[Solved + Bug] It suddenly stopped working

edited 2012 Mar 8 in Technical Support
I was playing a level when suddenly a green bar popped instead of the status bar. I alt+F4'ed the game and ran it again but it froze at "starting game". I deactivated all the addons, didn't help. I reinstalled the engine, didn't help. Suddenly it just refuses to start, even though it was completely fine for a week. I did not change anything compared to the time when it worked.

Is there anything to be done?
Executable: Doomsday Engine 1.9.7 [#425] (Stable 32-bit) Feb 29 2012 12:11:04.
Sys_InitWindowManager: Using Win32 window management.
Initializing plugins...
  jDoom
  dpdehread
  dpwadmapconverter
OpenGL information:
  Vendor: ATI Technologies Inc.
  Renderer: Radeon (TM) HD 6770M                          
  Version: 4.1.10600 Compatibility Profile Context
  Available Compressed Texture Formats: 0
  Available Texture Units: 8
  Maximum Texture Anisotropy: 16
  Maximum Texture Size: 16384
  Line Width Granularity: 0.1
  Line Width Range: 1.0...63.0
  Extensions:
    GL_AMDX_debug_output           GL_AMDX_vertex_shader_tessella
    GL_AMD_conservative_depth      GL_AMD_debug_output           
    GL_AMD_depth_clamp_separate    GL_AMD_draw_buffers_blend     
    GL_AMD_name_gen_delete         GL_AMD_performance_monitor    
    GL_AMD_sample_positions        GL_AMD_seamless_cubemap_per_te
    GL_AMD_shader_stencil_export   GL_AMD_shader_trace           
    GL_AMD_texture_cube_map_array  GL_AMD_texture_texture4       
    GL_AMD_transform_feedback3_lin GL_AMD_vertex_shader_tessellat
    GL_ARB_ES2_compatibility       GL_ARB_blend_func_extended    
    GL_ARB_color_buffer_float      GL_ARB_copy_buffer            
    GL_ARB_depth_buffer_float      GL_ARB_depth_clamp            
    GL_ARB_depth_texture           GL_ARB_draw_buffers           
    GL_ARB_draw_buffers_blend      GL_ARB_draw_elements_base_vert
    GL_ARB_draw_indirect           GL_ARB_draw_instanced         
    GL_ARB_explicit_attrib_locatio GL_ARB_fragment_coord_conventi
    GL_ARB_fragment_program        GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader         GL_ARB_framebuffer_object     
    GL_ARB_framebuffer_sRGB        GL_ARB_geometry_shader4       
    GL_ARB_get_program_binary      GL_ARB_gpu_shader5            
    GL_ARB_gpu_shader_fp64         GL_ARB_half_float_pixel       
    GL_ARB_half_float_vertex       GL_ARB_imaging                
    GL_ARB_instanced_arrays        GL_ARB_map_buffer_range       
    GL_ARB_multisample             GL_ARB_multitexture           
    GL_ARB_occlusion_query         GL_ARB_occlusion_query2       
    GL_ARB_pixel_buffer_object     GL_ARB_point_parameters       
    GL_ARB_point_sprite            GL_ARB_provoking_vertex       
    GL_ARB_sample_shading          GL_ARB_sampler_objects        
    GL_ARB_seamless_cube_map       GL_ARB_separate_shader_objects
    GL_ARB_shader_bit_encoding     GL_ARB_shader_objects         
    GL_ARB_shader_precision        GL_ARB_shader_stencil_export  
    GL_ARB_shader_subroutine       GL_ARB_shader_texture_lod     
    GL_ARB_shading_language_100    GL_ARB_shadow                 
    GL_ARB_shadow_ambient          GL_ARB_sync                   
    GL_ARB_tessellation_shader     GL_ARB_texture_border_clamp   
    GL_ARB_texture_buffer_object   GL_ARB_texture_buffer_object_r
    GL_ARB_texture_compression     GL_ARB_texture_compression_bpt
    GL_ARB_texture_compression_rgt GL_ARB_texture_cube_map       
    GL_ARB_texture_cube_map_array  GL_ARB_texture_env_add        
    GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
    GL_ARB_texture_env_dot3        GL_ARB_texture_float          
    GL_ARB_texture_gather          GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_multisample     GL_ARB_texture_non_power_of_tw
    GL_ARB_texture_query_lod       GL_ARB_texture_rectangle      
    GL_ARB_texture_rg              GL_ARB_texture_rgb10_a2ui     
    GL_ARB_texture_snorm           GL_ARB_timer_query            
    GL_ARB_transform_feedback2     GL_ARB_transform_feedback3    
    GL_ARB_transpose_matrix        GL_ARB_uniform_buffer_object  
    GL_ARB_vertex_array_bgra       GL_ARB_vertex_array_object    
    GL_ARB_vertex_attrib_64bit     GL_ARB_vertex_buffer_object   
