#eternal-modding
1 messages · Page 10 of 1
Simplest way to do big waves of enemies is to have multiple target spawn entities in a spawn group (Select spawn group entity and then target spawns and CTRL+J) and then use that spawn group in encounter commands that spawn multiple AI.
If you want to do a really big encounter with a lot of unique enemies you probably will still need a fairly long script
Hi Kroniid, is there an easy way to see what music is available in eternal and what we need to enter into the various states to get specific tracks to play? thank you
Ah I used to be pretty familiar with that but it's been a while so I don't think I have a great answer for this one at the moment.
ty
new map im workin g on
no problem, I will see what I can find....
For the most part the Ambient Light and Heavy states should be most of what you need on any given level track
if you are trying to get something from a more niche part of the game than what plays during combat in the levels you likely will need to dive into some of the other states
the "ambient" "light" and "heavy", are they in the Music_ghost_states?
like here I found "main_heavy"
Don't recall off the top of my head what the exact directory organization is unfortunately, I wasn't one of the ones to try out the modding tools and it has been a while since I worked on Eternal
No problem, I will do a bit of trial and error, thank you
main_heavy is definitely heavy, so we are getting somewhere haha
no problem!
I haven't packaged anything yet, does it take a long time?
yes
I bake map about 5 mins (it's small map)
now I'm packaging
and I hope it need only map file 😄
ok I was worried about it being hours
nah 🙂 but I used preset low. Ah I miss DOOM 3 times 😄
complex map took 1 minute
Packaging took also 5 mins.
ok thats fine, i just worried cause i added a lot to my level
@empty bobcat I want to see the music entities used in Super Gore Nest, do you know how I can view these? This is all I can see
you need to go to the map manager and find the correct reference map, or you could control f and select search all refmaps
let's try to find it!
it all make a lot more sense why i couldnt see anything in these levels now... thank you
im looking for the song "Massive Demonic Presence", and I know its in this map somewhat, unfortunately it seems this is the only way we can find what to type to get certain tracks in custom maps for now
bit of trial and error is needed
you could check the encounter managers and see if any of those reference a music object
yeah it should be in one of those...
here we go
I will see if I can get it working in my map...
oh you got it!
maybe... seeing if it works
@empty bobcat it does work, not the exact track, but here is an example
i will adjust the state in encounter manager and see if i can find the track im looking for
according to the doom wiki its in there somewhere
try what happens if player is not in trigger at start.
ok
I'm uploading but I forgot to make test after packaging 😅
so with how its currently set up, it starts with one track from gore nest, then if i touch the trigger it chages to the heavier one
the transition is very clean like in the actualy game, so for moving from non-combat to combat this should work really well
uh sure lets me see how to do this
you can just take map file and put here, as I did with encounter tutorial map
ok 1 sec
no rush
Great, thanks!
if you step on the "button" it will transition to combat music
of course map uploaded wrong ;/
I don't know the problem is in packaging or uploading
someone the other day had problems with this too
it was me 😄
ok well someone as well as you haha
I am worried about reaching that part now
ok, uploading once again
@empty bobcat idk if you are still looking into checkpoints but i found this, could be useful
from gorenest
damn it, I did like this on my map and it wasn't working. Thanks for screenshot James!
np
I'll test all new stuff on new map, I want next map done proper this time
I just went through (I think) every encounter in Super Gore Nest:
There are 3 music states:
main_ambient
main_light
main_heavy
all activating the music entity in my earlier screenshot and test map.
Activating a change layer entity mid encounter would not save that the encounter has been completed, so it's likely that relay has a delay longer than the remaining time in the encounter before it activates the change layer entity for the checkpoint.
Given that looks like the last command in the encounter, there is likely a short delay even if less than a second
how can i make it so that the ssg pickup is fully mastered? it doesnt have the fast reload perk when picking it up
you can give the player that upgrade, but not the weapon, so when you pick it up you reload fast etc
If you select, the deselect the player's spawn point, you will see this on the left
You want to edit devmap inv loadout
expanding 64, 65, and 66 will reveal that they are the perks associated to the gun, so in the case you would remove the gun from starting items, but keep the perks you would like the player to have
is it this one?
yes that seems to be the one
I just removed things until I had my desired loadout.
You can also click the drop downs to change the starting weapon mods / runes
e.g. this give the precision bolt as your equip rather than micro missiles
and this would active air control
oh it worked! gonna have to start over tho i messed up something thank you!!!!!
no worries
Just went to test my mod after packaging. Safe to say that something went wrong
Nice i like it and the dripping down blood.
make sure you build it once without slowmode only checked
Finally it works
I didn't check decls for env, cause I thought it's build in map but it's not. Each time I upload the map I had default shadows from 90 degress top. Finally it works.
Also any stutter I had totaly vanished.
Do these different index's run in parallel?
Congrats on release man!
Interesting, but there is no Wait functions, so looks like they run the same time. But what for do this with two commands if you can do this with one and show which ai should spawn.
btw. my entryway:
I will check this out. Would you mind telling me how you packaged as I am also having issues. I built my map, tested it was working, packaged, and then the test of that was completely broken. Thank you
sure
thank you everyone for helping me make my map! it is finally finished
Hey Doom , where do I find all the nekravol stuff
the same path I showed you last time
art/kit/ (and I don't remember) 😄
I don't know you use assets browser or you click right and trying to put a model
I think is better doing this from assets browser - cause you can drag and drop models
also you can set in filters in assets browser: models
so did you run my encounter_tutorial.map?
it's preety ready to play map, just slowbuild, nav, voluems and triggers
Not yet I really wanna focus on building my map because I’m tired of not finishing the map
all mappers good luck with your map. Have a blessed day.
OMG:
yooo
hello
hi
hmmmmmmmmm
This is true, I mean I can barely run the original WAD on modern hardware, 3d models would never work.
I wanna see if a wave of each would be any fun, imps then pinkys then barons... etc
ok actually 32 is an interesting number, i have an idea
are those kits part? What are their names?
Is there any word about when "Graveyard" custom map that was livestreamed at QuakeCon is gonna be released to the public?
I didn't see that, do you have some link to this?
Here's the livestream: https://www.twitch.tv/videos/2220938245?t=01h52m40s it was made by some id devs and it looks pretty cool if short
GW lawsuit inbound
thanks!
anyone know how ot attach custom destribiles to a new ai? new cacodemons have faceplates on their armor that can be blown off. Would be nice for that armor to match their reskin when detached
It's all under mars core kit. Abbreviation for assets are mc_
ok, thanks 🙂 I'm just ripping corridors from nest 😄
maybe gorecontainer wounds
yep, works aobu t90% of the time
getting very strange inconsistienices. When i spawn a monster, it sometimes (instread of spawning the intended monster) spawns the same one i spawned bfore
granted, this is from its inhertied monster. So ai/heavy/cacodemon. I tried spanwing ai/heavy/cacolantern and it will sometimes spawn the normal cacodemon and vice versa
create a copy of the destructible and material remap it
yah i got it figured out. Thanks. had to also add a new goreconainter and changed parts of the wounds
i think i have all the caco's working visual wise, now i need to start making custom projectiles and attributes.
