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Alaux

Nugget Doom 3.1.0 (updated May 16th, '24)

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19 minutes ago, CacoKnight said:

 

Thank you. Can you try this Woof build and see if there's no flickering with exclusive fullscreen enabled and switching between gameplay and the menus?

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2 hours ago, Alaux said:

Could you send your nugget-doom.cfg? Also, what's your display's resolution?

 

Sure, here it is:

Spoiler

;nugget-doom.cfg format:
;[min-max(default)] description of variable
;* at end indicates variable is settable in wads
;variable   value

[0-1(1)] 1 to show help strings about each variable in config file 
config_help                  1

[0-1(0)] 1 to organize savegames by IWAD 
organize_saves               0

[("")] Path where savegames are stored 
savegame_dir                 "saves"

[("")] Path where screenshots are stored 
screenshot_dir               "screenshots"

[0-3(1)] Renderer resolution (0 = 200p, 1 = 400p, 2 = 800p, 3 = 1600p) 
hires                        3

[0-1(1)] 1 to perform aspect ratio correction 
correct_aspect_ratio         1

[0-1(0)] 1 to stretch viewport to fit window 
stretch_to_fit               0

[0-1(1)] 1 to enable fullscreen mode 
fullscreen                   0

[0-1(0)] 1 to enable exclusive fullscreen mode 
exclusive_fullscreen         0

[0-1(1)] 1 to enable wait for vsync to avoid display tearing 
use_vsync                    1

[0-1(1)] 1 to enable uncapped rendering frame rate 
uncapped                     1

[0-500(0)] framerate limit in frames per second (< 35 = disable) 
fpslimit                     0

[0-1(0)] 1 to force integer scales 
integer_scaling              1

[0-4(0)] widescreen mode (0 = disable, 1 = match screen, 2 = 16:10, 3 = 16:9, 4 = 21:9) 
widescreen                   1

[0-?(0)] current video display index 
video_display                0

[?-?(0)] window position x 
window_position_x            0

[?-?(0)] window position y 
window_position_y            23

[0-?(800)] window width 
window_width                 2560

[0-?(600)] window height 
window_height                1377

[0-30(10)] custom gamma level (0 = 0.5, 10 = 1.0, 30 = 2.0) 
gamma2                       10

[0-1(1)] enable smooth pixel scaling 
smooth_scaling               1

[0-1(0)] 1 to emulate VGA "porch" behaviour 
vga_porch_flash              0

[0-1(1)] 1 to enable flashing icon during disk IO 
disk_icon                    1

[0-2(0)] show ENDOOM screen (0 = off, 1 = on, 2 = PWAD only) 
show_endoom                  2

[0-1(0)] 1 to stretch short skies 
stretchsky                   0

[0-1(0)] 1 for linear horizontal sky scrolling  
linearsky                    0

[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

[0-1(0)] 1 to enable swirling animated flats *
r_swirl                      0

[0-1(0)] 1 to enable smooth diminishing lighting *
smoothlight                  0

[0-1(0)] 1 to enable brightmaps for textures and sprites *
brightmaps                   0

[0-1(0)] 1 for solid color status bar background in widescreen mode *
st_solidbackground           0

[-8-8(0)] level brightness 
extra_level_brightness       0

[0-2(0)] draw menu background (0 = on, 1 = off, 2 = dark) 
menu_background              0

[0-31(20)] Dark menu background darkening level 
menu_background_darkening    20

[0-1(1)] 1 to enable flashing HOM indicator *
flashing_hom                 1

[3-13(10)] initial play screen size 
screenblocks                 10

[0-15(8)] adjust sound effects volume 
sfx_volume                   4

[0-15(8)] adjust music volume 
music_volume                 2

[0-1(0)] 1 to enable variable pitch in sound effects (from id's original code) *
pitched_sounds               0

[100-300(120)] variable pitch bend range (100 none, 120 default) *
pitch_bend_range             120

[0-1(0)] 1 to play sounds in full length 
full_sounds                  0

[0-1(0)] 1 to force reversal of stereo audio channels 
force_flip_pan               0

[1-32(32)] number of sound effects handled simultaneously 
snd_channels                 32

[0-2(1)] OpenAL resampler (0 = Nearest, 1 = Linear, 2 = Cubic) 
snd_resampler                1

[0-2(0)] Sound module (0 = Standard, 1 = OpenAL 3D, 2 = PC Speaker Sound) 
snd_module                   0

[0-1(0)] [OpenAL 3D] Headphones mode (0 = No, 1 = Yes) 
snd_hrtf                     0

[0-10(5)] [OpenAL 3D] Air absorption effect (0 = Off, 10 = Max) 
snd_absorption               5

[0-10(5)] [OpenAL 3D] Doppler effect (0 = Off, 10 = Max) 
snd_doppler                  5

[0-2(0)] 0 for Native (default), 1 for FluidSynth, 2 for OPL Emulation 
midi_player                  1

