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- ;nugget-doom.cfg format:
- ;[min-max(default)] description of variable
- ;* at end indicates variable is settable in wads
- ;variable value
- [0-1(1)] Show help strings about each variable in the config file
- config_help 1
- [("")] Path where savegames are stored
- savegame_dir ""
- [("")] Path where screenshots are stored
- screenshot_dir ""
- [200-?(600)] Vertical resolution
- current_video_height 950
- [0-1(1)] Dynamic resolution
- dynamic_resolution 0
- [("")] SDL render driver, possible values are direct3d, direct3d11, direct3d12, opengl, opengles2, opengles, software
- sdl_renderdriver ""
- [0-1(1)] Aspect ratio correction
- correct_aspect_ratio 1
- [0-1(0)] Stretch viewport to fit window
- stretch_to_fit 0
- [0-1(1)] Fullscreen
- fullscreen 1
- [0-1(0)] Exclusive fullscreen
- exclusive_fullscreen 0
- [0-1(1)] Vertical sync to prevent display tearing
- use_vsync 1
- [0-1(1)] Uncapped rendering frame rate
- uncapped 1
- [0-500(0)] Framerate limit in frames per second (< 35 = Disable)
- fpslimit 70
- [0-5(1)] Widescreen (0 = Off; 1 = Auto; 2 = 16:10; 3 = 16:9; 4 = 21:9; 5 = 32:9)
- widescreen 1
- [20-140(90)] Field of view in degrees
- fov 90
- [0-17(9)] Custom gamma level (0 = -4; 9 = 0; 17 = 4)
- gamma2 9
- [0-1(1)] Smooth pixel scaling
- smooth_scaling 1
- [0-1(0)] Emulate VGA "porch" behaviour
- vga_porch_flash 0
- [0-1(0)] Flashing icon during disk I/O
- disk_icon 0
- [0-?(0)] Current video display index
- video_display 0
- [320-?(0)] Maximum horizontal resolution (0 = Native)
- max_video_width 0
- [200-?(0)] Maximum vertical resolution (0 = Native)
- max_video_height 0
- [0-1(0)] Change display resolution with exclusive fullscreen (only useful for CRTs)
- change_display_resolution 0
- [?-?(0)] Window position X (0 = Center)
- window_position_x 0
- [?-?(0)] Window position Y (0 = Center)
- window_position_y 0
- [0-?(1065)] Window width
- window_width 1065
- [0-?(600)] Window height
- window_height 600
- [0-1(1)] Grab mouse during play
- grabmouse 1
- [0-100(100)] Intensity percent of the screen's red component
- red_intensity 100
- [0-100(100)] Intensity percent of the screen's green component
- green_intensity 100
- [0-100(100)] Intensity percent of the screen's blue component
- blue_intensity 100
- [0-100(100)] Saturation percent of the screen's colors
- color_saturation 100
- [10-200(100)] Contrast percent of the screen's colors
- color_contrast 100
- [-8-8(0)] Level brightness
- extra_level_brightness 0
- [0-1(0)] Stretch short skies for mouselook
- stretchsky 0
- [0-1(1)] Stretch skies based on FOV
- fov_stretchsky 1
- [0-1(0)] Linear horizontal scrolling for skies
- linearsky 0
- [0-1(0)] Swirling animated flats
- r_swirl 1
- [0-1(0)] Smooth diminishing lighting
- smoothlight 1
- [0-2(1)] Fake contrast for walls (0 = Off; 1 = Smooth; 2 = Vanilla) *
- fake_contrast 1
- [0-1(1)] Diminishing lighting (light emitted by player) *
- diminishing_lighting 1
- [0-2(0)] Thing lighting mode (0 = Origin (vanilla); 1 = Hitbox; 2 = Per-column) *
- thing_lighting_mode 2
- [0-1(1)] Allow voxel models
- voxels_rendering 1
- [0-1(0)] Brightmaps for textures and sprites
- brightmaps 0
- [0-2(1)] Invulnerability effect (0 = Vanilla; 1 = MBF; 2 = Gray)
- invul_mode 1
- [0-1(0)] Flip levels horizontally (visual filter)
- flip_levels 0
- [1-8(1)] Width multiplier for pixels at 100% resolution *
- lowres_pixel_width 1
- [1-8(1)] Height multiplier for pixels at 100% resolution *
- lowres_pixel_height 1
- [0-1(0)] Disable Berserk tint *
- no_berserk_tint 0
- [0-1(0)] Disable Radiation Suit tint *
- no_radsuit_tint 0
- [0-1(0)] Night-vision effect for the light amplification visor *
- nightvision_visor 0
- [0-100(100)] Player damage-tint cap *
- damagecount_cap 100
- [-1-100(-1)] Player bonus-tint cap (-1 = Uncapped) *
- bonuscount_cap -1
- [0-1(1)] Enable flashing of the HOM indicator
- flashing_hom 1
- [0-1(0)] Disable the Killough-face easter egg *
- no_killough_face 0
- [3-?(10)] Size of game-world screen
- screenblocks 12
- [0-1(1)] Translucency for some things *
- translucency 1
- [0-100(66)] Percent of foreground/background translucency mix *
- tran_filter_pct 66
- [0-1(0)] Randomly mirrored death animations
- flipcorpses 1
- [0-2(0)] Partial Invisibility (0 = Vanilla; 1 = Refraction; 2 = Shadow)
- fuzzmode 2
- [0-1(1)] Draw sprites overlapping into visible sectors
- draw_nearby_sprites 1
- [32-56(41)] Height of player's POV *
- viewheight_value 41
- [0-3(0)] Flinch player view (0 = Off; 1 = Upon landing; 2 = Upon taking damage; 3 = Upon either) *
- flinching 3
- [0-1(0)] Camera automatically locks onto targets vertically
- vertical_lockon 0
- [0-1(0)] Explosions shake the view *
- explosion_shake 0
- [10-100(100)] Explosion-shake intensity percent *
- explosion_shake_intensity_pct 100
- [0-1(0)] Imitate player's breathing (subtle idle bobbing) *
- breathing 1
- [0-1(0)] Zoom effect when teleporting *
- teleporter_zoom 0
- [0-1(0)] Force third-person perspective upon death *
- death_camera 0
- [0-2(0)] Chasecam mode (0 = Off; 1 = Back; 2 = Front) *
- chasecam_mode 0
- [1-128(80)] Chasecam distance *
- chasecam_distance 80
- [1-64(48)] Chasecam height *
- chasecam_height 48
- [0-1(0)] Allow crosshair when using Chasecam *
- chasecam_crosshair 0
- [0-1(1)] Allow weapon light flashes
- a11y_weapon_flash 1
- [0-1(1)] Allow rendering of weapon muzzleflash
- a11y_weapon_pspr 1
- [0-1(1)] Allow Invulnerability colormap
- a11y_invul_colormap 1
- [0-15(8)] Sound effects volume
- sfx_volume 8
- [0-15(8)] Music volume
- music_volume 8
- [0-1(0)] Variable pitch for sound effects
- pitched_sounds 0
- [100-300(120)] Variable pitch bend range (100 = None)
- pitch_bend_range 120
- [0-1(0)] Play sounds in full length (prevents cutoffs)
- full_sounds 0
- [0-1(0)] Double sound-clipping distance *
- s_clipping_dist_x2 0
- [1-32(32)] Maximum number of simultaneous sound effects
- snd_channels 32
- [0-2(0)] Sound module (0 = Standard; 1 = OpenAL 3D; 2 = PC Speaker Sound)
- snd_module 1
- [0-1(0)] Force reversal of stereo audio channels
- force_flip_pan 0
- [0-1(0)] [OpenAL 3D] Headphones mode (0 = No; 1 = Yes)
- snd_hrtf 0
- [0-?(1)] Sound resampler (0 = Nearest; 1 = Linear; ...)
