player randomly runs forward [Upgrade from 1.9.0-beta5]

edited 2014 Mar 9 in Technical Support
I'm running Windows 8.1 Pro 64-bit on an older Core2Duo system and an nVidia GTX 750 Ti video card. I play using keyboard only and don't have any joystick/gamepad connected to my PC.

I've been running Doomsday 1.9.0-beta5 for years and have never had any issues with it. Last weekend I decided to download Doomsday 1.13.2 and try it out. Everything seems to work except that in game my player will randomly either start spinning in place or will start running forward. The only way to stop is to hit ESC to pull up the menu, then ESC again to return to the game. This occurred in Doom, Doom 2, Heretic and Hexen. At first I thought this was related to me using SHIFT for running so I unbound it but it didn't make any difference. Here are my movement keybinds:
Forward: PAD8
Back: PAD2
Left: PAD4
Right: PAD6
Fire: CTRL
use: ALT
Strafe: SPACE
Run: SHIFT
Look Up: PAD7
Look Down: PAD1
Center View: PAD5

Has anyone else had similar issues? As I said, 1.9.0-beta5 doesn't have these issues so I'm back to using it for now.

Comments

  • One other little quirk I found in 1.13.2: When I try to strafe or run, I have to stop moving, press and hold SPACE or SHIFT, then start moving again. In 1.9.0-beta5 I could strafe and run without having to stop first. Not sure if this is related to my issue above, but it's another little difference in keyboard handling between the 2 versions.

    FYI, I have not tried any Doomsday versions between 1.9.0-beta5 and 1.13.2.
  • have you reset the key bindings?
  • I installed 1.13.2 in a new folder so I assume all key bindings started out as default before I changed them. I haven't tried playing using the default keyboard/mouse configuration.

    How do I reset the key bindings? I didn't see an option for it in the menu.
  • It sounds like the newer version of Doomsday found your old (incompatible) control bindings from version 1.9.0-beta5 (which are stored in the system and user specific /runtime directory, which, on Windows is typically found at c:/Users/<username>/Documents/Doomsday Frontend/runtime) and then attempts to apply them. Control binding syntax has changed significantly (twice) since then.

    You'll need to manually clear and reset your bindings (this can be done from the console, like so):
    clearbindings; defaultbindings
    

    The wiki contains more detailed information about upgrading from a much earlier version of Doomsday.
  • I'll try those commands and see if they help. When I installed 1.13.2 I had to reconfigure the key bindings to match my preferred settings so if it did find my old settings it didn't apply them (not correctly, anyway).

    FYI, I don't use the Doomsday frontend. I launch everything from batch files using .rsp files like so:
    Doom2.bat:
      G:\DOOM\Doomsday\bin\Doomsday.exe @G:\DOOM\Doomsday\config.rsp @G:\DOOM\Doomsday\doom2.rsp
    
    config.rsp (used for all games):
      -basedir "G:\DOOM\Doomsday" -userdir "G:\DOOM\Doomsday\user" -gl drOpenGL.dll -wh 1920 1080 -bpp 32 -sfxchan 16 -bigmtex -nojoy -texcomp -anifilter -pwadtex -nofog -nowsk
    
    doom2.rsp:
      -game doom2 -cfg "G:\DOOM\Doomsday\jdoom.cfg" -iwad "G:\DOOM\Doomsday\data\jdoom\doom2.wad"
    
    
  • I think you need to update your response files. As mentioned, things have changed quite a bit since 1.9.0-beta5 There is no longer an alternative to the OpenGL renderer. -cfg is only applicable to the implicit game session you are defining on the command line. -iwad now specifies a directory, rather than a file (although the path is extracted if a file is given). Etc, etc...

    See the wiki for details on command line options and response files.

    Also, by the looks of your response files it seems you are effectively doing what the "new" Ring Zero GUI does, for you. Try running doomsday.exe -iwad c:/path/to/my/iwadfolder to see if this is more convenient (its certainly a more robust alternative to juggling manually written response files).
  • After resetting the keybinds, the initial issue of spinning/running appears to be resolved. However, the second issue still remains where the game doesn't seem to like multiple keys held down together. I guess if I want to use the new doomsday I'll just have to use the default kb/mouse config. While it definitely makes the games easier to play, I think it takes away from the nostalgia of playing the games in the first place.

