Segmentation violation when using IDFA/IDKFA cheats

Noticed this in recent two builds (965, 968), as soon as the cheat is enabled the game will crash and produce a segmentation violation. Got this on both of my computers.

Comments

  • The ammo cheats were co-incidentally recently rewritten, but I can't produce this seg fault myself in either build.

    Any other add-ons loaded? OS? Have you tried wiping your configs? etc
  • Both of my computers are using 64-bit Windows 7, and neither of them have any add-ons loaded.

    How would I go about resetting my config?

    And here's the details that I am shown whenever I produce this, but nothing sticks out...
    Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe
    Enabled log entry level: MESSAGE
    Created a new 32.0 MB memory volume.
    Config::read: modules/Config matches version [ 2, 0, 0, 968 ]
    Executable: Doomsday Engine 1.12.0 [#968] (Unstable 32-bit) Aug 26 2013 03:25:01.
    Command line (13 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files (x86)\Doomsday/
      3: -sdlmixer
      4: -sfxchan
      5: 16
      6: -notexcomp
      7: -game
      8: doom1-ultimate
      9: -iwad
      10: C:\Users\Administrator\Documents\Timmy's Files and Documents\Doom\Doom.wad
      11: -userdir
      12: C:\Users\Administrator\Documents\Doomsday Frontend\runtime/
    Loading shader definitions from read-only archive entry "data/shaders.dei" at path "/data/
    doomsday.pk3/data/shaders.dei" (out of archive in read-only native file "(basedir)\data\
    doomsday.pk3")
    Initializing plugins...
    Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
                                                        load library C:\Program Files (x86)\
                                                        Doomsday\Bin\plugins\audio_openal.dll:
                                                        The specified module could not be
                                                        found.
      loadPlugin: Did not load "/bin/audio_openal.dll" ([LoadError] (Library::Library) Cannot
                  load library C:\Program Files (x86)\Doomsday\Bin\plugins\audio_openal.dll:
                  The specified module could not be found.).
      (id:1) dehread
      (id:2) doom
      (id:3) heretic
      (id:4) hexen
      (id:5) wadmapconverter
    Changing display mode to 1280 x 960 x 32 (60.0 Hz)
    Starting GuiApp event loop...
    Display mode has changed.
    Canvas: Gained focus.
    OpenGL information:
      Version: 4.3.0
      Renderer: GeForce GTX 660 Ti/PCIe/SSE2
      Vendor: NVIDIA Corporation
    Capabilities:
      Compressed texture formats: 23
      Available texture units: 4
      Maximum texture anisotropy: 16
      Maximum texture size: 16384
      Line width granularity: 0.125
      Line width range: 0.5...10
    OpenGL Extensions:
        AMD extensions:
            multi_draw_indirect, seamless_cubemap_per_texture
        ARB extensions:
            arrays_of_arrays, base_instance, blend_func_extended, clear_buffer_object,
            color_buffer_float, compatibility, compressed_texture_pixel_storage,
            conservative_depth, compute_shader, copy_buffer, copy_image, debug_output,
            depth_buffer_float, depth_clamp, depth_texture, draw_buffers, draw_buffers_blend,
            draw_indirect, draw_elements_base_vertex, draw_instanced, ES2_compatibility,
            ES3_compatibility, explicit_attrib_location, explicit_uniform_location,
            fragment_coord_conventions, fragment_layer_viewport, fragment_program,
            fragment_program_shadow, fragment_shader, framebuffer_no_attachments,
            framebuffer_object, framebuffer_sRGB, geometry_shader4, get_program_binary,
            gpu_shader5, gpu_shader_fp64, half_float_pixel, half_float_vertex, imaging,
            instanced_arrays, internalformat_query, internalformat_query2,
            invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_draw_indirect,
            multisample, multitexture, occlusion_query, occlusion_query2,
            pixel_buffer_object, point_parameters, point_sprite, program_interface_query,
            provoking_vertex, robust_buffer_access_behavior, robustness, sample_shading,
            sampler_objects, seamless_cube_map, separate_shader_objects,
