#eternal-modding
1 messages · Page 18 of 1
I think alot of us still cooking.
I just released a new map like 2 days ago
Shameless plug btw
cool, good job 👀
Check it out if you feel like it
It's quite solid, only complaint I had was some of the objects having collision
Like what?
Mostly the traffic cones
Well they're tucked on one side so I didn't think they'd be a problem
Oh I totally missed it because Im an idiot.
Downloadan.
Here's a tip tho. When placing an static model on your map, go on the entity properties and find "Clip Model" (or something like this) and change from "Auto" to "None". Btw! Great map! :D.
I'll try that thank you
few details
Love it!!!
Yeah, cause it a slayer gate and said it too
this is slayer gate, but enhanced i'm assuming
It fully custom slayer gate, built from the scratch with new layout, not enhanced
So I got the id tech launcher to work on steam deck, but now it won't launch the active mod, any one run into this?
I could do that in an update to the map
I am thinking of adding more to the out of bounds visuals to just give it a bit more polish
Oooooh i can't wait to see it! :D.
here an blockout
nice!!!
hey @atomic bay its Me again. idk if you remember. Either way was checking to see if situation on steam deck has improved. I tried your suggestion AND THE LAUNCHER WORKS NOW but something is still off. Maybe because its a bandaid and not meant to work? the game is fine but the launcher resolution is all fucked up like 1/4th of screen is black on the right and a bit on bottom. its like the window is set to incorrect proportions? Any ideas? I tried setting resolution from properties no dice......
Idk if it went through I sent a screenshot
I guess i donthave permission to drop ss
I got the same issue too. It’s resolved on Desktop Mode
I was bored while clicking random channels on discord and i see this
is there anything i could follow to know when its released?
I will be making something soon to keep people notified but I don’t know if I will show what I have right now it is unfinished and unpolished and I’m polishing it at the moment, but I will try to at least release something so people can really know what they’re getting a look at or what they’re going to be playing, but the lvl will not be coming out anytime soon
Does anybody know what the sound event for the rocket launcher's proximity flare is
I wanna see someone mod Hugo as the Slayer
that would be cool and perfect
This server has Server Boost Level 3, which allows files to be up to 100 megabytes. (If you also want to post the same thing in other servers, that might not matter, though. 🤷)
nice! 😎
this one got me impressed
Okay so, I plan to make a custom ui color profile. How do I start off with?
Cool but this is modding, not memes :p.
It was modded in slow motion
Does anybody know which of these sound events the chaingun uses?
probably chaingun_new.wwu, I got no idea I ain’t a sound engineer
my game keeps freezing causing me to restart my pc just to tab out of the game
How do I fix some particles (like the plasma shot from the plasma gun) being invisible on my map?
I've set the default env decl for the map, but that doesn't seem to have helped
I know I've solved this in the past and I can't for the life of me remember how to get it working correctly
Long time no see
Heh, yeah, I've been working on other stuff recently, and thanks to that I've forgotten how to do a bunch of stuff in idStudio lol
Nice I love to see new people I can’t wait to see what you make!
I'd still really like to fix this though
guys i cant play Doom eternal with mods - beta program. I installed Randomizer + infinite arena mod. After ID logo + 3 seconds it freezes and goes to error message. Whats going on? i have drivers updated...
Ok, I changed the env from esky_sky_default to esky_sky_noon and that seems to have fixed it
I don't think those two mods are compatible with each other
WHY ARE THEIR SUITS WHITE 💀💀💀💀
uh because they were lab workers
Well, actually that’s in cold space and they are praying over the priest and their suit is red. That is just a visual glitch. Don’t know why he has that but they are not lab workers. They are lab workers there, but they’re not earth the lab workers.
Cultist base take place in earth in the north pole, they are scientist serving the priest
Cultist base is lab anyway and those are his workers
I just thought of how fucking cold Cultist Base and DHB are.
It's a good thing neither the demons nor Doomguy care or else they'd be freezing their asses off.
i tried this randomizer alone and it still doest it. These two mods randomize campaign and horde mode it should not be problem...
one day I'll have a build ready for playtesting for you lovely folks but today is not that day ;~~;
what for?
a mod
what kind of mod?
a good one hopefully
bruh, level or something else?
custom level with custom geo
lots of progress but it's not ready for playtesting yet
ah cool, can we get some screenshots?
maybe when it's closer to being playtest ready
gotcha
I would like to see saw shield in doom eternal replace chainsaw like axe.
hmm
Hello 👋 guys
New up here
Am sammyz by name and a 3D artist with many years of experience
Thank you
I have been making this huge arena map. This is just one room in it. Tell me your thoughts.
Looks very good, but I think too large, large rooms will cause demons not aware of the player they will stand in same position and not move at all, I recommend using scale_guy model to see how big the arena, or you can use player/start entity
Nah im good. I am aware its huge, but that kinda feels like the point. Plus you are gonna be moving a lot in this map.
Plus i have made a huge chunk of the map already. To resize it would be very time consuming and i am a lazy shit.
I mean, its not like the fights in this arena is gonna be like 2 heavies or smth.
most important thing is you creating something which it good
Exactly, and making something i enjoy making too lol.
I plan on having buff totems spawning a lot, would encourage players to move a lot.
nice layout, but that will be way too big
I am aware
Its gonna be a very hectic arena.
I mean from a gameplay perspective, in that big circle that you made, the slayer won't be able to jump up far enough to be able to grab the ledge for example
Simple fix, BRIDGE + DASH.
Also, you can just jump on the orange thingies on the side and dash over there. And i do plan on adding either jump pads or vaults to allow you to get up there from the ground.
whatever you want to do man, just pointing it out so that you don't make the same mistake as others have done (myself included)
fair enough, i appreciate it. I have an area which is a huge hallway, and a platform very high up in the middle, to make it so that you can get up their more efficiently (Instead of walking all the way around and up), there is a portal there.
lesgo🗣️
Not fully sure, but i just kinda go with the flow.
Also this map is kinda supposed to look like blockout. Its called "nullcity" afterall. After this i do plan on trying to make maps with actual textures and models and stuff.
nice, good to see more people willing to make maps
id, you guys should get a crossover for the Slayer in the absolute DC universe because Joker in this series came from Hell.
It's like a simulation or something
Maybe
We're not ID.
There are id emplys here tho
Yeah, but this is the modding channel. We're not ID employees :p
True
If you want the demon to be aware of the player in large arenas, you can go there editable - perception actor perception radius, and increase the number value, I can already do it like a thousand or 1500 and it works fine for me
Oh hey, thats neat.
@modest obsidian - BUG REPORT - The "pc-mod-preview" branch wasn't updated, and doesn't launch
The "public"/default branch on Steam was updated an hour ago, changing the launcher's file location (and also making the launcher all loose files, launching much faster on my HDD - thank you!). Steam now launches DOOM Eternal via "launcher/idTechLauncher.exe" instead of "idTechLauncher.exe".
However, the "pc-mod-preview" beta branch was not updated, and still has the previous version of the game, including the previous launcher location.
This means that if you're opted into the "pc-mod-preview" branch on Steam, then Steam tries to open "launcher/idTechLauncher.exe" when you only have "idTechLauncher.exe", and fails.
It's been over an hour now, so I just wanted to remind you to update the "pc-mod-preview" branch too.
theres a difference between the preview branch and public release?
Updated this branch. Its not intended to be used anymore but I Realized we didnt communicate this well, so at a later time will do so. Thx
No. For about an hour, the "pc-mod-preview" branch was simply outdated (and nonfunctional) compared to the default branch, but it's been fixed now. Now both branches are completely identical again.
finally managed to make a functional parry system in the game
Awesome
WOW amazing work
According to https://www.reddit.com/r/gamedev/comments/1fk8pyc/steamworks_what_is_supposed_to_happen_if_you/, you can disable branches in the Steamworks Builds page, and then anyone using that branch will automatically switch to the default branch. That's probably what you'll want to do, then?
If you switch to Desktop Mode* and use a certain launch option, yes. Right-click Doom Eternal in your Steam library, choose "Properties..." > "General", and set the "Launch Options" field to the following (using +com_skipIntroVideo 1 to show how you'd combine it with commands/variables): SteamDeck= %command% +com_skipIntroVideo 1If the above doesn't work, then use this instead: env -u SteamDeck -- %command% +com_skipIntroVideo 1This will unset the SteamDeck environment variable before opening the launcher, which is how the game checks whether to bypass the launcher.
If you don't have a mouse connected, you may have to hold Steam/Home to make the right touchpad/joystick and R2 (or R1 on PlayStation) act as a mouse, in order to use the launcher.
-# * I'm not sure exactly what happens in Gaming Mode, but at least one person says that it's not optimal? 🤷
Some WIP Screenshots of a level im working on rn 👀
Amazing
professional work
Thank you
HOLY SHIT that's good!
I know it's mostly blockout but what you have already is great!
how can i get custom ai from the mod portal to spawn in my map? i can place the idai2 on the map but placing a tyrant in a custom target spawn (that only has entitydef gigatyrant in its properties) just spawns in a normal tyrant
looking great, I assume it is a final sin inspired level?
yessir you are correct
Thanks a lot, not sure if i will ever get to set dressing the whole thing but never say never
that is true
thank you, i'll keep you guys updated
will be waiting, I haven't done much else on mine so I have nothing else to show
Is the gigatyrant in the aipoolnumbers and actorpopulation decls your map is using?
You can find the actorpopulation in any encounter, and the aipoolnumbers in the id_GameChallengeSinglePlayer (I believe) entity
i just setup the aipoolnumbers and actorpopulation decls, just to check, is this target spawn set correctly?
yes
i got the ai to spawn with a different spawn parent, probably not the intended way but it works, thank you!
Me and the boys on the 24/7 Hightower server
true...
IS THAT A MF LEAN MANC?
is that hightower
can't believe my lean manc was used
oh wait you made it
yeah lmao
I LOOOOOOOOVE LEEEEEEEEEAAAAAAN
thats neat
how did you get the original assets? I thought the mod portal couldn't extract .pk5
the package browser option in idstudio can
that dread knight asserting himself as the alpha by doing his natural stance
the A-pose
And why he ourple?
