Yes, it also happens with the khan maykr and the "icon of sin" but perhaps the requirements so that it does not fail are in adding details of the environment of their delivered active packs, they enabled them for the "modders" because they delivered both the active pack as a downloadable from "Sentinel prime" like urdak and final sin, then the requirements so that they do not fail are there, unlike samur or dark lord, that their maps were not enabled as active packs, is the impression that I have
#eternal-modding
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well that's strange because I can place the Icon of Sin and fight him, though he doesn't do anything since there isn't anything placed on the map for him to work with
You could ask o_dey or galapagos, they know how to do that, I really don't know how to cite people here with their name, but I think you should start with the word "generate" or something like that before specifying the exact path of the demon.
The same thing happens to me, maybe it needs certain things in the environment to work well, I have noticed that the icon of sin starts making "hits" with distance, I suppose that all of that must be planned in not some hitting entity that makes a collision, in addition to the space that you need to walk you must not collide with anything, I suppose you also NEED some collisions in certain places, before you can move, that's the impression I have, from what I have "seen" that I don't know much about the game, I think it is the most difficult of all the game is and will be able to do the icon of works without problems haha :(
I mean that adding the functional sin icon seems to be the most difficult thing in the entire game, and to "die" both the khan maykr and the sin icon without needing a certain "animation" I think, since in the game you never see that They really die, an "animation" only begins when their life is lowered, something that seems impossible to me to add the same animation in my level haha.
probably just gonna not make a boss for the end of my level then lol, too complicated for me
and for me, but there are some alternatives to christmas, o_dey created an entity "mega_tyrant" and published its decl above and how to use it in your level, so you have a bigger tyrant with more violence, he could be used as a boss
es justo aqui, pero no se como añadirlo a favoritos o algo asi
Are the unlockable skins also not usable? They would make for an easy and great way to make enemy variants, like Cyber Marauder and Ice-Vile since there are so many skins for them
It's right here, but I don't know how to add it to favorites or something*
It's right here, but I don't know how to add it to favorites or something*
I've seen people asking that here, but I don't think anyone answered them, I'm at least not a modder, I only learned to use the program 3 months ago, o_dey helps people a lot, Galapagos I've also seen it respond and it sells very little, I think our most reliable help for everything is without a doubt o_dey haha
I see. I gave it a try and put them on a different drive and it still works fine. I'm kinda running out of ideas. Maybe there's some messed up cached meta data or something, you could try deleting the temp directories, maybe clean out the related save game folder too (but make a backup before doing so!!!). Temp files are by default in the game's installation folder ...\DOOMEternal\idStudio\temp, and save game data is in %USERPROFILE%\Saved Games\id Software\idStudio\base\idstudio.
If that doesn't do anything either, then I don't really know. Permission problems, I would expect them to apply to all asset packs then... corrupted downloads maybe, I don't know (SHA256 for Dark Lord wad7: AA82D14AF5A360B764C785CA9C5B0432C5E1548C951326145AC3C8EC400EA42D, Holt wad7: 2A17D262F7F050C0E7611CBEFAE44FED444DFF88298A212030DFF377A54BFD16), I'm really just shooting into the dark here.
maybe I'll try reinstalling them later, think I will just end my map with a really tough battle as opposed to a boss fight
Is there a way to take nice screenshots in the editor to use for thumbnails/mod listings? Other than using external tools I mean. I'd like to take an in-game screenshot with no hud/weapons etc. like the loading screens have.
So in engine tab-Go to the options and under Game, you’ll see a box that says Photo Mode - you can try this but I haven’t tried this in idstudio before. Send me feedback if it doesn’t work and I’ll try it too.
There are some console cvars to enable - try g_showhud 0 and hands_show 0
you can also use scene director, I am going make a tutorial how to use scene director soon
Trying to use photo mode in the engine is a guaranteed crash 😉 Also it appears that it has to be activated via console using photomode_forceActivate, as toggling the option in the menu seemingly has no effect.
[...] toggling the [Photo Mode] option in the menu seemingly has no effect.
Outside of idStudio, the menu option only takes effect when you replay a map via Mission Select, not when you play it for the first time. I imagine that idStudio defaults to "play it for the first time"-mode when testing maps that you're working on?
You can probably useg_allowPhotoMode 1to allow entering Photo Mode the normal way even outside of Mission Select, though that probably won't help if using it crashes idStudio anyway.
Edit: For @ spearten.com's purposes, it'd probably suffice to package the mod, load it in Doom Eternal's launcher, and then use Photo Mode outside of idStudio.
Only on replay? That's an "interesting" restriction 😬 photomode_forceActivate seems to be the same as g_allowPhotoMode 1, the former will set the latter to 1.
g_allowPhotoMode 1 allows you to press Alt to activate Photo Mode, like when replaying a mission with the menu option enabled. I assume that photomode_forceActivate just immediately activates Photo Mode on its own, which is different (but not by much).
a, I think I've lost the urge to include a photo on the loading screen of my map hahaha
@modest obsidian Hey I don't know if you and the mod tools team have this kind of deciding power but what it be possible for you guys to add a maps menu in place of the battlemode tab on the main menu so people can try their installed maps without having to memorize console commands?
You should be able to add your own maps to the main menu by editing a specific decl
Did you manage to do that? I've looked into it before, and I couldn't find anything. I've also looked at the relevant SWF file, and it has all the entries/buttons in the main menu hardcoded, meaning it doesn't look like we could get it to create any additional entries, however it has one last entry after the extras, named devList, it's a dropdown, and I was speculating that maybe this is where all these devMenuOption/devmenuoption decl configs could possibly be used, but I could find a way to enable it 🤔
that's the exact decl! Correct. Devmenuoption. The name was escaping me.
it's all decl sided and should update automatically if done correctly
I feel like there must be some kind of switch or something, maybe a config in some other decl somewhere, or maybe a console command/cvar, or maybe it's hardcoded... because there already exists many devmenuoption decls, which look like they were used for testing by the devs, so I would assume they are setup correctly.
if you just input a new map into the correct devmenuoption decl it will appear
Well, that's challenge accepted, I'll go modify every last of them decls 🙂
Nope, none of existing decls seem to have any effect. Tried with custom ones too, named devList, dev_list, devMenu, dev_menu, and dev, thought maybe it needs something matching the name in the SWF or the commands, but nah. Tried demo mode, that seems broken. Dev menu console commands like mainMenu_savedDevMenuDecl or mainMenu_demoDevOptionDecl seem to have no effect either. 🤷 @fast plaza
@modest obsidian - BUG - Duplicate .bmd6def files generated, neither having an effect
So I was very hesitant to tag this as a bug, as I'm not sure what exactly I'm looking at there. Maybe this is something that should rather be tagged as "INFORMATION REQUEST"?
What I'm seeing is that for .md6.decls, a .md6.bmd6def as well as a .md6.decl.bmd6def file is being generated, and the latter is new, it wasn't being generated in the previous version.
Looks weird, but I cannot tell if it's intended. Neither of the .bmd6def files do seem to have any effect, which is not surprising when looking at the source of these files, they consist of mostly null bytes, and what looks like to possibly be a reference to the decl file. One has to include the plain text .md6.decl from the generated files instead, which was already the case in the previous version. Other animation related binary files like .bmd6anim, .md6mesh.bmd6model, and .md6skl.bmd6skl, do have an effect though, hence why .bmd6def not doing anything is a little confusing to me.
So I'm wondering, do these .bmd6def files have any purposes at all? Are the duplicates expected? Am I looking at a bug?
How to reproduce:
- Create a new mod
- Extract the attached archive into the mod's
basefolder - Open
md6def/md6def/objects/figurines/arachnotron_toy/arachnotron_toyin the animated model editor - Open the mod packer
It should now have generated the duplicate .bmd6def files:
generated\binarymd6def\decltree\md6def\md6def\objects\figurines\arachnotron_toy\arachnotron_toy.md6.decl.bmd6defgenerated\binarymd6def\md6def\objects\figurines\arachnotron_toy\arachnotron_toy.md6.bmd6def
are there any mods that help with performance and bugs
I tend to run into a lot
got a 3060 ti and doom sometimes runs well and sometimes gives me like 30 fps
also sometimes if the background of the menu is black and i turn on a game the whole game is black except for the hud, anyone else run into this issue? the only way to "fix" the perforamnce is to turn on the game on low and then change the settings higher
I would be very surprised if any such mod existed.
Set "texture pool size" to medium or lower (so that you have about 20-30% VRAM headroom), restart the game, see if it helps (and if it does, keep it at that lowered setting). There possibly is some kind of memory problem (even when you have more than enough VRAM, I've seen it happen to people on cards with 16GB at 1080p), which will become especially prevalent with Raytracing, and funnily enough even more so with DLSS on top, but even without that it can happen, and the result will be freezes and low FPS. Changing the graphics settings back and forth will apparently cause the texture pool to be reset/cleared, and that is when you'll see better performance again.
Here's a video of it being forced to happen: https://www.youtube.com/watch?v=U60FKdNmKXY
If you're not careful enough, Hugo Marmalade will visit you at night and steal your RAM too.
before i go back into modding, ineed to figiure out how to make it so when a cacodemon spawns, it spawns from a random set of variants. Any suggestions? Is that possible?
My goal is to have a mod tghat spawns a random skin/variant of the respective demon it inherits based on everyones favorite custom ai and modded and battle mode demon skins
if you have that mod installed, it will pull from that, if not it reverts to the vanilla skin/ai
but first i wnat to get my elemental cacodemons to work for that before i go further
a mod to solve the bug of this door?
it just dosent open
the first time, it opens
if u die it dosnt
🐛
🐛
Is it just me or do the 2016 gun models have funky looking textures? There's 'seams' and weird triangles and random spots on the material where the lighting gets cut off.
Like the textures were 'wrapped' incorrectly or something.
WHERE DO I GET MODS😭
If you're on Steam, go into the Betas, you can select the pc-mod-preview there
I'm not sure for the MS Store version
you can also download the ModInjector, I however, do not know how to install it off the top of my head
even then most mods are probably being made for the official Mod Launcher now anyways
TYSM
The PC Mod Preview opt-in for DOOM Eternal is available now on Steam and Microsoft Store, and the idStudio Beta available on Steam!
Was something added to the website?
is anyone else having trouble with the pistol mod :/
it just doesnt wanna work with me
i give it to me using the console and it just doesnt wanna work
it shows bullet ammo type being used when i try to equip it but it doesnt actually switch to it
I have a question, do you think the "unholy urdak" mod will be uploaded to the mod portal? Or do you know if the creator plans to upload it? I would like to play it
I think some time ago @indigo badge said that he tried it, but was having problems with strings and DLC assets. I might be misremembering though 🤔
@modest obsidian - FEATURE REQUEST - Include SWF's and their dependencies in the mod packer asset (re)generation
Now that it seems like the "decl files needing to be present" behavior is here to stay, it would be nice if SWF files could be included in asset (re)generation too when the decls referencing them are present, meaning SWF being converted to BSWF, and their dependencies like textures being converted in case they exist on disk.
I mistakenly thought that this was actually already happening after the last update, but I must've just forgotten to delete files that were generated manually via Right Click > View Dependencies on the decl. This is still a viable way to do it, but of course having to manually trigger this every time the generated folder is being cleaned up is a little annoying, and somewhat error prone, especially when there's quite a few modded elements.
I've attached an example, it has:
- a modified
hudElement\hud_reticle.decl - referencing the custom SWF
swf\hud\hud_reticle__crosshair_cross_large_thin_ui_reactive.swf - which in turn references the custom PNG texture
textures\swf_images\reticles\dot\ret_cross_cross_large_thin_ui_reactive.png
When viewing the dependencies of hudElement\hud_reticle.decl, it will generate:
- the BSWF file
generated\cswf\swf\hud\hud_reticle__crosshair_cross_large_thin_ui_reactive.swf.bswf - and the compressed texture
generated\image\textures\swf_images\reticles\dot\ret_cross_cross_large_thin_ui_reactive.png$bc7$streamed$mtlkind_ui.bimage
and that is what I would love to see the mod packer's asset (re)generation do too 😃
ive been trying to port it to the mod portal but idstudio has problems with importing more complex legacy mods and things are broken with it so ive been waiting for them to fix it, i think all the problems i was having were addressed with the recent update but they reworked the mod packager and now its even more broken to the point where idstudio instantly crashes whenever i try to package any of my levels
@molten token it should still work with the community mod injector though just play it like that for now
So in that case it couldn't be uploaded until they add the complete holt pack assets? 😦
understand, man I hope idsoftware can help you, the level looks incredible
we got dlc assets now but that was never the problem in this case
Too bad, it would be great if some id software worker asked you for the project and did the corresponding work to make it functional and upload it on your behalf, could Nayrham do that?
no i had someone else test to see if they could package it for me, something in it is causing the mod packager to crash since the latest update
man, that's bad, I don't even know how to use the injector mod haha
if i had to guess its probably the files related to samur because the packager crashes with all 3 of my levels and they all have samur, and one of my levels is so simple in regards to files that if anything is causing it to bug out itd likely be that
i guess i could isolate them and actually test that
its not that complicated i could show you how to use it
man could you try that! I am sure that we will all be happy to play them the same, the work with the khan maykr and the environment are 100%.
the problem is i cant do anything about it even if i figure out whats causing it to bug out, like i cant just remove those files they're necessary
so i just gotta wait and hope it gets fixed
until then mod injector is the only way, probably gonna remain that way for awhile when it comes to alot of legacy mods atleast the more bloated ones
ok well i can confirm its not the samur files causing it to crash
idk wtf is
@modest obsidian - BUG - Crash on packaging with missing/stale? .bmd6anim files
I feel like this might be the same problem as #eternal-modding message, or at least related, as it's again this weird behavior of the crash happening with certain decls being present, but the one that finally triggers it will work fine in isolation, then you add the others back and it won't crash anymore, then after a restart it crashes again when opening the mod packer, etc.
However I've noticed that the mod packer will not (re)generate .bmd6anim files (maybe something for a feature request), so I generated them by opening the relevant models in the animated model editor, this would generate the binary versions, and then the crash did go away. I thought that may be a workaround, however it only works in the current session, after restarting idStudio the crash happens again.
As I said, it looks similar to what I've already reported, but since I have quite a few animations to work on, I thought I'd better mention it just in case there might be something specifically animations related that could possibly go unnoticed.
Here's how to reproduce:
- Create a new mod
- Extract the attached archive into the mod's
basefolder - Open the mod packer
It should have crashed at step 3
-
Open idStudio again
-
Open
md6Def/md6def/player/human/base/fp_handsin the animated model editorThis should trigger a bunch of
.bmd6animfiles to be generated (including unrelated ones for some reason?) -
Open the mod packer
There should be no crash this time
- Restart idStudio
- Open the mod packer
It should have crashed again, and the process can be repeated from step 4 ad infinitum.
Given the huge number of decls in the mod, I wouldn't be surprised if you'd be running into the same problem as me here: #eternal-modding message I'ts weirdly inconsistent, the combination of decls that triggers it seems to vary a lot, making it hard to impossible to properly pin it down.
yea what you just said where its not any specific .decl causing the problems but a combination is the exact problem im having
its happening on all 3 of my levels though, even unreclaimed earth which is very lightweight and doesnt have much
but its consistent in that it just wont package at all period, any of them
Looks like more than enough to me, I've been able to trigger it with less 🙂
@modest obsidian I forgot the crashdumps... here they are.
@modest obsidian - BUG - The launcher saves content IDs (instead of folder names) to "activemods.txt"
In Doom Eternal's launcher, when you go to "Mods" at the top > "Play mods" at the left, the launcher loads/saves a mod's content ID from/to "activemods.txt", as opposed to a mod's folder name. Doom Eternal itself reads "activemods.txt" to determine which folder names (not content IDs) to load, which means that the launcher and the game disagree about "activemods.txt"'s purpose. This can lead to a mod appearing active in the launcher but not being loaded in the game, if a mod's folder name doesn't match its content ID.
(For reference, "content ID" refers to a mod's "modinfo.json" file's "content_id":12345 value for downloaded mods, or "modinfo.dev.json" > "dev_content_id":"doom-mod-12345" for homemade mods.)
This is low priority, as it only affects people that manually rename folders in C:\Users\[Username]\Documents\id Software\activemods\ (i.e. doesn't affect people that just use the launcher normally), but fixing it might be as simple as just changing e.g. modinfo.id to modinfo.folder in the launcher's "activemods.txt"-loading/-saving code.
hello, so i downloaded this mod for doom eternal, but it seems to not be working, while my other mods are, or is help only available for the idsoftware mods?
i just realized that it seems all my mods are not working, any way to fix that? (got the game on steam)
nevermind, i think i got the solution, sorry for the bother
this won't lock me out of achievements, would it?
hello, so i downloaded this mod for doom eternal, but it seems to not be working, while my other mods are, [...]
Does the mod work if you only use one mod at a time? If so, then a different mod is likely overriding this mod's files; try activating more mods until it stops working to find the cause, and/or move this mod higher in the load order so that it overrides other mods instead.
Otherwise, if no mods work at all, does your Windows username contain any non-A-Z characters (such as accented letters like Ö or Ñ)? If so, at the top-left of Doom Eternal's launcher, click "Settings" > "Mods", and change the mods save path to something like "C:\DoomEternalMods".
[...] or is help only available for the idsoftware mods? [Screenshot]
That screenshot is of an idStudio(/PC Mod Preview/"id Software") mod.
this won't lock me out of achievements, would it?
It will. idStudio/PC Mod Preview mods disable achievements, multiplayer, and Events/Series XP and items.
If that's a concern, you'll have to use EternalModInjector (with an EternalModInjector-based version of the mod) instead, while playing with the "Play DOOM Eternal" button instead of the "Play DOOM Eternal with mods" button in the launcher, unfortunately.
how's my gameplay? trying to beat ultra-nightmare
Is anybody here familiar with making custom weapon sounds? I'm trying to work with the wav to wem converter and I need help
@modest obsidian Can you help me?
what do you need ??
