My GZDoom configuration file

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My GZDoom configuration file

Postby Finder153 » Wed May 11, 2022 6:19 am

I'm sorry if this isn't a good place to post this, just tell me to suggest where else should I post.
I just felt like sharing my personal configuration file for GZDoom, mainly serving a starter configuration file. I've made it around 2019-2020, but I've decided I should do much more of this file than just leave it on my hard drive. Some of the changes are inspired by original versions of Doom, Raven's games and Strife.

So, what are the notable changes?

First off, the controls.
The controls for every supported IWAD for GZDoom are pre-configured, taking inspiration from default controls of first-person shooters since Half-Life.
WASD obviously to move, Left Control and Space Bar crouches and jumps, E to use. For inventories mainly used by Raven's games and Strife, left and right arrow key navigates the inventory, and Alt activates them. Secondary fire, reload and zooming keys for mods are also bound aswell, with the right mouse button, R key and clicking the mouse wheel respectively. The mousewheel scrolling for weapons has been swapped, up for next weapon and down for previous. Mouselook is enabled, so auto-aiming is disabled.

Secondly, the graphics.
I've taken cues and inspiration from the original DOS versions of Doom, Raven Software's games and Strife while still using a mixture of GZDoom's graphical features, such as transparent effects like explosions and fireballs.

The texture filter mode is now none (trillinear) with an anistropic filter of 16x. which reduces the amount of jagged lines and makes graphics less blurry overall. FXAA is also set to extreme.

To reinforce the pixel graphics feel that the original versions of the games had, some changes were made such as making the particles squares and making the fuzz effect on spectres and partially invisible objects use a pixel fuzz appearance. Software was considered for the fuzz effect, but it hit the performance pretty hard.

Rocket trails and blood impact effects are now sprites instead of particles.

Tweaks have been made to interface and HUD scaling to make sure they scale very well with all resolutions. I use a 1366x768 monitor. Classic scaling for intermission and borders are also applied aswell. All of the message types such as pickups, death notifications, chat and centered messages uses the default color. The color tint on the menu screen has now been removed, since the original games didn't have it.

The crosshair is disabled by default, but are enabled for mods which enables crosshairs, such as Guncaster. The color of the crosshair will also change depending on your health. Higher health means your crosshair will look green, with half of your health being yellow and lower being orange, eventually turning red if your health reaches a critical point, usually 25 or lower. The crosshair will eventually turn blue with health over 100 from items like health bonuses and soul spheres.

The colors of the automap have now been made unique depending of the IWAD used, similar to the original versions while still keeping the unique features such as colored door for keys, indicators for teleporters. Depending on the IWAD used, the indicators' colors will be different to differentiate from other map aspects with the same colors, particuarly locked doors. Secret areas are marked as orange in Doom, red in Raven's games and a lighter red for Strife. Teleporters to the same map are marked as green in Doom, magneta in Heretic, purple in Hexen and yellow in Strife. Teleporters to a different map is marked as magneta in Doom, orange in Raven's games and yellow in Strife.

The main difference for Doom is that the one-sided walls are colored crimson so they don't blend in with the doors requiring red keys, while Hexen and Heretic is based on GZDoom's default coloring. Strife use colors similar to the original version aswell. If IDDT is used, enemies are marked in red, friendlies are marked in green, and non-counting enemies are marked in gray.

The screen wipe transitions are now IWAD-dependent, based on the original versions. Doom has the melting, Heretic has none, while Strife (and also The Adventures of Square) has crossfading.

Other graphical differences include radial fog, sector light mode set to vanilla, smooth fake constrast, smarter sprite clipping, weapon light strength set to 0 in favor of dynamic lights, and opaque lost souls.

Lastly, other changes.
Autosaves are now only used by scripts, enabled ENDOOM screens, A.K.A. the messages when you quit Doom, disabled stats and timer for automaps like classic Doom but timer kept for Hexen.
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Last edited by Finder153 on Tue May 24, 2022 11:52 pm, edited 17 times in total.
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Finder153
Gamma radiation is the least of my worries.
 
