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174 lines
10 KiB
Markdown
174 lines
10 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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## 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 (`0` - `100`)
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- `r_screenshotPngCompression` Compression level when using PNG screenshots (`0` - `9`)
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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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- `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_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` `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_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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- `s_alReverbGain` reduce strength of OpenAL (EAX-like) EFX reverb effects, `0.0` - `1.0` (default `0.5`)
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