            shader_atomic_counters, shader_bit_encoding, shader_image_load_store,
            shader_image_size, shader_objects, shader_precision,
            shader_storage_buffer_object, shader_subroutine, shader_texture_lod,
            shading_language_100, shading_language_420pack, shading_language_include,
            shading_language_packing, shadow, stencil_texturing, sync, tessellation_shader,
            texture_border_clamp, texture_buffer_object, texture_buffer_object_rgb32,
            texture_buffer_range, texture_compression, texture_compression_bptc,
            texture_compression_rgtc, texture_cube_map, texture_cube_map_array,
            texture_env_add, texture_env_combine, texture_env_crossbar, texture_env_dot3,
            texture_float, texture_gather, texture_mirrored_repeat, texture_multisample,
            texture_non_power_of_two, texture_query_levels, texture_query_lod,
            texture_rectangle, texture_rg, texture_rgb10_a2ui, texture_storage,
            texture_storage_multisample, texture_swizzle, texture_view, timer_query,
            transform_feedback2, transform_feedback3, transform_feedback_instanced,
            transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object,
            vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object, vertex_program,
            vertex_shader, vertex_type_2_10_10_10_rev, viewport_array, window_pos
        ATI extensions:
            draw_buffers, texture_float, texture_mirror_once
        EXT extensions:
            texture_env_add, abgr, bgra, bindable_uniform, blend_color,
            blend_equation_separate, blend_func_separate, blend_minmax, blend_subtract,
            compiled_vertex_array, Cg_shader, depth_bounds_test, direct_state_access,
            draw_buffers2, draw_instanced, draw_range_elements, fog_coord, framebuffer_blit,
            framebuffer_multisample, framebuffer_multisample_blit_scaled, framebuffer_object,
            framebuffer_sRGB, geometry_shader4, gpu_program_parameters, gpu_shader4,
            multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels,
            pixel_buffer_object, point_parameters, provoking_vertex, rescale_normal,
            secondary_color, separate_shader_objects, separate_specular_color,
            shader_image_load_store, shadow_funcs, stencil_two_side, stencil_wrap, texture3D,
            texture_array, texture_buffer_object, texture_compression_dxt1,
            texture_compression_latc, texture_compression_rgtc, texture_compression_s3tc,
            texture_cube_map, texture_edge_clamp, texture_env_combine, texture_env_dot3,
            texture_filter_anisotropic, texture_integer, texture_lod, texture_lod_bias,
            texture_mirror_clamp, texture_object, texture_shared_exponent, texture_sRGB,
            texture_sRGB_decode, texture_storage, texture_swizzle, timer_query,
            transform_feedback2, vertex_array, vertex_array_bgra, vertex_attrib_64bit,
            import_sync_object
        EXTX extensions:
            framebuffer_mixed_formats
        IBM extensions:
            rasterpos_clip, texture_mirrored_repeat
        KHR extensions:
            debug
        KTX extensions:
            buffer_region
        NV extensions:
            bindless_texture, blend_square, compute_program5, conditional_render,
            copy_depth_to_color, copy_image, depth_buffer_float, depth_clamp, draw_texture,
            ES1_1_compatibility, explicit_multisample, fence, float_buffer, fog_distance,
            fragment_program, fragment_program_option, fragment_program2,
            framebuffer_multisample_coverage, geometry_shader4, gpu_program4, gpu_program4_1,
            gpu_program5, gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5,
            half_float, light_max_exponent, multisample_coverage, multisample_filter_hint,
            occlusion_query, packed_depth_stencil, parameter_buffer_object,
            parameter_buffer_object2, path_rendering, pixel_data_range, point_sprite,
            primitive_restart, register_combiners, register_combiners2,
            shader_atomic_counters, shader_atomic_float, shader_buffer_load,
            shader_storage_buffer_object, texgen_reflection, texture_barrier,
            texture_compression_vtc, texture_env_combine4, texture_expand_normal,
