Skip to main content

Known Fixable Issues

Some decls are Inaccurate when Testing in the Sandbox

The Sandbox uses the packaged .decl files from the base\generated\decls folder. Older decls that were previously removed from the base\declTree folder may still be present in the packaged mod. Here is how you can clean up your decls.
  • Delete ALL files under the base\generated\decls folder.
    • New decls will automatically be generated before you package your mod.
    • If your mod has a custom map, DO NOT delete the other folders in your base\generated folder because they are needed to package your map. If they were accidentally deleted, be sure to do a Slow Map, Full Map, & Collision/Nav build before packaging your mod.

Custom Maps have unusually-large File Sizes

Fully-baked custom maps can have very large file sizes. Here is how you can reduce it.

Most Geo are Invisible when Testing in the Sandbox

Geo are mostly invisible or flickering in the Sandbox due to an issue with the dvdpc\base\packagemapspec.json file. Here is how to fix it.

Loading a Custom Map may crash at 80%

Loading an existing save for a custom map may crash at 80%. If the game does not crash, then all geo on a custom layer will be invisible unless a checkpoint is loaded. The 80% crash stems from the use of custom visibility layer. Here is how to fix it.
  • If custom layers were used, replace them all with vanilla layers. Repurposing vanilla layers will not impact the levels they are associated with.
  • Replacing layers on entities can be done quickly by opening a .refmap file in base\maps\...\custom_map_name\refmap_name.refmap with a raw text editor and issuing a mass find/replace command to find the full custom layer name and replace it with the full repurposed vanilla layer name.
  • Be sure that the repurposed vanilla layer decl only has its layerParent set to "world" and each custom layer should be repurposed to a different vanilla layer.

For example, change the custom layer:

	layers {
		"game/custom_map_name/visibility/vis_visibility_layer"
	}

To:

	layers {
		"game/sp/e1m1_intro/visibility/vis_barge"
	}
  • Any other custom layers that are not for visibility (main_level, master_level, etc) should be activated in a target/change_layer entity or devMenuOption decl.

Here is what activating a layer in a devMenuOption decl looks like:

declType( devMenuOption ) {
	edit = {
		devMenuList = {
			num = 1;
			item[0] = {
				devMenuDisplayName = "Custom Map - Master Level";
				devMenuMapName = "maps/custom_map_name.map";
				devMenuInventoryLoadout = "devinvloadout/dlc/e4m1_rig";
				devMenuActiveLayers = {
					num = 1;
					item[0] = "game/custom_map_name/master_level";
				}
			}
		}
	}
}

Changing layers on a entities does not require you to rebuild your map.

Custom SFX & Music prevent Vanilla Audio from Playing

There are issues with both the mods.pck & music_mods.pck files that is generated when a new idStudio mod is created. Here is how to fix them.