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ac8eec932b
incl. setting in SettingsMenu With SDL 2.0.5 and newer this change is applied immediately, 2.0.0 to 2.0.4 need a vid_restart (with SDL1.2 we don't support it at all)
231 lines
14 KiB
Markdown
231 lines
14 KiB
Markdown
# Configuration
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This document explains some dhewm3-specific configuration options.
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For general Doom3 configuration see for example [this list of CVars](https://modwiki.dhewm3.org/CVars_%28Doom_3%29)
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and [this list of Console Commands](https://modwiki.dhewm3.org/Commands_%28Doom_3%29).
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**CVars** are set by entering `cvarName value` in the console, for example `com_showFPS 1`.
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They can also be set as commandline arguments when starting dhewm3, for example `./dhewm3 +set r_fullscreen 0`.
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Just entering a CVar's name (without a value) will show its current value, its default value
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and a short description of what it does.
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Starting dhewm3 with the commandline argument `-h` (for example `dhewm3.exe -h`) will show some
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useful commandline arguments, for example how to tell dhewm3 where the game data can be found on your system.
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## dhewm3 Settings Menu
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When built with [Dear ImGui](https://github.com/ocornut/imgui) integration (which is the default
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when using SDL2), dhewm3 has an advanced settings menu with many settings that the main menu doesn't
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offer, including a *Control BIndings* menu that supports as many keys per command as you want and is
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fully navigable with keyboard or gamepad (or mouse, of course).
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Unless you have already bound your `F10` key to something else, it will open this menu.
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If you `F10` key is already in use, you can either unbind it (in the old Options -> Controls menu),
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or open the dhewm3 settings menu by entering `dhewm3Settings` in the console - within that menu,
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you can also bind opening it to any other key.
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*By the way:* An especially nice feature of the dhewm3 Settings Menu is that you can **open it while
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your're in the game**. The game is be paused (if you're playing Single Player) but is still on the
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screen, so you **when you modify *Video Options* like *brightness* you can see the effect in realtime**!
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Is this cool or what? B-)
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Even though *using ImGui menus with a **gamepad*** is quite intuitive (basically use the DPad to navigate
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and `A` to select and `B` to cancel; in the *Control Bindings* menu read the *Usage Help* section
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for for things specific to that menu), the sheets on https://www.dearimgui.com/controls_sheets/
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might be useful for advanced tricks (note however that not all features are available on PC, it seems like
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there's no on-screen keyboard and I'm not sure whether controlling the mouse cursor with the PS4/5
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touchpad works).
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More information for *using ImGui menus with **keyboard and/or mouse*** can be found
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[here](https://github.com/ocornut/imgui/blob/v1.90.7/imgui.cpp#L126)
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## The Console
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Like most id Software games from Quake 1 on, Doom3 has a console that allows entering commands
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and setting Console Variables ("CVars"), often for advanced configuration or to aid development,
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see also https://modwiki.dhewm3.org/Console.
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Unlike in original Doom3, in dhewm3 the console is always available (no need to set `com_allowconsole 1`
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or similar), and **can be opened with the key combination `Shift + Esc`**.
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The classic "console key" (the one between `Esc`, `Tab` and `1`) should also still work with
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most keyboard layouts. However you can disable that, so you can bind that key like any other key
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(for example to select the chainsaw), by setting `in_ignoreConsoleKey 1`.
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## Using Gamepads
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Starting with 1.5.3, dhewm3 supports using gamepads, as long as they're supported by SDL2.
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This includes XBox Controllers (and compatible ones), Playstation 3-5 controllers,
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Nintendo Switch Pro Controllers, many thirdparty controllers for those consoles, and lots of other
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gamepads for PC.
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Some notes:
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* By default, no bindings for the gamepad exist, so you need to configure them once in the
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Settings -> Controls menu.
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- You need to bind *Turn Left*, *Turn Right*, *Look Up* and *Look Down* to the corresponding
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directions of one stick to use it to look around or aim.
