forked from dumptruckDS/progs_dump_qc
-
Notifications
You must be signed in to change notification settings - Fork 0
/
changelog.txt
290 lines (259 loc) · 13.3 KB
/
changelog.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
3.0.0 June 2022
* Fixed QSS crash in mobot.qc (paavohuhtala)
* Fixed syntax error in Enforcer.qc (paavohuhtala)
* Added in-fighting modes to monsters (ILike80sRock)
* Added breakable spawnflags to func_fall2 (whirledtsar)
* Added explosive projectiles to HellKnight (ILike80sRock)
* Renamed potentially offensive file name (progs.src, spawn.qc)
* Fixed Voreballs not homing in func_monster_spawner Shalraths
* Added trigger_changetarget (ILike80sRock)
* Added Wait for retrigger spawnflag to trigger_multiple (ILike80sRock)
* Added style 4 to Ogre - shoots lavaballs (JaycieErysdren)
* Quake Info Pool fixes: https://www.quake-info-pool.net/q1/qcfix.htm
* Fixed armor affected by drowning damage
* Added gravity, solidity, back-and-forth, only once and play count
spawnflags to misc_model (Inky, bmFbr)
* Added trigger/toggle animations to misc_model using target_setstate (bmFbr)
* Added info_intermissiontext for custom intermission messages (ILike80sRock)
* Added skip_id1_overrides worldspawn key to disable hardcoded map features
like intermissions and E1M8 gravity (ILike80sRock)
* Added PASSIVE_ALWAYS and PASSIVE_UNTIL_ATTACKED spawnflags to monsters
* Added Looping spawnflag to play_sound_triggered which allows triggered,
looping sounds to restart after a save (bmFbr)
* Added Turret Mode spawnflag for Grunts, Enforcers, Ogres, Ogre Marksmen,
Hellknight, Shalrath, Shamblers and Zombies. (dumptruck_ds, ILike80sRock)
* Fixed armor taking damage with Pentagram of Protection (johnfitz)
* Added custom sound keys and new options for func_new_plat (Alkaline, bmFbr)
* Made Zombies partially z-aware only in Turret Mode
* Removed "in wall" dprint on monster with I_AM_TURRET spawnflag
* Fixed Fiend and Dog instakill bug (dumptruck_ds, Preach)
* Added custom projectiles with exploding options to Wizard (ILike80sRock)
* Added trigger_textstory and target_textstory to show long centerprint texts
can fade background and trigger sounds (bmFbr)
* Fixed missing sound_attack keys on Grunts (ILike80sRock)
* Added Style 1 to Shambler (throws lavaballs, works in turret mode)
* Added misc_modeltrain allowing custom triggered animations for monster models
and other trains (Alkaline, bmFbr)
* Consolidated TrenchBroom FGDs into one file that now displays custom models
and skins (dumptruck_ds, bmFbr)
* Added homing key to monsters and styles that shoot projectiles (ILike80sRock)
* Added proj_speed_mod to modify monster projectile speeds
* Added custom path alignment using origin textures to func_train (TheRektafire)
* Added in-fighting mode -1 Never in-fight (ILike80sRock)
* Added Spawn Silently spawnflag to monsters (wait 1 can still be used)
* Added trigger_monsterface: Running monsters that do not see their target and
touch this will face in the direction of the trigger's angle instead of the
unseen target. (TheSolipsist)
* Added func_shadow, misc_shadowcontroller and switchable shadow support to
doors and brushmodels (bmFbr)
* Added func_togglevisiblewall, a toggleable version of func_wall (bmFbr)
* Added SILENT spawnflag to func_fall (dumptruck_ds)
* Added START_HIDDEN spawnflag to misc_model (Alkaline, dumptruck_ds)
* Added random delay to triggerspawned monsters [delay -1] (dumptruck_ds)
* Added rapid fire Nailgun styles to Grunt and Enforcer (ILike80sRock)
* Added KexDynamicLight to entity files (dumptruck_ds)
* Added custom sound support for func_rotate_door (Inky)
* Added custom model support to Silver and Gold keys (dumptruck_ds)
2.0.1 March 2021
* Small fix to health and shard pickup sounds
* Added homing key to Shalrath custom turning range for Voreballs (ILike80sRock)
2.0.0 December 2020
* Changed version to 2.0.0
* Added Armor Shard and Health Vial options to drop_item
* Added drop_item to monsters (drop Silver or Gold key on death)
* Added drop_item to func_breakable (drop Silver or Gold key)
* Added impulse 100 to print version number
* Added custom sound support to item_backpack
* Added item_health_vial
* Added item_armor_shard from RMQ
* Added custom model support to artifacts
* Added custom model/sound/name support to armor
* Added "opt-in" Copper health/ammo MDLs instead of stock BSPs
* Added custom model support to ammo
* Added custom model/sound support to health
* Added "frame" key in TrenchBroom flavored FGDs to aid in positioning
Crucified or Sleeping Zombies
* Fixed issues with item_backpack spawnflags. This required changes to
the existing spawnflags in progs_dump 1.2.0 RC 1.
1.2.0 Release Candidate 1 November 2020
* Added custom sound support to most monsters (idle, attack, sights et al.)
