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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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Damage_inc 
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! 
Cool! 
Nice job guys! I'm looking forward to seeing what mappers do with this! 
Noice 
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. 
Kinn 
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. 
Duh 
 
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 
Thanks!

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. 
Fifth 
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. 
@qmaster 
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.

1.1.0

* 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)
 
@dumptruck_ds 
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. 
@c0burn 
Oh, thanks!
I didn't know that.

And what about Hexen2 rotating brushes code? In here https://www.bluesnews.com/faqs/q2faq.html 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 https://www.youtube.com/watch?v=tFtumeNCLPc and it looks pretty complicated/time consuming to make in quake... 
 
it requires engine support. 
@tribal 
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. 
 
@metlslime
thanks for the clarification

@dumptruck_ds
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
 
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