#eternal-modding

1 messages Β· Page 16 of 1

tight hinge
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show level so I can judge it hehehehe

fickle glade
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This is how it is so far

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I'm calling it UAC Plaza

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I want to make Earth levels a lot

tight hinge
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reminds me of a gas station for some reason

fickle glade
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lol

tight hinge
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cool start tho

fickle glade
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its the roof and pillars on the right huh?

tight hinge
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yeah lmao

fickle glade
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Mainly gonna use ARC Complex and SGN assets for this one

topaz fulcrum
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Here is a super quick example of my workflow.

This is how I do it and there may be better ways out there, but it's very quick to setup an arena and get it playable.

As for how any traversals you need and any best practices, I am not sure. I would need to analyze official maps but here are a few thing things I follow:

  1. I avoid overlapping traversals so AI don't run into each other when trying to jump to different places.

  2. Depending on the size of the area, have more than 1 way to a platform can be good so that AI all route the exact same way and it helps AI flow more organically (don't go overboard though as for large maps there may be AI pathfinding/performance hits I am not aware of)

  3. I like to add traversals to their own reference map, this is so they're easy to work with and easy to delete and redo, especially as I am iterating on a layout I may just delete a bunch of traversals and redo them after geo updates, so having them all in 1 map makes them easy to work with. (Dragging a box around them and using the option to select everything inside the box works wonders)

molten token
tight hinge
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This, refmap for traversals is great

molten token
tight hinge
molten token
topaz fulcrum
# molten token I've never used refmaps before. Can I create one at any time? That is, can I cre...

Yep! Under Tools-> Map Manager you can add a new ref map.
Fill in the **Label **field but leave the rest.
You can also toggle these on/off with the checkboxes which is really handy. Also when you load your map you will get a prompt to load different ref maps, this can be useful if you just wanna look at something and don't wanna load everything (art for example)
Ref Maps are not the same as Layers or Groups but might feel similar, but shouldn't be confused.

Official maps use a lot of reference maps. I added a screenshot of Exultias ref maps. Each level is a little different, probably down to the preference of the designers and artists working on it.

Note: They don't have a ref map for Traversals, they often put them in AI or another gameplay ref map. I'd still recommend creating one for them, you can always move them later on.

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If you want to move things to another ref map to another you can select what you want to move then right click the reference map you want to move them to and there should be an option to "Move Selected to Map".

tight hinge
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here is how I have mine

hidden mason
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cracked version runs better for dlc some how

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left is cracked, right is paid

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190fps vs 165fps is a decent diffrence

molten token
molten token
topaz fulcrum
polar nexus
topaz fulcrum
molten token
topaz fulcrum
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Yep.

If you use version control I would recommend making a backup before you start moving all your stuff around, just to be safe.

molten token
molten token
tight hinge
molten token
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Could someone make a video copying a single feature from one reference map to another? Only if you can, of course, I'd be very grateful.

topaz fulcrum
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If you double click the traversalpoint map you will 'activate' that map. and anything you add will live in the traversalpoint map.

If you want to move things to that map, double click the map where you have the entities (samur_lasers) select the traversals or stuff you wanna move, then right click the traversalpoint map and you should see an option to move them to it, then double click the traversalpoint map and you can now edit them

molten token
tight hinge
molten token
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I was able to do it now, I understood, thank you both very much!!!!!

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thanks you!

topaz fulcrum
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Here is a super quick video of the right click option.

There are a ton of traversals so I also added a hellknight and move him to another ref map.

If you use the copy paste route, the naming of those objects may change when you hit paste, while moving them to another ref map using the right click option generally retains their current name unless there is a conflict. This may not be an issue but if you like to have good naming then just keep that in mind.

tight hinge
hidden mason
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i need old version of mod injetor

tight hinge
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another thing that is useful if you work with multiple refmaps, if you want to find something but you don't know which refmap it is, you can do shift, alt, ctrl and left click on an object

hidden mason
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like the one before rev 3 or whatever

topaz fulcrum
tight hinge
hidden mason
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does anyone have a download link for the old doom injetor

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6.66 rev 2

tight hinge
hidden mason
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the old one works better

tight hinge
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@topaz fulcrum you working on a full level?

molten token
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Well, thank you both very much for your help, I really appreciate it.

topaz fulcrum
tight hinge
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mind showing?

tight hinge
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this is my map's current progress, mostly been reworking stuff

oak geyser
tight hinge
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I clearly didn't steal anything from Mars Core, not at all

molten token
# tight hinge

I like it! How long do you think your map will be until it's published? Is that purple thing like a "camera" item?

oak geyser
tight hinge
molten token
# tight hinge No clue how much time it will take as it will be a full length level and I'm slo...

I understand! I've been waiting for a long time for a new full level haha ​​(I really like full levels that aren't just arenas) someone was making a "sub zero" level I'm also waiting for that level, it would be great if someone could order an installable campaign with 8 or 9 of our levels in order, and give it a campaign name and our credits on it, it would feel like a new official eternal campaign

molten token
tight hinge
topaz fulcrum
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Here are some screenshots of what I am working on. It's pure blockout and gameplay, no art.

topaz fulcrum
tight hinge
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looks dope, Cultist Base themed?

topaz fulcrum
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Yep, I like snow maps!

tight hinge
topaz fulcrum
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I have a hell map cooking too but there are still things I need to work out.

tight hinge
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I had plans for a sentinel level and another inside of the cultist ship (the one that is on my level)

topaz fulcrum
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I wish there were more time in the day to work on this stuff. It gets addictive!

tight hinge
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Same, but job exists

polar nexus
tight hinge
polar nexus
tight hinge
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Yeah sorry, I'm slow at making stuff

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Mars core assets are hard

polar nexus
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full release will prolly be easier and faster i'm assuming

tight hinge
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Probably yeah, the outer space parts are the ones that are taking the most time

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I think once I start working on the moon section it will be faster

fickle glade
vocal adder
flat wave
vocal adder
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Dang

ancient shard
fickle glade
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Map progress report

twin otter
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Hi, couple of questions. Does anyone know if there is a video for the GDQ event that happened? I was very much asleep when it was on.

Secondly, I've looked in the pins and had a Google but are there any recommended guides for how to start modding for eternal?

halcyon stratus
oblique dirge
cyan quartz
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Can anyone help me figure out why Eternal keeps softlocking on PC? Ever since the official mod support update, the game softlocks any time I load a checkpoint, or restart a level, be it from the pause menu, or after dying. I own the game on PS4/5, so I can still play it on there without softlocks, but I want the mods I can get on PC. I use both the official mod loader and the old mod injector for mods that haven't been ported to the official one.

polar nexus
mighty scroll
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guys, i bought the one year pass and it does not includes the campaing... does the mod injector works on that version?

mighty scroll
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nope, is my first time buying something on steam and i picked the one year pass

flat wave
molten token
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I have a question: If I deactivate a map and only have one ref map "active" with those two tickets, when I do a full map build + local bake, will it only render that selected ref map? Or will it render my entire map?

atomic bay
# mighty scroll guys, i bought the one year pass and it does not includes the campaing... does t...

guys, i bought the one year pass and it does not includes the campaing... does the mod injector works on that version?
Yes, and I assume that PC Mod Preview/idStudio mods also work. See #eternal-modding message for both EternalModInjector and PC Mod Preview instructions.

nope, is my first time buying something on steam and i picked the one year pass
If you bought the Year One Pass by mistake (and less than two weeks ago), and you've played the game for less than two hours, you can request a refund: help dot steampowered dot com/en/faqs/view/784C-923B-A4A1-C825
-# (This server doesn't allow "help dot steampowered dot com" links, so you'll have to input the URL manually. 🀷)
A reason like "I meant to purchase the game's Deluxe Edition instead" (or "Standard Edition") is perfectly valid by Steam.

oblique dirge
atomic bay
wispy zealot
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where can I find the sfx for the glory kill ping in doom eternal

north warren
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anyone know whats causing the text to show up like this?

flat wave
north warren
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alr ill check that out, and ty

flat wave
north warren
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fixed it

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thanks

flat wave
arctic socket
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I have a idea but I don't know how to mod the idea is a classic doom mod where you can't look up or down and can only shoot from the middle like in the classic doom games

golden jasper
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how do i play level mods

maiden goblet
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will idStudio have a future to create content for upcomming Quake/Doom multiplayer?