- snd_resampler 1
- [0-10(5)] [OpenAL 3D] Air absorption effect (0 = Off; 10 = Max)
- snd_absorption 6
- [0-10(5)] [OpenAL 3D] Doppler effect (0 = Off; 10 = Max)
- snd_doppler 6
- [0-1(0)] Use sound output limiter
- snd_limiter 0
- [0-?(0)] MIDI Player menu index
- midi_player_menu 2
- [("")] MIDI Player string
- midi_player_string "VirtualMIDISynth #1"
- [0-2(1)] [Native MIDI] Compatibility level (0 = Vanilla; 1 = Standard; 2 = Full)
- midi_complevel 1
- [0-3(1)] [Native MIDI] Reset type (0 = No SysEx; 1 = GM; 2 = GS; 3 = XG)
- midi_reset_type 1
- [-1-2000(-1)] [Native MIDI] Delay after reset (-1 = Auto; 0 = None; 1-2000 = Milliseconds)
- midi_reset_delay -1
- [0-1(1)] [Native MIDI] Fix invalid instruments by emulating SC-55 capital tone fallback
- midi_ctf 1
- [-20-0(0)] [Native MIDI] Gain [dB]
- midi_gain 0
- [0-1(1)] Auto Gain
- auto_gain 1
- [-20-20(0)] [FluidSynth] Gain [dB]
- fl_gain 0
- [-20-20(0)] [OPL3 Emulation] Gain [dB]
- opl_gain 0
- [("soundfonts")] [FluidSynth] Soundfont directories
- soundfont_dir "soundfonts"
- [1-65535(256)] [FluidSynth] Number of voices that can be played in parallel
- fl_polyphony 256
- [0-1(0)] [FluidSynth] Interpolation method (0 = Default; 1 = Highest Quality)
- fl_interpolation 0
- [0-1(0)] [FluidSynth] Enable reverb effects
- fl_reverb 0
- [0-1(0)] [FluidSynth] Enable chorus effects
- fl_chorus 0
- [0-100(30)] [FluidSynth] Reverb damping
- fl_reverb_damp 30
- [0-100(70)] [FluidSynth] Reverb output level
- fl_reverb_level 70
- [0-100(50)] [FluidSynth] Reverb room size
- fl_reverb_roomsize 50
- [0-10000(80)] [FluidSynth] Reverb width (stereo spread)
- fl_reverb_width 80
- [0-25600(360)] [FluidSynth] Chorus modulation depth
- fl_chorus_depth 360
- [0-1000(55)] [FluidSynth] Chorus output level
- fl_chorus_level 55
- [0-99(4)] [FluidSynth] Chorus voice count
- fl_chorus_nr 4
- [10-500(36)] [FluidSynth] Chorus modulation speed
- fl_chorus_speed 36
- [1-6(1)] [OPL3 Emulation] Number of chips to emulate (1-6)
- num_opl_chips 1
- [0-1(0)] [OPL3 Emulation] Use MIDI-correct stereo channel polarity
- opl_stereo_correct 0
- [0-2(0)] Extra soundtrack (0 = Off; 1 = Remix; 2 = Original
- extra_music 0
- [0-4(0)] Equalizer preset (0 = Off; 1 = Classical; 2 = Rock; 3 = Vocal; 4 = Custom)
- snd_equalizer 0
- [-24-0(0)] Equalizer preamp gain [dB]
- snd_eq_preamp 0
- [-12-12(0)] Equalizer low frequency range gain [dB]
- snd_eq_low_gain 0
- [50-800(200)] Equalizer low cut-off frequency [Hz]
- snd_eq_low_cutoff 200
- [-12-12(0)] Equalizer mid1 frequency range gain [dB]
- snd_eq_mid1_gain 0
- [200-3000(500)] Equalizer mid1 center frequency [Hz]
- snd_eq_mid1_center 500
- [1-100(100)] Equalizer mid1 bandwidth [octave] (1 = 0.01; 100 = 1.0)
- snd_eq_mid1_width 100
- [-12-12(0)] Equalizer mid2 frequency range gain [dB]
- snd_eq_mid2_gain 0
- [1000-8000(3000)] Equalizer mid2 center frequency [Hz]
- snd_eq_mid2_center 3000
- [1-100(100)] Equalizer mid2 bandwidth [octave] (1 = 0.01; 100 = 1.0)
- snd_eq_mid2_width 100
- [-12-12(0)] Equalizer high frequency range gain [dB]
- snd_eq_high_gain 0
- [4000-16000(6000)] Equalizer high cut-off frequency [Hz]
- snd_eq_high_cutoff 6000
- [0-?(0)] Position of resolution scale slider (do not modify)
- resolution_scale 12
- [0-2(1)] Menu backdrop (0 = Off; 1 = Dark; 2 = Texture)
- menu_backdrop 1
- [0-31(20)] Darkening level for dark menu backdrop
- menu_backdrop_darkening 20
- [0-1(0)] Backdrop for all menus *
- menu_background_all 0
- [0-1(0)] Disable palette tint in menus *
- no_menu_tint 0
- [0-1(0)] Shadows for HUD/menu graphics *
- hud_menu_shadows 0
- [0-100(66)] HUD/menu-shadows translucency percent *
- hud_menu_shadows_filter_pct 66
- [0-1(0)] Skip "Quit Game" prompt
- quick_quitgame 0
- [0-3(1)] Menu help (0 = Off; 1 = Auto; 2 = Always Keyboard; 3 = Always Gamepad)
- menu_help 1
- [0-3(0)] Exit sequence (0 = Off; 1 = Sound Only; 2 = ENDOOM Only; 3 = Full)
- exit_sequence 3
- [0-1(0)] Show only ENDOOM from PWAD
- endoom_pwad_only 0
- [0-1(0)] Show demo progress bar
- demobar 0
- [0-4(1)] Screen wipe effect (0 = None; 1 = Melt; 2 = Crossfade; 3 = Fizzlefade; 4 = Black Fade)
- screen_melt 1
- [50-200(100)] Screen-wipe speed percent
- wipe_speed_percentage 100
- [0-1(0)] Alternative intermission background (spinning camera view) *
- alt_interpic 0
- [0-2(0)] Play internal demos (0 = Always; 1 = Not in menus; 2 = Never)
- no_page_ticking 0
- [0-1(1)] Palette changes when taking damage or picking up items
- palette_changes 1
- [-1-1(-1)] Organize save files
- organize_savefiles 1
- [("Player")] Network setup player name
- net_player_name "Player"
- [0-1(0)] Allow colored blood
- colored_blood 1
- [0-1(1)] Raw gamepad/mouse input for turning/looking (0 = Interpolate; 1 = Raw)
- raw_input 1
- [0-1(1)] Fake high-resolution turning when using low-resolution turning
- fake_longtics 1
- [0-1(0)] Always use low-resolution turning
- shorttics 0
- [0-35(0)] Quickstart cache tics
- quickstart_cache_tics 0
- [1-6(3)] Default skill level (1 = ITYTD; 2 = HNTR; 3 = HMP; 4 = UV; 5 = NM; 6 = Custom)
