No Mouse or keyboard input.
Firstly I just want to say love the Doomsday Engine and all the great work.
Unfortunately about a week ago (25th of July) I loaded the Doom II game as normal and while I could see the game was running (burning torches on the spirit world), I knew it had not crashed, I could not do anything in the game with either the mouse or the keyboard. I could still alt tab out of the game, but in the game pressing any series of keys or mouse clicks would do nothing.
I have since done 2 updates and nothing has changed and tried it with other Doom Wad files and all the same results, game loads but keyboard and mouse do nothing.
I would like to iterate that previously everything worked perfectly, as I was playing Doom fairly heavily.
I am running a Logitech USB mouse and Logitech G510 USB keyboard if this helps.
Please help,
And thank you for your assistace
Unfortunately about a week ago (25th of July) I loaded the Doom II game as normal and while I could see the game was running (burning torches on the spirit world), I knew it had not crashed, I could not do anything in the game with either the mouse or the keyboard. I could still alt tab out of the game, but in the game pressing any series of keys or mouse clicks would do nothing.
I have since done 2 updates and nothing has changed and tried it with other Doom Wad files and all the same results, game loads but keyboard and mouse do nothing.
I would like to iterate that previously everything worked perfectly, as I was playing Doom fairly heavily.
I am running a Logitech USB mouse and Logitech G510 USB keyboard if this helps.
Please help,
And thank you for your assistace
Comments
Does the taskbar appear when you press Shift-Esc in game? If yes, that would suggest your input bindings have been deleted for some reason.
Below is a copy of my .out file:
Application path: C:\Program Files\Doomsday 2.0.0\bin\Doomsday.exe Build: 2.0-Unstable [#2034] Created a new 32.0 MB memory volume. [Config::read] modules/Config matches version [ 2, 0, 0, 2034 ] Using user-selected WAD folder: D:\Games\Doom\Doom WADS [DataBundle] Failed to identify IWAD file read-only "D:\Games\Doom\Doom WADS\doom.wad": [OutputError_ReadOnlyError] (in File::verifyWriteAccess) /sys/bundles is in read-only mode Identified 286 data bundles in 0.0 seconds Executable: Doomsday Engine 2.0.0 [#2034] (Unstable 64-bit) Jul 27 2016 07:13:31 Command line options: 0: C:\Program Files\Doomsday 2.0.0\bin\Doomsday.exe [RenderSystem > PackageLoader] Loading shader definitions from read-only archive entry "renderer.pack/shaders.dei" (path "/data/net.dengine.client.pack/ renderer.pack/shaders.dei") from archive in read-only "(basedir)\data\ net.dengine.client.pack" Loading shader definitions from read-only archive entry "renderer.pack/lensflares.pack/shaders.dei" (path "/data/net.dengine.client.pack/renderer.pack/ lensflares.pack/shaders.dei") from archive in read-only "(basedir)\data\net.dengine.client.pack" OpenGL 3.3 supported [Sys_GLInitialize] OpenGL information: Version: 4.5.0 NVIDIA 347.52 Renderer: GeForce GTX 460 SE/PCIe/SSE2 Vendor: NVIDIA Corporation Capabilities: Compressed texture formats: 51 Use texture compression: no 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 ARB extensions: ES2_compatibility, ES3_1_compatibility, ES3_compatibility, arrays_of_arrays, base_instance, blend_func_extended, buffer_storage, clear_buffer_object, clear_texture, clip_control, color_buffer_float, compatibility, compressed_texture_pixel_storage, compute_shader, compute_variable_group_size, conditional_render_inverted, conservative_depth, copy_buffer, copy_image, cull_distance, debug_output, depth_buffer_float, depth_clamp, depth_texture, derivative_control, direct_state_access, draw_buffers, draw_buffers_blend, draw_elements_base_vertex, draw_indirect, draw_instanced, enhanced_layouts, 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, get_texture_sub_image, gpu_shader5, gpu_shader_fp64, half_float_pixel, half_float_vertex, imaging, indirect_parameters, instanced_arrays, internalformat_query, internalformat_query2, invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind, multi_draw_indirect, multisample, multitexture, occlusion_query, occlusion_query2, pipeline_statistics_query, pixel_buffer_object, point_parameters, point_sprite, program_interface_query, provoking_vertex, query_buffer_object, robust_buffer_access_behavior, robustness, sample_shading, sampler_objects, seamless_cube_map, separate_shader_objects, shader_atomic_counters, shader_bit_encoding, shader_draw_parameters, shader_group_vote, shader_image_load_store, shader_image_size, shader_objects, shader_precision, shader_storage_buffer_object, shader_subroutine, shader_texture_image_samples, shader_texture_lod, shading_language_100, shading_language_420pack, shading_language_include, shading_language_packing, shadow, sparse_buffer, sparse_texture, stencil_texturing, sync, tessellation_shader, texture_barrier, 