[0-128(0)] MIDI Player menu index 
midi_player_menu             1

[("soundfonts")] FluidSynth soundfont directories 
soundfont_dir                "soundfonts"

[("")] FluidSynth current soundfont path 
soundfont_path               "soundfonts\SC-55.sf2"

[0-1(0)] 1 to enable FluidSynth chorus 
mus_chorus                   0

[0-1(0)] 1 to enable FluidSynth reverb 
mus_reverb                   0

[10-1000(100)] fine tune FluidSynth output level (default 100%) 
mus_gain                     100

[100-1000(200)] fine tune OPL emulation output level (default 200%) 
opl_gain                     200

[("")] Native MIDI device 
winmm_device                 "Microsoft GS Wavetable Synth"

[0-2(1)] Native MIDI compatibility level (0 = Vanilla, 1 = Standard, 2 = Full) 
winmm_complevel              1

[0-3(1)] SysEx reset for native MIDI (0 = None, 1 = GM, 2 = GS, 3 = XG) 
winmm_reset_type             1

[0-2000(0)] Delay after reset for native MIDI (milliseconds) 
winmm_reset_delay            0

[1-5(4)] selects default skill (1 = ITYTD, 2 = HNTR, 3 = HMP, 4 = UV, 5 = NM) 
default_skill                4

[0-1(0)] 1 to enable autorun 
autorun                      0

[0-1(0)] 1 to enable strict mode 
strictmode                   0

[10-1000(100)] Percentage of normal speed (35 fps) realtic clock runs at 
realtic_clock_rate           100

[?-?(32)] number of dead bodies in view supported (negative value = no limit) 
max_player_corpse            32

[0-2(0)] "use" button action on death (0 = default, 1 = load save, 2 = nothing) 
death_use_action             1

[0-1(0)] 1 to enable demo progress bar 
demobar                      1

[0-1(1)] 0 to disable palette tint changes 
palette_changes              1

[0-3(1)] Screen wipe type (0 = None, 1 = Melt, 2 = ColorXForm, 3 = Fade) *
wipe_type                    1

[("none")] network setup player name 
net_player_name              "Jakub Majewski"

[0-1(0)] 1 to walk under solid hanging bodies 
hangsolid                    0

[0-1(0)] 1 to enable blockmap bug fix 
blockmapfix                  0

[0-2(0)] Vertical aiming (0 = Auto, 1 = Direct, 2 = Direct + Auto) 
vertical_aiming              0

[0-1(0)] 1 to enable pistol start 
pistolstart                  1

[0-1(0)] 1 to allow things to move over/under other things *
over_under                   0

[0-1(0)] 1 to enable jumping/crouching *
jump_crouch                  0

[20-160(90)] Field of View 
fov                          90

[32-56(41)] Player view height *
viewheight_value             41

[0-100(100)] Percentage of view bobbing intensity 
view_bobbing_percentage      100

[0-3(0)] Flinch player view on impact (0 = Off, 1 = Fall, 2 = Damage, 3 = Both) *
impact_pitch                 0

[0-1(0)] 1 to make explosions shake the view *
explosion_shake              0

[0-1(0)] 1 to imitate player's breathing (subtle idle bobbing) *
breathing                    0

[0-1(0)] 1 to apply a zoom effect when teleporting *
teleporter_zoom              0

[0-1(0)] 1 to 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)] 1 to allow crosshair when using Chasecam 
chasecam_crosshair           0

[0-1(0)] 1 to disable palette tint in menus 
no_menu_tint                 0

[0-1(0)] 1 to disable Berserk tint 
no_berserk_tint              0

[0-1(0)] 1 to disable Radiation Suit tint 
no_radsuit_tint              0

[0-100(100)] Player damage tint cap 
damagecount_cap              100

[-1-100(-1)] Player bonus tint cap 
bonuscount_cap               -1

[50-200(100)] Screen Wipe speed percentage *
wipe_speed_percentage        100

[0-1(1)] 1 to apply fake contrast to walls *
fake_contrast                1

[0-1(0)] 1 to double the sound clipping distance *
s_clipping_dist_x2           0

[0-1(0)] 1 for single key quick saving/loading 
one_key_saveload             1

[0-2(0)] Play internal demos (0 = Always, 1 = Not in menus, 2 = Never) 
no_page_ticking              0

[0-1(0)] 1 to skip prompt on Quit Game 
quick_quitgame               1

[0-1(1)] 0 to disable weapon light flashes 
a11y_weapon_flash            1

[0-1(1)] 0 to disable weapon muzzleflash rendering 
a11y_weapon_pspr             1

[0-1(1)] 0 to disable the Invulnerability colormap 
a11y_invul_colormap          1

[0-1(0)] 1 to enable recoil from weapon fire *
weapon_recoil                0

[0-1(0)] 1 to enable recoil pitch from weapon fire *
weapon_recoilpitch           0

