JPMobility [FEATURE COMPLETE, FIXING BUGS]

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JPMobility [FEATURE COMPLETE, FIXING BUGS]

Postby Jetplane » Fri Sep 30, 2016 10:35 pm



This is a small mod that allows the player to chuck themselves all over the place in silly ways.
Probably will work better in your favor if you're playing on larger mapsets, but you should be fine on vanilla/small maps.
Should also be compatible with a majority of mods. It's loaded with RGA2 revised in the example video.

HOW TO:
Spoiler:

SOUND CREDITS(CREDITS_SNDINFO.TXT):
Spoiler:


CHANGLELOG:
Spoiler:


Current Build(UPDATED 10/8/2016)
Download Previous Builds

NOTE: This currently targets the latest build of G/ZDoom/Zandronum 3.0
Zandronum 2.0 support MIGHT be available in the future, but is somewhat unlikely.
Also, please contact me if you'd like to fix this up and toss it in your mod.

(Also, if the links aren't working, let me know.)
Last edited by Jetplane on Sat Oct 08, 2016 3:03 pm, edited 12 times in total.
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Re: JPMobility [COMPLETE?]

Postby Cardboard Marty » Fri Sep 30, 2016 10:41 pm

This has been really fun to play with and it's really exciting to see it released to the masses! Rockin'!
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Re: JPMobility [COMPLETE?]

Postby Pokky » Fri Sep 30, 2016 11:03 pm

Would there be a version that is compatible with zandronum in the future?

I can only seem to get this worked in the recent gzdoom dev build.
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Re: JPMobility [COMPLETE?]

Postby Jetplane » Fri Sep 30, 2016 11:23 pm

Pokky wrote:Would there be a version that is compatible with zandronum in the future?

I can only seem to get this worked in the recent gzdoom dev build.

Possibly! I'll try to get that fixed. I know for sure it works in Zandronum 3.0, but I'll try to back up and get it workin for 2.0.
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Re: JPMobility [COMPLETE?]

Postby orxalot22 » Sat Oct 01, 2016 12:40 pm

I found a bug
when you hit an exit switch while in slide invulnerability, you will be stuck in godmode in the next level
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Re: JPMobility [COMPLETE?]

Postby Jetplane » Sat Oct 01, 2016 12:47 pm

orxalot22 wrote:I found a bug
when you hit an exit switch while in slide invulnerability, you will be stuck in godmode in the next level

Thanks for pointing that out! I'll get that fixed right away.
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Re: JPMobility [COMPLETE?]

Postby Someone64 » Sat Oct 01, 2016 6:21 pm

For both the git and stable GZDoom versions for me, pressing the slide button makes the camera permanently get stuck in the low sliding view. Config in the attachment.
Playing with no wads other than this.
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Re: JPMobility [COMPLETE?]

Postby Wivicer » Sat Oct 01, 2016 6:42 pm

Hey you forgot to make the script a library so it conflicts with other acs
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Re: JPMobility [COMPLETE?]

Postby Jetplane » Sat Oct 01, 2016 6:55 pm

Someone64 wrote:For both the git and stable GZDoom versions for me, pressing the slide button makes the camera permanently get stuck in the low sliding view. Config in the attachment.
Playing with no wads other than this.

I'm really unsure what's going on. I did mess up when initially uploading the mod and that bug was present in the first/second builds. However, it should be good in the most recent download.
Wivicer wrote:Hey you forgot to make the script a library so it conflicts with other acs

Ah! Thanks for pointing that out to me. I'm a bit of a rookie and a appreciate it. Should be all good now!
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Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]

Postby Wivicer » Sat Oct 01, 2016 7:03 pm

I did that with my first script too. No worries.
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Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]

Postby Boomstick » Sat Oct 01, 2016 8:59 pm

Not sure if this was intentional but when using the resurrect cheat after dying mobility abilities are revoked.

I've also noticed when clinging onto the monitors in the beginning of map02 that I was able to move very slowly
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Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]

Postby SuperSomariDX » Sat Oct 01, 2016 10:00 pm

Funny. I expected to be able top jump higher after a slide, and expected crouching to speed up the meter's refilling. ^^;

Great mod, very enjoyable to play around with.
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Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]

Postby Doomguy5th » Sun Oct 02, 2016 1:03 am

Pretty gud movement mod IMO. It works very well with DTS-T.

Did you use ACC to compile the TXT file in the ACS folder? Because when I do that, even with v1.5.4 and a dev build from like October of something, it gives me an error regarding line 22. If this has to do with the version of SLADE I'm using, then I might as well go to the most recent version. (yes I'm editing it so that the meter regenerates faster and more time to hold and latch onto a wall, I don't know, just gameplay preferences).
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Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]

Postby Jetplane » Sun Oct 02, 2016 1:36 am

Boomstick wrote:Not sure if this was intentional but when using the resurrect cheat after dying mobility abilities are revoked.

I've also noticed when clinging onto the monitors in the beginning of map02 that I was able to move very slowly

The resurrect cheat thing is not intentional, no. HOWEVER, to my knowledge there's not really a good way to combat it since it's a cheat that messes with the usual flow of things.

The "SHIMMYING" thing as I've been calling it is something I'm intending to fix in the next bugfix release.
Doomguy5th wrote:Pretty gud movement mod IMO. It works very well with DTS-T.

Did you use ACC to compile the TXT file in the ACS folder? Because when I do that, even with v1.5.4 and a dev build from like October of something, it gives me an error regarding line 22. If this has to do with the version of SLADE I'm using, then I might as well go to the most recent version. (yes I'm editing it so that the meter regenerates faster and more time to hold and latch onto a wall, I don't know, just gameplay preferences).

Thank you! As for the compiling I've switched over to gdcc-acc. Can't really help much with ACC issues. Sorry man. You'll have to look elsewhere for assistance. :/
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Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]

Postby TiberiumSoul » Sun Oct 02, 2016 7:00 am

you could create a trio of scripts that initiate the jpmobility functions

that activates everything when entering a map, one that activates upon resurrection, and for hub levels one that activates when moving between the hub areas
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