Gorre planet
Super Gore Planet
update: so after testing the map again turns out that the ssg's upgrades dont activate after picking it up, they do after loading checkpoint though
alright time to make new projectils for fire caco, this might take a lot of work
one of them needs a tracer and a quick stun effect, not sure of the latter is possible
Wouldn't a damage over time effect work better?
love it!
Yes i want to do that as well
going ot do fire first, so probably a DOT, maybe a debuff during that time that increase dmg taken? not sure how far i can go
Should be easy to do
going ot make all the projectiles first. seems to be going okay.
ah damn, very odd. I wonder if there is either a different ssg pickup entity or a way to edit the pickup entity
after more testing with different weapons ive realized that i dont even need to load checkpoint, just swap weapon mods, shame the ssg doesnt have weapon mods 🥲
i probably should of worked on one cacodemon at a time, eeeek,
https://cdn.discordapp.com/attachments/1271883689722118255/1279962883500937350/image.png?ex=66d659d3&is=66d50853&hm=436e5172c70124da3dffa16ebded74acf1f258fc75fbb1010caecb88fd852f5e& https://cdn.discordapp.com/attachments/1271883689722118255/1279962884289462452/image.png?ex=66d659d4&is=66d50854&hm=959a3798f04bd0fe6a0e311a8bbe706878eeb8d6a6ec16095491708787ab543c&
I love classic doom's impossible wall geometry
Ice Cacodemon, i want to give him a ice grenade projectile. Bad idea?
does freeze or do damage. obviously. Now to find those variables. I have a feeling you can't freeze the player traditionally
make a new impact efft, player hurt effect?
Hey guys, I was wondering how do you end A-level?
are you asking how to physically add a level exit, or how to naturally bring your level to a close in terms of level design
Like when I’m done with all the waves the level ends
oh wait shit i thought this was the classic doom channel
I'm sorry I don't know how to do that in doom eternal lmao
but im guessing you put something at the end of your encounter manager that triggers either some sort of level end entity, or activates a logic entity that ends the level
I drew up a non-canon concept on paper where the demons accidentally open your sarcophagus. Your arsenal and upgrades are scattered through out the level (which is palace located in hell). You start out with only your fists initially for this first arena, and then the shotgun will be acquired after. The idea is to make this play a like classic mode on paper. This video is just a blockout/concept of the idea of using blood punch initially as a intro to the mission.
Might make the pillars that have blood punch recharge under them crushers.
it's upside down, but still I like it 🙂 here is the texture in classic DOOM
It's right side up, I just haven't written the code to vertically shift the textures correctly.
Do any of you guys do YouTube tutorials or do twitch streams on this stuff I very new to it but would love to learn
Now, I don't know how plausible this is - but if you want my two cents, I would make the ice cacodemons a proximity threat! If you're within (x) meters of them, disable the players ability to dash or move fast.
There are two ways I would think about doing this, but they are guesses. The first being the Cursed Prowler effect that prevents dashing - you'd need to modify this to only apply to the player when they are within range of the caco - the second is somehow attaching the Sludge volume to the cacodemon (Which is the volume used to apply the purple goo effect)
Has anybody else encountered an issue where the launcher appears to be running on Steam and on Task Manager but the application isn't visible anywhere?
Yeah I got the same issue last night (and it's still like that)
I've resorted to reinstalling it
I've done all the other things that should work
So THAT'S why startan was upside down in the 2016 classic areas!
Hopefully that works! I also tried a bunch of stuff, the non-beta launches fine but i guess there was an update yesterday
I can't see any sign of it having updated yesterday - my only other suspicion is that it's trying to communicate with servers and there are issues with those
But idk if that makes any sense
reinstalling worked fyi
Does someone tell me how to end a level, please?
Let me have a look for you, one sec
Nice thanks for the update, I'll try that as well
before you do
Can you try something else for me, if you haven't already!
Could you go into Steam Settings - Downloads - Clear Download Cache. Then see if it launches okay?
I didn't try that before reinstalling it, and I wonder if that might work
Ok
I’ve been trying to figure it out for a while
There’s no way no one can just tell me how to do it right😔
Didn't seem to work unfortunately
All I wanna do is when the wave ends it just ends the level
So it looks like you're going to want one of these.
Set it as a target of a trigger volume, or an activator inside your encounter manager.
Inside the Level Transition, set "Display Stats Screen" and "Return to Main Menu" to true.
I'm gathering this from looking at how it ends on Nekroval and putting the pieces together, it might not be exactly how to do it but it should hopefully set you along the right path (Although, I don't see any reason why this wouldn't work)
Ah that's fine then! At least I didn't just waste time reinstalling it 😅
That first screenshot isn't very helpful, try this one 😅
Did you only reinstall the game or also idStudio? The former didn't work for me yet
Only the game
idStudio still loaded for me even when the launcher wasnt opening so I didn't bother
Ok thanks, I'll just have to keep trying other solutions
Implementing vertical texture alignment is a painful process https://doomwiki.org/wiki/Texture_alignment
lot of conditionals that I'll need to sift through, and modify the texture plane in response to
If you select the two things that you want to texture, then select the texture, it will automatically tile them, not useful in all cases though
idStudio and it's surface inspector is not precise enough for you replicate classic doom texture alignment and scaling by hand....and attempting to do so manually would be an incredibly painful process. You're much better off writing code that can compute and construct the brush definitions correctly
Looking to add multiple projectil types to the cacodemon. Is the AI attackgraph the decl i should be looking at?
Verifying idStudio got everything finally working again. It had also launched fine for me earlier when the game launcher didn't, but apparently something was terribly wrong with it, 823 files failed to validate
Does anyone know how to create nav mesh for flying demons?
I don't but remember seeing this, did you try it yet? (edit: cursor not visible, i mean that "flight" checkbox)
aiBehavior probably
Yeah, but for some reason they die a couple seconds after spawning...
flight volume
you need to do it manually I think
dunno if it's that one but try it out
I got flying demons and they behave normal even without any of nav.
how strange....
Well I added the volume and now they work perfectly
I didn't know there is volume for flying ai
Make sure guys when you make a checkpoint make sure the first player start entity like when the level begin, have the initial parm in the player start entity checked on like this in pic
and every player start entity must have it own change layer entity
If you wanna trigger anything when you load a checkpoint bind the thing you wanna trigger only to player/start entity not the change layer entity
if/when ID mod distribution service inevitably gets shut down, will that take down all ability to download/use mods or is it possible to package them for traditional distribution in a zip archive?
yah studding this decl now thanks
i see projectile remaps.
yo
How do I update my map?
Hi Y'all!
Is there a way to disable the AI used for the Spawn Parent - my problem is that the Spirit is possessing enemies at the start of my level and I don't want it to
So you use SpawnAny? Will not help making a spawn list and spawn the Spirit in next encounter?
I just asking. You have probably more experience in this than me, but I'd do this that way, but I can be wrong.
I found Archville can summon ANY ai, even what I do not want.
any from vanilla game except bosses
No, so you know how you have to do this to set up the spawn parent target?
Well the Spirit in that line was finding active AI and possessing it
But I solved it, I just placed it way way way way out of the range so it can't possibly possess anything in the map
You can customise this - if you use the "Spawn Archville" command, you can set which template it uses.