So I'm trying to make a quake weapon sound pack and I'm not sure what to do with the wav to wem converter
This is the first sound I'm using, I have it all converted to Stereo and 48k hz
Problem is I'm confused by the docs site
It says my sound needs to match a "sample"
Better than mine
Idk whether the sample refers to the sound event or the wav file itself
try the ambience1
Ok I read the wiki more closely and it said samples are used BY sound events
use the modp1.wav
yeah I was thinkin that
I have to go to sleep now, try that and dm me if it not working, I can try it by myself tomorrow ok
Sure
any question about level design you guys can ping me
Didnt work
I will test it tomorrow
The gameplay's looking good, mate!
If I'd give my input from this it'd be:
- Movement. You're staying in 1 area, letting the demons come to you, then only focusing on that specific demon. This way you're giving up control of the battlefield.
- Equipment. More equipment usage would be preferable.
But I'm no expert either
before uploading a mod, do I need to do a full build of the map?
@modest obsidian -BUG- The wav to wem converter keeps downsampling wavs to mono and 16 bit
I was trying to make a quake weapon sounds pack, put the ones I wanted to try first through audacity and upscaled them to stereo and 48k hz
Alby told me that the most recent update did that to converter
Hello. I can't seem to figure out how to play the idStudio mods e.g. Forgotten Forest, Doom E1M1 missions.
Other community mods seem to work, but ones that are labeled as an idStudio mod does not load when I go to Campaign > Empty Slot > Hurt Me Plenty.
It seems to want to just load the native Hell on Earth map.
What am I doing wrong?
There should be another version of it in your library that's downloaded the same as any other level mod. Just gotta put that in if it's there. Sometimes it doesn't show up tho, so maybe try restarting the launcher or reinstalling the mod
oh weird, so why do they have 2 entries for the same mod?
because I do see 2 different versions. One labeled from idStudio and one labeled by dragzxnd
I think the idstudio version is one that you can open in the editor. So it could be due to how the creators uploaded the mod. But, i haven't uploaded anything or done much beyond level design yet, so I'm just guessing
okay thanks. appreciate the guidance here
does anyone know where i can download the graveyard master level for eternal?
Yas
It should be on the log just change or do me turn to PC mod preview
I said that wrong it should be in the mod portal just change your doom turnon to PC mod review
what is mod portal
If you’re on PC send you a video
ye i found it on the beta testing thing, im downloading the mod currently
thanks for your assistance
not sure if i wanna beat ultra-nightmare campaign cuz i've been into these missions a lot of times
can someone help me? I have made a new encounter, where I wanted to add only "imp_stone" but apparently when I added the dlc2 AI they are not seen, if I put the Arachnotron AI, Tyrants everything works correctly, but if I add an imp_stone it simply does not appear, why does this happen? Do I need to download a dlc2 asset pack to fix it? Or do I need some other kind of spawn for these demons?
For starters you need to use an actor population config that contains that AI. This can be changed via the encounter manager's Ai Type Def Assignments property, use either a DLC2 one, or a custom/modified actor population that includes the stone imp. Not sure if an asset pack is required, I would assume the base AI is present in the common assets, but I haven't tried.
I'll render my level for 3 hours to see if this works, thank you very much!!!
this kinda reminded me of quake
man this has worked perfectly for me! thank you so much!
So I put an fbx model in an art folder for my mod, but the static model editor cant find it
how do I open it up?
@fickle glade Your mod. Base. Art. Models folder. Did ya put the .fbx file in models?
Yeah I got it nwo
OK good
Doom Slayer's coming to Hyrule!
LMFAO awesome.
Is there any way to allow mods to give xp?
You're welcome, but please, do NOT do 3 hour full bakes for testing such a small change 😵
Don't really know what to do about this. Fails to allocate memory
On a first glance it looks like you're running out of RAM. That can very easily happen with 32GB, packaging even small maps can make idStudio to consume 20+ GBs. Try increasing virtual memory a LOT and see if it helps.
Does anyone else's Doom Eternal look weirdly desaturated?
not for me
can you send the full log
just paste it right here?
sent in dms
doesn't help that the level is big AF
I was wanting to get it packaged so I could play it in game then make some better screenshots. Level takes me anywhere from 40 min to over an hour depending on how good I am on that day lol. I'd be impressed if people could do it in 25 or under, since the encounters can be quite lengthy due to certain enemies.
Otherwise, the level is finally "done". There are some minor things I could edit and some pathing quirks in the 3rd big arena but I think I'd like to just get the first version out now. But my PC is not letting me 😦
I'll try that a bit later
I want to ask the way you full build the level ??
Should I have set it to low? I put it on high
the best is high, but how you build did you click full map build + local bake ??
yes
can you preview your level in slowcombo
is that just meaning slowmap?
no
when you launch the studio you see in world camera a tap it set no lit in default change it to slowcombmap
you find it ??
yes, I can do that
is it normal for the decals to be missing when viewing like that?
so it show all the stuff even the volumes ??
yes, do I have to do a second full build, since the first one had to generate stuff?
doesn't show decals though
No if the slowcombomap show the stuff it ok
If you do, make sure that you set "Initial size" and "Maximum size" to the same value, so that it is fixed, and the pagefile is created with the maximum size right out of the box.
you need to increase the fade distance, what you need to do is select all the decals, by click one decal right click/select/select similar
go to the entity inspector look for fade distance and set it at max
I don't know about the packaging issue
I am gonna see
so I just switched between modes and back to slowcombo and now the decals are visible?
should be
how big the level ???
big
do you have setup for umbra, visibility geo trigger ???
I'm doing that now actually. Wasn't a problem before
Try to build the PVS only
build wizard/ uncheck everything expect for the PVS stuff
ok just took care of that
is that all needed to make the map package better? Or is this just added optimization?
After this, do I need to do another full map build?
nope
thank goodness lol
Last one took like over 12 hours
could I just package the mod assets and the map file in separate instances?
I can package the assets but the actual map causes a memory allocation error, have not tried the vram method by @oak geyser yet but will see to it
in the future, doom slayer will prolly join green hill zone
Once you've increased virtual memory, try packaging only the map first! On your screenshot you have ticked the whole generated folder, that's something you generally should NOT do! There's stuff in there that will crash the game if packaged (not sure if it's a bug or whatnot), and stuff that just doesn't need to be included, especially when packaging a map, as that will automatically bundle a lot of the stuff from there (I'm not sure what exactly it will include). Also when packaging a map it will create loooooooots of data in the generated folder, and you don't want to include that, ideally you'd delete the generated folder after ever map packaging.
Hmmm
I do have custom assets though, like a new Archvile variant that has new textures, fx, behavior, entitydef
Don't worry about, it's not to get a working build, it's just for science to see if you still run into the same problem without the generated folder stuff.
how much should I increase the value by to be safe?
Make it match your physical RAM if you have enough disk space, meaning 32GB.
Depending on who you ask it's either 32,000 (1GB = 1000MB) or 32,768 (1GB = 1024MB)
Won't matter at that point
Still doesn't work, just tried what you said
That was very quick... you've restarted after changing it? What did the logs say, specifically with regards to the memory values?
Should I regenerate the mod assets or something? Is it loading too much crap from elsewhere? I have'nt clicked that yet
I noticed that is has container info for other .wad7 files? Is that causing a problem?
Wait a minute, I didn't even realize the actual size that it says it failed to allocate... 600+ GB... what the hell 😄
yeah I'm confused, is it trying to put the whole darn game? lol
I can only assume that's either wrong numbers being reported, or me interpreting the output wrongly (I'm kinda surprised that with increased virtual memory none of the numbers changed, but tbf, I've never tried it myself, I've only spoken to people that had memory problems where increasing the virtual mem helped them). No vanilla map I've tested packaging before has exceed ~24 GB of memory.
At any point, should I have clicked regenerate mod assets? I'm running out of ideas here
Well, the new mod packer is crashing for me 99% of the time upon opening with almost all of my mods, so I don't have much experience with it yet, especially not with map packaging. So unfortunately I don't really know in which situations regenerating is meant to be used 🤔
Guess we need dev insight
hahaha it wasn't for that, for those changes I generally use my test map but I already had my map with changes working with them, so I couldn't close the program and open a test, that's why I preferred to make the changes together with the rendering HAHA
Not before he comes to 2fort first!
hey if you want you could send your mod, without the generated folder
I will see in my end
@plush thicket @oak geyser I tried again today and was able to do it. I only packaged my map file, though won't my game crash since I made a custom Archvile variant with its own decl for aiBehavior, entitydef, and custom textures?
I am playing it in the game but I will see when I trigger the new Archvile variant to see if it crashes, I will update you all but I have some other things to do first 😦
if you didn't package the decls too, the custom archvile won't work
I'll try to just package the other assets if it's still in the mood to work. But recently when I said it was messing up, it was crashing before even if it was just the map, so I'm glad that works now (for some reason). Trying to package the assets later tonight, will update on how that goes
kk
it's crashing immediately any time I try to package a texture, decl, etc.
Can you test the slowcombomap in the engine ??
hey I actually went in to test where the new enemy shows up with only my map tested and it works, somehow. If I only packaged the map does that mean it doesn't matter to package the other stuff?
testing it in game btw
Can you send the mod files, but without the generated file ??
or try this if you want, this might weird delete the generated folder all of it, and try to rebuild it but make a backup of it
or you try to delete the decls folder in generated
I face this issue before when the map crash when I test it
I'm testing it and it works fine, and I did not package any asset other than the map file. Testing in game by closing IdStudio. Don't see how it could pull the resources locally if they are not packaged so it seems to work unless some sci-fi magic is happening
if the map file works, might something in the other files most likley decls
do you any layers setup, and what your method to load the level, like cmd, devmenuoption ??
loaded the map through console with the test map option in the editor, the one that opens up the actual game where I then do "map (mapname)"
also yes, I do have layers. I load the map in-game via the option in studio:
The map is complete from start to finish, and by only packaging the map and testing it works. Does testing the map this way not matter in context to actually uploading it? That's what I'm confused about.
You can test the map in sandbox before upload it
You see your mod also in play mods menu
ah neat I do see it in play mods, I'm going to play through it that way to make sure it works there
Can't wait to play it
I'm finding some errors playing this way that I need to fix
still can't wait lol
what is the issue called when all level geometry and literally everything but the hud disappears when moving into certain areas? One of my encounters stops showing literally everything on screen if you go too high up, which you need to go high up for
now you need add the umbra volumes to fix it
I forget about this part
Do you know how to use the umbra volumes
not really
ok try to use slowcombomap preview in idstudio, the area you have the issue in like the geo not rendering, see if that issue still happen
I will test that in my end
so it work in idstudio slowcombomap preview then, so that what exactly you need to do in part the geo is not render add a umbra volume and cover that area not sure if you need to cover that entire area, after that build umbra tome again
and test it again
in idstudio slowcombomap preview
so it's a circular room, pretty much just drop a big umbra volume there? lol
I guess so lol, but be smart using these volumes the can drop performance
it better add all volumes in all area that need before build the umbra tome
that's the only area that seems to do that, and it's not a big room at all. I just played through the whole level by testing it through the play mods menu. The archvile enemy variant works perfectly fine there.
If anything works through the play mods menu, is that meaning it is good to go for upload? I'm assuming that if I can play it like that then others can if uploaded.
Also one more question: some particle effects are not showing up? A few were missing in my map
I am assuming that another full build will be needed after making the changes, right?
Does anybody know how to easily drag 1 point of a brush easily in World Camera?
click and hold right outside the point
You need only to build the umbra tome only because you added the umbra volumes did repackage the mod after you did that changes
but if I need to fix a trigger and make it have another target, would I need to do another full build so it shows up in the mod when packaged?
No, just rebulid triggers and volumes and thats it.
how thing goes too far ??
yo does somone have the first version of doom eternal saved i cant download it
you switch the beta ??
how
Not sure if this belongs in here, but is there ever going to be mod support for PS5?
Select the game for steam library, right click properties/beta, and switch the beta from pc_mod_preview to none, sorry for delay reply
doing the slowcombo map preview makes everything not visibile now
Can someone help me please? I have been trying to run eternal modded for some time now, but everytime I try the mods just don't activate
I am trying to load those 2 mods, but when I run the game neither does the slayer change into minos prime nor does horde mode change
nevermind, I changed the save path for the mods and now they work
Is there a classic rebalance mod yet? Things like running faster, higher ammo capacity etc.
Some skin mods cause problems for some people, I would try not to use them if they give you problems and that way you can play the level mods without problems
Yes.
Details plz.
Classic Doom Eternal Overhaul.
I was thinking of getting into making maps for eternal. Is it difficult to use?
Ok, does anyone understand Umbra Volumes? I know I need them for visibility. I have a room where if you go up too high, all geometry/enemies disappear until you go back down. Makes it pretty unplayable. I tried placing a volume for that whole room (not a big room, mind you), and then rebuild tome/pvs, and that doesn't seem to work. It's the only thing stopping me from releasing my level rn
ok. now that I found out I need 500GB to be able to make maps forget that
This is only if you download all Campaign map asset packs. You can generally get away with just one if you don't want to use all of Doom Eternal's map themes/aesthetics at the same time - but that's still around 120 gigabytes (100 for idStudio, plus some for an asset pack), which is still a moderate amount of space.
Does anyone know how to mod doom on xbox
On a Windows PC using the Microsoft Store (Xbox Game Pass) PC version of the game? Yes: #eternal-modding message
On an Xbox One or Xbox Series X|S console? No - but if you're lucky, the official mod support might come to consoles once it's out of beta. (We don't know that for sure, though.)
Have you tried verfifying whether Umbra occlusion culling is actually the problem? If you disable Umbra based culling (r_useUmbraCulling 0 - it will still do culling, but not using Umbra), does it change the behavior in any way? Also what does it look like exactly, can you capture it on video? and possibly isolate the problematic part of the map and share it?
Well I know exactly where on the map the problem exists, and what happens is pretty much exactly what happens in the video you shared
I understand that you know where on the map the problem is, when I say "isolate it", I mean just for sharing purposes, meaning you providing a .map file that only contains the problematic part, so that other people could try fixing it. Also, even if the behavior looks the same, I would still very much recommend that you check whether Umbra occlusion is the problem, even if it's very very very very likely that it is.
ok, I will have to check later tonight
I know it's a lot to ask, but could someone make a video demonstrating a simple traversal of traversal nodes? That is, a video where they add a demon, an elevated platform and the demon only walks, jumps the platform and goes down? I want to learn that but not even chatgpt could help me and the tutorials on the idsoftware page teach less than my parents did in my childhood.
Just add universal traversal nodes and I would be grateful
If I want all my demons to jump or climb 3 platforms, should I add a separate "info_traversal_chain" specific to each demon? For example, an info_traversal_chain_imp, an info_traversal_chain_tyrant, an info_traversal_chain_knight and so on? I mean, is it the only way to achieve it?
Have you checked how existing maps are doing it? Personally I haven't spotted a "Universal" node in any of the maps I looked at yet.
Also I feel like the docs are a little bit wrong there, as there doesn't seem to be such as a thing as a "Universal" node, just an "Ultimate" node, which when used, will create multiple ultimate nodes for various AI types. Unlike standard and chained ones, I never managed to get ultimate nodes working though, everything looks fine, animation preview and stuff, but in game the AI will simply not use them 🤷
Hmm, actually, the "creates multiple nodes" behavior doesn't seem to be limited to ultimate nodes, but is tied to the genpack, meaning when using a genpack with multiple AI, then multiple nodes will be created in general, so for convenience that might be what you want to use, then you don't have to manually create nodes for all the different monster types.
Makes this "Universal"/"Ultimate" node docs even more questionable. Ultimate nodes can have multiple child nodes, and from the looks of it, even for different AI / monster types, but since that node type isn't working for me at all, I can't really investigate that any further.
About "universal" nodes: There is one called "everything" for traversals. However, it is not everything, lol. It is missing the following:
Blood Angels
Whiplash
Doomhunter
(maybe) Archvile - has more advanced maneuvers
and perhaps a couple others but those are the 3 I had to manually place for my map that I remember
Man, this has helped me a lot, and if I want my normal demons to climb platforms, will those nodes help me? or should I add something for each one? Or would simply putting those nodes help?
What you mention about "universal nodes" is the same thing that is placed in new entiy - info - universal_traversal? or are the "nodes" selected from somewhere else?
Anyone know how to get reshade to work on eternal?
What @dark pendant mentioned isn't about traversal node types, this "everything" thing is a genpack. A genpack is basically a list of animations (animweb) from which the traversal editor can try to choose from when generating traversal nodes, based on the start/end points that you've put on the map (I know I'm speaking like I'm an authority on it, but I am, in fact, not, I'm basically making educated guesses).
This mythical "universal" traversal node type doesn't seem to exist. Yes, there is an entity decl named universal_traversal, but if you place it on the map, you should see that unlike the other traversal entities, it's kinda broken, a bunch of its properties disappear, its Traversal Anim Table property wants something that seemingly doesn't exist, it's Monster Type property is missing various monster types, etc. I also couldn't find any reference to it in any of the asset packs .map/.refmap files. Is it maybe something used internally, I don't know, it's possible I guess, but fact of the matter is that the traversal editor has no "Universal Mode".
If I had to guess, maybe the docs refer to something that was present during the closed development phase of the modding idStudio. Or maybe it's a leftover from initial Eternal development that was ultimately abandoned for other, new node types, and the person who wrote the docs wasn't aware that it's not being used anymore. Or maybelline it's something totally different, who knows, after all I'm just shooting into the dark here 🤷
All that being said, if you look at the game's maps you'll find individual traversals being used all over the place. There's a handful of chained ones being used in a few maps, and ultimate ones are nowhere to be seen (searching the .map/.refmap files).