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please say "yes"

tight hinge
maiden goblet
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but the editor will surely look the same, right?

tight hinge
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probably, but I don't know if they are planning on releasing tools for next games

maiden goblet
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id should though

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maybe a new Quake?

tight hinge
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eh, I wouldn't get my hopes up on new Quake games, since Doom is easily more profitable

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Doom Eternal plays very similar to Quake already

oblique dirge
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Is there release other stuff in this engine your computer will be overloaded with assets. It be insane how much you would have to download.

maiden goblet
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should we get our hopes up, for multiplayer mode for Doom the Dark Ages?

neon mango
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No.

maiden goblet
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rly!?

neon mango
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They're not making a multiplayer.

maiden goblet
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darn

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remaster Quake III Arena?

neon mango
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I'm pretty sure they're sticking to DOOM.
They're probably already thinking of making the next game.

maiden goblet
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it's a pity, as Doom was a groundbreaking multiplayer game, back in the days

maiden goblet
neon mango
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Not id.

maiden goblet
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true that

neon mango
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I think if they're handing it off, 100%, they're not going to think about Quake, they're focused on primarily DOOM.
I'm going to stop talking about this though here because this isn't the channel for it, if you want to keep talking about it, we can talk in #general.

maiden goblet
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ok. thanks

halcyon stratus
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Quake 4 hopefully.

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Curious, anyone tried swapping the default SSG model with the Marauder's?

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I think his looks better honestly.

oak geyser
elder current
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I desperately wanna see DOOM 1 & 2 remade as Eternal mods...

molten token
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Well "I think" no one answered me, if I create a new "ref map" and add fun static entities to that ref map, when I rebuild collision they are not seen, but if I deactivate the other maps and only leave this new ref map active with those entities and click "full map build + local bake" starting to compare all the reff maps? Or just the one selected? I got the impression that it started compiling absolutely everything! How can I do it to create a new reference map with entities and only make a full map to build that reference map? I mean, when doing that, will they stop having created the collisions of the other ref maps? I'm having a lot of problems with this.

molten token
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let's see. what I want is to take the entire nav and some static func entities to a ref map separate from my map, in which I can use "full map + local bake" and then rebuild compilation + navigation, and this only affects my new ref map, not my full map with all the triggers entities light points, is this possible somehow? or when doing full map + local bake will it drag everything? according to what I read, they become totally independent maps, but I don't know how to do it to create them and make them independent of my central map, should I change the name in output path? someone help me please haha

tight hinge
molten token
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if you notice I first activated only the ref maps that had the platforms on the sides, and I put collision + navigation and it worked, but if I then deactivate them and activate everything in the center, when I rebuild collision + navigation now the ones in the center work but not the ones on the sides, so there is no way to make the nav little by little? that is my question, I have a very large map (which is not this one, it is Heaven Ascent) and I would like to rewrite the nav by sections, but if I rewrite a new section, the previous one is reset as seen in this video or am I doing something wrong?

tight hinge
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just check every option and compile it, no reason to do it little by little

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everytime you only compile specific ones, when you try to compile the other ones it will be overwritten

molten token
# tight hinge everytime you only compile specific ones, when you try to compile the other ones...

Look, my map "Heaven Ascent" I spent 56 hours compiling the nav (today at 2 in the afternoon I had to cancel it or it was going to the 4th day since it got stuck at 0% without advancing for at least 6 hours straight) so I assumed that my nav is TOO HUGE because it hadn't happened to me before, that's why I want to compile it little by little and that way it detects which part of the nav is taking a long time or something like that

tight hinge
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56 hours to build nav? Mine takes 20 seconds

molten token
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That's why I want to know if it's possible to compile the nav little by little with ref maps, or if it really IS NOT possible and I don't know what to do haha

tight hinge
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what specs do you have?

molten token
# tight hinge 56 hours to build nav? Mine takes 20 seconds

exactly 😦 I put rebuild collision + navigation and it took me 56 hours to compile, I tried it a day before but after 2 days I also had to cancel it, when I published the map "heaven ascent" at Christmas it took 9 hours of full map build + local bake and 6 hours of "rebuild collision + navigation" I don't really know why it now takes 56 hours, I added quite a few entities to the nav but not so much that it now takes more than double or triple or more in reality

molten token
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and nvidia GTX 1660 super

tight hinge
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did you add only clip brushes to the nav group?

molten token
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Well not really, some static func too and the huge tree in the center of my level haha ​​but mostly I didn't add many static func after I published it at Christmas, actually I added more clip brushes

tight hinge
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only add clip brushes to the nav group, nothing else

molten token
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think that in my heaven ascent level that I published at christmas, I had like 500 static func added to the nav (since I won't use clip brushes) and now I removed 90% of those from my nav and added clip brushes and it gives me this error, I don't understand what the problem is, I'll try to simplify it as much as I can, really isn't there a way to create the nav little by little or by sections? how do they do it to remake several arenas? do they compile the whole nav together or by sections?

tight hinge
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I think the reason why it's taking so long is because you are trying to create clipping in objects which have very complex clipping and is not being done by brushes

molten token
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that's what I did in the end, I replaced those static func with clip brushes, I left the "content filter" disabled for the player and the demons, the only thing I find "strange" is that now I have less than 20% of static func added to the nav than I had before and it took so long, anyway if "there is" no way to compile the nav little by little, I will have no choice but to make sure to leave only clip brushes, the bad thing about not having worked with ref maps before is that I have like 100000 entities added to the nav including clip brushes and it's going to be a headache

tight hinge
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Bruh

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Wtf did you add to the nav group?

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No wonder why it's taking 56 hours, 100000 entities in the nav group?

molten token
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Let's see, I'll try to open it and record something or put photos.

tight hinge
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Don't tell me you added every single static model to the nav group

molten token
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Well, it was to give a big number hahaha but it's probably around 6 thousand or something like that (I'll have to see)

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I'm sure I removed the static models that I replaced with clip brushes instead, added them to a "remove clip" group and set them to remove from clip group.

molten token
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Well, actually, I have a lot of static functions, hahahahaha

tight hinge
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πŸ’€ πŸ’€ πŸ’€

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As I said, only put clip brushes on the nav group

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Not only that, you should use clip no areas in places where demons can't use nav, like vertical brushes and all that

molten token
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And how can I replace trees with paintbrushes? It seems almost impossible.

tight hinge
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What type of clip brush are you using?

molten token
molten token
tight hinge
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then try to build nav and see if it takes as long as it normally takes

molten token
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I just need to remove all the "static func" from my navigation and try to compile the navigation to see if it takes less time now?

tight hinge
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correct

molten token
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it's a good idea, I don't know why I didn't think of it before, I'll try it (but even so I think it would take a few hours, maybe I won't respond until tomorrow hahaha)

tight hinge
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not to sound mean or anything, but I think it's also taking a long time to compile it because the map is not scaled properly, it's way too big compared to the slayer scale, you should use scale_guy model for your next project if you plan on doing it

molten token
tight hinge
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scale_guy is a model that you can use to know the size of the slayer compared to the map

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you'll see how huge the map is compared to it

molten token
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But what is that? Is it built into id studio? Is it something from the injector mod or something?

tight hinge
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go to add new model and search scale_guy

molten token
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Well, I have to say that I had never made a mod before and I learned how to use it in August of last year, I don't really know much beyond what I've asked in this group before.

