#eternal-modding

1 messages Β· Page 9 of 1

hasty oyster
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not sure what that means. But all 5 of them inherit from the OG caco so right now do the almost the exact same thing. You can easily change their projectile and its effects, damage, HP for each ... at least I think you can. I will be back at these later but right now i am trying to make the OG hell knight using parts of the gladiator skin(s).

empty bobcat
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I see id use a lot of additional lights in each area, open or close. I used additional light to light up dark shadowed places on my map. I don't know how probes, work but as manual says you use it after full bake.

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But still don't understand what do they do. When I was deleteing probes on ref maps there was a slightly difference with lighting, but when I put a new probe light and delete it (without any bake) it didn't take any effect.

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looks awesome

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what are these stairs? I need some for my map, but I couldn find.

exotic badge
empty bobcat
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Oh, I see you did checkpoint? How did you make them? My don't want to work.

dark swallow
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Cool

tight hinge
empty bobcat
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yes, but it doesn't work for me, I had to screw something.

tight hinge
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did you give it a checkpoint name?

empty bobcat
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no, I don't remember that

tight hinge
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you might need that

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inside of layer change

empty bobcat
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one sec I'll fire up idstudio...

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so, I did like in manual:

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and it doesn't work

exotic badge
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And do this for the very first player start

empty bobcat
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so this player is initial:

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and here I put a name:

tight hinge
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correct

empty bobcat
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should the trigger reffers somehow to the checkpoint name?

tight hinge
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no need

empty bobcat
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so what for we had to name checkpoint layer?

tight hinge
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just put inside of the targets the name of the layer_change

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that is required if you load a level from a new game for example

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to specify which checkpoint you want to load

empty bobcat
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ok, I'm bit confused πŸ™‚ Let's check it

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YEAH! WORKS!

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so the different was only to name this checkpoint layer, and set the "first" player as initial!

tight hinge
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the inital one isn't necessary per se but you should put it

empty bobcat
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Thank You guys! @tight hinge @exotic badge!

tight hinge
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it's the checkpoint name that is needed

vital lichen
tight hinge
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otherwise you would spend months making one πŸ’€

empty bobcat
tight hinge
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yeah always good to have community prefabs, they are very useful

empty bobcat
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I'm making tutorial maps for myself, cause probably I forgot how did I do that tomorrow πŸ™‚

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awesome, I learnt two things today πŸ™‚

tight hinge
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its awesome

hasty oyster
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im just giong to be making many variants of hell knights, caco's and pinkies. The biggest project will be making the 2016 summoner. I might be able to inherit most of the archvile for it, but ... not sure. the AV and Summoner do have a lot in common on how it works at least

tight hinge
hasty oyster
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well im working on that, but yes it will be more than visual differences. Giong to take some real skill to change some of their attributes. But Ice: immune to ice bomb, ice attacks slows player down for a few seconds (purple goo like), changes to the HUD display, maybe the ice bomb even heals the caco or enrages him. Fire: immune to flame blech, fire attacks make slayer vulernable (take extra damage for a short while), hud changes. Just some of my idea's

night heath
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looks great. How do I access it???

exotic badge
tight hinge
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I can help you with these if you need

night heath
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Its still downloading for me

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looks like its a big map

tight hinge
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I made the Cybercaco, shouldn't be too hard to implement those

hasty oyster
exotic badge
night heath
tight hinge
hasty oyster
tight hinge
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oh shit I thought you couldn't do it yet

hasty oyster
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you can't i had to download the nexus ZIP and import in idstudio.

tight hinge
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oh that version is a bit outdated

hasty oyster
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yah, but its all i had to go bye

tight hinge
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but that still works as a base

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my version had custom gore

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same with lean manc

hasty oyster
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yah cant wait to inspect all the updated ones. I learn best with seeing how other do things

tight hinge
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custom goreContainers were a mess

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the studio needs to generate a binarygorecontainer file otherwise it doesn't work properly

hasty oyster
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what is the gorecontainer again? I made green bloodied hell knights and i can't remember

tight hinge
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gorecontainer specifies all the gorewounds of a demon

hasty oyster
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like the chunks that fall off? or whats left over on the model?

halcyon stratus
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I'm so happy to see new mods being uploaded on a daily basis.

tight hinge
hasty oyster
tight hinge
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destructibles are the chunks

hasty oyster
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idStudio will keep me busy till TDA

tight hinge
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yeah seeing the community pop off is awesome, wish I could work faster on my level too

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will take me months probably

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wanted to build a full prequel level between 2016 and Eternal, maybe even a whole DLC

tight hinge
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yeah I know

hasty oyster
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we do need a DLC for the events between the games. I have always had hope 2016 would get a mini expansion with the final boss being the Blood Priest Nilox's guardian.

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2016 assets in idstudio would def be welcome too - but probably a very TALL order

tight hinge
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yeah I wanted to make a level explaining how he got out of hell and how he got the fortress of doom

exotic badge
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Has anyone imported the models into editor? I did it but material is missing. Tutorial does not help

karmic musk
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Did samuel hayden send him back to hell via portal at the end of 2016? I thought he was just locked up by the tethers that samuel hayden trapped him in.

karmic musk
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would be cool to see a continuation after that interaction regardless

karmic musk
tight hinge
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My idea was he is meant to go to hell and while he is in hell something unexpected happens, he gets teleported by an unknown entity (intern) back to earth except he fucks up and puts you into space

hasty oyster
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my guess sends him back to a sentinel world that has been absorbed by hell. From there he finds a star destroyer (or whatever they are called) and that becomes his new home/hub

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then he hunts down the first blood priest guardian

tight hinge
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In the base game he says it's an honor to finally meet you personally

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So we don't know how he even knows him

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Think it would be a neat idea

empty bobcat
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lol - my whole DOOM became blank black

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I had callphone and when back and wake up screen I got this

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in game is total black

hasty oyster
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i had that happen on retail, maybe a graphics card pooped out for a second.

empty bobcat
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ha checkpoints work πŸ™‚

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@exotic badge your map is real solid and I mean gameplay, geo and how you manage with all functions! Best of all maps at now in handling all functions.

normal badger
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definitely the best so far yeah (though, maybe I have a soft spot for the E1M1 remake)

tight hinge
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Would be sick if he made a full level from it honestly

normal badger
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I think the length is fine, not everything needs to be 30 minutes

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or an hour

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I think the only real feedback I have for it is the lighting, and the super linear layout, it'd be cool to have more open maps where you can get key cards and stuff πŸ™‚

exotic badge
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Thanks you all guys, glad you like it ❀️

normal badger
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or at least layouts that loop in on themselves

normal badger
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but not every map needs to be that either lol

exotic badge
tight hinge
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yeah more non linear levels would be pretty good

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I was going for 3 different directions you could take or something

halcyon stratus
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I'm going for a nonlinear map for mine.

normal badger
halcyon stratus
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I really like classic Doom's progression.

normal badger
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my original plan was to remake one of my doom maps, but honestly, I'm more interested in messing around with the possibilities now

empty bobcat
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OMG I didn't know you can kill Marauder with berserk! One hit!

normal badger
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yeah

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that's what I ended up doing because I didn't feel like fighting two at a time

exotic badge
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I didn't know too πŸ˜„

empty bobcat
reef citrus
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Grimy Waifu in DE when

empty bobcat
normal badger
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ending off with two marauders is mean haha

empty bobcat
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am I only one who hate Marauder's wolf? πŸ˜„

normal badger
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no

empty bobcat
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Yeeeahh!

exotic badge
normal badger
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I only have 100 hours in eternal, I'm not a difficulty guy lol

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it is not nearly as hard as the world spear master level

empty bobcat
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I played it on nightmare and it was tough, but I'm not gid gud

normal badger
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the world spear masterlevel is messed up

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especially the encounter with the spinning laser beam

exotic badge
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it's really tough level..

halcyon stratus
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I really need to look into model editing so I can make this happen.