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- Similarly, you need to bind *Forward*, *Backpedal*, *Move Left* and *Move Right* to the
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corresponding directions of a stick to use it for player movement.
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- However, see below for configs with default bindings that you can load.
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* The `Start` button (`+` on Nintendo gamepads, `Options` on Playstation 4/5 controllers) acts
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like the Escape key, so it will **open/close the menu** and can not be bound.
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The other buttons, axes and triggers can be bound to arbitrary actions in the Controls menu,
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except for the Home button, which can't be used by dhewm3 at all (because it opens Steam when that is running).
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* In **menus**, either stick will move the cursor, and the button you assign to *attack* (fire) acts
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like the left mouse button, and so does the lower face button (`A` on XBox controllers, `B` on Nintendo
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controllers, `Cross` on PS controllers) and the upper face button (`Y` on XBox, `X` on Nintendo, `Triangle` on PS).
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* The layout of the controller (XBox-like, Nintendo-like, Playstation-like) should be automatically
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detected and is used to display the button names according to the layout. If yours isn't detected
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correctly, you can overwrite it with the `joy_gamepadLayout` CVar.
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* Requires SDL2, layout detection requires SDL 2.0.12 or newer.
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* Only one gamepad is supported or, more specifically, if multiple are connected, they all behave the same
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and you can't bind their buttons/axes to different actions, and the auto-layout detection will use the
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last gamepad it found to determine the layout.
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* You can disable gamepads by setting the `in_useGamepad` CVar to `0`.
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* There are several CVars to tweak the behavior:
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- `joy_deadZone` Deadzone of the sticks, where `1.0` would be "stick moved fully in one direction".
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This means that values below this register as 0. If you move or look around ingame even though
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you're not moving a stick, try increasing the `joy_deadZone` value (default is `0.25`).
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- `joy_triggerThreshold` Basically the deadzone for triggers. If your trigger triggers without
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being touched, try increasing this value (default is `0.05`).
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- `joy_gamepadLayout` overwrite automatically detected layout (XBox, Nintendo, PS), see above.
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- `joy_pitchSpeed` How fast you look up/down (when the stick is at a maximum position)
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- `joy_yawSpeed` Same for turning left/right
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- `joy_invertLook` Inverts the controls for looking up/down (like in a flight simulator)
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- `joy_gammaLook` If set to `1`, use a log curve instead of a power curve for looking around,
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affects how fast you turn (or look up/down) when the stick is between center and maximum.
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- `joy_powerScale` If `joy_gammaLook` is `0`, this is the exponent used for the power curve.
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- `joy_dampenLook` if enabled (`1`), somehow reduced the speed of looking around, depending on
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`joy_deltaPerMSLook`.
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I created gamepad configs for the base game and d3xp (Resurrection of Evil), based on the standard bindings
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of Doom3 BFG, see gamepad.cfg and gamepad-d3xp.cfg in the [base/ directory](./base/).
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Put them in your base/ folder, open the console and enter `exec gamepad.cfg` for the base game,
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or `exec gamepad-d3xp.cfg` for Resurrection of Evil (probably also works for Doom3: Lost Mission).
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**Alternative gamepad configs** based on the layout of the Doom3 port for the original XBox
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are available [**here**](https://github.com/dhewm/dhewm3/issues/536#issuecomment-1928710201).
