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PRBOOM(6)			 Games Manual			     PRBOOM(6)

NAME
       prboom -	PrBoom,	a version of Doom for Unix, Linux and Windows systems

SYNOPSIS
       prboom  [ -complevel lvl	]  [ -width w ]	[ -height h ] [	-viewangle n ]
       [ -vidmode gl ] [ -[no]fullscreen ] [ -[no]window ]  [ -iwad iwadname ]
       [  -file	 wad1  ...  ]  [  -deh	deh_file  ]  [	-noload	]  [ -loadgame
       {0,1,2,3,4,5,6,7} ] [ -warp { map | epis	level }	-skill {1,2,3,4,5} ]
       [  {-fastdemo,-timedemo,-playdemo}  demofile [ -ffmap num ] ] [ -record
       demofile	] [ -solonet ]	[ -net hostname[:port] ] [ -deathmatch [ -alt-
       death ] ] [ { -timer mins | -avg	}] ]  [	-nosound ] [ -nosfx ] [	-nomu-
       sic] [ -nojoy ] [ -nomouse ] [ -noaccel ] [ -nodraw ]  [	-config	myconf
       ]  [  -save  savedir  ]	[ -bexout bexdbg ] [ -debugfile	debug_file ] [
       -devparm	] [ -noblit ] [	-nodrawers ]

DESCRIPTION
       PrBoom is a version of the 3D shoot'em'up Doom, originally by iD	 soft-
       ware.   It  is  based  on  Boom,	 a  version of Doom adapted by TeamTNT
       (http://www.teamtnt.com/) for DOS. PrBoom uses the SDL library, meaning
       it  can	run on a variety of different systems, including Windows, X11,
       Linux/SVGALib.

Options
       -complevel lvl
	      This sets	the compatibility mode that PrBoom  runs  in.  If  you
	      need to change this, see README.compat.

Video Options
       -width w
	      Specifies	 the width of the PrBoom window, in pixels. Default is
	      320, the width must be greater than 320..

       -height h
	      Specifies	the height of the PrBoom window, in pixels. Default is
	      200, the height must be greater than 200.

       -viewangle n
	      Causes  the  player view to be rotated by	a given	offset (speci-
	      fied in 45degree increments, in the range	0..7) from the way the
	      player is	facing.

       -vidmode	gl
	      Use  the	OpenGL	video mode. The	default	is to use the software
	      video mode.

       -fullscreen, -nofullscreen
	      These options toggle fullscreen mode. The	default	is fullscreen.

       -window,	-nowindow
	      This pair	of options also	toggle fullscreen mode.	They only take
	      effect  for this prboom session and do not alter your configura-
	      tion file.

WAD Options
       -iwad iwadname
	      Specifies	the location of	the IWAD file, typically  doom.wad  or
	      doom2.wad	(or doom2f.wad). This tells prboom where the main .wad
	      file that	came with the version of Doom that you own is.

       -file wad1 ...
	      Specifies	a list of PWAD files to	load in	addition to  the  IWAD
	      file. PWAD files modify the existing Doom	game, by adding	levels
	      or new sounds or graphics. PWAD files are	widely	available  for
	      download;	try ftp.cdrom.com/pub/idgames for starters.

       -deh deh_file
	      Tells PrBoom to load the dehacked	patch deh_file.

Game Options
       -loadgame {0,1,2,3,4,5,6,7}
	      Instructs	PrBoom to load the specified saved game	immediately.

       -warp { map | epis level	}
	      Tells  PrBoom to begin a new game	immediately. For Doom 1	or Ul-
	      timate Doom, you must specify the	episode	and  level  number  to
	      begin  at	 (epis is 1 for	Knee-Deep in the Dead, 2 for Shores of
	      Hell, 3 for Inferno, 4 for Ultimate Doom;	level is between 1 and
	      9). For Doom ][ or Final Doom, you must specify the map to begin
	      at, which	is between 1 and 2 (0 for German Doom ][).

       -skill n
	      Tells PrBoom to begin the	game at	skill level n (1 for ITYTD,  2
	      for  Not	Too Rough, 3 for Hurt Me Plenty, 4 for Ultraviolent, 5
	      for Nightmare).

       -respawn
	      Tells PrBoom that	monsters that die should respawn (come back to
	      life) after a while. Not for the inexperienced.

       -fast  Tells  PrBoom  to	 make all the monsters move  react faster. Not
	      for the inexperienced.

       -nomonsters
	      Tells PrBoom to include no monsters in the game.

Multiplayer Options
       -net hostname[:port]
	      Specifies	that a TCP/IP network game is to be started.  hostname
	      is  the  name of the machine on which the	network	game server is
	      running (prboom-game-server). For	more information  about	 this,
	      see  prboom-game-server(6) and the README	that came with prboom.
	      port is the port number on the remote machine to which  to  con-
	      nect;  if	 not  specified, the default of	5030 (which is the de-
	      fault for	prboom-game-server(6) )	is assumed.  The  server  will
	      configure	your PrBoom settings, so that all the players have the
	      same game	settings (skill, map etc).