normal badger
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that looks awesome

halcyon stratus
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Fuck, there's so many things I want to do and I have very little an idea where to begin.

empty bobcat
normal badger
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why did they make the dev texture so detailed lmao

empty bobcat
vital lichen
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I don't think I can keep up with modding by the moment :/

vital lichen
# oblique dirge Why

Hitting this moment of the year in whivh I don't have much spare time already. I think I will make a comeback in a couple of months

normal badger
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how do you adjust texture alignment?

exotic badge
normal badger
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uhhh

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I can't find that

exotic badge
normal badger
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lmao this thing is unintuitive, the nudge doesn't seem to be doing anything

exotic badge
normal badger
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but its not letting me adjust it

exotic badge
normal badger
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brush.

exotic badge
normal badger
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no I want to adjust where the texture is

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I want to shift it, to pan it

exotic badge
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Hmm

normal badger
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I want to move the texture, I want to use the trim texture like a trim

exotic badge
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Now I understend

normal badger
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I get it now

exotic badge
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like this?

empty bobcat
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there is no snap to edge I guess? 😦

exotic badge
normal badger
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its really weird but I get it now

exotic badge
normal badger
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yeah

empty bobcat
normal badger
normal badger
empty bobcat
normal badger
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oh by the way, how did you split something and keep both sides again?

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nvm I remembered: shift-enter

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can you copy and paste alignment properties?

exotic badge
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Don't forget holding Ctrl+Shift when you're doing the second step

normal badger
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gaaaah

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the alignment keeps messing up and the texture just turns grey

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that took way more effort than it was worth lmao

empty bobcat
hasty oyster
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not to forget about the hordes of flesh fiends, balrogs and those maggot beasts.

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oh and undead knights and wraith like ghosts

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but please no gloams, fuck those things

empty bobcat
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oh, and I'm very happy with this pillar combined with hooks πŸ™‚

gaunt ether
eager ginkgo
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are those model kits from nekravol asset pack

normal badger
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attempt at some phobos type architecture

empty bobcat
normal badger
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mars core is my favorite level, I love the techbase stuff

empty bobcat
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Generally I like all maps, just some maps are a bit boring for me cause I saw them too much time πŸ™‚ Like first part of exultia (I love it, but I saw it so many times). But hell part of exultia is one of my fav hell style.

normal badger
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hey guys is there any way to rotate your entire selection by an exact amount of degrees?

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like I have a bunch of shit selected that I want to flip

exotic badge
empty bobcat
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I use just "E" and shift when rotating objects, those all icons are so tiny I didn't even see that

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sentinel kit has so many great models!

normal badger
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found the exact material that matches with this mesh and its so satisfying

exotic badge
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looks great!

empty bobcat
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I'm setting stairs on the map πŸ™‚

oblique dirge
cobalt cipher
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It's me, I'm back. With another potentially obscure issue for me to eventually figure out myself a few days later πŸ˜…

cobalt cipher
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These are the options for the Maintain AI Count inside the Encounter Manager.

Presumably, this should respawn the fodder endlessly until it's told to stop with the "Stop Maintain" command.

But if I replicate these settings, nothing spawns.

They only spawn if I have a Max_Spawn_Count value higher than 0, but then the respawns are limited to that number.

Discuss

oblique dirge
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hmmm

cobalt cipher
pearl junco
cobalt cipher
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Hey @shadow venture, your bio said tagging is ay-okay! Any advice on this?

pearl junco
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The modding discords would probably be the best place to go for encounter manager-related advice

cobalt cipher
karmic musk
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Messed around with the kits, specifically mars core for my theme. After blocking out a room/area and testing around until it feels good, I'll replaced the bsp brushes with actual kit models. Start of the level has you in a vent in which you drop down into this room.

shadow venture
south wasp
shadow venture
cobalt cipher
shadow venture
south wasp
cobalt cipher
shadow venture
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If -1 doesn't work there is likely a problem elsewhere in the setup, or a problem with the build- hopefully not the latter

cobalt cipher
south wasp
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ahh, gotcha

cobalt cipher
cobalt cipher
oblique dirge
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The map is almost done and then I can get to the AI and other things

prisma vector
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I'm doing the I'd tutorial simple box map. I built it using slow map. But the engine tab is missing. How do I get the engine tab back?

vocal moat
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my doom eternal modding doesnt work :(

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every I drag and drop the mods into the active mods folder they snamp back into installed mods when I click off

fickle glade
empty bobcat
fickle glade
stone terrace
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can you load multiple mods? ex: gameplay mod, map

broken nest
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What would name should this guy have?

vital lichen
halcyon stratus
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Neat if so, we haven't seen custom enemies or weapons yet.

empty bobcat
tight hinge
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boners

empty bobcat
karmic musk
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Boned

empty bobcat
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can you confirm something for me, guys? Does idS and mod work only for deluxe version with both dlc, or it works with DOOM Eternal without addons too?

empty bobcat
oblique dirge
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Deluxe

solemn orbit
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How are people enjoying idStudio?

empty bobcat
bright bane
# solemn orbit How are people enjoying idStudio?

I don't understand how to set up an encounter, and that pisses me off
I mean, yeah there is the documentation page, but it doesn't explain how to set up the encounter via script, it just throw me a bunch of commands which i don't know anything about

Otherwise, it's cool

tight hinge
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It's a beta after all

empty bobcat
bright bane
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That would be very nice, but do it only if you want to, i don't want to annoy you

empty bobcat
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ok, let's do it

south wasp
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Works fine on my work PC though

brave wadi
lavish apex
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Terrible documentation but so much fun to play with and see how the game works

empty bobcat
empty bobcat
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in encounter manager you can see:

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remember you can spawn only ai you got this in that queue!

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you can't use command spawn ai marauder - cause he is not in queue - so he will not appears

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you can experiement with commands - you can add time all kill count

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in this tutorial I'm spawning 32 max possible ai at once - so your pc can stutter for a 1-2 second (but probably depends on RIG)

bright bane
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Wow, that was fast
Thanks a lot !

empty bobcat
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tested, working

bright bane
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Work for me too, but only on your map

I set up the encounter manager on my map, nothing happen
I probably have done something wrong when following the tutorial

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I'll start again from 0

empty bobcat
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remember to make nav for ai

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you can copy everything from my map to your map - but remember about nav

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also check don't you have by accident switched off some of those

prisma vector
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@solemn orbit well it is beta so it crash,freeze,errors etc. But It's OK so far.

solemn orbit
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Thank you all for your responses. My overlord will be pleased.

empty bobcat
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THERE IS UPDATE!

hasty oyster
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update? doom 2016 assets?

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just giong to hope for the moon on that...

empty bobcat
hasty oyster
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prob bug fixes then, maybe next time

empty bobcat
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yeah πŸ™‚

hasty oyster
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i ave reported almost every crash. Most of the time it happens when editing TGA files and saving them while they are displayed on idstudio

obtuse arch
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@empty bobcat I played your Dead Simple map yesterday, I have a question if you don't mind. How did you trigger the walls to lower after the Mancubuses are all dead? Thank you

empty bobcat
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the walls are a one mover:

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in encounter manager I used that:

obtuse arch
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ah so when 8 enemies die the first trigger goes off?

empty bobcat
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if count 8 - do - mover goes down

obtuse arch
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ok amazing, ill give it a try, thank you!

empty bobcat
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Yesterday we talked about checkpoints - and it worked - I even made tutorial map - today I can't force it to work on my new map. Maybe because that I copied it.

obtuse arch
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like auto-save point?

empty bobcat
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yeah

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on my test map works, on my new doesn't

obtuse arch
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something must have not copied over...

hasty oyster
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tonights project is to finish the caco attacks and try to add elemental effects. I wonder where i can "hint, hue, add watermarks" to the slayer hud. Like being hit by a frost attack and have your screen turn icy for a few seconds.