    GL_ARB_vertex_program          GL_ARB_vertex_shader          
    GL_ARB_vertex_type_2_10_10_10_ GL_ARB_viewport_array         
    GL_ARB_window_pos              GL_ATI_draw_buffers           
    GL_ATI_envmap_bumpmap          GL_ATI_fragment_shader        
    GL_ATI_meminfo                 GL_ATI_separate_stencil       
    GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3   
    GL_ATI_texture_float           GL_ATI_texture_mirror_once    
    GL_EXT_abgr                    GL_EXT_bgra                   
    GL_EXT_bindable_uniform        GL_EXT_blend_color            
    GL_EXT_blend_equation_separate GL_EXT_blend_func_separate    
    GL_EXT_blend_minmax            GL_EXT_blend_subtract         
    GL_EXT_compiled_vertex_array   GL_EXT_copy_buffer            
    GL_EXT_copy_texture            GL_EXT_direct_state_access    
    GL_EXT_draw_buffers2           GL_EXT_draw_instanced         
    GL_EXT_draw_range_elements     GL_EXT_fog_coord              
    GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
    GL_EXT_framebuffer_object      GL_EXT_framebuffer_sRGB       
    GL_EXT_geometry_shader4        GL_EXT_gpu_program_parameters 
    GL_EXT_gpu_shader4             GL_EXT_histogram              
    GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
    GL_EXT_packed_float            GL_EXT_packed_pixels          
    GL_EXT_pixel_buffer_object     GL_EXT_point_parameters       
    GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
    GL_EXT_secondary_color         GL_EXT_separate_specular_color
    GL_EXT_shader_image_load_store GL_EXT_shadow_funcs           
    GL_EXT_stencil_wrap            GL_EXT_subtexture             
    GL_EXT_texgen_reflection       GL_EXT_texture3D              
    GL_EXT_texture_array           GL_EXT_texture_buffer_object  
    GL_EXT_texture_compression_bpt GL_EXT_texture_compression_lat
    GL_EXT_texture_compression_rgt GL_EXT_texture_compression_s3t
    GL_EXT_texture_cube_map        GL_EXT_texture_edge_clamp     
    GL_EXT_texture_env_add         GL_EXT_texture_env_combine    
    GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
    GL_EXT_texture_integer         GL_EXT_texture_lod            
    GL_EXT_texture_lod_bias        GL_EXT_texture_mirror_clamp   
    GL_EXT_texture_object          GL_EXT_texture_rectangle      
    GL_EXT_texture_sRGB            GL_EXT_texture_shared_exponent
    GL_EXT_texture_snorm           GL_EXT_texture_swizzle        
    GL_EXT_timer_query             GL_EXT_transform_feedback     
    GL_EXT_vertex_array            GL_EXT_vertex_array_bgra      
    GL_EXT_vertex_attrib_64bit     GL_IBM_texture_mirrored_repeat
    GL_KTX_buffer_region           GL_NV_blend_square            
    GL_NV_conditional_render       GL_NV_copy_depth_to_color     
    GL_NV_explicit_multisample     GL_NV_float_buffer            
    GL_NV_half_float               GL_NV_primitive_restart       
    GL_NV_texgen_reflection        GL_NV_texture_barrier         
    GL_SGIS_generate_mipmap        GL_SGIS_texture_edge_clamp    
    GL_SGIS_texture_lod            GL_SUN_multi_draw_arrays      
    GL_WIN_swap_hint               WGL_EXT_swap_control          
  Extensions (WGL):
    WGL_ARB_extensions_string      WGL_ARB_pixel_format          
    WGL_ATI_pixel_format_float     WGL_ARB_pixel_format_float    
    WGL_ARB_multisample            WGL_EXT_swap_control          
    WGL_ARB_pbuffer                WGL_ARB_render_texture        
    WGL_ARB_make_current_read      WGL_EXT_extensions_string     
    WGL_ARB_buffer_region          WGL_EXT_framebuffer_sRGB      
    WGL_ATI_render_texture_rectang WGL_EXT_pixel_format_packed_fl
    WGL_I3D_genlock                WGL_NV_swap_group             
    WGL_ARB_create_context         WGL_AMD_gpu_association       
    WGL_AMDX_gpu_association       WGL_ARB_create_context_profile
    WGL_NV_float_buffer           
Initializing Render subsystem...
Setting up platform state...
Sfx_InitChannels: 16 channels.
S_Init: OK.
Initializing Resource subsystem...
Initializing Binding subsystem...
Initializing InFine subsystem...
Initializing UI subsystem...
Loading game resources...
  IWAD identification: 00f7df83
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Parsing primary config "configs\doom\game.cfg"...