Oh that is awesome, then people can finally use my assets, without having to post the original ones
he drank da lean
You still need to post the original ones, the assets are probably from my Collection that I already updated for that
oh I see 💀
Quote from PC Mod Preview Update 2's changelog (https://idstudio.idsoftware.com/release-notes/2025/06/17/update-2), emphasis by me:
[...] [idStudio > "Mod" > "Package Browser"] can be used to export entire mods. If modders would like to make their mod available for other people to modify they can package it with the mod's raw assets. If they do not wish to allow this then it is recommended to only package the generated/cooked version of your assets. [...]
thanks, I'll update my asset mods eventually with the raw files
ty
🤣
This is really good
Hey, so I'm working on a weapon sound pack and if anybody has experience with the heavy cannon, I've been trying to figure out how to make the primary fire stop playing the default sound every other shot
Does anybody know how I can fix that?
Weird question but would anyone happen to have any Heavy Cannon skin mods? Nexus has like 6 and none of them I'm looking for.
Check the heavy cannon's md6def or projectile decls, see if the soundevent is there
hey guys i have this error whenever i play with mods theres jsut mismatched text for stuff like option and wtv its rlly frustrating me cuz idk whats causing it and i dont kno what mod it is
ive been having trouble with eternal mods since forever is tyhere any reason to not jsut use the mod injector
check any mods that change text, some of them include the entire vanilla text files instead of just the modded ones which breaks stuff
which mods classyfy as changing text
check mods with this tag
is the modded instance a seperate instance of the non modded, or does it add mods to the non-modded instance?
separate
can encounter managers (or commit triggers) not be set inside layers? im trying to load layers after a wave has ended considering the player needs to go through the same spot but these specific entities dont load at all, grouping other stuff like func_animated or gui_text inside a layer loads them correctly
[...] whenever i play with mods theres jsut mismatched text [...] i dont kno what mod it is
You could disable half of your mods, and see if that fixes it. If it does, re-enable half of the newly-disabled mods. Otherwise, also disable half of the remaining mods. Repeat this until you find the specific mod(s) that cause(s) the problem.
[...] is tyhere any reason to not jsut use the mod injector
There are many "official launcher"-exclusive mods that can't be played with just EternalModInjector, including completely custom maps.
(Likewise, there are also many EternalModInjector-exclusive mods. You can use both types of mods at the same time, though, as EternalModInjector mods will apply regardless of whether you click "Play DOOM Eternal" or you click "Mods" > "Play" > "Launch with active mods" in the game's launcher.)
oh, its called binary searching
I've been doing that
I looked at the sound event on the mod wiki, and it shows that the sound event plays duplicate sound files
that seems to be the problem
Problem is I don't know how DE handles ahving two of the same sound file
I'm not sure, I just checked with Winrar search and the only decl that has that soundevent is projectile/player/heavy_cannon
just removing it from that decl should just get rid of the sound forever, idk
unless you want to get rid of only some sounds in the soundevent, and in case of duplicates like that I don't know how to handle that besides modding the .pcks themselves
still having issues atm what should i do?
now it says i have to reinstall the game?? this is rlly silly
Does anyone know why this happens? When I move the view, the structure starts to flicker (it always happened in my level, but before the skybox background was visible. To avoid this, I put a red structure in between, but it still looks ugly). Does anyone know why this could be happening and how to avoid it?
wtf, I just noticed that in the video it "doesn't blink" it only changes the structure and you can see the one below haha, well, does anyone know how to prevent this from happening or the cause?
It's the red wall in the background
any news on steam deck support for modding?
For old, "unofficial" mods, EternalModInjectorShell works fine. For new, "official" mods, the PC Mod launcher/browser doesn't officially support Steam Deck, but see here: #eternal-modding message
oh
thank you
does it still work if I switch back to game mode?
I personally see no reason for it not to work, but at least one person says that it's not optimal. Please let me know what your experience with it is.
will do, thanks again
is this footage from the idstudio engine ??
if yes, what cmd you run the engine slowmap or devmap ??
The material is from id studio (it's called demon_door_purple_opaque) I'm running from slowmap (but in the final version and in the level I published a while ago that error also occurred) it's not something that can only be seen from my id studio (I don't know if I answered the question correctly or there's something I didn't understand haha)
Try to load the level using devmap, but the level need to fully bulit ,if you not using static lights you can skip the lightmap baking
Now I changed some textures and added the energy barriers on top, and this still happens, I don't really know why
As far as I remember, devmap should give the same error (before when I used devmap it gave me the same error) now making the devmap would take me about 2 full days because of the size of the niovel and I don't have the devmap created yet 🙁 (just a very old devmap)
Here I used devmap, you can see the same problem
Try to disable the distance dormancy of that fx you have
I changed the distance dormancy from 20 to 0 and it looks like this. What exactly is dormancy? Maybe I should set the large structure in the center to 0. Note that zooming out too much fixes the FX, but it's still very far away.
When I convert that entity to any visible texture it gives me the error, if I convert it to "emnergybarrier" it stops giving the error, it's as if that entity has a lot of collision range and the fx gets inside, because when I do that it is "fixed" but I no longer have "windows" and it seems that I am outdoors haha
how do I play the bob-omb map?
I already "fixed" it, it's hard for me to explain, but the texture of the item that I had made big (the big walls that I always use in my map) apparently had very big dimensions and was very wide, I replaced everything with thinner textures leaving that entity's in "energybarrier" so that it doesn't interfere and it worked, since when I make another thinner item big it doesn't go over the FX that I put on top of it
the mario 64 mod?
Go in the extras menu, all modded maps are there
only "credits" and "milestones" show there
the mod is definitely enabled
the mod description says you can start the map by creating a new save in any campaign
can mus.pck files still not be packaged in an idstudio mod?
Does anyone know why the light flickers or vibrates like that? I added some point lights and some spot lights, but sometimes when I move it flickers like that (I imagine this has happened to a lot of people). Does anyone know the cause or why this happens?
The lights might overlap with each other, try to be careful with putting lights, is all your light cast shadows ??
Yes, I have cast shadows on all lights, could that be the problem?
To "fix" this, would I have to move them so they don't "collide" with each other, so to speak? Or would I have to lower the lighting intensity? Or cast shadows only on some of them when they overlap?
yeah that a huge problem, you need to becareful using casting shadow lights
from what I see I don't think the map need lights like that the sky is bright enough, if you have dark areas just put a small light without casting shadow
use static lights will have no runtime performance cost but you need to bake the lightmap
Is it okay to add many small light points for dark areas while in static mode, even if they're spot lights? And do I use the "build light probes default" method to bake the lighting? Or is it done in a different way?
after lightmaps baking you can debug the lights, In this picture it using slowmap+lightmaps preview you can use slowcombomap, channel is light overdraw, red colors in that picture mean these area has will effect the performance and mean also there alot lights overlapping with each other usuall 10+ lights
RIP hahahaha
is lightmap already baked ??
ofcourse you have test ingame see if there major fps issues
I don't think so yet, should I start the "buld light probes default" for that?
light probes step should be done after the lightmap baked
I assume you don't use static lights
i want to cry haha
The lights I added are all static except for one of them.
If a light is set to "dynamic" and I convert it to static, is it actually converted to static? Or do I have to create it from scratch as static? I had several dynamic lights, and I converted them to static with a second click.
I checked and I have them all marked in static light
you can convert any lights to static in the entity inspector check static lights, but that need lightmap rebake
you will not see results until you bake it
I don't think I've ever baked the light map. Could that be why they look red? My question is, to bake what you're talking about, do you use what's marked in blue in this photo?
these the light probes not the lightmap, open the build wizard you should see a bake lightmaps option that the one you need
again light probes added after the LIGHTMAPS baked
this???
yes that one
Man, thank you so much! You saved my life haha
Do the low quality just for iterate when you happy about results do the final bake in DLC_FINAL or high is good too
Will it take much longer on "high" than on "low"? Because on "low" it already takes me about two full days to render the map (that's why I didn't render until it was 100% finished)
Yeah just do it when done with the level , if low take you two days
@haughty mica can i ask how blood rite encounters are made? specifically how to setup an eternal demon and its buff bearers?
Predator Vision
TRUEEEE
use Spawn Buff Pod to spawn an ai/ambient/bearertotem, give it a tag in buffedai_label, and give that same tag in group_label of the specific demons you want to have killed to deactivate the ai/ambient/godtotem you're gonna spawn a few seconds later (you choose how long the delay is)
ex. the Totem has the "bearer" tag here so any AI with that same tag will be buffed
then give the ai/ambient/godtotem and the immortal demons the same tag (but different from the bearers), and use these to wait for the bearers to die before removing both Totems (give both Totems the same tag in buffpod_label)
"eternal_buff_deactivate_sound" is a sound/soundentity that plays "play_horde_progress_swipe" to notify the player when the Totems are gone
this AI is old as hell, I could update it to make it do the death sound automatically
no idea what i did wrong but both bearer and eternal demon have no buff fx at all, and the eternal demon isn't even immortal (btw dont mind the missing text in the video ill add the strings later)
go to the entitydefs of the Totems and set Allow Invalid Suicide to false, you might be placing the Totems in a place where they would normally be out of bounds
either that, or place them in bounds
alright ill check that, maybe its because the totems are placed in floor without clipping
if you notice, the Manc is playing the FX for half a second, so the Totems are definitely spawning, they're just insta-despawning
so editing the entitydefs fixed it, tysm!!! 🙏
Does anybody know what the info/cover entities do?
hmmm let me see if i can help you
From what it looks like it seems it has something to do with NAV i’ve seen them before, but I never really played around with them, but it seems like they’re use for either animations something to do in NAV mash and they’re linked to every type of demon in the game so does something to do with their location and where they can go
Uh hey guys so is there anyway i can mod on steam deck cuz it’s on a build of linux and i’m stupid
For new, "official" launcher/idStudio mods, see #eternal-modding message .