I don't know how to create those templates yet, but I'm sure that's easy enough to find
For example I got this like that, for the first wave to prevent other ai from the queue:
if I set Spawn Any - it will random spawn all enemies from queue
Nice! I'll give it a look in a lil' bit! 😄
But in 3rd wave I used this like that:
my waves are very simple, and thanks to help from Saleem I got now full working checkpoint in mid fight between waves.
Or! Maybe it's even better idea - you can spawn Spirit after some time, or some killcount?!
Sounds good for me. @cobalt cipher
I'm not sure we're on the same page 😅
ha, sorry, maybe, yes. You got wave 1 - you want to spawn spirit after some demons died?
No 😅
Do you have a spawn parent set up in your level? Where you have to attach all your AI to and then you attach that to the spawn group
Yes exactly that! So I have a Spirit in that line up - but the AI is active and it's attaching to stuff 😅
But I fixed it anyway
You mean this group:
not this?
My last question before going to bed - do you know maybe how to change player speed and step size?
That Precipice map is awesome. Easily the best looking custom map so far. If anyone were to tell me it was official content or a BM map I wouldn't double guess it.
I don't even mind that it's endless at its current stage. Kinda wished it wrapped up at some point though, but no harm done.
woah
Some notes and feedback! Take whatever you want from this, it's entirely up to you and it's your project!
Level Art - Beautiful, great reuse of the assets from the campaign to make a unique space
Level Design - I enjoyed the wide open space, not an awful lot of cover available which is challenging.
Gameplay Design - Very therapeutic on lower difficulty levels, utterly impossible on harder difficulties 😅 I love the idea of replacing fodder with the Maykr angels for easy ammo and that's inspired one of my own encounters for my master level, but I'd maybe not have quite so many of them around 😅
Pretty fun start, I can't wait to see how it goes as you develop it!
There are A LOT of Maykr Drones, it's true haha
I thought I solved it, but it persists. Any advice, @shadow venture? I can't find any settings that look like they would work
What is the issue you're having?
The Spirit AI that exists in the level for the purposes of the Spawn Parent, is possessing AI during encounters that it shouldn't even be present in
Is the spirit attached to a spawn parent at all?
Is the "spirit spawn parent" attached to the incorrect spawn point / spawn group volume?
I'll reopen the editor and check, two seconds
I'll take a look too, I'm curious now
Nope, so you can see here that the Spirit is only attached to one Spawn Parent, and that is only attached to the three spawn groups of an encounter half way through the level
Sorry my internet went out
ok i can see the issue
You need something like this setup
Explain what I'm seeing here?
I have 2 spawn parents:
parent1 looks after the spirit only.
parent2 looks after 5 different AI:
archvile, marauder, tyrant, doom hunter, and baron.
Okay, does that work? Have you tested it?
Because the Spawn Parent that the Spirit is attached to currently is a totally different one from what I'm using in the other encounters so I'm not sure what difference that would make
Oh I see the issue
Ok so, parent1 must look after ONLY the spirit.
You gotta disconned his pals there (even though they are connected to another parent also)
So this is the Spawn Parent being used for all the other encounters in the level
The other one is only being used for one single encounter
Okay, but have you actually tested it because I don't wanna go around breaking a load of links that I'm gonna have to rebuild if it doesn't work 😅
Like, I hear what you're saying but logically that's technically already what's going on here. The Spirit is totally disconnected from the encounters that happen at the start of the game but it's still being spawned
I will test it now, one moment
So I spawned a group in, with no spirit,
Then I stepped on the button to summon the spirit later into the fight
Only issue is spirit animations aren't present, might be because I set the spawner to "teleport" idk
Okay that's promising, does your group spawn in quite quickly after the game loads?
I pulled a switch to spawn them
had to cut start of that cause of discord file size limit
When you load into the level do you hear the Spirit? Do you hear it scream?
no
i can double check, but i dont think so
there finally got the file small enough, you can see that the spirit only shows up after i hit the trigger, all that is missing is animation
Ok so interestingly,
If you use samur_spirit, it will spawn like this, rather than starting inside the closest enemy
idk if any of its other properties are different or not
the selected thing is a spawn parent entity?
yep
is this the only spirit ai in your world editor?
Yes
did you build triggers/volumes (might work idk)
It's 1am my time so I think I'll just wrap it up for now and see if Kroniid has any suggestions on how they actually did it. Thanks for your help tho, I appreciate you taking the time to try and figure it out.
no problem
Apologies if I came across as being short with you btw, absolutely not my intention
Not at all, you're all good! 😎
spaghetti everywhere
tell me about it.... ends up a total mess haha
That not even a miss that actually organized LMAO
The gameplay part the most fun part to do
I like the gameplay part and some of the decorating parts most
I mod levels for 3 years I was using the notepad++ we were only modify the entities file which most the times took months to make a level, but right now we have the studio we can visualized everything much better then note editing lmao
Yeah its a very nice app, even if it does crash sometimes
Yeah, i can't believe some of the crazy stuff yall came up with prior to the tools.
I don't believe the spirit entity should spawn automatically if the spawn parent has it on its target list- are you completely certain it is on there?
You're not gonna believe this...
I'm so dumb. Litterally the moment I read that I realised what I had done - which is that when I was first placing the AI, I was doing it in the wrong layer. And I didn't delete them from that layer when I corrected the mistake
@obtuse arch I'm sorry 😅
Thank you for coming to my aid to help fix a problem that was entirely of my own creation... again
Don't be sorry, we are all learning haha
#doometernaltheancientgods #doom #fpsgames
https://mods.bethesda.net/en/doometernal/details/5cf182d4-3cd9-482c-84c3-813320a3cbd1/White_Slayer_Skin_Set
This mod is not by me I’m just a showcase
Does anybody know if the string editor in idstudio works now?
Know what- the more I played with Nikkman's delighter mod, the more I realize how important the highlights are. Enemies are either pure black depending on lighting or blend in with the background entirely.
Is there a way to have one map look at whether I start it from 'Main Campaign' 'DLC 1' or 'DLC 2?' And activate certain triggers or loadouts based on that?
The idea being that one selection can have a default 'slow-roll' Campaign styled experience, another can be an Arcade mode where you start with basic ish (reset across multiple levels even) and a Master Level Variant where you're a fully loaded Slayer, but the kitchen sink is thrown at ya.
Basically to prevent mod filesize bloat resulting from three instances of each map.
Anyone managed to successfully update their mods? I have tried several times and keep recieving this error,
What did you do
Did you tast it
Yeah all tested, works well
There are 17 files needed, it gets to 8 and then stops uploading, with the error message I posted above
You updated it or just uploaded it?
You updated your mod through the studio software?
Ye
hmm I will try this later, wasted too much time trying to update this already haha
hmm, I think it belongs in here:
lol
little nut 1? 😮
okay so lots to do for editing projectiles and adding new attacks for my caco's
i need to make a nice spreadsheet. I am not sure if i can figure out all this by myself.
where can i make it so a monster can't be flame belched or frozen by grenade?
I also want ot add a "buff" like the totem when that happens until the monster dies. Don't be throwing ice at the cacolich
or try flaming the cacolantern. bad things happen
also wnat ot take weak points for the purple guy. I think i know where to look for that...
A new thing I need help figuring out!
Rebuilding the collision on the map for triggers ect. has broken the Kalibas fight, it's projectiles are colliding with something and I can't for the life of me figure out what, or how to undo it.
