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Mods: Update 1.4.0

· 9 min read

Update 5 for DOOM Eternal (PC Mods)

This update comes with a major Launcher update.

DOOM Eternal Launcher (v 8.1.10)​

New Features​


Mod cleanup tool​

The Mod Cleanup Tool can be used to cleanup old or invalid mods from your save directories on disk.

To run this tool:

  1. Open DOOM Eternal Launcher
  2. Sign in to a valid Bethesda.net account
  3. Click Mods from the app's navigation bar
  4. Select Tools from the left-side menu
  5. Click Mod Cleanup Tool from the list of available tools
  6. Click "Run tool" in the pop-up dialog

Mod validator tool​

The Mod Validator Tool can be used to validate and update your existing mods on disk to the latest form factor available. This tool requires users to sign in to a valid Bethesda.net account.

To run this tool:

  1. Open DOOM Eternal Launcher
  2. Sign in to a valid Bethesda.net account
  3. Click Mods from the app's navigation bar
  4. Select Tools from the left-side menu
  5. Click Mod Validator Tool from the list of available tools
  6. Click "Run tool" in the pop-up dialog

PLEASE NOTE: This tool outputs an audit file that describes whether or not each mod was properly migrated. If a mod fails migration, it is a best practice to uninstall and re-download that mod from the servers.

Mod conflict viewer​

To run this tool:

  1. Open DOOM Eternal Launcher
  2. Click Mods from the app's navigation bar
  3. Select Tools from the left-side menu
  4. Click Mod Conflict Viewer from the list of available tools
  5. On the "mod conflicts page" click the Check for Conflicts button

PLEASE NOTE: before running the tool, make sure you have set an appropriate activemod loadout on the Play page. If no mods are selected in your loadout, the conflict checker will not find anything!

This is a new tool available in the DOOM Eternal Launcher. This tool utilizes sandbox the create a "conflict file log" which the Launcher can then read and display information in a consumable fashion to the user. There are two separate UI's availabe the Basic UI and the Advanced UI.

The Basic UI is designed to list conflicts between two selected mods as a method of comparing similar mods in your loadout. This mode is primarily geared towards non-creator mod users who want to play mods but are running into issues with their current loadout.

The Advanced UI is designed to fully list all conflicts between ALL mods in the activemods loadout. This mode lists all conflicts by file; each entry in the table can be clicked on to view which mods are altering the selected file. The Advanced UI is primarily geared towards creators who want to create mods that are highly compatible with other popular mods.

idStudio Mod Updates​

The idStudio mod UI was migrated over to the "common mod details" UI so that it flows much the same way as other details pages. There has also been a slight change in behavior regarding the "server mod association" properties on an idStudio mod and how the user interacts with mods in different states.

Server mod associations​

idStudio mods can have 3 main states as denoted here:

StateDescription
Local onlyThis mod only exists locally on the current user's machine.
Has a server associationThis mod exists on disk and is mapped to a valid creation
Has an invalid associationThis mod exists on disk but is mapped to an invalid creation

The UI in the Launcher for the Server mod association has been updated to correctly reflect the current state of the association. Previously the third state (Has an invalid association did not exist and was not covered).

Additionally, the server mod association state now dictates whether or not the user can Edit or Upload the current idStudio mod from its idStudio details page. Essentially users can only Edit/Upload and idStudio mod if and only if their current idStudio mod does NOT have a server mod association.

In the event that their mod has a server mod association they should make any required edits/changes to the mod from the Creations details page instead.

Mod list upgrades​

All mod lists have been completely reworked so that they provide a better UI/UX. Specifically they now:

  • provide a powerful mod filtering system
  • right-click menu access with several quick actions (such as Downloading a mod or Uninstalling a mod)
  • configurable mod item layouts that can be used to limit or maximize the amount of information displayed at any given time

