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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.


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
This Will Be Pretty Useful 
Nice to have a "blank page" custom progs of sorts for others to build on, makes me much more willing to learn qc for a big project I have in mind.

Cool maps too, including ionous' which may as well have been a tiny ionsp2 considering how nice it was. 
Congratz On Your QC Project Release 
Well done dude, d'loading and playing now. 
Thanks damage!

Otp: quakec is just as gratifying as mapping. For me it was a lot of trial and error. Someone said recently the best way to learn Quakec was to look at a lot of code. Custents and RRP have decent comments so I recommend those if you start looking.

Also progs dump would be good for speed mappers. 
+1 Vote For A Progs_Dump Speedmap Pack! 
To celebrate the new tools, who all would be up for a SM188? 
I Would Be 
It was one of my goals with this to make speed maps more dynamic and easier to create. I would join in for sure! 
What QC version this is based on? It would be nice if you add ladders, earthquakes and some other mission packs goodies. 
Six Shoota 
It's compiled from id1 1.06 with pieces from Hipnotic, Rogue, Rubicon Rumble Pack, Custents and a few others. If more people request ladders I will consider it. But they are clunky in qc and feel less like the original game to me. Earthquakes almost made it in but they are so limited and really don't affect the player too much. Not sold they are worth it.

The goal was to really stay close to vanilla Quake and not to add too much other stuff. I felt gravity was a good addition because it was in the original game albeit hard coded.

Once you get into breakables, ladders and other things then you may as well go with Arcane Dimensions. Also the code is freely available and this is really a base for mappers so people can add when they'd like. 
+1 Ladders 
Preferably Quoth-style instead of AD-style, though the latter can provide interesting combat situations. Both, perhaps?

Re: earthquakes
I think they're a cool gimmick that can enhance the atmosphere in lava/rocky maps. Plus, gameplay-wise, I like the unpredictability they lend to a simple thing like following a monster with the NG or in platforming sequences.
tl;dr earthquakes=good 
Not To Mention That They Fit The Name Of The Game 
Can We Vote On A New Name!!! 
I'm sorry but, I just don't like "Progs_dump"!!! I named my mod folder progs_ds.

The dump part either makes me think of a source code "dump" or... well, taking a poop :-P

Nothing personal, just making a comment, hehehe. 
I Have A Lot Of Feature Suggestions. 
And I will spend my time implementing them myself instead. 
That's cool otp, but not everyone understands QC. Which is why the work of people like dumptruck is so important to the community at large. 
The whole point is to make your own mod with your own name. :)

Mugwump. I am def. going to look into ladders but no promises. As I stated above. Ladders don't scream vanilla to me. This is really and "enhanced" vanilla for me.

That said it does come up occasionally that mappers try and make ladders with brush hacks. I'll be weighing this as I revise the mod. And please take not I have other pressing projects so no revisions for weeks or even months. No one should wait on updates. Go map! 
ladders with brush hacks
You mean the 1-unit-wide steps thing? That sucks.

Yeah, no worries @ timing.

BTW earthquakes can be considered vanilla, just not id1 vanilla. You already included hipnotic/rogue stuff, so... 
Might Use This For My Current Project Instead Of All These Id1 Hacks.. 
Earthquakes are a good way to enhance a "rumble" sound effect. I used it with my stairs trap in my underwater jam, and it helped a lot with making sure players were spooked enough to not quickly run or jump back up before it was too late. +1 for adding them to a future release. 
Neat, something to play with during the weekend. Thanks! 
A Good Way To Begin Our Mods 
Thank you! 
Nice job guys! I'm looking forward to seeing what mappers do with this! 
I actually had some suggestions, but I deleted them when I realised I was pretty much saying "a gimped AD pls".

id1++ sounds like a good philosophy - stuff that gives mappers more support without radically changing the id1 gameplay. 
Yeah, I think moving forward I'll want to add more things that are accomplished by hacks.

That the main reason I wanted a silent trigger push. The hacks we tough to get right. 
A Bit Late On This But 
A lot of this is what I remember wanting out of the Episode Jam progs. Glad to have them here. Congrats on the release, and I can't wait to see what you add next.

Agreed on earthquakes, by the way. Ladders, less so, but I get why people want them. 
Good News 

After some research both ladders and 'quakes are fairly easy to include. So I think they'll be added in the next release.

