the base game entry is now called "Doom 3 (base game)" instead of "dhewm3", which should be more obvious, and the d3xp entry now reads "Resurrection Of Evil (d3xp)" instead of just "d3xp", which certainly is clearer. d3xp now is also always second in the list (if installed) Added the freshly supported perfected_roe and sikkmodd3xp mods to the list of mods that need fs_game_base d3xp set, so they can be started from the menu. also added an entry for r_gammaInShader to Configuration.md
15 KiB
Configuration
This document explains some dhewm3-specific configuration options.
For general Doom3 configuration see for example this list of CVars and this list of Console Commands.
CVars are set by entering cvarName value
in the console, for example com_showFPS 1
.
They can also be set as commandline arguments when starting dhewm3, for example ./dhewm3 +set r_fullscreen 0
.
Just entering a CVar's name (without a value) will show its current value, its default value and a short description of what it does.
Starting dhewm3 with the commandline argument -h
(for example dhewm3.exe -h
) will show some
useful commandline arguments, for example how to tell dhewm3 where the game data can be found on your system.
dhewm3 Settings Menu
When built with Dear ImGui integration (which is the default when using SDL2), dhewm3 has an advanced settings menu with many settings that the main menu doesn't offer, including a Control Bindings menu that supports as many keys per command as you want and is fully navigable with keyboard or gamepad (or mouse, of course).
Unless you have already bound your F10
key to something else, it will open this menu.
If you F10
key is already in use, you can either unbind it (in the old Options -> Controls menu),
or open the dhewm3 settings menu by entering dhewm3Settings
in the console - within that menu,
you can also bind opening it to any other key.
By the way: An especially nice feature of the dhewm3 Settings Menu is that you can open it while your're in the game. The game is be paused (if you're playing Single Player) but is still on the screen, so you when you modify Video Options like brightness you can see the effect in realtime! Is this cool or what? B-)
Even though using ImGui menus with a gamepad is quite intuitive (basically use the DPad to navigate
and A
to select and B
to cancel; in the Control Bindings menu read the Usage Help section
for for things specific to that menu), the sheets on https://www.dearimgui.com/controls_sheets/
might be useful for advanced tricks (note however that not all features are available on PC, it seems like
there's no on-screen keyboard and I'm not sure whether controlling the mouse cursor with the PS4/5
touchpad works).
More information for using ImGui menus with keyboard and/or mouse can be found here
The Console
Like most id Software games from Quake 1 on, Doom3 has a console that allows entering commands and setting Console Variables ("CVars"), often for advanced configuration or to aid development, see also https://modwiki.dhewm3.org/Console.
Unlike in original Doom3, in dhewm3 the console is always available (no need to set com_allowconsole 1
or similar), and can be opened with the key combination Shift + Esc
.
The classic "console key" (the one between Esc
, Tab
and 1
) should also still work with
most keyboard layouts. However you can disable that, so you can bind that key like any other key
(for example to select the chainsaw), by setting in_ignoreConsoleKey 1
.
Using Gamepads
Starting with 1.5.3, dhewm3 supports using gamepads, as long as they're supported by SDL2.
This includes XBox Controllers (and compatible ones), Playstation 3-5 controllers,
Nintendo Switch Pro Controllers, many thirdparty controllers for those consoles, and lots of other
gamepads for PC.
Some notes:
- By default, no bindings for the gamepad exist, so you need to configure them once in the
Settings -> Controls menu.
- You need to bind Turn Left, Turn Right, Look Up and Look Down to the corresponding directions of one stick to use it to look around or aim.
- Similarly, you need to bind Forward, Backpedal, Move Left and Move Right to the corresponding directions of a stick to use it for player movement.
- However, see below for configs with default bindings that you can load.
- The
Start
button (+
on Nintendo gamepads,Options
on Playstation 4/5 controllers) acts like the Escape key, so it will open/close the menu and can not be bound.
The other buttons, axes and triggers can be bound to arbitrary actions in the Controls menu, except for the Home button, which can't be used by dhewm3 at all (because it opens Steam when that is running). - In menus, either stick will move the cursor, and the button you assign to attack (fire) acts
like the left mouse button, and so does the lower face button (
A
on XBox controllers,B
on Nintendo controllers,Cross
on PS controllers) and the upper face button (Y
on XBox,X
on Nintendo,Triangle
on PS). - The layout of the controller (XBox-like, Nintendo-like, Playstation-like) should be automatically
detected and is used to display the button names according to the layout. If yours isn't detected
correctly, you can overwrite it with the
joy_gamepadLayout
CVar. - Requires SDL2, layout detection requires SDL 2.0.12 or newer.
- Only one gamepad is supported or, more specifically, if multiple are connected, they all behave the same and you can't bind their buttons/axes to different actions, and the auto-layout detection will use the last gamepad it found to determine the layout.
