Difference between revisions of "Manual:config.lua"
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Game Hunter (Talk | contribs) m (d'oh) |
Shark20061 (Talk | contribs) (Added information for the options added in 0995/0996, updated a few options that changed) |
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! scope="col" align="left" cell-padding="1ex"| Description | ! scope="col" align="left" cell-padding="1ex"| Description | ||
|-style="background:#333" | |-style="background:#333" | ||
− | | | + | |Graphics |
+ | |String (2) | ||
+ | |"TILES" | ||
+ | |Determines the default mode when running DoomRL. TILES uses graphical tiles, CONSOLE uses the raw console. Can be overrriden through the command line parameters -graphics and -console. | ||
+ | |- | ||
+ | |SoundEngine | ||
+ | |String (4) | ||
+ | |"DEFAULT" | ||
+ | |Indicates whether to use FMOD or SDL for the sound engine. Default will select FMod for Windows systems and SDL for *nix. NONE can also be used. | ||
+ | |-style="background:#333" | ||
+ | |FullScreenQuery | ||
|boolean | |boolean | ||
|true | |true | ||
− | |Allows high-ASCII symbols (outside those normally found on a keyboard). Very few high-ASCII symbols are used. Set to false if you have unusual symbols that seem out of place. | + | |True tells DoomRL to ask if you want to start in full screen mode each time you start it up. False will use the value in StartFullscreen to determine if DoomRL starts in full screen mode. |
+ | |- | ||
+ | |StartFullscreen | ||
+ | |boolean | ||
+ | |false | ||
+ | |If FullScreenQuery is set to false, this is used to determine if DoomRL will start in full screen mode or not. True means it will start in full screen mode, false means it starts in windowed mode. The mode can be changed at any time by pressing ALT+Enter. | ||
+ | |-style="background:#333" | ||
+ | |WindowedWidth | ||
+ | |integer | ||
+ | |800 | ||
+ | |The desired width of the game window, in pixels, when in windowed mode. | ||
+ | |- | ||
+ | |WindowedHeight | ||
+ | |integer | ||
+ | |600 | ||
+ | |The desired height of the game window, in pixels, when in windowed mode. | ||
+ | |-style="background:#333" | ||
+ | |WindowedFontMult | ||
+ | |integer | ||
+ | |1 | ||
+ | |The amount to multiply the font size by when running in windowed mode. | ||
+ | |- | ||
+ | |WindowedTileMult | ||
+ | |integer | ||
+ | |1 | ||
+ | |The amount to multiply the tile size by when running in windowed mode. | ||
+ | |-style="background:#333" | ||
+ | |WindowedMiniMapSize | ||
+ | |integer | ||
+ | | -1 | ||
+ | |Size of each minimap block in pixels. -1 will let the game scale the minimap based on the current window size. | ||
+ | |- | ||
+ | |FullscreenWidth | ||
+ | |integer | ||
+ | | -1 | ||
+ | |The desired width of the game screen, in pixels, when running in full screen mode. -1 will have the game auto-detect your full screen resolution. | ||
+ | |-style="background:#333" | ||
+ | |FullscreenHeight | ||
+ | |integer | ||
+ | | -1 | ||
+ | |The desired height of the game screen, in pixels, when running in full screen mode. | ||
+ | -1 will have the game auto-detect your full screen resolution. | ||
+ | |- | ||
+ | |FullscreenFontMult | ||
+ | |integer | ||
+ | | -1 | ||
+ | |The amount to multiply the font size by, when in full screen mode. -1 will have the game set the multiplier based on screen size. | ||
+ | |-style="background:#333" | ||
+ | |FullscreenTileMult | ||
+ | |integer | ||
+ | | -1 | ||
+ | |The amount to multiply the tile size by, when in full screen mode. -1 will have the game set the multiplier based on screen size. | ||
+ | |- | ||
+ | |FullscreenMiniMapSize | ||
+ | |integer | ||
+ | | -1 | ||
+ | |Size of each minimap block, in pixels, when running in full screen mode. -1 will have the game set the multiplier based on screen size. | ||
+ | |-style="background:#333" | ||
+ | |AllowHighAscii | ||
+ | |boolean | ||
+ | |true for Windows, false for OS X and Linux | ||
+ | |Allows high-ASCII symbols (outside those normally found on a keyboard). Very few high-ASCII symbols are used. Set to false if you have unusual symbols that seem out of place. Not setting it uses the default setting based on your operating system. | ||