Spike and c0burn have suggested a few other cool features that should be very easy to add as well. 
Be Careful Of Feature Creep 
It's best to have a clear goal with your project. 
I agree. Tough to balance making everyone happy with - "I want to stick to these basic constraints, cuz I feel strongly about the end result." 
Hm if you want more things that can be accomplished by hacks maybe you can add a stationary turret that can rotate and shoot arbitrary projectiles next ;) ;) 
Tbh ladders and earthquakes are way past the id1-threshold, imo.

One thing I'd suggest (if it isn't present already) is making it print the classname of the bonus item fell out and walk/fly/swimmonster in wall warnings. It's a very simple c/p job, but helpful. 
Suggestions, If You Already Have Then Ignore Me 
Custom sounds for keys
Custom sounds for doors
Custom sounds for plats
Fixed rogue multiple level up/down plat
Enhanced func_train: events at path corners, restartable after hitting a wait of -1, capabke of being silent, capable of being invisible (what? I found it useful once), custom speed at each point for changing speeds.
More customizable secret door directions, though I suppose Preach's angle hacks aren't too troublesome. 
We'll see how far I can get with some of these.

I still have a ways to go before I could fix the Rogue elevator. That one kept me up late at night. AD does have something like that so I will investigate.

func_train enhancements like this are completely beyond me ATM. But something I can research.

secret door directions same as above... math... <shudders> 
Update For Func Readers 
If you are not on Discord you may not be aware that I am making progress on the next versions of progs_dump. Here is a partial list of what is completed.


* added reset_items key to worldspawn entity; resets players items on map load (no need for Rune hacks for new start maps!)
* added classnames to "bonus item fell out of level" and "monster stuck in wall" errors when developer is set to 1.
* Add entities for Thunder, Water and Sky sounds. Use these when you want to hand place these instead of having VIS.exe add them automatically.
* Fixed door unlock sound not playing (id software bug)
* Added ladders
* Added breakables (WIP)
* Added spawn_angry key/value for use with Trigger Spawned monsters
* Added meat_shower which displays the player gib effect on demand. (regular or large, triggerable, silent or random gib sounds)
Hey, man! Is this new version of progs_dump already out?

I want to create a mod, and since you have all these cool features in here, i think i'll start with progs_dump instead of the original 1.06

I noticed that you took some code from Hipnotic's progs, right? Is rotating doors already in here? If not, what rotating brush code is better for me to "merge" into my mod? Hipnotic's or Arcane Dimensions? 
The AD code is the Hipnotic code. 
Oh, thanks!
I didn't know that.

And what about Hexen2 rotating brushes code? In here it's say that "Rotating brushes were present on id's Quake: Scourge of the Armagon yet in a crude way. Hexen II received John Carmack's new QuakeII rotation code which is much simpler for the level designers and much more solid."

Is someone here already made maps for hexen2? What's the big difference between the codes? Is it really simpler to use? Will it worth the effort to try to port the code for quake? Or is it engine-related and not progs-related?

I'm asking because I saw this Shambler's video about rotating brushes and it looks pretty complicated/time consuming to make in quake... 
it requires engine support. 
The new version of progs_dump is not ready. It's close! RL got hectic for me recently but I am trying to have a release candidate ready as soon as possible. I wish I could commit on a date but every time I do my free time vanishes. (it could be as early as next week tho)

I had no plans to add rotation to the mod. It's super clunky to get working as you can see, and unfortunately it's the only method we can use due to engine limitations. 
thanks for the clarification

thanks for the answer. No rush, man! Do it in your own time. 
Version 1.1.0 Release Candidate 1 
Here's progs_dump devkit RC1

This release is for testing and feedback.

Screenshot from pd_zombies sample map.
Screenshot from pd_ladders sample map.

There's a bit more work for me to do for the final. Here's a partial list:

1. New Start map
2. Complete pd_void sample map
3. Add func_rotate (Hipnotic)
4. Add dropping box code (RennyC)
5. Add fading light styles (c0burn)
6. Finish breakable sound effects
7. Add skins to debris.mdl
8. Complete manual
9. Address any show stopping bugs
10. Test in various engines.

Make sure and read the manual. Many of your questions should be answered there or in the sample maps.

