While Playing Doom Game Pauses

edited 2014 Jun 2 in Technical Support
While playing Doom if you hit the Windows key by accident the game pauses and you can't unpause it. Anyone seen this before.
Application path: C:\Program Files\Doomsday\Bin\Doomsday.exe
Created a new 32.0 MB memory volume.
Config::read: modules/Config matches version [ 2, 0, 0, 1239 ]
Executable: Doomsday Engine 1.14.4 (Stable 32-bit #1239) May 24 2014 15:10:35
Command line options:
  0: ..\Bin\Doomsday.exe
  1: -basedir
  2: C:\Program Files\Doomsday/
  3: -sfxchan
  4: 16
  5: -notexcomp
  6: -game
  7: doom1
  8: -iwad
  9: C:\Program Files\Doomsday\snowberry\profiles\doom.wad
  10: -userdir
  11: C:\Users\Dale Dalka\Documents\Doomsday Frontend\runtime/
RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/
              shaders.dei" [path "/data/doomsday.pk3/data/renderer.pack/shaders.dei"]
              from archive in read-only "(basedir)\data\doomsday.pk3"
OpenGL 3.3 supported
Sys_GLInitialize: OpenGL information:
  Version:  3.3.11672 Compatibility Profile Context
  Renderer: ATI Radeon HD 4870
  Vendor:   ATI Technologies Inc.
Capabilities:
  Compressed texture formats: 16
  Available texture units:    8
  Maximum texture anisotropy: 16
  Maximum texture size:       8192
  Line width granularity:     0.125
  Line width range:           1...63
^ : OpenGL Extensions:
^ :     AMD extensions:
        conservative_depth, debug_output, depth_clamp_separate, draw_buffers_blend,
        name_gen_delete, performance_monitor, pinned_memory, sample_positions,
        seamless_cubemap_per_texture, shader_stencil_export, texture_cube_map_array,
        texture_texture4, vertex_shader_tessellator
^ :     AMDX extensions:
        debug_output, vertex_shader_tessellator
^ :     ARB extensions:
        ES2_compatibility, base_instance, blend_func_extended, color_buffer_float,
        compressed_texture_pixel_storage, conservative_depth, copy_buffer,
        depth_buffer_float, depth_clamp, depth_texture, draw_buffers, draw_buffers_blend,
        draw_elements_base_vertex, draw_instanced, explicit_attrib_location,
        fragment_coord_conventions, fragment_program, fragment_program_shadow,
        fragment_shader, framebuffer_object, framebuffer_sRGB, geometry_shader4,
        get_program_binary, half_float_pixel, half_float_vertex, imaging,
        instanced_arrays, internalformat_query, map_buffer_alignment, map_buffer_range,
        multisample, multitexture, occlusion_query, occlusion_query2,
        pixel_buffer_object, point_parameters, point_sprite, provoking_vertex,
        sample_shading, sampler_objects, seamless_cube_map, separate_shader_objects,
        shader_bit_encoding, shader_objects, shader_precision, shader_stencil_export,
        shader_texture_lod, shading_language_100, shading_language_420pack,
        shading_language_packing, shadow, shadow_ambient, sync, texture_border_clamp,
        texture_buffer_object, texture_buffer_object_rgb32, texture_compression,
        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_lod, texture_rectangle, texture_rg,
        texture_rgb10_a2ui, texture_snorm, texture_storage, timer_query,
        transform_feedback2, transform_feedback3, transform_feedback_instanced,
        transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object,
        vertex_buffer_object, vertex_program, vertex_shader, vertex_type_2_10_10_10_rev,
        viewport_array, window_pos
^ :     ATI extensions:
        draw_buffers, envmap_bumpmap, fragment_shader, meminfo, separate_stencil,
        texture_compression_3dc, texture_env_combine3, texture_float, texture_mirror_once
^ :     EXT extensions:
        abgr, bgra, bindable_uniform, blend_color, blend_equation_separate,
        blend_func_separate, blend_minmax, blend_subtract, compiled_vertex_array,
        copy_buffer, copy_texture, direct_state_access, draw_buffers2, draw_instanced,
        draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
        framebuffer_object, framebuffer_sRGB, geometry_shader4, gpu_program_parameters,
        gpu_shader4, histogram, multi_draw_arrays, packed_depth_stencil, packed_float,
        packed_pixels, pixel_buffer_object, point_parameters, provoking_vertex,
        rescale_normal, secondary_color, separate_specular_color, shadow_funcs,
        stencil_wrap, subtexture, texgen_reflection, texture3D, texture_array,
        texture_buffer_object, texture_compression_latc, texture_compression_rgtc,
        texture_compression_s3tc, texture_cube_map, texture_edge_clamp, texture_env_add,
        texture_env_combine, texture_env_dot3, texture_filter_anisotropic,
        texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp,
        texture_object, texture_rectangle, texture_sRGB, texture_sRGB_decode,