Comments

  • Please upload your copy of configs\doom\game.cfg somewhere so we can take a look at it. After that, delete this file and see if that then allows you to continue playing.

    You can find this file in your runtime directory, which by default is located at c:\users\<user name>\documents\Doomsday Frontend\runtime on modern Windows systems.
  • here you go, config file:
    # jdoom 1.16.0 / Doomsday Engine 1.9.7 &#91;#425&#93;
    # This configuration file is generated automatically. Each line is a
    # console command. Lines beginning with # are comments. Use autoexec.cfg
    # for your own startup commands.
    
    #
    # CONSOLE VARIABLES
    #
    
    # glBSP: changes the cost assigned to SEG splits (default: 7).
    bsp-factor 7
    
    # 1= Play a beep sound when a new chat message arrives.
    chat-beep 1
    
    # Chat macro 1.
    chat-macro0 "No"
    
    # Chat macro 2.
    chat-macro1 "I'm ready to kick butt!"
    
    # Chat macro 3.
    chat-macro2 "I'm OK."
    
    # Chat macro 4.
    chat-macro3 "I'm not looking too good!"
    
    # Chat macro 5.
    chat-macro4 "Help!"
    
    # Chat macro 6.
    chat-macro5 "You suck!"
    
    # Chat macro 7.
    chat-macro6 "Next time, scumbag..."
    
    # Chat macro 8.
    chat-macro7 "Come here!"
    
    # Chat macro 9.
    chat-macro8 "I'll take care of it."
    
    # Chat macro 10.
    chat-macro9 "Yes"
    
    # Maximum number of seconds to attempt connecting to a server.
    client-connect-timeout 10
    
    # Console background translucency.
    con-background-alpha 0.75
    
    # Console background light level.
    con-background-light 0.14
    
    # Console background material uri. For example, 'Flats:FLOOR0_1'
    con-background-material ""
    
    # Console background rotation speed. Negative speeds are allowed. 0=Disabled.
    con-background-turn 0
    
    # Zoom factor for the console background.
    con-background-zoom 1
    
    # How to complete words when pressing Tab: 0=Show completions, 1=Cycle through them.
    con-completion 0
    
    # 1=Dump all console messages to Doomsday.out.
    con-dump 1
    
    # 1=Show FPS counter on screen.
    con-fps 0
    
    # Key to activate the console (ASCII code, default is tilde, 96).
    con-key-activate 96
    
    # Speed of console opening/closing.
    con-move-speed 0.5
    
    # 1=Show console when a map is being loaded.
    con-show-during-setup 0
    
    # 1=Automatically reset the position of the console history buffer when a new message is printed.
    con-snapback 0
    
    # 1=Text in the console has a shadow (might be slow with some fonts).
    con-text-shadow 0
    
    # Transition effect used when leaving busy mode: 0=Crossfade, 1=DOOM (smooth), 2=DOOM
    con-transition 1
    
    # Duration of transition effect in tics. 0= Disabled.
    con-transition-tics 28
    
    # 1=Don't show the value of a cvar when setting it.
    con-var-silent 1
    
    # 1=Autoaiming disabled.
    ctl-aim-noauto 0
    
    # 1=Joystick look active.
    ctl-look-joy 0
    
    # 1=Joystick values =&gt; look angle delta.
    ctl-look-joy-delta 0
    
    # 1=Mouse look active.
    ctl-look-mouse 0
    
    # 1=Look around using the POV hat.
    ctl-look-pov 1
    
    # The speed of looking up/down.
    ctl-look-speed 3
    
    # 1=Lookspring active.
    ctl-look-spring 0
    
    # 1=Always run.
    ctl-run 1
    
    # The speed of turning left/right.
    ctl-turn-speed 1
    
    # 1=Doubleclick forward/strafe equals use key.
    ctl-use-dclick 0
    
    # 1=Blink the cursor.
    edit-bias-blink 0
    
    # Distance to the grabbed bias light.
    edit-bias-grab-distance 300
    
    # 1=Hide bias light editor's HUD.
    edit-bias-hide 0
    
    # 1=Show source indices in 3D view.
    edit-bias-show-indices 1
    
    # 1=Show all light sources.
    edit-bias-show-sources 0
    
    # The list of WADs to be loaded at startup.
    file-startup ""
    
    # 1=The death of ANY boss monster triggers a 666 special (on applicable maps).
    game-anybossdeath666 0
    
    # 1=Corpses slide down stairs and ledges (enables enhanced BOOM behaviour).
    game-corpse-sliding 0
    
    # Corpse vanish time in seconds, 0=disabled.
    game-corpse-time 0
    
    # 1=Fast monsters in non-demo single player.
    game-fastmonsters 0
    
    # 1=Pain Elementals can't spawn Lost Souls if more than twenty exist (original behaviour).
    game-maxskulls 1
    
    # 1=Monsters can get stuck in doortracks (disables DOOM bug fix).
    game-monsters-stuckindoors 0
    
    # 1=Use EXACTLY DOOM's clipping code (disables DOOM bug fix).
    game-objects-clipping 0
    
    # 1=Objects fall under their own weight (enables DOOM bug fix).
    game-objects-falloff 1
    
    game-objects-neverhangoverledges 1
    
    # 1=Players can only wallrun North (disables DOOM bug fix).
    game-player-wallrun-northonly 0
    
    # 1=Archviles raise ghosts from squished corpses (disables DOOM bug fix).
    game-raiseghosts 0
    
    # 1=Ask me to confirm when quick saving/loading.
    game-save-confirm 1
    
    # 1=Pain Elementals can spawn Lost Souls inside walls (disables DOOM bug fix).
    game-skullsinwalls 0
    
    # 1=Allow mobjs to move under/over each other (enables DOOM bug fix).
    game-zclip 1
    
    # 1=Zombie players can exit maps (disables DOOM bug fix).
    game-zombiescanexit 0
    
    # 1=Show ammo in HUD.
    hud-ammo 1
    
    # 1=Show armor in HUD.
    hud-armor 1
    
    # 6-bit bitfield. Show kills, items and secret counters.
    hud-cheat-counter 0
    
    # Size factor for the counters.
    hud-cheat-counter-scale 0.7
    
    # 1=Only show the cheat counters while the automap is open.
    hud-cheat-counter-show-mapopen 1
    
    # HUD info alpha value.
    hud-color-a 1
    
    # HUD info color alpha component.
    hud-color-b 0
    
    # HUD info color green component.
    hud-color-g 0
    
    # HUD info color red component.
    hud-color-r 0.85
    
    # 1=Show Doom guy's face in HUD.
    hud-face 0
    
    # 1=Fix HUD OUCH face (enables DOOM bug fix).
    hud-face-ouchfix 1
    
    # 1=Show deathmatch frags in HUD.
    hud-frags 1
    
    # 1=Show health in HUD.
    hud-health 1
    
    # HUD icon alpha value.
    hud-icon-alpha 1
    
    # 1=Show keys in HUD.
    hud-keys 1
    
    # 1=Combine the display of keys of the same color in HUD.
    hud-keys-combine 0
    
    # Patch Replacement strings. 1=Enable external, 2=Enable built-in.
    hud-patch-replacement 1
    
    # Scaling for HUD info.
    hud-scale 0.6
    
    # Status bar Alpha level.
    hud-status-alpha 1
    
    # Status bar icons & counters Alpha level.
    hud-status-icon-a 1
    
    # Status bar size.
    hud-status-size 1
    
    # 1= Fix original DOOM behavior when drawing the statusbar owned weapon display.
    hud-status-weaponslots-ownedfix 1
    
    # Number of seconds before the hud auto-hides.
    hud-timer 0
    
    # 1=Show map title and author in the beginning.
    hud-title 1
    
    # 1=Do not show map author if it is a map from an IWAD.
    hud-title-author-noiwad 1
    
    # 1=Unhide the HUD when player receives damaged.
    hud-unhide-damage 1
    
    # 1=Unhide the HUD when player collects an ammo item.
    hud-unhide-pickup-ammo 1
    
    # 1=Unhide the HUD when player collects an armor item.
    hud-unhide-pickup-armor 1
    
    # 1=Unhide the HUD when player collects a health item.
    hud-unhide-pickup-health 1
    
    # 1=Unhide the HUD when player collects a key.
    hud-unhide-pickup-key 1
    
    # 1=Unhide the HUD when player collects a powerup or item of equipment.
    hud-unhide-pickup-powerup 1
    
    # 1=Unhide the HUD when player collects a weapon.
    hud-unhide-pickup-weapon 1
    
    # Intermission Patch Replacement strings. 1=Enable external, 2=Enable built-in.
    inlude-patch-replacement 1
    
    # Intermission stretch-scaling strategy 0=Smart, 1=Never, 2=Always.
    inlude-stretch 0
    
    # 1=If a control is influenced by two or more conflicting input device states, the control position gets zeroed.
    input-conflict-zerocontrol 1
    
