Known Fixable Issues
Custom Maps have unusually-large File Sizes
Fully-baked custom maps can have very large file sizes. Here is how you can reduce it.
- DO NOT package the
virtualtextures\maps\...\custom_map_name.rawdbfile.- It is a very large file that is not utilized on the Doom Eternal Sandbox.
- Delete the .rawdb file for the mod in your "ActiveMods" folder to conserve file space. Keep the file in your "idStudio" folder since idStudio does read it.
- For more information on what files you should package for your mod, see guide: https://wiki.eternalmods.com/books/0-idstudio/page/what-files-should-i-package-for-my-idstudio-mod
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 mod may still be present in the packaged mod. Here is how you can clean up your decls.
- Delete ALL files under the
base\generated\declsfolder.- New decls will be generated before you package your mod.
- If you mod has a custom map, DO NOT delete the other folders in your
base\generatedfolder since 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.
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.
- See guide (scroll down to the "Some models are invisible..." header): https://wiki.eternalmods.com/books/0-idstudio/page/how-do-i-upload-mods-to-the-mod-portal
- If geo are invisible after loading an existing save or checkpoint, see the "Loading a Custom Map may crash at 80%" guide below.
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 a layer issue. 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 belong to and can be used freely in your custom map.
- Replacing layers on entities can be done quickly by opening a .refmap file in
base\maps\...\custom_map_name\refmap_name.refmapand mass find/replace the full custom layer name to the full repurposed vanilla layer name. - Be sure that the repurposed vanilla layer decl only has its layerParent set to "world".
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";
}
}
}
}
}
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.