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Sure, it looks like an "ant" or "bug" character, at least it gives it a Toystory or Army Men feel haha.

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It looks very small in reality, I have to say that I would have to see a similar photo of a well-done project to calculate sizes as well.

tight hinge
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I could give you an example of my level once I get home

molten token
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Okay, that would be great! I'll be waiting for that (I've already removed the static functions from the nav)

molten token
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I'll see it now, if I don't answer again it's because it's compiling

molten token
# tight hinge did that improve build time?

lol, I'm back now, it actually took much less time (although I must say that I now recompiled 20% of all entities) but there were at least 2 thousand clip brushes, so at least now I know that replacing each static function with a clip will fix the problem (but from what I saw I think it was mainly the trees) thank you very much!

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Now I can go to sleep until tomorrow and I will continue working on my level.

tight hinge
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so it compiled in minutes?

molten token
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thank you!!!

molten token
polar nexus
tight hinge
halcyon stratus
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The sleek blue tech panels are sexy.

molten token
# tight hinge

That level looks great, well there's quite a difference, but in some more "open" section of your level I suppose the slayer will look smaller like in mine or not?

tight hinge
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uhh I'll give an example on one of my big arenas

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here is in a smaller one

molten token
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Man, actually my sand is exaggeratedly big hahahahaha

halcyon stratus
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I always get a laugh from the nonexistent player step height. It's like Doomguy gained the ability to jump but in turn had to give up his ability to walk up stairs.

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Likewise his gravity is so low that running up a slope will send you flying at Mach 7.

halcyon stratus
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@simple moth You don't get enough praise for the classic Doom overhaul mod. Shit kicks ass.

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By any chance would you ever be interested in making a mod that reduces enemy speed, projectile speed and damage ala classic Doom to pair with it?

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I could commission it if you'd be up for it.

full gale
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What could go wrong if u add a AI to this convo go to @sindessa_ai on x/twitter

full gale
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Yes I may

full gale
prisma vector
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i disagree

halcyon stratus
tight hinge
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It stretches according to the size of the brush

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But you can use surface inspector to change it

arctic socket
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@tight hinge πŸ—ΏπŸ‘

rotund ore
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starting to pull into actually modding this game. I just am curious - since I am a musician - would I be able to make my own soundtracks for these mods / maps?

tight hinge
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I haven't touched music yet, but I heard its painful

full gale
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Epic

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I don’t play but sounds epic ngl

molten token
# rotund ore starting to pull into actually modding this game. I just am curious - since I am...

I'm also a musician and I intend to do the same, I've played mods where they've added or changed the music, of course it can be done, but I don't know how to do it and I don't know if I really could even with the help of those who are trying to help here haha ​​"I suppose" that you have to have the exact knowledge of the format in which the files should be rendered and change existing music files in the game for your tracks but using the name of the game files (or that's the impression I have) *
I mentioned the wrong person when I quoted the comment, sorry haha)

pulsar girder
#

pls helpppp 😭

oblique dirge
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@swift lintel

swift lintel
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done

oblique dirge
halcyon stratus
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I love finding bugs in maps that fuck with my game after 20+ attempts at clearing them.

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The first 3 Marauders that appear on Proteh's map after clearing the first wave have no fodder on maintain so you're just fucked. And no one's gonna fix it so I just wasted my time playing something unbeatable.

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Get the fuck out. Yes I'm on tilt.

polar nexus
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i wonder how it goes with the full version of levithian made by @plush thicket doomguy_thonk

plush thicket
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Gonna try to release it with my new map that working on it rn, like 2 Levels in 1 Mod

polar nexus
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I'll be waiting, good work

plush thicket
polar nexus
oblique dirge
halcyon stratus
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Man y'all are goated at detailing. Really making the art direction in this game truly pop.

tight hinge
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would be nice to see more people work on levels tho

halcyon stratus
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I've been meaning to make an exploration-based nonlinear map ala classic Doom or 2016's Foundry but never got around to it, and the proof of concept I had worked up months ago got corrupted somehow.

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On the other hand, starting out with assets instead of brush blockouts was probably a bad idea and the map would've taken me forever to finish that way.

tight hinge
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I would definetly recommend with blockouts first

halcyon stratus
#

Fuck you VEGA.

tight hinge
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Here's the blockout I've done for my next section of my map

halcyon stratus
#

Looks nifty as hell. I find it interesting how monochrome the textureset you're using is, probably intended to be complimented via ambient/colored lighting like Doom 64.

tight hinge
halcyon stratus
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Yeah, again Doom 64 made it work with colored lighting, you should be able to change that with ease.

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When I get around to it I'll make my maps dark and broody like 2016 but with a full range of color instead of orange and reds.

brazen jacinth
tight hinge
tight hinge
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I like how you think it looks like 2016, since this is meant to be a prequel level between both games

weak canopy
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@analog verge

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Thanks

polar nexus
# tight hinge

is everything completed or is it still in the development?

tight hinge
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I do plan on trying to make a playable demo this year atleast

polar nexus
tight hinge
# polar nexus aight, good luck

trust me, I'm working very hard on it to make the best level I can, but it will take a long time, it's very time consuming

polar nexus
tight hinge
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uh that won't speed up the process lol

jaunty verge
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So unmodded eternal and eternal sandbox uses saves seperately, right? so what if I put modded save into og one?

prisma vector
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You can now import save files to sandbox since the last update

atomic bay
halcyon stratus
#

The mod tools are fully usable as is right now, if you know your way around Radiant you should breeze through IDS.

tight hinge
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you use material remap for it

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kinda late but eh

halcyon stratus
#

Better nate than lever.

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Surprised there isn't a mod that restores the dynamic lights on weapon fire. 2016 had weapon muzzleflashes light up the environment, Eternal and TDA got rid of the feature.

weak canopy
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2016 didn't have a thousand effects running at once so they sticked with detail and quality

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Eternal and TDA both have alot of resource-intensive(correct me if I'm an idiot) effects and models, making the beautiful muzzleflash hard to see

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so they've probably scrapped it for better performance

halcyon stratus
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It's especially weird since TDA has forced raytracing so they either went out of their way to get rid of it or just forgot to reenable it from DE.

sick crown
oblique dirge
tight hinge
#

started to decorate this part (still wip)

plush thicket
#

still wip

polar nexus
#

i like how they cook

plush thicket
polar nexus
plush thicket
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It ok, sorry it kinda bother me

polar nexus
#

it really creeps u out, right?

plush thicket
#

No, it just weird just say something normal LOL

plush thicket
oblique dirge
polar nexus
oblique dirge
# polar nexus I'm 21

My bad but still you’re just having fun. There’s nothing wrong with that.

molten token
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Can anyone tell me what those golden pogo sticks are used for? I mean, is it a trigger for something or a "volume" that's placed around them so the Slayer can swing or jump on them?

plush thicket
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Oh you talking about the monkey bar

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what you trying to do here ??

molten token
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Is some volume or something added to that static func for the player to grab onto? Or is some property inside the static func just activated?

waxen nymph
#

He guys

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Question

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What are the limits when it comes to doom eternal modding?

unborn jungle
#

Or until the game stops working

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Lol

waxen nymph
unborn jungle
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I have no clue sorry

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I don't really mod any of my games, I'm on ps5

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So I just play the base game

tight hinge
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I was working on porting the Hellrazer, it has been painful

tight hinge
rotund ore
oblique dirge
plush thicket
#

You can post whatever you want, but in my messages don't reply to me with weird stuff

plush thicket
#

@molten token No need for prefab it easy to make

  1. You need to create new entity Right Click=>New Entity/Trigger/vault.
  2. Go to rendermodel of vault trigger entity Go to rendermodel==>Model==>Choose the vault model which Called="arena_navigation_a_swing"
  3. Build the map and monkey bar should work.
swift lintel
polar nexus
old inlet
#

me

swift lintel
#

People who aren't brainrotted.

modest brook
flat wave
molten token
unique bronze
#

Have you tried to make the older animation and icons for the guns?

weak canopy
#

Is idStudio mapping hard? Besides the details, is making a simple box with the player in it easy?

oblique dirge
fickle glade
#

Does anybody know how to scale a meterial on a brush?

weak canopy
weak canopy
oblique dirge
oblique dirge
#

My bad surface

shut tide
#

Do the custom weapon energy color mods still work?

oblique dirge
#

for me they do

shut tide
#

nice

fickle glade
polar nexus
fickle glade
#

what is this?

oak geyser
#

The batch files belong to the DOOM 64 CE mod... no idea what that person tried to do here exactly, but it should probably be cleaned up by <@&162901871168585728>

final python
#

Yeah I'm not too keen on modding eternal or 64, but batch files are immediately suspcious

#

@small narwhal None of that please

plush thicket
#

blockout version

halcyon stratus
#

God I love it.

