woof(6)

NAME
woof - Woof! is a continuation of Lee Killough's Doom source port MBF targeted at modern systems

SYNOPSIS
woof [OPTIONS]

DESCRIPTION

MBF stands for "Marine's Best Friend" and is widely regarded the successor of the Boom source port by TeamTNT. It serves as the code base for popular Doom source ports such as PrBoom+/DSDA-Doom or The Eternity Engine. As the original engine was limited to run only under MS-DOS, it has been ported to Windows by Team Eternity under the name WinMBF in 2004. Woof! is developed based on the WinMBF code with the aim to make MBF more widely available and convenient to use on modern systems.

GENERAL OPTIONS

-config <file>
    Load main configuration from the specified file, instead of the default.

-devparm
    Developer mode.

-file <files>
    Load the specified PWAD files.

-help
    Print command line help.

-iwad <file>
    Specify an IWAD file to use.

-nomusic
    Disable music.

-nosfx
    Disable sound effects.

-nosound
    Disable all sound output.

-quiet
    Print with minimum verbosity.

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

-shotdir <directory>
    Specify a path to save screenshots. If the directory does not exist then it will automatically be created.

-verbose
    Print debugging info with maximum verbosity.

-version
    Print the program version and exit.

GAME START OPTIONS

-beta
    Press beta emulation mode (complevel mbf only).

-coop_spawns
    Start single player game with items spawns as in cooperative netgame.

-dog
    Enables a single helper dog.

-dogs <n>
    Overrides the current number of helper dogs, setting it to n.

-episode <n>
    Start playing on episode n (1-99)

-fast
    Monsters move faster.

-loadgame <ps>
    Load the game on page p (0-7) in slot s (0-7). Use 255 to load an auto save.

-nm Alias to -skill 5.

-nomo
    Alias to -nomonsters.

-nomonsters
    Disable monsters.

-pistolstart
    Enables automatic pistol starts on each level.

-respawn
    Monsters respawn after being killed.

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

-speed <n>
    Increase or decrease game speed, percentage of normal.

-turbo <x>
    Turbo mode. The player's speed is multiplied by x%. If unspecified, x defaults to 200. Values are rounded up to 10 and down to 400.

-uv Alias to -skill 4.

-warp <x> <y>|<xy>
    Start a game immediately, warping to ExMy (Doom 1) or MAPxy (Doom 2).

DISPLAY OPTIONS

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

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

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

-fullscreen
    Run in fullscreen mode.

-noblit
    Disable blitting the screen.

-nodraw
    Disable rendering the screen entirely.

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

-nouncapped
    Disables uncapped framerate.

-uncapped
    Enables uncapped framerate.

-window
    Run in a window.

NETWORKING OPTIONS

-altdeath
    Start a deathmatch 2.0 game. Weapons do not stay in place and all items respawn after 30 seconds.

-autojoin
    Automatically search the local LAN for a multiplayer server and join it.

-avg
    Austin Virtual Gaming: end levels after 20 minutes.

-connect <address>
    Connect to a multiplayer server running on the given address.

-deathmatch
    Start a deathmatch game.

-dedicated
    Start a dedicated server, routing packets but not participating in the game itself.

-dm3
    Start a deathmatch 3.0 game. Weapons stay in place and all items respawn after 30 seconds.

-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.

-frags <n>
    The -frags option allows you to deathmatch until one player achieves <n> frags, at which time the level ends and scores are displayed. If <n> is not specified the match is to 10 frags.

-left
    Run as the left screen in three screen mode.

-nodes <n>
    Autostart the netgame when n nodes (clients) have joined the server.

-oldsync
    Use original network client sync code rather than the improved sync code.

-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.

-right
    Run as the right screen in three screen mode.

-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

-blockmap
    Forces a (re-)building of the BLOCKMAP lumps for loaded maps.

-bsp
    Forces rebuilding of nodes.

-deh <files>
    Load the given dehacked/bex patch(es)

-dumptranmap <alpha> <name>
    Dump tranmap lump, given an alpha level (opacity percentage). Valid values are 0 through to 99.

-force_old_zdoom_nodes
    Forces extended (non-GL) ZDoom nodes.

-noautoload
    Disable auto-loading of .wad and .deh files.

-nocheats
    Ignore cheats in dehacked files.

-nodeh
    Avoid loading DEHACKED lumps embedded into WAD files.

-nomapinfo
    Disable UMAPINFO loading.

-nooptions
    Avoid loading OPTIONS lumps embedded into WAD files.

-reject_pad_with_ff
    Pad the remaining REJECT table space with 0xff.

-tranmap
    Forces the (re-)building of the translucency table.

DEMO OPTIONS

-fastdemo <demo>
    Plays the given demo as fast as possible.

-levelstat
    Write level statistics upon exit to levelstat.txt

-longtics
    Record a high resolution "Doom 1.91" demo.

-maxdemo <size>
    Sets the initial size of the demo recording buffer (KiB). This is no longer a hard limit, and the buffer will expand if the given limit is exceeded.

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

-record <demo>
    Record a demo named demo.lmp.

-recordfrom <s> <demo>
    Record a demo, loading from the given save slot. Equivalent to -loadgame <s> -record <demo>.

-recordfromto <demo1> <demo2>
    Allows continuing <demo1> after it ends or when the user presses the join demo key, the result getting saved as <demo2>. Equivalent to -playdemo <demo1> -record <demo2>.

-shorttics
    Play with low turning resolution to emulate demo recording.

-skipsec <min:sec>
    Skip min:sec time during viewing of the demo. "-warp <x> -skipsec <min:sec>" will skip min:sec time on level x.

-tas
    Lifts strict mode restrictions according to DSDA rules.

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

COMPATIBILITY

-cl <version>
    Alias to -complevel.

-complevel <version>
    Emulate a specific version of Doom/Boom/MBF. Valid values are "vanilla", "boom", "mbf", "mbf21".

-gameversion <version>
    Emulate a specific version of Doom. Valid values are "1.9", "ultimate", "final", "chex". Implies -complevel vanilla.

-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).

-spechit <n>
    Use the specified magic value when emulating spechit overruns.

-statdump <filename>
    Dump statistics information to the specified file on the levels that were played. The output from this option matches the output from statdump.exe (see ctrlapi.zip in the /idgames archive).

OBSCURE AND LESS-USED OPTIONS

-nogui
    Don't pop up a GUI dialog box to show the error message.

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

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.

DOOMWADDIR
    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.

DOOMWADPATH
    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.

$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/doom, /usr/local/share/games/doom, /usr/share/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.

FILES

$HOME/.local/share/woof.cfg
    The main configuration file for Woof. See default.cfg(5).

$HOME/.local/share/woof/woofsav*.dsg
    Savegame files.

$HOME/.local/share/woof/tranmaps/
    Cached translucency tables.

/usr/share/woof/autoload, $HOME/.local/share/woof/autoload/
    WAD files and DEH patches in the subdirectories of these paths are added automatically when a WAD file of the corresponding name is loaded.

SEE ALSO
woof-setup(6),

AUTHOR
Woof! is written and maintained by Fabian Greffrath. It is based on the MBF and WinMBF source codes, released by Lee Killough and Team Eternity, respectively, and on the LinuxDoom source code, released by Id Software.

COPYRIGHT
Copyright © id Software Inc; Copyright © 1999 id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman; Copyright © 2004 James Haley; Copyright © 2005-2016 Simon Howard; Copyright © 2020-2022 Fabian Greffrath; Copyright © 2020-2022 Roman Fomin.
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.