        texture_shared_exponent, texture_snorm, texture_storage, texture_swizzle,
        timer_query, transform_feedback, vertex_array, vertex_array_bgra
^ :     IBM extensions:
        texture_mirrored_repeat
^ :     KTX extensions:
        buffer_region
^ :     NV extensions:
        blend_square, conditional_render, copy_depth_to_color, copy_image,
        explicit_multisample, float_buffer, half_float, primitive_restart,
        texgen_reflection, texture_barrier
^ :     SGIS extensions:
        generate_mipmap, texture_edge_clamp, texture_lod
^ :     SUN extensions:
        multi_draw_arrays
^ :     WGL extensions:
        EXT_swap_control
^ :     WIN extensions:
        swap_hint
^ :   Extensions (WGL):
^ :     WGL extensions:
        ARB_extensions_string, ARB_pixel_format, ATI_pixel_format_float,
        ARB_pixel_format_float, ARB_multisample, EXT_swap_control, EXT_swap_control_tear,
        ARB_pbuffer, ARB_render_texture, ARB_make_current_read, EXT_extensions_string,
        ARB_buffer_region, EXT_framebuffer_sRGB, ATI_render_texture_rectangle,
        EXT_pixel_format_packed_float, I3D_genlock, NV_swap_group, ARB_create_context,
        AMD_gpu_association, AMDX_gpu_association, ARB_create_context_profile,
        NV_float_buffer
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
Audio configuration:
  CD:    FMOD/CD
  Music: FMOD/Ext
  SFX:   FMOD
Initialized 16 sound effect channels
User-supplied IWAD path: "C:/Program Files/Doomsday/snowberry/profiles/"
Locating "HACX - Twitch 'n Kill"...
 ! hacx.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Chex(R) Quest"...
 ! chex.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Final DOOM: TNT: Evilution"...
 - tnt.wad: "(basedir)\snowberry\profiles\tnt.wad"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "Final DOOM: The Plutonia Experiment"...
 - plutonia.wad: "(basedir)\snowberry\profiles\plutonia.wad"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "DOOM 2: Hell on Earth"...
 - doom2.wad or doom2f.wad: "(basedir)\snowberry\profiles\DOOM2.WAD"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "Ultimate DOOM"...
 - doom.wad or doomu.wad: "(basedir)\snowberry\profiles\doom.wad"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "DOOM Registered"...
 - doom.wad: "(basedir)\snowberry\profiles\doom.wad"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "DOOM Shareware"...
 ! doom1.wad: missing 
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Not playable (incomplete resources)
Locating "Heretic: Shadow of the Serpent Riders"...
 - heretic.wad: "(basedir)\snowberry\profiles\HERETIC.WAD"
 - libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
 => Playable
Locating "Heretic Registered"...
 - heretic.wad: "(basedir)\snowberry\profiles\HERETIC.WAD"
 - libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
 => Playable
Locating "Heretic Shareware"...
 ! heretic1.wad: missing 
 - libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
 => Not playable (incomplete resources)
Locating "Hexen: Deathkings of the Dark Citadel"...
 - hexen.wad: "(basedir)\snowberry\profiles\HEXEN.WAD"
 - hexdd.wad: "(basedir)\snowberry\profiles\HEXDD.WAD"
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Playable
Locating "Hexen"...
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 - hexen.wad: "(basedir)\snowberry\profiles\HEXEN.WAD"
 => Playable
Locating "Hexen v1.0"...
 ! hexen.wad: missing 
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Not playable (incomplete resources)
Locating "Hexen 4-map Demo"...
 ! hexen.wad or machexendemo.wad or hexendemo.wad: missing 
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Not playable (incomplete resources)
Locating "Hexen 4-map Beta Demo"...
 ! hexen.wad or hexenbeta.wad or machexendemo.wad or hexendemo.wad: missing 
 - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
 => Not playable (incomplete resources)
Selecting game 'doom1'...
Path "auto" now mapped to "data\jdoom\auto"
Path "auto" now mapped to "defs\jdoom\auto"
Loading game resources...
IWAD identification: 0xdb003a
ResourceSystem > loadCompositeTextureDefs:
    Loaded all 125 texture definitions from "(basedir)\snowberry\profiles\doom.wad:
    (basedir)\TEXTURE1.lmp"
^ : Loaded all 162 texture definitions from "(basedir)\snowberry\profiles\doom.wad:
    (basedir)\TEXTURE2.lmp"
Parsing primary config "configs\doom\game.cfg"...
Def_Read: Parsing definition files...
^ : Definitions:
^ :   28  animation groups
      6   composite fonts
      8   finales
      9   lights
      29  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
ResourceSystem: Model init completed in 0.00 seconds
Available maps:
  E1M1-E1M9 snowberry\profiles\doom.wad
  E2M1-E2M9 snowberry\profiles\doom.wad
  E3M1-E3M9 snowberry\profiles\doom.wad
  E4M1-E4M9 snowberry\profiles\doom.wad