Bug Fixes​


  • Fixed an issue where a missing mod title would crash the Play page
  • Fixed an issue where starting the retail version of the game would not attach process args to the game process
  • Fixed an issue where a missing mod title would crash the Play page
  • Fixed an issue where custom command line inputs were not being passed through to the base game (retail)
  • Fixed an issue where screen resolution calculations would overflow i16 buffer sizes and prevent the screen from resizing
  • Fixed an issue where the Asset pack list was not pulling all available/published asset packs. Now this page will load all asset packs that are publically available
  • Fixed an issue where the "Upload" list header was displaying over a scrolled list of uploads
  • Fixed an isse with removing/uninstalling Library mods
  • Fixed an issue where mod-list-item selection was not working across all lists
  • Fixed an issue where some aux menu items (right-click menu) that require an authorized account would appear for unauthorized users
  • Fixed an issue where "Remove from Library" right click action was crashing the library render
  • Fixed a bug where sandbox was failing to launch while not signed in
  • Fixed an issue where all images failed to upload OR update
  • Fixed several issues with editing idStudio mods
  • Fixed issues with breaking server associations
  • Fixed issues in the Files tab that prevented sorting and filtering from working correctly
  • Fixed an issue that was causing a huge lag in the idStudio page load (11secs -> sub 500ms)
  • Fixed an issue where the list filter notification dot would randomly appear when no filters are set
  • Fixed a rendering issue where mod lists would not scroll properly when the "Detailed" mod list item view was on
  • Fixed an issue where My Creations > idStudio was saying it could not load asset packs in offline mode
  • Fixed an issue where My Creations > idStudio was not loading data in Offline mode (should be able to load mods on this screen in all modes)
  • Updated various localization keys across several different screens:
    • Mod Cleanup Tool (confirm dialog)
    • Mod Validator Tool (confirm dialog)
    • Skip Launcher (confirm dialog)
    • New Release > Add binary files step (missing a subtitle)
  • Added a cache refresh when deleting a creation from My Creations (list should update after deleting a mod now)
  • Fixed an issue where the "Download asset pack" in the right-click context menus was not initiating a download
  • Fixed the "reset" button on the Mod Conflict Viewer Tool (basic); should now reset the form
  • Fixed an issue where Library mods could not be re-downloaded
  • Fixed an issue where downloading the latest version of a mod (without specifying a release to download) was not throwing an appropriate error
  • Fixed an issue where downloading an asset pack did not update the asset pack list or details page
  • Fixed an issue where downloading a mod in the library did not update the library list or details page
  • Fixed an issue where "canceling" the "Skip the Launcher" checkbox click would still set the setting to "true"
  • Fixed an issue where "canceling" the "Skip the Launcher" checkbox would still check the box in the UI
  • Fixed an issue where the Launcher was not correctly connecting to idStudio when it sent the "Change mod" IPC message
  • Fixed an issue where the "Open Logs" button would not open the log location if there were no logs present in the folder
  • Adjusted the layout of idStudio mod details page so that the "Open in idStudio" is always visible and available
  • Adjusted the "beta tag" on the Play page to be a banner and not sit on top of other controls
  • Updated the mod list items to also display the mod's author name
  • Update the mod details header to display the mod's author name
  • Adjusted the all menu panel background colors to comply with minimum ADA contrast standards

Sandbox : Update 1.4.0​

New Features​


Mod conflict viewer​

Support for mod conflict viewer as outlined above in the Launcher section.

Bug Fixes​


  • Fix a bug where milestone rewards could not be regranted if a mod was reinstalled.

idStudio : Update 1.4.0​

New Features​


  • Add isDynamic flag to SmartAIProxy. This allows the entity to update its transform each frame. Useful for some mods.

Bug Fixes​


Encounter Manager​

  • Fix a bug when Undo/Redo would bring a command node back from being deleted.

General​

  • Fix interactive placement settings dialog to be the correct size instead of using display dimensions.
  • Fix a bug where ShowInExplorer would not work for .map files in the refmap list.
  • If the shell function can't find a file due to an extension issue it will open the directory the file is in.

Logic Designer​

  • Fix a bug where deleting a function from a LogicGraph would incorrectly retain the wrong function subgraph.

Scene Director​

  • Fix a crash on sort by category with empty properties

Static Model Editor​

  • Store fly cam buttons over time.
  • Ensure the editor runs regular updates and render frames at decent intervals.

World Editor​

  • Fix crashes in traversal placement

Mods: Update 1.3.0

· 3 min read

Update 4 for DOOM Eternal (PC Mods)

This update comes with a significant content update.

DOOM Eternal Launcher (v 7.12.4)​

Updates​


  • Updated the launcher's "packaged idStudio files" whitelist to reflect the latest valid set of mod files (extensions/files/directories).

Bug Fixes​


  • Fixed an issue where the Asset Pack list was not pulling all available/published asset packs. Now this page will load all asset packs that are publically available.

Sandbox : Update 1.3.0​

Updates​


  • Added initialLayers to idDeclMapInfo so active layers can be specified when launching modded maps from the Extras menu.
  • Added a dialog to notify if a map load fails.