- You can disable gamepads by setting the
in_useGamepad
CVar to0
. - There are several CVars to tweak the behavior:
joy_deadZone
Deadzone of the sticks, where1.0
would be "stick moved fully in one direction". This means that values below this register as 0. If you move or look around ingame even though you're not moving a stick, try increasing thejoy_deadZone
value (default is0.25
).joy_triggerThreshold
Basically the deadzone for triggers. If your trigger triggers without being touched, try increasing this value (default is0.05
).joy_gamepadLayout
overwrite automatically detected layout (XBox, Nintendo, PS), see above.joy_pitchSpeed
How fast you look up/down (when the stick is at a maximum position)joy_yawSpeed
Same for turning left/rightjoy_invertLook
Inverts the controls for looking up/down (like in a flight simulator)joy_gammaLook
If set to1
, use a log curve instead of a power curve for looking around, affects how fast you turn (or look up/down) when the stick is between center and maximum.joy_powerScale
Ifjoy_gammaLook
is0
, this is the exponent used for the power curve.joy_dampenLook
if enabled (1
), somehow reduced the speed of looking around, depending onjoy_deltaPerMSLook
.
I created gamepad configs for the base game and d3xp (Resurrection of Evil), based on the standard bindings
of Doom3 BFG, see gamepad.cfg and gamepad-d3xp.cfg in the base/ directory.
Put them in your base/ folder, open the console and enter exec gamepad.cfg
for the base game,
or exec gamepad-d3xp.cfg
for Resurrection of Evil (probably also works for Doom3: Lost Mission).
Alternative gamepad configs based on the layout of the Doom3 port for the original XBox are available here.
Click to see what button/stick/trigger does what in gamepad.cfg
Left Stick
: Move (Forward, Backpedal, Move Left, Move Right)Press Left Stick
: Sprint
Right Stick
: Look around (Turn Left, Turn Right, Look Up, Look Down)Press Right Stick
: Crouch
A
: Jump (on Nintendo controllers this isB
, on Playstation controllers it'sCross
)X
: Reload (Nintendo:Y
, Playstation:Square
)Right Trigger
: AttackLeft Trigger
: FlashlightLeft Shoulder Button
: Previous WeaponRight Shoulder Button
: Next WeaponDPad Up
: GrenadeDPad Down
: BFGDPad Left
: SoulcubeDPad Right
: Fists/GrabberBack
: PDA (Nintendo:-
, Playstation:Select
/Share
)Start
: Open/Close Menu (just like the Escape key; Nintendo:+
, Playstation 4/5:Options
)
Note that in configs (or bind
commands in the console), the following names are used for
gamepad buttons, sticks and triggers:
Click to see the list of gamepad button/stick/trigger names
"JOY_BTN_SOUTH"
-A
button on XBox-style gamepads,B
on Nintendo-style gamepads orCross
on Playstation-style gamepads"JOY_BTN_EAST"
-B
(XBox),A
(Nintendo),Circle
(Playstation)"JOY_BTN_WEST"
-X
(XBox),Y
(Nintendo),Square
(Playstation)"JOY_BTN_NORTH"
-Y
(XBox),X
(Nintendo),Triangle
(Playstation)"JOY_BTN_BACK"
- TheBack
button, aka-
(Nintendo) orSelect
/Share
(Playstation)"JOY_BTN_LSTICK"
- Pressing the Left Stick down"JOY_BTN_RSTICK"
- Pressing the Right Stick down"JOY_BTN_LSHOULDER"
- Left Shoulder Button"JOY_BTN_RSHOULDER"
- Right Shoulder button"JOY_DPAD_UP"
- DPad Up"JOY_DPAD_DOWN"
- DPad Down"JOY_DPAD_LEFT"
- DPad Left"JOY_DPAD_RIGHT"
- DPad Right"JOY_BTN_MISC1"
- misc. additional button, like Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button"JOY_BTN_RPADDLE1"
- Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1)"JOY_BTN_LPADDLE1"
- Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3)"JOY_BTN_RPADDLE2"
- Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2)"JOY_BTN_LPADDLE2"
- Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4"JOY_STICK1_UP"
- Moving Left Stick up"JOY_STICK1_DOWN"
- Moving Left Stick down"JOY_STICK1_LEFT"
- Moving Left Stick to the left"JOY_STICK1_RIGHT"
- Moving Left Stick to the right"JOY_STICK2_UP"
- Moving Right Stick up"JOY_STICK2_DOWN"
- Moving Right Stick down"JOY_STICK2_LEFT"
- Moving Right Stick to the left"JOY_STICK2_RIGHT"
- Moving Right Stick to the right"JOY_TRIGGER1"
- Pressing the Left Trigger"JOY_TRIGGER2"
- Pressing the Right Trigger
Screenshot configuration
Doom3 always supported taking screenshots, but dhewm3 (from 1.5.3 on) supports using different
formats than TGA.