[0-1(0)] 1 to enable pre-beta BFG2704 *
classic_bfg                  0

[0-1(1)] 1 to toggle between SG/SSG and Fist/Chainsaw 
doom_weapon_toggles          1

[0-1(1)] 1 to enable player bobbing (view moving up/down slightly) 
player_bobbing               1

[0-1(0)] 1 to hide weapon 
hide_weapon                  0

[0-3(0)] 1 to center the weapon sprite during attack, 2 to keep it bobbing, 3 to center it horizontally 
center_weapon                0

[0-1(0)] 1 to disable horizontal projectile autoaim *
no_hor_autoaim               0

[0-1(1)] 1 to switch weapons when acquiring new ones or ammo for them 
switch_on_pickup             1

[0-1(1)] 1 to always bob weapon every tic (fixes choppy Chainsaw bobbing) 
always_bob                   1

[0-100(100)] Percentage of weapon bobbing intensity 
weapon_bobbing_percentage    100

[0-6(0)] Weapon Bobbing Style *
bobbing_style                0

[0-1(0)] 1 to enable weapon inertia *
weapon_inertia               0

[50-200(100)] Weapon inertia scale percentage *
weapon_inertia_scale_pct     100

[0-1(0)] 1 to squat weapon down on impact *
weaponsquat                  0

[0-1(0)] 1 to enable translucency for weapon flash sprites *
translucent_pspr             0

[0-1(1)] 1 to display Berserk pack when using the Fist, if available *
show_berserk                 1

[0-1(0)] 1 to correct first person sprite centering *
sx_fix                       0

[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(1)] 1 to enable monsters remembering enemies after killing others *
monsters_remember            1

[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(1)] 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(0)] 1 to enable monsters to help dying friends *
help_friends                 0

[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(0)] 1 to enable extra gibbing in general (affected by CVARs below) *
extra_gibbing                0

[0-1(1)] 1 to enable extra gibbing for Berserk Fist *
extra_gibbing_fist           1

[0-1(1)] 1 to enable extra gibbing for Chainsaw *
extra_gibbing_csaw           1

[0-1(1)] 1 to enable extra gibbing for SSG *
extra_gibbing_ssg            1

[0-1(0)] 1 to enable bloodier gibbing *
bloodier_gibbing             0

[0-1(0)] 1 to enable ZDoom-like item drops for dying enemies *
zdoom_item_drops             0

[0-1(0)] 1 to enable colored blood 
colored_blood                0

[0-1(0)] 1 to enable randomly mirrored death animations 
flipcorpses                  0

[0-1(1)] 1 to enable "ghost monsters" (resurrected pools of gore are translucent) 
ghost_monsters               1

[0-1(0)] 0 original, 1 blocky (hires) 
fuzzcolumn_mode              0

[0-1(0)] 0 original, 1 selective darkening 
fuzzdark_mode                0

[0-1(1)] Zombie players can exit levels *
comp_zombie                  1

[0-1(0)] Powerup cheats are not infinite duration *
comp_infcheat                0

[0-1(0)] Build stairs exactly the same way that Doom does *
comp_stairs                  0

[0-1(0)] Monsters can 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 on doortracks *
comp_doorstuck               0

[0-1(1)] Monsters don't give up pursuit of targets *
comp_pursuit                 1

[0-1(0)] Arch-Vile resurrects invincible ghosts *
comp_vile                    0

[0-1(0)] Pain Elemental limited to 20 lost souls *
comp_pain                    0

[0-1(0)] Lost souls get stuck behind walls *
comp_skull                   0

[0-1(0)] Blazing doors make double closing sounds *
comp_blazing                 0

[0-1(0)] Tagged doors don't trigger special lighting *
comp_doorlight               0

[0-1(0)] God mode isn't absolute *
comp_god                     0

[0-1(0)] Sky is unaffected by invulnerability *
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 effects work with sector tag = 0 *
comp_zerotags                0

[0-1(0)] Creatures with no spawnpoint respawn at (0,0) *
comp_respawn                 0

[0-1(1)] Ledges block ground enemies *
comp_ledgeblock              1

[0-1(1)] A_Spawn new thing inherits friendliness *
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)] 1 to enable SPECHITS overflow emulation 
emu_spechits                 1

[0-1(1)] 1 to enable REJECT overflow emulation 
emu_reject                   1

[0-1(1)] 1 to enable INTERCEPTS overflow emulation 
emu_intercepts               1

[0-1(0)] 1 to enable missed backside emulation 
emu_missedbackside           0

[0-1(1)] 1 to enable donut overrun emulation 
emu_donut                    1

[0-1(1)] Bruiser attack doesn't face target *
comp_bruistarget             1

[0-1(0)] Double Autoaim range *
comp_longautoaim             0

[0-1(0)] Fix Lost Soul colliding with items *
comp_lscollision             0

[0-1(1)] Lost Soul forgets target upon impact *
comp_lsamnesia               1

[0-1(0)] Fuzzy things bleed fuzzy blood *
comp_fuzzyblood              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)] Blazing doors reopen with wrong sound *
comp_blazing2                1

