;eternity.cfg format: ;[min-max(default)] description of variable ;* at end indicates variable is settable in wads ;variable value [0-14(0)] the default player colour (green, indigo, brown, red...) colour 10 [("player")] the default player name name "Marrub" [1-5(3)] selects default skill 1=TYTD 2=NTR 3=HMP 4=UV 5=NM default_skill 3 [-1-1(-1)] code to select digital sound; -1 is SDL sound, 0 is no sound, 1 is PC speaker emulation sound_card -1 [-1-0(-1)] code to select music device; -1 is SDL_mixer, 0 is no music music_card -1 [-1-?(-1)] SDL joystick device number, -1 to disable joystick_num -1 [0-100(1)] Joystick turning sensitivity i_joyturnsens 1.00000 [0-32767(7849)] SDL MMSYSTEM joystick sensitivity i_joysticksens 7849 [0-1(0)] precache sounds at startup s_precache 1 [0-1(0)] 1 to enable variable pitch in sound effects (from id's original code) * pitched_sounds 1 [0-1(1)] 1 to enable translucency for some things * translucency 1 [0-100(66)] set percentage of foreground/background translucency mix * tran_filter_pct 66 [?-?(32)] number of dead bodies in view supported (negative value = no limit) max_player_corpse 32 [0-1(1)] 1 to enable flashing HOM indicator flashing_hom 0 [0-2(2)] 1=take special steps ensuring demo sync, 2=only during recordings demo_insurance 0 [0-1(0)] 1 to enable recoil from weapon fire * 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 * bfgtype 0 [0-3(0)] 0 - none, 1 - cross, 2 - angle * crosshair 2 [0-1(0)] 0 - no highlighting, 1 - aim highlighting enabled * crosshair_hilite 1 [0-1(1)] 0 - scale crosshair, 1 - draw crosshair unscaled * crosshair_scale 1 [0-1(0)] show scores in deathmatch * show_scores 1 [0-1(0)] 0 - right handed, 1 - left handed * lefthanded 0 [0-1(1)] 1 to allow in-slot weapon cycling (e.g. SSG to SG) weapon_hotkey_cycling 1 [0-1(1)] 1 to enable player bobbing (view moving up/down slightly) * player_bobbing 1 [0-1(0)] 1 to enable monsters remembering enemies after killing others * monsters_remember 0 [0-1(1)] 1 to enable monsters fighting against each other when provoked * monster_infighting 1 [0-1(0)] 1 to enable monsters backing away from targets * monster_backing 0 [0-1(0)] 1 to enable monsters to intelligently avoid hazards * monster_avoid_hazards 1 [0-1(0)] 1 to enable monsters to move up/down steep stairs * monkeys 0 [0-1(1)] 1 to enable monsters to be affected by friction * monster_friction 1 [0-1(1)] 1 to enable monsters to help dying friends * help_friends 1 [0-3(0)] number of single-player helpers * player_helpers 0 [0-999(128)] distance friends stay away * friend_distance 128 [0-1(1)] 1 to enable dogs to jump * dog_jumping 1 [0-1(1)] 1 to enable monster roaring when last enemy is remembered * p_lastenemyroar 1 [0-1(1)] 1 to mark unknown thingtype locations p_markunknowns 1 [0-1(1)] 1 to enable flying in the direction you are looking * p_pitchedflight 1 [0-1(1)] 1 to disable use of color on status bar * sts_always_red 1 [0-1(0)] 1 to make percent signs on status bar always gray * sts_pct_always_gray 0 [0-1(0)] 1 to disable doubled card and skull key display on status bar * sts_traditional_keys 1 [0-1(0)] 1 to keep keyboard LEDs turned off leds_always_off 0 [0-?(5)] adjust horizontal (x) mouse sensitivity mouse_sensitivity_horiz 10.0000 [0-?(5)] adjust vertical (y) mouse sensitivity mouse_sensitivity_vert 0.00000 [0-3(0)] 0 for no mouse accel, 1 for linear, 2 for choco-doom, 3 for custom mouse_accel 0 [0-1(1)] use vanilla mouse sensitivity values vanilla_sensitivity 0 [0-?(10)] threshold at which to apply mouse acceleration (custom acceleration mode only) mouse_accel_threshold 10 [0-?