- default_skill 4
- [0-2(2)] Custom Skill: thing spawns (0 = Easy; 1 = Normal; 2 = Hard) *
- custom_skill_things 2
- [0-1(0)] Custom Skill: spawn multiplayer things *
- custom_skill_coopspawns 0
- [0-1(0)] Custom Skill: don't spawn monsters *
- custom_skill_nomonsters 0
- [0-1(0)] Custom Skill: receive double ammo from pickups *
- custom_skill_doubleammo 0
- [0-1(0)] Custom Skill: player takes half the damage *
- custom_skill_halfdamage 0
- [0-1(0)] Custom Skill: Icon of Sin shoots cubes half the time *
- custom_skill_slowbrain 0
- [0-1(0)] Custom Skill: fast monsters *
- custom_skill_fast 0
- [0-1(0)] Custom Skill: respawning monsters *
- custom_skill_respawn 0
- [0-1(0)] Custom Skill: aggressive monsters (instant reaction time; continuous attacks) *
- custom_skill_aggressive 0
- [0-1(0)] Custom Skill: duplicate monster spawns *
- custom_skill_x2monsters 0
- [10-1000(100)] Game speed percent
- realtic_clock_rate 100
- [?-?(32)] Maximum number of player corpses (< 0 = No limit)
- max_player_corpse 32
- [0-2(0)] Use-button action upon death (0 = Default; 1 = Last Save; 2 = Nothing)
- death_use_action 0
- [0-1(1)] Auto save at the beginning of a map, after completing the previous one
- autosave 1
- [0-600(0)] Interval between periodic auto saves, in seconds (0 = Off)
- autosave_interval 0
- [0-1(0)] One-key quick-saving/loading
- one_key_saveload 0
- [1-600(1)] Interval between rewind key-frames, in seconds
- rewind_interval 1
- [0-3000(60)] Number of rewind key-frames to be stored (0 = No rewinding)
- rewind_depth 60
- [0-25(10)] Max. time to store a key frame, in milliseconds; if exceeded, storing will stop (0 = No limit)
- rewind_timeout 10
- [0-1(1)] Always run
- autorun 0
- [0-1(0)] Mouselook
- mouselook 0
- [0-1(1)] Double-click acts as use-button
- dclick_use 1
- [0-1(1)] Disable vertical mouse movement
- novert 1
- [0-1(0)] Padlook
- padlook 0
- [0-?(15)] Horizontal mouse sensitivity for turning
- mouse_sensitivity 7
- [0-?(15)] Vertical mouse sensitivity for moving
- mouse_sensitivity_y 15
- [0-?(15)] Horizontal mouse sensitivity for strafing
- mouse_sensitivity_strafe 15
- [0-?(15)] Vertical mouse sensitivity for looking
- mouse_sensitivity_y_look 7
- [0-40(0)] Mouse acceleration (0 = 1.0; 40 = 5.0)
- mouse_acceleration 3
- [0-32(10)] Mouse acceleration threshold
- mouse_acceleration_threshold 10
- [0-1(0)] Invert vertical mouse axis
- mouse_y_invert 0
- [0-1(0)] Vanilla keyboard mapping
- vanilla_keyboard_mapping 0
- [0-1(1)] Enable gamepad
- joy_enable 1
- [0-6(0)] Gamepad platform (0 = Auto; 1 = Xbox 360; 2 = Xbox One/Series; 3 = Playstation 3; 4 = Playstation 4; 5 = Playstation 5; 6 = Switch)
- joy_platform 0
- [0-6(1)] Analog stick layout (0 = Off; 1 = Default; 2 = Southpaw; 3 = Legacy; 4 = Legacy Southpaw; 5 = Flick Stick; 6 = Flick Stick Southpaw)
- joy_stick_layout 1
- [0-40(10)] Forward sensitivity (0 = 0.0x; 40 = 4.0x)
- joy_forward_sensitivity 10
- [0-40(10)] Strafe sensitivity (0 = 0.0x; 40 = 4.0x)
- joy_strafe_sensitivity 10
- [0-720(240)] Turn speed [degrees/second]
- joy_turn_speed 240
- [0-720(135)] Look speed [degrees/second]
- joy_look_speed 135
- [0-720(0)] Extra turn speed at outer deadzone [degrees/second]
- joy_outer_turn_speed 0
- [0-720(0)] Extra look speed at outer deadzone [degrees/second]
- joy_outer_look_speed 0
- [0-100(20)] Ramp time for extra speed (0 = Instant; 100 = 1000 ms)
- joy_outer_ramp_time 20
- [0-1(1)] Movement type (0 = Normalized; 1 = Faster Diagonals)
- joy_movement_type 1
- [10-30(10)] Movement response curve (10 = Linear; 20 = Squared; 30 = Cubed)
- joy_movement_curve 10
- [10-30(20)] Camera response curve (10 = Linear; 20 = Squared; 30 = Cubed)
- joy_camera_curve 20
- [0-1(1)] Movement deadzone type (0 = Axial; 1 = Radial)
- joy_movement_deadzone_type 1
- [0-1(1)] Camera deadzone type (0 = Axial; 1 = Radial)
- joy_camera_deadzone_type 1
- [0-50(15)] Movement inner deadzone [percent]
- joy_movement_inner_deadzone 15
- [0-50(15)] Camera inner deadzone [percent]
- joy_camera_inner_deadzone 15
- [0-30(2)] Movement outer deadzone [percent]
- joy_movement_outer_deadzone 2
- [0-30(2)] Camera outer deadzone [percent]
- joy_camera_outer_deadzone 2
- [0-50(15)] Trigger deadzone [percent]
- joy_trigger_deadzone 15
- [0-1(0)] Invert forward axis
- joy_invert_forward 0
- [0-1(0)] Invert strafe axis
- joy_invert_strafe 0
- [0-1(0)] Invert turn axis
- joy_invert_turn 0
- [0-1(0)] Invert look axis
- joy_invert_look 0
- [0-10(5)] Rumble intensity (0 = Off; 10 = 100%)
- joy_rumble 0
- [0-2(0)] Flick mode (0 = Default; 1 = Flick Only; 2 = Rotate Only)
- joy_flick_mode 0
- [10-50(10)] Flick time (10 = 100 ms; 50 = 500 ms)
- joy_flick_time 10
- [0-50(8)] Flick rotation smoothing threshold (0 = Off; 50 = 5.0 rotations/second)
- joy_flick_rotation_smooth 8
- [0-50(10)] Flick rotation speed (0 = 0.0x; 50 = 5.0x)
- joy_flick_rotation_speed 10
- [0-100(90)] Flick deadzone relative to camera deadzone [percent]
- joy_flick_deadzone 90