I've verified this by creating a new mod, loading up the map and testing before and after rebuilding collision (no other changes made)
By the way, I meant let’s go at this
I'm currently looking at Nekrovol in the editor since I'm gathering concepts and info on what set pieces it uses...I'll check out the Kalibas area and see what I can find.
You’ve been making pretty good progress. I love that. Please keep it up.
Ty, let me know if you figure anything out!
What's really weird is that the player projectiles still work perfectly fine, you can still damage it and only when the shield column is down so idk why or how it's getting in the way of the eyeballs projectiles
I don't know what can be affecting that...But I loaded up maps/game/sp/e3_m2_hell_game. Looked at the eye blaster cage and didn't really see anything that could cause that to happen. Collision or whatever. Don't know if the dummy projectile field as anything to do with it...Mostly because it's unchecked.
I don't really see much under the sorting_eye.map prefab in the logic designer either
No I've not changed anything to do with that, and there are little gaps where the projectiles do actually get through and hit the player - but they are tiny, and not how it operates normally
Mars Core music entity, for anyone that needs it. States are,
main_ambient
main_light
main_heavy
mars_core_pain_elemental_reveal
and possibly more that I missed, these maps are huge
Taras Nabad Music Entity:
Could you source Arc Complex for me 👉👈
sure
Also do you know how to grab the Meathook track?
I think it's the track used for most of the Slayer Gates, if that's any help
I've been meaning to look myself, just haven't gotten around to doing it yet
Ah yes! Ofc it's Exultia's combat music as well
The issue is I can only seem to set a music state, usually Ambient, Light or Heavy.
I don't know how to select a specific track
The states appear to select essentially different heavy/light tracks that use similar motifs, at random
I will find the entities, but idk how to select specific tracks, or if it can be done
No worries if not! I'll let you know if I make any discoveries myself
Arc Complex
Exultia
weirdly exultia uses the same switch state as taras nabad...
idk what's going on there tbh, I'm probably missing something
I imagine they probably use the same music
Which makes sense, Exulita is such a short level and the music hits pretty hard
It's also the same location (or near abouts)
Thanks for this! This will help me save a lot of time. I haven't been able to fire this much the last couple of weeks.
This is also possible
https://wiki.eternalmods.com/books/5-level-modding/page/idmusicentity Just use this wiki page
Music Entities are used to play music in the level.
Usage
entity {
entityDef sound_sound_musicen...
it has all the states listed there
Ah @pearl junco, do you have any idea what this is about??
No
Fair, worth a shot, you seem like you have a decent amount of know how
Woah, I didn't know this existed
I have a fair amount of understanding and experience with commonly explored areas of modding - though in-depth level modding isn't something I'm experienced in
No worries 😊
I'm going to run idS on 16 gigis i7 2600 and 1080ti 😄 wish me luck 😄
working 🙂
but: XD
Do env decls work without assets downloaded? Cause I got real weird effect.
In game looks properly, but in engine not:
Ingame:
engine:
but, hey - it works 😄
now it works:
Oh hell no
Very nice! How do you have those screens working? As far as I can tell, those monitors are a model with a swf on top. Unless I'm missing something, we don't have access to the swf files.
Quick fire, how do you set up a level to start when you start a new game?
Modify the dev menu option decl. Set it to your map instead of hell on earth, delete the HOE layers, and save it
Does anybody know what the flying thing is I need for my lvl
tysm
You're welcome!
Anyone
I'm looking for ya, hold on a sec
Ty
Okay so it's not a simple prop, it's actually an amalgamation of a few different objects
I copied the swf files from mars core
Honestly it might be easier for you to download the level and copy and paste it into yours instead of me trying to break it down for you
5⁵@oblique dirge Gargoyles are imps with wings. Do you mean them?
Got it. I'll have to play around with copy and paste then. I've solely used the asset browser so far
Ok
I thought I can’t touch anything in the original levels
You can, everything is just in layers so you'll have to make sure you're in the right one to interact with what you want.
Double click on a layer in the map manager to make it the active one.
You can make it easier to find what layer something is in by toggling the visibility of each layer
Ok ty
you got it? I have this model, but without lava, nonanimated.
Do I need to animate myself?
ofc
it's mover or spline
if you want to move it around
plus lava fx/emitter
Is there a rotate trigger in the game?
for sure, but I didn't use it yet
Do you know what it’s called? It’s very really easy to
Do you know how to group stuff together so they can both move together?
you can select something - click right
but if you shift click any of it - they will be separated
if you mean merge, I do not know how to do this
How do I make a move at the same time?
Like I have a block and there’s another block they’re not the same, but the move trigger will move both of them
If you can tell me that would be a big help
What nvm
My map is gonna shock people
love the skybox, and walking out into space
challange accepted :>
Indeed
My Nekroval Master Level Playtest Demo is ready to play!
Please, if you have feedback, take 5 minutes to fill out the form on the Mod's Description page
I'll take a look.
They should really add a comments section for feedback imo
I will play when I get home
There is, it's just awkward
I mean in here:
even filter like latest would be cool, I can't find your map that I downloaded
Oh to search through the mods you've already downloaded you mean? Yea unfortunately not
I don't think it will appear until it's finished Downloading
How did you do to start map from menu?
New save
Like this
there are some pitch black walls and floors
In the level? Send screenshots?
Oh that might just be down to the bake setting on the lighting, I'll address it for the proper release
or bake, yes
Oddly never noticed it on mine though, so I'm not sure why you're getting it
those heals are not set on ground:
hmm, I'm runing in background another instance, maybe that's the cause
Ok, I only played the start so far, but one thing of note, is it possible to add a checkpoint here after the first lock in at the steps?
@obtuse arch can you confirm those black walls?
@cobalt cipher hey pls do not worry about things I found (I always worry when people finding bugs on my map, but this help me to fix it 😉 )
It's possible - I'll see how it goes in broader playtesting though, it's meant to be a stamina challenge but it's too harsh then I can look into it
map author never see his own bugs on map 🙂 best are fresh testers 😄
Oh the feedback is great, I don't want buggy or misplaced things yk so it's always good to have that to address
or hers
yes! 😄
Okay that's deffo a bake issue then, I'll note it down
btw. you are first woman I know who mapping 😄 that's real cool 🙂
did you do full local bake?
Yep, maybe I didn't package it properly
Did you also only learn to play doom eternal by the 70th hour, or am I the only one?
let's skip it for now than
what you mean learn? Learn to play a game or idStudio?
My first playthrough was on Nightmare, and that was pure hubris, I should have started on UV, took many hours to learn haha
Learn how to play the game
Hah
Yea it's all part of the same issue, I'll see if I can fix it! Lmk how you find the rest of the level's gameplay once you've hit the end point
I played normal or UV, don't remember. And than on nightmare. I'm not git gud. Nightmare is challange for me and UV I'm deatch incarnation 😄
packaging/uploading is brutal, I want to upload an update to my level, but it fails every time, hoping a patch will come shortly
I've just died in totem encounter 🙂
btw. when encoutner begins one door closes and immediately opens but there is arena portal to prevent player to walk out
I don't understand, sorrY?
this door - when encounter with totems begins - they are closing, and after they closed - they opens again.
