Nothing meaningful that I can see, but I do get the problem.
[spoiler]
Code: Select all
Log started: Mon Feb 11 21:50:07 2008
W_Init: Init WADfiles.
adding f:/doom/gzdoomsvn/gzdoom.pk3
adding F:/Doom/gzdoom/HERETIC.WAD (2633 lumps)
adding f:/doom/gzdoomsvn/skins/bba.wad (68 lumps)
adding f:/doom/gzdoomsvn/skins/Blud.wad (52 lumps)
adding f:/doom/gzdoomsvn/skins/flashlight.wad (9 lumps)
adding f:/doom/gzdoomsvn/skins/flashlightres.wad (4 lumps)
adding f:/doom/gzdoomsvn/skins/KEEN.WAD (58 lumps)
adding f:/doom/gzdoomsvn/skins/NJBLK01.wad (344 lumps)
adding f:/doom/gzdoomsvn/skins/scope.wad (2 lumps)
adding f:/doom/gzdoomsvn/skins/Variants.wad (364 lumps)
adding f:/doom/gzdoomsvn/skins/Xhairs.wad (33 lumps)
adding f:/doom/gzdoomsvn/lights.wad (4 lumps)
adding F:/Documents and Settings/Nigel_Rowand/Desktop/hquest10.wad (1380 lumps)
I_Init: Setting up machine state.
CPU Speed: 2813.506952 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 2.80GHz 4 CPU 2.80GHz
Family 15, Model 2, Stepping 7
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
TEAMINFO_Init: Load team definitions.
LoadDecorations: Load external actors.
R_Init: Init Heretic refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6200/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 640 x 480
16 bots read from bots.cfg
E1M1 - City Night
Split seg 5744 (6144,-448)-(6144,-576) of sector 534 in loop 9
Split seg 5734 (5696,-576)-(5696,-448) of sector 534 in loop 9
Split seg 5686 (5920,-536)-(6008,-536) of sector 534 in loop 9
Split seg 5746 (6080,-704)-(5952,-768) of sector 534 in loop 9
Split seg 5738 (5888,-768)-(5760,-704) of sector 534 in loop 9
Split seg 5678 (5832,-536)-(5920,-536) of sector 534 in loop 9
]god
Degreelessness Mode ON
<-- ----------------------------->
Chapter 1-1
<------------------------------->
game saved.
[/spoiler]
The only setting I found that made a difference was "smooth sprite edges" Switching that on made the spider sprites disappear completely (other sprites that had already been showing correctly did not disappear).
As far as I can tell, the sprites are in Doom-format. I was expecting something odd, but that doesn't seem to be the case. Most graphics seem fine, just these SPDRXXXX sprites. (edit forget that - see screenshot)
There doesn't seem to be anything odd in the decorate either.
In fact, I extracted the DECORATE and sprites without changing them at all, put them in their own WAD and loaded that. Summoning the spiders allowed them to appear without a black box.
In fact, going to the level concerned and typing "summon spider" brought a spider into the map that did not have a black box despite the fact that it was surrounded by black box spiders that the game had spawned.
Anyway, it's not just the spiders