Bug Fixes​


  • Fixed a bug where modded milestones with a max tracked stat of 0 would never be awarded.
  • Fixed a crash caused by a missing map. Now just return to Main menu.
  • Fixed an issue where using the arrow keys or controller on the Extras menu would select the wrong index.

idStudio : Update 1.3.0​

Updates​


This update consists of several major changes to the file system and the game content we distribute for idStudio. The file container system was revamped to

  • Reduce initial install size for idStudio from 100GB to 66GB
  • Reduce total install size (with optional asset packs) for idStudio from 650GB to 450GB
  • Reduce overall redundancy of resources among map wads
  • Chunk wad7 at a preset size for better download management (5GB chunk target)
  • Allow for easier content patching on block based transfer systems
  • Fix resource dependency issues present in V1 wads
  • Introduce a content database to track both local and remote content
  • Allow for the remaining warehouse items to be shipped as their own wads outside of maps
  • Improve idStudio startup times by 20%
important

In order to use V2 map based wads you will need to download the V2 Base Map Resources asset pack first. Without this pack you will run into dependency issues when trying to load resources in idStudio.

Bug Fixes​


Animated Model Editor​

  • Fix an error while loading FX.

Asset Browser​

  • Fixed showing sound events in the browser.

General​

  • Fixed a bug with some broken contexts on open/save dialogs.
  • Fixed rebuild of brush after point move completion.

Logic Designer​

  • Fix recent file menu not loading in some cases.

Mod Importer​

  • Fixed sound fx importing.

Mod Packer​

  • Fix selected file count not refreshing with the file list.

Scene Director​

  • Fixed font rendering for FX tracks.
  • Fixed a crash when dragging between scene directory windows.

World Editor​

  • Fix map saving when an area light is present.
  • Ensure that brush merging keeps the list of groups from the brushes being merged.

Mods: Update 1.2.2

· 9 min read

Update 3 for DOOM Eternal (PC Mod Preview)

This update comes with a new, completely reworked launcher. The launcher has been rebuilt from the ground up for better efficiency, usability, and performance. It offers greater control of both installed and created mod content. Additionally, it comes with a reworked download/upload queue system to better facilitate file transfers.

On top of the new launcher release this update also includes a path for modifying audio using WWise as well as bug fixes for Sandbox and idStudio.

DOOM Eternal Launcher (v 7.10.4)​

Updates​


General​

This version of the Launcher has restructured the front-end of the application to create a separate layer outside of the internal navigation structures. This helps maintain statefulness of the UI and promotes more efficient navigation. This adjustment to the layout helps better convey context to the end user.

  • Updated application build and packaging to improve Steam launch times.
  • Improved resource usage and responsiveness across the app.
  • Better handling for dragging the application window around.
  • Better statefulness of internal cached data.
  • Better handling for navigating between views (promotes better network call efficiency)
  • Added a loading window for better user feedback.
  • Improved offline detection for when the mods service or internet are not available.
  • Changed the "Download" button to behave uniformly across the app.
  • Updated all datetime fields to respect the user's localization settings.

Bypass Mode​

Added support for a bypass mode. If the user does not want to use mods they can set a preference for skipping the launcher and starting DOOM Eternal immediately. This preference can be changed at any time by pulling up the launcher from their task bar. Additionally the bypass mode is automatically active for handhelds and streaming platforms.

Offline Mode​

This version of the Launcher adds support for an "Offline mode" which is governed by a few things.

  • Network access
  • The Launcher being installed in the correct folder alongside the game files so it can access necessary files.
  • The Launcher receiving a healthy status from the BNet mods service.

While in "Offline mode" users can still

  • Play the retail version of the game.
  • Play the modded version of the game with the mods they have on their PC.
  • Open idStudio to work on new mods with local content.
  • Access previously downloaded/installed content.

Mod Browsing Updates​

The Browse page has undergone an extensive rework to improve its usability. This rework focused on:

  1. Increasing page render efficiency while under load.
  2. Decrease network traffic during page load and navigation.
  3. Adding better accessbility through an improved layout.
  4. Improved use of space by showing relevant data in a more efficient way.

The following improvements were also made.

