progs_dump is a QuakeC compilation intended to give Quake mappers more creative options than
“vanilla” Quake, while retaining the look, feel and gameplay of the original.
Features include:
trigger spawned monsters
custom sounds (ambient and triggered)
custom models and sprites with optional animation frames
multiple targets, targetnames and killtargets
custom trigger_push (can be used for water currents, et al.)
enhanced triggers (start off and is_waiting flag to delay triggering)
enhanced plats (toggle, start at bottom, etc.)
trigger_setgravity (on player and / or monsters)
trigger_usekey (trigger volume that requires a key to fire)
tele_fog (play teleport effect e.g. disappearing monsters)
Rotfish fixes
Sample Maps by Ionous, Mclogenog and dumptruck_ds
Please read the manual for full details.
NOTE: If you use this DevKit, your map should be released as a stand-alone mod
and installed into its own folder in the Quake directory. This is not intended
to be a mod that people make and release content for.
The new version of progs_dump is here. Designed to give mappers more visual effects, game play options and quality of life features while retaining the look and feel of vanilla Quake. This is a massive release compared to version 1. It’s thoroughly documented and has been tested over and over. Some highlights include:
***visual effects like particles, sparks, lasers and lightning
*pain_targets that fire when a monster reaches a certain health level
*c0burn’s switchable light styles and fading light effects
*trap_spikeshooter now shoots lavaballs, voreballs, rockets and more
*Rubicon2’s “retriggerable” spawnflag and custom sounds to func_train ladders and two varieties of breakables various Hipnotic and Rogue entities like func_counter and earthquakes
and much, much more.
This release includes a new sample map pd_lightning, that displays the lightning trap entities in more detail in addition to the trap_shooter_triggered entity.
Here’s the changelog:
Added newflags.qc (iw)
Added new spawnflags (iw)
4096 Not in Coop
8192 Not in Single Player
32768 Not on Hard Only
65536 Not on Nightmare Only
Fixed collision issues in trap_shooter, trap_spikeshooter, trap_switched_shooter
Added workaround for if(string) engine bug (iw)
Added function SUB_UseAndForgetTargets() to subs.qc (iw)
Fixed sight_target firing targets multiple times (iw)
Fixed pain_target not using targetname2/3/4 (iw)
Fixed messages not displaying with sight_trigger (iw)
Make weapons fire their targets in Coop and DM2 modes (iw)
Prevent keys firing multiple targets multiple times in Coop (iw)
Fixes to func_bob (iw)
Fixed messages not displaying with func_counter (iw)
Fixed “delay” making func_counter not work (iw)
Added SUB_DislodgeRestingEntities to subs.qc (iw)
Fixed func_breakable debris sometimes floating (iw)
Added pd_lightning demo map
Fixed func_laser audio issue when used with func_counter
After nine months of development a new version of progs_dump is almost ready! This is a release candidate intended for testing and to preview new features. The final version should be available on December 4th if everything goes as planned.
The official release will feature updates to the manual, more information on creating custom monsters and a bunch more I am forgetting at the moment.
Please make sure and read the readme and check out the newly expanded manual. There are a ton of new, unique features in this release. I am excited to share iw’s amazing custom monster code that allows mappers to replace models and sounds easily. This along with some other modifiers allows mappers to make mini-bosses and a larger variety of monsters without any coding. There will be much more info as the weeks progress but for now check out this new massive release.