|- | |- | ||
|AlwaysRandomName | |AlwaysRandomName | ||
Line 71: | Line 142: | ||
|This settings sets all game sounds on or off. This is virtually equivalent to using the SoundToggle key in-game. (See also SoundVolume.) | |This settings sets all game sounds on or off. This is virtually equivalent to using the SoundToggle key in-game. (See also SoundVolume.) | ||
|- | |- | ||
+ | |MenuSound | ||
+ | |boolean | ||
+ | |true | ||
+ | |Turns on/off the sounds that play while choosing menu options. | ||
+ | |-style="background:#333" | ||
|BlindMode | |BlindMode | ||
|boolean | |boolean | ||
|false | |false | ||
|This setting allows for some additional help for people using screen readers to play DoomRL. | |This setting allows for some additional help for people using screen readers to play DoomRL. | ||
− | |- | + | |- |
|ColorBlindMode | |ColorBlindMode | ||
|boolean | |boolean | ||
|false | |false | ||
|This settings allows for some additional help for people who cannot easily distinguish colors. | |This settings allows for some additional help for people who cannot easily distinguish colors. | ||
− | |- | + | |-style="background:#333" |
|ClearMessages | |ClearMessages | ||
|boolean | |boolean | ||
|false | |false | ||
|This determines whether or not messages disappear from the screen after every player action. (Meant to be used in conjunction with BlindMode.) | |This determines whether or not messages disappear from the screen after every player action. (Meant to be used in conjunction with BlindMode.) | ||
+ | |- | ||
+ | |MorePrompt | ||
+ | |boolean | ||
+ | |true | ||
+ | |If false, the game will not wait for an enter press if there are too many messages printed in a turn. | ||
|-style="background:#333" | |-style="background:#333" | ||
|EmptyConfirm | |EmptyConfirm | ||
Line 96: | Line 177: | ||
|Determines if the pickup sound is used when swapping weapons with the swap key or quickkeys. | |Determines if the pickup sound is used when swapping weapons with the swap key or quickkeys. | ||
|-style="background:#333" | |-style="background:#333" | ||
+ | |Hints | ||
+ | |boolean | ||
+ | |true | ||
+ | |Enables/disables the hints that display on the first level. This can be safely turned off if you know how to play. | ||
+ | |- | ||
|StartTrait | |StartTrait | ||
|integer (0-9, 255) | |integer (0-9, 255) | ||
|0 | |0 | ||
|Determines the chosen trait when starting a new game. 0 allows you to select in-game; 255 randomizes the choice. 1=Ironman, 2=Finesse, 3=Hellrunner, 4=Tough as Nails, 5=Son of a Bitch, 6=Son of a Gun, 7=Reloader, 8=Eagle Eye, 9=Brute. | |Determines the chosen trait when starting a new game. 0 allows you to select in-game; 255 randomizes the choice. 1=Ironman, 2=Finesse, 3=Hellrunner, 4=Tough as Nails, 5=Son of a Bitch, 6=Son of a Gun, 7=Reloader, 8=Eagle Eye, 9=Brute. | ||
− | |- | + | |-style="background:#333" |
|StartDifficulty | |StartDifficulty | ||
|integer (0-5, 255) | |integer (0-5, 255) | ||
|0 | |0 | ||
|Determines the difficulty level when starting a new game. 0 allows you to select in-game; 255 randomizes the choice. 1=ITYTD, 2=HNTR, 3=HMP, 4=UV, N! doesn't work. | |Determines the difficulty level when starting a new game. 0 allows you to select in-game; 255 randomizes the choice. 1=ITYTD, 2=HNTR, 3=HMP, 4=UV, N! doesn't work. | ||
− | |- | + | |- |
|RunDelay | |RunDelay | ||
|integer | |integer | ||
|20 | |20 | ||
|Sets the delay value between repetitions when moving with the "run" command (in ms). Setting to 0 provides instantaneous movement while running. (See also MaxRun and MaxWait.) | |Sets the delay value between repetitions when moving with the "run" command (in ms). Setting to 0 provides instantaneous movement while running. (See also MaxRun and MaxWait.) | ||
− | |- | + | |-style="background:#333" |
|MusicVolume | |MusicVolume | ||
|integer (0-25) | |integer (0-25) | ||
|12 | |12 | ||
|Sets the individual volume for in-game music. Setting to zero is virtually the same as having no music. (See also GameMusic.) | |Sets the individual volume for in-game music. Setting to zero is virtually the same as having no music. (See also GameMusic.) | ||
− | |- | + | |- |