    Thanks for the info on cleaning up my response files. I have doom2.rsp down to just "-game doom2 -alldehs". It's short enough now that I may just add it to the batch file directly and stop using response files (except config.rsp).
  • mezlo wrote:
    the game doesn't seem to like multiple keys held down together
    I don't see how the control bindings could have any effect on this unless they're set up incorrectly. It is certainly not right that you have to stop before toggling run on/off. Can you post your config so we can test it?
  • Since resetting the bindings pressing SHIFT to run seems to work most of the time (not 100% but close) but pressing SPACE to strafe either does nothing or strafes the player left or right regardless of which direction key I'm pressing. I've even stopped moving and pressed SPACE and the player has moved. SPACE by itself should not cause any movement. Here is how strafe has worked in the past:
      PAD4: move left PAD6: move right SPACE+PAD4: strafe left SPACE+PAD6: strafe right
    binding.cfg:
    # jdoom 1.13.2 / Doomsday Engine 1.13.2
    # 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.
    
    clearbindings
    
    bindevent "global:key-f11-down + key-alt-down" "releasemouse"
    bindevent "global:key-f11-down" "togglefullscreen"
    bindevent "global:key-tilde-down + key-shift-up" "taskbar"
    bindevent "console:key-tilde-down + key-shift-up" "taskbar"
    bindevent "message:key-y-down" "messageyes"
    bindevent "message:mouse-left-down" "messageyes"
    bindevent "message:key-n-down" "messageno"
    bindevent "message:mouse-right-down" "messageno"
    bindevent "message:key-escape-down" "messagecancel"
    bindevent "chat:key-return-down" "chatcomplete"
    bindevent "chat:key-escape-down" "chatcancel"
    bindevent "chat:key-f1-down" "chatsendmacro 0"
    bindevent "chat:key-f2-down" "chatsendmacro 1"
    bindevent "chat:key-f3-down" "chatsendmacro 2"
    bindevent "chat:key-f4-down" "chatsendmacro 3"
    bindevent "chat:key-f5-down" "chatsendmacro 4"
    bindevent "chat:key-f6-down" "chatsendmacro 5"
    bindevent "chat:key-f7-down" "chatsendmacro 6"
    bindevent "chat:key-f8-down" "chatsendmacro 7"
    bindevent "chat:key-f9-down" "chatsendmacro 8"
    bindevent "chat:key-f10-down" "chatsendmacro 9"
    bindevent "chat:key-backspace-down" "chatdelete"
    bindevent "shortcut:key-escape-down" "menu"
    bindevent "shortcut:key-f1-down" "helpscreen"
    bindevent "shortcut:key-f2-down" "savegame"
    bindevent "shortcut:key-f3-down" "loadgame"
    bindevent "shortcut:key-f4-down" "menu soundoptions"
    bindevent "shortcut:key-f6-down" "quicksave"
    bindevent "shortcut:key-f7-down" "endgame"
    bindevent "shortcut:key-f8-down" "toggle msg-show"
    bindevent "shortcut:key-f9-down" "quickload"
    bindevent "shortcut:key-f10-down" "quit"
    bindevent "shortcut:key-print-down" "screenshot"
    bindevent "shortcut:key-f12-down" "screenshot"
    bindevent "menu:key-backspace-down" "menuback"
    bindevent "menu:key-backspace-repeat" "menuback"
    bindevent "menu:mouse-right-down" "menuback"
    bindevent "menu:mouse-right-repeat" "menuback"
    bindevent "menu:key-up-down" "menuup"
    bindevent "menu:key-up-repeat" "menuup"
    bindevent "menu:key-w-down" "menuup"
    bindevent "menu:key-w-repeat" "menuup"
    bindevent "menu:key-down-down" "menudown"
    bindevent "menu:key-down-repeat" "menudown"
    bindevent "menu:key-s-down" "menudown"
    bindevent "menu:key-s-repeat" "menudown"
    bindevent "menu:key-left-down" "menuleft"
    bindevent "menu:key-left-repeat" "menuleft"
    bindevent "menu:key-a-down" "menuleft"
    bindevent "menu:key-a-repeat" "menuleft"
    bindevent "menu:key-right-down" "menuright"
    bindevent "menu:key-right-repeat" "menuright"
    bindevent "menu:key-d-down" "menuright"
    bindevent "menu:key-d-repeat" "menuright"
    bindevent "menu:key-return-down" "menuselect"
    bindevent "menu:mouse-left-down" "menuselect"
    bindevent "menu:key-delete-down" "menudelete"
