Lighting problem after upgrading to 1.14.0 (Solved)

edited 2014 May 1 in Technical Support
Hello.
Since I upgraded my Doomsday Engine to version 1.14.0, every time I activate the light by the IDBEHOLDL cheat code, the screen bleaches (Turns white) almost completely:
Doomsday%2520Engine%25201.14.0%2520at%2520Doom%2520II%2520Map%252027%2520after%2520activating%2520the%2520light%2520by%2520the%2520IDBEHOLDL%2520cheat.jpg
What causes this?

Comments

  • In your Renderer settings, which appearance profile are you using? Are the bloom settings in their default values?
  • It seems that this is a general bug in version 1.14.0, as I've downgraded back to 1.13.2 and the problem with the lighting was solved.
    With the current 1.13.2 version I have, I use custom appearance profile (Which probably have all of my settings from the control panel that I've setted with older versions that had a control panel). I think that these options weren't changed during upgrading to 1.14.0.
    Where are the bloom settings? I don't find them.
    Also, unrelated to this, the Print Screen key, isn't picked also in 1.14.0.
  • skyjake wrote:
    Are the bloom settings in their default values?
    I reupgraded my Doomsday Engine 1.14, and found the bloom settings at Renderer -> Profile: Custom -> Settings -> Camera Lens. The values for the bloom settings are:

    Bloom Threshold: 0.35
    Bloom Intensity: 0.65
    Bloom Dispersion: 1.00
    I reseted the camera lens settings, and nothing changed, meaning that these are the default values.
    I'm waiting for an answer.
  • Can you provide details on your computer?

    This issue doesn't appear to occur for me, suggesting it could be an incompatibility with specific hardware.

