Command Line Parameters
When excuting Doom in dos you can add a parameter to the end of the doom.exe command (or doom2.exe etc) to change aspects of the game. Note: this page was mostly copyed from section 9-2 of the "Official" DOOM FAQ v6.666 by Hank Leukart*. without permission to read the faq please visit http://doomgate.gamers.org/dhs/helpdocs/doomfaq.html (which dosent work any more). If Hank Leukart is reading this and wants me to take down this page please e-mail and I will.
*9-2*: What command line parameters exist?
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To use most of these parameters, start DOOM by typing:
"doom -devparm [parameter] [more parameters]". If the "-devparm" parameter
is not needed, the parameter will be marked with a plus (+). Most of these
parameters can be mixed and matched to create different effects. For
instance, typing "doom -devparm -wart 1 8 -record demo01 -respawn" would
record a demo on episode one, level eight, with monster respawn. Lastly,
typing F1 during development mode will allow a 256 color screen capture in
PCX format.
@[filename] Used to read in a command line parm file
-altdeath Activates DeathMatch v2.0 (v1.4 and above)
-avg Ends the game after 20 minutes
-cdrom Uses C:\DOOMDATA directory for data
-comdev Internal development, texture mapping
-config [file name] + Reads an alternate configuration file
-control Unknown
-deathmatch + Starts NetDoom in Deathmatch mode
-debugfile [parameter] Dumps debugging info to debug[parm].txt
-devparm Puts you in developers mode
-episode [episode] + Starts on episode (1-3)
-GUS Uses the original GUS instrument mapping
-GUS1 Uses the new GUS instrument mapping (default)
-fast +++ Nightmare mode without respawn
-file [name w/ .WAD] + Allows usage of an external PWAD file
-left ++ Sets up a network terminal for the "left view"
-loadgame [game number] + Starts from a saved game (0-5)
-maxdemo + Specifies the maximum size of a LMP recording
-nodes [players] + Starts NetDoom with 1-4 players
-noblit Internal bugging switch, useless
-nodraw Internal bugging switch, useless
-nojoy Does not use the joystick
-nomonsters + Starts the game without monsters
-nomouse Does not use the mouse
-nomusic Does not play background music
-nosfx No sound effects
-nosound No sound at all
-opl3 Enables the stereo music through OPL-3 on PAS16
-phase Enables phase shifting on PAS16
-playdemo [name w/o .LMP] #+ Plays back a recorded demo
-record [name w/o .LMP] + Makes a demo recording until you finish or die
-recordfrom [0-5] [demo name]+ Records a demo from a saved game
-regdev Internal development, texture mapping
-respawn + Causes enemies to respawn in non-Nightmare
-right ++ Sets up a network terminal for "right view"
-shdev Internal development, texture mapping
-skill [skill level] + Starts on skill level (1-5)
-statcopy Unknown
-timedemo [name w/o .LMP] # Calculates the number of times the screen is redrawn when playing a demo
-turbo [speed 1-255] Increases the speed of the marine
-warp [episode] [level] Warps to episode (1-3) level (1-9)
-wart [episode] [level] Loads a PWAD named ExMy.wad
+: Does not require the "-DEVPARM" parameter.
++: If you have a network, try setting up a network game with three players.
The three terminals should have the parameters:
"doom -devparm -nodes 3 -left"
"doom -devparm -nodes 3"
"doom -devparm -nodes 3 -right"
Then, set up the left and right terminal monitors next to the middle
monitor, in a virtual-reality type configuration. When you turn your
head, you see the screen turned 90 degrees! This ONLY works with
versions 1.0, 1.1, 1.4, 1.5, and 1.6 of DOOM.
+++: Must be used in conjunction with the "-WARP" parameter
#: For the "-playdemo" and "-timedemo" options, if you give an LMP file name
of "demo#" (i.e. "demo3"), then that internal demo will be played if the
external LMP file is not found. For example, to play the internal 1.6
shareware demo #2 (multiplayer demo), type "doom -playdemo demo2".
Additionally, when using "-timedemo," the game will give you two
numbers after you quit to DOS, GAMETICS and REALTICS. To determine
the DOOM frame rate use the formula (GAMETICS/REALTICS) * 35.
Note: DO NOT name your LMP demos ExMx.LMP, or they will *NOT* work.
* This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved.
You are granted the following rights:
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