    bindevent "menu:key-pageup-down" "menupageup"
    bindevent "menu:key-pageup-repeat" "menupageup"
    bindevent "menu:key-pagedown-down" "menupagedown"
    bindevent "menu:key-pagedown-repeat" "menupagedown"
    bindcontrol local1-mappany "key-up"
    bindcontrol local1-mappany "key-w"
    bindcontrol local1-mappany "key-down-inverse"
    bindcontrol local1-mappany "key-s-inverse"
    bindcontrol local1-mappanx "key-right"
    bindcontrol local1-mappanx "key-d"
    bindcontrol local1-mappanx "key-left-inverse"
    bindcontrol local1-mappanx "key-a-inverse"
    bindevent "map:key-f-down" "impulse follow"
    bindevent "map:key-r-down" "impulse rotate"
    bindevent "map:key-0-down" "impulse zoommax"
    bindevent "map:key-m-down" "impulse addmark"
    bindevent "map:key-c-down" "impulse clearmarks"
    bindcontrol local1-mapzoom "key-equals"
    bindcontrol local1-mapzoom "key-minus-inverse"
    bindevent "game:key-capslock-down" "toggle ctl-run"
    bindevent "game:key-home-down" "impulse falldown"
    bindevent "game:key-f-down" "impulse falldown"
    bindevent "game:key-slash-down" "impulse jump"
    bindevent "game:sym-control-doubleclick-positive-walk" "impulse use %p"
    bindevent "game:key-1-down" "impulse weapon1"
    bindevent "game:key-2-down" "impulse weapon2"
    bindevent "game:key-3-down" "impulse weapon3"
    bindevent "game:key-4-down" "impulse weapon4"
    bindevent "game:key-5-down" "impulse weapon5"
    bindevent "game:key-6-down" "impulse weapon6"
    bindevent "game:key-7-down" "impulse weapon7"
    bindevent "game:key-8-down" "impulse weapon8"
    bindevent "game:key-9-down" "impulse weapon9"
    bindevent "game:mouse-wheelup-down" "impulse nextweapon"
    bindevent "game:mouse-wheeldown-down" "impulse prevweapon"
    bindevent "game:key-t-down + multiplayer" "beginchat"
    bindevent "game:key-g-down + multiplayer" "beginchat 0"
    bindevent "game:key-y-down + multiplayer" "beginchat 1"
    bindevent "game:key-r-down + multiplayer" "beginchat 2"
    bindevent "game:key-b-down + multiplayer" "beginchat 3"
    bindevent "game:key-tab-down" "impulse automap"
    bindevent "game:key-pause-down" "pause"
    bindevent "game:key-p-down" "pause"
    bindevent "game:key-h-down" "impulse showhud"
    bindevent "game:key-backslash-down" "impulse showscore"
    bindevent "game:key-backslash-repeat" "impulse showscore"
    bindevent "game:key-minus-down" "sub view-size 1"
    bindevent "game:key-minus-repeat" "sub view-size 1"
    bindevent "game:key-equals-down" "add view-size 1"
    bindevent "game:key-equals-repeat" "add view-size 1"
    bindevent "game:key-return-down" "impulse msgrefresh"
    bindevent "game:key-alt-down" "impulse use"
    bindevent "game:key-pad5-down" "impulse lookcenter"
    bindcontrol local1-attack "key-ctrl"
    bindcontrol local1-speed "key-shift"
    bindcontrol local1-strafe "key-space"
    bindcontrol local1-walk "key-pad8"
    bindcontrol local1-walk "key-pad2-inverse"
    bindcontrol local1-sidestep "key-right + modifier-1-down"
    bindcontrol local1-sidestep "key-left-inverse + modifier-1-down"
    bindcontrol local1-sidestep "mouse-x + modifier-1-down"
    bindcontrol local1-sidestep "joy-x + modifier-1-down"
    bindcontrol local1-sidestep "key-pad4-staged-inverse + modifier-1-down"
    bindcontrol local1-sidestep "key-pad6-staged + modifier-1-down"
    bindcontrol local1-zfly "key-pageup-staged"
    bindcontrol local1-zfly "key-e-staged"
    bindcontrol local1-zfly "key-insert-staged-inverse"
    bindcontrol local1-zfly "key-q-staged-inverse"
    bindcontrol local1-turn "key-pad4-staged-inverse + modifier-1-up"
    bindcontrol local1-turn "key-pad6-staged + modifier-1-up"
    bindcontrol local1-look "key-pad7-staged"
    bindcontrol local1-look "key-pad1-staged-inverse"
    
    
    game.cfg:
    # jdoom 1.13.2 / Doomsday Engine 1.13.2
    # 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 =&gt; 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 0
    