[0-1(1)] Manually reactivated 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(1)] Dead players can still play oof sound *
comp_deadoof                 1

[0-1(0)] Use unused pain/bonus palettes *
comp_unusedpals              0

[0-1(1)] Key pickup resets palette *
comp_keypal                  1

[0-3(3)] 0 Vanilla, 1 Boom, 2 MBF, 3 MBF21 
default_complevel            3

[0-1(1)] 1 to use Doom's main menu ordering *
traditional_menu             1

[?-?(0)] key to turn right 
input_turnright              rightarrow

[?-?(0)] key to turn left 
input_turnleft               leftarrow

[?-?(0)] key to move forward 
input_forward                w, uparrow

[?-?(0)] key to move backward 
input_backward               s, downarrow

[?-?(0)] key to toggle mouselook 
input_mouselook              u

[?-?(0)] key to move right in a menu 
input_menu_right             rightarrow, padright, lsright

[?-?(0)] key to move left in a menu 
input_menu_left              leftarrow, padleft, lsleft

[?-?(0)] key to move up in a menu 
input_menu_up                uparrow, padup, lsup

[?-?(0)] key to move down in a menu 
input_menu_down              downarrow, paddown, lsdown

[?-?(0)] key to erase last character typed in a menu 
input_menu_backspace         backspace, padb

[?-?(0)] key to leave a menu 
input_menu_escape            esc, start

[?-?(0)] key to select from menu or review past messages 
input_menu_enter             enter, pada

[?-?(0)] key to clear a key binding 
input_menu_clear             del

[?-?(0)] key to restart current level 
input_menu_reloadlevel       home

[?-?(0)] key to go to next level 
input_menu_nextlevel         pagedown

[?-?(0)] key to finish recording demo 
input_demo_quit              NONE

[?-?(0)] key to continue recording current demo 
input_demo_join              NONE

[?-?(0)] key for fast-forward demo 
input_demo_fforward          NONE

[?-?(0)] key to increase game speed 
input_speed_up               NONE

[?-?(0)] key to decrease game speed 
input_speed_down             NONE

[?-?(0)] key to reset game speed 
input_speed_default          NONE

[?-?(0)] key to strafe left (sideways left) 
input_strafeleft             a

[?-?(0)] key to strafe right (sideways right) 
input_straferight            d

[?-?(0)] key to fire current weapon 
input_fire                   mouse1

[?-?(0)] key to open a door, use a switch 
input_use                    mouse2

[?-?(0)] key to use with arrows to strafe 
input_strafe                 alt

[?-?(0)] key to run (move fast) 
input_speed                  shift

[?-?(0)] key to save current game 
input_savegame               f2

[?-?(0)] key to restore from saved games 
input_loadgame               f3

[?-?(0)] key to bring up sound control panel 
input_soundvolume            f4

[?-?(0)] key to adjust heads up display mode 
input_hud                    f5

[?-?(0)] key to to save to last slot saved 
input_quicksave              f6

[?-?(0)] key to end the game 
input_endgame                f7

[?-?(0)] key to toggle message enable 
input_messages               f8

[?-?(0)] key to load from quick saved game 
input_quickload              f9

[?-?(0)] key to quit game to DOS 
input_quit                   f10

[?-?(0)] key to adjust screen brightness (gamma correction) 
input_gamma                  f11

[0-1(0)] 1 to make gamma key cycle through extended gamma levels 
gammacycle                   0

[?-?(0)] key to view from another player's vantage 
input_spy                    f12

[?-?(0)] key to pause the game 
input_pause                  pause

[?-?(0)] key to toggle always run mode 
input_autorun                capslock, ls

[?-?(0)] key to toggle vertical mouse movement 
input_novert                 NONE

[?-?(0)] key to enter a chat message 
input_chat                   t

[?-?(0)] key to erase last character typed 
input_chat_backspace         backspace

[?-?(0)] key to select from menu or review past messages 
input_chat_enter             enter

[?-?(0)] key to toggle automap display 
input_map                    tab, pady

[?-?(0)] key to shift automap right 
input_map_right              rightarrow

[?-?(0)] key to shift automap left 
input_map_left               leftarrow

[?-?(0)] key to shift automap up 
input_map_up                 uparrow

[?-?(0)] key to shift automap down 
input_map_down               downarrow

[?-?(0)] key to enlarge automap 
input_map_zoomin             +, wheelup

[?-?(0)] key to reduce automap 
input_map_zoomout            -, wheeldown

[?-?(0)] key to get max zoom for automap 
input_map_gobig              0

[?-?(0)] key to toggle scrolling/moving with automap 
input_map_follow             f