  • Updated page loaders to be more responsive to data load times.
  • Updated the layout to present the users with
    • Clear filters / search section
    • Reduce visual noise allowing the users to focus on the mod lists.
  • Added a paginator for search results and made it sticky so that it remainds at the top of the screen during scroll.
  • The search bar is no longer a "type-ahead" search. Instead it is now triggered by clicking the search button or the pressing the "enter" key.
  • Searching can now be done dynamically in three modes.
    • text search: typing normally in the search field will perform a search on mod titles
    • author search: typing an @ before a keyword will perform an author search for the keyword (this must match the whole author's name)
    • tag search: typing a # before a keyword will perform a tag serach for the key word; users can search for multiple tags in a single search

Managing Mods and Asset Packs​

Many of the other subscreens that are geared towards managing mod content have been completely reworked. The main focus was manging large collections of mods more succinctly.

  • Mod lists (left side panel) have all been expanded to a wider section of the screen.
  • All mod lists received a "Search" bar that performs a local search on the mod list. This is helpful when the user has lots of mods in a list.
  • Update the general layout of these pages to present a more uniform layout; the goal was to utilize space more efficiently and reduce visual noise.

Playing mods​

  • Added "Import save profile" functionality to the "Play" page; allowing users to import their save data from the standard version of DOOM Eternal.
  • Simplified the "Active mods" list and all of the actions required to manipulate the load order of mods.

Uploading and Downloading Mods​

The download/upload workflows have been completely reworked from top to bottom. The system now:

  • Provides a realtime readout of the current download/upload queue.
  • Has queue functionality to grant users greater control over how their pc's resources are used.
  • Provides greater clarity/transparency into what is happening at all times during an upload/download.
note

The file-sync page has been completely removed and downloads/uploads have been split into two different pages.

New Downloads Page​

This page is only visible when the user is signed into BNET. It is accessible through the application header (next to the settings button).

New Uploads Page​

This page is located under Creations > Uploads as uploading mods is something only Creators can do. To create a mod the users must:

  • Be using a Steam version of the Launcher
  • Have idStudio installed on disk
  • Have a valid BNet account

Bug Fixes​


  • Fixed an issue where uninstalling a mod from the user's Library was taking an abnormally long time.
  • Fixed an issue where uninstalling a mod from the user's idStudio Library was taking an abnormally long time.
  • Fixed an issue where asset packs would appear to be missing images and details on the Download queue page.
  • Better error handling and notification for failures in the mod creation steps.
  • Fixed the styling on the Launcher's toast notifications so they are more readable.
  • Fixed an issue where the "Restart Now?" prompt took a long time to appear.
  • Fixed the "Like/Unlike" button the Browse > Mod details page.
  • Added a missing loader icon to the idStudio Library.
  • Updated an error message when idStudio fails to open. Typically this is because the prior instance of idStudio was still closing.
  • Fixed an issue where re-downloading the same mod/release would get stuck in the active spot in the download queue.
  • Fixed an issue where after downloading an asset pack (with other downloads queued) the asset pack would reappear in the active download spot.
  • Fixed an issue where random mods on the Play page would be missing their images.
  • Fixed an issue where text on the idStudio page would extend to the end of the visible page.
  • Fixed an issue where installed mods in the Library > Mod details > Download drop down would highlight the latest release.
  • Fixed some missing placeholders in the Download menus.
  • Updated and patched a large amount of localization issues across several languages.
  • Fixed an issue where the "Like" button was not functioning on Browse > Mod details
  • Fixed an issue where the "Download details" panel was not dynamically updating as a download progressed
  • Fixed an issue where download asset packs would be missing asset pack details in the "Download details" panel
  • Fixed an issue where reconnecting to an "online" state would not reload either the asset packs or the user's library
  • Fixed the "edit property" dialog so that it correctly expands or contracts to fit the current property
  • Fixed an issue where some images would not load in offline mode (not in cache)
  • Fixed an issue where the "Open idStudio mod installs" button did nothing
  • Fixed an issue where sometimes, when downloads failed, the download would get "stuck" in the active slot
  • Fixed an issue that prevented users from updating tags on a mod
  • Fixed an issue where the Browse > Search results paginator was displaying over mod details dialog
  • Fixed an issue where users do not receive feedback on screen while the Launcher is loading active mods from disk
  • Fixed an issue where text would overflow the active mod "cards" on the Mods > Play page
  • Fixed an issue where "restoring" the window AFTER the app had been maximized would not work; now it should restore the window to its default size
  • Fixed an issue where the Forgot password and Sign up links on the authenticator did not work

Sandbox : Update 1.2.2​

Updates​


  • Changed the "Mods" Extras menu to be "Mod Maps"

Bug Fixes​


  • Fixed packagemapspec merging so that mod load order is honored when loading maps with the same name but from different mods.
  • Fixed a bug where unreferenced mapInfo decls were not detected in the "Mod Maps" menu.

idStudio : Update 1.2.2​

Features​


A new, more advanced method for modding audio via WWise is now available. For more information see Audio Modding

Updates​


General​

  • Added a showMap decl parameter to manInfo to control if the map shows up in the "Mod Maps" menu.
  • Default mod name is now "Default Mod".
  • Added more validation for the mod name.
  • String editor is now resizable and closeable.