|SoundVolume | |SoundVolume | ||
|integer (0-25) | |integer (0-25) | ||
|20 | |20 | ||
|Sets the individual volume for in-game sound. Setting to zero is virtually the same as having no sound. (See also GameSound.) | |Sets the individual volume for in-game sound. Setting to zero is virtually the same as having no sound. (See also GameSound.) | ||
− | |- | + | |-style="background:#333" |
|InvFullDrop | |InvFullDrop | ||
|boolean | |boolean | ||
|false | |false | ||
|When your player attempts to unequip something and has no space in the inventory, this setting determines whether a the game asks if the player wants to drop the equipment or not unequip (this is done by the default setting). | |When your player attempts to unequip something and has no space in the inventory, this setting determines whether a the game asks if the player wants to drop the equipment or not unequip (this is done by the default setting). | ||
− | |- | + | |- |
|MessageBuffer | |MessageBuffer | ||
|integer | |integer | ||
|100 | |100 | ||
|Determines how many message lines are held in the buffer. It couldn't hurt to add more if desired. | |Determines how many message lines are held in the buffer. It couldn't hurt to add more if desired. | ||
− | |- | + | |-style="background:#333" |
|MessageColoring | |MessageColoring | ||
|boolean | |boolean | ||
|true | |true | ||
|Determines if messages can be colored. Use a table ( Message = {} ) to specify what messages should be included and how they should be colored. | |Determines if messages can be colored. Use a table ( Message = {} ) to specify what messages should be included and how they should be colored. | ||
− | |- | + | |- |
|MortemArchive | |MortemArchive | ||
|boolean | |boolean | ||
|true | |true | ||
|A mortem.txt is saved (and replaced) each time you finish a game of DoomRL. This setting determines whether or not they are all archived in a "mortem" subfolder. | |A mortem.txt is saved (and replaced) each time you finish a game of DoomRL. This setting determines whether or not they are all archived in a "mortem" subfolder. | ||
− | |- | + | |-style="background:#333" |
|PlayerBackups | |PlayerBackups | ||
|integer | |integer | ||
|7 | |7 | ||
|Determines how many player.wad backups are stored in the "backup" subdirectory. At most, one backup is stored on a given day. | |Determines how many player.wad backups are stored in the "backup" subdirectory. At most, one backup is stored on a given day. | ||
− | |- | + | |- |
|ScoreBackups | |ScoreBackups | ||
|integer | |integer | ||
|7 | |7 | ||
|Determines how many score.wad backups are stored in the "backup" subdirectory. At most, one backup is stored on a given day. | |Determines how many score.wad backups are stored in the "backup" subdirectory. At most, one backup is stored on a given day. | ||
− | |- | + | |-style="background:#333" |
|MenuReturn | |MenuReturn | ||
|boolean | |boolean | ||
|true | |true | ||
|Determines if DoomRL returns to the menu after a game is finished, or if DoomRL exits instead. | |Determines if DoomRL returns to the menu after a game is finished, or if DoomRL exits instead. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|MaxRun | |MaxRun | ||
Line 183: | Line 264: | ||
|IntuitionColor | |IntuitionColor | ||
|color (see color.lua) | |color (see color.lua) | ||
− | | | + | |LIGHTMAGENTA |
|Determines the color of the [[Intuition]] effect for enemies. | |Determines the color of the [[Intuition]] effect for enemies. | ||
|-style="background:#333" | |-style="background:#333" | ||
|IntuitionChar | |IntuitionChar | ||
|character | |character | ||
− | |" | + | |"*" |
|Determines the symbol of the Intuition effect for enemies. | |Determines the symbol of the Intuition effect for enemies. | ||
|- | |- |
Latest revision as of 09:52, 6 March 2012
This file combines all configuration files into a single package. It does this using the 'dofile' function:
- dofile "color.lua"
- dofile "music.lua"
- dofile "sound.lua"
- dofile "keybindings.lua"
This runs all of the config files before it. Thus, if there happens to be any redundant information (through copy-paste or other methods) then the last file run will override previous information.