[?-?(0)] key to drop a marker on automap 
input_map_mark               m

[?-?(0)] key to clear all markers on automap 
input_map_clear              c

[?-?(0)] key to toggle grid display over automap 
input_map_grid               g

[?-?(0)] key to toggle overlay mode 
input_map_overlay            o

[?-?(0)] key to toggle rotate mode 
input_map_rotate             r

[?-?(0)] key to spin 180 instantly 
input_reverse                /

[?-?(0)] key to enlarge display 
input_zoomin                 +

[?-?(0)] key to reduce display 
input_zoomout                -

[?-?(0)] key to toggle god mode 
input_iddqd                  NONE

[?-?(0)] key to give ammo/keys 
input_idkfa                  NONE

[?-?(0)] key to give ammo 
input_idfa                   NONE

[?-?(0)] key to toggle no clipping mode 
input_idclip                 NONE

[?-?(0)] key to give health 
input_idbeholdh              NONE

[?-?(0)] key to give mega armor 
input_idbeholdm              NONE

[?-?(0)] key to give invulnerability 
input_idbeholdv              NONE

[?-?(0)] key to give berserk 
input_idbeholds              NONE

[?-?(0)] key to give invulnerability 
input_idbeholdv              NONE

[?-?(0)] key to give partial invisibility 
input_idbeholdi              NONE

[?-?(0)] key to give radiation suit 
input_idbeholdr              NONE

[?-?(0)] key to give light amplification 
input_idbeholdl              NONE

[?-?(0)] key to reveal map 
input_iddt                   NONE

[?-?(0)] key to enable no target mode 
input_notarget               NONE

[?-?(0)] key to enable freeze mode 
input_freeze                 NONE

[?-?(0)] key to perform Fake Archvile Jump 
input_avj                    NONE

[?-?(0)] key to chat with player 1 
input_chat_dest0             g

[?-?(0)] key to chat with player 2 
input_chat_dest1             i

[?-?(0)] key to chat with player 3 
input_chat_dest2             b

[?-?(0)] key to chat with player 4 
input_chat_dest3             r

[?-?(0)] key to toggle between two most preferred weapons with ammo 
input_weapontoggle           0

[?-?(0)] key to cycle to the previous weapon 
input_prevweapon             wheeldown, lb

[?-?(0)] key to cycle to the next weapon 
input_nextweapon             wheelup, rb

[?-?(0)] key to switch to the last used weapon 
input_lastweapon             NONE

[?-?(0)] key to switch to weapon 1 (fist/chainsaw) 
input_weapon1                1

[?-?(0)] key to switch to weapon 2 (pistol) 
input_weapon2                2

[?-?(0)] key to switch to weapon 3 (supershotgun/shotgun) 
input_weapon3                3

[?-?(0)] key to switch to weapon 4 (chaingun) 
input_weapon4                4

[?-?(0)] key to switch to weapon 5 (rocket launcher) 
input_weapon5                5

[?-?(0)] key to switch to weapon 6 (plasma rifle) 
input_weapon6                6

[?-?(0)] key to switch to weapon 7 (bfg9000) 
input_weapon7                7

[?-?(0)] key to switch to weapon 8 (chainsaw) 
input_weapon8                8

[?-?(0)] key to switch to weapon 9 (supershotgun) 
input_weapon9                9

[?-?(0)] key to take a screenshot (devparm independent) 
input_screenshot             \

[?-?(0)] key to take a clean screenshot 
input_clean_screenshot       ]

[0-3(1)] Keep palette changes in screenshots (0 = None, 1 = Normal, 2 = Clean, 3 = Both) 
screenshot_palette           1

[?-?(0)] shortcut key to enter setup menu 
input_setup                  NONE

[0-4(1)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none 
axis_forward                 1

[0-4(0)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none 
axis_strafe                  0

[0-4(2)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none 
axis_turn                    2

[0-4(3)] 0 axis left x, 1 axis left y, 2 axis right x, 3 axis right y, 4 none 
axis_look                    3

[0-?(10)] game controller movement sensitivity 
axis_move_sens               10

[0-?(10)] game controller turning sensitivity 
axis_turn_sens               10

[0-?(10)] game controller looking sensitivity 
axis_look_sens               10

[0-1(1)] 1 to enable analog controls 
analog_controls              1

[0-1(0)] 1 to enable padlook 
padlook                      0

[?-?(0)] key to toggle padlook 
input_padlook                NONE

[0-1(0)] 1 to invert gamepad turning axis 
invert_turn                  0

[0-1(0)] 1 to invert gamepad forward axis 
invert_forward               0

[0-1(0)] 1 to invert gamepad strafe axis 
invert_strafe                0

[0-1(0)] 1 to invert gamepad look axis 
invert_look                  0

[?-?(0)] key to jump 
input_jump                   alt

[?-?(0)] key to crouch/duck 
input_crouch                 c

[?-?(0)] key to toggle crosshair 
input_crosshair              NONE

[?-?(0)] key to toggle zoom 
input_zoom                   NONE

[?-?(0)] key to cycle through chasecam modes 
input_chasecam               NONE

[20-160(20)] Field of View when zoom is enabled 
zoom_fov                     20

[?-?(0)] key to make automap markers blink 
input_map_blink              b

[?-?(0)] key to find associated sectors and lines 
input_map_tagfinder          NONE

