chocolate-hexen man page on DragonFly

Man page or keyword search:  
man Server   44335 pages
apropos Keyword Search (all sections)
Output format
DragonFly logo
[printable version]

chocolate-hexen(6)					    chocolate-hexen(6)

NAME
       chocolate-hexen - historically compatible Hexen engine

SYNOPSIS
       chocolate-hexen [OPTIONS]

DESCRIPTION
       Chocolate  Hexen	 is  a port of Raven Software's 1995 game "Hexen" that
       aims to behave as similar to the original DOS version of Hexen as  pos‐
       sible.

GENERAL OPTIONS
       -artiskip
	      Don't allow artifacts to be used when the run key is held down.

       -cdrom [windows only] Save configuration data and savegames in c:\hexn‐
	      data, allowing play from CD.

       -config <file>
	      Load main configuration from the specified file, instead of  the
	      default.

       -dumpsubstconfig <output filename>
	      Read  all MIDI files from loaded WAD files, dump an example sub‐
	      stitution music config file to the specified filename and quit.

       -extraconfig <file>
	      Load additional configuration from the specified	file,  instead
	      of the default.

       -file <files>
	      Load the specified PWAD files.

       -iwad <file>
	      Specify an IWAD file to use.

       -loadgame <s>
	      Load the game in savegame slot s.

       -mb <mb>
	      Specify the heap size, in MiB (default 16).

       -mmap  Use  the OS's virtual memory subsystem to map WAD files directly
	      into memory.

       -noblit
	      Disable blitting the screen.

       -nomonsters
	      Disable monsters.

       -nomusic
	      Disable music.

       -nosfx Disable sound effects.

       -nosound
	      Disable all sound output.

       -ravpic
	      Take screenshots when F1 is pressed.

       -respawn
	      Monsters respawn after being killed.

       -scripts <path>
	      Development option to specify path to level scripts.

       -servername <name>
	      When starting a network server, specify a name for the server.

       -skill <skill>
	      Set the game skill, 1-5 (1: easiest, 5: hardest).	 A skill of  0
	      disables all monsters.

       -zonescan
	      Zone  memory  debugging flag. If set, each time memory is freed,
	      the zone heap is scanned to look for remaining pointers  to  the
	      freed block.

       -zonezero
	      Zone memory debugging flag. If set, memory is zeroed after it is
	      freed to deliberately break any code that	 attempts  to  use  it
	      after free.

COMPATIBILITY
       -setmem <version>
	      Specify DOS version to emulate for NULL pointer dereference emu‐
	      lation.  Supported versions  are:	 dos622,  dos71,  dosbox.  The
	      default is to emulate DOS 7.1 (Windows 98).

       -v10override
	      If  provided, the check for the v1.0 IWAD file is disabled, even
	      though it will almost certainly cause the game to crash.

DEMO OPTIONS
       -playdemo <demo>
	      Play back the demo named demo.lmp.

       -timedemo <demo>
	      Play back the demo named demo.lmp, determining the framerate  of
	      the screen.

DISPLAY OPTIONS
       -1     Don't scale up the screen.

       -2     Double up the screen to 2x its normal size.

       -3     Double up the screen to 3x its normal size.

       -8in32 Set the color depth of the screen to 32 bits per pixel.

       -bpp <bpp>
	      Specify the color depth of the screen, in bits per pixel.

       -fullscreen
	      Run in fullscreen mode.

       -geometry <WxY>[wf]
	      Specify  the  dimensions	of  the window or fullscreen mode.  An
	      optional letter of w or f appended  to  the  dimensions  selects
	      windowed or fullscreen mode.

       -grabmouse
	      Grab the mouse when running in windowed mode.

       -height <y>
	      Specify the screen height, in pixels.

       -nograbmouse
	      Don't grab the mouse when running in windowed mode.

       -nomouse
	      Disable the mouse.

       -nonovert
	      Enable vertical mouse movement.

       -novert
	      Disable vertical mouse movement.

       -width <x>
	      Specify the screen width, in pixels.

       -window
	      Run in a window.

NETWORKING OPTIONS
       -autojoin
	      Automatically  search the local LAN for a multiplayer server and
	      join it.

       -class <n>
	      Specify player class: 0=fighter, 1=cleric, 2=mage, 3=pig.

       -connect <address>
	      Connect to a multiplayer server running on the given address.

       -deathmatch
	      Start a deathmatch game.

       -dup <n>
	      Reduce the resolution of the game by a factor of n, reducing the
	      amount of network bandwidth needed.

       -extratics <n>
	      Send  n  extra tics in every packet as insurance against dropped
	      packets.

       -ignoreversion
	      When running a netgame server, ignore version mismatches between
	      the  server  and	the  client.  Using this option may cause game
	      desyncs to occur,	 or  differences  in  protocol	may  mean  the
	      netgame will simply not function at all.

       -newsync
	      Use  new	network	 client sync code rather than the classic sync
	      code. This is currently disabled by default because it has  some
	      bugs.

       -nodes <n>
	      Autostart	 the  netgame  when  n nodes (clients) have joined the
	      server.

       -port <n>
	      Use the specified UDP port for communications,  instead  of  the
	      default (2342).

       -privateserver
	      When  running  a	server,	 don't register with the global master
	      server. Implies -server.

       -randclass
	      In deathmatch mode, change a player's class each time the player
	      respawns.

       -server
	      Start a multiplayer server, listening for connections.

