Can't seem to jump in Plutonia 2...
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Can't seem to jump in Plutonia 2...
Reguardless of the weapon mods I add, or even if I play it vanilla, I seem to not be able to jump. Now, I may be the only one, but if anyone out here can tell me how to fix this, I'd be very grateful.
Unless it's really complicated, in which case, well, I don't know. I hope it's something simple, and not that silly disable jumping thing for no reason...Let's bind a key to noclip instead, I guess.
Unless it's really complicated, in which case, well, I don't know. I hope it's something simple, and not that silly disable jumping thing for no reason...Let's bind a key to noclip instead, I guess.
Re: Can't seem to jump in Plutonia 2...
It's been disabled. So has crouching.
Re: Can't seem to jump in Plutonia 2...
Type sv_allowjump 1 (and sv_allowcrouch 1) at the console to "fix" this. That is a temporary solution. A permanent solution would be to edit the mapinfo lump in the file to remove the lines that prevent jumping and crouching.
Of course, if you end up somewhere that you are not meant to be because you jumped or crouched, it's your fault, not the map designer's.
Of course, if you end up somewhere that you are not meant to be because you jumped or crouched, it's your fault, not the map designer's.

- Siggi
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Re: Can't seem to jump in Plutonia 2...
The only reason we see mods where jumping is disabled is because ZDoom chooses "jumping allowed" to be default behavior.
Although It's entirely up to the user whether they choose to jump or not on maps where jumping isn't intended, I think it would have been more appropriate to have jumping be disabled by default, while still giving the option to enable it. The current situation leads to some ambiguity, if a map is made for ZDoom should "requires jumping to complete level" be assumed or not?
Although It's entirely up to the user whether they choose to jump or not on maps where jumping isn't intended, I think it would have been more appropriate to have jumping be disabled by default, while still giving the option to enable it. The current situation leads to some ambiguity, if a map is made for ZDoom should "requires jumping to complete level" be assumed or not?
Re: Can't seem to jump in Plutonia 2...
I can't think of any Doom port that added jumping but required the map to opt-in for it before you could actually use it. I figure simply not providing a default keybinding for +jump is good enough.
- Siggi
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Re: Can't seem to jump in Plutonia 2...
That's true.
I just find the current situation interesting. Having wads being released where extra features are specifically disabled.
I just find the current situation interesting. Having wads being released where extra features are specifically disabled.
- esselfortium
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Re: Can't seem to jump in Plutonia 2...
Yeah, it's a messy situation with knowing whether or not some wads allow jumping, if they don't specifically disable it.
However, enabling jump in wads that are specifically designed to not give the player that extra ability is about equivalent to playing Doom with idclip on, as far as I'm concerned. Hey, look at that neat chasm with the exit on the other side...let me just jump across that and skip half the map! This wad sure is easy!
However, enabling jump in wads that are specifically designed to not give the player that extra ability is about equivalent to playing Doom with idclip on, as far as I'm concerned. Hey, look at that neat chasm with the exit on the other side...let me just jump across that and skip half the map! This wad sure is easy!
Re: Can't seem to jump in Plutonia 2...
Yeah, what you're doing is way more reasonable...DavidB1000 wrote:that silly disable jumping thing for no reason...Let's bind a key to noclip instead
- Graf Zahl
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Re: Can't seem to jump in Plutonia 2...
For once, the makers of a 'classic' mod did it right by providing a MAPINFO lump that sets up the game properly. After all, that's why these options are there.
No matter how you twist it, jumping is cheating with this WAD so obviously it should be off by default. The menu option to re-enable it for the current session is good enough IMO if you absolutely have to cheat.
No matter how you twist it, jumping is cheating with this WAD so obviously it should be off by default. The menu option to re-enable it for the current session is good enough IMO if you absolutely have to cheat.
- Pinky's ass
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Re: Can't seem to jump in Plutonia 2...
It's been disabled in MAPINFO because it was made for Vanilla-like ports. It's also a method to avoid cheating and to make the gameplay harder. 

- Siggi
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Re: Can't seem to jump in Plutonia 2...
I don't think it has anything to do with making gameplay harder.
- Pinky's ass
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Re: Can't seem to jump in Plutonia 2...
Jumping doesn't, crouching does. When I'm in a narrow passage, I always crouch to avoid fireballs. If it's disabled, they hit me.Siggi wrote:I don't think it has anything to do with making gameplay harder.

- Siggi
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Re: Can't seem to jump in Plutonia 2...
I'm not saying jumping and crouching have no effect on the level of difficulty.
What I'm saying is they weren't disabled with the intention of making the levels harder.
What I'm saying is they weren't disabled with the intention of making the levels harder.
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Re: Can't seem to jump in Plutonia 2...
Edit: Siggi, a good point, but why would they remove jumping if they weren't trying to make it more challenging. That's just stupid.
Well, Zap doesn't get my sarcasm.. Oh, well. Also, noclip cannot be compared to Jumping, that's patently silly.
I think it's a silly thing though. Besides, leave it up to the end user to cheat himself, no need to throw on arbitrary limits. Besides, I already have a key bound to noclip just in case I fall in a deep pit while playing other mods.
Graf, I never saw a menu option to allow jumping. All I see here is a console command for that current game play session.
Besides, Classic or not, not having this be obvious until you try to jump is pretty damn annoying and a bit rude. Unless I missed something in the readme.
Bottom line, jumping is not as bad as a cheat as IDDQD, and I play on God Mode all the time. I play to have fun, unlike some people, UV/Nightmare pacifist runs anyone?
That's just crazy. I mean that in the nicest way possible.
I mean. what next, adjusting the MAPINFO to kill you if you turn on God Mode? Someone does that, and well, you'd hear the result. If you were on Mars.
I"m just saying, there's a new school, and then there's an old school. I like jumping. If anyone uses Jumping for any real cheating purposes like jumping to the exit, well, you're silly, and your ruining your own fun.
Bottom line, it's rude to not have 3 different warnings when you change these things.
Besides, jumping on top of a barrel and then jumping back down again isn't really cheating...
Hey, if you can jump on Nightmare Mode, it's not a cheat, per se.
Well, Zap doesn't get my sarcasm.. Oh, well. Also, noclip cannot be compared to Jumping, that's patently silly.
I think it's a silly thing though. Besides, leave it up to the end user to cheat himself, no need to throw on arbitrary limits. Besides, I already have a key bound to noclip just in case I fall in a deep pit while playing other mods.

Graf, I never saw a menu option to allow jumping. All I see here is a console command for that current game play session.
Besides, Classic or not, not having this be obvious until you try to jump is pretty damn annoying and a bit rude. Unless I missed something in the readme.
Bottom line, jumping is not as bad as a cheat as IDDQD, and I play on God Mode all the time. I play to have fun, unlike some people, UV/Nightmare pacifist runs anyone?

I mean. what next, adjusting the MAPINFO to kill you if you turn on God Mode? Someone does that, and well, you'd hear the result. If you were on Mars.

I"m just saying, there's a new school, and then there's an old school. I like jumping. If anyone uses Jumping for any real cheating purposes like jumping to the exit, well, you're silly, and your ruining your own fun.
Bottom line, it's rude to not have 3 different warnings when you change these things.
Besides, jumping on top of a barrel and then jumping back down again isn't really cheating...
Hey, if you can jump on Nightmare Mode, it's not a cheat, per se.
Re: Can't seem to jump in Plutonia 2...
I personally don't see the point.
Why is it so >necessary< to have to jump in this WAD? Play it how the map makers intended.
Why is it so >necessary< to have to jump in this WAD? Play it how the map makers intended.