    Also, have you tried disabling bloom completely or tested using the 'Vanilla' Rendering profile? That disables the likes of bloom.
  • It could also be a GL state bug with vignette; try disabling vignette but keeping bloom enabled. (Both are in the Renderer Appearance sidebar.)
  • edited 2014 Apr 27
    Reupgraded again to 1.14.0 and disabled vignette. Nothing happens.
    I found that there are no bloom settings in previous version 1.13.2.
    Also, during the first run of Doomsday Engine 1.14 after upgrading from 1.13.2, a warning symbol appears on the upper right side of the screen.
    Doomsday.out included if it is related to the problem:
    Application path: D:\Old_D\wingames\Doomsday Engine\Bin\Doomsday.exe
    Created a new 32.0 MB memory volume.
    Config::read: Detected new build: 1109 => 1201
    Executable: Doomsday Engine 1.14.0 (Stable 32-bit #1201) Apr 16 2014 13:04:46
    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:  3.3.0
      Renderer: GeForce GT 220/PCIe/SSE2
      Vendor:   NVIDIA Corporation
    Capabilities:
      Compressed texture formats: 23
      Available texture units:    4
      Maximum texture anisotropy: 16
      Maximum texture size:       8192
      Line width granularity:     0.125
      Line width range:           0.5...10
    ^ : OpenGL Extensions:
    ^ :     ARB extensions:
            arrays_of_arrays, base_instance, blend_func_extended, clear_buffer_object,
            color_buffer_float, compatibility, compressed_texture_pixel_storage,
            conservative_depth, copy_buffer, copy_image, debug_output, depth_buffer_float,
            depth_clamp, depth_texture, draw_buffers, draw_buffers_blend,
            draw_elements_base_vertex, draw_instanced, enhanced_layouts, 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,
            half_float_pixel, half_float_vertex, imaging, instanced_arrays,
            internalformat_query, internalformat_query2, invalidate_subdata,
            map_buffer_alignment, map_buffer_range, multi_bind, 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_bit_encoding, shader_objects,
            shader_texture_lod, shading_language_100, shading_language_420pack,
            shading_language_include, shading_language_packing, shadow, stencil_texturing,
            sync, texture_border_clamp, texture_buffer_object, texture_buffer_range,
            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_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_feedback_instanced, transpose_matrix,
            uniform_buffer_object, vertex_array_bgra, vertex_array_object,
            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:
            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_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_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, import_sync_object
    ^ :     EXTX extensions:
            framebuffer_mixed_formats
    ^ :     IBM extensions:
            rasterpos_clip, texture_mirrored_repeat
    ^ :     KHR extensions:
            debug
    ^ :     KTX extensions:
            buffer_region
    ^ :     NV extensions:
            blend_square, conditional_render, copy_depth_to_color, copy_image,
            depth_buffer_float, depth_clamp, 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, 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_buffer_load, 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_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_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
    FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
    Audio configuration:
      CD:    FMOD/CD
      Music: FMOD/Ext
      SFX:   FMOD
    Initialized 5 sound effect channels
    Music disabled
    User-supplied IWAD path: "D:/Old_D/wingames/Doomsday Engine/data/jdoom/Doom main wads/"
    User-supplied IWAD path: "D:/Old_D/wingames/Doomsday Engine/snowberry/"
    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)\data\jdoom\Doom main wads\tnt.wad"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "Final DOOM: The Plutonia Experiment"...
     - plutonia.wad: "(basedir)\data\jdoom\Doom main wads\plutonia.wad"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "DOOM 2: Hell on Earth"...
     - doom2.wad or doom2f.wad: "(basedir)\data\jdoom\Doom main wads\DOOM2.WAD"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "Ultimate DOOM"...
     - doom.wad or doomu.wad: "(basedir)\data\jdoom\Doom main wads\DOOM.WAD"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "DOOM Registered"...
     - doom.wad: "(basedir)\data\jdoom\Doom main wads\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)
    Selecting game 'doom2'...
    Path "auto" now mapped to "data\jdoom\auto"
    Path "auto" now mapped to "defs\jdoom\auto"
    Loading game resources...
    IWAD identification: 0x10424c4
    ResourceSystem > loadCompositeTextureDefs:
        Loaded all 428 texture definitions from "(basedir)\data\jdoom\Doom main wads\
        DOOM2.WAD:(basedir)\TEXTURE1.lmp"
    Parsing primary config "configs\doom\game.cfg"...
    game-fastmonsters: unknown identifier
    configs\doom\game.cfg(110): error executing command "game-fastmonsters 0"
    game-save-auto-loadonreborn: unknown identifier
    configs\doom\game.cfg(146): error executing command "game-save-auto-loadonreborn 0"
    net-master-address: unknown identifier
    configs\doom\game.cfg(738): error executing command "net-master-address
                                "www.dengine.net""
    net-master-path: unknown identifier
    configs\doom\game.cfg(741): error executing command "net-master-path "/master.php""
    net-master-port: unknown identifier
    configs\doom\game.cfg(744): error executing command "net-master-port 0"
    CVar_SetFloat2: Texture gamma correction set to 0.750
    ui-cursor-height: unknown identifier
    configs\doom\game.cfg(1248): error executing command "ui-cursor-height 0.75"
    ui-cursor-width: unknown identifier
    configs\doom\game.cfg(1251): error executing command "ui-cursor-width 0.75"
    Def_Read: Parsing definition files...
    ^ : Definitions:
    ^ :   30  animation groups
          6   composite fonts
          11  finales
          9   lights
          33  map infos
          11  materials
          27  particle generators
          3   skies
          36  songs
          110 sound effects
          138 sprite names
          974 states
          51  surface decorations
          368 text strings
          11  texture environments
          140 things
    ResourceSystem: Model init completed in 0.00 seconds
    Available maps:
      MAP01 data\jdoom\Doom main wads\External Wads\DM2COLL.WAD
      MAP02-MAP32 data\jdoom\Doom main wads\DOOM2.WAD
    Turbo scale: 400%
    Autostart in Map MAP16, Skill 3
    
    
    DOOM 2: Hell on Earth
    
    
    Starting tutorial (not shown before)
    Game begins...
    Starting music 'dead2'
    Loading map "MAP16"...
    Current map elements:
      778 Lines
      142 Sectors
      951 Vertexes
    Sector #8 is unclosed near (1280, 112)
    Forced pause for 28 tics
    
    Map: MAP16 - Suburbs
    Author: id Software
    
    MasterWorker: Received 2 servers from master
    Very Happy Ammo added
    Degreelessness Mode On
    No clipping mode ON
    Maximum zoom ON in automap
    inVuln, Str, Inviso, Rad, Allmap, or Lite-amp
    Power-up toggled
    
  • Vermil wrote:
    Can you provide details on your computer?