- [0-45(7)] Forward angle range where flicks are disabled [degrees]
- joy_flick_forward_deadzone 7
- [0-2(0)] Snap to cardinal directions (0 = Off; 1 = 4-way; 2 = 8-way)
- joy_flick_snap 0
- [0-1(0)] Enable gamepad gyro aiming
- gyro_enable 0
- [0-1(1)] Gyro space (0 = Local; 1 = Player)
- gyro_space 1
- [0-2(1)] Local gyro space uses roll (0 = Off; 1 = On; 2 = Invert)
- gyro_local_roll 1
- [0-3(2)] Gyro button action (0 = None; 1 = Disable Gyro; 2 = Enable Gyro; 3 = Invert)
- gyro_button_action 2
- [0-2(0)] Camera stick action (0 = None; 1 = Disable Gyro; 2 = Enable Gyro)
- gyro_stick_action 0
- [0-200(25)] Gyro turn sensitivity (0 = 0.0x; 200 = 20.0x)
- gyro_turn_sensitivity 25
- [0-200(25)] Gyro look sensitivity (0 = 0.0x; 200 = 20.0x)
- gyro_look_sensitivity 25
- [10-200(10)] Gyro acceleration multiplier (10 = 1.0x; 200 = 20.0x)
- gyro_acceleration 10
- [0-300(0)] Lower threshold for applying gyro acceleration [degrees/second]
- gyro_accel_min_threshold 0
- [0-300(75)] Upper threshold for applying gyro acceleration [degrees/second]
- gyro_accel_max_threshold 75
- [0-500(30)] Gyro steadying: smoothing threshold (0 = Off; 500 = 50.0 degrees/second)
- gyro_smooth_threshold 30
- [0-500(125)] Gyro steadying: smoothing time [milliseconds]
- gyro_smooth_time 125
- [0-500(30)] Gyro steadying: tightening threshold (0 = Off; 500 = 50.0 degrees/second)
- gyro_tightening 30
- [?-?(0)] Accelerometer calibration
- gyro_calibration_a 0
- [?-?(0)] Gyro calibration (x-axis)
- gyro_calibration_x 0
- [?-?(0)] Gyro calibration (y-axis)
- gyro_calibration_y 0
- [?-?(0)] Gyro calibration (z-axis)
- gyro_calibration_z 0
- [?-?(0)] Move forward
- input_forward w, uparrow
- [?-?(0)] Move backward
- input_backward s, downarrow
- [?-?(0)] Turn right
- input_turnright rightarrow
- [?-?(0)] Turn left
- input_turnleft leftarrow
- [?-?(0)] Strafe left (sideways left)
- input_strafeleft a
- [?-?(0)] Strafe right (sideways right)
- input_straferight d
- [?-?(0)] Run (move fast)
- input_speed shift
- [?-?(0)] Strafe modifier (hold to strafe instead of turning)
- input_strafe alt
- [?-?(0)] Toggle always-run mode
- input_autorun ls, capslock
- [?-?(0)] Jump
- input_jump alt
- [?-?(0)] Crouch/duck
- input_crouch NONE
- [?-?(0)] Spin 180 degrees instantly
- input_reverse /
- [?-?(0)] Gyro button
- input_gyro tptouch, lt
- [?-?(0)] Open a door, use a switch
- input_use tab, wheelup, wheeldown
- [?-?(0)] Fire current weapon
- input_fire mouse1, rt
- [?-?(0)] Cycle to the previous weapon
- input_prevweapon lb
- [?-?(0)] Cycle to the next weapon
- input_nextweapon rb
- [?-?(0)] Toggle vertical mouse movement
- input_novert NONE
- [?-?(0)] Toggle free look
- input_freelook NONE
- [?-?(0)] Toggle crosshair
- input_crosshair NONE
- [?-?(0)] Toggle slow motion
- input_slowmo NONE
- [?-?(0)] Toggle zoom
- input_zoom 8
- [20-140(20)] Field of View when zoom is enabled
- zoom_fov 20
- [?-?(0)] Cycle through chasecam modes
- input_chasecam NONE
- [?-?(0)] Toggle freecam
- input_freecam NONE
- [?-?(0)] Switch to weapon 1 (Fist/Chainsaw)
- input_weapon1 1, mouse3
- [?-?(0)] Switch to weapon 2 (Pistol)
- input_weapon2 2, mouse5
- [?-?(0)] Switch to weapon 3 (Super Shotgun/Shotgun)
- input_weapon3 3, mouse2
- [?-?(0)] Switch to weapon 4 (Chaingun)
- input_weapon4 4, mouse4
- [?-?(0)] Switch to weapon 5 (Rocket Launcher)
- input_weapon5 5, spacebar
- [?-?(0)] Switch to weapon 6 (Plasma Rifle)
- input_weapon6 6, c
- [?-?(0)] Switch to weapon 7 (BFG9000)
- input_weapon7 7, z
- [?-?(0)] Switch to weapon 8 (Chainsaw)
- input_weapon8 NONE
- [?-?(0)] Switch to weapon 9 (Super Shotgun)
- input_weapon9 9
- [?-?(0)] Switch between the two most-preferred weapons with ammo
- input_weapontoggle 0, ctrl
- [?-?(0)] Switch to last used weapon
- input_lastweapon NONE
- [?-?(0)] Restart current level/demo
- input_menu_reloadlevel num5
- [?-?(0)] Go to next level
- input_menu_nextlevel num6
- [?-?(0)] Toggle display of level stats and time
- input_hud_timestats NONE
- [?-?(0)] Save current game
- input_savegame f2
- [?-?(0)] Load saved games
- input_loadgame f3
- [?-?(0)] Rewind
- input_rewind NONE
- [?-?(0)] Bring up sound control panel
- input_soundvolume f4
- [?-?(0)] Cycle through HUD layouts
- input_hud f5
- [?-?(0)] Save to last used save slot
- input_quicksave f6
- [?-?(0)] End the game
- input_endgame f7
- [?-?(0)] Toggle messages
- input_messages f8
- [?-?(0)] Load from quick-saved game
- input_quickload f9
- [?-?(0)] Quit game
- input_quit NONE
- [?-?(0)] Adjust screen brightness (gamma correction)
- input_gamma NONE
- [?-?(0)] View from another player's vantage
- input_spy NONE
- [?-?(0)] Enlarge display
- input_zoomin +
- [?-?(0)] Reduce display
- input_zoomout -
- [?-?(0)] Take a screenshot
- input_screenshot NONE
- [?-?(0)] Take a clean screenshot
- input_clean_screenshot NONE
- [0-3(1)] Keep palette changes in screenshots (0 = None; 1 = Normal; 2 = Clean; 3 = Both)
- screenshot_palette 1
- [?-?(0)] Pause the game
- input_pause pause
- [?-?(0)] Finish recording demo
- input_demo_quit NONE