For old, "unofficial" EternalModInjector mods, you can find the Linux version of EternalModInjector at https://github.com/leveste/EternalBasher/releases/latest.
are boss health bars hardcoded to their corresponding ai? for example could i give something like a baron or a hell knight a health bar like the khan maykr or the gladiator?
I'm old Modinjecter.
I think they're coded to their respective aicomponent (like aicomponent_gladiator) but when I tried applying it to another enemy (with changes) the game crashed so Idk
I only did one test years ago, maybe you'll have better luck

damn that looks good, the texture filtering is putting me off tho
btw how did you setup an interactable without a lever animation?
I used a volume/use_proxy and I've added a the switch materials the off switch version, then I make a brush same size of the volume then apply the other switch I make It dynamic it hidden in default when you hit the switch it hide the volume and show the dynamic entity that have the on switch textures
That's endlessly fucking cool dude holy shit.
Whoa, otex in doom eternal is interesting
[...] the texture filtering is putting me off tho
[...]
Modders can flag textures as point-sampled/nearest-neighbour-filtered/pixelated. (I don't use idStudio enough to know how, but I assume that there's a checkbox or a drop-down list for it in the material2 decl?)
Give this man a job already 🗣️
Just the textures, Level is my Design
Yeah I know, I was saying it's an interesting idea to use that texture pack in eternal
sorry, didn't mean that way, I just forget to mention that
I will package the mod as raw files, so people can use it the stuff, gonna make alot entitydefs, like Doors with classics textures,, Switches....ETC
Cool!
Thats really cool tho! Btw, i like the mix bettwen classic textures and new/modern models and textures!
These modern models just placeholder have to create my own assets with classic textures
Nice! Are gonna model them? Or just modify with classic textures the existing ones?
I will have to built them by myself with brushes and texture it, the I export these brushes as lwo
Nice! It will look amazing!
Final Results
giving a lot of quake vibes 
how do i make the mods in the launcher work? I installed them, added them to active mods, but when I start the modded game through the launcher, the mods won't work (Only skin mods)
finally got it to work by assigning a duplicate of the dark lord's aicomponent_hud decl to an entitydef, the empty part of the bar specially looks a bit weird, but it still works, thanks for pointing me in the right direction 
Am loving this! Can't wait to play it! :D.
(Am sucker for old textures and graphics ala Quake and Half Life tho.)
You will play remnant first
Is it allready out tho?
This month i hope
Cliping is almost finish, visibility also almost finished, the level has 2 Act's the gameplay of first act is finished
Nice tho! I will play it when it came out! Also i hope to finish my map this month too.
(2 months just modeling assets is crazy, but quite a fun challenge tho.)
Thats sounds good tho!
ki blasts are done
goddamn this is cool. it's like it was made in 90s or early 2000s. i'm a fan of that kind of stuff
Oooo thats nice! Btw, Nice First Person animations there.
Guys, I just installed mods and I don't know why it isn't working, I installed only bob omp battlefield to test it out, but it won't work. I don't know what to do
Yes I did activate the mod before launching game
Does your Windows username contain any non-ASCII characters (such as accented letters like Ñ or Ü)?
If so, in the game's launcher, click on the gear icon at the top-right, click "Mods" on the left, click "Select folder", and choose a simpler folder path like "C:\DOOM Eternal Mods\".
Then, in the launcher's "Mods" > "Play" tab, make sure to enable the map/level mod that you want, click "Launch with active mods", and check the title screen's "Extras" menu for an option to start it.
Hello everybody, I haven’t really talked in this chat in a while, but I’ve had a recurring issue that I’ve talked to multiple people about for a very long time. I cannot package my mods. I have no idea why and I am starting not to care that much about making maps anymore because of this issue every time I try to package my map it just says build error. I can bake my map, but I cannot package it. I don’t know why this issue is happening. It has been going on for almost a year now and I’ve tried to get help but no one has went as far to really know what’s going on. I thought I would come in here and ask, but I might get the same answers, but it is worth a try. I have so much in store to show people, but I can never get them out to show them I see everybody else’s map and I’m always like dang I wish I can upload mine. Hope y’all have a good day and bye.
you should try giving a trusted person your mod folder to see if that person can package it, it could be idstudio's problem
related to this last year i uninstalled idstudio for motivation reasons, env decls would not work and some other stuff too, after gaining back the motivation to make mods i reinstalled idstudio and all that stuff got fixed
So should I just uninstall studio?
have you verified file integrity yet?
I have not let me try that
If you actually help me with this issue, I ain’t gonna lie, bro. I’ll pay you because people have been trying to help me, but no one can figure out the issue.
hey dont celebrate too early
if verifying files and possibly reinstalling idstudio doesnt work i could try packaging the mod in my pc, if you want of course
I mean, but I feel bad. I feel like that when I finish it you’re gonna have a lot of stuff to package and I don’t want you to go through that cause I know you’re working on your own thing.
The map is already baked by the way And it’s only the first part. I am doing a preview so when you see it, please do not tell anyone. Even though people can see our conversation do not show anyone please.
dont worry about that, i could do a test package (even including vanilla stuff) just to check if its idstudio's fault or the mod's fault
not sure how to mod this game, just got it yesterday and only ghost of sparta works?
cant hur hur 
check the description of each mod and see which skin is replaced
also i recommend not using too many skin mods at the same time some files may overwrite each other and look weird
well how u get classic doom marine?
you can unlock it in the fortress of doom with 2 sentinel batteries
theres also a skin unlocker mod available in the mod portal
wheres that?
its just called "unlocker"
guessing its on nexus?
might as well call me blind bc i cant find it 
"MIssion select unlocked" or smth?
oh nvm found it
I'm trying to download the mod injector from gamebanana but the site keeps timing out on me. Does anybody here have the file already downloaded?
Thank you! I had non-ASCII characters, I changed to my HDD with a simple folder and it worked out perfectly
Anyone?
is there any way to avoid full map build from creating these shadows in overlapping clip brushes? im using dlc-final as build settings
are those brushes ??
i mean the wood textures
wood texture is just a big model with no collisions
Doom 3 eternal mod.
This is too epic, is there a chance of having this this year?
If you create a new map from scratch, with 3 things (as a test) for example the player start, a floor and a demon in the distance and try to package it and upload it to id studio (as a test of course) will it let you do it? To know if the problem is some change or entity that I add to the maps or is specifically uploading or packaging anything
the mod is in the Portal already, I update it periodically
I hadn't seen it, I'm stupid haha
Bro, this is too epic! Haha, with the Dragon Ball music and lyrics when you start the game
can someone help me with the eternalpatcher patches:
can i make custom weapons??(similar to doom 3 weapon mods and classic doom)
kinda but good luck with that
so hold on, I could like make a Dual wielded heavy cannon?
maybe, but I can't imagine how much time and effort it would take to make it even barely functional
weapon modding is a pain in the ass
I know from experience, it wasn't easy to make a replacement for the sentinel hammer, due to a lot of hardcoded behavior
@modest obsidian -BUG- I finally figured out the packaging issue after a very long time with the help of @whole cedar here is everything that we figured out one sec let me send it now
1st test - Mod map files packaged, no decl files included - FAILURE
2nd test - Mod map files packaged (except blockout refmaps, no decl files included - FAILURE
3rd test - Mod map files packaged (except blockoutnew refmaps, no decl files included - FAILURE
4th test - Mod map files packaged (except maps/titanbodyblockout folder), no decl files included - FAILURE
5th test - Mod decl files packaged, no map files, textures, sounds or strings included - SUCCESS
6th test - One mod decl file packaged (env) - SUCCESS
7th test - Strings packaged - SUCCESS
8th test - Prefab maps packaged, no decl files included - FAILURE (Potential suspect?????)
9th test - Mod map files packaged (except maps/titanbodyblockout folder, blockout refmaps, blockoutnew refmaps, prefabs), no decl files included - LOOPED INDEFINITELY (ran mod packager for like 20 minutes)
10th test - Mod map entities file packaged, no mod map files and decl files included - SUCCESS
11th test - Mod refmaps, .entities and .checkpoints files packaged, no decl and map files included - SUCCESS
12th test - Mod refmaps, .entities, .checkpoints and maps/titanbodyblockout folder files packaged, no decl and map files included - SUCCESS
13th test - titanbodyblockout.map file packaged, no decl and refmap files included - SUCCESS (what?????)
14th test - titanbodyblockout.map file packaged alongsides its refmaps and .checkpoints/.entities , no decl files and prefabs included - SUCCESS
(it was the prefabs, 100% confirmed, managed to package decls and the maps at the same time, also installed all remaining pvp packs so the models are there now, everything looks normal for now) this is from AlvaroMDK
packaging should be only for the main map file that it, if you have prefabs you don't have to package it, when it came for custom stuff, you need to only package the decls you modify if you have custom assets models, textures need to be packaged too
I don't know who to make the following humble request- please port the No Audio Ducking mod to IdStudio.
I'm not sure if the PCK injector even works anymore.
seems like ur pfp is from lomando.com, is it?
a scary website
file:///C:/Users/Velas/Saved%20Games/id%20Software/DOOMSandBox/base/Crash.DESKTOP-S42R069.00039.html hey jsut got this while trying to boot some mods any ideas what this is??
I feel very spooky
hey can anyone help i just got doom and i got this 80s slayer from launcher and it doesnt work and every other mod doesnt seem to work i have 4 mods in total
im kinda new to this i didnt even knew it got mod support
it doesnt even show any errors too
im kinda confused
Does your Windows username contain any non-ASCII characters (such as accented letters like Ñ or Ö)?
If so, in the game's launcher, click on the gear icon at the top-right, click "Mods" on the left, click "Select folder", and choose a simpler folder path like "C:\DOOM Eternal Mods\".
Also, for any mods that replace a weapon or Slayer skin/costume, you'll need to (unlock and) equip the original skin in-game to see the mod. For the "80s Degrees Slayer" mod, the launcher version's description doesn't say anything, but the Nexus Mods version's description says that it replaces the "Astro" skin.