    This issue doesn't appear to occur for me, suggesting it could be an incompatibility with specific hardware.

    Also, have you tried disabling bloom completely or tested using the 'Vanilla' Rendering profile? That disables the likes of bloom.
    My computer specification:
    Motherboard: Gigabyte GA-G41M-ES2L rev 1.0
    CPU: Intel Pentium DualCore E5400 2700MHz
    GPU: NVIDIA GeForce GT 220 (1GB memory)
    Memory: 2GB
    Monitor: TEAC 7005L12 17" 4:3 LCD Monitor
    HDD: 500GB (Two partitions of 250GB).
    I disabled the bloom, and didn't help.

    Update 27.4.2014: I now in my father computer, and Doomsday engine 1.14.0 have the same bleached screen. So I chose the Vanilla rendering profile, and it solved the screen bleaching, especially when choosing a lower gamma correction. But with this setting, light sources, don't causes light reflection on the walls, and the custom profile, cause the game to crash without any error message, when I try to edit it, regardless if the version is 1.40 or 1.13.2.
  • Update: In my father computer, I tryed to do a clean installation of Doomsday Engine to solve the problem (It have the same bleaching screen as in my personal computer), by uninstalling it, erase all of the doomsday fronted data at the My Documents folder at the User folder C: and installed it from scratch, and now Doomsday Engine stop responding when changing resolution, changing window size in windowed mode, or changing from full screen to windowed mode and vise-versa.
    Please help!

    My father computer specification:
    Mother board: Gigabyte GA-H55M-D2H rev 1.4
    Memory: 2GB
    CPU: DualCore Intel Core i3-540, 3066 MHz
    Onboard GPU: Intel HD Graphics
    HDD: Western Digital Caviar Green WD10EARS 1GB SATA-II / 64MB Cache (Two partitions of 500MB
    Display: Samsung SyncMaster 2253LW LCD display
  • I tryed to upgrade the Doomsday Engine on my computer to 1.14.1, and still have the screen bleaching problem when activate the light by the IDBEHOLDL cheat code.

    Once again posting my computer specification to prevent a mess in this theard (This theard contains other unrelated problems which are specific to the Doomsday Engine on my father computer only, which I plan to post about them on a new thread [Please ignore the crashing problem that I posted here]):

    My computer specification:
    Motherboard: Gigabyte GA-G41M-ES2L rev 1.0
    CPU: Intel Pentium DualCore E5400 2700MHz
    GPU: NVIDIA GeForce GT 220 (1GB memory) (I replaced it recently to 9800GT [1GB memory])
    Memory: 2GB
    Monitor: TEAC 7005L12 17" 4:3 LCD Monitor
    HDD: 500GB (Two partitions of 250GB)
  • Could you attach your "configs\doom\game.cfg" here so that we may rule out possible issues with cvar values? That can be found in your runtime folder.
  • game.cfg content:
    # jdoom 1.14.1 / Doomsday Engine 1.14.1
    # 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 1
    
    # 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=Pain Elementals can't spawn Lost Souls if more than twenty exist (original behaviour).
    game-maxskulls 0
    
    # 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=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 1
    
    # 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 1
    
    # 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 75
    
    # 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 1
    
    # Scale factor for automap lines (default: 1.1).
    map-line-width 0.5
    
    # 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 1
    
    # 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 ""
    
    # Preferred music source: 0=Original MUS, 1=External files, 2=CD.
    music-source 1
    
    # Music volume (0-255).
    music-volume 0
    
    # Network development mode.
    net-dev 0
    
    # TCP/IP address for searching servers.
    net-ip-address ""
    
    # TCP port to use for control connections.
    net-ip-port 0
    
    # 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 1
    
    # 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 1
    
    # 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
    
    # 1=Enable the bloom filter for frame post-processing. Bloom makes bright areas of the frame glow more intensely.
    rend-bloom 1
    
