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Q1SP Mod DevKit - Progs_dump
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.

Screenshots:

Ionous' map
Yoder's map
dumptruck's map
Ionous' 2nd map

There will be some bugs. I'll do my best to keep this updated regularly. I hope you find it useful!

4mb download on Quaketastic.
Or on Dropbox

Source on Github
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@Esrael 
Thanks for the kind words. I'll look into something like this for a future release. Will be a long time though (see below.) I suspect what you are suggesting is likely possible. But moving forward with the mod keep a few things in mind:

**I am shying away from specific requests. If a number of people ask for something I will add it to a to-do list. A good example are ladders and breakables. I did not want them in the mod as they were not id1 features. But I added them because a lot of people wanted them!

**I am taking a break from progs_dump for the next 90 days with the exception of bugs. I want to focus on other projects and this one grew beyond the original scope very quickly.

**I started by following tutorials and copy and pasting code and testing a bunch. I am still very much a newb when it comes to coding and QuakeC. So to implement something like you suggest above I would really like to really understand how that all works. So I am not saying "no" but I am saying anything like this would take me a some time. But I will absolutely look into it! 
 
Don't worry, take a long rest; You've deserved it! ;) I kind of hesitated making my suggestion in the first place, because you've just finished a gargantuan task, only to be greeted by more requests. @_@ I didn't want to make myself come out as unappreciative for your work, but more like excited about seeing the kit become even greater than it already is.

Yeah, I recall the original purpose of this devkit being id1-like, so I was wondering whether my suggestion, at least the aggro pathing part, was id1-like enough. But since there was already non-id1 stuff like breakables, I was encouraged to go for it. 
No Worries 
Happy to have any feedback and suggestions! 
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