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<details><summary>Click to see what button/stick/trigger does what in gamepad.cfg</summary>
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* `Left Stick`: Move (Forward, Backpedal, Move Left, Move Right)
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- `Press Left Stick`: Sprint
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* `Right Stick`: Look around (Turn Left, Turn Right, Look Up, Look Down)
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- `Press Right Stick`: Crouch
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* `A`: Jump (on Nintendo controllers this is `B`, on Playstation controllers it's `Cross`)
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* `X`: Reload (Nintendo: `Y`, Playstation: `Square`)
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* `Right Trigger`: Attack
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* `Left Trigger`: Flashlight
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* `Left Shoulder Button`: Previous Weapon
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* `Right Shoulder Button`: Next Weapon
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* `DPad Up`: Grenade
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* `DPad Down`: BFG
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* `DPad Left`: Soulcube
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* `DPad Right`: Fists/Grabber
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* `Back`: PDA (Nintendo: `-`, Playstation: `Select`/`Share`)
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* `Start`: Open/Close Menu (just like the Escape key; Nintendo: `+`, Playstation 4/5: `Options`)
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</details>
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**_Note_** that in *configs* (or `bind` commands in the console), the following names are used for
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gamepad buttons, sticks and triggers:
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<details><summary>Click to see the list of gamepad button/stick/trigger names</summary>
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* `"JOY_BTN_SOUTH"` - `A` button on XBox-style gamepads, `B` on Nintendo-style gamepads or `Cross` on Playstation-style gamepads
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* `"JOY_BTN_EAST"` - `B` (XBox), `A` (Nintendo), `Circle` (Playstation)
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* `"JOY_BTN_WEST"` - `X` (XBox), `Y` (Nintendo), `Square` (Playstation)
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* `"JOY_BTN_NORTH"` - `Y` (XBox), `X` (Nintendo), `Triangle` (Playstation)
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* `"JOY_BTN_BACK"` - The `Back` button, aka `-` (Nintendo) or `Select`/`Share` (Playstation)
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* `"JOY_BTN_LSTICK"` - Pressing the Left Stick down
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* `"JOY_BTN_RSTICK"` - Pressing the Right Stick down
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* `"JOY_BTN_LSHOULDER"` - Left Shoulder Button
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* `"JOY_BTN_RSHOULDER"` - Right Shoulder button
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* `"JOY_DPAD_UP"` - DPad Up
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* `"JOY_DPAD_DOWN"` - DPad Down
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* `"JOY_DPAD_LEFT"` - DPad Left
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* `"JOY_DPAD_RIGHT"` - DPad Right
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* `"JOY_BTN_MISC1"` - misc. additional button, like Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button
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* `"JOY_BTN_RPADDLE1"` - Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1)
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* `"JOY_BTN_LPADDLE1"` - Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3)
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* `"JOY_BTN_RPADDLE2"` - Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2)
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* `"JOY_BTN_LPADDLE2"` - Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4
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* `"JOY_STICK1_UP"` - Moving Left Stick up
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* `"JOY_STICK1_DOWN"` - Moving Left Stick down
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* `"JOY_STICK1_LEFT"` - Moving Left Stick to the left
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* `"JOY_STICK1_RIGHT"` - Moving Left Stick to the right
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* `"JOY_STICK2_UP"` - Moving Right Stick up
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* `"JOY_STICK2_DOWN"` - Moving Right Stick down
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* `"JOY_STICK2_LEFT"` - Moving Right Stick to the left
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* `"JOY_STICK2_RIGHT"` - Moving Right Stick to the right
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* `"JOY_TRIGGER1"` - Pressing the Left Trigger
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* `"JOY_TRIGGER2"` - Pressing the Right Trigger
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</details>
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## Screenshot configuration
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Doom3 always supported taking screenshots, but dhewm3 (from 1.5.3 on) supports using different
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formats than TGA.
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This can be configured with the following CVars:
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- `r_screenshotFormat` What format screenshots should be in:
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`0` = TGA (default), `1` = BMP, `2` = PNG, `3` = JPG
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- `r_screenshotJpgQuality` Quality when using JPG screenshots (`1` - `100`). Lower value means smaller
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image file but worse quality (default is `75`)
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- `r_screenshotPngCompression` Compression level when using PNG screenshots (`0` - `9`). Higher levels
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generate smaller files, but take noticeably longer; `3` (the default) seems to be a good compromise.
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## Other CVars added in dhewm3
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- `g_hitEffect` if set to `1` (the default), mess up player camera when taking damage.