    # 0=One-pass bloom (faster). 1=Two-pass bloom (more realistic).
    rend-bloom-complexity 1
    
    # Determines how much the bloom filter spreads out color values when blurring (1.0=normal).
    rend-bloom-dispersion 1
    
    # Output intensity for the bloom filter.
    rend-bloom-intensity 0.65
    
    # Input threshold for bloom: pixels darker than this will not be affected by bloom (range: 0...1).
    rend-bloom-threshold 0.35
    
    # Field of view.
    rend-camera-fov 110
    
    # 1=Enable simulated radiosity lighting. 2=Process without rendering.
    rend-fakeradio 1
    
    # Darkness of simulated radiosity shadows.
    rend-fakeradio-darkness 1.2
    
    # Fixed aspect ratio finale stretch-scaling strategy 0=Smart, 1=Never, 2=Always.
    rend-finale-stretch 0
    
    # Default fog mode: 0=linear, 1=exp, 2=exp2.
    rend-fog-default 0
    
    # Glow strength factor (default: 1).
    rend-glow 0.5
    
    # Max height of wall glow (default: 100).
    rend-glow-height 1024
    
    # A multiplier for glow height (default: 1).
    rend-glow-scale 2.99
    
    # 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 > 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 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 1
    
    # 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 512
    
    # A multiplier for dynlight radii (default: 1).
    rend-light-radius-scale 10
    
    # 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 1
    
    # 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 1
    
    # 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 0.75
    
    # 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 110
    
    rend-vr-player-height 1.75
    
    rend-vr-rift-fovx 114.800003
    
    rend-vr-rift-latency 0.03
    
    rend-vr-rift-samples 2
    
    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 1
    
    # 1=Play sound effects in 3D.
    sound-3d 1
    
    # 1=Show sound debug information.
    sound-info 0
    
    # 1=Only allow one sound per emitter object (as in traditional Doom).
    sound-overlap-stop 0
    
    # Sound effects sample rate (11025, 22050, 44100).
    sound-rate 44100
    
    # Reverb effects general volume (0=disable).
    sound-reverb-volume 0
    
    # Sound effects volume (0-255).
    sound-volume 30
    
    # 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 0.5
    
    # 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
    #
    
    

    For some reasons, I can't attach files to my comments, but only copy and paste their contents (I'm using Firefox 28.0).
    Btw, why all of the technical folders of Doomsday Engine (Including the runtime one), located at the users folder and not at the folder of Doomsday Engine?
  • Vermil wrote:
    Can you provide details on your computer?

    This issue doesn't appear to occur for me, suggesting it could be an incompatibility with specific hardware.

    Also, have you tried disabling bloom completely or tested using the 'Vanilla' Rendering profile? That disables the likes of bloom.
    aor000 wrote:
    My computer specification:
    Motherboard: Gigabyte GA-G41M-ES2L rev 1.0
    CPU: Intel Pentium DualCore E5400 2700MHz
    GPU: NVIDIA GeForce GT 220 (1GB memory) (I replaced it recently to 9800GT [1GB memory])
    Memory: 2GB
    Monitor: TEAC 7005L12 17" 4:3 LCD Monitor
    HDD: 500GB (Two partitions of 250GB)
    Solved the problem of the bleaching screen with version 1.14.1 of Doomsday Engine on my computer. I simply disabled the blooming in my custom rendering profile
    Strange that this didn't did anything in my father computer (I didn't tryed 1.14.1 on it yet). Probably this was a problem in 1.14.0, or my father computer specification wasn't compatible?
  • # Texture gamma correction factor.
    rend-tex-gamma 0.75
    
    This setting causes part of the "washed out" appearance you're seeing. The texture gamma is a very old setting that Doomsday has inherited from the original Doom, and it can be changed with the Gamma Correction key (you can find that in the game's Controls menu), not via the Renderer Appearance sidebar.

    You should set rend-tex-gamma to 0 in the console ("rend-tex-gamma 0"). If you need to adjust display gamma or contrast, go instead to taskbar -> Video Settings -> Color Adjustments.
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