Joined: 14 Sep 2016
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Discord: Panzermann11#6473
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: My GZDoom configuration file

Postby Enjay » Wed May 11, 2022 7:24 am

Finder153 wrote:WASD obviously to move

Not obvious to me. Arrow keys for teh win... or something.
(Because I'm left-handed and use my mouse in my left so WASD is inconvenient.)

It sounds like you like a very different config to me. I like to keep most of the bells and whistles that you have turned off. For me, when I set things up, the important changes are a very small number of keys and mouse buttons, invert the mouse Y axis and I'm pretty much good to go. :biggrin:
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Re: My GZDoom configuration file

Postby Graf Zahl » Thu May 12, 2022 2:34 am

Enjay wrote:It sounds like you like a very different config to me. I like to keep most of the bells and whistles that you have turned off. For me, when I set things up, the important changes are a very small number of keys and mouse buttons,:



Same with me. I tend to use the keypad keybinds with some minor modifications and leave most of the other defaults alone.
I find WASD utterly inconsiderate to left handed people - totally unusable. :P
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Re: My GZDoom configuration file

Postby Finder153 » Thu May 12, 2022 9:52 am

Enjay wrote:
Finder153 wrote:WASD obviously to move

Not obvious to me. Arrow keys for teh win... or something.
(Because I'm left-handed and use my mouse in my left so WASD is inconvenient.)

It sounds like you like a very different config to me. I like to keep most of the bells and whistles that you have turned off. For me, when I set things up, the important changes are a very small number of keys and mouse buttons, invert the mouse Y axis and I'm pretty much good to go. :biggrin:

Graf Zahl wrote:Same with me. I tend to use the keypad keybinds with some minor modifications and leave most of the other defaults alone.
I find WASD utterly inconsiderate to left handed people - totally unusable. :P


Well, thing is, default controls in first-person shooters typically weren't designed for lefties in mind, at least not until Half-Life. Older 90's first-person shooters, particularly those for DOS made use of a different default control setting. Usually, you would use arrow keys to move, Space Bar to use, Control to shoot. Inventories in Hexen and Strife uses square brackets to navigate, and Enter to use.

Even then, I don't think these kind of controls were made for lefties aswell, rather those who are unfortunate enough not to have mouse support back then.
For example, Duke Nukem 3D uses A to jump and Z to crouch by default.

I'm a right-hand man, so I pretty much stuck with WASD and the like.
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Finder153
Gamma radiation is the least of my worries.
 
Joined: 14 Sep 2016
Location: 'Nam, baby!
Discord: Panzermann11#6473
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: My GZDoom configuration file

Postby XoR » Sat May 21, 2022 3:02 pm

Tried the config and my impressions:
1. Dark graphics - compared to SW renderer.
Just switch between True Color SW Rendered and Hardware Acceleration - completely different lighting. And if it was better I would not complain but it is not. To make it closer you would need to set sector lighting to software and set fake contrast to smooch. It looks much better with these settings.

BTW. Most old 3d games suffer from the same issue - move to 3d acceleration screwed up their lighting. Especially visible in GLQuake which was rushed unfinished attempt imho. Thankfully there are better ports and ways to play this game.

2. Sprites are too high - due to HW rendering used.
This is issue with HW rendering in GZDoom - sprites are not added to scene as post processing but are part of scenery so they cannot be in the same place or they go through the floor. So the easy fix is to put them higher. Not a fan of this solution and other than lighting its why I do not use HW rendering myself.

3. Sprites are not sprites - gl_billboard_mode 0 instead of 1
This is probably something people argue about. I myself rather have sprites face me at all the times because them being affected by perspective is much more immersion-breaking than facing at all times.

This is of course issue with freelook in Doom. That game was not designed for it and I myself do not play with freelook. Thus I need to use auto aim which your config I see have disabled.

4. No multi-sampling
There is zero reason not to use multi-sampling or other AA like super sampling. FXAA is also good way to apply AA and also works for true color software renderer.
Depending on monitor and GPU you could also draw game at 200% scale. For 1080p monitor it would get you 4K rendering. In this case you can also add FXAA even if you normally do not like it for blurring image too much because in this case blurring won't be visible.
In either case your config has all AA options disabled.

