Known Issues
DOOM Eternal Launcher
| Issue | Workaround |
|---|---|
| Creating a second release of a mod that shares a "version" name with a release that already exists for the mod will cause the Launcher to only display the latest release | Use unique version names when creating multiple versions for the same mod. |
| Launching a second instance of DOOM Eternal will close the first instance and Launcher | Don't start a second DOOM Eternal instance |
| Previously completed downloads may re-appear in the active slot | Cancel the download that re-appears (this is just a UI bug) |
| Editing published mod releases doesn't immediately propagate the changes in the UI | It is a best practice to first unpublish a mod before editing its release information |
| Untoggling the "Skip the Launcher" option does not take effect immediately | This option only takes effect the next time the Launcher is started |
| Launcher does not apply scaling changes to 1920x1080 screens on greater than 100% zoom | Set these resolutions to 100% zoom |
| Downloads in progress will stall in the "active" slot if network connection is lost | Restart the download after network connection is restored |
| Mod creators cannot download their published mods if they are in the "Has unpublished changes" state | Either revert or publish the changes |
| Clicking the "refresh files" button on the idStudio mod details page will sometimes reorder the files | N/A |
idStudio
idStudio does not support external authoring tools that do not use atomic write.
Asset import crash
Crash may occur when importing material asset over the original. The crash occurs when user pastes an edited copy of the TGA into the mod directory, opting to replace the duplicate. This may result in a crash or a force-close. Likely affects all asset types.
Workaround
Close idStudio, or at least close any editors/viewports that are referencing assets, before importing.
Mod packager processing
Mod Packager may take a while to process filter list after a map is packaged. The Mod Packer may take an extra minute to process the filter list after packaging a mod. When this occurs, it appears that the packer is processing through a larger list of the generated directory than before the map was packaged. This appears like the packager is unresponsive, but it is processing behind the scenes.
Workaround
This occurs if Decl filter is toggled on when refreshing. If Decls are not needed, toggle that type off before refreshing.
Deleting unecessary decls from the generated folder can improve file tree performance as this particular slow down is caused by the sheer number of decl files present in larger mods.
Other issues
| Issue | Workaround |
|---|---|
| Crash may occur when building / baking map using additional settings | Use preset compile profiles. |
| User will experience crash after using 'Restore Down' function | May need to delete idStudio.ini and layouts.panes from Saved Games\id Software\idStudio\base\idstudio. |
| Crash may occur when importing material asset over original | - Rename the target image and the source image. - Make changes and save the renamed version. - Rename them back to the original names. |
| Sound decls from mod_events under soundevent may not play | N/A |
| Model assets and materials may appear to be missing | Some of these are dependent on map asset packs downloaded in the Launcher. |
| Edited strings may not be reflected in the engine or sandbox | N/A - Currently under investigation |
AMD
| Issue | Workaround |
|---|---|
| AMD - idStudio force-closes after full build local bake of release map | N/A |
| Animated models may not render properly in idStudio or Sandbox when using an AMD card | Update AMD drivers to latest available. |