[?-?(0)] key to 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-?(5)] adjust horizontal (x) mouse sensitivity for turning 
mouse_sensitivity            10

[0-?(5)] adjust vertical (y) mouse sensitivity for moving 
mouse_sensitivity_y          0

[0-?(5)] adjust horizontal (x) mouse sensitivity for strafing 
mouse_sensitivity_strafe     513

[0-?(5)] adjust vertical (y) mouse sensitivity for looking 
mouse_sensitivity_y_look     9

[0-40(10)] adjust mouse acceleration (0 = 1.0, 40 = 5.0) 
mouse_acceleration           10

[0-32(10)] adjust mouse acceleration threshold 
mouse_acceleration_threshold 10

[0-1(0)] invert vertical axis 
mouse_y_invert               0

[0-1(1)] 1 to disable vertical mouse movement 
novert                       1

[0-1(0)] 1 to enable mouselook 
mouselook                    0

[0-1(0)] double click acts as "use" 
dclick_use                   0

[0-1(1)] 1 to grab mouse during play 
grabmouse                    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"

[0-255(247)] color used as background for automap *
mapcolor_back                247

[0-255(104)] color used for automap grid lines *
mapcolor_grid                104

[0-255(23)] color used for one side walls on automap *
mapcolor_wall                23

[0-255(55)] color used for lines floor height changes across *
mapcolor_fchg                55

[0-255(215)] color used for lines ceiling height changes across *
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(198)] color used for lines around unrevealed secret sectors *
mapcolor_uscr                198

[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 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

[0-1(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(0)] 1 to make keyed doors flash on the automap 
map_keyed_door_flash         0

[0-1(0)] 1 to enable smooth automap lines 
map_smooth_lines             0

[0-2(1)] 1 to show player coords widget *
map_player_coords            1

[0-2(0)] 1 to show level stats (kill, items and secrets) widget *
map_level_stats              0

[0-2(0)] 1 to show level time widget *
map_level_time               0

[0-2(0)] 1 to show powerup timers widget *
map_power_timers             0

[0-1(1)] 1 to enable automap follow player mode 
followplayer                 1

[0-2(0)] automap overlay mode (1 = on, 2 = dark) 
automapoverlay               1

[0-31(20)] Dark Automap overlay darkening level 
automap_overlay_darkening    20

[0-1(0)] 1 to enable automap rotate mode 
automaprotate                0

[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

[0-1(1)] 1 to enable message display 
show_messages                1

[0-1(1)] 1 to enable toggle messages 
show_toggle_messages         1

[0-1(1)] 1 to enable pickup messages 
show_pickup_messages         1

[0-1(1)] 1 to enable obituaries 
show_obituary_messages       1

[0-2(0)] "A secret is revealed!" message 
hud_secret_message           0

[0-1(0)] 1 to announce completion of milestones 
announce_milestones          0

[0-14(14)] color range used for messages during play *
hudcolor_mesg                14

[0-14(5)] color range used for chat messages and entry *
hudcolor_chat                5

[0-14(2)] color range used for obituaries *
hudcolor_obituary            2

[0-?(4000)] Duration of chat messages (ms) *
chat_msg_timer               4000

[1-8(4)] number of message lines *
hud_msg_lines                4

[0-1(1)] 1 enables message review list scrolling upward *
hud_msg_scrollup             1

[0-1(0)] 1 to colorize player messages 
message_colorized            0

[0-1(0)] 1 to center messages 
message_centered             0

[0-1(0)] 1 means multiline message list is active *
message_list                 0

[0-?(4000)] Duration of normal Doom messages (ms) *
message_timer                4000

[0-1(0)] 1 to enable multiplayer chat in singleplayer 
sp_chat                      0

[1-4(3)] verbosity level (1 = errors only, 2 = warnings, 3 = info, 4 = debug) 
default_verbosity            3

[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         0

[0-1(1)] 1 to make missing keys blink when trying to open locked doors *
blink_keys                   1

[0-1(1)] 1 to show SSG availability in the Shotgun slot of the arms widget *
show_ssg                     1

[0-1(0)] 1 to enable alternative Arms widget display *
alt_arms                     0

[0-1(0)] 1 to enable smooth health/armor counts *
smooth_counts                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

[0-2(2)] 0 for HUD off, 1 for HUD small, 2 for full HUD *
hud_active                   2