            texture_multisample, texture_rectangle, texture_shader, texture_shader2,
            texture_shader3, transform_feedback, transform_feedback2, vertex_array_range,
            vertex_array_range2, vertex_attrib_integer_64bit, vertex_buffer_unified_memory,
            vertex_program, vertex_program1_1, vertex_program2, vertex_program2_option,
            vertex_program3
        NVX extensions:
            conditional_render, gpu_memory_info, nvenc_interop
        S3 extensions:
            s3tc
        SGIS extensions:
            generate_mipmap, texture_lod
        SGIX extensions:
            depth_texture, shadow
        SUN extensions:
            slice_accum
        WGL extensions:
            EXT_swap_control
        WIN extensions:
            swap_hint
      Extensions (WGL):
        WGL extensions:
            ARB_buffer_region, ARB_create_context, ARB_create_context_profile,
            ARB_create_context_robustness, ARB_extensions_string, ARB_make_current_read,
            ARB_multisample, ARB_pbuffer, ARB_pixel_format, ARB_pixel_format_float,
            ARB_render_texture, ATI_pixel_format_float, EXT_create_context_es_profile,
            EXT_create_context_es2_profile, EXT_extensions_string, EXT_framebuffer_sRGB,
            EXT_pixel_format_packed_float, EXT_swap_control, EXT_swap_control_tear,
            NVX_DX_interop, NV_DX_interop, NV_DX_interop2, NV_delay_before_swap,
            NV_float_buffer, NV_multisample_coverage, NV_render_depth_texture,
            NV_render_texture_rectangle
    Initializing Render subsystem...
    Setting up platform state...
    Audio configuration (by decreasing priority):
      Music: SDLMixer::Music
      SFX: SDLMixer
    Sfx_InitChannels: 16 channels.
    Initializing Resource subsystem...
    Initializing Texture subsystem...
    Initializing Material subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Locating "HACX - Twitch 'n Kill"...
    Locating "Chex(R) Quest"...
    Locating "Final DOOM: TNT: Evilution"...
    Locating "Final DOOM: The Plutonia Experiment"...
    Locating "DOOM 2: Hell on Earth"...
    Locating "Ultimate DOOM"...
    Locating "DOOM Registered"...
    Locating "DOOM Shareware"...
    Locating "Heretic: Shadow of the Serpent Riders"...
    Locating "Heretic Registered"...
    Locating "Heretic Shareware"...
    Locating "Hexen: Deathkings of the Dark Citadel"...
    Locating "Hexen"...
    Locating "Hexen v1.0"...
    Locating "Hexen 4-map Demo"...
    Locating "Hexen 4-map Beta Demo"...
    Loading game resources...
      IWAD identification: 00db003a
    loadCompositeTextureDefs: Loaded all 125 texture definitions from "%HOMEPATH%\Documents\
                              Timmy's Files and Documents\Doom\Doom.wad:(basedir)\
                              TEXTURE1.lmp".
    ^ : Loaded all 162 texture definitions from "%HOMEPATH%\Documents\Timmy's Files and
        Documents\Doom\Doom.wad:(basedir)\TEXTURE2.lmp".
    R_InitCompositeTextures: Completed in 0.23 seconds.
    R_InitFlatTetxures: Completed in 0.005 seconds.
    R_InitSpriteTextures: Completed in 0.19 seconds.
    Parsing primary config "configs\doom\game.cfg"...
    B_BindCommand: Deleting binding 39, it has been overridden by binding 113.
    Clearing binding context 'global'...
    Clearing binding context 'deui'...
    Clearing binding context 'console'...
    Clearing binding context 'message'...
    Clearing binding context 'chat'...
    Clearing binding context 'shortcut'...
    Clearing binding context 'gameui'...
    Clearing binding context 'menu'...
    Clearing binding context 'finale'...
    Clearing binding context 'map-freepan'...
    Clearing binding context 'map'...
    Clearing binding context 'game'...
    Parsing definition files...
    readAllDefinitions: Completed in 0.026 seconds.
    Definitions:
      28 animation groups
      6 composite fonts
      9 finales
      9 lights
      38 map infos
      11 materials
      19 particle generators
      4 skies
      33 songs
      110 sound effects
      138 sprite names
      974 states
      49 surface decorations
      368 text strings
      8 texture environments
      140 things
    buildSprites: Completed in 0.006 seconds.
    R_InitSprites: Completed in 0.006 seconds.
    Models_Init: Completed in 0.00 seconds.
    Failed locating image resource for "Particle00".
    
