Configuration
Configuration
For general Doom3 configuration see for example this list of CVars:
https://modwiki.dhewm3.org/CVars_%28Doom_3%29
and this list of Console Commands: https://modwiki.dhewm3.org/Commands_%28Doom_3%29
.
*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.
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
at https://github.com/ocornut/imgui/blob/v1.90.7/imgui.cpp#L126
## 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 to `0`.
* There are several CVars to tweak the behavior:
- `joy_deadZone` Deadzone of the sticks, where `1.0` 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 the `joy_deadZone` value (default
is `0.25`).
- `joy_triggerThreshold` Basically the deadzone for triggers. If your trigger
triggers without
being touched, try increasing this value (default is `0.05`).
- `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/right
- `joy_invertLook` Inverts the controls for looking up/down (like in a flight
simulator)
- `joy_gammaLook` If set to `1`, 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` If `joy_gammaLook` is `0`, this is the exponent used for the
power curve.
- `joy_dampenLook` if enabled (`1`), somehow reduced the speed of looking
around, depending on
`joy_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/ and d3xp/
directories.
To apply them, 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).
NOTE that in *configs* (or `bind` commands in the console), the following names are
used for
gamepad buttons, sticks and triggers:
## 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:
- `g_hitEffect` if set to `1` (the default), mess up player camera when taking
damage.
Set to `0` 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_nograb` if set to `1`, 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 is
`0`.
- `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 to `0`.
- `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, ...)