- [?-?(0)] Continue recording current demo
- input_demo_join j
- [?-?(0)] Fast-forward demo
- input_demo_fforward NONE
- [?-?(0)] Increase game speed
- input_speed_up f12
- [?-?(0)] Decrease game speed
- input_speed_down f11
- [?-?(0)] Reset game speed
- input_speed_default f10
- [?-?(0)] Toggle automap display
- input_map pady, r
- [?-?(0)] Shift automap up
- input_map_up uparrow
- [?-?(0)] Shift automap down
- input_map_down downarrow
- [?-?(0)] Shift automap left
- input_map_left leftarrow
- [?-?(0)] Shift automap right
- input_map_right rightarrow
- [?-?(0)] Toggle scrolling/moving with automap
- input_map_follow f
- [?-?(0)] Enlarge automap
- input_map_zoomin +, wheelup
- [?-?(0)] Reduce automap
- input_map_zoomout -, wheeldown
- [?-?(0)] Drop a marker on automap
- input_map_mark m, 9
- [?-?(0)] Clear last marker on automap
- input_map_clear c
- [?-?(0)] Toggle max zoom on automap
- input_map_gobig 0
- [?-?(0)] Activate minimap mode
- input_map_mini NONE
- [?-?(0)] Toggle grid display over automap
- input_map_grid g
- [?-?(0)] Toggle automap overlay mode
- input_map_overlay o
- [?-?(0)] Toggle automap rotation
- input_map_rotate NONE
- [?-?(0)] Highlight points of interest (keyed lines, marks) on the automap
- input_map_blink b
- [?-?(0)] Find associated sectors and lines
- input_map_tagfinder NONE
- [?-?(0)] Teleport to automap pointer
- input_map_teleport NONE
- [0-1(1)] Use effects when teleporting to pointer (fog, sound and zoom)
- fancy_teleport 1
- [?-?(0)] Enter a chat message
- input_chat t
- [0-1(0)] Allow multiplayer chat in singleplayer
- sp_chat 0
- [?-?(0)] Chat with player 1
- input_chat_dest0 g
- [?-?(0)] Chat with player 2
- input_chat_dest1 i
- [?-?(0)] Chat with player 3
- input_chat_dest2 b
- [?-?(0)] Chat with player 4
- input_chat_dest3 r
- [?-?(0)] Toggle god mode
- input_iddqd NONE
- [?-?(0)] Give ammo and keys
- input_idkfa NONE
- [?-?(0)] Give ammo
- input_idfa NONE
- [?-?(0)] Toggle no-clipping mode
- input_idclip NONE
- [?-?(0)] Give health
- input_idbeholdh NONE
- [?-?(0)] Give megaarmor
- input_idbeholdm NONE
- [?-?(0)] Give invulnerability
- input_idbeholdv NONE
- [?-?(0)] Give berserk
- input_idbeholds NONE
- [?-?(0)] Give partial invisibility
- input_idbeholdi NONE
- [?-?(0)] Give radiation suit
- input_idbeholdr NONE
- [?-?(0)] Give light amplification visor
- input_idbeholdl NONE
- [?-?(0)] Give computer area map
- input_idbeholda NONE
- [?-?(0)] Reveal map (IDDT)
- input_iddt NONE
- [?-?(0)] No-target mode
- input_notarget NONE
- [?-?(0)] Freeze mode
- input_freeze NONE
- [?-?(0)] Fake Archvile Jump
- input_avj NONE
- [?-?(0)] Infinite ammo
- input_infammo num1
- [?-?(0)] Fast weapons
- input_fastweaps num2
- [?-?(0)] Resurrect
- input_resurrect num3
- [?-?(0)] Fly mode
- input_fly NONE
- [?-?(0)] Summon last summoned mobj
- input_summonr NONE
- [?-?(0)] Linetarget-query mode
- input_linetarget NONE
- [?-?(0)] MDK attack
- input_mdk NONE
- [?-?(0)] MDK Fist
- input_saitama NONE
- [?-?(0)] Explosive hitscan attacks
- input_boomcan NONE
- [0-3(0)] Number of helper dogs to spawn at map start *
- player_helpers 0
- [0-1(1)] Make ghost monsters (resurrected pools of gore) translucent
- ghost_monsters 1
- [0-1(1)] Monsters return to their previous target after losing their current one *
- monsters_remember 1
- [0-1(1)] Monsters fight each other when provoked *
- monster_infighting 1
- [0-1(0)] Ranged monsters back away from melee targets *
- monster_backing 0
- [0-1(1)] Monsters avoid hazards such as crushing ceilings *
- monster_avoid_hazards 1
- [0-1(0)] Monsters move up/down steep stairs *
- monkeys 0
- [0-1(1)] Monsters are affected by friction modifiers *
- monster_friction 1
- [0-1(0)] Monsters prefer targets of injured allies *
- help_friends 0
- [0-999(128)] Minimum distance that friends keep between each other *
- friend_distance 128
- [0-1(1)] Dogs are able to jump down from high ledges *
- dog_jumping 1
- [0-1(0)] Enable extra gibbing in general (affected by CVARs below) *
- extra_gibbing 1
- [0-1(1)] Extra gibbing for Berserk Fist *
- extra_gibbing_fist 1
- [0-1(1)] Extra gibbing for Chainsaw *
- extra_gibbing_csaw 1
- [0-1(1)] Extra gibbing for SSG *
- extra_gibbing_ssg 1
- [0-1(1)] Extra gibbing for BFG tracers *
- extra_gibbing_bfg 1
- [0-1(1)] Extra gibbing for projectiles dealing 20+ base damage *
- extra_gibbing_proj 1
- [0-1(0)] Bloodier gibbing *
- bloodier_gibbing 1
- [0-1(0)] Enemies toss their items dropped upon death *
- tossdrop 0
- [0-3(3)] Default compatibility level (0 = Vanilla; 1 = Boom; 2 = MBF; 3 = MBF21)
- default_complevel 3
- [0-1(0)] Automatic strafe50 (SR50)
- autostrafe50 0
- [0-1(0)] Strict mode
- strictmode 0
- [0-1(0)] Enable walking under solid hanging bodies
- hangsolid 1
- [0-2(0)] Allow movement over/under things (0 = Off; 1 = Player only; 2 = All things) *
- over_under 2
- [0-1(0)] Jumping/crouching *
- jump_crouch 0
- [0-1(0)] Fix blockmap bug (improves hit detection)
- blockmapfix 1
- [0-1(0)] Fast blockmap-based line-of-sight calculation