Legacy Mod Map Importer:​

  • Reduced unnecessary warnings from resource generation.
  • The process now defaults brush volumes for entity defs which do not have one but should.
  • Proper warning curation for entities with missing inheritance.

Bug Fixes​


  • Prevent empty mod names.
  • Fixed a bug where group to entity and ungroup were not maintaining the group lists.
  • Export obj now correctly unpacks textures and material decl relative to mod base folder.
  • Fixed a crash removing logic decl and trying to open a different one.
  • Fixed a crash when removing a logic entity which was currently being edited in an open logic designer.
  • Fixed a crash if Steam attempted to launch a second instance of idStudio.
  • Fixed a bug in the Mod Packer where regenerate asset dialog would stall indefinitely.

Mods: Update 1.2.0

· 4 min read

Update 2 for DOOM Eternal (PC Mod Preview) includes some new features, bug fixes, and quality of life improvements.

DOOM Eternal (PC Mod Preview): Update 1.2.0​

Features​


Save Games​

You can now import base game saves into Sandbox ( on Steam only ). This setting is available as an optional checkbox on the Mods > Play page. Checking this box will migrate your base game save file over to the modded version of DOOM Eternal. Please note, using this setting will overwrite the modded game save with the game save file from the base game every time this box is checked.

Unreferenced Decl Support​

Before this update only decls currently referenced in the base game tree could be modified. This required new decls to be added somewhere they could be discovered. This was problematic for certain decls which were unreferenced. (The primary use case was for new milestone decls). Now these decls are scanned at mod load time and do not need to be part of the existing tree.

Mod map visibility​

Active mod maps that are loaded by Sandbox are now displayed in the Extras portion of the main menu. This makes it easier to load into modded maps instead of needing to use the console. If you provide a mapinfo decl the menu will use the name supplied there. Otherwise it will use the filename of the map.

Bug Fixes​


  • Fixed a bug with the spawn console command where the wrong AI could get spawned
  • Improvements to modded music tracks and track switching

idStudio: Update 1.2.0​

Features​


Package Browser​

An internal tool named RSBrowser has been added to idStudio as Package Browser. This tool allows you to open, explore, and export files from idTech asset containers. The supported file extensions include .resources, .pk5, and .wad7. The tool can be found at Mod -> Package Browser.

This same tool can be used to export entire mods. If modders would like to make their mod available for other people to modify they can package it with the mod's raw assets. If they do not wish to allow this then it is recommended to only package the generated/cooked version of your assets.

Brush Merge Epsilon​

Changed the brush merge coefficient to a cvar (idStudio_mergePlaneEpsilon) to allow modders to adjust sensitivity.

Obj Support​

Made obj files permissible in more tools. Added vertex painting support

FBX Support​

Added vertex painting support

Bug Fixes​


Audio​

  • Fixed the sound filter to show wem files not inside of generated
  • Fixed various bugs with modded sound data loading and playing

Encounter Manager​

  • Fixed undo/redo actions breaking typeinfo data

General​

  • Fixed skybox loading in idStudio's main menu on Engine tab
  • Fixed a crash where Property Options Menu would crash if no decl was loaded
  • Fixed a crash when selecting Show In Explorer on material textures
  • Fixed an issue with projectile rotation speed being linked on multiple axis

Logic Designer​

  • Fixed undo/redo action behavior

Material Editor​

  • Fixed a bug where an undo command would appear to corrupt the decl text fields

Material Painter​

  • Now asks the user if they want to save their work before closing the editor
  • Opening a model without a vpaint will now ask you if you'd like to create one. If yes it will open the newly created vpaint asset

Mod Packer​

  • Added /anim and /binarymd6def to the animated models filter

Scene Director​

  • Fixed a crash trying to access a track key that had been removed
  • Fixed a crash when no scene was present

Spline Editor​

  • Fixed a crash with undo/redo actions

Traversal Editor​

  • Fixed crosshair bug when traversal tool was disabled

World Editor​

  • More special character filtering so refmap names are appropriate
  • Fixed a memory leak with vertex paint allocations which would cause a crash after multiple map loads
  • Fixed an issue with bezier spline control points having incorrect delta movement

Mods: Hotfix 1.1.2

· 2 min read

This hotfix version fixes further issues with the new Mod Packer 2.0.

idStudio: Hotfix 1.1.2

Bug Fixes​


Mod Packer 2.0​

  • Fixed a crash related to the asset regeneration thread.
  • Fixed a crash related to regenerating havok assets.
  • Fix packaging and application of packagemapspec overlays.

idStudio​

  • Fixed a bug where idStudio would overwrite some mod metadata.