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Set to `0` if you don't like that effect.
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- `m_invertLook` allows inverting mouse look: `0`: don't invert (this is the default),
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`1`: invert up/down (flight controls), `2`: invert left/right, `3`: invert both directions
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- `in_allowAlwaysRunInSP` Allow always run (`in_alwaysRun`) and toggle run (`in_toggleRun`) in
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Single Player as well - keep in mind you may run out of stamina!
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- `in_nograb` if set to `1`, the mouse isn't grabbed when ingame. Not overly useful for normal playing
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(unless maybe you play with a gamepad), but very useful for debugging. Default is `0`.
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- `in_grabKeyboard` if enabled (`1`), grabs all keyboard input if mouse is grabbed, so keyboard shortcuts
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from the OS like Alt-Tab or Windows Key won't work and thus not accidentally interrupt your playing.
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Defaults to `0`.
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- `in_namePressed` if set to `1`, the currently pressed key/button (on keyboard/mouse/gamepad)
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is printed to the console - useful when setting key-bindings in the console or a config. Default is `0`.
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- `in_kbd` allows you to set your keyboard layout so the console key works better. Mostly useful with SDL1.2
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- `in_tty` tab completion and history for input from the **terminal** (on Unix-likes, like Linux, macOS, BSD, ...)
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- `r_fullscreenDesktop` configures fullscreen windows (when `r_fullscreen` is `1`).
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`0`: "real"/"exclusive" fullscreen mode, might switch screen resolution
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`1`: "desktop" fullscreen mode, which keeps desktop resolution and is more like a borderless fullscreen window
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- `r_windowResizable` if set to `1` (the default), the dhewm3 window (when in windowed mode..)
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can be freely resized. Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when
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creating the window (startup or `vid_restart`).
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- `r_fillWindowAlphaChan` Make sure alpha channel of windows default framebuffer is completely opaque
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at the end of each frame. Needed at least when using Wayland.
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`1`: do this, `0`: don't do it, `-1`: let dhewm3 decide (default)
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- `r_useCarmacksReverse` Use Z-Fail ("Carmack's Reverse") when rendering shadows (default `1`)
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- `r_useStencilOpSeparate` Use glStencilOpSeparate() (if available) when rendering shadow (default `1`)
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- `r_scaleMenusTo43` Render full-screen menus in 4:3 by adding black bars on the left/right if necessary (default `1`)
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- `s_alReverbGain` reduce strength of OpenAL (EAX-like) EFX reverb effects, `0.0` - `1.0` (default `0.5`)
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- `s_alHRTF` Enable [HRTF](https://en.wikipedia.org/w/index.php?title=Head-related_transfer_function)
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for better surround sound with stereo **headphones**. `0`: Disable, `1`: Enable, `-1`: Let OpenAL decide (default).
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*Note* that OpenAL may automatically enable HRTF when it detects headphones, and it can happen that
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it detects regular stereo speakers as headphones (when they're plugged into a jack that's somehow
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labeled as headphone jack) - in that case you'll want to explicitly disable it.
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The *Audio Options* tab of the [dhewm3 Settings Menu](#dhewm3-settings-menu) shows OpenAL Info,
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including the current HRTF state (if supported by your OpenAL version).
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- `s_alOutputLimiter` Configure OpenAL's output-limiter which temporarily reduces the overall volume
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when too many too loud sounds play at once, to avoid issues like clipping. `0`: Disable, `1`: Enable, `-1`: Let OpenAL decide (default)
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- `s_scaleDownAndClamp` Clamp and reduce volume of all sounds to prevent clipping or temporary downscaling by OpenAL's output limiter (default `1`)
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- `imgui_scale` Factor to scale ImGui menus by (especially relevant for HighDPI displays).
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Should be a positive factor like `1.5` or `2`; or `-1` (the default) to let dhewm3 automatically
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detect an appropriate factor.
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