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chocolate-hexen(6)		 Games Manual		    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	<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.

       -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.

       -savedir	<directory>
	      Specify a	path from which	to load	and save games.	If the	direc-
	      tory does	not exist then it will automatically be	created.

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

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

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

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

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

       -fullscreen
	      Run in fullscreen	mode.

       -geometry <WxY>
	      Specify the dimensions of	the window. Implies -window.

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

       -noblit
	      Disable blitting the screen.

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

       -nomouse
	      Disable the mouse.

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

       -window
	      Run in a window.

DEMO OPTIONS
       -demoextend
	      Record or	playback a demo	without	automatically  quitting	 after
	      either level exit	or player respawn.

       -longtics
	      Record or	playback a demo	with high resolution turning.

       -maxdemo	<size>
	      Specify the demo buffer size (KiB)

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

       -shortticfix
	      Smooth out low resolution	turning	when recording a demo.

       -strictdemos
	      When  recording or playing back demos, disable any extensions of
	      the vanilla demo format -	record demos as	vanilla	would do,  and
	      play back	demos as vanilla would do.

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

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.

       -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.

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

       -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.

COMPATIBILITY
       -setmem <version>
	      Specify DOS version to emulate for NULL pointer dereference emu-
	      lation.  Supported versions are: dos622, dos71, dosbox. The  de-
	      fault 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.

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 en-
	      gine.

       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  in-
	      clude one. If present, it	may still require extra	work to	set up
	      and elevated security privileges to access.

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

       $HOME/.local/share/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,  re-
       leased by Raven Software.

COPYRIGHT
       Copyright  (C)  id  Software  Inc.   Copyright  (C) Raven Software Inc.
       Copyright (C) 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/li-
       censes/gpl.html>.  There	is NO WARRANTY,	to  the	 extent	 permitted  by
       law.

							    chocolate-hexen(6)

NAME | SYNOPSIS | DESCRIPTION | GENERAL OPTIONS | DISPLAY OPTIONS | DEMO OPTIONS | NETWORKING OPTIONS | DEHACKED AND WAD MERGING | COMPATIBILITY | IWAD SEARCH PATHS | ENVIRONMENT | FILES | SEE ALSO | AUTHOR | COPYRIGHT

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