I understand, and how does the majority do it? Which node is the one they use haha, I just want my demons to move around the map without waiting for the player and to be able to raise platforms and lower them, download the urdak active pack, however I can't see any urdak map or game map As you mention, if that were the case I could go and see what is done in the game, most of them use info trabesal points? And do they add a transversal chain for each demon that wants to upload platforms? Or do they use the damaged traversal node? How did Galapagos and Saleem do in their levels? That's what I would like to know
I can't speak for any of the modders here, but as I said, the vanilla game maps are almost exclusively using individual single/standard traversal nodes per monster type and direction (up/down), see the attached screenshot. Now how they were created, I don't know. Lots of them are overlapping, so I could imagine they've been created using a genpack for multiple monster types, which would produce exactly that, but who knows.
ps. you can open maps from either the asset browser (look for the .map files in the maps directory), or use File > Open Map From Package in the World Editor.
In which of these can Dr Urdak open a map, for example? I've tried this before and never found a game map here, just a file called "big box"
I see this, but I think none of these are the urdak map as such
game > sp > e3m3_maykr > e3m3_maykr.map
Whaaaaaaaaat, I didn't even know this! HAHAHA sorry it took me like 4 months to make my map HAHA thank you very much man
When you open a map you can't select files? How to know their names?
Select files? I'm not sure what you mean.
hi
for some reason when i click the green button that says "play doom eternal with mods" the game doesn't launch
help pls
i click it and nothing happens
Here's the answer to getting reshade to work with the mod preview if anyones interested https://steamcommunity.com/app/782330/discussions/0/6462188749579277501/
I've been playing DOOM Eternal with Reshade since it launched, never had any problems with it. But after the recent update to allow for mod support, it doesn't work, and I cannot tell if its the game itself or where I've installed it. I tried installing it on the base exe, the sandbox exe, and even the idTechLauncher, but no dice. Any help would...
Sorry, I fell asleep, I can open the file and see the map, but if I select some item to see what it is, "for example, try to select a static func from the project" it won't let me select it to see what it is, is this always like that? Or is it just happening to me because I don't save the file in some path?
Probably because that entity is in a different refmap. Generally entities in other refmaps are not directly selectable, and depending on the type of the entity, may not even be visible until you open that refmap in the map manager (https://idstudio.idsoftware.com/worldbuilding/map-manager/index).
If you look at my screenshot you can see that I have opened (double click or right click > Edit) the maps/game/sp/e3m3_maykr/e3m3_maykr_game_traversals refmap, that is where the traversal entities are defined.
man how strange, I clicked on that same route but it just seemed to open the full map, I'll take another look
https://www.youtube.com/watch?v=gWm3N13gHIo Man I just saw this video that came out on YouTube, does anyone know what happened with this and who is this map from? This looks incredible!
So, modding isn't bannable?
I don't think so
Goid
why would they add official support to modding if it was
Exiting the modded version of the game and then switching to the DOOM Eternal window in the launcher freezes my whole pc for some reason
fixed it by increasing the occlusion values on the umbra tome, map is ready for upload, need to make screenshots and you all will have a mostly decent level to play
@modest obsidian - BUG - Non-ASCII mod save paths don't work
In Doom Eternal's launcher, if you click "Settings" at the top > "Mods" > "Select folder", and choose a non-ASCII path (e.g. a path containing accented letters like Ñ or Ö), then Doom Eternal will fail to load any mods. The default path is "C:\Users\[Username]\Documents\id Software\activemods\", which means that if someone's username contains non-ASCII characters, mods will fail to load by default(!).
After launching the game, checking near the top of the console (or the fs_activeModsPath console variable) reveals that Doom Eternal has seemingly used € instead of €, and æøåÆØÅ instead of æøåÆØÅ. If I type echo €æøåÆØÅ and press Enter, then the console displays those characters properly, so it's not just a console display issue.
-# (Actually, the in-game console displays ââ** in place of €, so a display issue/lacking font is also involved; I used logfile to get the actual stored value.)
Mods can still be downloaded and activated just fine to the correct directory, there's just an issue when the launcher tries to pass the fs_activeModsPath (and fs_idStudioModsPath and fs_idAssetsPath) paths on to the game executable, and on to idStudio as well.
Technical jargon worth looking up: "CommandLineToArgvW", "Unicode argv", "wmain".
Hey guys, is there a mod that gives faster weapon switching comparable to doom 2016
Couldve just answered the question
Also, I'm talking about online
yeah, but the only one I know removes FSE, making rocket and sticky bomb swaps slower than without the mod
That's fine, what's the mod called?
The unofficial EternalModInjector disables public matchmaking if you have any mods that affect files that could affect gameplay, so you can only use cosmetic mods online. You don't get automatically banned for simply going online with mods installed, so you should be safe.
(However, it's possible to use mods that affect gameplay in Horde, which might increase your score above what you'd normally be able to achieve and make your friends wonder why you suddenly have 100,000 points more than last time they checked. But scores above 500,000 points are automatically discarded from the leaderboards with no penalty, and the leaderboards are reset every so often, so you don't have to worry about being banned for this either.)
The official PC Mod Preview/idStudio mod support disables BattleMode entirely, even if you only have cosmetic mods installed, so you don't have anything to worry about with PC Mod Preview mods.
@modest obsidian - BUG - Quotes are discarded in launch options
If you right-click Doom Eternal in your Steam library, choose "Properties..." > "General", and input +com_printFilter "Hello World" into the "Launch Options" field, then...
- While NOT opted into the PC Mod Preview branch, Doom Eternal will see two arguments: +com_printFilter and Hello World. Because com_printFilter is a console variable, it will set that variable to the next argument*, and end up with com_printFilter set to Hello World as intended.
- While opted into the PC Mod Preview branch, Doom Eternal will see three arguments: +com_printFilter, Hello, and World. Because com_printFilter is a console variable, it will set that variable to the next argument*, and end up with com_printFilter set to just Hello (while ignoring the World argument), which is wrong.
-# * (I first thought that the problem was the console executing com_printFilter "Hello World" versus com_printFilter Hello World, but the latter works fine in-game. Then I thought that "plus"-arguments would generally only execute the "plus"-word and the next argument, but console commands work fine as launch options, e.g. +bind X Hi Planet. So it seems that if a "plus"-argument is a console variable, it just explicitly set the variable to the next argument's value instead of "to everything until the next plus-argument"; thus, a multi-word argument is different from multiple single-word arguments, and the new launcher converts the former to the latter.)
The problem is most likely that the new launcher sees two arguments: +com_printFilter and Hello World. Then, it joins/concatenates the arguments into one string when passing them on to the game executable - but it does not add quotes around multi-word arguments, causing each word to become separate arguments.
To fix it, while concatenating the arguments, either check whether an argument contains a space and surround it in quotes if so, or just surround every argument in quotes regardless of whether they're multi-word arguments.
Dropping new custom map soon, featuring 5* original arenas - some open, some claustrophobic. Includes custom slayer gate which is unlocked through an optional encounter, totaling the major encounter number to a whopping 6. Map takes estimated 30 min - 1 hr+ depending on skill level, but I'd be surprised if someone can do it under 25 min. Also includes secret elements and a new enemy variant as a miniboss to wrap it up.
Map is made with almost all unlocks, except you have to collect the support runes throughout the map, and the sentinel hammer is given upon entering the slayer gate arena. However, you have to actually beat the slayer gate in order to keep the hammer for the remainder of the level after wards.
Some more screenshots
gimmme wanna play
I'm having trouble with adding the files to the release. I have packaged the map but when I go to create a release, even though the files show up in the release creation, all that is added is one .json file and none of the other content.
Also, if I click "upload mod" inside of idstudio, it crashes the Doom Eternal Launcher, so I don't know what on Earth to do
This is all that shows up in my release:
But this is what is shown when I am creating it:
The launcher is refusing to upload my files for the release, anyone else run into this issue?
If there is a dev or someone that knows what's going on, I'm completely stumped and there's nothing I can do. Seems to be a me issue only. The mod files are packaged, the launcher recognizes the packaged files, and I click "create release". And nothing but the manifest.json is added to the release. It does not work on a fundamental level.
Could be that you're trying to upload 3gb, which I think is too much
I'm not sure why your mod files are so large tbh...
This is what files for my mod looks like, admittedly it is a tiny mod
My .rawdb file is not even close to the size of your 2gb one
AFAIK there is no known overall limit to the mod size (of course there has to be, but it's not mentioned anywhere, and the launcher doesn't complain about overall sizes of 20+ GB), only a 2GB limit per file.
.rawdb files can easily exceed the 2GB limit on large maps, which is why I'm still very skeptical that these files are even meant to be included. I was speculating that it's uncompressed lightmaps, maybe just an intermediate format from which the actual bitmap data in the .lightdb files is generated. This is something that could really need clarification in the docs.
Even if I remove the .rawdb file for a test, it won't add the files when I create a release
Also, tried testing it by uploading it with a different mod, same thing happens
I think you have the problem that I had, when you have packaged your mod, go down to the details, and delete or delete the files that are larger than 2GB and try uploading it, I did that and my mod loads without problems, apparently they are unnecessary files to upload your mod (remember to backup everything first)
If I'm not mistaken, the files that will appear in red that weigh more than 2GB are at the beginning and at the last on the list, and there are 2 of them, if so, delete them without problems and try uploading your mod, I' m sure that's the problem if you see them more or less as I say and there are only 2
Don't understand what you mean. If I don't include those files in the create release, the same problem still happens
Even if I try uploading it on another creation
Sorry, I didn't mean to suggest that omitting that file would help in any way, I just like to mention my suspicions whenever I see the rawdb files being mentioned 🙃
Am I right to assume that creating a release will not automatically make it public, and that you have to explicitly publish it afterwards? If so, I can try uploading a test map mod to check if it works for me - maybe there's a general problem right now.
Correct on the assumption, publishing comes after that.
In fact, when I try to make a release, it immediately stops and the button pops up on the creation saying "Can't Publish"
So my level mod is in limbo right now. I raised a support ticket on bethesda and they brought it to the team that could answer this, so I will see if that gets us anywhere
Well, it seems to work for me... which isn't overly helpful for you, I know, but at least it kinda rules out a general problem 🫤
If you can share your compiled files, I could try it with them too. Who knows, maybe it's something specific to them (I would like to think that there is some kind of validation process on the server side) @dark pendant
If you make a new map, that has only the ground, a player start and a spot light, and you try to load it as a mod, does it also give you problems? Or in that case it doesn't give you problems?
Man, I have a question, is there a way, for example, when you hit Khan Mayker twice with the bloody fist, is there some condition, such as (a target remove) that detects that you hit her twice, or that she looks like this? amount of life and specify the amount, and delete it from the map? so as not to wait for him to die? For example, it could be useful to include a Khan Maykr, punch her twice and have her leave the map instead of dying, or for the game to delete her directly.
I would like to know if there is a way to do that, detect the life of some demon and when it has 1 or 2 bars left, some target or something activates and I simply remove it from the game
If idstudio can stop it with the memory allocation errors when I try to package something, then maybe. It's like a gamble if it works or not
I didn't understand, did you try it with another simpler map? And you get the error? Haven't you tried it?
I'll have to try it out later, too much going on atm
OK! Tell us when you have done it, so we can rule out any problem "outside" your map files or something related to routes or a particular error
Ok I went ahead and did this. I packaged a dummy mod, then clicked upload inside of idstudio. This took me to the launcher, where I could make a release. And it ACTUALLY put the files in there.
However, I went back to my actual mod, and repackaged it and clicked upload inside the editor. This crashes my Doom Eternal launcher. So it is something to do with my files on that mod, which I don't get. Is there something weird like "can't have numbers or symbols in the name" kind of stuff? Maybe because my map is called "soulvalleydemo_v15" it doesn't work? Lol this is wack
Here's the dummy upload showing it actually works:
ok, the problem really is with your mod, there is something there that is generating the problem and seriously detecting it can be almost impossible, I would try changing the name to a simpler name for example "testspartan1" and try to load it, if not, I would do tests like (back up my entire project before) and then blatantly delete half of all your level and files and try to upload it, so you could detect if any of your created items are the problem, etc.
If you added photo files or something never tried before (such as showing you a photo while the level is loading, fast travel with images) and things like that, it could be that that is causing the error, I would try first putting a simpler name, since your map name is the one that will be used in "devmap and the name" and I have not seen so far that any name has something like "_"
well, even if I only include one file with the release, like the base.pk5, the same problem still happens. The upload process gets cancelled immediately.
Maybe it's a space problem on your PC? Could it be a necessary GB plan, or that when you raise your level, it would begin to take up space somewhere else, and that is why it is canceled?
I have plenty of space though.
Plus, moving the same files into a different mod to upload causes the same issue. Something is wrong with the files themselves
When you try to load your mod, do any files exceed 2GB of space? Is it shown in red?
No individual file exceeds 2GB, check the list below:
I think that 2 of the files you see there, you can delete them and they are not necessary, but I need to upload my map first so I can tell you haha or find a photo that I published before here but they are very high in the chat, the file that weighs 1.95 GB and "I think" that the base.pk5 (you don't delete anything) but I remember that I deleted 2 of them and it was uploaded without problems, when I can I'll tell you which ones
I found it! I deleted those 2 files in red, and my mod was uploaded without problems and they work perfectly
delete the file "base.pk5" and the file ".rawdb" just delete those 2 and you could try doing the same (obviously delete them from where those trash cans are on the right
Doesn't work, upload immediately stops after clicking "Create Release". It does not matter
First things first, you can just tag me directly if you have questions, no need to respond to random messages that have nothing to do with the topic on hand 😉
That being said, it's late over here, so I'll have to get back to you tomorrow. To briefly touch the subject, demons generally have just health, not stages/pips, those are usually reserved for bosses. Now I'm not sure how 2 phase enemies like the doom hunters work, maybe they have stages too, but other than that, stages are generally found in bosses, and it all seems to be handled a little bit differently with each of them.
Generally there seem to be events for it, the Khan Maykr for example seems to trigger a health_break_triggered event after every stage, and a final stage2_complete after the last one, so that would be something that you could listen to via logic or from encounter managers (that's what the vanilla game does). There also appears to be a khan_boss_death event, not sure what this is about. Also there seem to be general AI damage/death events for encounters that can be listened to via logic...
So that being said, I'll head to bed now. Let me know what exactly you'd want to achieve and I'll get back to you.
I understand! See you tomorrow then and thank you very much!
I think the problem is your mod! Did you try uploading the test map you made that didn't give you problems with the mod drafts? That is, did you hit upload and upload it so you could play it yourself?
Yes, the test map, promptly named "fart.map", uploaded successfully. My real map didn't. I mentioned it earlier, so I don't know what in particular is wrong.
man, if that's the case, I don't know how to help you, what I would do would be suicidal haha I would really divide my mkapa into 2 groups, I would add all the items I can to some group called "delete" I would delete it and try to upload it to the portal to see if some of those iterms is the problem, and vice versa, if you guess your entire map half of the items in one group and the other half in another, and you delete a group and try to upload the map, does it not work? then you recover, delete the other group and try to load it, you would already know if it is an item error or it has nothing to do with it, if that case it will not work my last attempt would be to open a new project, in recent files load your map and save it in a new route and try to upload it with that new id
Could you send your file perhaps to a mod like saleem? Or any moder who works at id software who can see if he can find the error when trying to upload it?
Let's see, I have a question, add a khan maykr to my manager encounter, it doesn't matter that she is bugged and 2 life bars are lowered when hitting her with a bloody punch, I put in my encounter that when 20 demons die the encounter will end and The khan maykr disappear, everything is fine for me for now, but the khan maykr's life bar is still visible on the screen even though it has disappeared and the encounter is over, is there any Way to remove that visible life bar on the HUD? I don't know if there is a target_remove that can eliminate that, or how it would be, that's the only thing I'm happy with, it's not necessary for the khan maykr to work well, I'm happy with putting them in the encounter and when I take 2 hits, they leave the map, with This would already have my level 100% done and I would only need to add that my demons jump platforms and I could upload it on Monday to the mods portal
I just want to know how to remove that life bar when the encounter ends haha, can you really do that?
I think this happens because strangely even if you "remove the AI" the Khan Maykr doesn't really die? link some conditions based on when the khan maykr "dies" and they do not activate haha it is as if despite disappearing from the map, it does not really die
The bar will not disappear even when the Khan Maykr dies. Go back to #eternal-modding message and check the Khan Maykr setup without the buggy behavior, as mentioned back then, you'll see that the bar will not disappear at the end, and it is even the same in the vanilla game, shortly before the cutscene plays after the moth queen dies you can see the health bar is still visible, it regains some health, and one pip remains. Basically it's not programmed to remove the health bar on death, probably because it simply wasn't necessary for the game, as a cutscene will play and it's the end of the level.
I am still waiting on info about whether/how the HUD logic nodes can be used to communicate with HUD elements. Interestingly there are HUD events that can be "thrown to the player", and it even has an event related to hiding the boss health bar (Event Boss Health Bar Hide), but it doesn't do anything. None of the events I've tried do anything. Well, I shouldn't say "nothing" I guess, some of them triggered crashes, so there's that 🤷
Anyways, I do have a "workaround" so to speak for HUD SWF communication, it requires modified HUD SWF's though, and the game needs to run in dev mode (people would need to run the lg_forceDevMode 1 command), which seems to work fine, but I don't know about possible side effects, it's something I'm waiting for some official info on too. Another option would be to completely hide the boss vitals, that's what many of the existing map mods for the old injector did.
man, you are a genius, I find it incredible that you made the khan maykr work and that it can die at the end, is it possible that I can use that khan maykr simply by pasting files? Like the "mega_tyrant"? Or would I have to modify something else?
I'll give you all the credit in the description of my mod
It's not that simple, but also not hard, depends on what exactly you'd want to include. The basic fix for the Khan Maykr's behavior is as described the temp data key, and the hazard/movement entities (game_boss_*), you could simply copy them into your map. But as mentioned, this will not include her producing actual hazards!