- checksight12 1
- [0-2(0)] Vertical aiming (0 = Auto; 1 = Direct; 2 = Direct + Auto)
- vertical_aiming 2
- [0-1(0)] Pistol start
- pistolstart 0
- [0-1(1)] Dead players can trigger linedef actions *
- comp_zombie 1
- [0-1(0)] Powerup cheats don't last forever *
- comp_infcheat 0
- [0-1(0)] Build stairs exactly the same way that Doom does *
- comp_stairs 0
- [0-1(0)] Monsters can only telefrag on MAP30 *
- comp_telefrag 0
- [0-1(0)] Some objects never move over tall ledges *
- comp_dropoff 0
- [0-1(0)] Objects don't fall off ledges under their own weight *
- comp_falloff 0
- [0-1(0)] Monsters randomly walk off of moving lifts *
- comp_staylift 0
- [0-1(0)] Monsters get stuck in door tracks *
- comp_doorstuck 0
- [0-1(1)] Monsters can infight immediately when alerted *
- comp_pursuit 1
- [0-1(0)] Arch-viles can create ghost monsters *
- comp_vile 0
- [0-1(0)] Pain elementals are limited to 20 lost souls *
- comp_pain 0
- [0-1(0)] Lost souls can spawn past impassable lines *
- comp_skull 0
- [0-1(0)] Incorrect sound behavior for blazing doors *
- comp_blazing 0
- [0-1(0)] Door lighting changes are immediate *
- comp_doorlight 0
- [0-1(0)] God mode isn't absolute *
- comp_god 0
- [0-1(0)] Don't apply invulnerability palette to skies *
- comp_skymap 0
- [0-1(0)] Use exactly Doom's floor motion behavior *
- comp_floors 0
- [0-1(0)] Use exactly Doom's linedef trigger model *
- comp_model 0
- [0-1(0)] Linedef actions work on sectors with tag 0 *
- comp_zerotags 0
- [0-1(0)] Lost souls bounce on floors and ceilings *
- comp_soul 0
- [0-1(0)] Monsters not spawned at level start respawn at map origin *
- comp_respawn 0
- [0-1(1)] Ledges block monsters *
- comp_ledgeblock 1
- [0-1(1)] Things spawned by A_Spawn inherit friendliness of spawner *
- comp_friendlyspawn 1
- [0-1(0)] Voodoo dolls on slow scrollers move too slowly *
- comp_voodooscroller 0
- [0-1(1)] ML_RESERVED clears extended flags *
- comp_reservedlineflag 1
- [0-1(1)] Emulate SPECHITS overflow
- emu_spechits 1
- [0-1(1)] Emulate REJECT overflow
- emu_reject 1
- [0-1(1)] Emulate INTERCEPTS overflow
- emu_intercepts 1
- [0-1(0)] Emulate overflow caused by two-sided lines with missing backsides
- emu_missedbackside 0
- [0-1(1)] Emulate donut overflow
- emu_donut 1
- [0-1(1)] Bruiser attack doesn't face target *
- comp_bruistarget 1
- [0-1(0)] Disable snapping to target when using melee *
- comp_nomeleesnap 0
- [0-1(0)] Double autoaim range *
- comp_longautoaim 0
- [0-1(0)] Fix Lost Souls colliding with items *
- comp_lscollision 0
- [0-1(1)] Lost Souls forget target upon impact *
- comp_lsamnesia 1
- [0-1(0)] Fuzzy things bleed fuzzy blood *
- comp_fuzzyblood 0
- [0-1(0)] Attackers face fuzzy targets straight *
- comp_faceshadow 0
- [0-1(0)] Non-bleeders don't bleed when crushed *
- comp_nonbleeders 0
- [0-1(0)] Fix lopsided Icon of Sin explosions *
- comp_iosdeath 0
- [0-1(0)] Permanent IDCHOPPERS invulnerability *
- comp_choppers 0
- [0-1(1)] Manually toggled moving doors are silent *
- comp_manualdoor 1
- [0-1(0)] Corrected switch sound source *
- comp_switchsource 0
- [0-1(1)] Chaingun makes two sounds with one bullet *
- comp_cgundblsnd 1
- [0-1(0)] Chaingunner uses pistol/chaingun sound *
- comp_cgunnersfx 0
- [0-1(0)] Arch-Vile fire plays flame-start sound *
- comp_flamst 0
- [0-1(0)] Play DSNOWAY instead of DSOOF when failing to use key-locked triggers *
- comp_keynoway 0
- [0-1(0)] Higher god-mode face priority *
- comp_godface 0
- [0-1(1)] Dead players can still play oof sound *
- comp_deadoof 1
- [0-1(0)] Use improved powerup run-out effect *
- comp_powerrunout 0
- [0-1(0)] Use unused pain/bonus palettes *
- comp_unusedpals 0
- [0-1(1)] Key pickup resets palette *
- comp_keypal 1
- [0-100(100)] Player view bobbing amplitude percent
- view_bobbing_pct 75
- [0-100(100)] Player weapon bobbing amplitude percent
- weapon_bobbing_pct 75
- [0-1(0)] Disable rendering of weapon sprites
- hide_weapon 0
- [0-3(0)] Weapon alignment while attacking (1 = Centered; 2 = Bobbing; 3 = Horizontal)
- center_weapon 0
- [0-1(0)] Recoil pitch from weapon fire
- weapon_recoilpitch 0
- [0-1(0)] Physical recoil from weapon fire (affects compatibility) *
- weapon_recoil 0
- [0-1(1)] Allow toggling between SG/SSG and Fist/Chainsaw
- doom_weapon_toggles 1
- [0-1(0)] Next weapon skips lower priority weapon slots (SG/SSG and Fist/Chainsaw)
- doom_weapon_cycle 0
- [0-1(1)] Physical player bobbing (affects compatibility)
- player_bobbing 1
- [0-1(0)] Smart projectile autoaim (checks if projectile will hit a living entity) *
- smart_autoaim 0
- [0-1(0)] Disable horizontal projectile autoaim *
- no_hor_autoaim 0
- [0-1(1)] Switch weapons when acquiring new ones or ammo for them
- switch_on_pickup 1
- [0-1(0)] Improved Fist/Chainsaw and Shotgun/SSG toggles
- improved_weapon_toggles 0
- [0-1(0)] Allow interruption of weapon switches *
- weapswitch_interruption 0
- [0-1(0)] Previous/next-weapon buttons skip weapons with insufficient ammo
- skip_ammoless_weapons 0