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i also need to slow the slayer down for that duration. Or make him vunerable, or jsut do about anything i feel like. Depending on the element

empty bobcat
empty bobcat
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ok, now working, but I still don't know what was wrong.
How to prevent AI climbing models like this?

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should I set it as nav?

lavish apex
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you can add a monster clip texture, it will let you walk there but not let monsters

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monsters also wont jump long distances unless you place traversals (info on wiki) so you might not have to do anything to prevent it

empty bobcat
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ok, found

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the question is - if player dies - the encounter is still in game or it's over and I need to restart it from first script?

lavish apex
empty bobcat
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ok, looks like checkpoint store only info about player, all killed demons I have to kill one more time

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maybe it worked like that in DE, I don't remember πŸ˜„

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A little tip: more than one Archvile on map is a carnage πŸ˜„

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I can't beat my own map πŸ˜„

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wait a second - archvile can spawn marauder?!!!!!!

tight hinge
eager ginkgo
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how do you guys even figure out skydomes 😭

empty bobcat
empty bobcat
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Guys, do you know how can I change skydome texture? Manual Material remap doesn't do anything.

hasty oyster
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looks like im going to have to learn blender ... anyone use that here?

hasty oyster
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yah .. but im going to make these eventually ...

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really going to use the basic hell knight base, but i still need to add shoulder and chest "armor" onto the model

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not to mention new texturing, which will be another challenge i must learn

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also want ot make the alpha 2016 imps, but im hoping thse will get released IF we get the 2016 asset pack

hasty oyster
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there he is, yes!

south wasp
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That from the early e3 trailer?

hasty oyster
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i would HOPE its model exists somewhere. Be a shame to purge it like they did with the 2015 QC gameplay demo they showed behind close doors while i was taking a ~dump dealing with other things

south wasp
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Oh you know it's on a HDD somewhere haha

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Guarantee the high poly's of older rage/doom3 or even early quake stuff would be backed up

potent onyx
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specifically the one that has all the monsters inside the cryo tubes

empty bobcat
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DOOM 2016 alpha was superior alpha, it had all models showed in preview, they didn't use those models in mulitplayer test, but they were there

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there was imp, caco and cyberdemon for sure

oblique dirge
modest obsidian
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https://idstudio.idsoftware.com/release-notes Release notes for the build update today. This is the first hotfix for the DOOM Eternal Launcher and idStudio. This version fixes the login to BNET issue we noticed users were facing, and some QoL and other bug fixes and improvements to both the UI of the Launcher and idStudio.

brave wadi
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Thank you!

hasty oyster
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so where do i change or add a monsters projectile?

tropic oasis
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Is there a chance downloaded mods will be playable offline in the future? Sorry if I misunderstood something as I only did some reading so far, but it doesn't currently seem like the most robust strategy to maintain a library of mods and a modding community if it completely relies on the BNET login for years and decades to come (compare with e.g. Quake or HL2)
Edit: I guess the question is not relevant as there were some mods even before the idStudio release.
Anyway many thanks to everyone who made the release and documentation of these tools happen if you see this, and ofc everyone who made the base game!

plush thicket
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it getting blooder here

empty bobcat
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guys, do you know how to change texture on sky, I even did, but the texture is weird stretch on sky dome.

hasty oyster
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so packaging my mod, i have to click every box or else it doesn't work. 2 gigs. it is what it is

empty bobcat
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what's the difference in building nav if we select or not select in wizzard "flight"?

pearl junco
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I know what mod you're talking about. It's possible there are some unique files needed for green blood - but I refuse to believe it's 2 gigabytes worth

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How exactly are you achieving the green blood effect?

hasty oyster
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yah ive had hate mail about it already

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depends on what part, i replaced the hell knight wounds, stuff specific to the hellknight, ... BUT lots of FX had to be inherited and changed via color. Had to do the same for the gorekit and nuggets, then remap materials for that HK. honestly can't remmeber all the changes i made

pearl junco
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So there are texture changes...alright that definitely will bump up the size for sure

hasty oyster
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its my first mod since classic doom so i got more learning

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learn good!

pearl junco
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When it comes to packaging FX / gorekit stuff, there are definitely some unique files that need to be included beyond decls. I don't think those are documented yet in the packaging guide - possibly generated/cooked/ ? If you figure that out do let me know

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However, for decls and textures, the packaging process is fully understood and documented on that wiki page I linked. For everything else - you'll have to do a process of elimination and search through the contents of the different folders in generated - try and figure out what files seem relevant, and which aren't

gaunt ether
vital lichen
broken nest
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question how close is this editor to idtech 4's editor?? could some tutorial from back then be helpful on this version??

valid yacht
tulip horizon
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praying on your downfall

empty bobcat
vital lichen
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my dudes
it's wednesday of pink t-shirts at the office

empty bobcat
cobalt cipher
halcyon stratus
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So exactly what changed about the Bnet login for the launcher? It still asks me to log in again every single time.

potent onyx
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started messing around with the map editor πŸ‘€ just trying to feel my way around it, takes a bit of getting used to

plush thicket
cobalt cipher
plush thicket
#

oh yeah I didn't see the pic in right

plush thicket
cobalt cipher
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I haven't used those but I will give it a look, thank you!

oblique dirge
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Yo can I ask you guys some thing

gaunt ether
hasty oyster
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i tried that but it didnt change. but my monster is unique AI that inherited from the caco

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i htink it is in AI compenent, but for some reason that isn't doing it too

plush thicket
gaunt ether
gaunt ether
obtuse arch
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I have but a humble request, does anyone know how to trigger a level exit? Is there like an entity volume that triggers exit on entry or something like that? Thank you

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ok i found it, it is called a "Level Transition"

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you can connect a switch to it

bright bane
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@empty bobcat i successfully managed to create an encounter πŸŽ‰

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I just have one question : how did you enable the dash, blood punch, equipment launcher, etc, in your map ?
I don't see any command for that

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If anybody knows, you can tell me

south wasp
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For ship, I believe it was covered by saleem up above. IIRC you can add equipment on level start via a logic designer script. Haven't sorted that out on my end yet though

oblique dirge
bright bane
hasty oyster
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ugh still cant change the projectile, getting frusterated

south wasp
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change that to whatever you want

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Have you verified your custom caco is the one that's spawning? it's not spawning the ai type your inheriting from, is it?

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eg. custom caco spawning, not base caco

cobalt cipher
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What is the name of the grapple hook asset/entity featured in TAG2?

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(the thing you shoot the meathook at and go weeeeeee)

karmic musk
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I'm trying to figure out how to change the state of two doors (front and back) of a room to 'locked' when a player crosses a volume and activate a encounter, and then changes the state of the doors to 'unlock' when all demons are killed/encounter completed. Does anyone have a good example/reference for that?

cobalt cipher
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Yes! I do!
Okay so you want to look for the "Start Lockdown" command in the Encounter Manager. It will want a reference to the door you want locked

empty bobcat
cobalt cipher
empty bobcat
karmic musk
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nice, alrighty. I'll check it out.

karmic musk
cobalt cipher
cobalt cipher
empty bobcat
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I'm trying to make this scenario: 1 encounter - encounter 1 ends - save checkpoint and start 2nd encounter, 2nd encounter ends - save checkpoint and start 3rd encounter

cobalt cipher
empty bobcat
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if you can just copy encounters to new map and put it in here

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with all linked entities

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I can't finish my map because I want player can save his progress, but for now each time he back to start and first encounter

cobalt cipher
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Show me what you have and I'll guide you in the right direction, I'm away from my PC atm making food so it will be a little while before I can make it for you

karmic musk
cobalt cipher
cobalt cipher
karmic musk
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thanks, ill test this out right now

empty bobcat
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what is the difference between Ctrl+J and Ctrl+K?

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I'll check in keys πŸ˜„

cobalt cipher
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J links and K connects.