Bro, I loved the "Hightower" map. I like that if they're going to make long arenas, they put checkpoints between rounds. The demons created by the community help a lot to renew the game's playability a bit, and the map is fun and looks good, haha

Fr it was great!
Saxton Hale on Baron animations just worked somehow
You should port Wutville for Christmas
i am quitting the modding community forever

Say psyke right now

I love the fact that you not satisfied with it being a crusher, but also made it burn the floor around it just because yes!
and i love it!
can a mod undelete my post 
What was it?
Undeleting isn't a thing on Discord
you can check audit logs, copy and paste the post
questions relating to modding, trying to make the crucible 1 button to equip, swing, unequip
Message contents don't come up in the Audit Log, but yes you're technically right I could go find the message the bot logged and copy/paste it, but it's still going to have the same issue.
You'll need to figure out how to shorten it to not trigger the bot. I don't have control of the bot to that degree to really do anything to allow your message to bypass its filters.
bots usually don't delete mods posts for spam
It got removed because it thought you were posting a massive wall of text
Trim it down
But I could just make the post in another server, take a screenshot of it, and post that here. Why even have a bot to remove giant walls of text? Had I had the forsight I would've done that. It's bad enough I've been poking these files with a stick for like a week and getting nowhere, came here to ask for help as a last resort, and then had to ask for help to undelete the post of me asking for help, and now I have to ask for help in such a way that doesn't provoke the bot to delete it. It's kind of absurd.
or don't try trimming it, whatever
The world keeps turning
I finally baked and optimize everything in the first part of the lvl while I’m working on here are a few images. If you would wish to keep it a secret to yourself for a surprise then don’t look at them, but for people that wanna know what I’m working on here you go a sneak peek.
Also, one more thing here’s a little cut scene for the level with the help of o_dey
Sorry if it’s really low quality
@halcyon stratus sorry for the ping but nobody else is awake and you may know what to do. Having some trouble in the Eternal channel
He just got the game, says it crashes after finishing Hell on Earth-screen freezes. He verified his game files. Idk what to do and Saleem is sleeping lol
I'm no expert but I would wager it's to do with his PC. What specs?
My only advice is to verify the game files (which you already suggested), to update the graphics drivers (which @ Papaya is currently suggesting), and to double check that Doom Eternal is definitely using the dedicated/discrete NVIDIA GPU instead of an integrated Intel iGPU (but I think that it defaults to the NVIDIA GPU? I would update the graphics drivers before worrying about this).
It's especially weird to me that the first map works, but the second map doesn't. 🤷
this looks sick
man this looks amazing!
Yas!
Yas
It is not out yet
It’s a three-year project I’m working on i’m not releasing just one level. I’m releasing a DLC type thing they’re going to be three levels.
I’m pushing the software limits
Thank you so much it’ll be a long time till I do another preview but a lot of people will enjoy this. There’s something for everybody in this level or this campaign it’s just gonna be hard cause I have school and exams
I will not say the story yet because this is nothing like the
Doom at all I can give you a hint. The first level is just strike people in the second level is something completely different along with the third one
To be honest, I think a ultra nightmare run would be interesting. The way the level is set up. It is very closed in and cramped in some parts so it forces the player to think before they go in.
Sadly, there’s no support for that yet and what do you mean by the first person to do this to make a level or what do you mean if I may ask?
I’m definitely not the first there are a lot of people that are working on theirs at the moment that I know there’s some people that make them already. I used to make only arenas but one day I got tired of that and I want to move on now I’m here.
But definitely stay tuned. A lot of mods will come out before mine and I’m really excited to see the community makes but for me this is gonna take a long time. I wanna make this experience that people have never seen before modding that change the way people see mods in the first place for eternal.
I fully support this! Have you been able to package your mods yet? Since I'm more of a fan of "full levels" than arenas, I'm very excited to know that we'll have more levels, along with the ones Saleem will also release
I hope so I might release something on the side while you guys are waiting, but we will see.
this is so cool...
Oh yas I can package stuff now
Can anyone help? My mods aren't downloading. As in, they won't go past 0%
And my internet is in perfect condition
Is it possible to invoke a sync kill with the crucible by editing the animwebs/md6def without requiring an input? I figure there's gotta be actual logic tied to it and I'm poking at the wrong files. Trying to make the crucible like the chainsaw in that you press a button and it swings it.
maybe, I'm not exactly sure
I'd have to look at the chainsaw files for weapon, animweb and md6def
here's a little test I did when I was trying to make a hammer replacement, you could repurpose the same swinging animation for it
I've been using a text editor to edit them lol, I can get it to equip/unequip in one press, melee seems to only impact, sync kills never happen.
There might be some ae_event needed for the animation perhaps
chainsaw spams a bunch of ae_FireWeaponRight but it doesn't seem to work for the crucible
How long do you wait for the download to start? Sometimes it takes a while. You might be having problems with an error in the paths you've selected or the folder names (this has happened a lot here)
perhaps the weapon type needs to be chainsaw for it to work then
It used to start near instantly
Can you tell me how to identify and fix the folder problem?
Do you have a thing called eternal modinjector on in your files by any chance?
Shout out to @plush thicket today, Hugo played his upcoming Remnant level in stream! Keep up the good work man, it looks amazing 🔥
I have not used it
I will try verifying your files to see if that fixes it
But that does not work then try to change the file path of your mods
I mean some sort of thing like this might be responsible problem is I can't find the file if it even exists
holy crap idk which one of these made it work but it works now, after editing the crap out of the weapon/player/crucible.decl and this md6.decl
sweet, could you show me in action?
this is what's working: ae_testGloryKill but it sometimes uses the chainsaw instead 
good stuff, it should also be possible to remove the bring up animation too
in the animweb, you might want to change the nodes of bring up and bring down to have the passthrough flag
although, the respective ae_events for those animations might also need to be migrated
So I have the names in my folders, could you show us how you have the routes?
I personally have that disabled, maybe by enabling it you created some problems?
I understand that D:/mods doom eternal must have a short path, you should only have one folder and not several folders to get to the "mods doom eternal" folder as seen in my photo, you go from the disk directly to the mods path
I'll try to see rn
I understand that D:/mods doom eternal must have a short path, [...]
This is wrong. The only problem with the default path is that if your Windows username contains any non-ASCII characters (such as accented letters likeÑorÖ), then Doom Eternal can't load mods from it, in which case I suggest "C:\DOOM Eternal Mods\" because it's a simple path guaranteed to only have ASCII characters.
this is the path to my active mods
So if you have several folders before arriving, it's not a problem? The guy who's having problems has his path like this... D:/documents/id software/activemods , isn't that a problem? I thought so, haha
I just checked the Documents folder
all the alleged folders that the launcher has named apparently don't exist
What now?
Is it possible that the folders are hidden when they're in your documents? Do you have that enabled? To see hidden folders and files on your PC? There should be a "VIEW" option or something similar to see your hidden folders
You must activate "see hidden files or folders" I really don't know exactly what they are called in English.
I do have hidden folders made visible
still nothing is there
If you still CANNOT see the folders, you probably have a non-existent path written in the active mods search engine and that's why you can't play. If you can already see the folders, it's logical to think that the problem isn't there. If someone else could help, that would be great, but I would continue trying to shorten the paths more, for example, make it D:/ MODS doom eterna... and so on
So, what do you suggest that I do?
Just make new folders in a new folder destination and change the path?
Exactly (in any case, we already have photos here of what your routes were called before, as you won't delete anything to go back to how they are, it would simply be a matter of putting that route back and that's it) for now I recommend creating a new direct route in D:/ or C:/ or whatever your drive is called and go directly to doom eterna mods or MODS doom eterna, after creating it rewrite the route and try to install something (that's what I would do)
If that doesn't work, just delete that new folder, and rewrite your path to your previous failed path and we'd be back to square one haha
I'll go ahead and make new folders and lead the new path to them
and if that doesn't work, then I'm just shit outta luck
Click on the path of your disk (for example disk C) I don't know which one you are installing on but it should be the one with the most space and create a folder that says "MODS eternal doom" then select that path in the active mods path finder on your mods portal, then search for a mod and press INSTALL for that mod, then start it to see if it starts
alright
It worked, it installed
Were you able to play it? Remember that the "Extras" menu appears to launch mods.

Well, it seems that he's already playing, I guess it worked haha
Hey guys I cant get to run doom eternal
So before uninstalling it will it be possible to run this on my zenbook? specs are 8gb ram and ryzen 5 7530u
Man I'd kill for a mod that replaces the Baron model with a naked Gladiator's.
True classic Baron.
I was messing around with those, tried like all of the ae_sync thingmabobs and perhaps I'm just editing the wrong file (because they didn't work). I also ended up trying something stupid like bind v _crucible _attack1 and making an .ahk script to spam v lmao, it sucks.
Classic lost souls dark ages model in doom eternal
Instant Transmission and Kamehameha
Are yougoing to include the iconic "TWEESAH" sound effect?
I can't recall what you're talking about but it might already be here, just drowned by the music
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This
it's here already
the one I got from SZ uses a lower pitch, and when using IT from the weapon wheel some slowdown still carries over, you can probably hear it better by binding IT to a key and using it like that
With 2.0 having been released I made a full instructions page on Nexus since the Mod Portal didn't fit in everything about the mod anymore https://www.nexusmods.com/doometernal/mods/1650
Goku is now strong enough that most of the main levels are fully playable, would anyone be willing to playtest and try to break the mod as much as possible? I don't think I can spot every bug by myself anymore, too many systems
i have a question about this patch note, how did you get the game to automatically apply the custom skin without needing the player to do it themselves? perhaps it has to do with gameitem decls?