The following table contains all settings within config.lua itself, sorted by the order in the configuration file:
Setting | Type/Range | Default | Description |
---|---|---|---|
Graphics | String (2) | "TILES" | Determines the default mode when running DoomRL. TILES uses graphical tiles, CONSOLE uses the raw console. Can be overrriden through the command line parameters -graphics and -console. |
SoundEngine | String (4) | "DEFAULT" | Indicates whether to use FMOD or SDL for the sound engine. Default will select FMod for Windows systems and SDL for *nix. NONE can also be used. |
FullScreenQuery | boolean | true | True tells DoomRL to ask if you want to start in full screen mode each time you start it up. False will use the value in StartFullscreen to determine if DoomRL starts in full screen mode. |
StartFullscreen | boolean | false | If FullScreenQuery is set to false, this is used to determine if DoomRL will start in full screen mode or not. True means it will start in full screen mode, false means it starts in windowed mode. The mode can be changed at any time by pressing ALT+Enter. |
WindowedWidth | integer | 800 | The desired width of the game window, in pixels, when in windowed mode. |
WindowedHeight | integer | 600 | The desired height of the game window, in pixels, when in windowed mode. |
WindowedFontMult | integer | 1 | The amount to multiply the font size by when running in windowed mode. |
WindowedTileMult | integer | 1 | The amount to multiply the tile size by when running in windowed mode. |
WindowedMiniMapSize | integer | -1 | Size of each minimap block in pixels. -1 will let the game scale the minimap based on the current window size. |
FullscreenWidth | integer | -1 | The desired width of the game screen, in pixels, when running in full screen mode. -1 will have the game auto-detect your full screen resolution. |
FullscreenHeight | integer | -1 | The desired height of the game screen, in pixels, when running in full screen mode.
-1 will have the game auto-detect your full screen resolution. |
FullscreenFontMult | integer | -1 | The amount to multiply the font size by, when in full screen mode. -1 will have the game set the multiplier based on screen size. |
FullscreenTileMult | integer | -1 | The amount to multiply the tile size by, when in full screen mode. -1 will have the game set the multiplier based on screen size. |
FullscreenMiniMapSize | integer | -1 | Size of each minimap block, in pixels, when running in full screen mode. -1 will have the game set the multiplier based on screen size. |
AllowHighAscii | boolean | true for Windows, false for OS X and Linux | Allows high-ASCII symbols (outside those normally found on a keyboard). Very few high-ASCII symbols are used. Set to false if you have unusual symbols that seem out of place. Not setting it uses the default setting based on your operating system. |
AlwaysRandomName | boolean | false | There are a handful of random names stored in DoomRL: setting this option to true will skip the name selection screen and pick one. This is equivalent to entering no name on the screen. |
InvMenuStyle | string (3) | "HYBRID" | This specifies how the DoomRL inventory menu is handled. "CHOICE" uses arrow keys and ENTER to select items; "LETTER" uses alphabetical keys to select; "HYBRID" is the combination of "CHOICE" and "LETTER". |
ColoredInventory | boolean | true | Determines whether or not item labels are colored in the DoomRL inventory. |
AlwaysName | string | "" | Automatically sets player name as the one specified in this setting. Names longer than 12 character or containing the "@" symbol will cause an error. AlwaysName overrides AlwaysRandomName. |
SkipIntro | boolean | false | Each game of DoomRL begins with a three-screen text intro. This setting determines whether or not it is skipped. |
NoBloodSlides | boolean | false | Each time a level is loaded, a "blood slide" effect crosses the screen. This setting determines whether or not it is suppressed. |
NoFlashing | boolean | false | Various triggers can cause the screen to flash (particularly nuclear explosions). This setting determines whether or not they are suppressed. |
RunOverItems | boolean | false | When moving with the "run" command, the player will stop if they step on an item. This setting determines whether or not this is suppressed. |
GameMusic | boolean | true | This setting sets all game music on or off. This is virtually equivalent to using the MusicToggle key in-game. (See also MusicVolume.) |