I couldn't tell you why those two things are different though

karmic musk
empty bobcat
#

almost ready

cobalt cipher
# empty bobcat oh, cool! I made something like that, but it do not working

I've ran upstairs to get some screenshots for you! Hopefully this helps.

  1. You need a User Flag Trigger (found in Encounter - Trigger). Edit the User Flag variable to whatever you want to call it.

Connect these to the two encounter managers.

  1. In your first encounter manager, create the node "Raise Event Flag on External Script".

The Encounter Script parameter needs a reference to your next Encounter Manager.
The Event Flag needs to be "User Event" and the Userflag needs to be whatever you called your flag.

Also (not pictured) add a "Disable Script Manager" at the end of the Encounter Manager, to make sure it doesn't trigger again when the player respawns.

  1. In the next Encounter Manager, add a "Wait for Event Flag", set this to "User Flag" and then select the flag you made earlier.

Also not pictured - Trigger all of your encounter managers at the start. When the Userflag gets activated, create the checkpoint at the beginning of that Encounter Manager.

Sorry that's longwinded, I hope that can help! I will be more available later if it doesn't

cobalt cipher
empty bobcat
#

omg! Watching! I've just set encounter, but didn't test it for sure

karmic musk
cobalt cipher
empty bobcat
#

oh! I'll back in while - it's not easy to set it, but I'm on the way by your guide @cobalt cipher

karmic musk
# cobalt cipher Show me the set up?

Sorry, I was looking at some examples on the base maps. I saw some interesting stuff with target/relays and such so I'm going to try those out real quick.

karmic musk
#

I'm not sure if anyone remembers the digital foundry video from awhile back. But it's cool to see idstudio being showed here. Lots of cool stuff with toggeling geo decals and such. https://youtu.be/UsmqWSZpgJY?t=415

Doom 2016 saw a classic franchise and a legendary developer revitalised - but Doom Eternal ramps everything up to the next level. Join John Linneman for a deep dive into id Tech 7, a look at id's development environment - plus of course, all formats are tested.

Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe

Join the DF Patreon, ...

β–Ά Play video
cobalt cipher
empty bobcat
#

I guess, I did something wrong πŸ˜„

quasi dagger
#

Not sure if ID Studio has support for bezier patches tho

empty bobcat
quasi dagger
#

That would make it a lot easier for me to write a map converter tho

empty bobcat
karmic musk
#

Okay, I figured out how to incorporate locked/unlock doors for a encounter. You will need a target/relay + target/interact_action for each action. In this case unlocking/locking

  1. Create a target/relay node
  2. Create a target/interact_action node
  3. Click on the target/relay node and under 'targets' add the target/interact_action node
  4. Click on target/interact_action node
  5. Under targets, add the doors that need to be locked/unlocked during the encounter
  6. Scroll down or search for 'Action', set this to locked
  7. In your encounter manager, add a trigger command > activate target, place this at the top of the encounter so the doors lock.
  8. In args > target, make sure this is set to the target relay for 'locked doors'

Repeat the above steps, but for 'unlocking' the door after the encounter is completed
Added steps for this in encounter manager:

  1. Add 'Wait AI remaining: 0' at the bottom of the encounter script in encounter manager
  2. For the Activate target for unlock doors, make sure it's at the bottom.
quasi dagger
karmic musk
cobalt cipher
quasi dagger
#

Does anyone happen to know anything about the .map format? Is there any documentation about it?

karmic musk
#

Did my basic art pass and got he encounter setup for the ambush area. Glad I figured out how to lock the doors in this area. πŸ™‚

cobalt cipher
karmic musk
#

thanks, lots of stuff planned but I think it should go quicker the more I learn idstudio lol

cobalt cipher
karmic musk
#

Can't wait to play that!

cobalt cipher
#

I'll let you know when I'm ready to playtest! I think I'm going to aim for the first tests to be once I've completed the Kalibas fight! Which I'm aiming to have done by next week!

karmic musk
#

Can't wait to see what you do for the Kalibas fight, for some reason I always get beat in that arena. Those pain elementals....

cobalt cipher
#

You gotta cheat it slightly, weaken all the turrets without destroying them so you can take them all out really quick and not get harrassed by the Pain Elementals - but that's the only advice I'm giving πŸ˜…

karmic musk
#

aww jeez

south wasp
#

Has anyone noticed a way to set the move gizmo to use local rotation, not world rotation?

Trying to work out how some of the shipped geo was snapped together while using arbitrary rotations.

cobalt cipher
#

The ' key

south wasp
#

ah ha, thank ya. I couldn't find it anywhere in any menu's

cobalt cipher
#

However, it's buggy. If you duplicate a rotated item, it's local rotation will become identical to the world rotation

south wasp
#

Hrm, interesting. Will def keep an eye out for that

cobalt cipher
south wasp
#

Gotcha. I just did some random test to duplicate some geo and it seemed to work fine. Guessing I'm doing it slightly differently, or it's not 100%. Guess I'll find out in time

#

Any idea how geo like this was placed accurately?

The meshes aren't snapped to the grid, however they are aligned relative to each other.

I could imagine building the section on grid, then rotating/positioning them as a group, but that's not at all ideal.

#

Taken from e1m4_boss

#

I know GZDoom Builder has variable grid rotations and such, allowing bridgeburner to commit all kinds of crimes, but I'm not familiar with anything similar in radiant... idStudio

#

oops, aged myself hah

hasty oyster
#

Cacolantern WIP, will aslo add textures to all horns and teeth. Used something from the internet but im going ot change it to a etenral texture

#

looking at tiles right now, anyhone have suggesetions for somethjing molten in fire?

cobalt cipher
#

Ignore the arrows - I took this image from the documentation

south wasp
#

oh snap (pun not intended), aligning the work plane does the trick

cobalt cipher
#

Neat!

south wasp
#

Aligned vs default

#

Alrighty, it all makes sense. The catwalk in question was built at a rounded angle (30 degrees). So presumably the workflow is to place your initial mesh/entity, rotate it as desired, then build from there based on it's rotation.

cobalt cipher
#

Makes sense! Glad it worked πŸ˜„

south wasp
#

Yah, worth noting, the align work plane button will be greyed out if you have multiple entities selected. That's why I missed it originally I think

obtuse arch
#

Does anyone know how to get music working in a custom map? (For some reason the main menu music just continues playing) thank you

fast plaza
shadow venture
# empty bobcat ok, now working, but I still don't know what was wrong. How to prevent AI climb...

I would generally recommend going into the entity properties on geo like this and turning the player and monster clip off on the entity, and then using brushes with the clipNoAreas or monsterClipNoAreas material to make a simpler, smoother shape resembling the geo (that would go in the nav group). Doing that is what helps prevent the player and AI alike from getting caught on geometry and giving the game that "Skate Park" feel without anything interrupting your flow in these situations.

obtuse arch
hasty oyster
#

i found a texture i like but is there a way to extract it as it is in the preview?

hasty oyster
#

Next stage of caco evolution. lots more to do

gaunt ether
#

nice

empty bobcat
prisma vector
quaint moth
#

hi guys i notice that for some reason the usage of ram on the editor will jump almost to 80 thousand then it will crash is anyone else having this i have 128 gigs of ram and all i have done is a add a model of earth building and a floor and then boom ram shoots to 80 thousand

prisma vector
#

Wow that's a lot of ram. Not sure why but editor will crash,errors etc.

quaint moth
#

yea its super crazy

#

one thing i noticed that drops it back to more usable is if i move one of the windows in the editor

#

then goes for 65000 to 17000 but if i dont then it goes to 80000 then crashes

#

super strange

#

ohh and it repeats

#

so if i dont move a window in time i am screwed

prisma vector
#

Weird.maybe try a different layout.

quaint moth
#

will do i was using id default

#

ill test the others but def some mem leak of some sort

prisma vector
#

I like I'd standard. But the editoressed up on me again, where I can't use it right.

quaint moth
#

also is there anyway to open editor without opening doom eternal

prisma vector
#

Probably hope I'd fixes it soon.

