Freezing upon loading
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:
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:
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
EDIT: It was indeed an incorrectly handled cvar change notification. It is now fixed for tomorrow's build.