If you'd wanted to use the modded HUD SWF then I could share it, using it would also not be hard, but again, also not just "add and forget", you'd have to come up with some logic to trigger hiding the vitals (and potentially showing them again), and then don't forget about the dev mode caveat.
man I want to publish my level before December 23, I'll settle for it to work like the khan maykr you have there without hiding vital signs for now, and I could forget about the environmental dangers for now haha
Smart ass 🤓
Hm.
No lies detected 🤖
Huge respect to you brother
anyone have recommendations for some cool mods i can add?
KaiserCampaign
i play eternal on hurt me plenty bro calm down 😭
what about visual mods or something, qol stuff maybe?
I do, but are you using the eternal mod injector or the official mod portal?
because all mods aren't available on the official version
Guys do mods work on Xbox?
On a Windows PC using the Microsoft Store (Xbox Game Pass) PC version of the game? Yes: #eternal-modding message
On an Xbox One or Xbox Series X|S console? No - but if you're lucky, the official mod support might come to consoles once it's out of beta. (We don't know that for sure, though.)
im gonna be using the steam build thingie
the pc mod review
ah okay okay, idk know what is on there, at all, so I can't really help, sorry
I can list some mods I like though, and you can just check if they're there, if you want me to
go ahead
i already got a few, but im wondering if theres any i didnt bother to look into
custom UI colour pack, colourful reshade, Complete Colour Library for Base FX and Hell Forged FX , beefier weapons SFX, no knockback and various buffs for underused weapon mods
and ofc random weapon skins
reshade i can just do on both builds im pretty sure, its a shader thing after all, and i believe most of these are in the mods
only one i cant find is the color library, but thats all other than that
color lib and no knockback but i can live without those
yeah, I think all of the mods are on both places except the colourful reshade, completele colour library (the best of them all IMO), no knockback and 1 of the buffs I use
some others I forgot are: misc levels custom visuals, token modifier and doom eternal advanced options (allows you to customize your hud a ton, along with other stuff)
yeah pretty much all of these mods you listed are not on there, but its only been a few months since bethesda added modding, it will likely come in time
3 for the price of 1, the Christmas deals are here!🎄
Any good definitive tutorials?
also, nice work everyone. im pretty impressed with what i see
Also, anyone experiment with analog horror-related stuff? Im thinking something like My House for the OG Doom. I know E isnt as customizable, but im interested to see if anyones tried anything
@coral sable Personally I haven't seen any fully fledged tutorials yet. Not overly surprising, people need to learn all the stuff first themselves, be sure that what they want to share it actually correct, and then they need to have the time to write things up. It's probably gonna take some time.
"My House" in Eternal would absolutely be possible. From what I remember from "My House", the only problematic thing I can think of would be the mirrors. Reflections not including the player, well they would generally only exist with Raytracing enabled, but excluding the Player when Raytracing is enabled, I'm not sure. I mean, there's access to raw shadercode, so it might be possible but idk. And the mirror world, well... that would require quite some monkey business when it comes to looking into it and interacting with it through the mirrors from the other side, but I'm sure it's possible, even if one had to resort to cheap tricks like showing/hiding layers based on triggers.
Thanks
You're welcome... if you have any specific questions about modding, just ask them here. As a starting point I would very much recommend the docs for now. While they're still pretty basic, it's a good place to start for a lot of the fundamentals https://idstudio.idsoftware.com/
The PC Mod Preview opt-in for DOOM Eternal is available now on Steam and Microsoft Store, and the idStudio Beta available on Steam!
thanks. usually, i learn best by following an online tutorial for doing something, then branching out on my own
i might something like "heres how you make 1 short level" from star tto finish
can anyone help me? I'm having a pretty serious problem and I can't publish my level like this, when I create checkpoints with "target changelayer" when passing through a save point the game is saved, but if I die at some point, the "funcdynamic" energy barriers that I have , they appear again there, as if I had never deactivated them, that is a huge problem and I can't publish my level like that, or people wouldn't be able to advance if they die 😦 Can someone tell me how to fix this? I need to activate something along with the target changelayer? I do it so that when I save my games, the dynamic functions that I had already deleted appear deleted and not there again. I urgently need help with this 😦
I already found a way to solve it aha, the trigger that activates the changelayer target, I use it as "trigger on enter" instead of "trigger once" and I link in the trigger target the same target remove that deactivated the funcdynamic, every time I load the game, activate the trigger and deactivate the funcdynamic, I don't know if it is the correct way to do it but it works for me, thanks to whoever thought of helping me with that
What I've been using so far are the change layer entity's Activate Next Map Load and Remove Next Map Load properties, that's what I've seen the vanilla maps do. They define which layers to activate/remove when the map is loaded with that change layer (checkpoint).
For example here in the screenshots, the checkpoint's target_change_layer_2 target change layer activates the custom_test/checkpoint_02 layer, which puts the target_level_activate_1 target level activate entity on the map and in turn activates the target_remove_wall_right target remove entity, which finally removes the wall (this is also used when activating the checkpoint).
That entity "custom_test/checkpoint_02" what entity is it exactly? I don't think it's the name of a "target_change_layer" and I don't know what entity it could be, I don't see any entity called target_checkpoint or something like that
It's not an entity, it's a layer. In the layers tab you create them via "Right Click > Create New Layer".
I just realized that I haven't created any layers in the game 😮
I don't really understand how this works, for example can a "layer" be considered everything that is behind a certain checkpoint? Both "encounters" and "dynamic func"? For example, when I finish my first encounter, and press a console after that the game is saved, could everything that is behind that checkpoint "the encounter I just finished and the dynamic functions" be considered layer 1? For example?
I'll have to get back to you on that "tomorrow", it's like 8 in the morning over here, and I need to get a little bit of sleep.
Alright! I must sleep too, it's 5am here, see you tomorrow! and thanks again for your help!
well, I've been trying to understand the layers thing for like 4 hours and I don't understand anything hahahaha no friend I'm really stupid
I'm writing something up, give me a little bit... short summary is that layers are practically speaking a collection of entities that spawn when the layer is being activated / despawn when layer is being deactivated. So the checkpoint activates the layer, this will cause all entities in the layer to spawn and do their thing, like for example trigger the removal of stuff like walls.
Does this also work to disable the encounter trigger commit? since at the end of an encounter, if I die and set the load checkpoint, and go through trigger's pledge again, the encounter triggers again even though I've already passed it
So far I have my target delete, in the target delete target I set the dynamic funcs to remove, add target level activate, and in its target, add target remove, my problem is with the "activate next map load" my goal change layer
My layer that I added looks like this, when I select "activate next map load" my layer "custom_test/checkpoint02" does not appear, it does not exist anywhere
I don't know what to put here or what to select
@molten token Sorry, something came up and I had to leave...
You would only choose a name (which is basically a path to a decl file in the layer folder), no layer type, I don't even know what visibility and streaming ones are being used for.
As far as triggers are concerned, they could certainly be part of the removal on level activate, yes, I think I've seen that in Hell on Earth, however by default triggers (at least the standard ones) are being removed automatically when a checkpoint has been activated, at least that is my understanding. See the trigger entity's Remove Flag property, by default it is set to Checkpoint Allow Ms, which AFAIU means if the trigger has been used, it will be permanently removed once a checkpoint is hit, and I guess the "allow reuse on mission select" part means it will appear again when the mission is being replayed, but I'm not 100% sure.
Also I was under the assumption that the state of encounter managers is by default saved with checkpoints too (see the When To Save property), meaning even if the commit trigger still exists, hitting it would not restart a finished encounter, at least that's my experience, but maybe there's situations where that doesn't apply.
Man, would it cost you too much to make a video creating "a layer" like the photo you sent me?
I have a level with about 19 dev checkpoints, with 9 encounters and approximately 19 checkpoints, with millions of funcdynamics, this will take me too much work and I still don't even understand how to use this, and I have to publish this tomorrow I want to cry
A video of what exactly? I mean, creating a layer is just entering a name and clicking OK!
I am referring to a video using the 3 things, creating the layer (even if it is obvious and easy), adding the target change Layer and the checkpo, and the target level enable, and linking them, I know it may seem silly or obvious, but If you could do it it would help me a lot man, I have a lot of work ahead of me with that haha :(
I want to see exactly where you go when creating the layer, what you select and how you link everything, and I'm sure I'm doing something wrong, or many things or I'm not understanding (even though it seems obvious and easy) man, I haven't made any progress today. Approximately 7 hours doing nothing 😦
No worries, I just wanted to make sure I understand what exactly you're looking for. I can make a video "real quick".
brilliant!! yes I need that!!
Sorry, took a little bit, there's just chaos over here currently, I can't get stuff done... also no narration, my mic broke a while ago 🤷
man this video is perfect! I'll think about it for a while, thank you very much!!!!!!!!
I have a question, if you then create another encounter with another dynamic func, when you overcome that new encounter, will the dynamic func of this encounter reappear again? since the new thing would only affect the new encounter and the new dynamic func, right?
It happens to me that the target remove removes the dynamic func, but apparently it does not remove the "trigger commit" that activate my encounter manager, so the encounter is activated again if I go over it
Man, did you activate a target remove, through a target relay?
man, I did the same thing as you AND IT WORKED FOR ME! My confirmation trigger is no longer activated! you are the best!!
Now I just have some simpler questions, for a 2nd encounter that comes after this one, should I create a new layer? Or does this one I created work for me? How would you do it to save the game again but with the next encounter?
Well, you probably don't want to remove everything on every checkpoint, wouldn't make much sense, so if you remove stuff via this layer solution, then you'd have a separate layer with a separate level activate target per checkpoint. When loading a checkpoint, every checkpoint that had already been reached will do its "next map load" stuff, eg all the reached checkpoint's layers would activate.
After this successful meeting, another meeting comes, what would you do or how would you manage it? Would you create a new layer for that meeting?
(I must say that I didn't understand absolutely any of this) but I did the same steps as you in the video and it worked! haha for a new meeting should I do the same again? That is, I shouldn't recycle any of this target relay, target remove, level activate and the target yesterday?
Let me explain, I have a second encounter that when I finish it there will be a door that was close to the first encounter, if I die before reaching the door, I will return to the last checkpoint, and the funcdynamic and the commit trigger of this 2nd encounter I would like them to be disabled , as I did successfully with your video in my first encounter, I want to know if to achieve this, I should create everything again? A new target relay, a new target removal, a new level activation, a new target change cape, and a new cape? called "checkpoint02" for example? or for this could I reuse the same activate level, or the same layer? I want to know what you would do if it were your level, to do the same, that's all, so I can replicate the same formula in my other 6 meetings.
I don't really understand the scenario that you're describing. But you would likely only group things under the same layer if you want all the stuff associated with it to be removed by a single checkpoint. If your encounters are using separate checkpoints, then you will likely need separate layers/etc, as you wouldn't want checkpoint 1 of encounter 1 to remove the stuff that belongs to encounter 2.
That's right, I have a separate checkpoint for each encounter, in which case would you create a new layer for each post-encounter checkpoint?
I very likely would, yes. I don't want to say "always", as there probably could be situations in which a single layer for multiple checkpoints could make sense, but generally, yes.
I understand, I will do some tests and tell you, having this ready, I will be able to raise my level tomorrow, I really hope you are the person who enjoys it the most haha
Visibility Layers are intended to improve performance by only showing level geometry that the player would be able to see from their position. Regardless of your checkpoint distribution, any level with multiple distinct areas should be split into visibility layers
Is that separate from culling, or does it maybe work in tandem? Also do you know what the streaming type is used for? I could imagine it's something like "this stuff is only being loaded/streamed once the layer is being activated"?
edit: interestingly none of the vanilla map visibility/streaming layers actually has a type set, instead they're just stored in subfolders named visibility or streaming (amongst others).
the visibility layers not only to improve performance, it hide geometry like they did in exultia to hide the hell part,The PVS (Umbra clusters) will generate automatically when you full bake the map, visibility layers was used alot in campaign levels for hide the alembics models because alembics consome alot of gpu power
I want to download this but it's too complicated https://www.nexusmods.com/doometernal/mods/1
I went through the files but now the game closes without opening.
has anyone made a doom 2016 chaingun sound mod on official modding yet?
I mean, "hiding geometry" is basically what results in "improved performance" right? I was just wondering, since the TastyLizard4+1 basically said "hide what's not visible to the camera", which sounds like culling.
Bro, I owe you my life, it was a lot of work, I wouldn't have been able to do it without your video, I extremely appreciate your time and willingness!!!!!! add a layer for the end of each encounter and everything has worked perfectly for me, I spent a whole day doing them all haha
Actually I can now publish my level, but I would like to change just one thing first, my demons just appear out of nowhere, without animation, I guess that "animation" is something easy to achieve, right? so that they appear with style or that little fire they come out with before, does anyone know how to do it? Should I select something within the demon properties?
In your target/spawn's, under Spawn Editable, the Spawn Anim * and Ai State Override properties. I haven't really explored it yet, so all I can say is that the easiest one is setting Ai State Override to Teleport.
it worked! many thanks for everything! haha, tomorrow everyone will have at least one new level to play for Christmas!!
@dark pendant Any progress on your mod upload issue?
well, and that's how all the 5 months' effort goes to waste
Yeah, the packager fix really can't come soon enough. I would say it's very much something that would've warranted another hotfix, but idk, maybe there's more to it than meets the eye.... if you want to try downpatching idStudio to try packaging with the previous version, I could help you with that.
I didn't understand, packaging with idstudio as it was before the last update?
Yeah, the last update that introduced the mod packer 2.0 came with a game breaking bug that results in immediate crashes upon opening the packager, and sometimes also when building the package. It depends on the decls that are present, it's usually a combination of what feels like random decls that triggers it, it's almost impossible to pin it down.
If you want to try downpatching, it's not really hard, but you will need like another ~100 GB of diskspace, as you basically need to download another copy of idStudio.

Yeah
I assume I don't care about 100GB right? It is only needed for the download (I have them)
Well, I don't know if you care 🙂 If you have enough diskspace, then I guess you don't, but be aware that you need the space on the drive where Steam is installed! Steam doesn't allow to change that folder. It is however possible to redirect it with Windows tools to a different drive in case necessary (I had to do that).
You wanna give it a try?
ok! tell me how
Or maybe I'm doing something wrong with this mod, if I can load another simpler mod in the same way, does that mean that the error would be my mod and not the program?
Alright, give me few minutes, I have to search for it, I know I wrote down the steps somewhere, but I don't remember where exactly 🙃
I just hope I can upload this before Christmas time haha
Well, there's still 2 days left... we'll see 🙂
but Christmas here is in 6 hours, and my whole family is coming in 4 haha
When do you think it will take to make the change? I have 2 more hours to test things before leaving everything rendering
Although I have been doing something to avoid doing "full map build" and "rebuuild navigation" when I open a new mod path, I copy and paste the folders of my last mod, on the new path, it throws me things like " motitir" and replace, and when everything is working the mod runs fine, but when it comes to packaging it gives me errors, is this probably the cause? Maybe if I open a new route and recreate the entire full map buiold and the rebuild navigation it won't give me the error but it would take 9 hours to do everything approximately 😦
I don't know... first of all you'll have to download about 70 GB, so depends on your internet connection, and then if you're unlucky, maybe you have to bake the map again, I don't know, you'll have to try 🤷 But let me first figure out the download steps, unfortunately I haven't saved them properly, so I have to look up a lot of stuff over at steamdb.info again 😭
Man, it's a lot of work for you, if I start making full map ubild on a new route, I won't be able to come back in 5 hours so I don't really know what to do haha
In order not to waste time I will do that, I will spend 5 hours rendering my level, I will come back in 5 hours, and I will try to upload it like this (the correct way) if that doesn't work I will try the way you say, so you have time man
Well, the problem with the current version wouldn't be the baking... assuming that you're running into the packager problem that I'm referring to. So, depending on your internet connection speed, trying to downgrade and packaging might be much faster that whatever you're trying with rebaking your map.
I have fast internet, I think that in 30 minutes I would have the download that you mention
Alright, let me give you steps, I hope I have them correct... we'll see once you've downloaded everything.
Will this version of id studio pass through the one I have? Sdera as a version change? Or an external version? That is, will it replace my current version? Or will it be parallel to it without touching anything from this version?
We'll get to that, basically you will finally have to rename the existing idStudio folder (you can then easily go back to the current version by renaming the folders again), and the newly downloaded one, then run Steam in offline mode so that it doesn't force you to upgrade idStudio again.
man, this scares me a little, if I make a serious mistake I would lose my project and everything, I would prefer to take longer and try it the "correct" way with my editor, if I get errors then I will only have to resort to your method
[...] then run Steam in offline mode so that it doesn't force you to upgrade idStudio again.
This should be optional. Steam shouldn't automatically verify files on its own, unless a game/program fails to launch, so you can modify/rename files and folders just fine (as long as there's still an EXE file at the expected location).
Don't worry, your mod projects/creations are stored completely separate from your idStudio installation. Your projects/creations are in your user documents folder by default, while idStudio itself is in your Steam library folder.
Edit: But of course, you can always make a backup of your projects/creations, by copying the C:\Users\[Username]\Documents\id Software\idStudio\[Mod project]\ folders somewhere else.
Generally speaking the downgrade shouldn't mess up you stuff. However you should of course make backup of your mod for safety, you should always have a backup!
okay, I've decided, I'll try to do it my way, I'll be back in 5 hours, if nothing works for me, I'll try your method, so I know that tomorrow I could be uploading my mod yes or yes
Alright, let me still dump the first steps here, and then you can take them in case you still run into problems:
- Close Steam
- Press Win+R (or open the Windows start menu and type "run" to find the "Run System" command/app) to open the run window. Insert
steam://nav/consoleand press OK. This will open Steam with its console enabled. - Run each of the following commands in the Steam console:
download_depot 2545650 2545651 3812920996045575000
download_depot 2545650 2545652 1397891346519357914
download_depot 2545650 2545653 6976197381595982045
download_depot 2545650 2545655 5862899421718455198
download_depot 2545650 2545656 2994587895680141682
download_depot 2545650 2545657 8435396311537659484
download_depot 2545650 2545658 219629868871230607
download_depot 2545650 2545659 8431346474027827559
download_depot 2545650 1098294 430136274654016713
Every line is a separate command, run them one by one. There will be no download progress, so you'll just have to wait, and maybe look at the task manager to watch the internet activity. It will download into <steam_install_folder>\steamapps\content\app_2545650.