Here's a dump of the changelog:

* Added reset_items key to worldspawn entity; resets players items on map load (no need for Rune hacks for custom start maps!)
* Added classnames to "bonus item fell out of level" and "monster stuck in wall" errors when developer is set to 1.
* Add entities for Thunder, Water and Sky sounds. Use these when you want to hand place these instead of having VIS.exe add them automatically.
* Fixed door unlock sound not playing (id software bug)
* Added ladders
* Added breakables
* Added spawn_angry key/value for use with Trigger Spawned monsters
* Added meat_shower (regular or large, triggerable, silent or random gib sounds)
* Added trigger_void
* Added trigger_shake (earthquake)
* Renamed dtsounds.qc to dtmisc.qc
* Added deadstuff entities
* Added ritem (items respawn)
* Added trigger spawning to items
* Added items suspended flag
* Fixed trigger_ladder conflict with trigger_setgravity
* Revised FGDs
* Added pain_target and pain_threshold
* Added func_togglewall, func_counter, func_oncount and func_particlefield from Hipnotic
* Added pd_ladders test level
* Fixed H_MEGA respawn bug
* Added pd_zombies and pd_meat maps
* Added Persistent Key behavior (cnt = 1) to func_door and trigger_usekey
* Added candle.mdl from Rogue and light_candle qc from Honey
man, this is gold =D 
thanks! I hope ppl find it useful and fun to use. 
Updated RC1 JACK FGD 
Here's a new version of the FGD for JACK users The RC1 version above was untested and had some errors. 
Awesome stuff! Should use this with a standspon3 map of mine! 
I'm getting realy mad about this.
Have made some soundtriggers in 11KHz, 8Bit, Mono timeds ago and everithing works.
Now, after loading the new version over it, I did the same and nothing happens. Message" Couldn't load ... .wav.
Tried to load some original dump/..wav and also the same message.
Made a new directorie, reloaded files, deleted working files and also nothing.
What have I done wrong? 
Well it's really hard to know what you have done with out seeing your hard drive and directories. So a few questions:

What do you mean by loading a new version over it?

Do you mean a new progs_dump? If so then, what version are you using?

Each version of progs_dump should be treated as a separate mod. I never intended for people to "upgrade" or overwrite those files. I will make sure this is clear in the readme if I didn't already.

Did you somehow, move or overwrite your sound files? Are they still there?

Most of the time these are issues with the paths. I did not touch the sound code between the different versions. 
My Workflow:
Created a directorie named after my project. Copyd the progs_dump in. created a new map and saved it in the map folder. made some sounds and saved it in subfolder ../gh in sounds/. Triggerd the files in trenchbroom and they worked. downloaded the newst version of progs_dump. removed the old files. installed the new in the same folder. made some new soundfiles. Got error messages "couldn't load soundfile ... . wav". tried it with the older files everything workes fine.

Because of the fact that the old files work, I think that it has something to do wit the paths but I don't know where to fix this.

Would it help to create a new directorie with a clean copy of progs_dump? 
quake's sounds filenames are relative to the sound/ subdir rather than the gamedir itself, for some reason.

so if your map contains sound/ in the name then it won't work (unless your sound is in c:/quake/$modname/sound/sound/ which is obviously stupid). if you put them in c:/quake/$modname/sounds/ then it won't work either. 
The folder paths are correct.

Like this.

Noise: gh/example.wav

The only difference is that the old files work, the new dont, the water sound in dumps folder dont works either. 
Would it help to create a new directorie with a clean copy of progs_dump?

Yes I would start with a fresh directory, something got messed up when you copied files around. Especially since the water sound is not working.

BUT - what version are you using of progs_dump? 1.1.0 RC1? or the Jam X RC2?

In the OS the path for your sound must be like so:




In the editor, your sound must be:



And make sure the folder is SOUND and not SOUNDS 
I'm using 1.1.0 and the folder/sample.wav.

I'm repairing this today till it works!

best wishes 
There are two versions of 1.1.0 RC1 and RC2

for the 3rd time now... which one are you using? 
@dumptruck_ds "solved It" 
Ding, Shame, Ding, Shame, Ding ...

Solved it!

Had to change the command-line Argument in Necr-GUI to "-game modname".