- [0-1(1)] Bob weapon every tic (fixes choppy Chainsaw bobbing) *
- always_bob 1
- [0-6(0)] Weapon bobbing style *
- bobbing_style 4
- [50-300(100)] Player weapon bobbing speed percent *
- weapon_bobbing_speed_pct 100
- [0-1(0)] Bob weapon while switching it *
- switch_bob 0
- [0-1(0)] Weapon inertia *
- weapon_inertia 1
- [-200-200(100)] Weapon-inertia scale percent *
- weapon_inertia_scale_pct 100
- [0-1(1)] Apply weapon inertia while firing *
- weapon_inertia_fire 1
- [0-1(0)] Squat weapon down upon landing/jumping *
- weaponsquat 1
- [0-100(100)] Weapon-flash translucency percent *
- pspr_translucency_pct 75
- [0-1(0)] Correct centering of first-person sprites *
- sx_fix 0
- [1-16(8)] Distance between particles of hitscan trails, in units *
- hitscan_trail_interval 8
- [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)] Use pre-beta BFG2704 *
- classic_bfg 0
- [0-2(0)] Weapon slots activation (0 = Off; 1 = Hold "Last"; 2 = Always On)
- weapon_slots_activation 0
- [0-2(0)] Weapon slots selection (0 = D-Pad; 1 = Face Buttons; 2 = 1-4 Keys)
- weapon_slots_selection 0
- [0-9(9)] Slot 1, weapon 1
- weapon_slots_1_1 9
- [0-9(3)] Slot 1, weapon 2
- weapon_slots_1_2 3
- [0-9(0)] Slot 1, weapon 3
- weapon_slots_1_3 0
- [0-9(5)] Slot 2, weapon 1
- weapon_slots_2_1 5
- [0-9(8)] Slot 2, weapon 2
- weapon_slots_2_2 8
- [0-9(1)] Slot 2, weapon 3
- weapon_slots_2_3 1
- [0-9(6)] Slot 3, weapon 1
- weapon_slots_3_1 6
- [0-9(7)] Slot 3, weapon 2
- weapon_slots_3_2 7
- [0-9(0)] Slot 3, weapon 3
- weapon_slots_3_3 0
- [0-9(4)] Slot 4, weapon 1
- weapon_slots_4_1 4
- [0-9(2)] Slot 4, weapon 2
- weapon_slots_4_2 2
- [0-9(0)] Slot 4, weapon 3
- weapon_slots_4_3 0
- [0-3(0)] Show level stats (kills, items, and secrets) widget (1 = On automap; 2 = On HUD; 3 = Always)
- hud_level_stats 0
- [1-5(1)] Format of level stats (1 = Ratio; 2 = Boolean; 3 = Percent; 4 = Remaining; 5 = Count)
- hud_stats_format 1
- [0-5(0)] Format of level stats in automap (0 = Match HUD)
- hud_stats_format_map 0
- [0-1(1)] Show kill count in the level-stats widget
- hud_stats_kills 1
- [0-1(1)] Show item count in the level-stats widget
- hud_stats_items 1
- [0-1(1)] Show secrets count in the level-stats widget
- hud_stats_secrets 1
- [0-1(1)] Show kill count in the automap's level-stats widget
- hud_stats_kills_map 1
- [0-1(1)] Show item count in the automap's level-stats widget
- hud_stats_items_map 1
- [0-1(1)] Show secrets count in the automap's level-stats widget
- hud_stats_secrets_map 1
- [0-3(0)] Show level time widget (1 = On automap; 2 = On HUD; 3 = Always)
- hud_level_time 0
- [0-4(1)] Show player coordinates widget (1 = On automap; 2 = On HUD; 3 = Always; 4 = Advanced)
- hud_player_coords 1
- [0-1(0)] Show command history widget
- hud_command_history 0
- [1-20(10)] Number of commands to display for command history widget
- hud_command_history_size 10
- [0-1(1)] Hide empty commands from command history widget
- hud_hide_empty_commands 1
- [0-1(0)] Show split time when pressing the use-button
- hud_time_use 0
- [0-3(1)] Use standard Doom font for widgets (1 = On automap; 2 = On HUD; 3 = Always)
- hud_widget_font 1
- [0-1(0)] Show split time when going through a teleporter
- hud_time_teleport 0
- [0-1(0)] Show split time when picking up a key
- hud_time_keypickup 0
- [0-3(0)] Show powerup-timers widget (1 = On automap; 2 = On HUD; 3 = Always)
- hud_power_timers 0
- [0-1(1)] Allow usage of icons for some labels in HUD widgets *
- hud_allow_icons 1
- [0-14(5)] Color range used for automap level title *
- hudcolor_titl 5
- [0-14(3)] Color range used for automap coordinates *
- hudcolor_xyco 3
- [0-14(7)] Color used for time scale (game-speed percent) in Time display *
- hudcolor_time_scale 7
- [0-14(3)] Color used for total level time in Time display *
- hudcolor_total_time 3
- [0-14(2)] Color used for level time in Time display *
- hudcolor_time 2
- [0-14(5)] Color used for event timer in Time display *
- hudcolor_event_timer 5
- [0-14(6)] Color used for Kills label in Stats display *
- hudcolor_kills 6
- [0-14(6)] Color used for Items label in Stats display *
- hudcolor_items 6
- [0-14(6)] Color used for Secrets label in Stats display *
- hudcolor_secrets 6
- [0-14(2)] Color used for incomplete milestones in Stats display *
- hudcolor_ms_incomp 2
- [0-14(7)] Color used for complete milestones in Stats display *
- hudcolor_ms_comp 7
- [0-1(1)] Show messages
- show_messages 1
- [0-2(1)] Announce revealed secrets (0 = Off; 1 = On; 2 = Count)
- hud_secret_message 1
- [0-1(0)] Announce map titles
- hud_map_announce 1
- [0-1(0)] Announce completion of milestones *
- announce_milestones 0
- [0-1(1)] Show toggle messages
- show_toggle_messages 1
- [0-1(1)] Show pickup messages
- show_pickup_messages 1
- [0-1(1)] Show obituaries
- show_obituary_messages 1
- [0-1(1)] Show save messages
- show_save_messages 1
- [0-14(2)] Color range used for obituaries
- hudcolor_obituary 2
- [0-1(0)] Center messages horizontally
- message_centered 0
- [0-1(0)] Colorize player messages