Once you have run all commands, eg download everything, ping me and I'll guide you through the next steps.
That might actually be the case. I might have made a mistake when I did the downgrade, but Steam wasn't happy and wanted me to download an update after I had downgraded. Kinda sucks that they took away the "never update" option 😦
Yeah, that's pretty much the experience. Just consider yourself lucky that you're not trying SWF modding, I can assure you that it's a thousand times worse than any problem you've ever encountered so far 😄
haha well, in that case I'm going to render my level now, I'll be back in 5 hours, the navigation will take me an hour and probably 15 minutes the "package mod" if it fails, and if it's successful then 2 or 3 hours but my level will be ready, so you will probably use your idstudio method in 6 or 7 hours, see you
Alright, good luck and good night 🥳
Like, now that I've mentioned it, SWF modding is absolutely cooked... the game's ActionScript interpreter/compiler/transpiler/whatever is the absolute bane of my existence, it will go totally bonkers with even the most basic code.
This will always result in foo being 1:
if (
this.currentStyle <= -100 &&
this.currentStyle >= -199
) {
foo = 1;
} else if (
this.currentStyle <= -200 &&
this.currentStyle >= -299
) {
foo = 2;
}
This will always result in foo being 2:
if (
this.currentStyle <= -100 &&
this.currentStyle >= -199
) {
foo = 1;
}
if (
this.currentStyle <= -200 &&
this.currentStyle >= -299
) {
foo = 2;
}
Like, are you for real? And stuff like like that will happen at every step of the way, it's ridiculous. Remove some completely unrelated lines of code and suddenly this.currentStyle will always be 4294966894 for god knows what reason, like wtf even is that number, it's like max unsigned 32bit but then it stumbled half way, fell to the ground, and couldn't get up by itself anymore.
Add a function call in a totally random place, and suddenly everything breaks, no script working anymore, all animations play at once in a loop, just pure chaos 😭
All I wanted to do was to add some crosshairs, but somehow especially the reticle SWF seems to be held together by only gum and sewing cotton. Other SWF's I can go absolute wild with them, but the reticles one seems to be always on the verge of exploding into a million pieces 🤷
Transforming the Horde Score HUD, adding custom scripts, removing content, adding content, no problem:
https://www.youtube.com/watch?v=imQPDrc5mUA
Even slightly sideways looking at the reticle HUD for even just a fraction of a second:
https://www.youtube.com/watch?v=_Axfcjb-BB8
🤷
I'm waiting on support from id themselves at this point. I'm even having trouble uploading test mods, so something I have going on is broken
Bummer. Cuz I REALLY wanna play your level
It looks awesome
yeah, and I REAAALLLLY want to upload it. Nothing I do works.
My offer still stands... send me the files and I'll try to upload them (without publishing of course!) to figure whether it's possibly something related to specifically those files!
Hello, Im trying to replace the slayer with one models that I made, I assigned the mesh to the bones of the original model, and I think the only thing i need is to replace the model, do anyone know how can i do it?
ahhh java script, even though they seem to be incomplete or not very specific codes, this must give a lot of errors haha (I rendered everything for like 9 hours and it gave me the same error hahaha)
Well I think now I need help on how to download the other version of idstudio
Apologies for the spoonfeed request but how would I go about modifying a weapon's viewmodel offset values in idStudio? I want my Chaingun like this.
More specifically where I could find the lines that change that and what they're called. Sorry.
God I had a serious error on my level haha I didn't deactivate 4 func dynamic, nooo to render everything again nooooo
Such a small change usually shouldn't require a full rebuild... like, there's probably no need to rebuild lighting and stuff.
I've updated the download commands... I missed two, and diff download could've been problematic.
damn son this looks different in doom eternal, impressive
If I make changes to the level, just put save and that's it? or should I redo the mod package
It depends on what exactly you're changing. Like, say you make changes to a clip, then as far as I understand you'd just rebuild collision.
solo me falto agregar 3 func dynamyc en el target remove jaja
I just need to add 3 func dynamyc in the target remove haha
I just need to add 3 func dynamyc in the target remove haha *
I don't think that requires any rebuilding at all.
but when I put "save" inside my editor, does it also save in the mod? That is, when someone installs it, will they install it with the changes made?
No, the map would need to be repackaged. But that's what's not working for you right now anyways, right?
Maybe Hands Offset in the weapon decls in weapon/weapon/player?
mmmm, is it really necessary to redo the mod package again? esque, it seems that "visually" it doesn't work, but in reality it does work, that is, I put it to package, and suddenly it didn't advance any further and it put a notice to "create assets" something like that, and I left it until today a few 8 hours and still the same, I just closed the program, and I was able to upload my mod, it's like it's actually still working on it, even though the program seemed stuck 😮
I'm pretty sure that any changes to the map will require the map to be packaged again.
I understand, I noticed that everything was fine, but strangely the target remove of my encounters with Khan Mayker is being activated from the beginning of the level, why? If I have the target remove selected in a relay target that is "activate target" at the end of the script of my encounter manager, and the encounter has not yet been activated, do I have to put some initial property in the target remove? Or something like that?
It only happened to me with that encounter, perhaps when packing, since the khan maykr noe was really functional, something was damaged?
Ah, I get it, khan maykr's encounter cloak was not found, or it was deleted, how strange
When doing package mod , will it be replaced over the same mod? Or will it be created as some "new" one with the same name?
The files will be generated in the same place, existing ones will be overwritten.
Exactly what files should the "mod package" make? all? only adds dynamic function, picks up armor and adds already existing dynamic function on a target delete
I'll poke around, thanks.
and I had to "re-make a layer" the one from Khan Mayker, those are all the changes I made, I didn't add any static func
I have already tested my map from start to finish, and it is working 100% I just need to make "package mod e" successful, upload and ready
I'm not sure what exactly you mean by that... are you asking what files you should select when packaging the mod?
Should I select everything? or just some, just delete the fast travel, put 2 funcdynamic inside the remove target, create a new "layer" and add 2 funcdynamic, a teleporter trigger and copy and paste 2 target
👀
If you only made changes to the map, then you can maybe get away with repackaging only the map file, but I don't know that for sure. To be on the safe side I would probably repackage everything that is used by the mod. I don't have a lot of map packaging experience yet, so I'm not sure which files exactly this will automatically pull in, like maybe you made changes to certain decls, or sounds, etc, and they may need to be included explicitly to then end up in the base.pk5 file as opposed to the .resources files 🤔
It's probably a question for other people here that have more experience with map mods.
Okay, I have a complete mod package, I wonder if "update files" will be enough? for the new layer I created
"update files"? I don't know what you're referring to with that.
Everything worked for me, I played the level from start to finish and everything was perfect!
That's good to hear 👍
You can play my mod now!
If someone was downloading it, I had to edit that they don't use fast travel, why wasn't it removed when I deleted it haha so I guess it was unpublished and I published it again, they would have to download again I think
but it is already 100% published
Does bethesda have any plans for releasing Doom Eternal idStudio on the Microsoft store at some point?
i wanna make maps without having to pay for the game again on Stam just to get access to the program when i already have the game.
Check if it's available in the Xbox Insider app thing
Man, I just played the "eternal moon demo" mod since I hadn't been able to play mods because I was working on mine, and I think it's brilliant in terms of gameplay and the change they made with the "full auto" of the shotgun, is It feels very addictive to shoot with that thing haha
well, I guess now I have to work on the final version of my level, this will be difficult haha, I have to add objectives to follow "so that people know where to go" get the fast travel thing right, since I did something wrong and it just happened I saw "1 fast travel point" nothing more, I don't know why, I put all the fast travel points in the target of my fast travel and even then only one was seen, I need to define the jumping platforms well, teach the demons to climb platforms and travel in the map, and use the khan maykr entity from o_dey, and I think that with that my level will be 100% ready
Does anyone know how to put mods on Doom Eternal from the Microsoft Store?
Should I actually bother with the mod preview launcher or just inject them myself
the mod launcher's fine
using the Injector does give you some mods specific to that (like the co-op mod)
@modest obsidian I believe this is the correct thing to do since the crash reporter did not appear for this issue.
BUG – [CRASH][FX][ENGINEVIEW] – idStudio Closes without Crash Dialog when attempting to fire a weapon in Engine view after changing FX properties
Description:
When attempting to change the properties of the plasma rifle muzzle flash. I discovered a recurring crash of the editor which causes the editor to close without displaying the crash dialogue.
Please let me know if there are any other files I should share regarding this issue.
Reproduction Steps:
- Open an existing mod or create a new one in idstudio.
- Go to fx/weapon/plasma_rifle/plasma_rifle_1st
- Click on the item fire_primary/muzzle_flash_primary
- In the “Action Properties” change the “Origin Type” to “Track Rendermodel Pos” (see attached image).
- Save the fx file.
- Go to the Engine View
- Load into any map which will give you the plasma rifle or cheat the weapon into your inventory.
- Equip the plasma rifle & fire the primary with mouse 1.
- Observe idStudio closes without producing a crash prompt (see attached video).
Any skin mods you guys recommend?
I liked this one a lot
On PC? Yes: #eternal-modding message
On an Xbox One or Xbox Series X|S console? No - but if you're lucky, the official mod support might come to consoles once it's out of beta. (We don't know that for sure, though.)
#eternal-modding message I went through the files but now the game closes without opening.
I have a question, if I make changes to my mod, for example adding or removing things, will the people who had it installed have to reinstall it? I mean, does the "older" version stay installed or disappear? And do they have to reinstall the new one?
i made multiple colored variants of a demon, how do i get the campaign to spawn them randomly? For now they act the same, but i want the campiagn to pick one of them at random when it called that specific demon type
What are the "weapon points" for the slayer called? to add them to my campaign haha exactly where are they located in "new entity"?
Well, I already solved the weapon points, by adding the "horde" weapons since they have everything unlocked haha
it's not the files, it's doing it for other maps I try to upload too. something is wrong with my launcher
Btw, I didn't realize until now that the launcher actually tells me it didn't upload the files:
Are there some files we are not supposed to be able to see or modify? The .swf files seem to be missing from the engine.
well well well, I'll try it as soon as I find some time... a little busy right now getting the most out of some trial subscriptions before I of course cancel them and then maybe get a perpetual license because f that I'm not going to rent software, like everybody wants to be Adobe these days 😒
Ah I see, well that sucks.
Some directories are just empty, yeah, for whatever reason. If you want the SWF files, just right click on the file picker button and select "Show in Explorer", that will write the SWF file to disk (if it doesn't already exist).
Because its empty I couldn't right click it to get show in explorer. Adding an empty .decl just made the newly added decl appear when searching for it in explorer. Not sure what I can do to make it appear.
Unless the ReExportDecls command makes them appear and not mess up my mod.
Sorry what? I mean the button that you've "circled" in the top right in your image, in the HUD element decl, that has the swf/hud/hud_reticle.swf SWF file path.
It almost worked. Its present in explorer but wont appear in assetbrowser even after restarting the editor. I get this error message when trying to edit it directly from the other .decl file, so it sounds like its something that is Not Yet In this beta editor. Thanks for the help though.
The files will not show up in the asset browser, that is correct. But why would you need them too? What exactly are you trying to do? Editing SWF files inside of idStudio? That doesn't work, it has no SWF editor! I would die crying if it had and I had overlooked it, as I've been plaguing myself for many many weeks now with decompiling, importing to Flash, modifying things "blindly" as only a very limited script subset is supported, and default textures are all external so you can't see anything inside of Flash (unless you create a component that would allow a preview with local files), then hoping that the new SWF file neither breaks and stops working for whatever reason or just crashes the engine 😭
hahaha don't worry man! I can wait until you have some time, I think I could teach my demons how to platform climb on my own, but I'll need your functional khan maykr entity and some help with fast travel 😦
I am not sure if the .swf file is the same as a flash file. What I am wanting to do is to see if I can clamp the size of the crosshairs to match the weapon spread of the weapon. The engine can display something like this already in the Dev GUI in Weapon > Show Weapon Spread.
The mod I am wanting to make is more functional rebalance of mechanics than a map file. At the moment I am giving the primary weapons unique stats and I want to see if I can scale the reticles to those stats. I am unable to see anything like this in any of the parent .decls and I want to go as deep as possible to see if the answer is hidden there.
Also how would you open a .swf file now? Isnt it unsupported by adobe nowadays?
It's default Adobe Flash SWF, at least I couldn't find anything yet that wouldn't adhere to the default SWF file format specifications (until it gets compiled by idStudio, then it will become a little different). Flash has been discontinued, but you can still get it from Adobe and activate it if you have a license (I have one from way back in the day when I was using it for work). Theoretically you should be able to use any other tool too that would be able to produce SWF files that follow the specs. In any case you'd need a decompiler unless whatever tool you'd use has one built-in and can open SWF files directly.
That being said, the weaponreticle decl's have Show Spread options, and looking inside of the SWF's, certain weapon's object's timelines have spreadStart and spreadEnd labels (but seemingly no animations in between them), so it might be possible in case it's actually implemented to do something 🤷
Yeah thats what I am having issues with. I dont want the reticle to show the debug spread values. I want to scale the size of it to the spread values depending on the players FOV. I havent looked into the logic trees yet and maybe I can script something there. I was hoping I could find something in a pre-existing .decl that can do it since there is a debug command that can already do this.
I don't see the option in the dev GUI doing anything at all, not sure what that is about. And don't get me started on logic and HUD elements 😄 For month's I've been trying figure to get the HUD logic nodes working (respectively figure out if they are meant to be use for HUD SWFs in the first place).
Turning on these cheats gives you this debug crosshair which shows the spread.
Yeah, I was testing it in the game, but it turns out it's one of the options that only works in idStudio.
what campaign mods do you guys recommend?, something that changes the normal doom campaign to be harder
So I gave it a quick test, don't really have time right now to properly test it, but it appears that the spreadStart/spreadEnd range is actually being utilized, you can see it here in the video, the blue bar is animated in width between those two labels, and it changes with the FOV, respectively reacts to weapon kickback.
However there's nothing in the SWF for the reticles regarding spread when zoomed in, as you can see in the video, when zooming in with the full auto, the bar will go into max width, simply because the playhead will move beyond the spread animation, because actually for the default reticles the spread state and the zoomed state live on the same timeline, so that's a problem, and I also don't see any nested usage of spread/zoom states, so I'm not sure if that part of the feature is even implemented, after all showing spread never made it into the game 🤷
If you're using the mod injector, Kaiser Campaign, if you're using the PC mod preview, Delta's Master Campaign or one of proteh's randomizers.
ill probably go for proteh's randomizers since they might be easier
Here are 3 commands you can play around with if you want:
Ai_haste_overriderate
G_damageScaleAllToSlayer
G_damageScaleAllToAI
Just put a number after them, and 1 is normal ofc
Thanks for looking into it for me. Not sure what I can do about this. You do show off what I find a bit disappointing where even shrinking the FOV to something very small, the crosshair remains the same size. I know some people who have game dev experience what potential solutions to this problem they can come up with even though this is a completely different engine and toolset. I am a complete novice at this and have had very limited game dev or programming experience so maybe my aspirations are a bit high.
Yeah, I haven't touched the actual reticles, only added the blue bar for testing purposes. Depending on what exactly you're trying to achieve, another show stopper might be the behavior that can be observerd with the rocket launcher. The FOV dependent spread difference only shows itself when firing the rocket. So if you were to scale the reticle based on the spread state, the rocket launcher reticle would always stay the same unless being fired, while for other weapons like the full auto it would scale immediately with the FOV.
The rocket launcher has a +3 degrees spread per shot fired which has no functional purpose in game as it does not cause the reticule to animate and the spread resets back to 0.25 degrees before the next shot fires. I would probably 0 it out in my mod as it has no functional purpose unless I can get the crosshair to do a cool animation by manipulating the crosshair with the spread and FOV.
I see... well, if you can write down the exact reticle behavior you'd want to achieve per weapon/mod, then I can give it a try sometime next week/the week after-ish once I have a little more time, check if it's possible.
The simplest thing I want to achieve is just making it scale with fov. The more complex stuff like changing the mastery reticules as they are going to have different functionality I imagine I need to make a new .swf file or modify the existing one.
I think the launcher is just being really buggy, and probably won't be fixed until id gets back next year so I'll just have to wait for them. Unfortunately I couldn't get it out in time because of it. But I've played it a ton on my own lol
went for the master campaign instead, pretty cool so far, i like running for my life
Well, if you just wanted to adjust things based solely on the FOV, meaning the video setting that will ultimately reflect in the the g_fov cvar, then you may actually be lucky, as SWFs can read these variables programmatically via script, meaning it's possible to monitor it for changes and adjust HUD objects accordingly. This would however of course require custom/modded SWFs.
From the logic designer it could be possible once the ever lasting question of whether/how to use the HUD logic nodes is being answered. Logic nodes can read console variables, and there's a HUD node for changing the scale, so once both of this can be combined, you may be able to achieve what you're looking for without having to modify/customize SWF files.
Uhhh I seem to be having a bit of a problem. IdStudio crashes upon boot giving me a memory (?) allocation error prompt.
How much system RAM and VRAM do you have?
Nevermind, there we go. Had to close down Firefox and Spotify though. Only running 16GB and 12GB on my 3060.
Yeah, from my initial 32 GB RAM experience, 16 GB of system RAM will likely give you lots of problems 😬
as a fellow 16GB ram user, i need to exit everything when i start IDStudio, but once it's open you can reopen things
Having to do it all over again because I guess I opened something I shouldn't and my humble 16 couldn't keep up the pace.