#

I don't know, maybe they do.

empty bobcat
empty bobcat
quaint moth
#

where is the laucher part of the file

#

cause i been doing from steam then opens the editor then doom eternal starts playing as well i wasnt sure if this was normal i come from doom 3 editor days when we got into editor via console cmd

#

lol

#

ok i figured out what you were talking about thank you now to just gewt this dang mem leak solved

#

ok further testing id og was the reason of the leak not sure why but standard works like it should

agile lily
#

Any mention of mod support for PlayStation?

atomic bay
# south wasp For ship, I believe it was covered by saleem up above. IIRC you can add equipmen...

[...] IIRC you can add equipment on level start via a logic designer script. [...]
You should use Devmap Inv Loadout instead. Despite the name, it gets used whenever you load a map without an existing inventory, whether starting a new save slot or using the map command (which doesn't preserve your previous inventory).

Every vanilla devInvLoadout from E1M3 and onwards includes the "ability_dash" item. If you want the player to start with everything (and the Sentinel Hammer), simply make the map start with E5M3's devInvLoadout. You can also make or edit a devInvLoadout in the Decl Editor if there's no vanilla devInvLoadout with the exact weapons/upgrades that you want.

prisma vector
#

@agile lily ATM its steam/PC only.

halcyon stratus
#

Man, that Praetor Ward level.

#

Is it only me or you can't grab onto... anything?

oblique dirge
#

Guys, I haven’t been getting much progress on my map to the school this weekend. I will show some progress.

tight hinge
halcyon stratus
#

Okay, so this Praetor Ward level looks decent, but gameplay wise it's really rough. Poor collision, no runes, way less crystals and suit abilities than you need to get by, enemies randomly dying from getting stuck on geo and ledges, overall awkward arena design, etc.

#

The description states it's the author's first effort at working something out with the editor, so I'm not too pressed about it. What bothers me is they expect proficiency from the player with close to no tools and force them to work around unreliable traversal. Kudos to them, but I'm skipping this one for now.

tight hinge
#

Currently reworking the intro part of my level, still needs some work but it's starting to get some shape

brave wadi
# tight hinge Currently reworking the intro part of my level, still needs some work but it's s...

As someone that's currently making a UAC base level that looks super ugly. Do you mind if I ask where you're getting your assets? I've been pouring through the browser folder by folder. I found those consoles. But where did you find screens that display stuff? Or that teleporter thing? And lastly, how did you make that door frame have a green light? Mine doesn't light at all and I just realized that it should lol

I'm not sure if my asset browser skills suck, but I find it takes longer looking for models than it does doing anything else

tight hinge
#

I got those assets from Mars Core

#

Mind showing what you got so far?

brave wadi
# tight hinge Mind showing what you got so far?

Are you going into the Mars Core level to grab stuff or just the asset browser folders?

I'll post screenshots when I get home. I'm currently at work. I basically just have 2 rooms made out of brushes with some consoles and office chairs to the sides. So visually it's not great.

Most of my time thus far has been on the first encounter. I have the doors lock, music state change, portal animation with sound effect, baron charges through and some other AI spawn. After the encounter, doors unlock and checkpoint triggers. So I got the gameplay for the first room done, but now I need to make it look good. Then I'll continue to expand the level.

tight hinge
#

Going to Mars Core level directly. Also you are right it does look a bit bad rn. Might have to change more

brave wadi
tight hinge
#

Oh lmao I misinterpreted

brave wadi
#

Yeah no, I'm jealous of how good yours looks compared to mine lol

tight hinge
#

Btw to answer your questions, for the teleporter I used a bunch of models, don't remember the exact ones tho. For the green light you get one light model and you change the emissive color and emissive scale

brave wadi
tight hinge
#

I'm actually still debating whether I should making the lighting red or not, but I'll have to test it once I get home

brave wadi
#

My lighting plan is to do some rooms white and some red. I'll probably do some blinking red too. (you can create a logic info entity and set up light fading through nodes in the logic inspector) My first encounter room is white and when the encounter starts the encounter manager turns the white lights off and turns red lights on. When the encounter ends the encounter manager turns the red lights off and the white lights back on. I think that's a pretty cool effect

south wasp
slender iron
#

tracing the gm construct map with brushes for navmesh 😷

#

Still need to do some roofs and underground bits

tight hinge
#

The definition of pain in one image

slender iron
#

It's been hours

tight hinge
#

brush gaming

hasty oyster
#

tonights goal is to package like a genius and not like a idiot. If only I kept track of every decl i altered

south wasp
#

Wouldn't modified ones be saved to your mod dir?

#

not sure if it creates a copy if you edit a base game decl or not though

tight hinge
hasty oyster
#

mostly replacing or iheriting from the OG

#

i had to edit the base ones for the green blooded hellkngihts, since some demons shared the HK's explosive effects such as the whiplash blowing up into green mist

#

so i gave the whiplash the gargoye FBG(or whatever) thing ... lol

tight hinge
#

well if you are creating new cacos there's no need to replace stuff

hasty oyster
#

yah nothing has been replaced or edited in caco's, its all inherited from the monster.

tight hinge
#

oh gotcha

#

so new decls for materials, projectiles, etc?

hasty oyster
#

Yes, but it does say inherited from the cacodemon/whater/decl. That shouldnt be a issue right?

#

I havn't figured out projectiles yet, it will not let me attach it to the actual caco i need it too. I looked deeply into your cyber caco and you must of did something i can't see

tight hinge
#

Think not, that's how you are supposed to do it actually

#

To change projectile you need to go to the aiComponent_Cacodemon or something

hasty oyster
#

yah it gives me all the basic properties without having to put them in manuelly

#

Yes i changed it ot the imp fireball for all three "attacks" or whatever. Still pulls the cacoball out

tight hinge
#

projeciles also need a projectile_ent entitfydef

#

hmmm strange

hasty oyster
#

ill mess around it more when i get home, there must be someting im not doing correctly. I have a few theories thanks

tight hinge
#

you can always send me your decltree and I'll look at it

hasty oyster
#

if only i could open up idstudio at work! this work laptop can barely run doom 2016

south wasp
# hasty oyster if only i could open up idstudio at work! this work laptop can barely run doom 2...

You got me curious. So I gotchu.

Don't edit the aicomponent for the caco, that'll apply to all variants of it. You want to edit the ai behaviors to override the default attack projectiles.

  1. Check AI Component which defines 3 attack projectiles (pictured)
    2a. Create an inherited entityDef for each caco variant
    2b. Create an inherited behavior decl for the caco variant
  2. Remap the projectiles in the behavior decls
#

tbf - dunno what the levels of caco bile does or how they're triggered. But I got a caco variant firing rockets without overriding the vanilla version

hasty oyster
#

thanks for the research, ill look more into when i get off work. Maybe ill just leave early so i can do more modding

brave wadi
#

I understand the urge to leave early to do some modding. I just keep re-reading the documentation during downtime at work lol

hasty oyster
#

i have the bank coming in for a "inspection", have to wait for that at least. But I do certainly have a sniffle ... i need rest

valid yacht
# south wasp

pro tip, change the file output format to .mp4 in OBS, so it embeds in discord*

solemn orbit
#

Out of curiosity, would making a status face mod be possible? I'd love to see modern Doomguy doing the eyebrow raise and everything else

quasi dagger
lethal plume
#

if you can get the map file open in TB or Quark there is a path to idStudio through converting to a doom3 .map

brave wadi
#

@tight hinge This is my shame lol. Goal for the weekend is to work on the visuals for this room so that it's not just a box brush and a couple things here and there

tight hinge
#

not a bad start, one tip tho, use a scale_guy model so that you have a point of reference