#

Dig the use of dangling corpse decorations.

plush thicket
#

Still working in details

oblique dirge
whole cedar
#

oh my god

#

have fun more often

charred nova
#

that looks too good to be true

#

how's the performance tho?

oblique dirge
tight hinge
oblique dirge
#

By the way, I will release the file for that map, but literally like I said it’s probably gonna be unplayable cause an optimize it is but if you guys would like to know how I made it, I would be glad to share

tight hinge
#

Some new pictures with better lighting and more decoration

halcyon stratus
#

Is that a motherfuckin ceiling tentacle

halcyon stratus
#

That's.

#

Actually a pretty cool idea.

#

Gamers don't look up.

halcyon stratus
#

Good God it's functional too.

#

I love it.

polar nexus
tight hinge
#

I might need to fix that problem, the tentacle isn't ready for glory kill animations

tight hinge
plush thicket
#

Still wip, but getting there few thing in skybox and it done

tight hinge
plush thicket
tight hinge
#

la creatura

prisma vector
#

Is there a way to cheat achievements? because i really dont wanna get the battlemode ones lol

plush thicket
fickle glade
#

Featuring

#

The Preacher and the The Teacher, on the bleacher

ancient shard
#

Testing with lighting and possibly making custom 3D modular kit for this small room.

swift lintel
flat wave
amber kernel
#

yo anyone making a coop mod for TDA yet?

halcyon stratus
halcyon stratus
ancient shard
vague star
fickle glade
#

Anybody know if the TAG2 audio bug was fixed?

atomic bay
#

Not yet.
(The audio bug in question: #eternal-modding message - Whether or not you, the reader, experience the bug, it'd be nice to get more responses to that message.)

polar nexus
oblique dirge
polar nexus
ancient shard
ancient shard
ember cosmos
#

Someone needs to make a Hatsune Miku Doom Slayer Model mod

ancient shard
ancient shard
narrow trout
#

just spawned into the editor, trying to find assets and to understand how to select entities on a viewport -_-

ember cosmos
fickle glade
#

So cool!

ancient shard
fickle glade
lucid hinge
fickle glade
fickle glade
#

Also

#

I'm trying to generate nav for the stairs (I'm adding a clip so players can properly go up it), but its not generating. Any help?

plush thicket
fickle glade
#

Wdym?

#

Which kind of material should I use?

plush thicket
#

Not a material, the ramp need to smaller then that

#

Did add that clip to nav group ??

fickle glade
#

yes I did

#

but I want the player to smoothly walk up the stairs, so I added that clip

plush thicket
#

The curve is too high so the studio consider it as wall that why it not generate the nav

#

give me a sec will send an example

fickle glade
#

yknow what I'm just gonna make new stairs altogether

plush thicket
#

You see the ramp in right was able to build the nav on it, the one in left didn't build because ramp angle kinda high

fickle glade
plush thicket
#

did work ??

#

will do a video anyway, A short tutorial but very useful to worth with brushes and work in grid

fickle glade
#

Here it is

halcyon stratus
#

Ooooh a city map.

#

Haven't seen one of those yet.

halcyon stratus
#

Man this guy did a wonderful job on this.

#

The detail on the tentacles my word.

flat wave
halcyon stratus
#

It looks to be a mashup of the cultist armor set and Ulsamir's tentacles.

fickle glade
#

Like how Saleem makes Sentinel maps

tight hinge
#

petition for Saleem to make Blood Swamps sequel

oblique dirge
polar nexus
fickle glade
tight hinge
polar nexus
oblique dirge
# tight hinge how did you fix it?

I had some help and also there might be a lot of lighting bugs so sorry for that but yeah, everything works well. The encounters the performance everything.

fickle glade
polar nexus
plush thicket
molten token
#

A new map has finally come out! I saw it and didn't hesitate to pass it on, it was great.

oblique dirge
#

you get 167fps now

#

Also, here is the map. I hope somebody uses this one day for inspiration or something. If you wanna know how I made this here you go I will not be using it anymore. There are some other maps in there and block out maps so if anybody’s interested in other stuff or trying to learn something, feel free to look in there maybe there’s something in there that can help you.

#

By the way, I love the stuff in there is very mixed up and unorganized so I’m sorry for that. This is just a test. I will not be organizing that to be honest with you. Have fun with itπŸ™

plush thicket
#

You can't determined how much performance you will get in the engine, until you do lightmap bake, and PVS optimization

plush thicket
molten token
#

πŸ‘€

plush thicket
plush thicket
# molten token What is PVS optimization? I don't really know anything about optimization

A look at how Quake uses portal graphs to pre-calculate visibility information.

Support: https://www.buymeacoffee.com/mattsramblings
Mastodon: https://mastodon.cloud/@mattsramblings/

00:00 Intro
00:43 Portal graphs
01:57 Visibility in a linear graph
05:15 Recursive trace

Music Credits:

Heavy Interlude by Kevin MacLeod...

β–Ά Play video
molten token
plush thicket
molten token
# plush thicket When you do a full build for a map, the build wizard automatically optimize the ...

mmm when I use "dev checkpoints" in some level I have noticed that the places where you go start to load or take a while to load, if you travel in "noclip" they do not load until you deactivate "noclip" again in the console, and I have noticed that when I do that in my level the same does not happen, in my level all the textures and entities are always loaded, does that have something to do with this issue?

plush thicket
#

Look at campaign levels the umbra refmap

#

in future me and friend we will make a tutorial of idstudio very advanced stuff

molten token
tight hinge
#

I love slop

fickle glade
#

Doom Etenal is good now

gaunt slate
#

Modded Dark Lord is so much more fun than the base version

eager ginkgo
#

i think anything is better than base version dark lord ...

#

its not really a high bar to beat ..

gaunt slate
#

Talking about Dark Lord Master Level

#

It’s infinitely more fun

molten token
#

Man, I was trying to make a skybox with something like 265475223 clouds , thinking that Urdak's skybox had 4,000 entities to create the background, and I just realized it was just a photo using dynamic clouds. Hahaha, I would have easily saved myself 3 or 4 months of work.

halcyon stratus
#

I'd wager saying that's probably why some of your mods make my PC wanna die. :U

solid jay
#

"Let me help you to see Slayer" Bitch i've bitchslapped Cthulhu twice.

random bear
winged ridge
halcyon stratus
#

Very modding related indeed.

plush thicket
#

I don't get it there like 3 different channel people can post random stuff

eternal berry
random bear
random bear
#

Hope there will be more parts of doom the dark ages the ending was simple asl

plush thicket
#

Can you stop ??