Argh. The was the last thing I thought.
Now it works fine.
Have only one little idea for the play_sound_triggerd. Could there be a spawnflagg for looped on, off?
Have to turn non looped sounds of by trigger again. 
Woo Hoo 
glad you figured that out

I need to look at that code again. It was a straight copy and paste from Rubicon 2 (or Hipnotic) so I will have to see if I can modify it.

But you want a spawnflag for play_sound_triggered to start on that then toggle off correct? 
looping in quake is based on a flag inside the wav file itself, so hard for QuakeC to control (would have to know the length which i don't think is available, and then manually retrigger a non-looped wav, or manually kill a looped wave. 
Yep I should have realized that when I posted. That's why there are two discreet sound entities, one for looped wavs with cues (or markers) and one for one-off sounds. Sorry Sgt. It's one or the other. But you can create a looping sound with these markers easily. I have a tutorial here: 
Looped Sounds 
Don't know why but the play_sound_triggered entity in my maps always loops the sound-file with or without markers. So I had to trigger it again to stop. 
You are probably triggering it with a trigger_multiple so it's just firing it over and over.

Did a trigger_once on a play_sound_triggerd with a soundfile without markers and the sound repeats and repeats. Did it with a trigger_relay and it happend the same.

So I now shoot two trigger_relays. The first starts the sound, the second, with a delay of the length of the sound, stops it.

Have no idea why it works this way today.
The first time I worked with this entity a trigger_once was enougth and the sound stops after playing. 
No idea what's up with that but I am glad it is working now. 
Version 1.1.0 Release Candidate 3 
progs_dump 1.1.0 Release Candidate 3 is now available for download.

Highlights in this release:

custom health on monsters
trigger_take_weapon (for axe only starts)
weapon_shotgun with metlslime's mdl or Slapmap's version
c0burn's switchable light styles and fade / up down of lights
lightning trail entities for traps and decorations (DOE)
visual effects entities: play_explosion, play_tbabyexplode, play_lavasplash
misc_particle_beam from Zerstörer
func_fall - brush that drops upon touch
trap_shooter - spikes, lasers, rockets, grenades, lavaballs, gibs and voreballs
"retriggerable" func_train with custom sounds
new sample maps for reference

The final version will be released some time in June. 
Bumping This Thread 
For folks who may have missed it due to spam posts tamping this down. Still working on the final version, should be out by the end of June.

The final will have a few new features and a proper hub for the test levels:

** Added func_bob and misc_bob (RennyC adapted from AD)
** Added misc_sparks (Rubicon2)
** Added misc_particles (misc_splash from Rubicon2)
** Added sight_trigger - monsters fire targets upon seeing the player
** Added keep_ammo to Ogre, Soldier and Enforcer (no "DropBackpack" if set to 1)
Progs_dump_devkit Version 1.1.0 
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.

You can download it from the Internet Archive or from Quaketastic

Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4


Thanks to Qmaster, RennyC, c0burn, Spike and many others who helped me create this devkit. Enjoy! 
You weren't kidding when you said you could rush it out sooner 
I stayed up late to wrap it up... enjoy! 
Finally Downloaded It And Started Brainstorming 
Just played the cool demo maps and read the manual. Aw man, such great quality of life improvements for mappers! Quite an effort you've made here, Dumptruck! Good job to the other authors as well!

While reading the manual, I was wondering if you've considered adding the option of making aggroed monsters "going back to sleep", for example, by triggering one of the monsters targetnames when they are aggroed?

And now that I'm getting started, maybe add spawnflags that tell the monster to target a specific path_corner once the aggro has been disabled? There could be spawnflags 'upon_sleep_targetx', where x is one of the monster's four targets? If the spawnflag's not active, the monster would just simply stop when "put to sleep".

Another option could be that if the monster is touching a path corner (either a point or a brush path corner) when the aggro is disabled, the monster would start following that path.

These options could enable powerful tools for making custom monster AI!

And now that I'm really going down the rabbit hole, maybe add the possibility of enabling path corners the monsters would follow only when they're aggroed. If I recall correctly from an earlier discussion here, Quake II (or should I say Wor, Kinn?) ;D has those, right?

Or on second thought, should I just stop right here? xD There was a discussion in the Copper Quake thread about making a too involved AI, wasn't there, and it wasn't found to work very well with the game, right?