    Ultimate DOOM
    
    Loading map "E1M1"...
    World::loadMap > WadMapConverter: Recognized a Doom format map.
    Map: Pruned 79 vertexes (0 equivalents, 79 unused).
    ^ : Geometry bounds:[(-768, -4864)->(3808, -2048) size:(4576, 2816)]
    ^ : Line blockmap dimensions:(36, 23)
    ^ : BSP built: 239 Nodes, 240 Leafs, 1204 Segments and 133 Vertexes.
    Tree balance is 16:12.
    ^ : BSP built in 0.031 seconds.
    ^ : Mobj blockmap dimensions:(36, 23)
    ^ : Polyobj blockmap dimensions:(36, 23)
    ^ : BSP leaf blockmap dimensions:(36, 23)
    Current map elements:
      524 Vertexes
      486 Lines
      0 Polyobjs
      88 Sectors
      239 BSP Nodes
      240 BSP Leafs
    Map::initNodePiles: Completed in 0 seconds.
    P_PtcInitForMap: Completed in 0 seconds.
    Map::initSkyFix: Completed in 0 seconds.
    Precaching completed in 0.3 seconds.
    Rend_RadioInitForMap: Completed in 0.001 seconds.
    Map::initBias: Completed in 0 seconds.
    
    Map 1: Hangar
    Author: id Software
    
    Segmentation Violation
    
    Restoring original display mode due to shutdown.
    Canvas: Lost focus.
    
  • Vermil, what Doom game were you playing when you tried it out?

    I tried it on Plutonia (nothing else added), and it worked fine. However, I noticed that after entering in the IDFA/IDKFA cheats, Doomsday was automatically switching to the Super Shotgun. I keep getting this crash in Ultimate Doom, which of course, doesn't have a Super Shotgun. Maybe that's what's causing the crash, Doomsday trying to switch to a weapon that doesn't exist?
  • I tried without success to replicate this myself with build 968 on Windows 64-bit.

    Lets first try launching with -reconfig (which will nuke your configs, so make a backup copy first). If this solves the problem then please do provide your configs so we can inspect them.
  • Where would I go along typing in -reconfig?

    Also, when you type in the IDKFA cheat in Ultimate Doom, should it automatically switch you to the Shotgun? After trying the other IWADs (Doom II, TNT, Plutonia), I am only getting this crash in Ultimate Doom, which is the only IWAD without a Super Shotgun.
  • -reconfig is a command line option, so if you're launching from Snowberry add this to Settings > Developer > Custom options. After closing Doomsday you can remove it.

    Automatically changing weapon when entering a cheat is a relatively recent change. It uses your weapon order preferences to determine which of your newly acquired weapons to switch to (if at all). The cheat code handler now uses the same logic as when picking the weapon up from the world, you see.
  • Hm, I actually went to the weapons settings and changed the autoswitching on pickup from "always" to "never." After that entering the IDKFA cheat didn't crash the game. The game for me was crashing when the HUD weapon was lowering and in the middle of a weapon change.

    Also, I put in "-reconfig" in that custom options and it's supposed to reset everything, such as controls, right? (since even after entering in -reconfig I am still using my control settings.
  • Well, given that its attempting to change to the shotgun you must be using a custom weapon order. Can you provide your config so I can take a look at it?

    Nuking everything would be -reset rather than -reconfig. I thought we could try a -reconfig first as this is much less drastic.
  • Also wanted to point out on my autoswitching settings: I get the crash if my switch on pickup is set to "always", but not if it is set to "never" or "if better" (remember, all of this is happening on Ultimate Doom).

    My weapon pickup settings have always been set to "always" since that is what the setting in Vanilla Doom was, so I've never used or enabled a preferred weapon order (and left that at its default).

    EDIT: Here is my "game.cfg" (the one I backed up and put on my desktop before experimenting further), if this is what you're looking for:
    # jdoom 1.12.0 / Doomsday Engine 1.12.0 [#968]
    # 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
    
    # 1=Show console when a map is being loaded.
    con-show-during-setup 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=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=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=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=Allow floating monsters to attempt floating over blocking things (avoids getting stuck).
    game-monsters-floatoverblocking 0
    
    # 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 1
    
    # 1=Objects fall under their own weight (enables DOOM bug fix).
    game-objects-falloff 1
    
    game-objects-neverhangoverledges 1
    
    # Pause the game when game window loses focus.
    game-pause-focuslost 1
    
    # Number of 35 Hz tics to pause the game after a map has been loaded.
    # -1=Use the value of 'con-transition-tics'.
    game-pause-mapstart-tics -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=Load the auto save slot on player reborn. (default: off).
    game-save-auto-loadonreborn 0
    
    # 1=Ask me to confirm when quick saving/loading.
    game-save-confirm 1
    
    # 1=Ask me to confirm when loading a save on player reborn. (default: on).
    game-save-confirm-loadonreborn 1
    
    # 1=Load the last used save slot on player reborn. (default: off).
    game-save-last-loadonreborn 0
    
    # 1=Pain Elementals can spawn Lost Souls inside walls (disables DOOM bug fix).
    game-skullsinwalls 0
    
    # Unpause the game when game window regains focus.
    game-unpause-focusgained 0
    
    # 1=Always use the radius of the Archvile with the VileChase action (disables DOOM bug fix).
    game-vilechase-usevileradius 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 63
    