I should learn more eng than spending time in idS 😄
Huh, they should lock 🤔 I'll look into it, but at least the barrier is there to stop you
Hey no don't worry! You're doing brilliantly
yes, that's I thought - cause it looks cool when they closes
I like this idea with totems 🙂
Maybe it would be cool to have save/checkpoint after Marauders kill
There is a reason why there isn't - because if you leave the marauder encounter on low health / ammo / armour then you're potentially screwed forever
But if you get a chance to beat the Marauder again and come out of it better, then you're not soft locked.
But that's just my justification, if the feedback is consistant with other people then I'll look at changing it
ah, your are right. I'm dead again 😄 I forgot what skill I choosed XD
I died a bit on UV, I will give it another go a bit later, haven't beat a master level since like 2020 so I'm out of practice
No worries! I appreciate you having a go, thank you very much! Let me know if a second attempt goes any better!
Which difficulty are you playing at btw?
I've playtested it and beaten it on Nightmare, so it's definitely finishable - but I have the advantage of knowing how every encounter goes, so I don't need to science it
I don't remember which I choosed :/ I think UV, but feels like nightmare
This is an issue I had making a rebalance mod for Doom 3, once you know enemy spawns too well, it becomes very hard to playtest your own mod
Yea! Exactly why I'm handing it out at this stage so I can get a gauge for if I've made it too easy or too difficult
You can check in the settings!
Man I kinda wanna.....do something music related for modding for DE. Not exactly metal genre but if you've played a SEGA genesis....that soundchip can do some very unsettling sounds for instruments xD
as well as Sound effects
We love marauders
is there a way to show metrics or numbers? testing damage stuff, but i just diej too quickly to get input. i need ot see the damage
There must be a debug command you can run, but I'm not sure what it would be. You'd have to check the wiki
Nice! Congrats, and thanks for playing and providing feedback!
"boben"
ill happily play it and give some feedback!
This community is so nice aha 😅
google translate is either drunk or this is nonsense
Does your map have any special things besides being a master? Lvl
How do you mean?
Does it have any new things in it? The level didn’t originally have
Yes! But that would be spoilers 😅
Hmmm ok
It has some different stuff right out the gate
@cobalt cipher I played the your level, the combat pretty good love it so much ,I like the use of the marauders in second big arena but I think you should add checkpoint after the marauder fight then trigger the second wave, I wanna ask you a question did you full baked the map before you package it ??
Thank you so much!
The checkpoint, are you referring to the marauder fight before the Totem encounter?
I did perform a bake, but I'm wondering if I didn't package it properly or if I baked it on a low quality setting. I'm going to look into that tonight and hopefully get it patched.
Can I ask you a question - How did it compare to other master levels, if you've played any? Was it easier, harder or just right?
The combat It feel like official master level combat, but about baking you don't need to fully baked the level when make a mod like this all you need just build the triggers in the build wizard, I think you bake the lightmap here, but ambient nodes it not working in your mods because they need to be added after you bake the light maps, if you see in this pic these area looks kinda washed, like this in pictures, because the texlod ambient nodes not working
next time, you make a master level mod for any level create a layer for it and put all stuff you add like encounter manager,commit trigger,user flag trigger,spawn group.
when you edit the devmenuopt decl but your master level layer in active layer
If you need help feel free to ping me, or dm me
I couldn't get the purple goo to appear in the map without baking it - but perhaps I was doing something wrong! I will definately DM you when I look at it later this evening (BST) or tomorrow!
Thank you so much 🫡
For these stuff all you need just rebuild collisions
Yeah when try to build a trigger, collisions, volumes go to world edit/build hover over the build it show you all these stuff
I will bear that in mind! This was early, early days for me in the devkit when I was trying to do that.
Yeah, I understand, learn the idstudio will take you a while I was lucky I was in alpha tester group I got these tools very early
Oh shoot really! Nice! I'll definitely come to you for even more advice in the future then!
There will be a demo for my level gonna try to release it today, can't wait to show you guys my 6 month of work
I will certainly play it whenever it comes out! Looking forward to seeing what the Pro's do!
https://github.com/FlavorfulGecko5/WadToBrush/releases/tag/alpha2 WadToBrush Alpha 2 is out
6 months! 
@plush thicket
mhh, I think there a dynamic shot clip there, I think it bind to the cage thing, that hide Kalibas eyes, but from what I see this clip won't move with the cage thing can you check what kind of clip is that, you find it in the clips refmap, I will check in my end
Yo you see my map
I did
visually look's amazing, but you need to rework the combat
Oh yeah, I made a cut scene by myself
Nice
No, it's just that in Russia it's sad.
My map is gonna look way different the visuals are gonna look even more better
There will be different parts of the arena, lava and acid and blood
There will be a lot of cool details so much that people might like the visuals instead of the combat😅
If you can see there a player clip, I think the projectile hit it, can you check if this brush material change to another type of clip
Nope, still Player Clip
that weird, can try to change the material again in these brush
Change the Player Clip to something else you mean?
can you try monster clip for example
like select this brush, search for any material
you don't need to build after you change it
Only changing the material yes? Not the actual clip type?
No change, unfortunately
mhhh
I just moved them out of the way and the projectiles are still colliding into something
Let me test by myself
Okie dokie! Good luck, and thank you for looking into it! 😄
Can you try to remove this clip brush entirely, but make a backup for mod, we don't want to break another thing, we need to make sure it happen because that thing
Just completely delete the player clip?
yep
No change 🤦🏻♀️
How do I find the projectile it's firing? Maybe it's something to do with the settings in there?
Because the player's projectiles still work fine
Mhh, I think the last thing you have to do, send me your mod folder maybe I will figure it out
Sure thing! This mod file is like 12gb btw which feels bloated, what do I actually send to you?
Make sure to make a backup, remove the generated folder
do you need the dvdpc folder as well? That's just the package right?
only the base folder remove the generated folder from it
i think im giong to have to scale back my caco's because i want to already move onto my next mod. First ill be doing the classic noble trio (Hell Knight, Baron, Ogre). They will be all the same. Right ther eisn't a way for someone to expand on a mod and make it better?
@shadow venture I was holding off reaching out over something potentially silly again but something seems really weird and I promise you, I have no idea what's causing this
I've not done anything to this arena yet at all. All I can tell you is that it works fine on a blank mod but as soon as collisions are built it breaks.
Here's a weird one. Map start teleport prefab doesn't do anything, but map maykr start teleport prefab plays the animation as expected. Is the other prefab no good?
unfortunately it not gonna happen today, tomorrow for sure
All good either way 😄
bvfiles or wahtever it is. thats what imploding my mods with files of garbage
Are there curves in idStudio? Like curves (Bezzier's curves) in QUAKE 3.
How add selection to new refmap?
the logic entity is not working properly in that one
the things that are being referenced have different ids
Gotcha. Do you know how to fix it so that I can have the normal teleport animation? I tried just changing the FX on the maykr prefab, but the orientation of the animation is wrong. Maybe I can load up hell on earth and copy from the map?
I think a better solution would be to send you my prefab for it
would mods from nexus installed with the modinjector still work? or are they all completely broken now with the new version of the game?
Some might work others might not
ah so ig i just have to get lucky then
yeah it's a coin toss
That would be great! You can DM me if you need to. No rush or anything. I spent a lot of time trying to figure this out last night. So I greatly appreciate the help
Sure thing, how is your progress on your level?
