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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 modbase\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 youyour mod has a custom map, DO NOT delete the other folders in your base\generated folder sincebecause 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.
  • DO NOT package the virtualtextures\maps\...\custom_map_name.rawdb file.
    • ItThis 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 sincebecause idStudio does readreads 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

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 athe layeruse issue.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 belongare toassociated and can be used freely in your custom map.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 toand 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";
				}
			}
		}
	}
}

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.