I used the MainMenu_SetCharacterSkin command
I gave myself the skin via the globalinitialwarehouse and then used a shell logic entity to place the console command in there and activate it
is it the podium trick?
oh ok so its this, kind of a stupid question but does this work on menu backgrounds that arent the default?
it works with all backgrounds
does idtarget_command even exist in idstudio? im searching for it everywhere but i cant find it, ive heard it was pretty common in legacy mods
it's there, there's just no search function for idEntities so it's impossible to find if you don't know where it is already
just put this in your folders
awesome, thank you!
hey guys, is there any way to preserve my downloaded mods if I delete Doom eternal and want to reinstall it without losing them?
If you uninstall Doom Eternal through Steam, the mods will remain on your computer (both any "new" mods downloaded through the game launcher, and any "old" mods in EternalModInjector's "Mods" folder).
Also, any mods downloaded through the game launcher are added to your Bethesda.net account's "library", for you to easily find and re-download them in the future/on another computer.
is there a way to export demon models in idstudio for blender that includes textures?
When you export models, being it static ones, or animated ones (md6), idStudio will automatically export the albedo texture of every material used by the model. All the other textures of the materials however would need to be exported manually, and you would have to incorporate them manually into the materials in Blender.
slayer gate stuff
What is this and what is it for?
its a target entity that upon activation executes a console command
(or thats what i think it does)
For example, can it be used to activate some PHP programs you've created or to program directly in the console? Is it not available by default among the options offered by id studio?
or is it used to, when opening the console in real time when you are playing, create commands that work when you type them, commands that are not created in the game?
as far as i know its just ingame console stuff, for example a switch that activates a target will execute the command that its told to, for example "god" "give ammo" or stuff like that
An entity to trigger the specified console commands.
Usage
entity {
entityDef example_target_com...
idTarget_Command only seems to work inside of .entities files in the Sandbox
omg, that can be used to "activate" the change from slayer to a demon, I think they used it in a mod, for example "activate dreadknoght" and then put the command again to return to slayer
I had to modify shell.entities and make package a compiled file of it to be able to execute that
like i know what that means 
Aka legacy modding
There is no idTarget_Command entity inside of the studio
You could also try executing console commands through logic entities, but I'm not certain if those work for Sandbox either
In Velser's "Hordamex" mod, is it possible to type console commands to go from slayer to demon? Is this command necessary? Or did they use something else instead? I intend to do that in my last encounter (I'll settle for just becoming a demon). What I don't understand is, did they have to use their map as if it were a multiplayer map? I mean, can that be done in a normal campaign level or should they have used things that Eternal multiplayer maps come with by default? Isn't the "idTarget_Command" command used for this or some other command?
I have the impression that in hordamex commands in sandbox as such.
Google Translate lets me write anything but what I'm trying to say hahaha gg

thats only for debugging and only works in idstudio, so definitely nope
Yeah thought so, shame
Is Velser here? Or do you sometimes reply in the mod community?
So there's no way to activate a logical entity with a "normal trigger" that writes a command, such as "activate the marauder demon now." For example, by pressing a console key in the final arena, the slayer will become a demon? The only way would be to write a command in the console?
ah ok thx
i just know that the co-op mod has entities that upon activated turn you into a player demon, so its absolutely possible, no idea what these entities do tho LOL
It would be great if someone could share that information with us haha

@whole cedar @tight hinge You can do console commands through logic in the Sandbox, that is the entire reason Goku is even allowed to work without changing any of the .entities or the demons or their aifsms
Instead of doing Execute Console Command, you do Spawn Entity on an idTarget_Command, and link it to an Entity Activate node, you can download the mod and extract the pk5 in the Studio if you want to learn more about it since I'm using logic to its full capabilities, the code should be readable enough
Probably not what you mean by PHP programs, but there is a command that allows you to activate external .txt files that contain sequences of other console commands
Would it be possible to activate that command that activates external text files when passing through a simple game trigger?
God how I'd kill for a mod that recreates this.
The key artist and modeller said they were considering giving the zombies two handed weapons like this, but ended up reusing 2016's rigs instead to save time and so they were all given arm cannons again.
Also just me or is the hair different in this render?
You can either have that trigger target the idTarget_Command, or use the On Trigger node in logic
that actually looks awesome
You have no idea 
pretty much 99% of the animations were reused from 2016, the hellrazer animations were identical
what custom level is this?
Tron slayer
It looks cool tbh, but cursed at the same time to me! But it would be intressting to see this concept in action.
Looking good! :D.
does anyone know what is responsible for the fake lighting on enemies? the corpses appear darker and I wish for the enemies to also not be so lit up
Hell yeah
Man, I have a question, in a mod they made the dreadknight playable, if you had to make the dreadknight yourself, would you do it from scratch simulating the PVP dreadknight? (Something like what you did with Goku) or is there a way for id studio to already use the dreadknight? For example, use data, entities, and scripts that they officially used to make it playable in PVP? Since those files or data must exist somewhere, I would like to know how they really did it in hordamex
Culutst Marauder?
light rigs most likely
That mod no lights version edits those but the other ones edit other things instead 🤔
Huh what.
the Dreadknight definitely can be used in the Studio already but I never attempted to do it, I saw an actormodifier that maybe turns you into the Dreadknight if you give that item to yourself if you wanna try
Is the retail hell on earth ??
Are you referring to this? I can't add any. I don't know if it's because these entities are only there by name and aren't actually created, or if they're locked in the editor
they're not entities, they're an inventory item to give to the player
Well, I must say I don't know how to use it then, haha. I don't know what to add. Is it done with a target and within that target should I select the item? I don't know how to add an inventory item to the player
there's numerous ways to give it to the player, do the command "give <decl path>", make it a pickup in the world, make a logic entity with Modify Inventory etc
I believe actormodifier is how the player turns into the Revenant in Cultist Base so it should work
Should I use the "command.decl" you left for alvaroMDK for this?
I'm a noob, sorry
I have no doubt that o_dey already knows how to do this and can surely make even the sin icon playable lol
Do you think you could try making the dreadknight playable? And then tell me how you did it? I can wait if you're late, no problem, but I don't think I can do it myself. I have the final boss and arena created, but I need the dreadknight and to call for help with some missiles that fall from the sky, very similar to what ofwine did in his mods
please
all you have to do is make a logic entity with a Player Become Demon node and choose the actormodifier of the dreadknight
and also a Give Demon Card Deck node, choose the dreadknight one there too, for example this activates the Dreadknight 5 seconds after the logic has been spawned
How do I open or view this menu? I added an "info-loggic." I guess that's it, right? I don't know how to view or open this photo menu
I just looked at this old mod https://www.nexusmods.com/doometernal/mods/991
open the Logic Designer
Is this mod available on the mod portal? It looks incredible, and I've never seen it before
no
It's a shame this mod isn't on the mod portal 🙁
Where do I open Logic Designer? In Tools? Or do I activate it in Views? Is there a tutorial on that somewhere?
Well I opened it but I don't understand how to add the node hahaha I clicked on "search all nodes" but nothing happens
I'm sure this information will help many mods
File > Select Entity and choose the one you put in the map
It worked. How long did it take you to add the variables? I don't know exactly how to add them
he he
depending on when you want the Dreadknight to appear you don't need a Timer, there's many event nodes
the Begin node activates everything linked to it as soon as the logic is activated, or you can use Receive Trigger or On Activated and call for an entity in the map that you would activate for that node to trigger
I'll explain my idea, in the final arena there will be 3 phases, Vega has turned me into a demon and I must survive 2 phases, when the boss demon is "blinking" it will disappear (actually I will kill it haha) and deadly missiles will fall from the sky, if one touches the player they will die instantly, that's why I need the dreadknight to reach the 3 random "Capsules" to protect myself, in the third phase I will add an environment with damage so that the slayer appears in the center and cannot get out and the "damaged" boss will appear as the last phase and when it is blinking I will finish the encounter as if it "died"
My idea is that by pressing "a console" I will become a dreadknight, and in the third phase of the encounter, add a trigger in the encounter manager or call a trigger with target Relay (I suppose it would be done like this) that activates at that moment the trigger that will activate the logic that will turn me into a slayer again, could this be achieved more or less like this?
make it so pressing the console activates a target/relay entity called "transform_dread" and when you wanna return back activate "return_slayer" into actormodifier/pvp/slayer/default. The names don't need to be those, it's just an example
I understand, so it is better to use "on activated" instead of "timer" in that case.
I created the realay target as "transform_dread" I put it in my console target, but when I press my console it doesn't transform, what am I doing wrong or what am I missing?
that's not the console entity I see, that's the world entity
show the console entity
this console???
or this console?
the entity, looks like you did put it correctly, show me the target relay transform dread entity
you might need to put it at Count = 0, or Repeatable = True or some changes
try getting in the map and input the console command "trigger target_relay_transform_dread" and see if that works first
if it doesn't, the problem might be somewhere else
entity not found means that relay is not even spawned in, maybe you have it in a non-active layer of the map?
I've done barely anything with maps in idStudio, can't help you much from here on how to have that relay spawn
unless the name of the spawned entity isn't actually target_relay_transform_dread, sometimes there's a number right after that, try "trigger target_relay_tr" (without pressing enter) and press tab to see if that entity is in there
i dont understand
If you type in the console " target_relay_transform_dread" or " target_relay_transform_dread" and press tab instead of enter, nothing happens
did you type trigger before that?
Maybe " o_dey " can help us, but I don't know what to call him or label him, according to everything you explained here I'm sure he could already do it haha or maybe he already knows
tab gives you a list of what you can input in the console, if "trigger target_relay" tab and target_relay_transform_dread_xx isn't there at all it means the entity just isn't spawned in
Maybe I have it configured differently, since when I open the console and press "tab" I don't see any list.
maybe it's something stupid like you need to reset idStudio for the relay to be spawned in properly but again I haven't worked with maps so I can't tell what the problem is
I'm sure I'm doing something wrong haha
I think my mistake is here, I never selected the dreadknight anywhere.
I just added my logic which is called dreadknight, the target relay which has the name dreadknight, but I haven't really selected the dreadknight as an entity or I haven't called it I think I don't know how or where it's done
Could it be that right here I should select drea<dknight playable or something like that?
man it worked!!!!!!!!
hahahaha nice
@haughty mica Thanks for helping me man, I was able to make the dreadknight playable, now I'll try the console thing again haha

It also worked when pressing the console, thanks man!!!