Thanks again! My level is slowly coming along. I'm working on the first arena. The block out, collision, and encounter manager are mostly done. Working on the traversals and art next.
Hey you legends! Just throwing this question into the round:
Are there any links to resources that need link-whitelisting?
Or are we golden so far?
https://idstudio.idsoftware.com/
These are the only two links I've needed thus far.
The PC Mod Preview opt-in for DOOM Eternal is available now on Steam and Microsoft Store, and the idStudio Beta available on Steam!
I have a question about idstudio. Can I turn doom slayer into my OC?
Zekar Galapollo
Ahh cheers!
Should anything come up that needs whitelisting, we can most certainly look into it.
Just give us a ping you champions 
Will do! Thanks Kex!
Nevermind I could
Unrelated, but are staff aware that there are some issue updating mods sometimes?
I consistently have random files fail to upload, and there is no option to upload individual files when updating, you have to do they whole batch, if a file fails you have to delete and start again.
Thank you!
Is there an official bug reporting page?
We can't assist with anything beyond this discord server, im afraid.
As we are only volunteer mods, helping out in our free time.
But known problems are listed here:
https://idstudio.idsoftware.com/known-issues
That is a good question honestly, i was just browsing but couldnt find anything that is dedicated for idstudio 
Would be super dope to have something like a github page
You can send crash reports, but idk if there is official bug report somewhere
is anyone convinced that this is part of the official doom eternal mods?
Hey @modest obsidian or @shadow venture (sorry for the ping),
but maybe you absolute legends could give us some pointers on how to report bugs/problems/issues/feedback regarding idStudio?
As i couldn't find any official way to do that on https://help.bethesda.net/ or https://idstudio.idsoftware.com/
Would greatly appreciate it 
It came from the bethesda website
Will inform the admins right away, that should absolutely be whitelisted!
hahaha
whitelisted is that a good thing?
The link @prisma vector posted:
https://mods.bethesda.net/en/doometernal/details/1d2961c8-ff41-4e1e-8a8a-b62901e1ca7e/SteamHappy_Slayer
that is an important mod
For context, all links except the whitelisted ones are blocked on this discord.
Otherwise we would be flooded, daily, with malicious links to phishing/scam websites.
Kex?
Are you able to make custom playable characters in doom eternal?
now that it has mod support?
Custom? Like not slayer and not demon?
I'd like to edit slayer walk speed and height step
I mean turn slayer into another character
Funny thing. I'm building some map and I put just like that archvile, but I didn't build nav and... he is alive 😄
I used template from my previous map, but I deleted everything, nav too 😄
not exactly mod but how to i bind a key to inspect animation? i wanna use it for some GMV's im wanting to do, i need the command strings for current build DOOM Eternal and DOOM 2016
Archviles are beyond the confines of id Tech 7
I was seriously suprised. I spawned by him waiting as he instantly die, but instead he made a shield and start attacking me 😄
so one of the caco's launches a ice bomb, but it really doens't go far. I been trying to increase the range but not succefful. Is there something i am missing?>
Ice bomb - cool idea. What about dragon breath 👀
And blood dripping from the body. There was such eye in gzDOOM if I good remember. It was leaking when flying 😄
Do I good remember shadow texture works like caulk?
How are you guys
What’s this for?
This is cool, seeing a more domestic looking area in Doom Eternal
well eventually i want it to freeze the player but THAT is something ill have to figure out on a latter build. I need to get this out and start my Baron and Hellknights.
i need to learn blender AND i will need to make the OG cover demon because why not?
it will be a hell knight variant
It doesn't seem like curved brushes/patches are in use anymore
how make than rails and other stuff like that?
It's a shame, they're handy for blockout/prototyping
models/meshes
I don't want waste time making them in blender 😦
I'd suggest you use existing ones in the game
yeah, I take whatever I can 😄
I used curves for terrain, arches and flats in DOOM 3/QUAKE 3
Yep, it's definintely a different workflow when compared to something like Doom3/Prodeus. From what I've seen, the pipeline very much seems like Level Designer does the blockout, Env Artist covers it in awesome meshes without messing up the flow too much.
No more 4-sided cylinder railings haha
yes - it's not like QUAKE or prodeus where one person made a whole level and gameplay
Nope. Env art, lighting, effects are all full time jobs to produce a shipped Eternal level
that's I meant - it's not one person map, this is team to make a map
This doesn't surprise me after trying to add decoration to my tiny map, it is an enormous task
Nope was meant to be in agreement, that no it's not like quake anymore 🙂
I spent two days putting decals and models on my little last map 😄
I was thinking today about how many of the most popular TF2 / CS:S maps didn't even have textures and barely any models, like this one
yo! 😄
That was literally my favourite tf2 map haha
ah, I thought it's your blockout in DE 😄 I'm not familiar with TF2
oh no that's not my map haha
almost done just testing some stuff, gonna drop the demo very soon
im making an ultrakill map, this is what i have so far
looks cool
LOL I love it
Coming along very nicely, nice job! (in similar endeavors, I'm trying to replace Doomguy with V1)
🤨
Nice
XD
I forgot to check this grass has no collision I hope 😄
yes, I forgot to switch off collision XD
ok, maybe it's a bit to dense
Pink fleshy man scares me
I've seen a few maps that requires the use of a console command to load. This generally isn't a good idea because it will overwrite your latest save. You can make it so players only need to create a new save slot by following this guide.
See the official website for more in-depth guides: https://idstudio.idsoftware.com/
The mod file lo...
Omg this is amazing, are you going to make the entire stage? Is it possible to make a new mob from scratch for example: V2 boss fight would be so cool..?
"recreation I meant btw"
That's very impressive, ngl and very "helliflyingly" awesome.
I would definitely play this mod and it would be insane with a lot of quickswitching skills if there were V2 boss fight
oh yeah that's very true.
why are cusotm codex entries not sticking to the codex? after it place it in it disapears after saving
It's a glitch in the matrix.
Ive tried messing with custom ai and managed to import the model of a stray but the only thing i managed is to crash the editor in ways i dont even understand
maybe i'll try when i have the map finished
yah i need to learn that, are u attaching or using a base zombie or anyting?
ive tried using a imp as a base and doing a new ai, and both crash the game and the editor
does it crash without using the custom skin stuff?
i didn't test without the model but any of my attempts only gave me crashes
i woudl try just getting your imp copy to spawn first
ill try that
basic cheat sheet ive been using for myself, THere is a lot more too it but it kinda helps
thx
imp has a LOT of parts too it, cacodemon is much more simple
ooh, thx(again)
ur just goni to need ot look at every part, inherit and connect each properity
thats why i want to make the level first, is easier
Looks very cool, i was waiting for someone to port an ultrakill map into doom eternal
THE DEMO HAS BEEN RELEASED 
Any tutorials on how to make the Automap work?
Playing it rn. Really enjoying it so far.
I just played the demo and I am very impressed. But at the arena after the platforming section, the game just brought me back to the main menu in the middle of it, is it a bug or is it just the end of the demo? (It did it for me twice)
No it actually the end of the demo, I forget to make it a smooth transition
I will give it a run tomorrow or over the weekend!! What's it called?