* Added default noise1 breakable sounds for the "Built-in" method
including glass, bricks, metal sounds per style key selection
* Added Doom style unlock to key doors. (from ILove80sRock branch)
* Added func_monster_spawner and info_monster_spawnpoint
allows specific and random spawning of most standard monsters
* Added Don't Rotate and Invisible spawnflags to misc_teleporttrain
this allows the entity to be a moving spawn point for a
func_monster_spawner
* Fixes and additions to FGDs
* Added "No Sight Sound" spawnflag (stealthy monsters)
* Added custom model support to monster_ogre_marksman
* Added custom projectile model for "Styled" monsters (excluding Ogre Style 3)
1.1.3 September 2020 (unreleased)
* 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
* Added custom monster skins keys for head, bodies and projectiles
(excluding Shambler and Scrags)
* Added alternate attacks to Grunt, Enforcer and Ogres.
* Added improved z-awareness to Ogre Marksman
* Added item_backpack with options for custom messages and ammo counts
* Added cutscene system from Drake devkit with some additions
* Fixed noise1 and noise2 not working in func_door
* Added fog and sky settings to worldspawn in FGDs
* Fixed precache error in trigger_push_custom when no custom sound was selected
* Added custom model support to monsters including bodies, heads and projectiles
(excluding Wizard projectiles and Shambler bolts)
* Added custom model support to misc_teleporttrain
* Added custom projectile model to boss2 (killable Chthon version)
* Added custom body model support to oldone and boss
* Added custom projectile model support to boss (standard Chthon)
* Added custom gib model support to most monsters
1.1.2.1 February 2020
* Added skins to debris.mdl for a total of 32 built-in, commonly used textures
* Added pd_pop2.wav to sound\oldone2 for Shub pain sound effect
* Added oldone2.qc for killable Shub entity (now gib-able)
* Added boss2.qc for killable Chthon (now gib-able)
* Added play_brlight, play_dimlight, play_mflash, play_bfield effects
* Added play_gibs for consistency (same as meat_shower)
* Added play_tele for consistency (same as tele_fog)
* Added ambient_fire sound effect for consistency (same as AmbientFire)
* Added custom noise field to some play_ entities
* Fixed id1 DAMAGE_AIM bug in Shub and Chthon (iw)
* Multiple fixes and optimizations to FGDs (iw)
* Added reset_items 2 to worldspawn for axe only start (iw)
* Added berserk key to monsters to suppress pain animations
(excluding Bosses, Spawn and Zombies)
* Added item_key_custom -- use any model as a key (iw)
* Added skin key to monsters
* Fish are now gib-able
* Fixed various legacy id1 bugs (Zungryware)
* Added ericw entries to worldspawn in FGDs
* Added ericw entries for func_detail variants in FGDs
* Fixed various issues involving obituary messages (iw)
* Fixed targeting and animation issues with sleeping zombies (iw)
* Fixes to Shambler, Impulse 255 and misc_teleporttrain
1.1.2 October 2019
* 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
1.1.1 August 2019
* 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)
1.1.0 Official Release
* 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)
* Added misc_particlespray (from custents)
1.1.0 Release Candidate 3
* Fixed Megahealth respawning issue from RC1 / RC2
* Fixed incorrect item_health bounding box from RC1 / RC2
* Fixed Attenuation issue on custom sound entities
* Added Khreathor's self.particle_offset to spawning items for better tfog
* Added custom health to monsters (except zombies)
* Added trigger_take_weapon (a.k.a. axe start)
* Added weapon_shotgun pickup
* Added RennyC's func_fall - trap brush that falls out from under the player
* Added Hipnotic version of trap_spikeshooter (with lavaball and rockets)
* Added Voreballs, Grenades to trap_spikeshooter
* Added Rubicon2 "retriggerable" spawnflag and custom sounds to func_train
* Added gibs to trap_spikeshooter
* Added lightning trail entities from DOE (for traps and visual effects)
* Added visual effect entities:
play_explosion
play_tbabyexplode
play_lavasplash
* Added c0burn's switchable light styles
* Added custom sound option to play_lavasplash
* Added custom sound option to func_fall
* Added Zerstrorer misc_particle_stream
* Added silent option to func_rotate_door (sounds 4)
* Added DONT_FADE spawnflag to func_fall
* Added elec22k.wav for looped lightning sound effects
* Added pd_lasers test level
1.1.0 Release Candidate 1 & 2
* 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
* Added pain_target and pain_threshold
* Added func_togglewall, func_counter, func_oncount and func_particlefield from
Hipnotic
* Added pd_ladders test level
* 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
1.0.0 (omitted)
RC 4
* added tele_fog //thanks Khreathor!
* added FireAmbient to fgd
* revisions to progs_dump_100 sample map.
RC 3
* removed unused spawnflags from fgd
* revised progs_dump_100 map
* reverted trigger_hurt, trigger_push to id1 code
RC2 2018-9-15
* added trigger_setgravity from Hipnotic
* added trigger_usekey from Hipnotic
* added func_new_plat from Rogue
* revised dtsounds.qc to avoid crashes when noise values were missing
* updated manual
* "new" test map to illustrate additions
RC1 (omitted)