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.

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.

For example, change the custom layer:

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

To:

	layers {
		"game/sp/e1m1_intro/visibility/vis_barge"
	}

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.



Revision #5
Created 18 July 2026 18:11:53 by Velser
Updated 19 July 2026 09:49:58 by Velser