I wish i had enough space on my computer for the whole thing, i would love to create a map pack for DOOM Eternal
Levitation - Ascend v0.4 (Demo)
hey if i can get the stuff running on my computer anyone wanna help me with my map pack? I'm in no rush so i won't set a release date until we're 90% done and just need finishing touches and i don't mind delaying i just really wanna get into level design
feel free to dm me ^^
also is it possible to add custom soundtracks into a level or do we have to use select tracks from DOOM Eternal?
is it possible to add doom mods on xbox?
not yet, since this whole mod support thing is still in preview it may be a while until xbox or playstation get support or some form of workshop, i imagine a small team is working on it like maybe 10 people at most
dang well if they do add a workshop or something then ima be happy for like some custom maps and stuff
even though i don't play on Xbox anymore, i would be so happy to see console players play custom maps but for now it's not possible hopefully ID software or even bethesda gives us updates on mod support every once in a while but with the Dark Ages coming out next year it could be a while
yeah although once the dark ages comes out ima be spamming that chainsaw shield🙏
i feel like the chain shield will have a cool down on some of its functions but yeah same XD
if they add the little cheats into the game like in eternal ima be unstoppable with the new weapons🙏
that'd be cool
nice!
nice , i usually make GMVs or well i did but i deleted them cause they were trash, once i get my skills back up i'll start making em again with better editing and such
this is still an offer up if anyone wants to contribute or help out in anyway so dm me if interested
Check the id studio docs it have tutorials
i saw a playlist of Tutorials on youtube
i just wanna collab with peeps that's all ^^
That will be cool, pretty sure alot of people will like that
maybe you'd like to join?
There 2 other project other then my map sorry i can't, but feel free to ping me or dm's if you have any questions about maps
ok well since i have your attention for now i must ask cause i've been dying for an answer, can you import custom soundtracks on maps or do you have to choose between tracks already in game
Yes you can
awesome!
Going to sleep rn cya
ok! cya around!
ty
yo you up can i ask you someing
Do you know how to make lava hurt you? I’m gonna try to figure it out for my flying thing.
no, I haven't touched it yet
Dam I need to figure it out
I looked on the wiki, but it’s very little information
i tried ur mod and it looks better than i expected 👌🏾
just played it, easily one of my favourite and probably the best map so far, good job! super fun too, but my only real problem with it is that the arenas are quite dark, so it can get hard to actually see the demons. making it just that little bit brighter would be really nice
Salami men cookin
I think you need to use a Volume, but I'm not certain.
Can confirm you need a volume for damage
I think it looks fine
What do you guys want in the map
What happened in here?
@ galapagos02 asked what people want to see in the map, and @ CORY standard-internet-humourly responded with "[I want to see] naked women [in your map] 🤩" (unless there was a very bad message in between that I didn't see). There was at least one deleted message later, but I don't know what it said.
I was pinged here, but I guess another mod took care of it
That was probably the "deleted message later", then. 
(Thank you, mystery moderators/administrators. We appreciate your work. 💙)
3p is third person
there are different anims for third person (used primarily for multiplayer)
Fully clothed demons
Did I do something wrong?😔
I got you
What do you mean be volume though?
To make lava damage the player, I think you need to look in New Entity->Volumes
But I'm not sure, might be some other way
I’ll try when I get home
going to finish my codex for the caco's and upload hopefully this weekend. ill have to add the elemental effects at a later date since I am having trouble making it work
and there is a lot to add and do. Ugh
Does anyone know if there is a way to combine multiple brushes into a single brush?
Or is my only option to group them>
if they are on the same grid size and are capable of being merged, LSHIFT + M will merge the brushes
yeah I tried this and it doesn't work for some reason...
It means your brushes are incompatible with being merged, the more cuts your brushes have, the more likely they cannot be merged. Additionally, all brushes being merged must be on the same grid size. CTRL + G will snap the selected brushes to whatever grid scale you have selected
See @ id_Dylan's response - but note that you can't combine those brushes. Brushes must be convex, so you can't combine brushes forming an inside corner.
I guess they are incompatible
I see, ok thank you both for your help
BTW if you're trying to make a perfect circle or octagon or whatever, idstudio has options to streamline this. Under the "Brush" tab in your world editor you can make a selected brush have any number of sides, and make it hollow. The edges of the hollow brush will also snap to the grid size selected.
so the ice bomb, i gave it to a cacodemon. it lobs when it fires but i need ot increase that range. Anyone have ideas? it must be some setting with gravity or i dunno...
Unsure if you already knew that but it looks like you manually created that hollow shape
Yeah I made a large 30 sided shape, then a slightly larger one which I hollowed out, so the shape itself should be what I want, just wondered if I could connect all the brushes in a clean way
you might need to create a new ice bomb template it and remove anything that has to do with gravity
I did iherit/copy so it woudln't effect the players. I had to add damage to it which does work now. However yah i can't seem to find the property that effects gravity and/or its range
but it isn't unlikely that i am blind. So many properties are obvious once i find them
I see range, but that doesn't seem to change anything - propably because it is effectd by gravity. I need to change the laws of gravity for this one object
Relating to my earlier issue, you can select several brushes and then change the entity to a single mover
anyone wanna help me figure out a name for my map pack? in fact anyone wanna help me with my map pack in general? a sort of collab? dm me if interested!
could you send me the raw decl file?
sure i can do taht when i get home. there is a projectile and projectil_ent decl i beleive
only the projectile one is needed
Want to ask anyone who play my map how the performance in the map,like the fps ??
I can get 400 so your fine
What? You have 400 fps? What rig, what res?
@plush thicket how to pass those laser barriers? I'm shooting this red trigger but it doesn't work.
ok, got it
This part has been reworked
Aw man, I need to play this when I get home.
Reminds me...Would be cool to have a resident evil type of laser room.
I like how you handle music.
one question, how long did u spend making an entire mod? the one u uploaded recently
And how long did you bake it?
it been like 5 months, I reworked alot of parts in this map
30 min's
High quality settings, I also baked the shadow culling, And add the ambient nodes
30 mins isn't bad but 5 months is nearly a half a year
good effort 👌🏾
man if it took you 5 months to make one map it'll take a good long while to make my own map pack, btw do you have any suggestions for a name for my map pack? i kinda wanna make it story driven like classic map packs similar to plutonia
you can make a map like in one week, or even less, but I try my best to make look the level like an official level, I pay attention to details
also spent alot of time balancing the encounters, logic entities, puzzle parts
maybe, but i wanna make sure my map pack is challenging but balanced
btw is it possible to make custom cutscenes or no?
yes, Saleem's map starts like that
awesome!!
does anyone know how to bind the weapon inspect animations? i saw how it's a command but the command doesn't work for me
all my codex entries just got wiped out, not sure what i did
in fact my8 entire codex strings or whatever the fuck they are called ... gone
Worked wonders. The end result is phenomenal.
I only really wished the last arena on the cradle didn't box you in with invisible walls. Other than that, loved it.
speaking of mapmakers, i need to change all cacodemon spawns to randomize a new cacodmeon. I was told it is under idTarget_Spawn. Is that something found in map settings?
nvm got it working
Quick question, do I need the correct Revision of Update 6.66 to play certain mods?
You go to ur idTarget_spawn, go to targets add a normal cacodemon id2ai, and your custom cacodemon idai2
Switch the beta branch to pc-mod-review
not great, not terrible:
Can we somehow make brush Phong shading/smooth shading?