Updates​


Mod Packer 2.0​

Packaging mods with maps resulted in a lot of unmodified files being outputted to the mod's directory. The Mod Packer now tracks and removes these files after the packaging process is done. This adds about a minute to processing time but keeps the directory from being overly polluted.

Known Issues (idStudio: Hotfix 1.1.2)​

Asset Import Crash​


Crash may occur when importing a material asset over the original. The crash occurs when the 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.

tip

Deleting unnecessary decls from the generated folder can improve file tree performance, as this particular slowdown is caused by the sheer number of decl files present in larger mods.

important

For a full list of known issues for DOOM Eternal (PC Mod Preview), please see: Known Issues

Mods: Hotfix 1.1.1

· 2 min read

This is a hotfix version for DOOM Eternal (PC Mod Preview). This version should fix issues that were encountered during mod packaging and decl filtering, and remediates the issues that arose in Update 1. There are still a few known issues in idStudio which are detailed below.

Known issues (idStudio: Hotfix 1.1.1)​

Asset Import Crash​


A crash may occur when importing a material asset over the original. The crash occurs when the 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 Packer Processing​


The Mod Packer may take an extra minute to process the filter list after packaging a mod. When this occurs, it appears that the Mod Packer is processing through a larger list of the generated directory than before the map was packaged. This causes the Mod Packer to appear unresponsive, but it is still working and processing behind the scenes.

Workaround​

This occurs if the decl filter is toggled on when refreshing. If decls are not needed, toggle that type off before refreshing.

tip

Deleting unnecessary decls from the generated folder can improve file tree performance, as this particular slowdown is caused by the sheer number of decl files present in larger mods.

important

For a full list of known issues for DOOM Eternal (PC Mod Preview), please see: Known Issues

Mods: Update 1.1.0

· 9 min read

The latest update for DOOM Eternal (PC Mod Preview) brings major content updates, new and updated features, bug fixes, and more.

This is a large content update that includes new asset packs for both PvP and DLC (content only), as well as improvements to idStudio and the DOOM Eternal Launcher which focus on performance, resource efficiency, and stability. Read on for more details.

DOOM Eternal (PC Mod Preview) (v 1.1.0)​

Content Updates​


Two new tutorial asset packs are available for download. These asset packs are:

  • Graveyard - Combat Arena Example: An arena map that highlights all aspects of a fully featured map.
  • Maps 101: A set of example maps that demonstrate various aspects of level design.

Specifically, the Maps 101 maps demonstrate:

  • Level design scale standards
  • Scale standards for dashing and ledge grabbing
  • Simple AI pathing
  • Simple clip testing
  • Simple door example
  • Simple elevator example
  • Flight Nav test
  • Logic Mover test
  • Pressure Plate test
  • Simple Wall Climb example
  • Simple trigger test
  • Checkpoint test

Additionally, we have published several PvP asset packs as well as the remainder of the main game's assets including DLC1 and DLC2 content wads under the "Asset Packs" page.

info

The "content wads" above refer to everything but the .map/.refmap files. Modders are able to use all of the content from the DLC maps, but cannot build and play DLC content wads at this time.

Features/Updates​


Mod Packer 2.0​

We've rebuilt the Mod Packer using feedback from the community to make it more intuitive to use. Now you'll be able to toggle showing binary versus binary+raw assets. You can choose to show only modified files. You can regenerate all modified assets to clean your asset tree of unmodified files and you can select filters for various common asset types. We'll continue to take feedback on this tool to make it easier and more intuitive to use. Overall, this should help Modders understand what needs to go into a mod as well as reducing overall mod sizes.

Mod Testing Options​

You can now choose to keep idStudio open when testing your mod so that you don't need to incur the startup time each time you want to test your mod.

info

Please note that it requires a great deal of resources to run both the game and idStudio at the same time, so plan accordingly.

Modded Audio​

  • Release of new wav to wem converter.
  • Added better error handling and reporting.
  • Support for 32-bit wavs with downconverting to 16-bit.
  • Sound files are now saved to sub-folders.
  • Added support for custom music tracks.