    input-doubleclick-threshold 300
    
    # 1=Enable joystick input.
    input-joy 0
    
    input-joy-axis05-deadzone 0.05
    
    input-joy-axis05-flags 0
    
    input-joy-axis05-scale 0.0001
    
    input-joy-axis06-deadzone 0.05
    
    input-joy-axis06-flags 0
    
    input-joy-axis06-scale 0.0001
    
    input-joy-axis07-deadzone 0.05
    
    input-joy-axis07-flags 0
    
    input-joy-axis07-scale 0.0001
    
    input-joy-axis08-deadzone 0.05
    
    input-joy-axis08-flags 0
    
    input-joy-axis08-scale 0.0001
    
    input-joy-axis09-deadzone 0.05
    
    input-joy-axis09-flags 0
    
    input-joy-axis09-scale 0.0001
    
    input-joy-axis10-deadzone 0.05
    
    input-joy-axis10-flags 0
    
    input-joy-axis10-scale 0.0001
    
    input-joy-axis11-deadzone 0.05
    
    input-joy-axis11-flags 0
    
    input-joy-axis11-scale 0.0001
    
    input-joy-axis12-deadzone 0.05
    
    input-joy-axis12-flags 0
    
    input-joy-axis12-scale 0.0001
    
    input-joy-axis13-deadzone 0.05
    
    input-joy-axis13-flags 0
    
    input-joy-axis13-scale 0.0001
    
    input-joy-axis14-deadzone 0.05
    
    input-joy-axis14-flags 0
    
    input-joy-axis14-scale 0.0001
    
    input-joy-axis15-deadzone 0.05
    
    input-joy-axis15-flags 0
    
    input-joy-axis15-scale 0.0001
    
    input-joy-axis16-deadzone 0.05
    
    input-joy-axis16-flags 0
    
    input-joy-axis16-scale 0.0001
    
    input-joy-axis17-deadzone 0.05
    
    input-joy-axis17-flags 0
    
    input-joy-axis17-scale 0.0001
    
    input-joy-axis18-deadzone 0.05
    
    input-joy-axis18-flags 0
    
    input-joy-axis18-scale 0.0001
    
    input-joy-axis19-deadzone 0.05
    
    input-joy-axis19-flags 0
    
    input-joy-axis19-scale 0.0001
    
    input-joy-axis20-deadzone 0.05
    
    input-joy-axis20-flags 0
    
    input-joy-axis20-scale 0.0001
    
    input-joy-axis21-deadzone 0.05
    
    input-joy-axis21-flags 0
    
    input-joy-axis21-scale 0.0001
    
    input-joy-axis22-deadzone 0.05
    
    input-joy-axis22-flags 0
    
    input-joy-axis22-scale 0.0001
    
    input-joy-axis23-deadzone 0.05
    
    input-joy-axis23-flags 0
    
    input-joy-axis23-scale 0.0001
    
    input-joy-axis24-deadzone 0.05
    
    input-joy-axis24-flags 0
    
    input-joy-axis24-scale 0.0001
    
    input-joy-axis25-deadzone 0.05
    
    input-joy-axis25-flags 0
    
    input-joy-axis25-scale 0.0001
    
    input-joy-axis26-deadzone 0.05
    
    input-joy-axis26-flags 0
    
    input-joy-axis26-scale 0.0001
    
    input-joy-axis27-deadzone 0.05
    
    input-joy-axis27-flags 0
    
    input-joy-axis27-scale 0.0001
    
    input-joy-axis28-deadzone 0.05
    
    input-joy-axis28-flags 0
    
    input-joy-axis28-scale 0.0001
    
    input-joy-axis29-deadzone 0.05
    
    input-joy-axis29-flags 0
    
    input-joy-axis29-scale 0.0001
    
    input-joy-axis30-deadzone 0.05
    
    input-joy-axis30-flags 0
    
    input-joy-axis30-scale 0.0001
    
    input-joy-axis31-deadzone 0.05
    
    input-joy-axis31-flags 0
    
    input-joy-axis31-scale 0.0001
    
    input-joy-axis32-deadzone 0.05
    
    input-joy-axis32-flags 0
    
    input-joy-axis32-scale 0.0001
    
    # ID of joystick to use (if more than one).
    input-joy-device force 0
    
    input-joy-w-deadzone 0.05
    
    input-joy-w-flags 0
    
    input-joy-w-scale 0.0001
    
    input-joy-x-deadzone 0.05
    
    input-joy-x-flags 0
    
    input-joy-x-scale 0.0001
    
    input-joy-y-deadzone 0.05
    
    input-joy-y-flags 0
    
    input-joy-y-scale 0.0001
    
    input-joy-z-deadzone 0.05
    
    input-joy-z-flags 0
    
    input-joy-z-scale 0.0001
    
    # The number of milliseconds to wait before first key repeat.
    input-key-delay1 430
    
    # The number of milliseconds to wait between key repeats.
    input-key-delay2 85
    
    # Filter strength for mouse movement.
    input-mouse-filter 1
    
    # Mouse input polling frequency (events per second). 0=unlimited.
    input-mouse-frequency 0
    
    input-mouse-x-flags 0
    
    input-mouse-x-scale 0.001
    
    input-mouse-y-flags 0
    
    input-mouse-y-scale 0.001
    
    # 1=Process sharp events after tickers during sharp tics. Increases input latency by 1/35 seconds.
    input-sharp-lateprocessing 1
    
