No Mouse or keyboard input.

edited 2016 Aug 6 in Technical Support
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

Comments

  • Could you share your doomsday.out log, please? That might contain some hints about what is going on.

    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.
  • why yes. The task bar does appear when I hit shift + Esc.

    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 shutdown
    
  • Hmm, this should not be happening:
    [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
    I'll have to boot up my Windows and see if I can reproduce that.

    In 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.
  • OMG YES

    "DefaultBindings" worked a charm, so simple, yet so powerful. Thank you for your help and assistance.
    Love your work
  • I confirm that I need to resetting my input bindings with the 2032 version of Doomsday.

    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
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