Bug Fixes​


Animated Model Editor​

  • Fixed a crash when spawning entity at tag events.

Audio​

  • Fixed some crashes when building soundbanks.

AutoMaps​

  • Fixed issues building automaps.

Decl Editor​

  • Fixed an issue where similarly named decls would cause each other to need to be reloaded.

idStudio​

  • Disabled experimental autosave system.
  • Fixed a couple of shutdown crashes.
  • Fixed issues where window could end up off screen.
  • Excluded directory notifications for generated directory.
  • Fixed a crash in saving entityDefs.
  • Fixed change mod list to sort by creation date.
  • Fixed a crash with flight volume generation.

FBX Support​

  • Errors are now displayed when attempting to import or export assets outside of the active mod directory.
  • Selecting edit on an FBX file now opens the Static Model Editor, similar to LWO assets.

Modded Strings​

  • Fixed an issue with some strings not getting replaced.
  • Fixed an issue where reloadLanguages command would not reload all modded strings.

World Editor​

  • Added a fix for ambient probe building before map build.

DOOM Eternal Launcher (v 7.6.1)​

This is a very large content update for the DOOM Eternal Launcher, with many bug fixes, stabilization updates, and improvements to uploads and downloads.

Features/Updates​


Downloads​

Downloads in the DOOM Eternal Launcher have been completely overhauled to bring a better experience to all users. This version of the DOOM Eternal Launcher adds a "Downloads" section on the File sync application menu (found in the application header). This dropdown shows a high-level overview of the current active download as well as an overall count of the number of downloads in the queue.

Additionally, this version adds a "Download Queue pop-up dialog" that allows users to:

  • Visualize their download queue as well as completed downloads during the current session.
  • Reorder queue priority (for non-active downloads).
  • Remove downloads from the queue.
  • Cancel the active download.

The UI for reporting download progress has also been slightly updated in an effort to give more detailed feedback during longer downloads:

  • Added download progress indicators to mod preview cards and mod preview list items.
  • Updated all download buttons to provide a numeric value for the percentage done on a download (instead of just a progress bar).

Uploads​

Uploads in the DOOM Eternal Launcher have also been completely reworked to provide a better experience and promote stability during the lifecycle of a mod upload. This version of the DOOM Eternal Launcher adds a "Uploads" section on the File sync application menu (found in the application header). This dropdown shows a high-level overview of the current active upload as well as an overall count of the number of uploads in the queue.

Additionally, this version adds an "Upload Queue pop-up dialog" that allows users to:

  • Reorder queue priority (for non-active uploads).
  • Remove uploads from the queue.

The UI for reporting upload progress has been updated to give users as close to real-time feedback as possible:

  • Updated all upload buttons to provide a numeric value for the percentage done on an upload (instead of just a progress bar).
  • Adjusted timings of progress reports to the UI thread so that the progress is more accurately reported in real time.

Notifications​

Notifications in the DOOM Eternal Launcher have been completely reworked. This was done with the goal of providing more accurate/valuable feedback, a condensed message structure that is space-efficient on screen, and more extensibility for future notifications. New notifications for error reporting were added as well, including such errors as:

  • Image upload failures.
  • Mod and release upload failures.
  • Content publish/unpublish failures.

Authentication​

This version of the DOOM Eternal Launcher now offers a "Remember me" option when signing in to a Bethesda.net account. By selecting this option users can have the DOOM Eternal Launcher remember and restore their user session after closing the application down.

Mod detail pages in both the Browse and Library tabs now have a button that allows users to either:

  • Open the mod's Bethesda.net web portal page.
  • Copy a link to the Bethesda.net web portal page to their clipboard.

UI/UX Improvements​


Installed Version Display​

The DOOM Eternal Launcher now shows which version of a mod is installed via a mini "Installed" tag next to the appropriate version name. Additionally, on screens where versions are not readily displayed, the Launcher will display the version name that is installed on disk.

"Creation Details" Page​

The details page for a creation (mod that you have authored) has been updated to better reflect the context of "creating mods" as well as to improve UX and enhance common workflows for creations.

These updates primarily include:

  • The Publish button is now the primary button on the screen (large button on the detail's action bar).
  • The Download button and its functionality have been moved to the "Releases" tab so that mod authors can easily download any previous version of their mod.