    # 1=Process toggle events only on sharp ticks for backwards compatible behavior.
    input-toggle-sharp 1
    
    map-alpha-lines 0.7
    
    # 1=Show keys in automap (easy skill mode only).
    map-babykeys 0
    
    # Automap background color, blue component.
    map-background-b 0
    
    # Automap background color, green component.
    map-background-g 0
    
    # Automap background color, red component.
    map-background-r 0
    
    map-cache 1
    
    # Custom automap coloring 0=Never, 1=Auto (enabled if unchanged), 2=Always.
    map-customcolors 0
    
    # 1=Show door colors in automap.
    map-door-colors 1
    
    # Door glow thickness in the automap (with map-door-colors).
    map-door-glow 8
    
    # 0=No HUD when in the automap 1=Current HUD display shown when in the automap 2=Always show Status Bar when in the automap
    map-huddisplay 2
    
    # Opacity of automap lines (default: .7).
    map-line-opacity 0.7
    
    # Scale factor for automap lines (default: 1.1).
    map-line-width 1.1
    
    # Automap mobjs, blue component.
    map-mobj-b 0
    
    # Automap mobjs, green component.
    map-mobj-g 1
    
    # Automap mobjs, red component.
    map-mobj-r 0
    
    # Opacity of the automap.
    map-opacity 0.7
    
    # Time taken to open/close the automap, in seconds.
    map-open-timer 0.3
    
    # 1= Reset automap pan location when opening the automap.
    map-pan-resetonopen 1
    
    # Pan speed multiplier in the automap.
    map-pan-speed 0.5
    
    # 1=Automap turns with player, up=forward.
    map-rotate 1
    
    # Automap walls, blue component.
    map-wall-b 0
    
    # Automap ceiling height difference lines, blue component.
    map-wall-ceilingchange-b 0
    
    # Automap ceiling height difference lines, green component.
    map-wall-ceilingchange-g 0.95
    
    # Automap ceiling height difference lines, red component.
    map-wall-ceilingchange-r 1
    
    # Automap floor height difference lines, blue component.
    map-wall-floorchange-b 0.325
    
    # Automap floor height difference lines, green component.
    map-wall-floorchange-g 0.6
    
    # Automap floor height difference lines, red component.
    map-wall-floorchange-r 0.77
    
    # Automap walls, green component.
    map-wall-g 0
    
    # Automap walls, red component.
    map-wall-r 1
    
    # Automap unseen areas, blue component.
    map-wall-unseen-b 0.4
    
    # Automap unseen areas, green component.
    map-wall-unseen-g 0.4
    
    # Automap unseen areas, red component.
    map-wall-unseen-r 0.4
    
    # Zoom in/out speed multiplier in the automap.
    map-zoom-speed 0.1
    
    # Menu color blue component.
    menu-color-b 0
    
    # Menu color green component.
    menu-color-g 0
    
    # Menu color red component.
    menu-color-r 0.85
    
    # Menu color B blue component.
    menu-colorb-b 0.3
    
    # Menu color B green component.
    menu-colorb-g 0.7
    
    # Menu color B red component.
    menu-colorb-r 1
    
    menu-colorc-b 1
    
    menu-colorc-g 1
    
    menu-colorc-r 1
    
    menu-colord-b 0
    
    menu-colord-g 0
    
    menu-colord-r 0.85
    
    # 1=Menu cursor rotates on items with a range of options.
    menu-cursor-rotate 1
    
    # 3-bit bitfield. 0=Disable menu effects. 0x1= text type-in, 0x2= text shadow, 0x4= text glitter.
    menu-effect 7
    
    # Menu selection flash color, blue component.
    menu-flash-b 1
    
    # Menu selection flash color, green component.
    menu-flash-g 0.9
    
    # Menu selection flash color, red component.
    menu-flash-r 0.7
    
    # Menu selection flash speed.
    menu-flash-speed 4
    
    # Menu fog mode: 0=off, 1=shimmer, 2=black smoke, 3=blue vertical, 4=grey smoke, 5=dimmed.
    menu-fog 1
    
    # Strength of type-in glitter.
    menu-glitter 0.5
    
    # 1=Enable hotkey navigation in the menu.
    menu-hotkeys 1
    
    # Patch Replacement strings. 1=Enable external, 2=Enable built-in.
    menu-patch-replacement 1
    
    # 1=Ask me to confirm when quick saving/loading.
    menu-quick-ask 1
    
    # 1=Play a sound when quitting the game.
    menu-quitsound 1
    
    # 1=Suggest an auto-generated name when selecting a save slot.
    menu-save-suggestname 1
    
    # Scaling for menus.
    menu-scale 0.9
    
    # Menu text shadow darkness.
    menu-shadow 0.33
    
    # 1=Slam the menu when opening.
    menu-slam 0
    
    # Menu stretch-scaling strategy 0=Smart, 1=Never, 2=Always.
    menu-stretch 0
    
    menu-turningskull 1
    
    # Alignment of HUD messages. 0 = left, 1 = center, 2 = right.
    msg-align 0
    
    # HUD messages blink for this number of tics when printed.
    msg-blink 5
    
    # Color of HUD messages blue component.
    msg-color-b 0
    
    # Color of HUD messages green component.
    msg-color-g 0
    
    # Color of HUD messages red component.
    msg-color-r 0.85
    
    # Number of HUD messages displayed at the same time.
    msg-count 4
    
    # 1=Echo all messages to the console.
    msg-echo 1
    
    # Scaling factor for HUD messages.
    msg-scale 0.8
    
    # 1=Show messages.
    msg-show 0
    
    # Number of seconds to keep HUD messages on screen.
    msg-uptime 5
    
    # Filename of the DLS/SF2 soundfont file to be used with MIDI playback (if supported by audio plugin).
    music-soundfont ""
    