Control-wise I prefer having use button as second mouse button. Typically in games I use E and jump is on second mouse button and alt-fire at space. Depends on game though. For Call of Duty type of games I use space for jumping and second mouse button for aiming, some times. Other than that its much better to use mouse wheel to specific weapons eg. I have scroll down for shotgun and scroll up for machine gun and other weapons for other mouse buttons - which I have a lot in Logitech G502. That way you are always having weapon of your choice one button away.

Last thing to note: In config I see you use default sound font. Not sure if its because its something you post on internets and people might not have. If not then make yourself this pleasure and get SF-55.sf2. It sounds hella lot better and fits Doom music beautifully.
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Re: My GZDoom configuration file

Postby Finder153 » Tue May 24, 2022 9:03 pm

XoR wrote:Tried the config and my impressions:
1. Dark graphics - compared to SW renderer.
Just switch between True Color SW Rendered and Hardware Acceleration - completely different lighting. And if it was better I would not complain but it is not. To make it closer you would need to set sector lighting to software and set fake contrast to smooch. It looks much better with these settings.

BTW. Most old 3d games suffer from the same issue - move to 3d acceleration screwed up their lighting. Especially visible in GLQuake which was rushed unfinished attempt imho. Thankfully there are better ports and ways to play this game.

2. Sprites are too high - due to HW rendering used.
This is issue with HW rendering in GZDoom - sprites are not added to scene as post processing but are part of scenery so they cannot be in the same place or they go through the floor. So the easy fix is to put them higher. Not a fan of this solution and other than lighting its why I do not use HW rendering myself.

3. Sprites are not sprites - gl_billboard_mode 0 instead of 1
This is probably something people argue about. I myself rather have sprites face me at all the times because them being affected by perspective is much more immersion-breaking than facing at all times.

This is of course issue with freelook in Doom. That game was not designed for it and I myself do not play with freelook. Thus I need to use auto aim which your config I see have disabled.

4. No multi-sampling
There is zero reason not to use multi-sampling or other AA like super sampling. FXAA is also good way to apply AA and also works for true color software renderer.
Depending on monitor and GPU you could also draw game at 200% scale. For 1080p monitor it would get you 4K rendering. In this case you can also add FXAA even if you normally do not like it for blurring image too much because in this case blurring won't be visible.
In either case your config has all AA options disabled.

Control-wise I prefer having use button as second mouse button. Typically in games I use E and jump is on second mouse button and alt-fire at space. Depends on game though. For Call of Duty type of games I use space for jumping and second mouse button for aiming, some times. Other than that its much better to use mouse wheel to specific weapons eg. I have scroll down for shotgun and scroll up for machine gun and other weapons for other mouse buttons - which I have a lot in Logitech G502. That way you are always having weapon of your choice one button away.

Last thing to note: In config I see you use default sound font. Not sure if its because its something you post on internets and people might not have. If not then make yourself this pleasure and get SF-55.sf2. It sounds hella lot better and fits Doom music beautifully.


1. I thought Doom was the closest to how lighting looked in the original Doom. Now that you've said it, I'm considering changing it to vanilla, which is like software but with the radial player lighting. Also, fake constrast is now changed to smooth, just like you requested.

2. I now set the sprite clipping to smarter, which should make the sprite position more similar and closer to how they look in the software renderer, but still make them not clip to the floor.

3. Yeah, about that, I get why it's controversial...


4. Shit, FXAA is supposed to be anti-aliasing? I didn't know about that! I thought that does nothing. Maybe I just have a shitty eye to notice.

5. Yes, I use SF-55.sf2, but I believe there's not a lot of people who've heard about that and thus don't use the soundfont, that's why I set the soundfont to the default gzdoom.sf2.

Just remember, this is my config and it's your opinion. You have your preferences, and I have mine.
However, I took most of your suggestions to heart and made some changes, but still staying true to my preferences.
User avatar
Finder153
Gamma radiation is the least of my worries.
 
Joined: 14 Sep 2016
Location: 'Nam, baby!
Discord: Panzermann11#6473
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia (Modern GZDoom)


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