"New Mod" Page​

The "New Mod" page has been updated slightly to include:

  • Multi-screenshot uploads (users can now select more than one screenshot at a time to upload).
  • The updated "New Release" panel that includes new features (listed below).
  • An interactive tutorial for the "New Mod" page. This can be accessed by clicking the ? button in the application header.

"New Release" Page​

The "New Release" screen/panel has been updated to have a better/more consumable layout and provide the user with better error reporting while filling out the "New Release" form.

Error reporting on this page has also been improved:

  • Users are now warned of potential release naming collisions.
  • Input controls now prevent the user from adding any characters over the character limit for each form entry.
  • Added an interactive tutorial for the "New Release" page. This can be accessed by clicking the ? button in the application header.

Bug Fixes​


  • Fixed issues where the download progress percentage would bounce up and down in numeric value.
  • Fixed numerous spelling mistakes in the English versions of the Launcher.
  • Fixed an issue that was causing image uploads to fail when the image was not on the same drive as Launcher.
  • Fixed an issue that was causing image uploads to fail when the image's filepath had a space in it.
  • Fixed race conditions that were happening during mod creation where some images would randomly fail to upload before the finalize API call was made.
  • Fixed an issue where navigating away from and then back to the Library page would randomly re-order mods on the page.
  • Fixed an issue where a JavaScript error window would popup if the Launcher was closed during an active download or upload.
  • Fixed an issue where selecting files or folders from the UI was not actually selecting valid file locations from disk.
  • Fixed the alignment of "Play DOOM Eternal" on the home page.
  • Fixed an issue where newly created mods could not be published.
  • Fixed an issue where newly created mods could not be opened in sandbox.
  • Fixed an issue where special characters in a mod's name or version name were not rendering correctly onscreen.
  • Updated all localizations.

Documentation​

New​


Updates​


  • Converted the Common Entity Types from a table to a Terminology-type page for easier navigation.
  • Fixed typos on various pages and adjusted formatting.

Mods: Hotfix 1.0.1

· 3 min read

This is the first hotfix for the DOOM Eternal Launcher and idStudio. This version fixes the login to BNET issue we noticed users were facing, and some QoL and other bug fixes and improvements to both the UI of the Launcher and idStudio.

Launcher (v 7.2.0)​

New Features​


Additional Statistics: "PLAYS"​

This version of the Launcher exposes the "PLAYS" stat or the number of users who have downloaded and set a mod in their load order when starting a modded session of DOOM Eternal.

New Setting: Streamer Mode​

This version of the Launcher adds a new setting called "Streamer Mode". This setting, when turned on, hides the current user's semi-private data. Specifically, this setting will:

  • Hide the user's username from the application title bar (when signed in).
  • Hide the user's username entry in the authenticator dialog.
  • Prevent the user from showing their password using the "Show/Hide password" button on the authenticator dialog.

Quality of Life Improvements​


General​

  • Updated the "Add individual file(s)" button when creating a new release to allow users to select multiple single files at once.
  • Updated the latest translations for all non-English supported languages.

Mods > Browse > Mod Details Page​

  • Adds "Download Size" to the main display on this page.
  • Adds "Download Size" to all other downloadable versions under the "download other versions" dropdown (only when other versions are available).
  • Adds a "Latest version" indicator to the release version that is considered the "most recent release".
  • Adds an "Installed version" indicator to the release version that is installed on disk (if any).

Mods > Library > Mod Details Page​

  • Adds "Download size" to the release table.
  • Adds a "Latest version" indicator to the release version that is considered the most recent release.
  • Adds an "Installed version" indicator to the release version that is installed on disk (if any).
  • Moves the "Download this version" and "Show more" options to a "Release actions" menu on the Releases table.
  • Updates the in-page navigation bars so that the navigation bar is more accessible and easier to see.
  • Adds a "Show more/less" button to the "Installed Release" section that will show/hide the installed binary tree.

Creations > Creations > Mod Details Page​

  • Updates the in-page navigation bars so that the navigation bar is more accessible and easier to see.

Bug Fixes​


  • Fixed an issue that prevented the user from deleting any release on their Creations.
  • Fixed a rendering issue for English strings in the left-side app-nav panel.
  • Fixed an issue where the "preview icon" on all mod preview cards was off-center.
  • Fixed an issue where the user's password would flash when signing in with the "Enter" key.
  • Fixed an issue where the user's session would not correctly refresh after a given amount of time.

idStudio​

Bug Fixes​


  • Fixed issue where wavs were being imported incorrectly for community mods.
  • Fixed issue for filenames overlay sounds that contained file IDs where they were being written to the wrong location.