       -solo-net
	      Start  the  game	playing	 as  though in a netgame with a single
	      player.  This can also  be  used	to  play  back	single	player
	      netgame demos.

       -timer <n>
	      For multiplayer games: exit each level after n minutes.

DEHACKED AND WAD MERGING
       -aa <files>
	      Equivalent to "-af <files> -as <files>".

       -af <files>
	      Simulates	 the  behavior of NWT's -af option, merging flats into
	      the main IWAD directory.	Multiple files may be specified.

       -as <files>
	      Simulates the behavior of NWT's -as option, merging sprites into
	      the main IWAD directory.	Multiple files may be specified.

       -deh <files>
	      Load the given dehacked patch(es)

       -merge <files>
	      Simulates the behavior of deutex's -merge option, merging a PWAD
	      into the main IWAD.  Multiple files may be specified.

       -nocheats
	      Ignore cheats in dehacked files.

       -nwtmerge <files>
	      Simulates the behavior of NWT's -merge option.   Multiple	 files
	      may be specified.

IWAD SEARCH PATHS
       To play, an IWAD file is needed. This is a large file containing all of
       the levels, graphics, sound effects, music and other material that make
       up  the	game. IWAD files are named according to the game; the standard
       names are:

       doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad
	      Doom, Doom II, Final Doom

       heretic.wad, heretic1.wad, hexen.wad, strife1.wad
	      Heretic, Hexen and Strife (commercial Doom engine games).

       hacx.wad, chex.wad
	      Hacx and Chex Quest - more  obscure  games  based	 on  the  Doom
	      engine.

       freedm.wad, freedoom1.wad, freedoom2.wad
	      The Freedoom open content IWAD files.

       The following directory paths are searched in order to find an IWAD:

       Current working directory
	      Any  IWAD	 files	found in the current working directory will be
	      used in preference to IWADs found in any other directories.

       DOOMWADDIR
	      This environment variable can be set to contain a path to a sin‐
	      gle  directory in which to look for IWAD files. This environment
	      variable is supported by most Doom source ports.

       DOOMWADPATH
	      This environment variable, if set, can contain a colon-separated
	      list of directories in which to look for IWAD files, or alterna‐
	      tively full paths to specific IWAD files.

       $HOME/.local/share/games/doom
	      Writeable directory in the user's home directory. The  path  can
	      be  overridden using the XDG_DATA_HOME environment variable (see
	      the XDG Base Directory Specification).

       /usr/local/share/games/doom, /usr/share/games/doom
	      System-wide locations that can be accessed  by  all  users.  The
	      path  /usr/share/games/doom is a standard path that is supported
	      by most Doom source ports. These paths can be  overridden	 using
	      the  XDG_DATA_DIRS environment variable (see the XDG Base Direc‐
	      tory Specification).

       The above can be overridden on a one-time basis by using the -iwad com‐
       mand  line  parameter  to provide the path to an IWAD file to use. This
       parameter can also be used to specify the name of a particular IWAD  to
       use  from  one  of  the above paths. For example, '-iwad doom.wad' will
       search the above paths for the file doom.wad to use.

ENVIRONMENT
       This section describes environment  variables  that  control  Chocolate
       Hexen's behavior.

       DOOMWADDIR, DOOMWADPATH
	      See the section, IWAD SEARCH PATHS above.

       PCSOUND_DRIVER
	      When  running  in PC speaker sound effect mode, this environment
	      variable specifies a PC speaker driver to use for	 sound	effect
	      playback.	  Valid options are "Linux" for the Linux console mode
	      driver, "BSD" for the  NetBSD/OpenBSD  PC	 speaker  driver,  and
	      "SDL" for SDL-based emulated PC speaker playback (using the dig‐
	      ital output).

       OPL_DRIVER
	      When using OPL MIDI playback, this environment  variable	speci‐
	      fies  an OPL backend driver to use.  Valid options are "SDL" for
	      an SDL-based software emulated OPL chip, "Linux" for  the	 Linux
	      hardware	OPL driver, and "OpenBSD" for the OpenBSD/NetBSD hard‐
	      ware OPL driver.

	      Generally speaking, a real hardware OPL chip sounds better  than
	      software	emulation;  however,  modern  machines	do  not	 often
	      include one. If present, it may still require extra work to  set
	      up and elevated security privileges to access.

FILES
       $HOME/.chocolate-doom/hexen.cfg
	      The   main   configuration   file	  for  Chocolate  Hexen.   See
	      hexen.cfg(5).

       $HOME/.chocolate-doom/chocolate-hexen.cfg
	      Extra configuration values that are specific to Chocolate	 Hexen
	      and not present in Vanilla Hexen.	 See chocolate-hexen.cfg(5).

SEE ALSO
       chocolate-doom(6),  chocolate-heretic(6),  chocolate-server(6),	choco‐
       late-setup(6)

AUTHOR
       Chocolate Hexen is part of the  Chocolate  Doom	project,  written  and
       maintained  by  Simon  Howard.  It  is  based on the Hexen source code,
       released by Raven Software.

COPYRIGHT
       Copyright © id Software Inc.  Copyright © Raven	Software  Inc.	 Copy‐
       right © 2005-2013 Simon Howard.
       This  is	 free  software.   You may redistribute copies of it under the
       terms	  of	  the	   GNU	    General	  Public       License
       <http://www.gnu.org/licenses/gpl.html>.	 There	is NO WARRANTY, to the
       extent permitted by law.

							    chocolate-hexen(6)
[top]

List of man pages available for DragonFly

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net