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_mirror_clamp_to_edge, texture_mirrored_repeat, texture_multisample, texture_non_power_of_two, texture_query_levels, texture_query_lod, texture_rectangle, texture_rg, texture_rgb10_a2ui, texture_stencil8, texture_storage, texture_storage_multisample, texture_swizzle, texture_view, timer_query, transform_feedback2, transform_feedback3, transform_feedback_instanced, transform_feedback_overflow_query, 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_10f_11f_11f_rev, vertex_type_2_10_10_10_rev, viewport_array, window_pos ATI extensions: draw_buffers, texture_float, texture_mirror_once EXT extensions: Cg_shader, abgr, bgra, bindable_uniform, blend_color, blend_equation_separate, blend_func_separate, blend_minmax, blend_subtract, compiled_vertex_array, 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, import_sync_object, multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels, pixel_buffer_object, point_parameters, polygon_offset_clamp, provoking_vertex, rescale_normal, secondary_color, separate_shader_objects, separate_specular_color, shader_image_load_store, shader_integer_mix, 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_add, texture_env_combine, texture_env_dot3, texture_filter_anisotropic, texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp, texture_object, texture_sRGB, texture_sRGB_decode, texture_shared_exponent, texture_storage, texture_swizzle, timer_query, transform_feedback2, vertex_array, vertex_array_bgra, vertex_attrib_64bit EXTX extensions: framebuffer_mixed_formats IBM extensions: rasterpos_clip, texture_mirrored_repeat KHR extensions: blend_equation_advanced, context_flush_control, debug, robust_buffer_access_behavior, robustness KTX extensions: buffer_region NV extensions: ES1_1_compatibility, ES3_1_compatibility, bindless_multi_draw_indirect, bindless_multi_draw_indirect_count, blend_equation_advanced, blend_square, compute_program5, conditional_render, copy_depth_to_color, copy_image, depth_buffer_float, depth_clamp, draw_texture, explicit_multisample, fence, float_buffer, fog_distance, fragment_program, fragment_program2, fragment_program_option, framebuffer_multisample_coverage, geometry_shader4, gpu_program4, gpu_program4_1, gpu_program5, gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5, half_float, internalformat_sample_query, 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, shader_thread_group, texgen_reflection, texture_barrier, texture_compression_vtc, texture_env_combine4, texture_multisample, texture_rectangle, texture_shader, texture_shader2, texture_shader3, transform_feedback, transform_feedback2, uniform_buffer_unified_memory, 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 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_context_flush_control, 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_es2_profile, EXT_create_context_es_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_copy_image, NV_delay_before_swap, NV_float_buffer, NV_multisample_coverage, NV_render_depth_texture, NV_render_texture_rectangle [audio::System > AudioDriver] FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013 [audio::System] Audio configuration: CD: FMOD/CD Music: FMOD/Ext SFX: FMOD [Def_Read] Parsing definition files... Definitions: 7 materials [ResourceSystem] Model init completed in 0.00 seconds Game could not be selected automatically [MasterWorker] Received 7 servers from master [PackageLoader] Unloading 7 packages Z_Shutdown: Used 1 volumes, total 33554432 bytes. Restoring original display mode due to shutdownIn the meantime, you could try simply reseting your input bindings. When in game, open the taskbar with Shift-Esc and type "defaultbindings" in the command prompt.
"DefaultBindings" worked a charm, so simple, yet so powerful. Thank you for your help and assistance.
Love your work
Ubuntu 16.04 Xenial 64 bits
NVIDIA GeForce GTX 770
official Ubuntu Nvidia drivers 361.42 - 1920x1080
Processor Intel i5-3570 3,4 Ghz
8 Go RAM