Sucks, but is what it is.
How would I go about opening a mod? I'd like to edit the viewmodel camera offset values on that classic Chaingun mod so the barrels are closer to the screen.
Didn't I suggest something for that a few days ago? 🤔 Also that video features Kaibz' Advanced Options mod if I'm not mistaken (I don't know of anyone else who "solved" the perspective distorted UI problem so far), so maybe that mod can modify the weapon/hands FOV aspect too?
It's all done via console commands. I haven't seen anyone fix the curved HUD yet.
My bad, you did tell me. I only need to figure out where to get there. I'm still very new to this kinda stuff and just meander around aimlessly.
oh come on vega... it's just a discord and youtube links
Apparently Kaibz did manage to somewhat do it: #833062945550368788 message
If you're linking to the 2016+ Modding server I'm not on there.
Anywho I found the offset values on the Chaingun .decl. Now I'm looking around for the engine to launch the game and test the changes in real time, see if it works.
Well, you gotta go there if you want to know about the good stuff 🙂
Anyways, as far as the offset stuff is concerned (and I triple dare you to delete this again Vega), basically in the Asset Browser (by default it should be in the bottom left) you navigate to weapon/weapon/player, and open the respective chaingun* decl file (file extensions will not show up in the asset browser). In there you'll find the Hands Offset property, which allows offsetting the weapon on all axis (try very small values, like in +/-0.1 steps.
I literally can't go on there. Was banned eons ago and I'm not sure they'd care to have me back on.
So anyways- .decl editing works as intended, however I'm only interested in changing the offset values on the classic model. I'll need to figure out how to open up that mod or sideload it to the engine preview and apply the changes there.
Is it possible to import any of the existing community maps? Was curious on how some go about with their map design.
I would be quite interested in putting a quake style rocket jump in my mod. If anyone knows what the exact parameters quake uses I wouldn't mind experimenting with them. Is anyone else working on a mod that looks to add quake style movement to the game? I have to be honest those games were a bit before my time so I am not quite sure how to preperly pull off the movement.
I don't know if there are "exact parameters" as each Quake is different, and their engine physics. Seems like it would be difficult to exactly replicate without some insane knowledge in physics and differences between the physics engines.
I think an easier approach would to do it by feel and a ton of testing.
Not just rocket jumping, but strafe jumping is a huge part of Quake movement.
Probably something out of my expertise then. I guess I could go with feel. I thought it would be cool to also try and bring back strafe jumping or bhopping but if the fundamental programming of movement is different I guess I probably couldnt exploit engine variables until it starts to break like it did in quake.
This looks interesting. Might give you more insight as to what is needed to break to make it work.
https://youtu.be/v3zT3Z5apaM
Explanation of how the player movement code in Quake gives rise to these three different player movement "bugs", with a quick look at TAS movement mechanics at the end.
Big thanks to the Quake Speedrunning Discord for helping me out with getting TASQuake running on my machine, and for clarifying terminology.
Here are the original C versions of...
Getting the hang of blocking out a map. Figured I'd try to do it the suggested way versus throwing a bunch of kit entities in too early.
Pondering how difficult it will be finding the right Kits to use to match my geo. For the ramp, pillar, and heights - I followed their instructions on dimensions, not so much with the bridge widths - hope this won't be an issue.
Things that surprised me
- Curves are non-existent. Looks like everything complex appearance wise is done in Blender and importing static meshes.
- How limiting the geo blocking is. Very difficult to work at arbitrary angles. In the image with the ramps leading out of the hut. I tried to make slope angles all around, but the vertex dragging and aligning is terrible to work with. Guess I'll just fix this with whatever static ground meshes I end up using.
- To me it makes sense in why most DE map design works at perpendicular 90 degree angles. There is no grid rotation to an edge. No way to align things at weird angles without subtracting or cutting. The more complex angles I guess have to do be done in Blender. Like the first arena with the angled staircases in "Hell on Earth".
- The biggest surprise was opening any of the official maps. The original bsp blocking is basically non-existent and simply used to patch in smaller areas. I guess they deleted the original blockings as the map progressed? Surprised by this because couldn't they just hide them from rendering versus deleting?
- Overlapping brushes not an issue anymore? Opened up the new graveyard map and there are plenty of overlapping brushes.
All in all, it almost seems like they suggest blocking out a map, but it feels like the id team works in 3ds Max, Maya, or Blender for most of everything. I wouldn't be surprised if they created rooms in the game without geo blocking - or they did their geo blocking in Blender, and other 3d programs and it was an iterative process from the 3d program, not idStudio. Encouraging blocking for community only.
Can't figure it out.
Why do some community maps work simply by Clicking Campaign > New Slot > Whatever difficulty in the menu.
Versus:
Map creators having to explicitily spell out to load their map you have to open the console.
Seems like the latter they are doing something wrong, and that loading a community mod map should work for a player without having to enter any console commands. What is the deciding factor in this?
If a player has to load your community map via the console, there is no difficulty decision to be made - which is unfortunate. 😦 What difficult is then used?
And is it possible to create a UI option in the menu to load your map with it's own settings?
Many community modders are saying to use in the console to load their map:
devmap mapnamegoeshere
Though this works as well:
map mapnamegoeshere
What is the point of devmap then?
IMHO. I don't think any player trying a map should be required to open a console to load it. Going back to my initial question. Why do some maps work through the native UI of clicking Campaign, and others don't?
[...] Why do some maps work through the native UI of clicking Campaign, and others don't?
Some map creators modify "generated/decls/devmenuoption/devmenuoption/new_[campaign, campaign_dlc1, campaign_dlc2, and/or horde_run].decl" to automatically start on their map of choice, while others don't.
This is not exactly "intuitive" (and isn't documented on the official idStudio wiki, only the unofficial https://wiki.eternalmods.com/books/0-idstudio/page/how-do-i-create-idstudio-mods#bkmrk-map-mod-(how-to-load?), so some map creators don't know that this is possible/how to do this. 😿
[...] If a player has to load your community map via the console, there is no difficulty decision to be made - which is unfortunate. 😦 What difficult is then used? [...]
I think that using themapcommand will replace whatever save slot you last used (even if you're not currently in-game!), so it probably reuses whatever difficulty was used in that slot? You can change difficulty in the settings menu afterwards (unless you're in Extra Life Mode or Ultra-Nightmare), though, or with theg_gameDifficultyconsole variable (0 = I'm Too Young To Die, 1 = Hurt Me Plenty, 2 = Ultra-Violence, 3 = Nightmare, 4 = Ultra-Nightmare).
Hey, thanks for the quick response!
Hope they add some official documentation for this because it took me the longest time trying to figure out how to load certain maps where the community members mod doesn't specify anything in the description on how to load the map. A lot of it was just guessing for me and looking at the files in the directory - though a map can be named differently than the mod files right?
The devmenuoption being modified. Do you know if it's possible to add a new UI button above the campaign button, right above to load a map? Simply a button "My Map" above the Campaign one with a sub menu for difficulty?
[...] though a map can be named differently than the mod files right? [...]
I haven't installed any idStudio map mods to check their file structure, but I don't think so.
-# (Of course, you can have a map called "Marauder Arena" in the mod browser and mission select, where itsmapcommand path and file/folder name are "testmap" - but I assume that the latter two will always be the same.)
[...] Do you know if it's possible to add a new UI button above the campaign button, [...]
In short, no.
In long, with SWF modding, it may or may not, technically be possible (by "hardcoding" new buttons into the main menu's near-raw code) - but that is far beyond most people's skill sets, and would not be an "officially supported/intended" way to do it at all. (Yes, "SWF" refers to Adobe Flash in this context.)
dang, so the SWF is not dynamic in a way to where you can easily add new buttons to that area via actionscript or hooking into a JSON file. You would need to recompile the SWF is what you are saying.
Praying this is something on their list to correct. No map creator should be filling space in the description of how to load a map. Do we know which devs check this channel?
Not that I would actively seek a dev out and message them. No - that's impolite. I'm just curious if there is the proper way to communicate things that are missing, or if they are active in here with eyes that things do get acknowledged and addressed?
@ halfp1nt (and other developers) sometimes checks this channel, I think. Additionally, #eternal-modding message says that you can post something like...
*@ halfp1nt - FEATURE REQUEST - Custom maps button
It'd be nice if map creators could register a map into a global "custom maps" list on the main menu, which can be played at a selected difficulty, maybe with three new save slots for "custom maps" too.
This way, custom maps don't have to replace the vanilla campaign options nor require themapcommand to be accessed, and multiple different map mods can be added to the "custom maps" list at the same time.*
...but I'm sure that they're already aware of this. Someone has already pinged @ halfp1nt about it, and they probably knew about it before then, too.
MuricanEagle's classic Doom overhaul mod features RJing. Could probably take a gander at it?
I still have no idea how to open up mods which sucks. AFAIK there's no documentation.
when you draw a brush in world edit you will see brush tap click on you can choose how many sides you want
Apparently the marauder was meant to do something in the campaign when it killed the player. The string for tutorial appears to be gone so I dont know what it would have done.
Someone make this a thing lmao
does anybody know if its possible to play with mods on the portal and from nexus at the same time
theres 2 mods i wanna use that arent available on the portal sadly
Yes. You can install EternalModInjector-based mods with EternalModInjector ( #eternal-modding message ), then enable PC Mod Preview/idStudio mods in Doom Eternal's launcher too.
thanks so much!!
well people, my level received so many shitty comments, almost 90%, that I don't want to publish any more mods, really, thank you very much to everyone who gave me their support to learn here (especially o_dey, you are a great friend) keep up the good work great work you do for the community, I will be waiting to play your mods!
for what it's worth I thought the mod was a great start and more unique than any other mod i've played. I'd love to see more from you in the future
Man, it's too much work, I haven't played the guitar in practically 5 months, and people only complain, I understand the criticism, but it's too much work, I really won't waste any more time with my family and my "music" for something that will only make me have a bad time. to people and will be greatly criticized, doom eternal is my favorite game and I really wanted to contribute to the community or make people happy not end up depressed or end up making people feel so bad they are playing it haha thanks for your comment, but make levels long is A very big responsibility for me, it requires a lot of time, there is a reason there are professionals who dedicate themselves to this and make money with it, and I can't dedicate time to creating mods, creating music, work and family, and I don't know if. It's worth sacrificing so much for something that actually made me feel more bad than good, people don't understand that no one pays you for this, that you sacrifice things like health or your family for the sake of it, and they just treated my mod like garbage and that's it. Without further ado, the truth is that it hurt me and I don't know, I don't want to make more mods, maybe for me in my free time and that's it.
Don't make mods strictly to get other peoples' approval. Generally all of my published mods were made for one or more of these reasons:
- I thought the idea would be funny/cool/etc.
- I was making a mod that I myself intended to use.
- I identified a problem and wanted to solve it.
Basically, make a mod because you want to before anything else.
I think you didn't understand anything, if you are going to do something "for yourself and not for others" then you don't even publish it, right? If you are going to publish it, you are going to publish it for others, I will make mods for myself, when I have time and personally I will not kill myself leaving everything perfect (nodraws everywhere, fall triggers everywhere, etc) and encounters as I please the win, I simply won't publish more mods, none of you had such bad reviews on your mod, not even the Ancient God 2 had such bad reviews, I only read things like "this mod sucks" "this map is horrible" "this map is garbage" sooo much effort for that? to see people upset and wanting to then turn off the PC? Do you think I posted the mod to ruin other people's day? It also makes me feel bad, I didn't read a single constructive criticism beyond "your mod is garbage but keep up the great work" it's just not for me and now, my family saw me working so hard on the mod and they ask me about it. What do people think and I'm even embarrassed to tell you, anyway, I will continue supporting the community and eagerly awaiting your mods! I hope you are encouraged to make long levels since I would love to have more long levels in eternal doom
Listen it your FIRST LEVEL, You create something that the most important thing, Making a functional map it not easy , all the negative comment that you got take it as fuel to improve, don't give up because YOUR FIRST creation got bad feedback, There always room to improve, prove to all these people that left bad feedback that you can make something better
I do make mods for the approval of others. But not only for that reason. So even if I make a mod and nobody likes it or nobody even notices it I'm still satisfied from one of the reasons above.
And what Saleem said is very true. Level mods are a massive undertaking. Sometimes you'll make something awesome. Sometimes you'll make something less good. Sometimes you'll make something awesome but you'll hate it anyways. It's all just part of the learning curve
Even if you don't make mods "for the approval of others", there's still a big difference between "lack of approval" and "active disapproval" from others. I would probably not be happy if I was in @ FXHEXCEN's situation.
This 👆, practice makes perfect! You can't expect your first map to be a hit, and of course, never expect the internet to be nice to you, that's not going to happen, people are fed up with their lives, and they'll vent wherever possible 🙂
I've played the first version of your map for a little bit yesterday, and I think I was pretty close to the end, but then the game crashed, and on restart it deleted my profile and corrupted the save (that's not a problem with your map (the deleting/corrupting thing), it's a general bug that I really need to report).
I think there's many little things that you could do that would quickly improve the map a lot. For example using clip brushes instead of relying on the geometry clip, which often gets you stuck, steals your double jump, doesn't allow for wall dashing, is bad for bunny hopping, etc, that's an easy fix to improve movement for experienced players. Being given mastered weapon mods would also be very helpful, given how you're often pinned against dozens of heavy demons with multiple buff totems around, it's kinda painful to for example only have 3 sticky bombs, no flaming hook, the meme beam taking ages to fire while you're surrounded by 3 Mancubi, 3 Cacos, and 2 Barons of hell, all of the them buffed, etc. Encounters like this will give less experienced players a very hard time, naturally resulting in non-constructive criticism because they're just overwhelmed.
I would assume that another point of contention is probably that the map is so big/wide/open, it's somewhat Serious Sam-ish, and kinda opposite to what people are used to with DOOM, which is usually smaller, more corridor-ish, so naturally you'll get complaints from people that prefer one over the other. If you want more open spaces like this, a good counter balance would probably be to increase the slayer speed a good bit, and decrease the recharge time of the Meathook.
And to go back to non-constructive criticism, keep in mind that there's people that cannot figure out how to double jump to cross the gap from the train on Hell on Earth, you know, the exit with the moving monkey bar, and these type of players are much more likely to contact you and whine about stuff. And while one shouldn't ignore it, this kind of criticism needs to be put at the very bottom of the list.
tl;dr, yes, there's problems with the map (like with any map), but many of them can be solved with somewhat little effort, so don't let a handful of complaints discourage you! @molten token
do something better? man, I'm not a moder, people judge you as if you were an eternal doom worker and doing something FREE, you talk about how my map can improve, do you want me to just make endless arenas with random demons? People criticized the mod because they want everything easy and that's it, they got stressed if they died more than 2 times in one of the arenas, or they were "lazy" to have to think to find the way to follow on the first map, the criticisms are not They were "constructive" they are TOTALLY destructive, the map is ugly, it is horrible, the only constructive criticism was that the slayer's weapon points were missing, and it added horde mode weapons, people DON'T READ the description of your level and then they complain, they tried to skip all the arenas by jumping over the invisible walls, they complained that the khan maykr didn't work, but I said that in the final version I would use the functional khan maykr, they complained that there was BFG ammunition scattered around the map but it didn't give them the BFG, when I left it in plain sight but people simply because they weren't exploring wanted to get through everything quickly (I also left several in Daisy's secrets) I tried to fix everything, I practically put them on top of the door to follow in the first encounter with a teleporter trigger, people only want the easy and that's it, for people like that no one will make long levels in doom It's eternal that they make you think or give you surprises, as I said, I didn't read a single constructive criticism beyond "this level sucks" "this level is terrible" "this level is horrible"
Well, the truth is that this encounter is easy man, only 5 or 6 totems will appear, you just have to go for the totems first and that's it, the demons "do not climb platforms" so if you stay on top they never climb, the encounter is very easy and you kill the 6 or 7 totems, then you kill the demons from above and at the end leave the 2 marauders, but the people are reluctant to stay at the bottom fighting with 5 totems above against the marauders xd
about some "errors" on my level, I asked for help several times in the comments but no one responded, they really don't help shit, only "o_dey" is the only person really willing to help, I asked several times what the "teleport" animation is in the arenas, cri cri, ask what I need to finish the level and see the rewards, cri cri cri, ask how to put weapon points on the slayer, cri cri, or how the encounters are managed in order and what scripts are used, cri cri Actually, I haven't had any errors saving games in the game, I know that if you play other mods, they rewrite your saved game in your mod in some cases, I don't know about that, but I haven't read ANY criticism from anyone. bug at my level, no one goes and leaves constructive criticism, they are just comments throwing hate
I wanted to start with few weapons, but have all the speed of the slayer, the flamethrower, grenades, the reduced time of the meatook but I don't know how to do it, I asked several times and they told me to use the immora devloadout and that's it, (I had to Search for myself to use the E3 2019 devloadout to progress with the mod bots, but I have no idea how to speed up the slayer suit upgrade points etc) when I did more questions, no one else answers or teaches how to do certain things besides o_dey, I'm not going to be bothering o_dey for absolutely everything either.
Man, I'm not a moder, people should be more grateful, I'm a mega fan of Doom Eternal, it's my favorite game, if someone tries to make a huge level or something new, I'll play it and if I get an error or something, I'll be happy. and grateful, what I would do is go report that I got an error in such a part and that it would be great if they fixed it, or report the errors, instead of destroying the creator by telling him that his mod is garbage or horrible
I think it would be nice if in the "mods" section of the mod portal, they left some option for comments or reporting bugs to the creator, to know what errors people have, in reality I don't have access to know what bugs people present and only . reading insults or that the mod is garbage that doesn't help anyone
happy new year everyone!!! I hope this is a year full of mods for everyone and that Doom the Dark Age comes out haha
Thank you happy new year man

I didn't understand the clip brushes thing, instead of geometry clip, I really didn't understand this
@molten token I didn't know players can leave comments on a map? Where is this?