       Also, the server	may specify additional PWAD files to play with;	if you
       do  not	have  the required .WAD	file, PrBoom will ask the server for a
       download	path, and attempt to use wget(1) and if	necessary unzip(1)  to
       download	and extract the	required WAD.

       -port portnum
	      Specifies	 the  local port to use	to communicate with the	server
	      in a netgame.

       -deathmatch
	      No longer	used. Tells PrBoom to begin  a	deathmatch  game,  but
	      this is overridden by the	server's settings. Only	works for sin-
	      gle play (!).

       -altdeath
	      Similar to -deathmatch, but implies a different set of rules for
	      the deathmatch game. No longer used (specified by	the server).

       -timer mins
	      No  longer  used.	Specifies that levels will end after mins min-
	      utes of play if the level	is still being played, but is overrid-
	      den  by  the  server  in a netgame. Not really useful for	single
	      play.

       -avg   Equivalent to -timer 20

       -solo-net
	      Used to run a single-player network game,	without	a network game
	      server.  This enables network game items & options for an	other-
	      wise single-player game; some demos are recorded like this.

Demo (LMP) Options
       -record demofile
	      Instructs	PrBoom to begin	recording a demo, to be	stored in  de-
	      mofile.lmp.  You	should	specify	 game options to specify which
	      level and	skill to record	at.

       -playdemo demofile
	      Play the recorded	demo demofile.lmp

       -timedemo demofile
	      Play the recorded	demo demofile.lmp, reporting information about
	      the length of the	demo (in gametics) afterwards.

       -fastdemo demofile
	      Play  the	recorded demo demofile.lmp as fast as possible.	Useful
	      for benchmarking PrBoom, as compared to other versions of	Doom.

       -ffmap num
	      Fast forward the demo (play at max speed)	until reaching map num
	      (note  that  this	 takes	just  a	 number, not a map name, so so
	      -ffmap 7 to go fast until	MAP07 or ExM7).

I/O Options
       -nosound
	      Disables all sound effects and in-game music. This prevents  the
	      sound server loading, which lets the game	run a little faster.

       -nosfx Disables	sound  effects during the game.	This does not stop the
	      sound server loading,  however,  so  for	best  performance  use
	      -nosound.

       -nomusic
	      Disables playing of music	in the game.

       -nojoy Disables joystick	support.

       -nomouse
	      Prevents the mouse being grabbed by the prboom window.

       -noaccel
	      For  prboom,  this prevents it using the MITShm server extension
	      for passing the screen data to the X server. This	option may  be
	      required	if  the	 X server is not local.	For lsdoom, this tells
	      lsdoom not to use	the accelerated	graphics  functions  that  SV-
	      GALib  provides even when	they are supported for your video card
	      (normally	this is	autodetected).

       -1, -2, -3
	      Specifies	the scale factor by which to enlarge the  window.  The
	      default,	-1,  displays the normal 320x200 pixel Doom screen (or
	      whatever size is specified by the	-width and -height  parameters
	      or in the	config file for	prboom).  If this window is too	small,
	      try using	-2 or -3 to enlarge the	window.	 -nodraw Suppress  all
	      graphical	display. Only for debugging & demo testing.

Configuration
       -config myconf
	      Loads  an	 alternative configuration file, named myconf. The de-
	      fault is boom.cfg(5), taken from the same	 directory  as	PrBoom
	      was  run from, except when running with OpenGL, then the default
	      is glboom.cfg(5).

       -save savedir
	      Causes prboom to	save  games  in	 the  directory	 specified  by
	      savedir instead of ~/.prboom/.

Debugging/Profiling Options
       -devparm
	      Development mode.	Mostly redundant these days, but it does force
	      non-lazy generation of texture lookups which can be  useful  for
	      level authors debugging PWADs.

       -debugfile debug_file
	      Causes  some  debugging  information,  mainly network info I be-
	      lieve, to	be written to the named	file as	prboom runs.

       -nodrawers
	      Causes no	rendering to be	done. The only conceivable use of this
	      is  (a)  a multiplayer server (b)	to test	the speed of the other
	      routines in the program, when combined with -timedemo.

       -noblit
	      Causes no	copying	to the screen from the rendering buffer	to  be
	      performed. The only conceivable use of this is (a) a multiplayer
	      server (b) to test the speed of the other	routines in  the  pro-
	      gram, when combined with -timedemo.

       -bexout bexdbg
	      Causes  diagnostics  related to bex and dehacked file processing
	      to be written to the names file.

More Information
       wget(1),	unzip(1), boom.cfg(5), prboom-game-server(6)

       For more	information, see the README that came with  PrBoom,  the  Boom
       documentation, and your original	Doom documentation.

       Doom  is	 a  registered	trademark  of  id software (http://www.idsoft-
       ware.com/).

Author
       See the file AUTHORS included with the PrBoom distribution.

				     local			     PRBOOM(6)

NAME | SYNOPSIS | DESCRIPTION | Options | Video Options | WAD Options | Game Options | Multiplayer Options | Demo (LMP) Options | I/O Options | Configuration | Debugging/Profiling Options | More Information | Author

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