Spider Mastermind missing

edited 2009 Jul 24 in Technical Support
So, this is kind of funny and I wonder if anyone can proof this: in Ultimate Doom E3M8, the Spider Mastermind is missing. No matter what I do, switching off any add-ons or choose a different difficulty setting, it just isn't there. Anyone else experiencing this?

Comments

  • Confirmed - no spider mastermind in level, no matter what - all difficulties. Makes it impossible to complete the level!
  • Yeah, he ain't there.
    >warp 38
    Changing map...
    Zip_Read: E:\Games\Doomsday\data\doomsday.pk3: 'E:\Games\Doomsday\data\graphics\loading1.png' (11683 bytes, deflated)
    LoadImage: }data/graphics/loading1.png (256x256)
    Zip_Read: E:\Games\Doomsday\data\doomsday.pk3: 'E:\Games\Doomsday\data\graphics\loading2.png' (6210 bytes, deflated)
    LoadImage: }data/graphics/loading2.png (256x256)
    P_LoadMap: "E3M8"
    DAM_AttemptMapLoad: Loading "E3M8"...
    collectMapLumps: Locating lumps...
    createArchivedMap: Add record for map "E3M8".
    convertMap: Attempting conversion of "E3M8".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    WadMapConverter::loadSectors: Processing...
    WadMapConverter::loadVertexes: Processing...
    WadMapConverter::loadSidedefs: Processing...
    WadMapConverter::loadLinedefs: Processing...
    WadMapConverter::loadThings: Processing...
    WadMapConverter::TransferMap...
    WadMapConverter::Transfering vertexes...
    WadMapConverter::Transfering sectors...
    WadMapConverter::Transfering linedefs...
    WadMapConverter::Transfering lights...
    WadMapConverter::Transfering polyobjs...
    WadMapConverter::Transfering things...
    P_BlockMapCreate: w=30 h=32
    DAM_BuildBlockMap: Done in 0.00 seconds.
    BSP_Build: Processing map using tunable factor of 7...
    Map goes from (-1728,-1560) to (1984,2432)
    createInitialHEdges: Done in 0.00 seconds.
    Sector mismatch: #3 (1967.9,2325.0) != #2 (1856.0,2304.0)
    BuildNodes: Done in 0.01 seconds.
    Sector #2 has sidedef facing #3.
    SaveMap: Done in 0.00 seconds.
    BSP_Build: Built 84 Nodes, 85 Subsectors, 431 Segs, 204 Vertexes
      Balance +0 (l9 - r9).
      Done in 0.01 seconds.
    R_PolygonizeMap: Done in 0.00 seconds.
     Build subsector tables...
     Build line tables...
    Finalizing Linedefs...
    S_DetermineSubSecsAffectingSectorReverb: Done in 0.00 seconds.
    WadMapConverter::TransferMap: Done in 0.02 seconds.
    convertMap: Successful.
    R_InitLinks: Initializing
    R_InitLinks: Allocating line link rings. Done in 0.00 seconds.
    P_BlockMapCreate: w=30 h=32
    P_BuildSubsectorBlockMap: Done in 0.00 seconds.
    R_InitSectorShadows: Done in 0.00 seconds.
      InitialSkyFix: Done in 0.00 seconds.
    SB_InitForMap: Done in 0.00 seconds.
    P_PtcInitForMap: Done in 0.00 seconds.
    Precaching took 0.10 seconds.
    
    E3M8: Dis
    Author: id Software
    
    Con_Busy: Was busy for 0.16 seconds.
    S_StartMusic: e3m8.
    

    That's with Ultimate Doom, I dont have a non-Ultimate DOOM.WAD to test.
  • Please submit a bug report and it will be addressed in the upcoming 1.9.0-beta6.5 release.
  • OK i'll do that :)

    EDIT: Done, I hope I did it right. https://sourceforge.net/tracker/?func=d ... tid=542099
  • Thank you for taking care of that, JonusC! :)
  • No problem at all.

    I'm interested in learning how to diagnose these things, i'm downloading the trunk and the current beta tag right now and will learn how to build it properly in my VS2008 thanks to the guide on the Wiki page. Even though my C knowledge is pretty basic, I am learning and am interested in the internals of the Doomsday engine :)

    I will probably spend a very long time trying to even get my grips on the code as I don't want to distract the team either but I hope I can one day help the project with "simple stuff" as the developers are very busy and hard working on great new things and their real lives of course!
  • This problem has since been addressed in svn and the fix will feature in the imminent 1.9.0-beta6.5 release.
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