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What is progs_dump?

progs_dump is a development kit for id software’s Quake. Its purpose is to give mappers more creative options and “quality-of-life” improvements over the original “vanilla” version of the game. The progs_dump dev kit has dozens of unique and powerful features that are explained in this manual, in the FGDs and in the included sample maps.

The best way to get an overview of all these features is to load up the start map and play through the short sample levels. Only a few of these have monsters and not every feature is shown but the majority are.

start map picture

The devkit consists of two elements:

First, there’s the progs_dump “mod” folder. This holds all the sample maps, mapping assets, source code and the documentation you are reading now.

The second element is the my_mod folder inside the mod_template.zip file. This is a streamlined version of progs_dump with just the assets you need to make your mod.

The workflow is simple:

Use the progs_dump mod as a reference and learning tool, then create your own Quake mod with the my_mod folder as a base.
Your project should be released as a stand-alone mod and installed into its own folder in the Quake directory, NOT in progs_dump.

What can you do with progs_dump?

The devkit started as a simple project to add custom sounds and models to the game but has grown into a powerful toolkit aimed at beginner and intermediate mappers. Most features are from existing mods both old and recent, but there is a lot of new and unique code as well.

Features include:

Monster Customization
No other Quake mod allows this amount of customization in such an easy way.
  • Add custom sounds, skins, models, health, damage, names, obituaries and much more without any coding required. This includes customizing monsters’ heads, gibs and projectiles.
  • Grunts, Enforcers, Shamblers, Hellknights and Ogres have multiple new attack options
  • Killable, gibbable versions of the original Quake bosses
  • Rotfish even gib
Quality-of-Life Features
  • Trigger spawned monsters
  • continuous monster spawning
  • random monster spawning
  • Respawn items and suspend them in mid-air
  • Custom backpack pickups
  • drag and drop gore decorations
  • create visual effects like explosions and lightning effects
  • Custom models, sprites and sound effects
  • Multiple targets and targetnames
  • dormant triggers
  • enhanced platforms
  • Unique new features like trigger_look, sight_trigger, pain_target, Doom-style door behaviors and item_key_custom.
  • Mission pack additions like custom gravity triggers, rotating entities, candles and proper elevators.
  • Enhanced teleporters with random destinations, monster only options, changeable destinations and more.
  • ladders
  • cutscenes
  • breakables with an “easy” method and a completely “custom” method.
  • Noclip enables notarget and ignores most touch events
Bug fixes
Traditional fixes to the Shambler’s collision during combat, the Rotfish “kill count” bug, door unlock sounds and many more “under-the-hood” code fixes. This includes fixes to the mission packs QuakeC as well.

In version 3.0.0 we’ve included most of the Quake Info Pool fixes as well.