This can be configured with the following CVars:
r_screenshotFormat
What format screenshots should be in:0
= TGA (default),1
= BMP,2
= PNG,3
= JPGr_screenshotJpgQuality
Quality when using JPG screenshots (1
-100
). Lower value means smaller image file but worse quality (default is75
)r_screenshotPngCompression
Compression level when using PNG screenshots (0
-9
). Higher levels generate smaller files, but take noticeably longer;3
(the default) seems to be a good compromise.
Other CVars added in dhewm3
-
g_hitEffect
if set to1
(the default), mess up player camera when taking damage. Set to0
if you don't like that effect. -
m_invertLook
allows inverting mouse look:0
: don't invert (this is the default),1
: invert up/down (flight controls),2
: invert left/right,3
: invert both directions -
in_allowAlwaysRunInSP
Allow always run (in_alwaysRun
) and toggle run (in_toggleRun
) in Single Player as well - keep in mind you may run out of stamina! -
in_nograb
if set to1
, the mouse isn't grabbed when ingame. Not overly useful for normal playing (unless maybe you play with a gamepad), but very useful for debugging. Default is0
. -
in_grabKeyboard
if enabled (1
), grabs all keyboard input if mouse is grabbed, so keyboard shortcuts from the OS like Alt-Tab or Windows Key won't work and thus not accidentally interrupt your playing. Defaults to0
. -
in_namePressed
if set to1
, the currently pressed key/button (on keyboard/mouse/gamepad) is printed to the console - useful when setting key-bindings in the console or a config. Default is0
. -
in_kbd
allows you to set your keyboard layout so the console key works better. Mostly useful with SDL1.2 -
in_tty
tab completion and history for input from the terminal (on Unix-likes, like Linux, macOS, BSD, ...) -
r_fullscreenDesktop
configures fullscreen windows (whenr_fullscreen
is1
).
0
: "real"/"exclusive" fullscreen mode, might switch screen resolution
1
: "desktop" fullscreen mode, which keeps desktop resolution and is more like a borderless fullscreen window -
r_windowResizable
if set to1
(the default), the dhewm3 window (when in windowed mode..) can be freely resized. Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when creating the window (startup orvid_restart
). -
r_fillWindowAlphaChan
Make sure alpha channel of windows default framebuffer is completely opaque at the end of each frame. Needed at least when using Wayland.
1
: do this,0
: don't do it,-1
: let dhewm3 decide (default) -
r_useSoftParticles
Soften particle transitions when player walks through them or they cross solid geometry. Needs r_enableDepthCapture. Can slow down rendering!1
: enable (default),0
: disable -
r_enableDepthCapture
Enable capturing depth buffer to texture.0
: disable,1
: enable,
-1
: enable automatically (if soft particles are enabled; the default).
This can be used in custom materials with the "_currentDepth" texture. -
r_gammaInShader
If set to1
(the default), gamma and brightness are applied in shaders instead of using hardware gamma. May cause visual glitches with some mods like Sikkmod. -
r_useCarmacksReverse
Use Z-Fail ("Carmack's Reverse") when rendering shadows (default1
) -
r_useStencilOpSeparate
Use glStencilOpSeparate() (if available) when rendering shadow (default1
) -
r_scaleMenusTo43
Render full-screen menus in 4:3 by adding black bars on the left/right if necessary (default1
) -
r_glDebugContext
Enable OpenGL debug context and printing warnings/errors from the graphics driver.
Changing that CVar requires avid_restart
(or set it as startup argument) -
s_alReverbGain
reduce strength of OpenAL (EAX-like) EFX reverb effects,0.0
-1.0
(default0.5
) -
s_alHRTF
Enable HRTF for better surround sound with stereo headphones.0
: Disable,1
: Enable,-1
: Let OpenAL decide (default).
Note that OpenAL may automatically enable HRTF when it detects headphones, and it can happen that it detects regular stereo speakers as headphones (when they're plugged into a jack that's somehow labeled as headphone jack) - in that case you'll want to explicitly disable it. The Audio Options tab of the dhewm3 Settings Menu shows OpenAL Info, including the current HRTF state (if supported by your OpenAL version). -
s_alOutputLimiter
Configure OpenAL's output-limiter which temporarily reduces the overall volume when too many too loud sounds play at once, to avoid issues like clipping.0
: Disable,1
: Enable,-1
: Let OpenAL decide (default) -
s_scaleDownAndClamp
Clamp and reduce volume of all sounds to prevent clipping or temporary downscaling by OpenAL's output limiter (default1
) -
imgui_scale
Factor to scale ImGui menus by (especially relevant for HighDPI displays). Should be a positive factor like1.5
or2
; or-1
(the default) to let dhewm3 automatically detect an appropriate factor.