GameSound | boolean | true | This settings sets all game sounds on or off. This is virtually equivalent to using the SoundToggle key in-game. (See also SoundVolume.) |
MenuSound | boolean | true | Turns on/off the sounds that play while choosing menu options. |
BlindMode | boolean | false | This setting allows for some additional help for people using screen readers to play DoomRL. |
ColorBlindMode | boolean | false | This settings allows for some additional help for people who cannot easily distinguish colors. |
ClearMessages | boolean | false | This determines whether or not messages disappear from the screen after every player action. (Meant to be used in conjunction with BlindMode.) |
MorePrompt | boolean | true | If false, the game will not wait for an enter press if there are too many messages printed in a turn. |
EmptyConfirm | boolean | false | Determines if a confirmation is necessary to enter commands after attempting to fire an empty weapon. Using the space/ENTER keys are confirmations. |
SoundEquipPickup | boolean | false | Determines if the pickup sound is used when swapping weapons with the swap key or quickkeys. |
Hints | boolean | true | Enables/disables the hints that display on the first level. This can be safely turned off if you know how to play. |
StartTrait | integer (0-9, 255) | 0 | Determines the chosen trait when starting a new game. 0 allows you to select in-game; 255 randomizes the choice. 1=Ironman, 2=Finesse, 3=Hellrunner, 4=Tough as Nails, 5=Son of a Bitch, 6=Son of a Gun, 7=Reloader, 8=Eagle Eye, 9=Brute. |
StartDifficulty | integer (0-5, 255) | 0 | Determines the difficulty level when starting a new game. 0 allows you to select in-game; 255 randomizes the choice. 1=ITYTD, 2=HNTR, 3=HMP, 4=UV, N! doesn't work. |
RunDelay | integer | 20 | Sets the delay value between repetitions when moving with the "run" command (in ms). Setting to 0 provides instantaneous movement while running. (See also MaxRun and MaxWait.) |
MusicVolume | integer (0-25) | 12 | Sets the individual volume for in-game music. Setting to zero is virtually the same as having no music. (See also GameMusic.) |
SoundVolume | integer (0-25) | 20 | Sets the individual volume for in-game sound. Setting to zero is virtually the same as having no sound. (See also GameSound.) |
InvFullDrop | boolean | false | When your player attempts to unequip something and has no space in the inventory, this setting determines whether a the game asks if the player wants to drop the equipment or not unequip (this is done by the default setting). |
MessageBuffer | integer | 100 | Determines how many message lines are held in the buffer. It couldn't hurt to add more if desired. |
MessageColoring | boolean | true | Determines if messages can be colored. Use a table ( Message = {} ) to specify what messages should be included and how they should be colored. |
MortemArchive | boolean | true | A mortem.txt is saved (and replaced) each time you finish a game of DoomRL. This setting determines whether or not they are all archived in a "mortem" subfolder. |
PlayerBackups | integer | 7 | Determines how many player.wad backups are stored in the "backup" subdirectory. At most, one backup is stored on a given day. |
ScoreBackups | integer | 7 | Determines how many score.wad backups are stored in the "backup" subdirectory. At most, one backup is stored on a given day. |
MenuReturn | boolean | true | Determines if DoomRL returns to the menu after a game is finished, or if DoomRL exits instead. |
MaxRun | integer | 100 | Determines the number of times the "run" command is repeated while moving. Anything above 80 is virtually no limit on a single map. |
MaxWait | integer | 20 | Determines the number of times the "run" command is repeated in conjunction with the "wait" command. |
LockBreak | boolean | true | Disables Ctrl-C/Ctrl-Break closing of DoomRL. |
LockClose | boolean | true | Disables DoomRl closing by means of a console close button. |
IntuitionColor | color (see color.lua) | LIGHTMAGENTA | Determines the color of the Intuition effect for enemies. |
IntuitionChar | character | "*" | Determines the symbol of the Intuition effect for enemies. |
TimeStamp | string | "yyyy/mm/dd hh:nn:ss" | Determines mortem and screenshot filename formatting. See Date and time formatting characters for more information. |