#

This channel for modding, happy to answer any Doom Eternal Level Design question, but not turn it into a brainrot

prisma vector
plush thicket
polar nexus
plush thicket
#

Close Enough

#

Cliping be like

tight hinge
polar nexus
tawdry wind
#

anyone know how to activate the mods that i get

plush thicket
#

in the launcher Go to Mods/Play Mods and drag the mod you installed into Active Mods, then click Play Doom Eternal With Mods

oblique dirge
ancient shard
ancient shard
tight hinge
#

Ladies and gentleman, 2016 glory kills in Eternal

lavish apex
#

oh my god

swift lintel
oblique dirge
polar nexus
#

aight, i'll stop now

#

it was childish, right?

swift lintel
#

You say that every time and I give it about a week before the brainrot consumes you again

halcyon stratus
#

If only ragdolls worked. Could we theoretically have 2016's GKs ported over then?

tight hinge
#

Revenant sucks when it comes to exporting animations from 2016

halcyon stratus
#

Interesting that the animations don't transfer over easily, I would assume both versions of the Slayer model use similar rigging.

#

Since it's just a pair of disembodied arms.

tight hinge
#

they do, but the exported .cast animations are just terrible

halcyon stratus
#

I see. So they work in theory, Revenant is just crappy at exporting stuff?

tight hinge
#

so doing a simple Rokoko retarget doesn't work

halcyon stratus
#

I see. I can't comment on that so forgive my ignorance. It just looks really neat and that's what matters.

tight hinge
#

thanks, I'll see if I can do the rest of them

halcyon stratus
#

Peak.

tight hinge
#

chainsaw ones might get complicated

halcyon stratus
#

Probably, no way to know til then. Hopefully it's easier than it sounds.

#

Mind if I repost the footage to other servers? Help spread the word and all.

tight hinge
#

go ahead

#

o_dey was the one who helped me with the slayer animations, bro's a genius

halcyon stratus
#

He did really good, it looks almost official.

tight hinge
#

next step is making a custom hellrazer mesh with Eternal's wounds

fickle glade
north hemlock
#

you can mod doom eternal????

#

damn ive been living under a rock

swift lintel
halcyon stratus
#

I may be misremembering, but isn't the knee to the face -> punch GK already in the game?

oak geyser
halcyon stratus
#

You know what would be fucking awesome? The cut GKs from 2016. There's one where you shoot an imp in the chest with the CSG that got cut probably because what if the player has no shotgun ammo, how the hell did you magic a single shell out of the air.

#

Iirc a number of years back elizabethany was working on prototypes of the environmental imp GKs where you smashed its head into the wall, but nothing came of it.

tight hinge
#

I was looking at the files, and there was this cut gk with a grenade on the possessed soldier

halcyon stratus
#

Does DE have any cut ones?

tight hinge
#

Not sure, but I'm not going to use Eternal ones for Hellrazer, their skeletons are different, and if I try to use Rokoko for the Hellrazer animations, his mesh will be stretched due to the skeleton size difference

#

Otherwise I wouldn't have bothered with 2016 ones

halcyon stratus
#

I see, that's understandable.

#

I was just curious.

tight hinge
#

I'll see if I can find something else

#

Regardless, if anyone is good enough at making animations, fully custom gks are possible

halcyon stratus
#

I've been thinking of commissioning a 3D animator to do a weapon animation overhaul. Or better yet, port over 2016's models and animations.

#

I'm not sure what it'll cost but I've forked up $300 for a VRC model, money's not a problem. I just gotta find one. As well as someone interested in fiddling with IDS.

#

We'll see. :U

tight hinge
#

When you mean models, you mean static or animated?

halcyon stratus
#

Animated! Things like the greebles and moving pieces from things like the reactor on the Gauss Cannon or the Skullcrusher in TDA.

#

I'm currently busy with work of my own so I can't oversee something like that at the moment, but I should be free in a month. Then I'll see if I can find someone.

atomic bay
#

@rugged marsh When you say that The Ancient Gods - Part Two music/dialogue is missing with mods, are you using Evan115117's "Air control always on" mod? If not, which mods are you using?

(For reference, that mod is improperly packaged. It's only supposed to contain eight or nine perks decls, but it also has some unintentional resources, including sounds and even sound metadata. If I use that mod, then TAG2 music/dialogue is missing for me.)

rugged marsh
verbal thunder
#

Hi is there a fix for dark age praetor suit?

The left hand and doom blade is invisible

ancient shard
#

I THINK, DoesnΒ΄t mean it will work.]

fickle glade
#

How?

tight hinge
#

There is no ragdoll generation right now

ancient shard
#

On the animated model, there is the option to "Load Ragdoll" and the ragdolls seems to need a defined by a rig.

tight hinge
#

Eternal uses Havok which is licensed

ancient shard
tight hinge
#

Pretty much

ancient shard
verbal thunder
#

The left hand specially on that skin mod

The hand is missing and so is the doom blade

ancient shard
#

Sorry,

tight hinge
#

I don't want to sound mean, but I don't think the guy who makes those mods really tests them

verbal thunder
#

Dang it

ancient shard
tight hinge
#

Yeah guess we will just have to wait for <insert unknown amount of time>

ancient shard
#

But, when i press "Load Ragdoll" it loads it. it is something allready.

tight hinge
#

That's probably because he already has a havok file for it

ancient shard
tight hinge
#

Not sure if it detects an articulated figure or something

ancient shard
#

you could create an ragdoll physics.

tight hinge
#

We'll have to see

ancient shard
#

Only time will tell. but it is there!

fickle glade
ancient shard
#

also, i found where all the Rigs are located, but nothing really concrete about Ragdoll.

#

and you can even make new ones tho.

tight hinge
#

Ragdoll is articulatedFigure

#

And inside of those files you can see them reference a .hk file

ancient shard
#

Yeah, it is then a Physic generator that the engine it self handles without exterior softwares.

#

But also weird, considering that when you create a new rig, it says that the Physics are not setup correctly.

#

Btw another screenshot but with other model.

fickle glade
#

Just a thought

tight hinge
#

I've tried, doesn't work because it uses a different skeleton

tight hinge
#

Some new screenshots on the next section of the level

halcyon stratus
#

Looks terrific.

flat wave
# tight hinge

For some reason this reminds me of lazarus labs from 2016

plush thicket
tight hinge
plush thicket
fickle glade
#

You two guys keep cookin and it smells better every time

plush thicket
#

tomorrow will make small video showcasing the level, I have bulit few gameplay parts

halcyon stratus
#

Can't wait!

vocal osprey
#

so what have y'all been cooking

plush thicket
tight hinge
vocal osprey
wispy zealot
#

now we need the rest

rugged prism
#

2018 HUD looked so clean, wish we got an official one but oh well, modders to the rescue

rugged prism
# plush thicket This

Would it be possible to add Mr sharky from TAG1 to one of your levels? A massive swimming pool and thunderstorm in the background

plush thicket
rugged prism
#

Hehe

plush thicket
halcyon stratus
wispy zealot
brisk jungle
#

anyone know if there's a modded maykr version of the Praetor suit?

flat wave
brisk jungle
#

oop thank you anyways!

halcyon stratus
#

Is there documentation on how to make custom automap info?

#

So far every custom map lacks an automap function, it's all just black.

#

One would assume it would create the required info automatically based on volumes but apparently it has to be manually created?

whole cedar
#

apparently it's its own 3d model generated from idstudio's export wizard which is then manually cleaned up in something like blender

#

no idea what youre supposed to do after that

oak geyser
halcyon stratus
#

Right so every other bit of detail in the map has to be manually created via fbx? Like archways and such?

oak geyser
#

Unless the geometry in your map has that exact shape that you'd wanted it to have in the automap, yes, you would have to create it yourself.

wispy zealot
#

wonder if there is a way to replace the weapon wheel ui

#

or the boxes around text

oak geyser
#

There is. Depending on what exactly you'd wanted to change about it, you'd either need to modify textures, or SWF's.

tight hinge
#

there's a command to generate an automap model

#

I think it is automap_generate if I'm not mistaken, it will build an automap model according to the nav for your level

#

then you would have to create an automap decl and reference it in your map

#

however, you would most likely have to modify it outside of the game, probably Blender to make it look good

fickle glade
oak geyser
#

Depends on what exactly the custom HUD should look and behave like. Changes like the ones in Alvaro's mod require SWF modding, for which you'd either need a tool for editing compiled SWF files (for example JPEXS), and/or a tool to actually fully author SWF files (for example Adobe Flash).

