actions in PrBoom. The codes used for keys are internal to PrBoom, though many keys are represented by their ASCII codes. It is easiest to modify these via the in-game menus (OPTIONS->SETUP->KEY BINDINGS). These config file entries preserve the settings from this menu between game sessions.
There are the trigger variables here, which are calculated during joystick calibration (the values received from the kernel driver outside of which movement is caused in the game). Also there are the button-bindings, again best adjusted using the in-game menus.
use_joystick This selects the number of the joystick to use, or 0 selects no joystick. You have to have the relevant device files (/dev/js0 etc) and the kernel driver loaded.
These are pre-written text strings for quick transmission to players in a network game (consult your Doom documentation). Easiest set via the in-game menus (OPTIONS->SETUP->CHAT MACROS).
These are settings related to the automap. These are easiest set from within the game.
These are settings related to the heads-up display, that is messages received while playing and the heads-up display of your current status obtained by pressing + while the view is full-screen in PrBoom. See the Boom documentation for details. All controlled best from within the game.
Here are the settings from the Weapons menu in the game (OPTIONS->SETUP->WEAPONS).
prboom(6), PrBooms documentation (including the Boom and MBF documentation) and your Doom documentation.
See the file AUTHORS included with PrBoom for a list of contributors to PrBoom. This config file reference written by Colin Phipps (email@example.com).