It's not possible, I said it would be a good idea for id software to add this to the mod portal haha, so you can improve the bugs and things in your mod (until you see other people playing it you don't realize some errors)
oh. I was wondering where this came from:
my level received so many shitty comments
well, I guess it's something we'll have to get used to, if those people don't exist we'd have three times as many mods I think, but I understand it in part
but I'm wondering where did you see these comments if people can't leave any on maps?
in YouTube videos that people played, on social networks
My main problem is that people don't comment on the errors they have had or how to improve their mod, they only say that it is garbage or that it is horrible or that please don't have another one like it, etc.
Life of game dev and modding, unfortunately...
So often you will hear, "This game sucks, or this map sucks." The player won't specify, and if they do, they might even miss the mark of what it's really about.
Gamers are so different when it comes to being entertained. It's like how people like certain genres of movies.
You will hear things you never even imagined people would dislike about your creation. Though this can be used to rethink or retool things as a developer, they also can be completely wrong and miss the point, to where you can safely ignore it because it's not built for them.
It can be crushing because you put so much energy into something - I know personally. This is coming from someone who has made maps for a different game with millions of total plays. But don't let that deter you from creating. We get better over time, and we should see it as opportunities for improvement.
I agree, it's frustrating not knowing what bothers you about the map and it's just garbage, you put a lot of effort into it, for the most part I think people are right, that's why I think there should be some comments option focused on what I think you could have improved in your mod, and thus improve your mod more and more, but since I am not a moder or I do not have much experience it is too much work for me I think, I really think that with a lot of luck I was able to publish my level like this haha .
there's this saying I like "You're 1000 shitty paintings away from being a great artist, so go ahead and start making shitty paintings" and I think it applies perfectly for making mods
not luck at all. You went through the motions that many haven't even been through yet. I haven't even arrived to the stages you've gone through. Game dev and modding is a lot of patience. Also motivation when time is available, so you should feel proud of releasing something complete as it's super difficult. Can't tell you how many times I've started something and never finished it.
I think for most part, modders are on your side because we know how much time and effort goes into it. Sometimes that's what makes it all worth while is having a strong community of modders that encourage and share knowledge.
Does anyone know when Mod Support is coming to console?
hello!!! i'm new to doom modding and doom in general, doom eternal is the first doom game i've played, how can i install mods and where can i find them?
Simple and Easy Tutorial for installing mods for DOOM Eternal in 2024!
With the release of the Official Mod Tool, iD Studio, there are now a wider variety of possibilities for Modding in DOOM Eternal, here's how you can get things set up to play what the community's been working on.
Considering Unofficial Mod Tools were used for 4 years prior ...
Watch that video, from minute 2:30 onwards there is the entire explanation! you must do the same as him
man thanks! I was lucky to receive help from "o_dey" he is really someone with a lot of talent and enormous willingness and patience! I wouldn't have achieved even half of my level if it weren't for your help haha
thank you!
I am having a problem where newly created folders and decls in them are not appearing in asset browser, and if I do find them in the visual part of it I cannot open them.
@molten token I made a forum for people to post their mods and get feedback.but it seems I'm the only 1 using it. Modifying evil.com. Just ignore the haters and keep pushing on.
Hey everyone, I'm looking for someone to make a mod for me to change the demon models, really to anything else, maybe make them look robotic textures or turn them completely dark so shadow figures in a way.
I'm willing to pay 🙂
@frail current Do you think would be able to do that for me?
Sorry, new years eve had to wear off a little bit first... clip brushes. I assume you're familiar with brushes in general, the basic building blocks. "clipping brush" would simply mean a brush with a clipping material applied. There's multiple variants of clipping materials, but let's not talk about them (I don't know the exact purpose of each of them yet). Generally speaking, clipping materials will contribute to collision in one way or another.
Assume the following scenario, you have a 3D model that you put on the map, its surface is all bumpy and stuff, maybe it has crevices, etc. Now by default you'd get collision from it, meaning you can walk on it, but it will be all bumpy, you might stuck in the crevices, or even fall through it if there's small "holes" in the geometry, and when you're bunny hopping (which is usually done by spamming jump, unless you're a pro that can time a single jump on the 2nd to x frame after touching the ground) it can give you accidental ramp hops (you'll jump very high), it can immediately consume your double jump, slow you down, etc. That's a bad experience, so what you'd do is disable the clipping on these models, and instead use a brush with a clipping material to draw the "geometry" on which you'd want the player (and the demons) to move on instead.
Here's an example video (the input overlay is a little misplaced, sorry), I've put a few models on the map, and while the player can walk on them, you can see that it's all bumpy and stuff, parts of it will slow down the player, sometimes the player will get stuck, even get thrown into the air like in a jump (but we're not jumping as you can see from the input overly, we're just walking). So what you could do in such cases, would be to either disable clipping or change the type of clipping, and then provide custom clipping geometry.
What you can see me doing here in the video is first completely disabling the clipping on the models, and solely relying on the brush clipping (normally you'd adapt its geometry properly to the models, but for demonstration purposes I've chosen to use just a large rectangle because I'm lazy). Works fine, but as you can see, there's no impact FX on the models, so depending on the situation, instead of completely disabling clipping, you'd instead modify the clip filter, and disable all clipping except for the "shoot" related ones, so that projectiles will still clip and produce impact decals accordingly.
And the same thing applies to walls (or any geometry for that matter that the player/demons/projectiles can touch).
Remove collision in model by set clipmodelnfo to "none" is not optimal, instead go to content filter tap uncheck player, monster clip
for more clean cliping
Yeah, that's what I meant to show in the second part there, using the filter instead of completely disabling clipping.
Ohhhh opsie my bad sorry didn't see it
No worries, repeating it for good measure doesn't hurt, we have a saying over here that basically goes like "two is better than one" 🙂
what
I realized that in the main game that did not happen to me when I went over similar entities, I thought that some type of siatic func with nodraw property was used on top of it, it is difficult for me to understand why it would work so well if the clip you put went below the texture and not on top 😮
Because I've disabled the clipping (collision) on the models/geometry, when you do that it's like it doesn't exist for physics, but only for visuals. That's what I meant to explain with disabling/filtering clipping. It won't really matter whether you put the brushes below or above the geometry then, at least technically speaking, but generally you'd want to position it as close as possible, so that the visuals aren't off, as it could otherwise look like you're sunken into the ground, or like you're floating above it.
man I can't believe I didn't know this before haha thank you so much! In that case I assume that I should add that "clip" to the nav mesh as well, since that would be the real ground now, and the texture that now "does not exist" in theory, is it no longer necessary to add it to the nav?
Correct, these clipping brushes would go into the nav group in order to generate the nav meshes from it!
I'm not 100% sure about all the different type of clipping materials though, I would assume that they would all go in there, like naturally it would make sense that a clipping material that says "demons cannot go here" should contribute to the nav mesh too, but that's a question for someone with more experience with that.
And is there a way to "edit" the brush, say so that it takes the shape of the object? For example, that example you gave (it's just for the example I'm saying now) the texture that is outside the object also makes the slayer touch the ground, it could look strange if I have paths through the air and the person can walk on heights about nothing in some cases haha
I didn't know that trick of "copying" several entities to select a property together, it is very useful to not be selecting one by one
example
This with clip brushes
the floor usually using normal clip, ceiling, walls use clip no areas, the green clip it monster clip usually used for not draw a nav
Make sure you have all the clip brushs in the nav group
the different between the normal clip and clip no areas. the normal clip you can draw nav mesh on it, the no areas it the oppsite
man what a huge job to do this, I had seen in the "galapagos" levels that they looked like that, but I didn't really understand why
Edit: the monster clip use for demons only doesn't effect the player
From what I see in that image, they don't use clips on "round" surfaces?
it depends in model kit
does launching modded doom eternal disable achievement submission? i want to play with mods while i grind this game's 100% but im not sure if it's possible
Achievements will be disabled iirc
thanks!!!
yeaaahhhh (sorry for the poor quality of the video, I don't know how to record with better quality) the clip worked perfectly for me haha

well, something that seems strange to me is, that round object in the center and the red plants are supposed to be only sn shot clip and all team shot clip, does this mean that for "guns and shots" the object behaves completely normal? ? Since it is so high up and the demons pass in between, the hook of the shotgun cannot grab them, it is more than anything a curiosity, since I can add a somewhat higher clip texture below so that the demons pass over it, or raise a little my clip or lower the object a little
I deactivated all the options and the hook grabs well even inside the object, I understand better how this works
How can I make my clip look round exactly? I only know how to lengthen the square in 3 dimensions with R, I don't know how to do it with round textures
PC Mod Preview/idStudio mods disable achievements, Events/Series XP and unlocks, and BattleMode (both matchmaking and private).
EternalModInjector only disables public matchmaking in BattleMode, and only when using mods that might affect gameplay. You can earn achievements and Events/Series XP while using EternalModInjector mods.
this is not supposed to appear normally right?
It's not "supposed" to, no, but it's completely harmless. meath00k "scans" Doom Eternal's executable to apply its patches, and then Update 6.66 Rev 3 changed one of the areas that meath00k scans for, causing that specific scan to fail. However, you were probably not going to use anything that relies on that specific scan in the first place, so you can just ignore it and click "OK" to launch the game.
(If you want to get completely rid of the pop-up, then you can right-click Doom Eternal in your Steam library, choose "Manage" > "Browse local files" to open a File Explorer window in your Doom Eternal installation, and delete "XINPUT1_3.dll" to uninstall meath00k. This will make you unable to use chrispy, noclip, noTarget, and anything starting with mh_ in the console, though.)
well, what do i need meathook for, are there any other mod managers that do the same thing?, and what would i lose if i were to decide to just completely ditch meathook in terms of mods
[...] what do i need meathook for, [...]
Thechrispy,noclip, andnoTargetconsole commands, and any commands starting withmh_.
-# (Note: If you use the PC Mod Preview's "Mods" > "Play mods" > "Play DOOM Eternal with mods" button, then you will also have access tonoclip,noTarget,spawn(the same as meath00k'schrispy), and more, even without meath00k installed.)
[...] are there any other mod managers that do the same thing? [...]
meath00k is not a mod manager, it mostly just affects the console.
You can use the unofficial EternalModInjector to install "old" EternalModInjector mods, or opt into the official PC Mod Preview branch and use its launcher to install "new" PC Mod Preview/idStudio mods, or both. See here: #eternal-modding message
hmm, but the kaisercampaign says it needs meathook, so what's all that about?
meath00k allows mod developers to load loose files, which can be faster than having to run EternalModInjector and reboot the game for every change. This should only be helpful if you want to make mods yourself... but KaiserCampaign makes use of this feature, because EternalModInjector sometimes struggles to add new resources (compared to replacing existing resources), and meath00k's "loose files loader" is more reliable in that regard.
(That's why I said that it "mostly" affects the console. meath00k may not be a "mod manager", but it is technically "capable of loading mods", although that's not its main purpose.)
In other words, KaiserCampaign is one of the very few mods (or the only one?) that requires meath00k, for technical reasons. In this case, keep meath00k installed, and just click "OK" on the pop-up to launch the game.
i see, thats interesting, and good to know, thank you very much
Out of curiosity is there a way to create a gore container using existing pieces? I tried following the idstudio tutorial on how to create one for my impling color variant but it says no container is found for it when I hit load gore.
If you want something round, you can for example use the "Arbitrary sided" tool for a brush. Out of the box there's menu options for 3 to 9 sides, but you can go beyond that with the "Arbitrary sided" one. Also you may want to look into CSG subtract/marge/hollow (boolean operations with some limitations), and the Clipper tool (for cutting brushes up). Lastly you can create somewhat arbitrary shapes using the Edge (CTRL+E, then drag the blue dots) and Vertex (V, then drag the green dots) editing modes, with the latter being kinda scuffed IMHO.
I must admit that this does seem really difficult haha 👀
It might look difficult, but it's really not that complicated. It's somewhat tedious, that's pretty much it.
Someone should make this thing I found into a mod or smth, idk
Idk how doom modding really works, so I'm just suggesting if it is possible because I feel like it would be really good and funny
I think I'm a bit bad at math and I didn't understand the relationship I should make between the number I should put in relation to the size to divide the sides, or maybe it was easier than I understood
No math needed, I just wanted to highlight that when you want to turn something into a circle, then both sides of the shape should be of equal length, ie it should be a square (otherwise the resulting "circle" might shift in width/height in an unexpected manner), and then you just eyeball the number of sides that you'll need for a somewhat rounded shape, it doesn't have to fit perfectly.
I am having difficulty making the clips, in my case they look "transparent" when I use the clip property, it is very difficult for me to be able to see the clip that I have already left and attach it with others if everything is seen invisible, as they do so that the " "clip" is seen with any color in the editor?
Make sure that you have Show Clip Surfaces enabled in the view options (World Edit > Tools > View Options).
that has helped me! thank you very much man!
I think I'm ready to improve the level 
Nice 👍 Small tip for round geometry that looks like very low platforms that actually sit on the ground (not sure if that is the case here, it just kinda looks like it, so I thought I'd bring it up)... you can relatively easily create round, ramped brushes by using a cone, stretching it to adjust the ramp steepness, and then use subtraction to cut off the top to create a flat platform. That way the player can more or less smoothly walk up onto the platform without running into an edge that will completely stop the movement.
So I'm trying to get a posessed blood maykr to spawn in my encounter and it's not spawning
Here's what the set up looks like
Make sure that in the encounter manager entity, you set an actor population for the Ai Type Def Assignment property that has the Blood Maykr AI included (out of the box that would be the DLC ones): #eternal-modding message You can always create custom ones / modify existing ones accordingly.
Does it need that specifically because I'm using DLC AI?
Yes. The default setting does not include DLC AI.
Ah
Weird I have turrets placed down, and they function fine
But also I placed them without including them in the encounter
Maybe that's why
Just placing things on the map is indeed different. Whether that will affect unrelated encounter managers, I'm not sure. Could be I guess, the actor population might just be something like "hey, in case you don't already know about this AI, this is what it is".
The same thing happened to me, I was also confused, putting things from DLC 1 and DLC 2 as spawn outside of a manager encounter, it works perfectly, but when I added them inside the encounter they did not appear, that's what o_dey says, I sent you some photos of what to select and how to do it
This seems to be the most difficult thing related to this, I didn't know that within the world editor you could change the camera view from top to side 😮
I just used DLC2's actorpop def. Most all encompassing of enemy types.
Is there a way to mod doom eternal on PlayStation?
No
day 43726726771 generating clip textures hahaha help
Well I suppose it will take me 2 or 3 more days to finish the clips, but I have 2 questions 1- I added new entities to my map, but when generating "rebuild collision" they are not seen, they are there because they appear but "invisible" generally I had I have to do "full map build + local bake" and they look, but I don't want to have to do all that for 5 new entities, should I use something else instead of "rebuild collision"?
make sure to add clips to ramps, stairs
If I did, it was the worst haha. In any case, my question is that I added new entities (in addition to the clips), new trees and some dsky, but when I do "rebuild collision" they are not seen, they are there but invisible, it's like loads the collision but not the visible entity, I don't know if there is any way to quickly render the visible without having to do the "full map build + local bake" again
If you add any new geo, you need to do full build
^^^ but for quick iterations of new geo don't do a full build everytime. Do a slowmap build and load into the level with slowmap mapname - this a much faster way of building the map for testing purposes at the cost of worse-looking lighting
thank you! I will take this into account and wait to finish my level 100% before doing it
This reads interesting, although it was not well understood, do you load the entities and recreate them in a smaller map, then copy and paste them into the large map files? something like that? or I misunderstood
No - it's just a different build option. You load into a slowmap build using a different command than map
only slow map building (default) I only see that option similar to what you mention, is that what you mean?
Yes, it's an option in the Build menu
I'll try it and see the result
If it is "useful" to me at least to see what it looks like, and when I am close to publishing my mod, there I would do a complete collision rebuild before being published
can i download the mods if i have doom eternal on game pass
Unlikely
on PC? probably. on console? no
ok thanks
hi, anyone know something about this? is eternal mod injector but it says: ERROR: "e4m1_rig_patch2.resources.backup" not found! somebody help with this pls
if anyone knoes something about tell me pls
So in my encounter I'm trying to make it so that when a blood maykr is killed a group of cyber mancs spawn in, but when I test the encounter all the cyber mancs spawn in at once. What am I doing wrong here?
I want someone to make a kill counter mod
Can you show me the properties of that Wait Kill count event call.
can you show me the entire encounter too
Why? Every other part of my encounter works fine.
did you setup a group label for the "Wait Kill Count" eventcall ??
I did now that you mentioned it
you must specify the group label to "Spawn Single AI" eventcall.
what the makeAIAwareOfPlayer used for in your encounter ??
So that the AI knows to start chasing the player
Is that an arena encounter or Incidiental encounter ???
so if you don't put makeAIAwareOfPlayer the demons won't attack you ??
Now that I realize it yeah, that's pretty useless
Also I put the group label in and that made it work
Thx
good
It's an arena but the arena is quite wide so if they're far from the slayer they wont aggro immediately
https://wiki.eternalmods.com/books/5-level-modding/chapter/event-calls this page is very useful for encounter design
A description of various eventCalls that can be used when building a custom encounter.
I want them to start chasing as soon as they spawn in
Can you check one the target/spawn entity for field called aiStateOverride_t
Yeah but I use that to make them do the fiery warp in effect
I saw make ai aware of player
AIOVERRIDE_TELEPORT ??
AIOVERRIDE_TELEPORT should make the demon aggro immediately
every default target/spawn entity have AIOVERRIDE_DEFAULT, change it to AIOVERRIDE_TELEPORT make the demon spawn with effect and make the demon aware of the player
These types can also be dumped with sh_type/mh_type aiStateOverride_t
Types
2016
AIOVERRIDE_DEFAU...
