NAME¶chocolate-hexen - historically compatible Hexen engine
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 possible.
- Don't allow artifacts to be used when the run key is held down.
- [windows only] Save configuration data and savegames in c:\hexndata, 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 substitution 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).
- Use the OS's virtual memory subsystem to map WAD files directly into memory.
- Disable monsters.
- Disable music.
- Disable sound effects.
- Disable all sound output.
- Take screenshots when F1 is pressed.
- Monsters respawn after being killed.
- -savedir <directory>
- Specify a path from which to load and save games. If the directory 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.
- -setmem <version>
- Specify DOS version to emulate for NULL pointer dereference emulation. Supported versions are: dos622, dos71, dosbox. The default is to emulate DOS 7.1 (Windows 98).
- If provided, the check for the v1.0 IWAD file is disabled, even though it will almost certainly cause the game to crash.
- Record or playback a demo without automatically quitting after either level exit or player respawn.
- 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.
- Smooth out low resolution turning when recording a demo.
- 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.
- Don't scale up the screen. Implies -window.
- Double up the screen to 2x its normal size. Implies -window.
- Double up the screen to 3x its normal size. Implies -window.
- Run in fullscreen mode.
- -geometry <WxY>
- Specify the dimensions of the window. Implies -window.
- -height <y>
- Specify the screen height, in pixels. Implies -window.
- Disable blitting the screen.
- Don't grab the mouse when running in windowed mode.
- Disable the mouse.
- -width <x>
- Specify the screen width, in pixels. Implies -window.
- Run in a window.
- 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.
- 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.
- 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).
- When running a server, don't register with the global master server. Implies -server.
- In deathmatch mode, change a player's class each time the player respawns.
- Start a multiplayer server, listening for connections.
- -servername <name>
- When starting a network server, specify a name for the server.
- 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.
- Ignore cheats in dehacked files.
- -nwtmerge <files>
- Simulates the behavior of NWT's -merge option. Multiple files may be specified.
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 engine.
- 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.
- This environment variable can be set to contain a path to a single directory in which to look for IWAD files. This environment variable is supported by most Doom source ports.
- This environment variable, if set, can contain a colon-separated list of directories in which to look for IWAD files, or alternatively full paths to specific IWAD files.
- 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 Directory Specification).
The above can be overridden on a one-time basis by using the -iwad command 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.
- 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 digital output).
- When using OPL MIDI playback, this environment variable specifies 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 hardware OPL
Generally speaking, a real hardware OPL chip sounds better than software emulation; however, modern machines do not often include one. If present, it may still require extra work to set up and elevated security privileges to access.
SEE ALSO¶chocolate-doom(6), chocolate-heretic(6), chocolate-server(6), chocolate-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, released by Raven Software.
COPYRIGHT¶Copyright © id Software Inc. Copyright © Raven Software Inc. Copyright © 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/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.