So, maybe as a compromise, implement just the option of making monsters going back to sleep and none of that pathing nonsense? xD 
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! 
190 posts not shown on this page because they were spam

190? How is this possible? 
now it's 24 posts not shown on this page because they were spam funky 
the first time it's because you clicked on the "new 190" link. The second time you clicked on the "last 25" link. 
Simple Enough 
makes sense 
Kill Count Bug (and How To Fix It) 
dumptruck, I've found an obscure bug which affects the kill count if a map includes trigger-spawned Rotfish. I was going to email you about this, but I think an explanation of this bug might be useful for others, because it illustrates something about the engine which isn't obvious. So, I thought I'd post this here, where others can see it.

I noticed the issue in the map pd_ionous, but it should affect any map with trigger-spawned Rotfish.

The bug is that the "total monsters" count becomes incorrect after a trigger-spawned Rotfish is triggered, but the incorrect count only becomes visible to the player if they save their game, then load the saved game.

To see the bug while playing pd_ionous: simply play up to the point where the three Rotfish have been triggered and have appeared, then save and load. Assuming you're playing on Normal skill, the "total monsters" count in the status bar should be 19 when you save, but after loading, the count will jump to 22. But there really are only 19 monsters, so it becomes impossible to get 100% kills.

The tl;dr solution is to increment the total_monsters global in swimmonster_start() instead of in swimmonster_start_go(). But I expect it's not obvious why that fixes the issue, or even why the issue happens at all, so I'll explain.

There are two things going on here:


Thing #1: Why the total_monsters global becomes incorrect when a trigger-spawned Rotfish is triggered

This comes down to the way progs_dump currently fixes the old Rotfish kill count bug that was present in id's original code. The old bug existed because total_monsters got incremented twice for every Rotfish, once in swimmonster_start(), and again in swimmonster_start_go().

progs_dump currently fixes this by removing the increment from swimmonster_start(), and leaving the one in swimmonster_start_go(). However, this creates an inconsistency with walking/flying monsters, because those monsters increment total_monsters in walkmonster/flymonster_start(), and not in walkmonster/flymonster_start_go().

In the usual case where a Rotfish is spawned normally, this inconsistency doesn't make a difference.

But the inconsistency causes a problem when a Rotfish is trigger-spawned. In this case, total_monsters gets incremented twice per Rotfish:

1) The first time is on map start. monster_fish() calls swimmonster_start(), which calls monster_teleport(), which increments total_monsters.

2) The second time is when the Rotfish is triggered. monster_teleport_delay() sets self.think to monster_teleport_go(). When this is called, it calls self.think1(), which is swimmonster_start_go(), which increments total_monsters again.


Thing #2: Why the change to total_monsters only becomes visible to the player after they load a saved game

This comes down to the way the engine divides things between the server and client.

This applies even when a player is playing locally (i.e. when the Quake executable is acting as both the server and the client).

The progs.dat code runs on the server-side. Variables such as total_monsters are also on the server-side, and the client-side does not have direct knowledge of them.

When a player spawns for the first time, or loads a saved game, the server sends the value of total_monsters to the client, so that the client can display that number in the status bar (and during the intermission).

However, if total_monsters changes on the server after that, the server does not automatically inform the client that the value has changed. This is the thing that isn't obvious. It's why, in this case, the player doesn't immediately see that total_monsters has changed after a Rotfish is triggered, even though the variable has changed on the server-side.

Loading a saved game forces the server to send the current value of total_monsters to the client. This is why the bug becomes visible to the player after they load.


(As an aside, which isn't relevant in this case, but might help someone: if a mod actually wants to update total_monsters mid-game, and wants to notify clients of the change, the answer is to send a SVC_UPDATESTAT message to the clients. Both of the mission packs, and various mods, include code showing how to do this.

But this isn't relevant to the issue I've explained here, because the code obviously isn't supposed to increment total_monsters mid-game.)


But, yes, the solution in this case is just to increment total_monsters in swimmonster_start() instead of in swimmonster_start_go().

dumptruck, I hope the above makes sense? If anything is unclear, please let me know. 
Good catch. All of the above makes total sense. Thank you for such a detailed explanation. 
No problem. progs_dump is a really good resource for mappers. Happy to give whatever help I can.

I've identified some other bugs, which don't require as much explanation as the above, all of which seem fixable.