    # 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 0
    
    # 1=Objects fall under their own weight (enables DOOM bug fix).
    game-objects-falloff 1
    
    # 1=Turn any crushed object into a pile of gibs (disables DOOM bug fix).
    game-objects-gibcrushednonbleeders 0
    
    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 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
    
    input-head-pitch-deadzone 0
    
    input-head-pitch-flags 4
    
    input-head-pitch-scale 1
    
    input-head-roll-deadzone 0
    
    input-head-roll-flags 4
    
    input-head-roll-scale 1
    
    input-head-yaw-deadzone 0
    
    input-head-yaw-flags 4
    
    input-head-yaw-scale 1
    
    # 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 0.7
    
    # 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
    
    # 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
    
    # 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 ""
    
    # 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 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
    
    # 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 0.8
    
    # 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 45
    
    # 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 62
    
    # When FOV &gt; 90 player weapon is shifted downward.
    rend-hud-fov-shift 45
    
    # Scaling of player weapon (x,y) offset.
    rend-hud-offset-scale 0.3183
    
    # Fixed aspect ratio player weapon stretch-scaling strategy 0=Smart, 1=Never, 2=Always.
    rend-hud-stretch 0
    
    rend-info-deltas-angles 0
    
    rend-info-deltas-pos 0
    
    # 1=Print frame time offsets.
    rend-info-frametime 0
    
    # 1=Print lumobj count after rendering a frame.
    rend-info-lums 0
    
    # 1=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 924
    
    # 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 4.24
    
    # Sky light color blending factor for sky sectors (off: 0, default: .2).
    rend-light-sky 0.273
    
    # 1=Enable automatic calculation of the sky light color.
    rend-light-sky-auto 1
    
    # Intensity of angle-based wall lighting delta.
    rend-light-wall-angle 1.2
    
    # 1=Enable smoothing of angle-based wall lighting.
    rend-light-wall-angle-smooth 1
    
    # 1=Precache materials during map setup.
    rend-map-material-precache 1
    
    # 1=Enable automatically calculated lights on mobjs.
    rend-mobj-light-auto 1
    
    # 1=Use short-range visual offsets for models. 2=Use SRVO for sprites, too (unjags actor movement).
    rend-mobj-smooth-move 2
    
    # 1=Use separate visual angle for mobjs (unjag actors).
    rend-mobj-smooth-turn 1
    
    # Render using 3D models when possible.
    rend-model 1
    
    # Scale for MD2 z-axis when model is loaded.
    rend-model-aspect 0.833333
    
    # Farther than this models revert back to sprites.
    rend-model-distance 1500
    
    # 1=Interpolate frames.
    rend-model-inter 1
    
    # Maximum number of light sources on models.
    rend-model-lights 4
    
    # Custom level of detail factor. 0=LOD disabled, 1=normal.
    rend-model-lod 256
    
    # 1=Mirror HUD weapon models.
    rend-model-mirror-hud 0
    
    # 1=Precache 3D models at level setup (slow).
    rend-model-precache 1
    
    # 1=Enable multitexturing with shiny model skins.
    rend-model-shiny-multitex 1
    
    # General strength of model shininess effects.
    rend-model-shiny-strength 1
    
    # Speed of model spinning, 1=normal.
    rend-model-spin-speed 1
    
    # 1=Render particle effects.
    rend-particle 1
    
    # Diffuse factor for particles near the camera.
    rend-particle-diffuse 4
    
    # Maximum number of particles to render. 0=no limit.
    rend-particle-max 0
    
    # Particle spawn rate multiplier (default: 1).
    rend-particle-rate 1
    
    # Minimum visible distance for a particle.
    rend-particle-visible-near 0
    
    # 1=Render shadows under objects.
    rend-shadow 1
    
    # Darkness factor for object shadows.
    rend-shadow-darkness 1.2
    
    # Maximum distance where shadows are visible.
    rend-shadow-far 1000
    
    # Maximum radius of object shadows.
    rend-shadow-radius-max 80
    
    # Number of sky sphere quadrant subdivisions.
    rend-sky-detail 6
    
    # Sky sphere radius.
    rend-sky-distance 1600
    
    # Number of sky sphere rows.
    rend-sky-rows 3
    
    # 1=Always align sprites with the view plane. 2=Align to camera, unless slant &gt; r_maxSpriteAngle.
    rend-sprite-align 0
    