(2)] amount of mouse acceleration to apply (custom acceleration mode only) mouse_accel_value 2.00000 [0-1(0)] 0 for no vertical movement, 1 for vertical movement mouse_vert 0 [0-1(0)] average mouse input when turning player smooth_turning 0 [0-15(8)] adjust sound effects volume sfx_volume 7 [0-15(8)] adjust music volume music_volume 10 [0-1(1)] 1 to enable message display show_messages 1 [0-2(0)] 0 for default, 1 for left-aligned, 2 for centered message_alignment 1 [0-9(6)] messages colour mess_colour 2 [0-1(0)] 1 to enable autorun autorun 0 [0-1(1)] 1 to walk with shift when autorun is enabled runiswalk 0 [0-8(7)] initial play screen size screensize 8 [0-4(0)] screen brightness (gamma correction) usegamma 0 [("")] WAD file preloaded at program startup wadfile_1 "/media/store/games/doom/pwads/ee.zip" [("")] WAD file preloaded at program startup wadfile_2 "" [("")] DEH/BEX file preloaded at program startup dehfile_1 "" [("")] DEH/BEX file preloaded at program startup dehfile_2 "" [("")] Console script executed at program startup cscript_1 "" [("")] Console script executed at program startup cscript_2 "" [0-1(1)] Zombie players can exit levels * comp_zombie 1 [0-1(1)] Powerup cheats are not infinite duration * comp_infcheat 1 [0-1(1)] Build stairs exactly the same way that Doom does * comp_stairs 1 [0-1(0)] Monsters can telefrag on MAP30 * comp_telefrag 1 [0-1(0)] Some objects never move over tall ledges * comp_dropoff 1 [0-1(0)] Objects don't fall off ledges under their own weight * comp_falloff 1 [0-1(0)] Monsters randomly walk off of moving lifts * comp_staylift 1 [0-1(0)] Monsters get stuck on doortracks * comp_doorstuck 1 [0-1(0)] Monsters don't give up pursuit of targets * comp_pursuit 1 [0-1(1)] Arch-Vile resurrects invincible ghosts * comp_vile 1 [0-1(0)] Pain Elemental limited to 20 lost souls * comp_pain 1 [0-1(1)] Lost souls get stuck behind walls * comp_skull 1 [0-1(0)] Blazing doors make double closing sounds * comp_blazing 0 [0-1(0)] Tagged doors don't trigger special lighting * comp_doorlight 1 [0-1(1)] God mode isn't absolute * comp_god 1 [0-1(1)] Sky is unaffected by invulnerability * comp_skymap 0 [0-1(0)] Use exactly Doom's floor motion behavior * comp_floors 1 [0-1(0)] Use exactly Doom's linedef trigger model * comp_model 1 [0-1(0)] Linedef effects work with sector tag = 0 * comp_zerotags 0 [0-1(1)] Terrain effects not activated on floor contact * comp_terrain 0 [0-1(0)] Creatures with no spawnpoint respawn at (0,0) * comp_respawnfix 1 [0-1(1)] Players do not take falling damage * comp_fallingdmg 1 [0-1(0)] Lost souls do not bounce on floors * comp_soul 1 [0-1(0)] Things not fully clipped with respect to z coord * comp_overunder 1 [0-1(0)] DOOM thingtypes use inaccurate height information * comp_theights 1 [0-1(0)] Tracer shots cannot hit the floor or ceiling * comp_planeshoot 0 [0-1(0)] One-time line specials are cleared on failure * comp_special 0 [0-1(0)] Silent spawns at W/SW/S-facing DM spots * comp_ninja 1 [0-1(1)] Disable jumping for DOOM/Heretic * comp_aircontrol 1 [0-255(255)] key to pause the game key_pause 255 [0-255(116)] key to enter a chat message key_chat 116 [0-255(103)] key to chat with player 1 key_chatplayer1 103 [0-255(105)] key to chat with player 2 key_chatplayer2 105 [0-255(98)] key to chat with player 3 key_chatplayer3 98 [0-255(114)] key to chat with player 4 key_chatplayer4 114 [0-1(0)] set to 1 to always mouselook automlook 0 [0-1(0)] set to 1 to invert mouse during mouselooking invert_mouse 1 [0-1(0)] set to 1 to invert gamepad looking invert_padlook 0 [0-1(1)] 1 to enable