Sholder flashlight in doom eternal?
doomslayer 2016 head
Doomslayer 2016 head.
Looking at this, reminds me that i have to practice more of the Logic Designer.
Btw Great map! :D.
Thanks man, I didn't know anything about Logic Designer but I had seen it. When I looked at the options it has, I was impressed by the amount of things it offers, haha
NP Man! Yeah, it has many things to do tho!
Regular Glory Kills for Hellrazer are now complete (2016 animations), only chainsaw, berserk and crucible left!
Replace model on meda zombie
I just saw Hugo play the unreleased master level for Hell on Earth made by the devs and they thought I was the one who made the level 💀 💀
reading mod descriptions is too hard
someone tell me if they figure it out later in the stream cause I ain't watching further
Where can you watch that broadcast?
that stream*
just search hugo martin dark ages on youtube
Hahaha I already saw it, of course, they only saw the name of the person who uploaded the mod. I imagine they were in a bit of a hurry during the transmission. I will put in the comments who made the mod and that Nayrham only uploaded it and that they take a look at the Goku mod that Nayrham did make
I said that 4 times they never catch it LOL
God that's so cool.
Could these be repurposed for the other soldiers?
Maybe if someone who is really good at retargeting skeletons makes animations for them
Ooooh! Now they work properly!
Also i loved the sound sync tho!
ALSO Now i noticed that your Nvidia UI is in Portuguese xD. (Kinda offtopic.)
Oh gotcha.
Yeah well except for the ragdolling which is a shame. But at least the animations are 100% functional and finished.
Ragdoll i think its a beast completly diferent tho.
Custom ragdolls aren't a thing yet.
We would need an external tool or even automatic generation of physics on Id Studio itself.
Funny enough, i they could do some plug-in for Blender and other 3D Softwares for making Softbody physics. (Like Source Engine had for Blender.)
I remember 2016s ragdolls being funny a lot of spinning ankles and heads.
But i think its good that its all fixed! Because even i still struggle to understand how bones and importing 3D models works on Id Studio! XD.
I allways loved them! Felt like 2000s Ragdolls.
Satisfying xD.
If theres this hud in doom eternal
Out of curiosity, I watched stream number 14 and saw the Remnant level. Is that a Saleem level? Dude, that looks fucking incredible!
Since I don't speak English, I don't know who they thanked, but it sounded like Saleem to me, haha
Can you link to it?
DOOM: The Dark Ages | Hugo Martin's Game Director Playthrough - Ch. 14 - Resurrection
Join us as DOOM: The Dark Ages' Game Director Hugo Martin plays through a different level per week while providing his unique insights into the game’s design.
Our weekly DOOM Eternal Mods Spotlight featured:
A work in progress mod called "Remnant" by Saleem...
Thank u.
What they explain there is that only they have the mod, it has not yet been released publicly on the portal
I'm sooo happy to know that incredible things are coming in the mods! The mods that have come out so far have made me very happy haha it's great to know that great levels are coming from saleem, o_dey, glapagos, and well my level that I really like and I want it to be perfect to add it to the list hahaha
I've seen other modders making complete levels too, I'm even lost in the names, the ones from UAC Mars Core looked great haha

Yep! I mean, lots of them i didn't play, since am busy making my map tho, but am glad that people are getting into it!
I will make more tutorials too!
I'll be looking forward to those tutorials! The tutorials you've made here have been very helpful. For example, I didn't know I could duplicate a spawn group cylinder for my encounters, and I saw it in a Galapagos tutorial

Btw, i think Galapagos did all of those encounters tutorials but yep! You can duplicate any spawn group. (It is actully better, since you will need it for be more organized on encounters tho!)
🙂
I hope that so
I know ye I've played it.
Hugo gave some pretty valid pointers, I personally didn't feel the demo needed any fine tuning. I steamrolled through it lol.
Hugo give his subjective opnion he said that before he played it I respect that, The things is who the people who play these stuff, most of them a hardcore players, and majority who played that demo think my encounters is underwheleming, Might do some minor changes to make encounter flow better, but I am happy about my level difficulty
Finally figured out how Geodecals works and here we go!
Model mancubus 2016 for eternal mancubus
@frosty steeple Sorry to bother, any way to have the chainsaw be equippable on its own as a separate mod/mutator without all the other stuff in the mod you uploaded?
I've been longing for something like that since the early modding days and I'd appreciate it a lot.
No prob, I'll see if I can work on that. Might be a couple hours, but I'll try. Would you rather it as a separate mod entirely or as a selectable version of the main mod?
Whichever's easiest I guess? Probably as a separate mod so people can find it easier. 'Selectable chainsaw'.
Also I don't know if this was intended but I play with the classic overhaul mod and the shotgun (which typically shoots slower with it on) was back to vanilla firerate.
You do anything to the weapon .decls other than shifting the FOV?
If I recall, a couple of the same .decls that determine weapon behavior are the ones that determine FOV as well
It's why the old Viewmodel FOV mod by COGS was incompatible with plenty of mods
Hugo probably thought of the mod as a base campaign level or something he would have done or suggested at the time in Doom Eternal, when it comes to mods I think it's more about what the person who makes them likes and shares them, I thought the level was incredible!
There you are, lmk if this works!
Sorry just got back, got distracted but this works like a charm.
Awesome :D
@haughty mica is there a way to make, for example, the turrets very difficult to damage for the slayer, but the marauder's axe eliminates them in one hit? or that the boss's blue shield is immortal for the marauder and can only be damaged with the plasma rifle and when removing the shield, it is immortal for the marauder and can only be damaged by the slayer? This would force the player to switch characters between games, I also wonder if there is a way to increase a demon's damage? for example, if a doom hunter missile hits me, does it lower half of my life or almost all of it? I mean, are these things possible with the logic designer? in the video for some reason that I did not understand by moving knobs the "shotgun" damage kills almost everything with one attack that's why it looks like that, what you see in the video is a gameplay idea, but I don't know how to control it, is it done within the properties of the demons? Or with the logical designer? it is very important for my final encounter
At least it worked well for me to change into a demon for just a few seconds hahaha my idea is that the exchange "capsule" is blocked for a few seconds after using it to force me to be as a slayer for some time
Dumb question but, is there a mod that swaps out the SSG model for the Marauder's?
isnt it just the ssg with the unused mastery hammers and no meathook? sounds easy but seeing doomguy just hover over a demon would look weird 
You can change the Turret's resistances from its entityDamage decl, the Doom Hunter shield's from aiComponent_Sled and his damage by just giving him a totem
A traditional dice boost totem? Do I need to create an actual boost totem with spawn? Or is there a way to select "boost totem" without creating it, or a way to make the spawn boost totem only affect the doom hunter and no one else?
In the encounter, use Spawn Buff Pod and give its tag to only the Doom Hunter
What you're telling me about the turret isn't within the Entity Inspector, it's searching the Asset Browser for the turret's "decls," right? The problem is that I type "turret" and 95 results appear. How do I know which one is for the turret? Is there a specific damage decl I should change? 👀
In the spawn target of the BuffPod spawn, should I select the name of the "spawn" that generates the daemon? Or should I put the name of my daemon's AI there? (it was the name of the spawn not the daemon haha, id studio crashed 4 times when I put the name of the daemon thinking that something inside it was wrong, but it was fixed by putting the name of the spawn inside the buffpod spawn target)
Hello guys, I wanted to ask you guys a question what type of videos would you like to see tutorial wise that aren’t mean going over in the wiki I will list a few things
Triggers that nobody uses yet?
Logic detector the basics?
Proper level design or decoration tips?
If you have more suggestions, let me know
decoration tips 100%
animations, like the one you worked on with o_dey 😮
Sadly, I will not be making a video for that. Maybe when we are done with the full project maybe but that is far away from now. It’s just too complex to talk about. Sorry
It’s not just studio you have to do it and you have to do it in multiple software’s and there are so many bugs that we don’t know about
Ok, we'll be waiting for that tutorial to come out! Although I'm planning on making at least some simple entrance animation in my level, maybe I'll ask for help from o_dey or saleem who also made one in ascended 4.0, from what I've read before I think things like FX and video are made in blender and other programs and then you try to import them into id studio, I'm not sure
A good tutorial would also be the optimization, since I saw many comments complaining about "mods in eternal doom" about how everything was running at 30 fps and many people didn't play them for that reason.
Anyone know where I would need to look to make Flame Belch stun enemies? I wanna make it work like it did in the QuakeCon 2018 demo, where it stunned a couple groups of Soldiers. I've tried setting it to stun and burn with the different damage .decls I found, but it didn't seem to work.
you need to change the enemies' aiDamageStateGraphs
you need the entityDamage decl for the Turret and the aiComponent_Sled for the Hunter, duplicate them into another name, change it and apply it to the specific spawned demon in your map
Thanks, I'll take a look
damn its nice to hear youre working on that, if i had any idea on how to do that i would have done it already LOL
Is aiComponent_Sled a cancellation? Should I simply duplicate and rename it, and my daemon will be more powerful? Or should I do "something" with that decl? I mean, this is new to me. Should I search for the decl in the asset browser and double-click it? Or something? Or should I view them from my PC folders in base-decltree
👀
Let's see, I think I understood something, the "aiComponent_Sled" is not currently equipped on my doom hunter, what I should do is search for this decl, duplicate it and give it a name for example "aiComponent_Sleddoomhunter" and by adding this to my demon spawned, will it be more powerful?
It looks super complicated LOL
I've never done anything with aiDamageStateGraphs
I'm not sure if I'm supposed to be creating a new node (or nodes?) here, or if I'm supposed to edit one of these existing ones. If I'm to create new nodes, how would I go about connecting them to one another?
aiComponent_Sled is equipped on all Doom Hunters by default, if you're that behind on decls you should read the docs
depending on the type of stun you want, edit one of the links that already has the SDPS condition and add the flame belch damage to it
creating new links is ALT+Hold Left Click
Alright. I'll experiment a bit then
The kind of stun I want is something like this:
https://youtu.be/CGq8Ee2gOe4?si=1om2_ctvX6T0DeBR&t=1386
Watch the exclusive reveal of DOOM Eternal, featuring over 15 minutes of gameplay.
