Mods: Update 1.2.0
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