The latter is what I've personally been doing so far for custom HUD elements, JPEXS to decompile the game's SWF's and to convert them to FLA, and then edit them with Adobe Flash.

fickle glade
#

Let's say I wanna make a TF2 style HUD

#

Would it be possible to just take TF2's HUD textures, convert them to flash files, and then turn them into swfs?

oak geyser
#

No, SWF is an interactive media format, with layers, sprites, timelines, scripting, etc. For example the whole health, armor, rad suit etc part is a single SWF, with a variety of textures, animations, etc.

whole cedar
oak geyser
#

Depends on the decompiler, but generally there is no reason for it to break, no, all the instructions are present in a reversible form.

whole cedar
#

i bet a tf2 styled hud would be possible, only difficult thing would be the health cross

fickle glade
wispy zealot
#

what would be the best method to import a custom hud

oak geyser
#

Don't want to sound like a broken record, but again, depends. What does "import a custom hud" mean to you exactly in technical terms?

whole cedar
#

i mean all im doing is replacing images, moving stuff around and changing some text

#

i MIGHT learn how to use adobe flash for this kind of stuff

oak geyser
#

I'm confused, are you Doctor Hayden?

whole cedar
#

totally notsamuel_hayden

oak geyser
#

alright alright, I was just getting confused whether that was an answer to my reply there πŸ™ƒ

halcyon stratus
#

I think we can work together, and

#

RESOOOOOLVE

#

This problem in a way that benefits... us both.

halcyon stratus
fickle glade
swift lintel
#

one sec guys

plush thicket
fickle glade
oak geyser
# fickle glade Did you ever keep pursuing this?

I did, my goal was actually to create templates that would break free from the SWF structure that the game basically enforces because it targets specific sprites, frames, labels, and textfields in a hardcoded manner, but unfortunately there were problems that are currently unresolvable, for example it's not possible to detect when you actually obtain something like for example the chainsaw or the radsuit, the game immediately sends the respective sprites in the SWF to the "you have the thing" state, even though you don't actually have the thing, and there is no way for the SWF to detect that you don't actually have the thing, the game will simply not "render" the relevant sprites until you finally pick up the items.

It's still absolutely possible to finish this, but I would have to completely overhaul it, press everything into the existing hierarchy of the original HUD SWF's and what not, which really put me off at the time, and so I did put it on a backburner, down in the basement of an abandoned, haunted hospital.

halcyon stratus
halcyon stratus
plush thicket
ancient shard
tight hinge
#

yeah you can

#

but the rest has to be done manually

ancient shard
#

Intressting...i wanna try to experiment with that tho.

modest obsidian
#

Automap documentation is a popular request so im prioritizing that. dealguy

halcyon stratus
#

Let's fucking go.

tight hinge
#

automap gaming

ancient shard
halcyon stratus
#

I love how ever since I voiced out my intention of hiring modelers and mappers to do stuff I've been getting DMs from scammers.

ancient shard
#

The scammer ChatGPTs are going crazy this days! Can't even take a break before seeing some DM solicitation or Friend Request from bots.

plush thicket
whole cedar
#

so apparently the ice bomb cooldown uses the exact same set of sprites as the flamebelch cooldown in "hud_weaponinfo.swf", which means its position is relative to the flamebelch, is there ANY way to move these cooldown bars independently or is this yet another hardcoded thing?

plush thicket
ancient shard
ancient shard
halcyon stratus
noble stream
tight hinge
whole cedar
#

LOL thats awesome, is that an entire model swap or is it decl editing?

tight hinge
#

new model but the textures already existed

oak geyser
oblique dirge
#

working on someing big its a lvl btw

#

i will make a vid seen on it

halcyon stratus
#

Love the vibes.

#

Very TDA.

polar nexus
drowsy tartan
#

Hello slayers

polar nexus
drowsy tartan
#

How do I mod

#

Hello

tight hinge
#

custom vinyls, toys, comic books, etc

polar nexus
polar nexus
oblique dirge
brisk jungle
#

is there like a command i can enter once to basically go "whenever a level is loaded, give the player the sentinel hammer"
rather than having to enter the give hammer command each level load?

#

i haven't been able to find it anywhere
unless it involves writing a txt file

atomic bay
#

The closest that you can get would be either something like bind W "RemoveInventoryItem weapon/player/crucible; give weapon/player/crucible; _moveforward" to make the W key give you the Sentinel Hammer whenever you move (which is probably not the best idea), or making a mod that modifies all devInvLoadout decls to include the Sentinel Hammer (which would conflict with other mods that also contain devInvLoadout decls).

The second-closest would be something like bind P "RemoveInventoryItem weapon/player/crucible; give weapon/player/crucible", followed by pressing P once after loading a map, but it's not quite automatic.

brisk jungle
molten token
#

Who can decide how to protect the "World Spear" pack? Download the World Spear asset. When I see a -SP game and only see these two but the World Spear doesn't appear, do I search elsewhere? Or does anyone know why the map isn't showing up?

oak geyser
molten token
#

Nooooooooo, I liked the whole skybox, now I'll have to do it manually but I'm sure some things won't be the same haha πŸ™

fickle glade
#

@modest obsidian Ey what changed in the update?

#

Oh shit, new UI!

modest obsidian
modest obsidian
whole cedar
queen fern
#

hello to the people

i came here in search of solutions to my current problem

i hope this is something common but, what is umbral excavation supposed to be like?

i downloaded the mod and started it, by going into extras and choosing umbral excavation, then in the first room... nothing, i go to the second one.... nothing, i use a secret to get around to the third room and this is where i get stuck

the door says no access and ive been jumping around trying to find a way to get through since i hear demons behind the doors

is this an issue on my part? do i need the DLCs to run it proper?

thanks in advance

#

(my rig is an i5 3550, 12gb of ddr3, rx580 8gb)

plush thicket
#

read the mod description

queen fern
plush thicket
#

This command for the main level "loadDevMenuOption devmenuoption/umbral_excavation 0 1"

plush thicket
#

@queen fern This command for the Master level version "loadDevMenuOption devmenuoption/umbral_excavation 1 1"

#

Also The map has been made before the extra menu feature was a thing

drowsy tartan
plush thicket
#

it better to read the mods description before you play it

oak geyser
ancient shard
#

Also i never noticed that the launcher never had an offiline mode tho! XD

potent veldt
#

Im stuck in offine mode and cant download mods. Any help?

swift lintel
#

@plush thicket ^

plush thicket
ancient shard
#

Maybe to mods servers are offiline?