The DOOM Slayer returns in DOOM Eternal, the much-anticipated sequel to DOOM, coming to PC, PlayStation 4, Xbox One, and Nintendo Switch!
With a redesigned set of armor, and an arsenal of new equipment, your fight against the onslaught of Hell continues. Take on...
that might be an unused animation, if you really want them to be stunned for multiple seconds you'll have to make new nodes and probably change the aiPainGraph too
haven't gotten that far myself
Unused demon in eternal clut level is one from dark ages where some at church
Alrighty, dunno if I'll be able to figure that out by tonight lol
I'll keep it on the backburner, then
I think those stun animations are still on the game files
https://youtu.be/LTB_4mOJhow?si=2FAaspZZBZUwU11j
1:34
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Links:
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…
That's interesting, I'm surprised Whiplashes have an animation for being set on fire
I think I understand what it is, o_dey helped me once with this decl thing for something else, I don't remember anything haha I just copied and pasted what he told me
What you were telling me about editing turret damage is here? To make it affect only this particular type of turret, do I need to create a new decl like this, give it a name, and add it to my turret? But this is where I should edit it, right?
Why does it tell me to go to Fodder Imp here, but then it tells me about the Hell Knight? I don't understand
If I go to entitydef - ai- fodder - imp decl, no hell knight appears
My doom eternal gameplay has never felt better without mods
This infinite arena mode mod is a work of GOD
I think I got it. Is it here? I duplicated this and those options appear. How exactly would I make it weak to the Marauder's Axe but resistant to all of the Slayer's damage? (I've been doing this for hours haha)
I think so, mnop I'm sure
Now I don't know how to apply it. Should I select it within the "entity inspector" of my turret? Or would the only way be to duplicate my "turret" and create the new entity called turretredeyes and leave it only with the decl? I'm not sure
select it within the entity inspector
These are the properties in the inspector entity of my turret, but I only see decl to select lighting, FX or targeting, where would the damage decl be selected here?
you can search for it below Inherit and Class
Mmm, should I go to inherit from my turret? And there put instead of what appears there (which appears to me as turret), should I write there the name of my created decl of red eye damage entity? Or should I add something to the "class" because I clicked on inherit but it doesn't change the class, the class appears locked to me or I can't edit it or name it in any case, I'm kind of dumb with these things
no the search bar is literally right below Inherit and Class, search entitydamage there
I try putting entitydamage or defaultredeyes (my decl name) on both sides, and nothing happens
Man, I finally found it! Thanks so much for your help, haha, you're awesome! I just had to activate "show def-parameters" or I couldn't see anything.
just found a weird animation while messing with the berserk fists decl, looks interesting
bonk
I wished melee worked like this, one-two striking fuckers but with no resources dropped.
outta mah way button sounds real nice
If you found a way to make fists selectable and have them work like in that clip it would be awesome.
I wanna throw hands.
sounds possible, just gotta figure out how the animweb editor even works 
HL2 Ragdoll ah
expanded the underground section of the facility a little bit and added a room for an optional gore nest (still needs some extra decoration)
I have a question: Does anyone know if skins are in the game files and can be added to demons? For example, the Gold Cultist from the Marauder. Is that possible to replace a normal AI, but only its skin, with the Gold Cultist's? Is it impossible?
To fight a demon and put the skin on it, not for me to have it as a demon (if there is the option to use it as a demon, I would also like to know)
People have done that with EternalModInjector-based level mods in the past... but idStudio doesn't have a "warehouse" (customisation) asset pack, so I don't know whether the editor would be happy with referencing a non-existent/"game-exclusive" model while working on the map. 🤷
Infinite Horde Mode ❤️
Does anyone know if theres a console command that unlocks everything, like not just weapons, but all maps and campaigns so you don't have to replay them when playing with mods?
No.
Then is there a way to practice my quick swaps with like everything?
I recomend this mod, you can practice on it, there also many challenges you can choose which challenge you want
thanks
I just didnt see it, but i dont have dlc though
Hi, I’m an environment artist and I’d like to study the amazing level art done by id. I’d like to know if it’s possible to open and fly around the levels of the campaign using idStudio? Thanks!
just type noclip into the console
If you need help with anything else, let me know
Thanks for the noclip tip, but I’d ideally like access to the levels in editor form in order to see the different modular assets and props being used, the lighting etc!
All of the Campaign, BattleMode, Horde (including Reclaimed Earth and The Holt), and tutorial maps have asset packs that contain the full maps, ready to open, view, and edit in idStudio.
The The Ancient Gods maps also have asset packs, but only individual models/textures/objects, not the full, pre-assembled maps just yet.
(You'll need 500+ gigabytes of free space if you want to install all Campaign asset packs. The asset packs contain the original, raw textures instead of reusing the game installation's lossy-compressed versions, presumably due to idStudio's original "in-house" development-only(?) nature.)
For now? So, is there a possibility of DLC coming as complete, pre-assembled maps in the future? 👀
The only official statements are that "building/distributing versions of [these] map[s] is currently prohibited" and "[modders] cannot build and play DLC content wads at this time".
-# Sources: https://mods.bethesda.net/en/idassets/details/f2bd448b-e434-4e03-b833-a2eaa1ca4b36/__34_UAC_Atlantica_Facility__34__Campaign_DLC_Asse) / https://idstudio.idsoftware.com/release-notes/2024/11/21/update-1#content-updates
That looks like potentially my best option, thanks a lot! I'll probably reach out with more questions when I get there. 👍
So you are a decorator for games?
That's right
What game?
Most recently I've created environments for Oblivion Remastered and Ninja Gaiden 4!
🤯
Why are you over here? You should be at a game studio my guy.
Yeah I work at a game studio!
Just out of curiosity I recently started playing Doom 2016 and Eternal and after learning about idStudio I figured it'd be a good way to see how the guys at id create the levels. Modding tools like DSMapStudio and idStudio are a handy way to reverse engineer how the level assets are textured, organized etc
So you make models or does somebody make them for you?
Depends on the project but usually I make them and place them in the editor yeah
I’ve been wanting to become an a environment artist for a while. I have zbush, but I’ve been working on my level in school. I just really haven’t had time to learn it fully.
That's awesome, I'd say it's good to start with a rather small project and complete it you'll learn a lot this way.
Thank you are you gonna be making a level or are you just coming in here to see what’s it about?
It sounds like a lot of fun to try to create a level but damn I really suck at these games 😆 I reckon I probably need to familiarize myself more with the gameplay in order to understand what makes a good arena if you know what I mean
In the meantime I'd like to study how the team at id created the levels
Can I add you?
If you don’t mind
Yeah of course 👍
Proof?
If only I knew how to animate or reposition models I'd try hand at making a classic SSG reload.
It pains me that we didn't get a classic SSG reload animation in neither 2016 nor Eternal.
If you play the base Doom Eternal campaign from start to finish I think you'll be fine, the game actually turns you into a pro player by the end of the campaign 
my fav doom eternal mod of all time
Which one is this?
Pl_hightower
cursed weapon fov
the map was surprisingly fun though
but the geo was the biggest enemy😭
That image has always unsettled me
wtf is that ??
a cat
I know it cat, but didn''t think there something weird about ??
🤷♂️
the cat is ok
I don't know about that bro
sorry well idk man mmm i well just dlee it
sorry man i did not know😔
yw
Is there a way that the flame belch can get the demons stunned and try to put themselves out, as seen in QC2018 Reveal?
the user kafeekatze , He asked the same question and had a debate with Nayrham about it; if you scroll up the chat a bit you can see it. I don't know if they managed to do it.
here*
and here*
pretty cool stuff
reworking the intro for my level (again lol)
OUUUGHHHHHH.
Cant wait.
this level will never be done at this point 💀
Bro is sweating in front of his PC everyday trying to flesh out every bit of detail in the level.
this
You're going to approach 2016 early level tiers of detailing at this rate.
hey atleast I'm finally happy with the result of this part so that is a plus
Before you know it you'll be making vents and crawlspaces.
Take your time with it really it's no pressure.
It's not a competition.
oh I know, just really want to make this level really feel official with new shit and all that
great progress in these couple of months
It does show its very visually appealing and cohesive.
In spite of all the gray in the textures themselves.
think it fits the whole space level vibe
is there any way to show an int variable in the logic designer as a text object in the map? tbf i have no idea what im doing so if someone could tell me if thats EVEN possible i'd appreciate it
Certainly possible. There's various ways this is could be done, all have their pros and cons. One option are custom HUD elements, as can be seen for example here: https://www.youtube.com/watch?v=ODAfxNVX0XA
The problem with this option is that it requires the game to run in dev mode in order to be able to send arbitrary, dynamic values to the HUD/SWF, as it requires to run dynamically built console commands.
If you have a fixed number of waves though, and the only dynamic value is the wave number, then an option could be to create a bunch of target entities of type idTarget_Command (IIRC they can execute commands with dev mode disabled) with commands to send fixed values, one for each wave, and then trigger the target entities from logic according to the current wave count.
In a similar fashion you could build a counter from actual in-game objects (like a scoreboard or whatever), showing/hiding/moving them according to the counter.
alr this sounds like the best option, thank you 👍
did you built that class ??
It's actually a library with functions, not a class, but yes, I did.
@oak geyser would you know of a way to make a custom HUD element that's just a combo counter? I tried making one but I didn't know where to begin so I kept working on what I knew
What exactly would a combo counter be?
something that says x1, x2, etc. up to x50
could there be leftovers from 2016's arcade mode maybe?