XD
guys do you know how prevent rain drop inside interriors?
@plush thicket hey I was wondering do you need to use logic detect for a cut scene or can you manually
Cause I almost haven’t figured it out. I just need to know. To know that one little thing.
You need logic entities to trigger the cutscene, also to make it skippable
check the other level cutscene see how they work
Ok
Is there Barney chance you can at least tell me the logics that you would need to use?
Because I know there’s a large variety of them, but some of them don’t seem to do anything
bro, still haven't understand the logics entity for cutscene that much sorry, you have to look at other level cutscene and to copy them
Ok Srry
Sorry, one more question how do I make it where I can touch everything and super gorgeous everything‘s is group together
what do you mean by saying "gorgeous everything‘s is group together" ???
I messed up typing it. How do I select stuff in super gore
Do you know how to do that?
You must select the right refmap to edit, or there a shortcut hover in things you wanna select and hold Shift+Alt+Ctrl and left click, that automatically will select the refmap for you
No familier with gore nest cutscene stuff tbh
How do I select it? It’s not letting me.
I can select everything else except for that
check the cinematic refmap
Wdym 😅 Srry
@simple moth love your classic shotgun skins, just wondered if you planned on doing something like a classic chaingun where it is all silver?
oh ok i got it
I just don’t know how to make the cameras move
@simple moth how did you change slayer walk speed in your mod? It's just great!
so my entire codex strings fucked up my mod, i cant read antyhing, its all messed up
i need a way to restore it
to factor settings
Is there no way too keep your save data when you switch to the pc mod preview?
many hours of work just went poof
DO NOT EDIT STRINGS, this is your warning
I tried adding codex entries for my cacodemons, and it must of fucked something up
going ot have to convert all my shit over to a new mod, which i will not be doing anytime soon.
I think im just going ot start a different mod
Is anybody having problems with downloading things on the mod portal? I keep trying to download new maps but they rarely progress past 1%
well temp solution is to not pack strings and remove codex for the caco's
And no my internet is not the problem because I just reinstalled a game today and it's download speeds were fine
you are not downloading some assets or in queue? I found last time when I was downloading in queue second assets pack just stopped in half, I had to restart launcher.
I've restarted the launcher many times at this point
Nothing fucking downloads properly
someone already did that chaingun skin, I may or may not port it myself unless the person who made the original wants to port it themselves.
if i remember correctly for most of the weapons there’s a base decl that you can set a movement speed value to whatever you want, chaingun has it’s own under “weapondatachaingun”, arbalest had it’s own in its weapon decl, dblade was a little weird and had its movement decl under “table”.
but what about speed movement?
everything I talked here was for movement speeds
I mean player movement
for almost all weapons there’s a base decl file that you can tweak the move speed for and it’ll effect almost all the weapons, but some like chaingun, or arbalest, or dblade, they got their own files for it.
ah, ok - so they are decalred in guns?
unfortunately yeah, you can use 2 commands for it pm_sprintspeed and pm_walkspeed, and set those to about 16.66 or so to get a similar speed to my mod. So if you want a level you made to have that move speed you can just make your level do those commands when you spawn.
Problem is you will still slow down a bit when you use like full auto or like dblade or so.
oh, thanks for info!
ye no problem
@empty bobcat if you want kinda a basis for how to do it, on nexusmods I uploaded the same classic doom eternal mod, but you can download the mod file that only tweaks move speeds, unzip that, and using notepad (or better notepad++) you can take a look to what decls you need to tweak, so you know where to look in id studio.
sure, can you send me a link?
i gotcha
all i wanted to do today was upload my mod. Just imposible now. Every time i try to test it i get a black screen
did someone find texture or model for such metal sheet?
i even tried loading up other mods i made and im still getting the black screen
if i unistall idstudio will it delete the asset packs too?
I'd better make a copy
you will make copy faster than download it ;/
well yah but making a copy would be torublesome since it is already 400gigs
I know
last time I wanted make a backup via usb adapter on 2,5" hdd it said me 15 hours
jsut sucks that i can't load up my mods in testing. i dont know what happened
ah, nah, I was wrong - only 15 hours:
well it says 102gigs required, looks like the assets are stored some place else
I built my own trapezoidal metal sheet
Myhouse.wad in Eternal?
going to upload a mod, someone please dl it and see it it works. I had to pack interesting things to make it functiall.
published, see if it works for yall becaue the mod luancher lieks to slap
me in the face sometimes
Is it possible to edit the single player campaign encounters? I want to add some custom monsters to the sp levels.
It works!
thats good, thanks
You are real Caco Master, Zemini
Can we convert brush to model? It was something like this in DOOM 3 if I good remember.
Not sure.
I built very complex brush model and game freezes for few minutes when I want to manipulate it :/
I'll cut it for smaller pieces
Bummer that sounds like it. Freeze crash etc.
Player will be walking here, but probably in parts with tense grass I remove those bolts.
Ok
All future versions of WadToBrush will be integrated into my fork of Ultimate Doom Builder. Currently porting over my existing code and I'm already seeing powerful results....I can now generate brushes for any complex sector floor/ceilings. Not to mention I no longer need to worry about all the different wad formats and can simply program one convertor for them all. UDB's codebase is quite powerful
awesome!
All https://mods.bethesda.net/en/doometernal/featured-Links should work now (Added to the Discord Link Whitelist)
"Warning, the slayer train has entered the facility."
Does anyone know how I could add a "wave counter" to the players UI?
Something where a trigger would cause the number to tick up +1? 🤔
it really does crash a lot...
Dear Modding community,
I and my friends highly appreciate the efforts all of you are putting into giving the doom eternal player community content which is making this game truly eternal but I would also like to address an issue we are facing in regards to playing most of them which is not being provided a proper platform to address the issues when playing mods or in short terms a proper feed back system. So far the solution we can suggest in regards to that is either give your discord info on your mod page where people can private dm you about their problems or a better option would be to make a google doc forms where you can ask questions regarding difficulty or what improvements can be made regarding the encounter and that helps modders keep there privacy intact as well and hopefully give them more insight into the minds of the player community which in turn for sure help them make better mods in the future.
I totally agree, and also hope that some kind of comments system will be implemented in future such as can be seen on Nexus Mods or ModDB
Will do!
Id studio team got smaller since most went to work on dark ages.ATM trying to schedule for patches. Probably won't be anytime soon.
Pretty awesome! You should consider adding support to export to original Quake format as well (and map things to entities if possible).
Yeah not cool.
that kinda reminded me of hello neighbour
Yay i fixed it.Now id studio works like it should, still freeze and crash tho. Anyway i can now use my Linux mint pc with my 7950x, 32g of ram and 6900xt. Amd 5 platform, screw you microsoft windows.
nice man
Umm, I tried the pc mod preview and now Doom Eternal refuses to load completely when I am starting with 3 mods (Brawler Mode, Custom UI Color Pack and Campaign Tutorial Remover in that order) I checked the FAQ and couldn't find anything on this issue. Help is appreciated
Can you try removing the mods to see if doom starts?
The game is still not loading even with no mods there
Is it cuz of the old mod loader I have?
Hmm try steam validating files.
Oh the mod injector? I would get rid of that if using PC preview. But I never used that.
Aight I'll do that and validate files
OK worth a try