DOOM Registered


S_StartMusic: Starting music 'intro'
MasterWorker: Received 3 servers from master
FIC_SetPatch > ResourceSystem::declarePatch:
    Failed to locate lump for "Patches:HELP2"
FIC_SetPatch: Missing Patch 'HELP2'
S_StartMusic: Starting music 'intro'
Game begins...
Starting music 'e1m1'
Loading map "E1M1"...
Current map elements:
  486 Lines
  88  Sectors
  524 Vertexes
Forced pause for 28 tics

Map: E1M1 - Hangar
Author: id Software

GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
Picked up 4 shotgun shells.
S_StartMusic: Starting music 'inter'
Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
Starting music 'e1m2'
Loading map "E1M2"...
Current map elements:
  1033 Lines
  200  Sectors
  1049 Vertexes
Forced pause for 28 tics

Map: E1M2 - Nuclear Plant
Author: id Software

Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save"
from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache"
You got the shotgun!
Picked up a box of shotgun shells.
~ArchiveFeed: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
              internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
              runtime\cache"
Game ended
Game begins...
Starting music 'e1m1'
Loading map "E1M1"...
Current map elements:
  486 Lines
  88  Sectors
  524 Vertexes
Forced pause for 28 tics

Map: E1M1 - Hangar
Author: id Software

GameSession: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
             internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
             runtime\cache"
~ArchiveFeed: Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\
              internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\
              runtime\cache"
Game ended
Unloaded game
Z_Shutdown: Used 1 volumes, total 33554432 bytes.
Restoring original display mode due to shutdown

Comments

  • ack use the [code] tags next time
  • Is that better. Do you have an answer.
  • After hitting the Windows key and the game pauses try clicking your left mouse button (to regain focus) and then hit the "Pause" key and it should un-Pause, at least it did for me.
  • Doomsday pauses the game when the window looses focus. When the window gains focus, it doesn't un-pause automatically, you have to un-pause it manually.

    Personally, I like the above behaviour.
  • Vermil wrote:
    it doesn't un-pause automatically, you have to un-pause it manually.
    We have a cvar for this: game-unpause-focusgained. Setting that to 1 will cause the game to resume automatically when it gets focus again.
  • Where would you set this option.
  • In the console/taskbar.

    By default one can open/close this with the ` key. It can also be opened via the options menu.
  • Vermil wrote:
    In the console/taskbar.

    By default one can open/close this with the ` key. It can also be opened via the options menu.
    Can you tell me what is the 'key? Where is the options menu.
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