- message_colorized 0
- [0-1(0)] Messages fade out *
- message_fadeout 0
- [0-1(0)] Messages flash when they first appear *
- message_flash 0
- [0-?(0)] Force duration of messages, in tics (0 = Don't force)
- hud_msg_duration 0
- [0-?(0)] Force duration of chat messages, in tics (0 = Don't force)
- hud_chat_duration 0
- [1-8(1)] Number of lines in message list
- hud_msg_lines 1
- [0-1(0)] Group repeated messages together
- hud_msg_group 0
- [0-1(1)] Message list scrolls upwards
- hud_msg_scrollup 1
- [("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"
- [0-1(1)] Replace second-to-last HUD with NUGHUD *
- use_nughud 1
- [0-1(1)] HUD layout
- st_layout 1
- [0-1(0)] Colored numbers on the status bar *
- sts_colored_numbers 0
- [0-1(0)] Percent signs on the status bar are always gray *
- sts_pct_always_gray 0
- [0-1(0)] Use solid-color borders for the status bar in widescreen mode
- st_solidbackground 0
- [0-1(0)] Animated health/armor counts
- hud_animated_counts 1
- [0-1(1)] Armor count is colored based on armor type
- hud_armor_type 1
- [0-1(1)] Show Berserk on the status bar when using the Fist, if available *
- sts_show_berserk 1
- [0-1(0)] Make missing keys blink when trying to trigger linedef actions *
- hud_blink_keys 0
- [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
- [0-100(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
- [0-1(0)] Crosshair
- hud_crosshair_on 0
- [1-9(1)] Crosshair type
- hud_crosshair 1
- [0-100(100)] Crosshair translucency percent
- hud_crosshair_tran_pct 100
- [0-1(0)] Change crosshair color based on player health
- hud_crosshair_health 0
- [0-2(0)] Change crosshair color when locking on target (1 = Highlight; 2 = Health)
- hud_crosshair_target 0
- [0-2(0)] Lock crosshair on target (1 = Vertically only; 2 = Fully)
- hud_crosshair_lockon 0
- [0-1(0)] Horizontal-autoaim indicators for crosshair
- hud_crosshair_indicators 0
- [0-1(0)] Account for fuzzy targets when coloring and/or locking-on
- hud_crosshair_fuzzy 0
- [0-14(2)] Default crosshair color
- hud_crosshair_color 2
- [0-14(9)] Crosshair color when aiming at target
- hud_crosshair_target_color 9
- [0-1(1)] Show weapon carousel
- weapon_carousel 1
- [0-2(1)] Force display of weapon carousel (0 = Off; 1 = Off player; 2 = Always)
- force_carousel 1
- [0-1(1)] Automap follows the player
- followplayer 1
- [0-2(0)] Automap overlay mode (0 = Off; 1 = On; 2 = Dark)
- automapoverlay 0
- [0-31(20)] Darkening level of dark automap overlay
- automap_overlay_darkening 20
- [0-1(0)] Automap rotation
- automaprotate 0
- [0-1(1)] Show automap pointer coordinates in non-follow mode
- map_point_coord 1
- [0-1(0)] Don't highlight secret sectors on the automap before they're revealed
- map_secret_after 0
- [0-2(1)] Color key-locked doors on the automap (1 = Static; 2 = Flashing)
- map_keyed_door 1
- [0-1(1)] Smooth automap lines
- map_smooth_lines 1
- [0-1(0)] Show thing hitboxes in automap
- map_hitboxes 0
- [0-3(2)] Automap color preset (0 = Vanilla Doom; 1 = Crispy Doom; 2 = Boom; 3 = ZDoom)
- mapcolor_preset 2
- [0-1(1)] Use square aspect ratio in automap
- automapsquareaspect 1
- [0-255(247)] Color used for the automap background *
- mapcolor_back 247
- [0-255(104)] Color used for grid lines *
- mapcolor_grid 104
- [0-255(23)] Color used for one-sided walls *
- mapcolor_wall 23
- [0-255(55)] Color used for lines with floor height changes *
- mapcolor_fchg 55
- [0-255(215)] Color used for lines with ceiling height changes *
- mapcolor_cchg 215
- [0-255(208)] Color used for lines denoting closed doors, objects *
- mapcolor_clsd 208
- [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(252)] Color used for lines around secret sectors *
- mapcolor_secr 252
- [0-255(112)] Color used for lines around revealed secret sectors *
- mapcolor_revsecr 112
- [0-255(0)] Color used for trigger lines (lines with actions) *
- mapcolor_trig 0
- [0-255(0)] Color used for exit lines *
- mapcolor_exit 0
- [0-255(104)] Color used for lines not seen without computer map *
- mapcolor_unsn 104
- [0-255(88)] Color used for lines with no height changes *
- mapcolor_flat 88
- [0-255(112)] Color used for things *
- mapcolor_sprt 112
- [0-255(208)] Color used for the automap pointer/crosshair *
- mapcolor_hair 208
- [0-255(208)] Color used for the player's arrow (single-player only) *
- mapcolor_sngl 208
- [0-255(112)] Color used for the green player's arrow *
- mapcolor_ply1 112
- [0-255(88)] Color used for the gray player's arrow *
- mapcolor_ply2 88
- [0-255(64)] Color used for the brown player's arrow *
- mapcolor_ply3 64
- [0-255(176)] Color used for the red player's arrow *
- mapcolor_ply4 176
- [0-255(252)] Color used for friends *
- mapcolor_frnd 252
- [0-255(177)] Color used for enemies *
- mapcolor_enemy 177
- [0-255(231)] Color used for countable items *
- mapcolor_item 231
- [0-255(96)] Color used for thing hitboxes *
- mapcolor_hitbox 96
- [0-1(0)] Use only when instructed
- fail_safe 0
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