Freezing upon loading

edited 2012 Mar 23 in General
Starting today, Doom has been freezing during game startup. Deleting the frontend fixed it temporarily, but the issue came back. I could play through the Rebirth wad just fine and got to map 12 and saved, had this problem today, deleted the frontend to fix the problem after trying to troubleshoot other causes, like addons and game selected, then redid the frontend and warped back to map 12, then exited without saving because I was just seeing what the level looked like without the texture pack active to see if any custom wad textures were being covered up with the high res textures.

I had the texture pack on during the wad all that time and it worked fine. I'm sure it isn't the problem since even with it deselected, it is still freezing. After the problem was solved from the deletion of the frontend, I ran it with the texture pack on again, it froze in the middle of loading. Then I turned the texture pack back off, but it continues to freeze in the middle of loading. I could tell it froze because the animation in the loading wheel ceased, so I bring up task manager to get out after a few seconds each time it does that.

Here is a copy of the text in the doomsday.out. Looks like a problem with the config:
Executable: Doomsday Engine 1.9.8 [#444] (Unstable 32-bit) Mar 19 2012 12:11:13.
Sys_InitWindowManager: Using Win32 window management.
Initializing plugins...
  jDoom
  dpdehread
  dpwadmapconverter
OpenGL information:
  Vendor: ATI Technologies Inc.
  Renderer: AMD Radeon HD 6800 Series
  Version: 4.1.10750 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_multi_draw_indirect     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...
I_InitJoystick: U
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2012.
Sfx_InitChannels: 16 channels.
Initializing Resource subsystem...
Initializing Binding subsystem...
Initializing InFine subsystem...
Initializing UI subsystem...
Loading game resources...
  IWAD identification: 00d12fbc
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Parsing primary config "configs\doom\game.cfg"...

It seems that deleting the game config file fixes it, but the problem might come back. Here is what the inside of the defected config file looks like:
# jdoom 1.16.0 / Doomsday Engine 1.9.8 [#444]
# 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 edge 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 => 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 0

# 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 1

# 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 1

# Music volume (0-255).
music-volume 0

# 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 0

# 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 > 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 0

# 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 0

# 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 > 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

# 1=Only allow one sound per emitter object (as in traditional Doom).
sound-overlap-stop 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 130

# 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 0

# 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
#

Comments

  • It could be another case of a cvar change notification doing Bad Things during .cfg loading. I'll check it out...

    EDIT: It was indeed an incorrectly handled cvar change notification. It is now fixed for tomorrow's build.
  • Very good. Nice to know it was just a problem with the build creating a bad config file.
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