    # Preferred music source: 0=Original MUS, 1=External files, 2=CD.
    music-source 0
    
    # Music volume (0-255).
    music-volume 25
    
    # Network development mode.
    net-dev 0
    
    # TCP/IP address for searching servers.
    net-ip-address ""
    
    # TCP port to use for control connections.
    net-ip-port 0
    
    # Master server IP address / name.
    net-master-address "www.dengine.net"
    
    # Master server path name.
    net-master-path "/master.php"
    
    # Master server TCP/IP port.
    net-master-port 0
    
    # Your name in multiplayer games.
    net-name "Player"
    
    # 1=Don't sleep while waiting for tics.
    net-nosleep 0
    
    # Monitor send queue.
    net-queue-show 0
    
    # Player movement speed while airborne.
    player-air-movement 1
    
    # Change weapon automatically when picking one up. 1=If better 2=Always
    player-autoswitch 1
    
    # Change weapon automatically when picking up ammo. 1=If better 2=Always
    player-autoswitch-ammo 0
    
    # Change to fist automatically when picking up berserk pack
    player-autoswitch-berserk 1
    
    # 1=Disable automatic weapon switch if firing when picking one up.
    player-autoswitch-notfiring 0
    
    # 1=Camera players have no movement clipping.
    player-camera-noclip 1
    
    # Player color: 0=green, 1=gray, 2=brown, 3=red.
    player-color 4
    
    # 1=Look up when killed
    player-death-lookup 0
    
    # Player eye height. The original is 41.
    player-eyeheight 41
    
    # 1=Allow jumping.
    player-jump 1
    
    # Jump power (for all clients if this is the server).
    player-jump-power 9
    
    # Player movement speed modifier.
    player-move-speed 1
    
    # 1=Allow sequential weapon cycling whilst lowering.
    player-weapon-cycle-sequential 1
    
    # 1=Use custom weapon order with Next/Previous weapon.
    player-weapon-nextmode 0
    
    # Weapon change order, slot 0.
    player-weapon-order0 5
    
    # Weapon change order, slot 1.
    player-weapon-order1 8
    
    # Weapon change order, slot 2.
    player-weapon-order2 3
    
    # Weapon change order, slot 3.
    player-weapon-order3 2
    
    # Weapon change order, slot 4.
    player-weapon-order4 1
    
    # Weapon change order, slot 5.
    player-weapon-order5 7
    
    # Weapon change order, slot 6.
    player-weapon-order6 4
    
    # Weapon change order, slot 7.
    player-weapon-order7 6
    
    # Weapon change order, slot 8.
    player-weapon-order8 0
    
    # Maximum limit for the frame rate (default: 200).
    refresh-rate-maximum 120
    
    # 1=Enable the experimental shadow bias test setup.
    rend-bias 0
    
    # 1=Smooth sector lighting is enabled.
    rend-bias-grid 0
    
    # Size of a grid block in the light grid (default: 31).
    rend-bias-grid-blocksize 31
    
    # Size of a grid block in the light grid debug display.
    rend-bias-grid-debug-size 1.5
    
    # Sector to grid block, conversion accuracy multiplier.
    rend-bias-grid-multisample 1
    
    # Milliseconds it takes for light changes to become effective.
    rend-bias-lightspeed 130
    
    # Sector lightlevel that retains its normal color.
    rend-bias-max 1
    
    # Sector lightlevel that is biased completely to zero.
    rend-bias-min 0.85
    
    # Field of view.
    rend-camera-fov 95
    
    # 1=Render player view in wireframe mode. 2=Also render UI and text as wireframes.
    rend-dev-wireframe 0
    
    # 1=Enable simulated radiosity lighting. 2=Process without rendering.
    rend-fakeradio 1
    
    # Darkness of simulated radiosity shadows.
    rend-fakeradio-darkness 1.2
    
    # Fixed aspect ratio finale stretch-scaling strategy 0=Smart, 1=Never, 2=Always.
    rend-finale-stretch 0
    
    # Default fog mode: 0=linear, 1=exp, 2=exp2.
    rend-fog-default 0
    
    # Glow strength factor (default: 1).
    rend-glow 0.5
    
    # Max height of wall glow (default: 100).
    rend-glow-height 100
    
    # A multiplier for glow height (default: 1).
    rend-glow-scale 3
    
    # 1=Render glow on walls.
    rend-glow-wall 1
    
    # Number of flares to draw per light.
    rend-halo 5
    
    # Halo/flare brightness.
    rend-halo-bright 35
    
    # Halo dimming relative end distance.
    rend-halo-dim-far 100
    
    # Halo dimming relative start distance.
    rend-halo-dim-near 10
    
    # Distance at which halos are no longer visible.
    rend-halo-fade-far 0
    
    # Distance to begin fading halos.
    rend-halo-fade-near 0
    
    # Rate at which occluded halos fade.
    rend-halo-occlusion 48
    
    # Minimum halo radius.
    rend-halo-radius-min 20
    
    # 1=Use more realistic halo effects.
    rend-halo-realistic 1
    
    # Minimum halo size.
    rend-halo-secondary-limit 1
    
    # Size of halos.
    rend-halo-size 80
    
    # Halo Z magnification.
    rend-halo-zmag-div 100
    
    # When FOV &gt; 90 player weapon is shifted downward.
    rend-hud-fov-shift 45
    
    # Scaling of player weapon (x,y) offset.
    rend-hud-offset-scale 0.3183
    
    # Fixed aspect ratio player weapon stretch-scaling strategy 0=Smart, 1=Never, 2=Always.
    rend-hud-stretch 0
    
    rend-info-deltas-angles 0
    
    rend-info-deltas-pos 0
    