use of mouse use_mouse 1 [-1-2(1)] 1st mouse button to enable for double-click use action (-1 = disable) mouseb_dblc1 1 [-1-2(2)] 2nd mouse button to enable for double-click use action (-1 = disable) mouseb_dblc2 2 [("No")] chat string associated with 0 key * chatmacro0 "No" [("I'm ready to kick butt!")] chat string associated with 1 key * chatmacro1 "I'm ready to kick butt!" [("I'm OK.")] chat string associated with 2 key * chatmacro2 "I'm OK." [("I'm not looking too good!")] chat string associated with 3 key * chatmacro3 "I'm not looking too good!" [("Help!")] chat string associated with 4 key * chatmacro4 "Help!" [("You suck!")] chat string associated with 5 key * chatmacro5 "You suck!" [("Next time, scumbag...")] chat string associated with 6 key * chatmacro6 "Next time, scumbag..." [("Come here!")] chat string associated with 7 key * chatmacro7 "Come here!" [("I'll take care of it.")] chat string associated with 8 key * chatmacro8 "I'll take care of it." [("Yes")] chat string associated with 9 key * chatmacro9 "Yes" [0-255(247)] color used as background for automap * mapcolor_back 247 [0-255(104)] color used for automap grid lines * mapcolor_grid 104 [0-255(181)] color used for one side walls on automap * mapcolor_wall 133 [0-255(166)] color used for lines floor height changes across * mapcolor_fchg 166 [0-255(231)] color used for lines ceiling height changes across * mapcolor_cchg 215 [0-255(231)] color used for lines denoting closed doors, objects * mapcolor_clsd 215 [0-255(175)] color used for red key sprites * mapcolor_rkey 175 [0-255(204)] color used for blue key sprites * mapcolor_bkey 204 [0-255(231)] color used for yellow key sprites * mapcolor_ykey 231 [0-255(175)] color used for closed red doors * mapcolor_rdor 175 [0-255(204)] color used for closed blue doors * mapcolor_bdor 204 [0-255(231)] color used for closed yellow doors * mapcolor_ydor 231 [0-255(119)] color used for teleporter lines * mapcolor_tele 119 [0-255(176)] color used for lines around secret sectors * mapcolor_secr 128 [0-255(0)] color used for exit lines * mapcolor_exit 0 [0-255(96)] color used for lines not seen without computer map * mapcolor_unsn 96 [0-255(88)] color used for lines with no height changes * mapcolor_flat 88 [0-255(112)] color used as things * mapcolor_sprt 112 [0-255(208)] color used for dot crosshair denoting center of map * mapcolor_hair 208 [0-255(208)] color used for the single player arrow * mapcolor_sngl 208 [0-255(112)] color used for the green player arrow * mapcolor_ply1 112 [0-255(88)] color used for the gray player arrow * mapcolor_ply2 88 [0-255(64)] color used for the brown player arrow * mapcolor_ply3 64 [0-255(176)] color used for the red player arrow * mapcolor_ply4 176 [0-255(252)] color used for friends * mapcolor_frnd 252 [0-255(109)] color for lines not in the player's portal area * mapcolor_prtl 109 [0-1(1)] 1 to overlay different linked portal areas in the automap * mapportal_overlay 1 [0-1(1)] 1 to show automap pointer coordinates in non-follow mode * map_point_coord 1 [0-1(1)] 1 to not show secret sectors till after entered * map_secret_after 1 [0-1(1)] enable secret notification * secret_notification 1 [1-16(1)] number of lines in review display * hud_msg_lines 3 [0-1(1)] 1 enables message review list scrolling upward * hud_msg_scrollup 0 [0-?