[0-1(0)] 1 to enable display of HUD *
hud_displayed                0

[0-1(0)] 1 to show kills/items/secrets on HUD *
hud_level_stats              1

[0-1(0)] 1 to enable Smart Totals 
smarttotals                  0

[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(0)] 1 to show level time on HUD *
hud_level_time               1

[0-1(0)] 1 to powerup timers on HUD *
hud_power_timers             1

[0-2(0)] Show time at which Use was pressed (0 = Off, 1 = In Demos, 2 = Always) 
timer_use                    0

[0-2(0)] Show time at which a teleporter was used (0 = Off, 1 = In Demos, 2 = Always) 
timer_teleport               0

[0-2(0)] Show time at which a key was picked up (0 = Off, 1 = In Demos, 2 = Always) 
timer_key_pickup             0

[0-1(1)] backpack changes thresholds 
hud_backpack_thresholds      1

[0-1(0)] color of armor depends on type 
hud_armor_type               0

[0-2(0)] use standard Doom font for widgets (1 = on Automap, 2 = always) 
hud_widget_font              0

[0-1(1)] arrange widgets on widescreen edges 
hud_widescreen_widgets       1

[0-1(1)] draw bar graphs in Boom widgets 
hud_draw_bargraphs           1

[0-1(0)] draw three-lined coords and stats widgets 
hud_threelined_widgets       0

[0-1(0)] enable crosshair 
hud_crosshair_on             0

[1-9(0)] crosshair type 
hud_crosshair                0

[0-1(0)] 1 to change crosshair color by player health 
hud_crosshair_health         0

[0-2(0)] change crosshair color on target (1 = highlight, 2 = health) 
hud_crosshair_target         0

[0-2(0)] Lock crosshair on target (1 = Vertically, 2 = Fully) 
hud_crosshair_lockon         0

[0-1(0)] 1 to enable horizontal autoaim indicators for crosshair 
hud_crosshair_indicators     0

[0-1(0)] 1 to 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)] target crosshair color 
hud_crosshair_target_color   9

 

 

My screen's resolution is 2560x1440, but I run the game in a window smaller than that.

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On 12/12/2023 at 8:41 AM, Jakub Majewski said:

Hello. I like the port, but the screenshots taken end up being corrupted. Tried fiddling with the screenshot and palette setting, to no avail. I'm using 8x rendering if that makes a difference. Using latest, 2.2.1.

Fixed (I hope so at least). Thanks for reporting it.

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Btw, thank you @Alaux@fabian, @rfomin, @bradharding, @ceski and all the other devs for the hard work you constantly put in those ports to keep us happy, we ask a lot and sometimes we take for granted all you do for us and that must take a lot of patience as well. Just my two cents on this, you're keeping DOOM great, fun and more alive than ever.

Edited by CacoKnight

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@Alaux

Thanks for the new release!

 

Do you think it would be possible to "split" NUGHUD patches? For example specifying something like

nughud_patch1_cropx1 0
nughud_patch1_cropy1 0
nughud_patch1_cropx2 47
nughud_patch1_cropy2 32

will only draw leftmost 47x32 piece of the patch, for STBAR that would be the "AMMO" part. If combined with negative _x values (currently not possible, but -1 is not used to disable patches anyway), we could easily do something similar to "Fullscreen Statusbar Mod" for GZDoom. There's 8 slots for patches, that's more than enough, and it would be fully compatible with custom STBARs

Like this:

 

9UxNOVz.png.b36ce22d93f195f0a1037d792b767051.png

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5 minutes ago, Deil said:

Do you think it would be possible to "split" NUGHUD patches?

Interesting idea, but at least ATM, I'm not sure of how to crop patches.

 

Even then, would this be useful for anything other than Status Bars? Most other graphics are variable in terms of size and the content they depict -- hell, even the Status Bar itself could be wider than 320px, not sure how to deal with that. Does the GZ mod work with such wide Status Bars?

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16 minutes ago, Alaux said:

would this be useful for anything other than Status Bars?

Doubt, for your own NUGHUD it's definitely easier to just include the separate patches. But there are hundreds, thousands of existing STBARs.

 

No idea how that mod handles Status Bars like that, sorry. Its description says this, so I assume it doesn't:

Quote

- "Out of the box" compatibility with most Doom/Heretic/Hexen PWADs

 

 

On a side note, scaling the nughud parts is out of the question?

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1 minute ago, Deil said:

On a side note, scaling the nughud parts is out of the question?

I'm guessing that it wouldn't be straightforward to implement. With Woof's incoming support for arbitrary resolutions, it might become easier, but I'll have to see.

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There seems to be a silly bug with Direct Aiming being enabled.

 

When a zombieman shoots, punching your fist causes you to always turn to face whatever the zombieman was shooting at, which could be yourself. This causes you to face east and plays a punch sound even when nothing is in front of you. Otherwise, you face whatever other monster the zombieman hit, even if it is 20+ feet away.

