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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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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
 
 
man, this is gold =D 
Tribal 
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. 
Nice 
Awesome stuff! Should use this with a standspon3 map of mine! 
Play_Sound_Trigger 
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. 
@dumptruck_ds 
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. 
@Spike 
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. 
Sgt 
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:

modname/sound/mysound.wav

OR

modname/sound/somefoldername/mysound.wav


In the editor, your sound must be:

mysound.wav

OR

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

I'm repairing this today till it works!

best wishes 
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