I'd like to send suggestions as to how to fix them -- what's the best way to do this? Should I do the whole GitHub thing where I send you a pull request for each fix? Or would it be better if I just email you with descriptions and code snippets? 
I am traveling soon so I may not merge them for a week or longer. Thanks. 
Cool -- it'll probably be a good few days before I'm in a position to start uploading to GitHub in any case. Hope you have pleasant travels. 
progs_dump devkit version 1.1.1 is available with lots of bug fixes thanks to QuakeC MVP iw

DOE's multi-floor elevators have been added with bug fixes and improvements. A demo map is included.


If you are currently working with 1.1.0, I highly recommend porting your mod over to this version.

1.1.1 changelog

* Added func_elvtr_button and ELEVATOR functionality to func_new_plat (iw)
* Fix Fiends never going into their pain animation (iw)
* Fix a critical bug involving func_elvtr_button (iw)
* Address various FTEQCC warnings (iw)
* Fix kill count bug with trigger-spawned Rotfish (iw)
* Fixed qc syntax errors in monsters.qc (iw)
* Fix various issues involving gravity and ladders (iw)
* Make trigger_ladder ignore bad (up/down) angles (iw)
* Fix items not respawning in deathmatch mode (iw)
* Fix a "friendly monster" bug in trigger spawned monsters (iw)
* Fix pain_target never firing in some cases (iw)
* Fix item_health collision with BSP model entities (iw)
* Fix the weapon_shotgun spawnflag test (iw)
* Allow "wait" to be set for elevators (iw)
* other tweaks to DOE elevator code in doeplats.qc (iw)
* pd_elevator demo level (iw)

Source is included and can also be found on GitHub

@Preach - you may want to take a look at the commit re: the trigger spawned Rotfish. iw found an interesting issue and the solution is well documented.

The next release of pd_ will focus on adding coop spawnflags and possibly new coop features. 
Sorry I meant this commit here. 
Is It Possible? 
Moving static entities? 
Great Oxymoron 
Ummm not sure about that - what would you use them for? 
Just A Thought... 
Decoration for things like a group of fishes. It was my struggle when I made beez. They were bounded by a bouncing box. Or a turning satellite. 
New Video Series For Pd_ 
Here's a playlist for a new series of videos on progs_dump. Will explore the features and show how to set them up. Also will examine mods and packs that use the devkit. Aimed at new mappers but good info dumps for the experienced mapper as well.

3 videos now and more to come. 
Version 1.1.2 
progs_dump Version 1.1.2 is live

Download it here

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
* Added GNU License and source to my_mod directory

pd_lightning screenshot

More updates will be coming in the weeks ahead but we wanted these bug fixes available as soon as possible.

A HUGE thank you to iw for all his hard work improving this mod! 
Documentation Missing 
In my enthusiastic rush to get version 1.1.2 of the devkit out the door I neglected to document the new spawflags iw has generously coded in. Here are the comments from the newflags.qc for everyone's reference. I will update the manual with this same info soon and share it.




This file was created for progs_dump by Ian "iw" Walshaw, August 2019.

It defines functions which can be called to implement the following new

4096 Not in Coop
8192 Not in Single Player
32768 Not on Hard Only
65536 Not on Nightmare Only

(Spawnflag 16384 is not used here because it's already used for
something else in progs_dump.)

The new spawnflags complement and complete the set of built-in
spawnflags provided by the engine, which of course are:

256 Not on Easy
512 Not on Normal
1024 Not on Hard or Nightmare
2048 Not in Deathmatch

In conjunction with the old spawnflags, the new spawnflags make it
possible to exclude any entity from any combination of game modes and/or
skill levels.

"Not in Coop" and "Not in Single Player"

These spawnflags were inspired by Quoth 2 (Kell and Necros, 2008), which included two additional spawnflags for all entities: "Not in Coop" and
"Coop Only". In contrast to Quoth 2, the spawnflags implemented here
are "Not in Coop" and "Not in Single Player", for symmetry with the
built-in "Not in Deathmatch" spawnflag.

"Not on Hard Only" and "Not on Nightmare Only"

The set of built-in spawnflags doesn't allow a mapper to treat the Hard
and Nightmare skill levels differently, because it only includes one
spawnflag, 1024, which excludes an entity from both Hard and Nightmare.
The new "Not on Hard Only" and "Not on Nightmare Only" spawnflags allow
the mapper to exclude an entity from one of these skill levels without
affecting the other.