(4000)] Duration of normal Doom messages (ms) message_timer 4000 [-1-1(-1)] Select HUD overlay (-1 = default, 0 = modern, 1 = boom hud_overlayid 0 [0-4(2)] fullscreen hud layout * hud_overlaylayout 2 [0-1(1)] fullscreen hud enabled * hud_enabled 1 [0-1(0)] hide kills/items/secrets info on fullscreen hud * hud_hidestatus 0 [0-1(1)] restrict HUD overlays to be no wider than 16:9 hud_restrictoverlaywidth 1 [0-1(1)] display current level time on automap * hu_showtime 1 [0-1(1)] display player/pointer coordinates on automap * hu_showcoords 1 [0-9(6)] color of automap level time widget * hu_timecolor 6 [0-9(6)] color of automap level name widget * hu_levelnamecolor 6 [0-9(6)] color of automap coordinates widget * hu_coordscolor 6 [0-200(25)] amount of health for red to yellow transition * health_red 25 [0-200(50)] amount of health for yellow to green transition * health_yellow 50 [0-200(100)] amount of health for green to blue transition * health_green 100 [0-200(25)] amount of armor for red to yellow transition * armor_red 25 [0-200(50)] amount of armor for yellow to green transition * armor_yellow 50 [0-200(100)] amount of armor for green to blue transition * 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 * ammo_red 25 [0-100(50)] percent of ammo for yellow to green transition * ammo_yellow 50 [0-100(100)] fullscreen HUD translucency level * st_fsalpha 100 [1-200(10)] console speed, pixels/tic c_speed 20 [0-200(100)] console height, pixels c_height 140 [0-1(0)] obituaries on/off * obituaries 1 [0-9(0)] obituaries colour obcolour 0 [0-1(0)] toggle particle effects on or off * draw_particles 1 [0-2(1)] particle translucency (0 = none, 1 = smooth, 2 = general) * particle_trans 2 [0-2(0)] use sprites, particles, or both for blood (sprites = 0) * blood_particles 2 [0-2(0)] use sprites, particles, or both for bullet puffs (sprites = 0) * bullet_particles 0 [0-1(0)] draw particle rocket trails * rocket_trails 1 [0-1(0)] draw particle grenade trails * grenade_trails 1 [0-1(0)] draw particle bfg cloud * bfg_cloud 1 [0-1(0)] draw particle rocket explosions * pevent_rexpl 1 [0-1(0)] draw particle bfg explosions * pevent_bfgexpl 1 [0-1(0)] stretch short sky textures for mlook * stretchsky 0 [0-1(1)] 1 to show ENDOOM at exit * showendoom 0 [35-3500(350)] Amount of time to display ENDOOM when shown endoomdelay 350 [0-1(1)] 1 to enable autoaiming * autoaim 1 [-31-100(15)] preferred height of chasecam above/below player viewheight chasecam_height 15 [1-100(33)] percentage of distance to target chasecam moves per gametic chasecam_speed 33 [10-1024(112)] preferred distance from chasecam to player chasecam_dist 112 [0-1(0)] 1 to allow players to look up/down * allowmlook 1 [0-1(0)] 1 to make menu toggle action back up one level (like zdoom) menu_toggleisback 1 [0-1(0)] 1 to enable use of full classic menu emulation * mn_classic_menus 0 [("default")] menu background * mn_background "FWATER1" [(".")] user's default wad directory wad_directory "/media/store/games/doom/pwads" [0-0(0)] 0 = normal r_columnengine 0 [0-0(0)] 0 = high precision r_spanengine 0 [0-2(1)] Doom object translucency style (0 = none, 1 = Boom, 2 = new) * r_tlstyle 1 [0-2(0)] 0 = off, 1 = emulate like Chocolate Doom, 2 = emulate like PrBoom+ spechits_emulation 0 [0-1(0)] emulate undefined EV_DoDonut behavior donut_emulation 0 [0-2(1)] 0 = never wait on screen wipes, 1 = always wait, 2 = wait when playing demos wipewait 1 [0-2(1)] 0 = none, 1 = melt, 2 = fade * wipetype 1 [1-6(1)] preamp volume factor for SPC music * snd_spcpreamp 1 [1-31(8)] bass boost for SPC music (logarithmic scale, 8 = normal) * snd_spcbassboost 8 [-1-0(-1)] device used for MIDI playback * snd_mididevice 0 [0-4(2)] OPL3 emulator used for ADLMIDI snd_oplemulator 2 [1-8(2)] OPL3 chips to emulate for ADLMIDI * snd_numchips 8 [0-75(72)] sound bank used for ADLMIDI * snd_bank 72