    # 1=Print frame time offsets.
    rend-info-frametime 0
    
    # 1=Print lumobj count after rendering a frame.
    rend-info-lums 0
    
    # 1=Print triangle count after rendering a frame.
    rend-info-tris 0
    
    # 1=Render dynamic lights. 2=Process without rendering.
    rend-light 1
    
    # Ambient light level.
    rend-light-ambient 0
    
    # Maximum light attentuation distance, in map units (default: 1024).
    rend-light-attenuation 1024
    
    # Dynamic lights color blending mode: 0=normal, 1=additive, 2=no blending.
    rend-light-blend 0
    
    # Intensity factor for dynamic lights.
    rend-light-bright 0.5
    
    # Sector light range compression (brighten dark areas / darken light areas).
    rend-light-compression 0
    
    # 1=Enable surface light decorations.
    rend-light-decor 1
    
    # Reduce brightness if surface/view angle too steep.
    rend-light-decor-angle 0.1
    
    # Brightness of light decorations.
    rend-light-decor-bright 1
    
    # Brightness of dynamic lights when fog is enabled.
    rend-light-fog-bright 0.15
    
    # 1=Use multitexturing when rendering dynamic lights.
    rend-light-multitex 1
    
    # The maximum number of dynamic lights. 0=no limit.
    rend-light-num 0
    
    # Maximum radius of dynamic lights (default: 128).
    rend-light-radius-max 256
    
    # A multiplier for dynlight radii (default: 1).
    rend-light-radius-scale 3
    
    # Sky light color blending factor for sky sectors (off: 0, default: .2).
    rend-light-sky 0.2
    
    # 1=Enable automatic calculation of the sky light color.
    rend-light-sky-auto 1
    
    # Intensity of angle-based wall lighting delta.
    rend-light-wall-angle 1.2
    
    # 1=Enable smoothing of angle-based wall lighting.
    rend-light-wall-angle-smooth 1
    
    # 1=Precache materials during map setup.
    rend-map-material-precache 1
    
    # 1=Enable automatically calculated lights on mobjs.
    rend-mobj-light-auto 1
    
    # 1=Use short-range visual offsets for models. 2=Use SRVO for sprites, too (unjags actor movement).
    rend-mobj-smooth-move 2
    
    # 1=Use separate visual angle for mobjs (unjag actors).
    rend-mobj-smooth-turn 1
    
    # Render using 3D models when possible.
    rend-model 1
    
    # Scale for MD2 z-axis when model is loaded.
    rend-model-aspect 0.833333
    
    # Farther than this models revert back to sprites.
    rend-model-distance 1500
    
    # 1=Interpolate frames.
    rend-model-inter 1
    
    # Maximum number of light sources on models.
    rend-model-lights 4
    
    # Custom level of detail factor. 0=LOD disabled, 1=normal.
    rend-model-lod 256
    
    # 1=Mirror HUD weapon models.
    rend-model-mirror-hud 0
    
    # 1=Precache 3D models at level setup (slow).
    rend-model-precache 1
    
    # 1=Enable multitexturing with shiny model skins.
    rend-model-shiny-multitex 1
    
    # General strength of model shininess effects.
    rend-model-shiny-strength 1
    
    # Speed of model spinning, 1=normal.
    rend-model-spin-speed 1
    
    # 1=Render particle effects.
    rend-particle 1
    
    # Diffuse factor for particles near the camera.
    rend-particle-diffuse 4
    
    # Maximum number of particles to render. 0=no limit.
    rend-particle-max 0
    
    # Particle spawn rate multiplier (default: 1).
    rend-particle-rate 1
    
    # Minimum visible distance for a particle.
    rend-particle-visible-near 0
    
    # 1=Render shadows under objects.
    rend-shadow 1
    
    # Darkness factor for object shadows.
    rend-shadow-darkness 1.2
    
    # Maximum distance where shadows are visible.
    rend-shadow-far 1000
    
    # Maximum radius of object shadows.
    rend-shadow-radius-max 80
    
    # Number of sky sphere quadrant subdivisions.
    rend-sky-detail 6
    
    # Sky sphere radius.
    rend-sky-distance 1600
    
    # Number of sky sphere rows.
    rend-sky-rows 3
    
    # 1=Always align sprites with the view plane. 2=Align to camera, unless slant &gt; r_maxSpriteAngle.
    rend-sprite-align 0
    
    # Maximum angle for slanted sprites (spralign 2).
    rend-sprite-align-angle 60
    
    # 1=Enable variable translucency on sprites.
    rend-sprite-alpha 1
    
    # 1=Use additive blending for sprites.
    rend-sprite-blend 1
    
    # Maximum number of light sources on sprites.
    rend-sprite-lights 4
    
    # 1=Draw sprites and masked walls with hard edges.
    rend-sprite-mode 0
    
    # 1=Don't write sprites in the Z buffer.
    rend-sprite-noz 0
    
    # 1=Precache sprites during map setup (slow).
    rend-sprite-precache 1
    
    # 1=Enable interpolated texture animation.
    rend-tex-anim-smooth 1
    
    # 1=Render with detail textures.
    rend-tex-detail 1
    
    # 1=Use multitexturing when rendering detail textures.
    rend-tex-detail-multitex 1
    
    # Global detail texture factor.
    rend-tex-detail-scale 4
    
    # Global detail texture strength factor.
    rend-tex-detail-strength 0.5
    
    # 1=Always use external texture resources (overrides -pwadtex).
    rend-tex-external-always 0
    
    # Default level of anisotropic texture filtering -1=Best available, 0=Off, 1=2x, 2=4x, 3=8x, 4=16x.
    rend-tex-filter-anisotropic -1
    