#

room might be a little too large right now

brave wadi
#

Yeah the ceiling definitely has to come down. I'm spawning a baron in the room. So I need some space for him, but it's definitely too much right now

south wasp
#

Alternatively, add some verticality, use the space provided by that high ceiling

hasty oyster
brave wadi
quaint moth
#

Can guys recommend any good tutorials or are you guys just brutue forcing it ?

shadow venture
fluid hatch
#

in more ways than 1 right Kroniid

hasty oyster
#

im starting with making new demons, its all i want to know at the moment. ive had my fill in map design for classic doom. I hope to finish my only megawad this year, its been 10 years in the making

south wasp
shadow venture
hasty oyster
#

able to change projectiles that exist. Creating a new one still escaping me.

hasty oyster
#

yes got it, it was under entity def, i missed that

#

now to give it elemental effects, hmm, not sure how crazy i can go

empty bobcat
#

There is no possible to unlock whole refmap at once in editor, right?

cobalt cipher
brave wadi
#

I was up late last night turning my big ugly box into a pretty hallway. The pretty part is still underway, but it's getting there. This weekend I'm going to work on the next room which will be a big arena. Would it make sense to have the arena on a refmap? I want to keep the arena stuff separate from everything else to make it easier

tight hinge
#

Also inside of those refmaps I separate geo, navmesh, decals, particles, etc...

brave wadi
#

Okay thanks I'll go forward with the refmaps then. I've been using groups for the various things in my hallway so that I can easily ghost and hide things I'm not currently working on.

obtuse arch
#

Does anyone know how to play spawning FX (visuals and sounds) when spawning in monster AI? thank you

bright bane
#

Where are the health properties of the demons ?
I can't find them, not in entitydef, not in damage, not in aicomponent, ...

obtuse arch
#

is this it? i haven't tried changing it myself

#

@bright bane

bright bane
#

Well, i thought it was this, but the editor tell me that this property is "read only"
So, either i have to look somehere else, either i have to change some editors parameters

obtuse arch
#

hmm, all AI seem to have value of 100, so it must be 100% of a number defined elsewhere

#

not sure if adjust values here in behaviors/ai_name/default helps?

tight hinge
#

either there or on the spawn settings in the idAI2

obtuse arch
bright bane
tight hinge
bright bane
#

Yeah, but when i try to modify it, it tells me that the property is "read only"

tight hinge
#

what about in the idAI2?

#

you should be able to change it there

bright bane
#

What is idAI2 ?

obtuse arch
#

under class it says idAI2, I'm not sure how to edit it yet, I'm gonna make a coffee then take another look

bright bane
#

Actually nevermind, the health property is editable, don't know why i cannot modify it earlier, but now i can

empty bobcat
#

I'm so sick for 2 days that I couldn't even make simplest encounter today morning 😦 I just can't focus πŸ˜„ @cobalt cipher sent me how to make checkpoints between encounters, but I can't force to work this. I hope I'll be better at weekend to back to this.
I was looking at horde encounter, but there is even combined logic (real complex built). I need some simplier to play with to learn. Would be cool if we could unlock whole map, cause searching in ref map for specific part of map is a bit hard specially if it unlock only part of gameplay. If someone has box map with simple horde encounter I'd be grateful.
I just want to make 2-3 waves and saves between those waves. So simple example would be fine.

#

BTW. how do you guys bake master/horde map? I mean what kind of bake do you use after you make some changes on ref maps.

obtuse arch
#

Is there no way to trigger a checkpoint in encounter manager?

tight hinge
empty bobcat
obtuse arch
#

You could bind a commit trigger to a mover that is triggered by an encounter manager (its probably not a clean way to do it but it might work)

empty bobcat
cobalt cipher
#

Nekroval activates checkpoints in the encounter manager, I recommend downloading and looking at that if you want to see how it's done

empty bobcat
cobalt cipher
#

As for building changes to a base map, you will need to do a full light bake build (I can't remember exactly what it's called right now). They take a very long time and eat a lot of resources so I would recommend only doing so when you're sure you've got everything in place

empty bobcat
#

I got all assets downloaded.

empty bobcat
cobalt cipher
#

Otherwise you can preview your map changes using the slowmap command

cobalt cipher
empty bobcat
#

I looked into horde map and in Logic Editor there were encounters scripts, but I didn't understand anything from that.

cobalt cipher
#

Oh I see! No I haven't, I'll look at doing it later if I have time to! Or at the very least making a flow chart so you can see the logic laid out easier

empty bobcat
#

I was real angry for myself today morning, cause I wanted make quick simple encounter + this what you showed me (I tried that 3 times already), but even simple encounter from manual didn't work for me.

#

πŸ˜‚

cobalt cipher
#

Progress takes time! It's all good!

#

So have you managed to get any sort of encounter working?

empty bobcat
#

I got only my basic encounter in my new hell map - it works like this: wave 1 - spawn weak 32 enemies, wait untitl count 32 (after this I put trigger layer, but doesn't work) after this go to 2nd script - spawn heavier 32 ai, wait for count 32 (checkpoint), and 3rd spawn badass ai and the same.

#

Everything works except checkpoints and music (I put there set music on start). Also I found when I spawn 32 ai at once I got stutter for 1-2 seconds.

#

I had stutters in my MAP07 in first iteration, but later I rebuilt encounter and this stutter vanish - so 12 arachnotrons spawn super smooth without any stutter.

#

But I don't know what was the cause of stutter in old version of my MAP07.

bright bane
#

Does the weapons have a anim rate scale, like the enemies ?

#

It's because i want to change the fire rate of the shotgun, but idk how to do that, i didn't find any anim speed related property for the weapons

#

Anybody ?

tight hinge
bright bane
#

That, right :

tight hinge
#

yeah that

#

I haven't messed around much with weapon decls but you can definetly change fire rate

shadow venture
obtuse arch
#

Does anyone know a way to tell a sound effect to only trigger on first activation? thank you

obtuse arch
empty bobcat
#

So, I made my encounter series like this:
1st encounter:

#

I used Activate Target trying activate next Encounter

#

the 2nd is almost the same:

#

and 3rd is the same as 2nd

#

It's from wednesday, I didn't implement in this version Kroniid sugestion yet.

obtuse arch
obtuse arch
#

damn

empty bobcat
#

accidentaly I had menu music in my entryway

#

but I realized day after published, cause mostly I do not use music in games

obtuse arch
#

hmmm, I have tried lots of ways to get this working today, but nothing is working yet

#

I will take a look at your entryway level, I'm curious now and I love that level

empty bobcat
#

I just put music entity choosed a music. I need to check what music it should be there...

empty bobcat
#

you see - there should be rip and tear music

obtuse arch
#

Yeah this is similar to what I did, set the initial state, then told it to active in an encounter

empty bobcat
#

and in editor when playing - I got no music, any, even from menu

#

oh wait! Maybe there should be sound volume?! I used sound volume for my new hell map and on entire volume I got nice hell ambient. Maybe it works similar?

#

and it plays this sound

obtuse arch
#

oh so maybe it has to be attached to a volume of some kind

empty bobcat
#

yeah, maybe, I'll try

obtuse arch
#

I like your entryway map, it's interesting to see the original maps made in much more advanced engine,
im gonna see if I can get the music working as well now

empty bobcat
# obtuse arch I like your entryway map, it's interesting to see the original maps made in much...

You know that I almost delete it πŸ™‚ I thought it looks bad cause wasn't 100% accurate as original. I started to build first map E1M1, but I was struggling with basics cause last time I used radiant was before 2010. So I switched to idea - build map with models. I thought it will be easy, but it still wasn't such easy as I thought. Also I had no template for scale and size for this map, and I was building it just watching DOOM II in a little window. When I almost finish it, I started to make MAP07, cause I didn't like this entryway. And than E1M1 came out on mod site and it was built same way I was building my entryway, so I decided to finish it.

#

Such entity doesn't work either:

karmic musk
#

Is it possible to change the challenges for mastering weapon mods? Like, lets say I want to change the 'destroy 25 arachnotron turrets challenge' to '25 mancubus cannons' instead?