    # Maximum angle for slanted sprites (spralign 2).
    rend-sprite-align-angle 60
    
    # 1=Enable variable translucency on sprites.
    rend-sprite-alpha 1
    
    # 1=Use additive blending for sprites.
    rend-sprite-blend 1
    
    # Maximum number of light sources on sprites.
    rend-sprite-lights 4
    
    # 1=Draw sprites and masked walls with hard edges.
    rend-sprite-mode 0
    
    # 1=Don't write sprites in the Z buffer.
    rend-sprite-noz 0
    
    # 1=Precache sprites during map setup (slow).
    rend-sprite-precache 1
    
    # 1=Enable interpolated texture animation.
    rend-tex-anim-smooth 1
    
    # 1=Render with detail textures.
    rend-tex-detail 1
    
    # 1=Use multitexturing when rendering detail textures.
    rend-tex-detail-multitex 1
    
    # Global detail texture factor.
    rend-tex-detail-scale 4
    
    # Global detail texture strength factor.
    rend-tex-detail-strength 0.5
    
    # 1=Always use external texture resources (overrides -pwadtex).
    rend-tex-external-always 0
    
    # Default level of anisotropic texture filtering -1=Best available, 0=Off, 1=2x, 2=4x, 3=8x, 4=16x.
    rend-tex-filter-anisotropic -1
    
    # 1=Use bilinear filtering for texture magnification.
    rend-tex-filter-mag 1
    
    # 1=Use hq2x-filtering on all textures.
    rend-tex-filter-smart 0
    
    # 1=Render smooth sprites.
    rend-tex-filter-sprite 1
    
    # 1=User interface uses linear interpolation.
    rend-tex-filter-ui 1
    
    # Texture gamma correction factor.
    rend-tex-gamma 0
    
    # The mipmapping mode for textures.
    rend-tex-mipmap force 5
    
    # The quality of textures (0-8).
    rend-tex-quality 8
    
    # 1=Enable shiny textures on surfaces of the map.
    rend-tex-shiny 1
    
    rend-vignette 1
    
    rend-vignette-darkness 1
    
    rend-vignette-width 1
    
    rend-vr-autoload-rift-params 1
    
    rend-vr-dominant-eye 0
    
    rend-vr-hud-distance 20
    
    rend-vr-ipd 0.064
    
    rend-vr-mode 0
    
    rend-vr-nonrift-fovx 95
    
    rend-vr-player-height 1.75
    
    rend-vr-rift-fovx 114.800003
    
    rend-vr-rift-latency 0.03
    
    rend-vr-swap-eyes 0
    
    # 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 0
    
    # Sound effects sample rate (11025, 22050, 44100).
    sound-rate 11025
    
    # Reverb effects general volume (0=disable).
    sound-reverb-volume 0.5
    
    # Sound effects volume (0-255).
    sound-volume 255
    
    # Mouse cursor height.
    ui-cursor-height 0.75
    
    # Mouse cursor width.
    ui-cursor-width 0.75
    
    # 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 &#91;0..1&#93; (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 0.5
    
    # 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
    #
    
    
    doom2.bat:
    G:\DOOM\Doomsday\bin\Doomsday.exe @G:\DOOM\Doomsday\config.rsp @G:\DOOM\Doomsday\doom2.rsp
    
    
    config.rsp:
    -basedir "G:\DOOM\Doomsday" -userdir "G:\DOOM\Doomsday\user" -iwad "G:\DOOM\Doomsday\iwads" -wh 1920 1080 -bpp 32 -sfxchan 256 -bigmtex -pwadtex -nojoy -nowsk
    
    
    doom2.rsp:
    -game doom2 -alldehs
    
    
  • Hmm. Yeah, there is clearly a bug here. The input system appears to be getting confused as to which modifiers are held down.

    EDIT2: Removed irrelevant info which on testing turned out to be incorrect.
  • I'm glad you were able to reproduce the issue. As I mentioned earlier this all worked correctly in 1.9.0-beta5. :)
  • I submitted a report for this to the tracker -- Bug #1733
Sign In or Register to comment.