    # 1=Use bilinear filtering for texture magnification.
    rend-tex-filter-mag 1
    
    # 1=Use hq2x-filtering on all textures.
    rend-tex-filter-smart 0
    
    # 1=Render smooth sprites.
    rend-tex-filter-sprite 1
    
    # 1=User interface uses linear interpolation.
    rend-tex-filter-ui 1
    
    # Texture gamma correction factor.
    rend-tex-gamma 0
    
    # The mipmapping mode for textures.
    rend-tex-mipmap force 5
    
    # The quality of textures (0-8).
    rend-tex-quality 8
    
    # 1=Enable shiny textures on surfaces of the map.
    rend-tex-shiny 1
    
    # Minimum number of tics between sent frames.
    server-frame-interval 1
    
    # 1=Announce the discovery of secret areas.
    server-game-announce-secret 1
    
    # Allow free-aim with BFG in deathmatch.
    server-game-bfg-freeaim 0
    
    # 1=Allow cheating in multiplayer games (god, noclip, give).
    server-game-cheat 0
    
    # 1=Disable player-player damage in co-op games.
    server-game-coop-nodamage 0
    
    # 1=Disable all multiplayer objects in co-op games.
    server-game-coop-nothing 0
    
    # 1=Disable multiplayer weapons during co-op games.
    server-game-coop-noweapons 0
    
    # 1=Respawn items in co-op games.
    server-game-coop-respawn-items 0
    
    # Start multiplayers games as deathmatch.
    server-game-deathmatch 0
    
    # 1=Announce frags in deathmatch.
    server-game-deathmatch-killmsg 1
    
    # Episode to use in multiplayer games.
    server-game-episode 0
    
    # 1=Allow jumping in multiplayer games.
    server-game-jump 1
    
    # Map to use in multiplayer games.
    server-game-map 0
    
    # Map rotation sequence.
    server-game-mapcycle ""
    
    # 1=Disable exit buttons during map rotation.
    server-game-mapcycle-noexit 1
    
    # Enemy (mob) damage modifier, multiplayer (1..100).
    server-game-mod-damage 1
    
    # World gravity modifier, multiplayer (-1..100). -1 = Map default.
    server-game-mod-gravity -1
    
    # Enemy (mob) health modifier, multiplayer (1..20).
    server-game-mod-health 1
    
    # 1=Monster melee attacks are infinitely tall.
    server-game-monster-meleeattack-nomaxz 0
    
    # 1=Disable BFG9000 in all netgames.
    server-game-nobfg 0
    
    # 1=No monsters.
    server-game-nomonsters 0
    
    # 1=Disable team damage (player color = team).
    server-game-noteamdamage 0
    
    # 1=ALL radius attacks are infinitely tall.
    server-game-radiusattack-nomaxz 0
    
    # 1= -respawn was used.
    server-game-respawn 0
    
    # 1=Monster respawning in Nightmare difficulty enabled.
    server-game-respawn-monsters-nightmare 1
    
    # Skill level in multiplayer games.
    server-game-skill 2
    
    # The description given of this computer if it's a server.
    server-info "Multiplayer Host"
    
    # Show client latencies.
    server-latencies 0
    
    # The name of this computer if it's a server.
    server-name "Doomsday"
    
    # Password for remote login.
    server-password ""
    
    # Maximum number of players on the server.
    server-player-limit 16
    
    # 1=Send info to master server.
    server-public 0
    
    # 1=16-bit sound effects/resampling.
    sound-16bit 1
    
    # 1=Play sound effects in 3D.
    sound-3d 0
    
    # 1=Show sound debug information.
    sound-info 0
    
    # Sound effects sample rate (11025, 22050, 44100).
    sound-rate 44100
    
    # Reverb effects general volume (0=disable).
    sound-reverb-volume 1
    
    # Sound effects volume (0-255).
    sound-volume 150
    
    # Mouse cursor height.
    ui-cursor-height 0.75
    
    # Mouse cursor width.
    ui-cursor-width 0.75
    
    # 1=Enable help window in Control Panel.
    ui-panel-help 1
    
    # 1=Show help indicators in Control Panel.
    ui-panel-tips 1
    
    # Default color depth (bits per pixel), 16 or 32.
    vid-bpp 32
    
    # Display brightness: -1=dark, 0=normal, 1=light.
    vid-bright 0
    
    # Display contrast: 1=normal.
    vid-contrast 1
    
    # 1=Default to fullscreen.
    vid-fullscreen 1
    
    # Display gamma correction factor: 1=normal.
    vid-gamma 1
    
    # Default resolution (X).
    vid-res-x 640
    
    # Default resolution (Y).
    vid-res-y 480
    
    # Scale for viewheight bobbing.
    view-bob-height 1
    
    # Scale for player weapon bobbing.
    view-bob-weapon 1
    
    # HUD weapon lowered during weapon switching.
    view-bob-weapon-switch-lower 1
    
    # Crosshair color alpha component.
    view-cross-a 1
    
    # Crosshair color blue component.
    view-cross-b 1
    
    # Crosshair color green component.
    view-cross-g 1
    
    # Crosshair color red component.
    view-cross-r 1
    
    # Crosshair size: 1=Normal.
    view-cross-size 0.5
    
    # The current crosshair.
    view-cross-type 1
    
    # Color the crosshair according to how near you are to death.
    view-cross-vitality 0
    
    # Strength of view filter.
    view-filter-strength 0.8
    
    # View window size (3-13).
    view-size 10
    
    
    #
    # ALIASES
    #
    


    After deleting this file, the game started again.

    Thanks!
  • Sorry to double-post but it just happened again. Deleting the config file again solved the bug, but it seems to be recurring. I'm not sure what triggers it. When it happens, the status bar changes into a monochrome block (green or white), hitting escape gives the sound of entering the menu and pauses the game but the letters are invisible, and quicksave/load doesn't work at all. Also, restarting the game makes the launcher fail at config file (same output as in the opening post).
  • Thanks for posting the .cfg file. I can reproduce the crash now on my system. Investigating...

    EDIT: Added a bug report: https://sourceforge.net/tracker/index.p ... tid=542099
  • Will downloading 1.9.8 help? I kinda get this bug popping up very frequently out of sudden on level29 of Doom2, and I'm tired of deleting cfg file and setting everything anew every 5 mins
  • Czacki wrote:
    Will downloading 1.9.8 help? I kinda get this bug popping up very frequently out of sudden on level29 of Doom2, and I'm tired of deleting cfg file and setting everything anew every 5 mins
    Not yet, as skyjake chose a rigid schedule for unstable builds (Monday and Friday only). You'll need to wait for Friday's build.
  • Czacki wrote:
    Will downloading 1.9.8 help? I kinda get this bug popping up very frequently out of sudden on level29 of Doom2, and I'm tired of deleting cfg file and setting everything anew every 5 mins
    The fix is in Friday's build. What should help you at the moment is setting the "msg-show" cvar to 1.

    Did you purposefully disable the HUD messages?
  • The only thing I change in the options compared to the default settings is:

    jumping: on
    crosshair: on
    sound and music at 1/4 of default value

    nothing else

    But since I play on wsad, it might be possible I disable those with some hotkey when I misclick a key.
  • There is a Function key shortcut for toggling the HUD messages, but it might also be that there's a bug that inadvertently disables them. Do you use quick saving/loading via Function keys?
  • Yes, I use F6/F9 to quicksave/load
  • It may well be that you are accidently hitting F8 sometimes by accident.

    F8 disables/enables hud messages.
  • Yes, I think this is the case - I recall the bug popping up especially after quicksave/load.
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