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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.
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.
Bug reports can be made here or on GitHub on GitHub
or in #progs_dump on the Quake Mapping Discord
Downloads available on Quaketastic or Drive
new video on 1.1.2 version of progs_dump
https://www.youtube.com/watch?v=TzvdMBgkGhM
progs_dump Version 1.1.2 is live
Download it http://www.quaketastic.com/files/single … t_v112.zip
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
Screenie: http://www.quaketastic.com/files/screen … htning.jpg
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!
If the admins here could add this to the Quaddicted db I would be much obliged!
Will for sure use this little mod for my fist map :D
That made my day! Go for it.
Will for sure use this little mod for my fist map :D
Thanks dumptruck!
:thumbsup:
I agree. Will reach out to admins.
Downloaded, and started to play. Thank you!
I do think there ought to be a regular Quaddicted page for this download, since it is (among other things) playable.
Excellent, thanks!
Will the sample maps get their own releases, for those of us who are not mappers?
Hey Mike. The levels are pretty small and simple but still playable and fun. I think the biggest monster count in 19 in progs_dump_ionous
The mod is only 4mb and has a start map. So it's ready to play out of the box.
Will the sample maps get their own releases, for those of us who are not mappers?
Picked features sounds promising.
Lets see how it works.
Thanks for compilation.
Thank you I really enjoyed this project and hope people can use it.