#

In this case, for sticky bombs

tight hinge
karmic musk
#

cool ill check it out

tight hinge
#

either that or a perk

obtuse arch
empty bobcat
#

It's intro map entity music on refmap:

#

just copying it on my map does nothing

obtuse arch
#

hmmm

#

I'm taking a break for a bit, been messing around with sound FX and Music all day haha

empty bobcat
#

I put music to volume but it didn't work

karmic musk
#

Anyone happen to know the models for the sarcophagus box and lid? I can only find textures for them...

#

I tried 'find entities' when I right click, but it doesn't look like material is tied to anything :/

eager ginkgo
#

isnt the sarcophagus made out of brushes

empty bobcat
#

I thought it is at the end of dlc

karmic musk
#

Only other models I can find are the doom hunter ones.

empty bobcat
empty bobcat
#

man, painting is so fun. I was realy happy when they added this to the snap map

#

omg I've just discovered Paint editor! What happens if we paint some asset? Is it replacing the original one?

obtuse arch
#

Does anyone know how to put grapple points for the meathook into a map? I found the model, but no entity ? Thank you

empty bobcat
#

the model:
entity:

obtuse arch
#

oooooh ok, thank you, couldn't find the entity

karmic musk
#

I was trying to figure that out too. Thanks marine

hasty oyster
#

alright for projectiles, where can one make them heat seeking? is there a way to adjust how heat seeking it can be like in classic?

#

and is there not a way to test sounds? i know we can't add or edit sounds at the moment

obtuse arch
lucid trench
#

Guys i need help

#

Is this normal that the demons are like theses?

#

well to be precise, like theses

eager ginkgo
#

no 😭

lucid trench
#

Anyone knows how to fix that?

obtuse arch
#

that is very odd, does it look normal in the editor window?

obtuse arch
oblique dirge
#

Hey guys, I was wondering how to make a wave system with enemies I know I asked this multiple times but does anybody know?

obtuse arch
oblique dirge
#

no

#

I’m gonna make a demo for my map. I at least wanna have something.

obtuse arch
#

ok 1 sec

obtuse arch
#

ty haha, yes take a look at that first

#

then you can add a trigger to the encounter manager a bit like this, tell it to wait until you have killed however many enemies, then add more commands to spawn more enemies, and so on

#

so the second section there, instead of "active target" you want to have more spawn commands, and so on

#

Does anyone know why my monsters have no particle/sound FX when spawning, struggling to fix it

night heath
#

as someone who completely doesnt understand modding

#

wouldnt it be cool if someone made american flag gun skins??

#

i wanna complete my american set!!!

obtuse arch
night heath
#

yeah

#

but for guns

#

but with like fireworks if it was possible

obtuse arch
night heath
#

or the eagle

obtuse arch
#

rocket launch fires eagles

shadow venture
hasty oyster
#

well as much as i try to package my green blooded hellknights. I think it is just that big. It will not work if i dont put in certian parts of it. im willing to accept a badly builty mod, but i will not remake it at this time. perhaps someone can look at it. also Packaging is much harder than modding for me

#

i did lots of trial and error, several hours in.

#

i have custom cacodemons and hellknights to make. They are going to rock!

obtuse arch
hasty oyster
obtuse arch
#

oh, this is something i havent done yet

hasty oyster
#

yah its tricky. You have a 2gb limit so anything bigger will be rejected.

obtuse arch
#

oh no

#

im worried now haha

hasty oyster
#

i think if you package and go to upload, look at the bottom it should show you how big it is

eager ginkgo
#

wait what

#

so if u make a map that is bigger than 2gb, u cannot upload it?

hasty oyster
#

yep, we still live in 2014

obtuse arch
#

you can probably upload it to external sites tbf, like moddb/nexus

hasty oyster
#

lol just kidding

#

but yah every time you touch decls and stuff, it may or may not generate it under your mod. So you need to comb through and remove those from packaging, or delete them from your mod folder. That is part of the problem and many not be intended

obtuse arch
#

but unedited assets from the game shouldn't take up file space?

hasty oyster
#

It would be nice if packaging had a better way to only use changed and new decl's and stuff. Maybe it does that ... maybe it is user error because i am very NEW to this

brave wadi
obtuse arch
#

All I have left to do is music, if anyone knows a way to implement music in a simple manner it would be greatly appreciated, somebody told me it's done using the encounter manager, but I couldn't get it working. Thank you

tight hinge
#

I also updated mine a bit, changed wall and floor texture and made better stairs

obtuse arch
#

Can't wait to see all the maps/mods people come up with

fickle glade
#

My first map is gonna be something similar to that room. Not the same, but generally like the Slayer's mancave

obtuse arch
#

As a bit hub-world enthusiast, I love the whole ship/mancave

brave wadi
tight hinge
obtuse arch
#

This is good practice, Doomguy isn't great at going up regular stairs

tight hinge
#

Joe Biden staircase

steel granite
#

Wanted to ask about the argent music mod replacement, will that be getting added to the games official mod browser sometime? Currently whenever I try using it through mod injector I says it has the wrong MD5 hash, but I’m not sure if they updated the mod injector or if they’re moving it to the official mod browser now

https://www.nexusmods.com/doometernal/mods/1167

Nexus Mods :: DOOM Eternal

Replaces various in game music with the works of talented Argent Metal composers. Be sure to run the PCK Installation script before injecting this mod.

obtuse arch
#

The mod author is in this discord it seems. @lusty pelican

lusty pelican
karmic musk
#

whats the purpose of these cover small boxes? I see them a lot by spawns.

obtuse arch
#

I think this is a place where AI can take cover

steel granite
lusty pelican
#

Just the ones that use PCKs

steel granite
#

Would you be able to dm me if that ever gets fixed later down the road in the portal?

lusty pelican
#

If I remember, then sure.

steel granite
#

Thanks!

hasty oyster
#

snow looks all fucked up in the DLC< is that a mod doing that? strange

oblique dirge
#

Hey guys, I’m trying to make a wave system and Doom and somethings wrong

fluid hatch
#

Don't know but doom marine is making a wave system in his map too, so i'm sure he can help ya out.

#

do you mean wave of enemies or water?

oblique dirge
#

I’ll probably figure it out tomorrow. I’m trying to release a demo for my map.

fluid hatch
#

dont ya have to use encounter manager?

oblique dirge
#

That’s what the wiki told me

#

This is kind of a lot. I don’t really use triggers. I’m new to them.

fluid hatch
#

thasts ok im a noob to editors too. i need to actually finish a map for once.

#

like i said ping doom marine and im sure he will help ya out.

karmic musk
#

I'm not sure what I'm missing. But I'm trying to spawn the player with only their fists ready. However, when I start the game, the player has the invisible gun holding pose.

#

wait, i think its because I don't have equip checked...

#

yep...it was because I didn't have equip checked lol

fickle glade
slender iron
#

Is there a reason when i spawn an enemy from encounter manager, theres no particle effects or anything they just pop in right away

empty bobcat
#

Is there possible to listen sounds in editor?

fluid hatch
#

maybe or make a simple box map and play sounds in that.

empty bobcat
#

in manual there is play button, but there is not this in editor

#

preview doesn't work either

fluid hatch
#

hmm no idea

#

maybe extract the sounds or change to a different sound file to hear them idk.

flint heath
#

can you help noob out?
im not able to add levelinfo addon into my ashes 2063 game
ive put the levelinfo.pk3 into the bat file but it doesnt show up in the game

empty bobcat
flint heath
empty bobcat
#

ah πŸ™‚ We are here DOOM Eternal id studio channel πŸ™‚

valid yacht
flint heath
#

thx

empty bobcat
#

I'm trying to force ai to rush player when they are few left on the map but zombies (except soldier hell) just standing and waiting when I approach them quite close. I tried to use command, but looks like it not helping.