I mean, what would a combo be exactly? Damage combos, like idk, Puch+SSG+Ballsita?
it's for the Goku mod
it already has a functional combo system but there's still no visual way for the player to know how far the combo is in
I see. Sure, if you have a value available in logic that represents the combo status, then it shouldn't be a problem. The same limitation applies as mentioned earlier, game either needs to be in dev mode to set values to a HUD element dynamically, or there would need to be a bunch of command entities (never tried the latter though, so I'm not sure about possible caveats).
I use an int variable
If you tell me how it should look like, visually (maybe you have some graphics cooked up already?), I could try creating a custom element for you, or modify one of the existing ones, whatever would fit best.
the timer bar is not necessary (it would deplete the combo when empty), I hid the Blood Punch swf cause the way the mod handles BP is way different than vanilla so you can change its swf however you want
I see, sounds like it's effectively the same as the kill counter that I was using in the example above, where you get a kill, then you have a few seconds to get in another kill to increment the counter, and if you fail to get one in time, the counter resets to 0.
Should be easy enough, I'll give it a shot, but it will take a little bit, I have like 39 other things I need to take care of currently 🙃
thanks, also unrelated but do you know if there's any difference between Property Variables and Variables in logic? I got no clue, they seem to function identically, I don't need this info for anything but curiosity
Property variables are exposed externally, they will show up as configurable properties in the entity inspector for the relevant logic entity.
is there a way to activate a trigger hurt that ignores brink of death? im trying to add an instant death pit with "damage/triggerhurt/kill_player" but it leaves the player on 5 health
vega please, it's just some text bro
Maybe vega likes me posting an image instead... I can't test it right now and I don't remember what exactly was needed, the ignores, the damage mitigation, or the damage values, but this kills the player no matter what.
is that a damage decl?
yes
nice, ill give it a shot tomorrow
@haughty mica can you tell me how to make weakpoints of revenant and mancubus unbreakable?
I think it's in their gorecontainer decl
works perfectly, thanks!
nice music! Did you make that music yourself or did you get it from somewhere, man?
I made it myself, I was testing the new custom music track support that was introduced with the last update.
Man, this is incredible! And it sounds quite similar, especially the guitars, to the original game music. Did you record the guitars yourself for real? Or did you use a MIDI guitar simulator program to make it?
I mean, did you record the guitars yourself or did you use MIDI? I'm guessing you probably use a VST for both.
Nah, I don't have any real guitars laying around, all I'm slapping is a MIDI keyboard. So yeah, it's a VSTi, Native Instruments Electric Storm Deluxe.
you mean this? is it possible to set custom loops? if so it would be really useful for me 
nice work! It sounds pretty good, did you just do the mixing or did you also master it?
That's what I'm referring to, yes. Not sure what you mean exactly by "custom loops", but it's possible to control cue points, transitions, fades, etc
i mean as the audio parts that actually loop, for example the only thing they fear is you has that synth (???) sound that plays when entering heavy state and doesnt play again during the entire thing
Oh OK, yeah, absolutely possible, that is controlled by the sequence, the middle window there in the screenshot, you can freely define which music segments play in which order, how many times, etc.
I'm doing everything myself... also I'm lazy, so I'm doing mixing and mastering at the same time in the DAW.
Haha, I do the same thing. I do the mix and put the mastering plugins on the master track, but I've lost the Wave plugins I had and I no longer have a "limiter" or the linMB plugin I used to analyze the music and correct details. Do you use any limiter?
Is this part of id Studio?
Depending on the situation, sure, the "limiting" solutions I use most are Cubase internal Brickwall Limiter, Ozone's Maxmizer, and bx_clipper.
bx_clipper is by brainworx? I think I can get this
No, that is WWISE (no link because vega is a little whiny baby)
yes, it's brainworx... I think I got it with a Cubase upgrade, I don't remember
what version of wwise are you using? not sure if relevant but opening some of the wwise projects included in idstudio gave me this warning
Oh yeah, the version is actually very relevant. For the music mods you should use a 2019.2 version, otherwise you will run into compilation problems. Personally I've been sticking with the exact version the WWISE project was created with (open the .wproj file in a text editor, you'll find the version number at the top), that is 2019.2.5.
There will be warnings about missing plugins when you load the project in any case, but they can be safely ignored, as they aren't relevant for the sounds in the project.
Also, when you compile the PCK for the music mods project, you need to have the environment variables for the 2019 WWISE version installation set. If you only have one WWISE version installed, then you don't have to worry about it, but if you have multiple WWISE versions installed, then you have to make sure the 2019 vars are set before doing the building.
Oh, and another caveat that I totally forgot about.. but I think this is actually the last one... at least for now 😄 You need to modify the ModWavs\test.wsources file, it has apparently been built with the dev's local filesystem in mind, so the root path configured for the external sound files is set to S:\ghost\game\base\sound\ghost, and that will result in a build failure, because that path doesn't exist on your system. You can either completely remove the Root attribute, or replace the value with a single dot, both will tell the compiler to use a base path relative to the .wsources file.
wise is free?
Yes, it's free for personal use. The free version however is limited to I think a maximum of 200 sounds. It's possible to apply for a free full license, it's meant for indie devs, but it requires to register an actual product, it's not really suited for modders. I wanted to ask them if they would consider offering similar full licenses for modders, but I kinda forgot about it 🤷
Is "wwise" like a DAW, like Reaper or Cubase? Does it allow exporting the necessary format for mods in Doom Eternal?
I'm looking at the page and I'm impressed with everything I see, haha. Plugins, compatibilities, I don't even know why it says "platforms" and PS5 is listed. Seriously, I didn't even know something so complete and focused on video game creation existed. Although I only saw versions for download from 2024 or 2025, is it possible to get the 2019 version you mentioned on the official website?
I think you understand now, you just need to add the 2019 variables. I'm going to download it.
I mean, in a very, very, veeeery abstract sense, maybe you could make a comparison here and there to certain common DAW features, but it's very, very different to a DAW. You can define sequences/playlists of audio segments (samples) for music tracks, you have signal chains and routing with buses/aux sends and what not, effects etc, so if you know how to use a DAW, you'll probably have a slightly easier time to get into it, but still... it's very different, it's completely focused on game integration 🙂
You can download any version through their launcher app.
I'm going to install it right now, haha!
Do I have to download Audiokinetic to install it?
Yes, the Audiokentic Launcher is what you need
Berserk glory kills for the Hellrazer are now working!
Which packages should I select? To have what I need to work with Doom Eterna, I mean
That's the "correct" selection, you want to author for Micrsooft Windoofus.... however, you have the wrong version selected!
Oh no, is he gonna be okay?
I'm glad you asked, haha, thanks man!
as in he will actually gib once it is finished? maybe, I'll finish all the animations first and then I'll work on the gore probably
No as in I hope he can recover soon.
:3
oh 💀
No I mean, for the rest of the enemies.
ah
Eternal only has one, two at most per enemy which is uh.
A bit lame.
eh it can be done, if anyone is willing to lose their sanity 💀
I guess they were trying to save time since it only shows up once in the entire game.
Blood will spill.
Which "deployment platforms" should I select?
it would be much easier if Revenant (2016 exporter) wasn't such a terrible program to export animations
I remember hearing about how bad the tools were I had figured they had improved over time.
Would be a dream come true if ID decided to release 2016's assets for idstudio.
lol same
Now that you ask again I'm actually not sure if I'm mixing this up with something else... actually I think you don't need to install any deployment stuff, but only the Authoring package
placeholder for now
So I leave it as it is in the photo? (everything you see there)
Yeah... looking at my installs, I don't have any deployment stuff installed, only the Authoring package
Thanks for the help, I feel like a man with a new toy haha
You're welcome... have fun loosing your sanity, idStudio and WWISE docs are your friends now. You may need to download the offline docs for WWISE btw, I've just noticed that the old 2019 ones seemingly aren't available online anymore, at least the links I still have in my browser history aren't working anymore 🤷
I assume you're already installing it offline
👀
What have y’all been talking about? If you don’t mind me asking
do gui_text entities glitch when they are too far away from the camera or have a big scale number? ive also tried messing with swf scale hoping it would eliminate the problem but it doesnt seem to affect anything?
Bro, I’ve missed so much. What the hell😭 🙏
LMAO ive spent like the last week trying to recreate a stupid idea i had
How have you been man? I haven’t really been talking to anyone lately. I kind of been busy with life things.😅
And also, was that software you’re using what does it used for if you don’t mind me asking
wwise? its pretty much used for exporting custom audio in a format idstudio recognizes
Oh that’s pretty nice
I never dared to blow anything up by x700... are those multiple separate GUI entities? Maybe there's some Z fighting going on? Just shooting in the dark here, I have no idea how that would manifest with semi-transparent GUIs, if at all. I've seen similar "stuff disappears based on angle/distance" before, but it was with animated models and particles. 🤔
i made a logic script that shows/hides gui_text entities based on units and tens, each is separate 0 to 9 text entities and 10-20-30, etc correspondingly, definitely not z fighting since text entities never overlap each other, if i cant find a solution i'll probably just resort to using dynamic entities with number textures slapped on top even if the low resolution is too noticeable
wth youre literally in front of it 
Incorporate custom music into the game and create sounds and environments, connect audio with the game and make it dynamic 
Even if you don't create the music within it, you can paste your mp3 track there to work with
I'm watching these tutorials now to learn everything (I hope I'm watching the right tutorials, but it seems very comprehensive). https://www.youtube.com/watch?v=i2gPkgqVHf4&list=PLzlEBXWjqM97U5rHMERc82sTXRBoSB_Fu&index=3
Second part of an introduction on how to integrate audio or music into Unity game development projects with Audiokinetic Wwise. This video series is designed to be useful for anybody interested in this topic, regardless of game design skill level.
Chapters:
0:00 Intro
2:20 Checking out the Wwise Adventure Game
26:43 The sounds we will use
28:27...
And these tutorials here https://www.youtube.com/watch?v=4A7zQhV62_o&list=PLXMeprTk4ORPxeFVB6o5t1_IHyHkf4BgO&index=2
This educational video contains supportive content to lesson 2 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/
Topics:
00:47 Copying Objects
01:35 Working with the Source Editor
02:20 Adding Fades