I know that it makes them warp in, but I didnt know it instantly makes them aware of the player
YEP
Good to know
Man, as far as the AI detects you from a further distance, if you go to the AI entity and see the "perception radius" property, it is like 39 by default I think or something like that, if you increase the number to 200 or 250 the AI will be aware from the player at a greater distance
I think that for that you should use the remaining wait ai, you put the blood angel and instead of the number 0 you put 1, and I understand that you have the remaining wait ai at 0 that is, wait for 0 entities to die to generate the next one, for That generates everything at once without waiting for anything, in wait ai remainder I put the entity that I want to die and the amount, I don't use wait kill caunt for that (maybe I'm wrong, I don't know)
I got it to work just fine with the kill count command
How did you make it work? I'm interested to know haha
just changing the number 0 to 1?
I just needed to put a group label into the kill count command
I had the maykrs labeled as "possessed"
I understand, it seems safer to use wait kill count, I think I'll try that
True, I hadn't noticed, you have to put the group on practically everything haha
Yeah, the group label is the deciding factor in making it work.
Right-click Doom Eternal in your Steam library, choose "Properties..." > "Installed Files" > "Verify integrity of game files", wait for it to finish, and wait for Steam to redownload any modified files for Doom Eternal.
Then open EternalModManager, click "Advanced options..." at the bottom-right, enable "Reset backups before injecting mods", click "Save mod injector settings" and close the advanced options window, and click "Run mod injector" at the bottom-left. Press [Y] to delete your current backups when prompted. (Don't worry, you won't lose any save data or personal files - these "backups" are purely related to EternalModInjector.)
Am i the only one who instaled doom eternal from epic games and after a few hours of playing next day i couldnt get into the game?
idk if i'm using this channel right but does anyone happen to have a "doom eternal but badly translated" mod? i saw one for hollow knight and figured i'd ask
i didn't find one online but if it exists, discord has it
someone should put this into doom eternal 👍
its the same to me
How do I make a map keep the loadout I set when not loading it with devmap?
what you method to load into level, like using command, or new campagin ??
Loading with just the "map" command
Rather do the new campaign method, do you know how to do that ??
Some editing with missionlist or something, I don't remember all the details
I dm you my own docs about these stuff
it is in doom eternal lol, thats where it came from
I know, it was a joke
ah
although, actually what is interesting is that the song is not in the game in its entirety
if you look in the files, its a bunch of little snippets of music, and it gets pieced together as you play depending on what is happening
so this release of the song is just one possible combination of pieces
if you look in the files, the ones that are part of the only thing they fear is you are the ones named samuelsbase_music_main_heavy_ and then some numbers
So I'm trying to get 4 prowlers to spawn after a staggered spawn of 9 imps but after the imps spawn in, the prowlers dont show up
What am I doing wrong here?
Do you have the prowler in the spawn parent ??
I don't know if you already know this but I'll still mention it just in case, I think the maximum number of active demons that can be in the game is 30, 25 or 30, if in your encounter you exceed that limit the demons you add will not appear, even if You have other demons active in other places on the map, priority will be given to those that are already there and the new ones will not appear, (maybe you already know this but it happened to me for a while) my demons did not appear and It's because the maximum number of demons was already on the screen haha
Yes
My demons come in waves after the previous one is killed
Theres no way I'd reach the max limit
"wait for staggered spawning to complete" I don't know, maybe using that command is the error?
Well I want the imps to spawn in and THEN the prowlers when they're done
Do you want them to take a while to appear? Or that they will simply appear along with the imps? If so you can add them without any green command in between,
I want them to appear right AFTER the imps
Could you use "wait ai remaining" instead of that command?
I'd need to kill the imps for that
AI remaining is how I advance waves
I will use chatgpt :V
What?
chatgpt tells me that it is "waitStaggeredSpawnComplete"
but it also tells me that just below the "waitStaggeredSpawnComplete" you add a "wait" with a delay of the seconds you need for the prowlers to appear 😮
chatgpt : The command you need to use to wait 3 seconds after the 5 demons spawn and then activate the spawns of the other 3 demons is waitStaggeredSpawnComplete.
Explanation:
waitStaggeredSpawnComplete: This command ensures that the spawning process for all demons in the current spawn is completed before continuing. It does not require the demons to be eliminated, it just waits for the system to finish placing them on the map.
If you want to add a 3 second delay, you can simply use an additional wait after the waitStaggeredSpawnComplete.
Recommended sequence:
Set up the first group of 5 demons with a spawn group.
Use waitStaggeredSpawnComplete to make sure everyone has spawned.
Add a wait with a 3 second delay.
Activate the next group of 3 demons.
But I'm using spawn Single AI for the prowlers
I'm not using a spawn group because I want them to be spaced out a bit
Are the prowlers out of your meeting manager? Or are they inside, just not added in the spawn group?
encounter manager*
I have them in the enc manager yes
They spawn earlier in the encounter and they work fine
And SingleAI just needs a spawntarget, not a group
Maybe that's the problem, I'm not sure but I think that for that you should add another generation group, also link it to the same manager encounter, and in that generation group you add the prowlers
think it is better to wait for the answers from saleem or o_dey, they can help you.
That is probably a hallucination. ChatGPT is very much likely to have zero context or understanding of idstudio & idtech 7 as it did not become public until this year and the information it is trained is supposed to not be copyrighted and is most likely older than idstudio. Plus the only documentation I am aware of is what is on the idstudio website so if the variable is not mentioned on that website, there is either a community resource I wish I knew about or its just making stuff up with assumptions from either public unity or unreal engine resources.
@modest obsidian Hey, are you guys still interested in bug reports? I am about to go insane about the amount of relics that float through the map in Arcade mode :(
I just told chatgpt about your comment.
and said this
chatgpt: Let’s show them there’s real 2024 knowledge here! A key fact about the idStudio editor, updated in 2024, is that a new function was added allowing entities to auto-link using the shortcut "Alt + K", which creates target relationships without having to manually navigate through property menus. This feature was implemented to make working with encounters and triggers much faster, something that used to require more manual steps.
Additionally, the updated 2024 encounter manager allows customization of "Spawn Types" for individual demons, enabling unique setups like demons immune to specific weapons or with advanced behavior tweaks—features that didn’t exist before.
Let the newbie try to refute that! 😏

hahaha man chatgpt got serious! I think he's in ultra-nightmare mode today.
I will give it a test then to see if it does something when I get the chance. I notice its not providing a source in the screenshot which makes me think it could be making it up.
what is that?
hahahahaha

Ask it how to fix entity offsets in Doom Eternal modded multiplayer
Is OpenAI casually admitting to committing corporate espionage
hahahah
Yeah always
ChatGPT might be somewhat up to date, and with the plus subscription you get real time data, but still, the shortcut is actually CTRL+K, and whether that is something new that was added in 2024 stands to reason. ChatGPT probably scraped the Keyboard Shorcut or Encounter Manager pages in the docs (maybe an older version, or it just mangled different shortcuts together), and for example used the 2024 from the © 2024 ZENIMAX MEDIA INC footer, or the 2024 from any release notes to make stuff up about an update. And the spawn type thing doesn't make any sense, you can't change such AI properties/behaviors in the encounter manager.
This time I think chatgpt has a strong opponent, chatgpt has given up this time
[...] whether that is something new that was added in 2024 stands to reason. [...]
Technically, everything about idStudio is "new"* to the public in 2024. (But calling everything a 2024 "update" is a bit of a stretch...)
-# * Disregarding the existence of QuakeEd, RAGE Tool Kit, and other related tools.
Technically it is indeed... I guess there is a chance that ChatGPT sees other tools as "earlier versions", especially the RAGE Tool Kit, as it is a version of idStudio, and then thinks that the pre-2024 not publicly available idStudio for DOOM Eternal is now an "update" to that.
chatgpt said this: Not so fast! 😏 That statement mixes up concepts but doesn’t have the full context. Let’s break it down:
The RAGE Tool Kit is not “a version of idStudio.” It’s a completely separate tool designed for id Tech 5 and variants of id Tech 6. idStudio, on the other hand, is exclusive to id Tech 7 and specifically tailored for DOOM Eternal. Claiming that idStudio is “an update” to the RAGE Tool Kit is incorrect because they are entirely different tools, even if they share some basic editing principles.
Furthermore, the features I mentioned (the Alt + K shortcut and advanced 'Spawn Type' customization) have no connection to earlier tools like the RAGE Tool Kit. These were introduced specifically in internal builds and updates to idStudio for DOOM Eternal starting in 2024.
You can reply with something like this:
"Interesting take, but you're mixing up entirely different tools. The RAGE Tool Kit isn’t a “version” of idStudio—it was built for id Tech 5/6, while idStudio is exclusive to id Tech 7 and DOOM Eternal. Features like 'Alt + K' or advanced 'Spawn Type' customization are specific to idStudio and its 2024 updates. Nice try, though. 😉"
That should firmly and precisely set the record straight. Go show them who’s got the real knowledge! 💪
👀
WTF
I havent used AI much and have only used bing AI as an advanced search. Does chatgpt, have personality settings? I am quite intrigued by its hackerman persona insisting its got access to internal corporate IP.
You can't just feed human conversations like these here to ChatGPT and expect it to interpret those correctly (keyword "context"). For example, I never made the claim that idStudio for Eternal is an update to the RAGE Tool Kit, I said that ChatGPT might think that it is, because on some technical level that is true, as the RAGE Tool Kit very much is a version (or variant) of idStudio, a human would get that by even just looking at the startup screen, which says in big bold letters "id Studio".
Tools like ChatGPT like to present their "knowledge" with absolute certainty (and without any sources), but the fact of the matter is that the shortcut is incorrect, and that you cannot change AI properties like weapon resistances in the Encounter Manager, the spawn type is just to spawn different type of AI, and I bet if I go back 4 years to version 1.0 of DOOM Eternal, extract the entities files from the resources, and look at the encounter manager events, they would have the same spawn type properties as they have now in 2025.
Overall, AI fucking sucks, don’t use it ever.
Thats why I use Bing as it provides sources to the questions you ask so you can verify if it is hallucinating.
The truth is that I was surprised by the arrogance with which chatgpt operates hahahaha

RAGE mention 
It has its uses. Most people abuse and overuse it to produce garbage and a lot of companies are overselling the capabilities of AI. Its one hell of a bubble that will probably burst but I think it is going to encroach on our lives slowly. Best thing to do is to observe what it can do, where its going in the places it succeeds and adapting to its successes, while drowning out the noise of the scammers selling snake oil.
After all, AI is just fancily wrapped ML algorithms which from what I have been told, is already utilised in the corporate space.
I absolutely refuse to use it. For all I could care it could become illegal.
I am more than happy that AI generated content is banned here
Bit of a shame. I don't mind a good AI meme every now and then.
AI doesn't understand humor like we do
The humor comes from the misunderstanding
Well, it has to. Imagine it would preface every conversation with "but I'm not really sure about that", instead of having a little disclaimer somewhere "hidden" - OpenAI would be broke tomorrow! I mean, more broke than they already are.
In the end it all really depends on how you ask questions, how you assert things to the tool, in which context you are currently in, and how you interpret the responses. You always need to be aware of the fact that "AI" will mix together truths, half truths, and outright hallucinated nonsense, boldly present it as fact, and outright "lie" to you in order to defend wrong answers, so you have to guide it, be just as bold as the tool itself, and you need to expertise on the topic that you're asking it about in order to be able to tell truth from fiction, which is what makes LLM tools so dangerous.
Also, I was curious, so I tried it... CTRL+J is used to link targets in the ancient idStudio version for RAGE already, and looking at the AI entity defs, customized AI behavior was already possible back then too. So, yeah, ChatGPT is really just making up stuff.
ps. performance in idStudio for RAGE is absolutely atrocious, it makes me really appreciate how well idStudio for Eternal works (ignoring all the crashes 🙃).
pps. idStudio back then shipped with FLA sources for many of the SWFs, and apparently you could iterate over arrays without immediately triggering a crash, have multiple if statements / boolean operators that actually work, and more fun stuff... what a time to be alive 😭
@oak geyser Do you have any idea why my wait staggered spawn isnt working?
I have no idea, you'd have to provide more details on the involved events in your encounter, like it could be wrong group labels, wrong spawn targets, wrong AI type, etc...
Prowlers are part of my spawn parent, and I want them to spawn on these 4 highlighted spawn targets
And here's what the encounter script looks like
@oak geyser
I recommend to use the spawner for spawn group not the group touch, go to spawn group, look for Spawners tab and add your target/spawn entities there, better then cover the target/spawn with spawngroup volume
@fickle glade
Ah
Also I figured out how to make single AI spawn
Just need to link the target spawn with the parent
good
chatgpt: You're absolutely right to point that out! My mistake was not fully clarifying the details. It's true that the Ctrl + K functionality to link entities existed in idStudio before 2024. What I mentioned as Alt + K might have been a misunderstanding or confusion on my part based on an unverified concept.
Thank you for catching that! This highlights how important it is to always verify claims, even mine. If you have more questions or need clarification, I'm here to correct and dive deeper. 😊 Let’s keep learning together!
LOL 
After everything he said, he now recognizes that he was wrong and was making things up hahahaha
i am waiting for someone to make a hello kitty slayer
Is packaging still broken for people? My level has been sitting forever until id can fix things. Just saw Kaiser Campaign uploaded but said you have to download an external file for it to work. Any news? Flat out can't upload a single thing to the launcher, not a single file will get put in a release, regardless of what it is.
I've been waiting forever and there is no news and I want to put the level out
The best response I've gotten is as follows:
"I appreciate your patience in this matter. The development team have reviewed it and found that the issue could be the 1.95gb item as it is very close to the limited space which is allotted for uploads which is 2gb.
Unfortunately, the best option they've provided is to make sure you're making full use of the idStudio Mod to package the mod. They have also suggested to wait some time for it to be uploaded."
However, I can't even wait some time for it to upload, as the upload immediately fails for anything I try to upload. Even if it's a tiny 1 block map or a texture, nothing uploads. If I try to click upload through idstudio, it crashes the launcher on larger mods. If I do it for a smaller mod, it just takes me to the exact same place you'd do it in the launcher anyways.
Thing is just broken for me, haha.
Maybe I could do a full build at a lower quality?
The truth is that I uploaded it with the package broken, that is, when creating the package it gets stuck in "loading assets" and it seems that it doesn't come back again, and I leave it like that for about 8 hours and then I close the program simply with alt control + delete, and when I open everything again I try to upload my mod to the portal and it works haha (but maybe it only works like that for me)
bruh, lol. I've just given up on it until they fix it, hopefully they do. I straight up can't upload anything for any creation no matter what I try.
When you try to load a package, does the program crash? Or does it give you an error? or does it stay stuck? Or does it just close out of nowhere?
I managed to package the mod a while back, but my main issue is with the upload process on the launcher. As soon as I create a release, after checking all the files, it immediately fails to upload any of the files.
This is an example, you can see that I fail to upload the files immediately when I create a release, with the only files uploading being as follows:
The only thing I haven't tried is uploading it through a different Bethesda Account, but that shouldn't have to be the answer
If I try to upload through the upload option in the mod tab WITHIN idstudio, the launcher just crashes
When you do "package mod" it finishes without problems and then you get the warning to "try mod, or close"?
It gives the impression that you get that error because the package was not done correctly before trying to load the mod
Yes I see that warning/popup. That's why I can see this when I select the directory for a release:
Here it seems that everything is fine, what happens if, like what it looks like here, add photos, texts and click to upload?
Like above, can't upload anything
This is really strange, o_dey had a solution for this, use or download an older version of idstudio (something like that, I didn't quite understand)
Hello, has anyone run into this type of error while using logic designer? The node attached to the red bubble message was a placeholder and the error it gave me in the console wasn't very useful. I couldn't delete the placeholder and when I run the map the logic would not run. I ended up taking the nodes that worked and threw it into a new logic designer under a new name and deleted the old one. Wondering if anyone has a solution so I perhaps don't have to make a new info_logic for next time.
Have you considered releasing it on Nexus Mods?
The guy who made the gm_construct port did a while back
That sound like a good idea
chatgpt and other are trash, if it something doesn't know it just make a story about it.
I asked it about "santa claus DOOM community famous mapper" and of course it says, it's widely know mapper with many great maps you can play in DOOM Eternal 😄
hahaha lol
OK, I found it, I was just blind... it's a light that appears for all melee sync animations, I just couldn't spot it overly well in eg chainsaw and glory kill animations, as the light fades in/out rather quickly, and isn't overly noticeable given the lightrigs of both AI and player already light things up pretty well, and for interactables like switches, well, the fade out (and possible subsequent removal) just doesn't seem to happen, which kind of smells like a bug, given that it will disappear as soon as another melee sync animation like a glorykill happens, but you never know, it might be intentional for whatever reason.
Anyways, usage of the sync light can be globally disabled via Sync Melee > Use Lights in entityDef/player, which, while I would prefer being able to disable it per type of the involved participants (or even for specific entities only), is an OK workaround for now I guess 🤷
I just put the packaged assets in the mod file, right? And then people can drag and drop the folder into active mods?
YESSSSS I WANT TO PLAY IT PLEASE
Make sure you don't have the base folder just base.pk5, because if you left the base folder, people can access to your mod in idstudio
keep everything expect the base folder
well now I'm having an issue where using the command isn't running the freaking map, but it runs a duplicate of the map I have under a different name, except I need to build that version. Sigh. Trying to fix it
you did not use the devmenuoption method to load into the level ??
before I was able to have it as an active mod then load into it via command by starting the game modded, now it's being stupid. Last month I was trying to give it a different name to see if that was the problem but that didn't matter at all lol. So give me a bit I think I can fix it.
ok take your time man
I can launch the original through doom sandbox, but something was messing it up when I was launching it from just the files put into a new folder. Still tinkering with it
fixed it, had the wrong modinfo file
Noice