#

*the

plush thicket
modest obsidian
#

Ill DM you @potent veldt

frosty steeple
#

I'm stuck offline as well

#

I'll just restart my pc later and see if that works

ancient shard
plush thicket
ancient shard
#

Btw, on my way to get WWise to put some bangers and experiment on Doom Eternal.

modest obsidian
#

hes too busy buzzing around in idstudio to restart πŸ˜›

fickle glade
#

Also just checked and unfortunately, the TAG2 audio bug is still present

modest obsidian
#

I'll DM you for some stuff if you want to help

ancient shard
plush thicket
ancient shard
#

Okay, restarting now. (Also, daam Windows! Always updating! πŸ˜…πŸ˜­)

modest obsidian
#

i bet your uptime was like 50000 days

ancient shard
plush thicket
ancient shard
ancient shard
#

Allright, i think it worked!

plush thicket
ancient shard
jolly wind
#

Guys this may not be an mod for eternal but im planning on making a dark ages mod where it replaces TDA music with eternals music

plush thicket
noble jacinth
#

Is there any mod for optimizing graphics settings

jolly wind
noble jacinth
halcyon stratus
#

IT'S BEEN FOREVER.

frosty steeple
oblique dirge
atomic bay
#

Still an issue in PC Mod Preview Update 3:
#eternal-modding message BΒ­UΒ­G - The launcher saves content IDs (instead of folder names) to "activemods.txt"
#eternal-modding message B­U­G - Non-ASCII mod save paths don't work ⚠️⚠️⚠️
#eternal-modding message BΒ­UΒ­G - Quotes are discarded in launch options
#eternal-modding message RΒ­EΒ­QΒ­UΒ­EΒ­SΒ­T - An option to disable sandboxing while using mods
-# (PC Mod Preview Update 2 added an "import vanilla save data" option for the sandbox, but there's no option to go the other way (I don't like it, but I get it), and you still can't unlock Steam achievements (I get it) nor earn Series/Events XP (I don't get it) while playing with mods.)*
#eternal-modding message RΒ­EΒ­QΒ­UΒ­EΒ­SΒ­T - Allow Steam Cloud synchronisation for the sandbox
#eternal-modding message BΒ­UΒ­G - Spaces are not replaced in folder names
#eternal-modding message RΒ­EΒ­QΒ­UΒ­EΒ­SΒ­T - Fall back to English for custom text strings
Edit: Note that this isn't a comprehensive list.

It sounds like "The Ancient Gods 2 music/dialogue is missing, when using mods that were packaged with everything included" is still an issue, but I can't confirm, as such mods immediately crash the game for me because it "failed to read default.cfg" (which is present in such mods' "base.pk5" file).

atomic bay
#

@modest obsidian - BUG REPORT - The sandbox crashes if a mod packages "default.cfg"
To reproduce, download and activate https://mods.bethesda.net/en/doometernal/details/1ce106e0-d82a-4f8e-aa45-6a0d2d7d234b/Air_control_always_on, and launch the game with active mods. The game very quickly shows an unhandled exception crash report dialog, and spits out these files, with the two remarkable console lines being... WARNING: container entry defaulted binaryFile:default.cfg:NONE: file not found: default.cfg while loading loadBinary:default.cfg from binaryFile:default.cfg [...] FATAL ERROR: Failed to read default.cfg(My launch options contain +exec in these logs, but I've also tried without any launch options, and it still crashes.)
(Edit: This wasn't an issue in PC Mod Preview Update 2.)

I'm using Windows 10 (21H1, 19043.2364), Intel Core i9-9900K, NVIDIA GeForce RTX 2080 Ti (v576.80), and 32 gigabytes of RAM. My private messages/DMs are open.

tight hinge
molten token
#

It's incredible how much better the Doom Eternal mod launcher is! I hope they include the same tags for filtering or searching in the mod ejector so it's easier to find custom levels or maps. There's aggregation only in the mod search, but not in the "play" section.

echo root
#

Was the Doom Eternal mod launcher/it's tool updated or something?

halcyon stratus
#

My one request for the mod launcher would be the ability to save mod loadlists so I can pop in and play a specific mod combination in a few clicks. A bit like ZDL for classic Doom where you can save load order for your mods.

plush thicket
molten token
#

Exactly, imagine in the future having 500 mods installed trying to find 2 or 3 among all of them. For the final version they should add more extra options to make it easier to find mods and also sort them on the screen to select and play mods.

#

As far as "searching" for mods goes, I think it's 100% and I don't think they could do any better, I give it a 10/10

halcyon stratus
#

Also losing the ability to drag and drop mods onto the loadlist is strange, I get clicking on them to toggle them on and off but dragging and dropping seemed more intuitive to me. Nothing huge, just an observation.

ancient shard
#

I have a question tho, involving the WWise music modding, do i have to follow the setup process for it? Or i just need to open the project on WWise and good to go?

fickle glade
ancient shard
fickle glade
ancient shard
#

Btw, it will be like an intro for the map? Or an arena?

fickle glade
#

I don't feel like I'm ready for entire levels with like set pieces and stuff so I'm settling on short arena type levels right now

oblique dirge
ancient shard
whole cedar
#

about the beta hud mod, does anyone really modswap WHILE using the weapon wheel? if it doesnt bother anyone i really could get rid of these little icons below the weapon name for accuracy cacocringe

ancient shard
#

Btw, am really curious to see this HUD Restoration! :).

tardy arrow
#

same

#

its situational

ancient shard
#

I used by accident. XD

whole cedar
#

damn never heard of people actually using it

#

ok i will work around it then

ancient shard
tardy arrow
#

ye

#

or they just use the ACTUAL BUTTON ON THE CONSOLE IN BATTLE

#

and i think everyone uses 1 mod for most weapons

ancient shard
#

Indeed.

tardy arrow
#

like i use

#

sticky bomb for shotgun

#

Mobile turret for chaingun

#

remote detonate for rocket launcher

#

SSG and BFG dont have mods

#

Plasma riflr i use the charge thing

#

not the microwave beam

#

so the only guns i switch normally is heavy cannon and ballista

#

srry for yapping

ancient shard
#

No worries man.

tardy arrow
#

phew

whole cedar
ancient shard
#

Nice man! Btw, take your time with the cooking! No need to worry about deadlines or stuff, polish it as much has you can! :D.

halcyon stratus
#

But so long as you keep the icons in the middle I guess.

muted bobcat
#

like, it's definitely the most fun thing imo, and even optimal as you're able to draw advantage from your entire arsenal

#

don't really think manny people at all mod swaps while in the weapon wheel, but if you do use the wheel, it's definitely something worth doing/considering at least as then it's an animationless swap

#

only other way to achieve that is with tech

tardy arrow
#

also i have a question

#

nvm

mystic pasture
#

Wow

brisk jungle
#

The pc mod launcher doesn't seem to be working when I try to play with mods, or at least appears to try to start the game but crashes. Does anyone know how to fix this?

#

I have just some reskin mods installed for changing the Slayer and some enemies to their tda variants

atomic bay
#

Have you used EternalModInjector? If so, it hasn't been updated for PC Mod Preview Update 3 yet.
Right-click Doom Eternal in your Steam library, choose "Properties..." > "Local Files" > "Verify integrity of game files", wait for it to finish, and allow Steam to redownload any missing/altered game files. This will uninstall all EternalModInjector mods, which should make the game work with PC Mod Preview/idStudio mods instead.

brisk jungle
atomic bay
sage sentinel
#

uh anyone around who plays on steam deck

#

the mod preview has stopped working as recent as around day before

#

it just launches the base game instead of the gui to choose base game or play with mods

#

it seems there was an update? I got the launcher to show up in desktop environment seperately but still no game

atomic bay
# sage sentinel uh anyone around who plays on steam deck

it just launches the base game instead of the gui to choose base game or play with mods
PC Mod Preview Update 3 came out two days ago. https://idstudio.idsoftware.com/release-notes/2025/07/31/update-3 says...
[...] Bypass Mode
Added support for a bypass mode. If the user does not want to use mods they can set a preference for skipping the launcher and starting DOOM Eternal immediately. This preference can be changed at any time by pulling up the launcher from their task bar. Additionally the bypass mode is automatically active for handhelds and streaming platforms. [...]

...which I interpret as being able to press the Steam/Home button to bring up Steam's "game menu" (the one that has "Resume game", "Controller settings", "View game details", "Guides", and "Exit game"), scroll down to the bottom below(?) the "Exit game" button to see the game's multiple windows, and switch to the launcher window.

From there, you should be able to (hold Steam/Home and) move the mouse cursor and click with R2 to interact with the launcher. Hopefully you can click on the settings/gear icon near the top-right, then disable "General" > "Skip the Launcher and open DOOM Eternal (Original)" to make the launcher open by default when you open the game through Steam.