    # 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 1
    
    # 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
    
    input-mouse-x-flags 0
    
    input-mouse-x-scale 0.001
    
    input-mouse-y-flags 0
    
    input-mouse-y-scale 0.001
    
    input-sharp 1
    
    # 1=Process sharp events after tickers during sharp tics. Increases input latency by 1/35 seconds.
    input-sharp-lateprocessing 1
    
    map-alpha-lines 0.79
    
    # 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
    
    # 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 0.79
    
    # Scale factor for automap lines (default: 1.1).
    map-line-width 0.4
    
    # 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 0.48
    
    # 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 0
    
    # Position of the map title when automap is open. 0=Top, 1=Bottom.
    map-title-position 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 "C:\\1mgm.sf2"
    
    # Preferred music source: 0=Original MUS, 1=External files, 2=CD.
    music-source 1
    
    # Music volume (0-255).
    music-volume 255
    
    # 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"
    
    # 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 2
    
    # 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 200
    
    # 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
    
    # Field of view.
    rend-camera-fov 95
    
    # 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 1
    
    # 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 50
    
    # 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 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 0.7
    
    # 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 > 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
    
    rend-vignette 1
    
    rend-vignette-darkness 1
    
    rend-vignette-width 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 multiplayer weapons during co-op games.
    server-game-coop-noweapons 0
    
    # 1=Respawn items in co-op games.
    server-game-coop-respawn-items 0
    
    # 1=Start multiplayer 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
    
    # 1=16-bit sound effects/resampling.
    sound-16bit 0
    
    # 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 1
    
    # Sound effects sample rate (11025, 22050, 44100).
    sound-rate 11025
    
    # Reverb effects general volume (0=disable).
    sound-reverb-volume 1
    
    # Sound effects volume (0-255).
    sound-volume 180
    
    # 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
    
    # Display brightness: -1=dark, 0=normal, 1=light.
    vid-bright 0
    
    # Display contrast: 1=normal.
    vid-contrast 1
    
    vid-fsaa 1
    
    # Display gamma correction factor: 1=normal.
    vid-gamma 1
    
    vid-vsync 1
    
    # 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
    
    # Rotation angle for the crosshair [0..1] (1=360 degrees).
    view-cross-angle 0
    
    # 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 0.3
    
    # The current crosshair.
    view-cross-type 1
    
    # Color the crosshair according to how near you are to death.
    view-cross-vitality 1
    
    # Strength of view filter.
    view-filter-strength 0.8
    
    # View window size (3-13).
    view-size 10
    
    
    #
    # ALIASES
    #
    
    
  • Ok to confirm my problem I tested it out on another computer in the house (the family PC, a Windows 7 64-bit machine).

    This computer has never had Doomsday installed on it, so I know I was starting from scratch and had all of the default settings. I ended up installing Doomsday 1.11.1 stable (instead of build #968, which for some reason wouldn't launch on this computer), so this is an even earlier build of Doomsday (and a stable one at that, too).

    The default weapon pickup setting in Doomsday is "If Better". The first thing I did was type the IDKFA cheat, and it worked. After switching the pickup weapon setting to "Always" (this was the only setting I changed on this PC, btw, nothing else), I switched to a new map (to reset inventory) and then typed in the IDKFA cheat again. The game crashed.
  • I can confirm Ultimate Doom crashes if one set's their pickup weapon setting to always and types IDKFA. I personally don't set my pickup weapon setting to always, hence why I wasn't getting the crash previously. Also, typing 'give w8' (the DB Shotgun) in Ultimate Doom causes an identical looking crash.

    Hence it looks like the new weapon cheats are accidently trying (or not blocking) to give (or switch to) the DB Shotgun in Ultimate Doom; the cheats give the player each weapon in sequence and the DB Shotgun is the highest internally numbered weapon (i.e 8) in Doom?
  • I want to clear up some confusion here about -reconfig/-reset.

    These two command line options ONLY affect the contents of your persist.pack. This is the "Doomsday 2" persistent configuration pack (i.e. a ZIP file), consisting of things like current window settings, autoupdater configuration, and console log settings in a serialized, binary format.

    The games still store their console variables and bindings in the text-based .cfg files like they always have. -reconfig/-reset will NOT touch these files.

    (In the long term future, console variables will be reimplemented as Doomsday 2 script variables, and they will eventually migrate to persist.pack or some other serialized file.)
  • Since Vermil has also been able to reproduce this problem under the same circumstances, can you do it as well? Hopefully this can be fixed for the next stable release...
  • Yes I can replicate the crash. This will indeed be fixed for the upcoming Doomsday 1.11.2 which will probably happen this weekend.

    The crash is indeed caused by the game attempting to give the double shotgun when its not available.
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