 

It doesn't depend on whether you are actually looking up or down or not, only whether Vertical Aiming is set to "Direct".

Vertical Aiming = "Auto" or "Auto+Direct" does not have the issue.

 

Not happening in latest Woof, nor in the previous Nugget 2.2.1.

Edited by Trov

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2 hours ago, Trov said:

There seems to be a silly bug with Direct Aiming being enabled.

 

When a zombieman shoots, punching your fist causes you to always turn to face whatever the zombieman was shooting at, which could be yourself. This causes you to face east and plays a punch sound even when nothing is in front of you. Otherwise, you face whatever other monster the zombieman hit, even if it is 20+ feet away.

 

It doesn't depend on whether you are actually looking up or down or not, only whether Vertical Aiming is set to "Direct".

Vertical Aiming = "Auto" or "Auto+Direct" does not have the issue.

 

Not happening in latest Woof, nor in the previous Nugget 2.2.1.

I've never encountered this, and it's not happening right away now either. Could you share your .cfg?

 

EDIT: Nevermind, it happens with the default config. No need to share yours.

 

EDIT 2: Fixed. I might make a patch release including the fix in a bit. Thanks for reporting it!

Edited by Alaux

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Thanks for the update!

 

Quick question, why are the automap lines on Eviternity II so bold on Nugget? Almost can't see/read anything, is there a way to change that?

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5 minutes ago, CacoKnight said:

Quick question, why are the automap lines on Eviternity II so bold on Nugget? Almost can't see/read anything, is there a way to change that?

Could you send a screenshot? At what resolution are you running the game, and what's your display's resolution?

 

It might be because Automap lines are intentionally thickened when the game window is forcefully downscaled, to prevent them from disappearing. It's overdone, though, and at the time I couldn't figure out how to improve it. I might take a look at it again.

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Looks like the line thickening I was talking about. I tweaked the thickening algorithm, it should be better now; try the latest autobuild.

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1 minute ago, CacoKnight said:

Sorry man, it's the exact same, maybe I have to tweak some settings or like you said it's just in the code?

Let me explain:

 

When the game's resolution is greater than that of your display, the game window obviously needs to be downscaled. When downscaling it, though, some detail is lost. That is particularly troublesome with the Automap lines, which are one game-pixel wide: they might flicker in and out as the Automap moves.

 

To mitigate the flickering, the Automap lines are thickened if it's detected that the game window has been downscaled and Smooth Pixel Scaling (which itself helps mitigate the flickering) is disabled. If you run the game at a resolution that doesn't exceed your display's resolution, or if you do have Smooth Pixel Scaling enabled, said thickening shouldn't be performed.

 

The thickening factor should be calculated according to your display's needs, but figuring that out is a bit complicated, so the thickening algorithm tries to achieve the thickness of lines in 3X resolution, by dividing the current resolution multiplier by 2 (e.g.: in 4X resolution, lines are twice as thick; in 8X, they're four times as thick).

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Ah I see, in fact at 5x it says it's running at 2140x1200 and the map lines are fine/thin but at 6x is NOT running at 2560x1440 but at 2568x1440, that may be the reason those lines are getting thicker then. But thank you for the new build, I mainly use 4x/800p anyway on Nugget, I was just testing higher resolutions and I noticed that.

 

Actually, one more question: why is it running at 2568 instead of 2560 (320x8)?

Edited by CacoKnight

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5 hours ago, CacoKnight said:

Actually, one more question: why is it running at 2568 instead of 2560 (320x8)?

The number you're looking for isn't 320 x 8 (which is 4:3), but rather 426.(6) x 6 (which is 16:9)Both happen to be equal to 2560.

 

As you may tell, 426.(6) is not an integer, but the engine variable that stores the base screen width is, so the decimal part is lost.

 

The closest integer would be 427, but the base screen width value needs to be an even number for things to work properly in general. Apart from that, though, the final screen width value (i.e. the base width times the resolution multiplier) is rounded to be a multiple of 4 because, simply put, SDL seemingly required it. To make sure that the final width is indeed a multiple of 4, the base width itself is rounded to be a multiple of 4. Due to that, 426 is rounded to 428, and 428 x 6 = 2568.

 

It's a bit of a mess if you ask me. Hopefully, we'll get accurate resolutions when Woof's arbitrary-resolution code is merged.

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2 minutes ago, CacoKnight said:

Can we have a cheat like GZDoom's buddha/buddha2? I just discovered it today and it's awesome to test maps and/or keep playing when it gets too crowded without resurrecting etc. Thanks.

Nugget has had buddha (yes, that's the cheat code) for quite a while now. Woof later got it too.

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12 minutes ago, CacoKnight said:

Hell yeah to the new feature/s incoming ! Don't want to spoil it but thank you @Alaux :)

Spoil all you want. The repo is public, and so is the changelog.

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