[...] I got the launcher to show up in desktop environment seperately but still no game
"Still no game" as in "not in Gaming Mode"? See above.
Or as in "the game doesn't launch when I click "Mods" > "Play" > "Launch with active mods" "? If so, have you used EternalModInjector? In that case, verify the game files to uninstall EternalModInjector mods; it hasn't been updated to support PC Mod Preview Update 3 yet.

sage sentinel
#

@atomic bay okay that makes sense. idk why they would do that thats so stupid. Like no offence if I don't wanna play with mods why would i enroll for the mod preview version

#

but to be clear that is how it used to work. the game and the launcher window would open and I would be able to choose

#

thats no longer working. so while I can tinker and get to the launcher in desktop, the game still dosent show up via the launcher (base or modded)

#

even though when i press play doom eternal or with mods steam shows doom eternal as running

#

but nada. In gaming mode the launcher dosen't show at all it just launches base game

#

Should I switch to DM? I feel like I am making a mess here sorry

atomic bay
# sage sentinel <@547094407921401864> okay that makes sense. idk why they would do that thats so...

[...] idk why they would do that thats so stupid. [...]
I think that Valve explicitly recommends game developers to auto-skip game launchers on Deck for a more seamless/"pick-up-and-play" experience.

[...] if I don't wanna play with mods why would i enroll for the mod preview version
Who's to say that the PC Mod Preview (keyword: "preview") will not become the default option eventually?

[...] In gaming mode the launcher dosen't show at all [...]
Not at all whatsoever? If you're certain, please ping @ halfp1nt in this channel with a message like "@ halfp1nt - BUG REPORT - The launcher doesn't appear in Steam Deck's Gaming Mode".

sage sentinel
#

I mean that's just oversimplification smh. If they are gonna do that why not just make it so the modded version launches by default. Prolly cuz they are gonna make the mods part of the default build okay got it. and yes no launcher at all

#

**@modest obsidian -BUG REPORT- **
The launcher does not appear AT ALL for MOD PREVIEW of Doom Eternal. Have to use Konsole to pull it up in desktop. Pressing play just launches base game by default

halcyon stratus
#

.swf didn't give you too much trouble I hope.

ornate dawn
#

will importing my unmodded save damage it or will it be fine? i dont want to mess up my save file for unmodded eternal

ornate dawn
#

so my save for vanilla wont be affected or updated if i do anything in modded?

oblique dirge
#

The actual game is its own thing. Modded is its own separate thing.

#

So anything you do and modded will not affect your other stuff

ornate dawn
#

ok

oblique dirge
# ornate dawn ok

But if you wanna be cautious, then I would just make a back up of your safe file

ornate dawn
#

ill do that probably

#

thx

plush thicket
swift lintel
sage sentinel
#

Hello

#

Can someone share their doom-launcher-settings.json file with me?

#

Or jus the text inside it?

#

I think I have figured out what is causing the issue with the mod preview on steam deck, it seems

#

launch target: retail is the issue. it is like @atomic bay pointed out valve prefers the launcher be skipped

#

so thats like the default

atomic bay
# sage sentinel Can someone share their doom-launcher-settings.json file with me?
{"_settings":{"language":"en-us","use_streamer_mode":false,"launch_target":"portal","activemods_base":"C:\\Users\\Zappy\\Documents\\id Software\\activemods","idstudio_base":"C:\\Users\\Zappy\\Documents\\id Software\\idStudio","idassets_base":"C:\\Users\\Zappy\\Documents\\id Software\\id-assets","remember_login":true}}```(Of course, you should change `activemods_base`, `idstudio_base`, and `idassets_base` to the appropriate paths - though I assume that you're really just interested in the `"launch_target":"portal"` part?)
sage sentinel
#

Since launcher won't show nornally I can't toggle the setting and get it to save

sage sentinel
#

thanks maybe this will work

#

I tried deleting or setting to null but that didn't help

lost brook
#

sup guys

#

oh wrong place

sage sentinel
#

sadge :((

#

hey @atomic bay could I annoy you a bit more?

#

could ya share details or an ss of whats in your "users/steamuser/Documents/id Software/idStudio/" folder

#

mine is blank I am thinking maybe the assets or prerequisites required for launching the portal maybe got fudged

polar nexus
atomic bay
oblique dirge
sage sentinel
#

well hen I am out of ideas. Its prolly something I can't think of or maybe its hardcoded

#

should I tag with another bug report or just leave it at the one

whole cedar
#

anyone having problems while uploading mod screenshots?

oblique dirge
#

@atomic bay do you know?

#

sorry for the ping man just asking you

hidden mason
#

i need a mod or a way to make it so commands like g_weaponkick 0 is auotmiacily loaded when i play

plush thicket
whole cedar
#

all images are in png format

plush thicket
#

Vista Is required

ancient shard
# plush thicket Vista Is required

Looks like some Sentinel Ship! I really like the color and the smoke/mist, reminds me classic Alien a little bit. That scene where they go into the hole on the derelic ship and find the egg chamber. Really good work man!

halcyon stratus
polar nexus
tight hinge
#

I love making stupid secrets

ancient shard
atomic bay
# whole cedar anyone having problems while uploading mod screenshots?

Do your screenshots and/or idStudio mods path have any non-ASCII characters in the file path/name, such as accented letters like Γ‘ or Γ–? (If you're not sure, hold Shift while right-clicking one of them, choose "Copy as path", and paste it here.)

I don't think that that would matter, but it's my best guess. 🀷

tight hinge
whole cedar
atomic bay
#

That path looks fine. My only suggestions now are to try running the PNG through PNGCrush or some other PNG compression tool, in case that alters the file in a way that Doom Eternal's launcher likes, and to try waiting 48 hours. 🀷

whole cedar
#

alr ill try that, thank youu

plush thicket
#

@whole cedar still having the problem that you can't upload the screenshots ??

whole cedar
#

i was busy, gonna try again now

plush thicket
whole cedar
#

yup, still getting the exact same error message, i suppose this popup is supposed to appear even if i havent uploaded my mod?? this never happened with the old launcher

plush thicket
#

Yeah, it normal, they update the launcher, when you modify a published mod will show you this popup

#

Just change it and re-publish it

whole cedar
#

problem is i havent even uploaded it, i will try to upload the mod without screenshots first tho

plush thicket
#

click I understand, add this screenshot see if it added

#

Any luck ??

plush thicket
whole cedar
#

im not using the upload button in idstudio, im using the one in my creations -> (mod) -> upload mod

plush thicket
whole cedar
#

oh lord

#

this is not even screenshot stuff, but rather description

plush thicket
#

You launcher is cooked broski, try to switch between beta branches. first go to steam beta branch select none, let it update, after it done switch back pc_mod_preview

haughty mica
whole cedar
#

thanks for the help coolcaco

echo root
white cargo
#

hey guys im trying to add mods on my pc but the mod injector looks like this. is there a way to fix it?

whole cedar
plush thicket
#

QuakeCon 2018 HUD LFG !!!!

charred nova
#

Quakecon 2018 DOOM Eternal my beloved

cyan granite
#

That’s a screenshot of nothing. DM @cedar thunder

#

DM @cedar thunder it’s very simple

oblique dirge
halcyon stratus
#

@whole cedar Killer job on the HUD man, this looks and feels official.

whole cedar
#

thank you HappyGuy

halcyon stratus
whole cedar
#

never asked myself how the color is applied to the dossier map, but considering its a model it MIGHT just be a texture

#

no idea though

fickle glade
#

@whole cedar On the subject of what Papaya said, do you think you could write down how you did your thing and share it in a document?

whole cedar
#

i might try doing that although i dont fully understand shockwave flash files yet

#

i think o_dey is better fit for the task 😭

halcyon stratus
#

Also, is this intended? Or at least fixable if not?

whole cedar
#

oh that is intended

#

thats actually an old texture that was still in the game files

halcyon stratus
#

Oh gotcha. Looked like a misalignment issue at first.

#

Also minor note, the chainsaw UI element is a little farther to the right for me but in the display pics it appears normal.

#

Maybe something on my end?