New Episode Of The Progs_dump Series 
Here's a new video that covers some of the big fixes and features of the latest version 1.1.2

This goes into detail on the lightning trail entities (ltrail) from Quake's 2nd mission pack, Dissolution of Eternity.

NOTE: As I type this, the video is still uploading. Should be up within an 1/2 hour of this post. 

I can confirm that, as far as rotating entities are concerned, they are really simple to use in H2.

But unfortunately for engine related reasons:

1. Make your entity out of one or more brushes.
2. Add one more cubic brush whose texture is the special ORIGIN texture.
3. The rotation will occur around one of the 3 axis X, Y or Z going through the center of that origin brush, according to which flag you set on your func_door_rotating entity.

If I'm correct, there is no special ORIGIN texture supported in Quake, hence no rotating doors or trains or whatever. :-(

Maybe a point entity with an "origin" property could be used instead, if correctly identified as the rotating door's "origin" thanks to some property? And then HexenC code could be adapted and work?
That doesn't necessarily sound like a loosing battle since QuakeC actually has a SUB_CalcAngleMove function with rotating capabilities... 
Sorry, I was confused by the forum GUI and my message comes faaaar too late. Sorry again! :-( 
Thanks anyway, man!

It's cool to know how other games deals with rotating brushes.

Fortunately Dumptruck already implemented rotating brushes to this mod =D 
Sorry - This Is A Cross Post 
progs_dump_devkit_v1121 is now available.

This is a special edition for the upcoming April Fool's jokejam. Please read the readme and manual for complete details. New and updated features are highlighted in the manual.


Download here:

or here:

Version 1.1.3 is still in development and with any luck, will be released within the next month. 
Bump For Kinker31 
@Kinker31 (thanks For The Bump Shambler) 
Version 1.1.3 is still in progress. I am hoping to do a beta or similar sometime in September.

Some new features:

1.1.3 July 2020

* Added trigger_changemusic and trigger_cdtrack
* Added trigger_look from NullPointPaladin
* Added new features to trigger_teleport from Zerstörer
* including "stealth" teleporting (no sound or particles) and random destinations
* Added Monster only spawnflag to trigger_teleport
* Added info_teleport_changedest from Qmaster
* this allows mappers to dynamically change the destination of a trigger_teleport
* Added trigger_heal from Custents mod
* Replaced default id1-style noclip behavior with Copper's version
* players will not interact with any touchable objects while in noclip

and a tentative to-do list:

to-do list for 1.1.3 -- WIP and subject to change!

*alternate monster attacks (in progress)
*trigger_script based on cutscene sdk for custom messages
*custom monster sounds
*custom monster models
*custom backpack entity
*custom item drop (e.g. monster drops a key)
*play_debris (trigger debris without breakables)
*complete .def file
*add lspike.mdl and mervbomb.mdl to official assets
I forgot to add cutscenes are now working. I surveyed a bunch of methods and ended up using the cutscenes from the Drake Beta devkit. 
Progs_dump V120 Release Candidate 1 
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.

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 in addition to some classics from other mods. 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.

Bug reports can be made right here or on GitHub

Or on the Quake Mapping Discord.

Downloads available on Quaketastic and Drive

Manual Title Page

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. Stay tuned for updates. 
Hellrath Plug-in Monster 
One of the the new features of progs_dump is an easy way to plug in models and sounds to existing monsters to make variants without coding. These variants are not replacements but live along side the original entities. Here's a "plug-in" monster that mappers can easily add to their progs_dump projects. I am planning on making more of these and hopefully, others will too.

This one is called a "Hellrath" and uses a monster_shalrath as a base. Voreballs are now made of lava and do 1.5 damage above the standard voreball. It uses Chillo's "breasted" version of the Shalrath with some lame skin edits by me. Also some new sounds and 600 HP. 
Next Version Delayed 
I know a couple of people who aren't on Discord may follow development here so a little update:

First, I am a bit behind where I need to be to get this next version out. So the tentative release date is now December 11th.

Second, if you are using Version 1.2.0 RC1, be advised the spawnflags for the item_backpack have changed. The item wasn't really ready in RC1 anyway so I doubt this will affect anyone. But thought it best to share the info.

We have some nice new skins for item_backpack by "starshipwaters" but you are of course free to use any model/skin you want by setting the mdl_body key.

additional Grunt skin 
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