#

Force all ai to charge player

#

btw. how you doint end map teleport animation: teleporter appears, player enters, end of map

#

I know how to make trigger + end, but not realy how to make portal shows up

#

Imps and soldiers are very agressive and attack player from far distance, but zombies not realy πŸ™‚

clever prairie
#

is the steam deck (and/or Linux as a whole) ever gonna get support for the mod portal? as of now it cannot download mods. I'm trying to download a 385.97kb mod and it just gets stuck at 0%.

obtuse arch
empty bobcat
#

How to hide trigger volume and use it when we triggered it?

#

I want trigger volume hidden, and when triggered player can walk this volume and trigger other functions.

obtuse arch
empty bobcat
#

I bound this way final switch in map07

#

old cool trick from DOOM 3 πŸ˜„

obtuse arch
#

I have just tiny mover cubes under my map pulling all the strings haha

empty bobcat
#

yeah, it will be the easiest way, I'll do that the same πŸ˜„

#

lol - "you got stuff 666"

oblique dirge
#

Well guys, I’m gonna try to make a wave system day too

oblique dirge
# obtuse arch Good luck!

So I tried it and it still doesn’t work they shouldn’t make it easier way to swarm these enemies because the Wookie is not really giving a good example of what you should do

#

My keyboard, I messed up my bad

#

But it shouldn’t be this hard to make a wave of enemies. It’s kind of stupid.

oblique dirge
oblique dirge
#

I did yeah, and they just won’t spawn in

obtuse arch
#

can i see a screenshot of what you have built?

oblique dirge
#

My game crashed this stupid software. Let me just build it again.

oblique dirge
#

Let me set it up again, the slow ass process

prisma vector
#

@clever prairie Haven't tried my steam deck.but on my Linux Mint steam compatibility change to GE proton 9-11. Mod portal works and ID studio. But ID studio doesn't work right. I have to try get them on the same directory.

empty bobcat
#

slowbuild it, build navigation, volumes, triggers form Build menu

#

this encounter spawns 32 ai at once, it's limit

oblique dirge
empty bobcat
#

what kind of gore?

prisma vector
#

Gore nest?

empty bobcat
#

look here @oblique dirge art/kit/hell/gore

#

art/kit/hell

obtuse arch
#

@empty bobcat did you figure out how to get music working yet?
I find by default there is no music, but if I put music in with an encounter it plays the menu music, so there is something happening, just not what I want.

oblique dirge
empty bobcat
empty bobcat
obtuse arch
#

damn, I even tried setting a box sound entity to music, and I just got nothing

oblique dirge
empty bobcat
#

ok, that's look like interesting task πŸ˜„ I can get waste an hour for this πŸ˜„ Let's try make some music πŸ˜„

empty bobcat
obtuse arch
midnight zephyr
#

Hi! I found out about IdStudio not so long ago. And so I want to make a remake of my map from DOOM2 for Doom Eternal. Can anyone suggest good guides to start?

obtuse arch
midnight zephyr
midnight zephyr
obtuse arch
empty bobcat
#

@obtuse arch if you are in editor and fire up from engine window any campaign map - do you have music? I don't.

obtuse arch
#

I will take a look in 1 second, just testing something real quick

empty bobcat
#

I'm on urdak now, there is no music.

obtuse arch
#

how are you opening maps in the editor, because when I did it before I was unable to see triggers etc. ?

empty bobcat
#

Now I got music! I did like this: exit to main menu:

#

wait for menu theme start to play, devmap again urdak - and the music starts to play

#

so maybe the entity music works, but there is some bug to prevent to listen it

#

btw. where to find DOOM Eternal music?

obtuse arch
# empty bobcat

you open the map like this and then enter the command line from your first screenshot?

empty bobcat
obtuse arch
empty bobcat
#

so now I got music on my map... from urdak

#

but I didn't set it from Urdak

obtuse arch
empty bobcat
#

from the engine windows in the console I just devmap original map from Eternal

#

and I have any music, after trick with back to main menu and start the map again I get music

#

but on my map I got like "last music played"

obtuse arch
#

ah i got it, i did a typo

obtuse arch
empty bobcat
obtuse arch
#

My in engine music is super loud

#

I wonder how the HUB handles music, as in the hub you can select and play music, which is not dynamic music that changes during combat

empty bobcat
clever prairie
obtuse arch
#

in the sameples section, this appears to be a list of the eternal music, but it is all under a section called Play_music_menu,
Maybe when the menu music is playing for me it is because i havent properly set the state, which is one of these here?

#

I will test

empty bobcat
#

in hub:

#

but it looks like function not button to speaker

obtuse arch
#

hmmm

hasty oyster
#

Okay small problem, i figured out how to solve this before, BUT i seemed to forgot how i did it. When i do the chainsaw, it reverts to the OG model.

empty bobcat
#

Some music entity on urdak:

obtuse arch
#

is it connected to an encounter?

#

seeing how they set the states is really useful, cause this is probably what we are setting to the wrong values

empty bobcat
#

I copied it to my map, but now each time I got urdak music and I don't know it's bug or it works.

#

I'm restarting ids

obtuse arch
#

I have no idea, I can't get the in game maps to show me any triggers

#

I wonder if inital switch state maykr_music selects this pool of music?

empty bobcat
#

ok, after trick with main menu, I got urdak music in my map, let's try it to something else

#

James set your entity music like mine and test it

obtuse arch
#

oh my god ive done it

empty bobcat
#

omg and it works?

obtuse arch
#

Yeah, just booted my level and it stats with urdak music, before it was main menu music

#

Specifically this give it the music from the very beginning of the urdak level

obtuse arch
empty bobcat
#

let's try than change it πŸ˜„ cause even if I switched off - I still got music

obtuse arch
empty bobcat
#

ok, let's do it

#

how did you get this?

#

it's not active for me

pearl junco
empty bobcat
obtuse arch
#

oh i see the issue, i had this the other day

#

try placing the music entity, then save and reboot idstudio, the drop down arrow should appear

#

sometimes it doesnt recognise new entities in encounter manager

empty bobcat
obtuse arch
empty bobcat
obtuse arch
#

ok, save and reboot and i think it the drop box should appear then

empty bobcat
#

ok, restarting

#

but we have progress πŸ˜„

obtuse arch
#

question now is how to select a specific track haha

#

perhaps these files hold the key to what the tracks are called in editor? idk

empty bobcat
#

still the same πŸ₯²

#

what is your entity name? It has underscore before name?

obtuse arch
#

maybe try placing a new musicentity and changing the parameters

empty bobcat
#

yeah! good idea

obtuse arch
#

I only changed the four options above, then set music state

#

and trigger for encounter

empty bobcat
#

hehe same πŸ˜„

#

can you show me full Soundstate param? I copy it manualy πŸ˜„

obtuse arch
#

if you paste

music_ghost_states/additional_levelstart

that should do it

empty bobcat
#

I'm blind it's already there πŸ˜„

obtuse arch
#

I hope it works now haha

empty bobcat
#

show me your entity music - is it like this?

#

with: Start When Spawned as checked?

obtuse arch
empty bobcat
#

ah

#

so the music for you start when you start encounter or when you start the map?

obtuse arch
#

hard to say, my encounter commit trigger is at the start of the map, let me check

empty bobcat
#

ah, ok

#

of course music doesn't work, but maybe I need to make trick with back to main menu

obtuse arch
#

did you build your map? i built volumes/triggers

empty bobcat
#

yes

obtuse arch
#

then im not sure why it isnt working....

empty bobcat
#

encounter works but music not, I'll try trick with back to main menu

obtuse arch
#

I gotta go now, but I will show exactly how I did this later when im back with screen record

empty bobcat
#

and now I got music on map start

obtuse arch
empty bobcat
obtuse arch
#

ok i will screen record later and upload it

obtuse arch
#

@empty bobcat you can see in the video it didnt work at first, so i delete the event in encounter manager then replace it, and it let me select the option i wanted

oblique dirge
#

you use obs