JPMobility is a mod that allows the player to execute cool moves! double jump, slide around, and latch onto walls!
While the mod works well on small maps, finding sets with large areas will make traveling a lot more fun.
Should be compatible with most mods, the old (and admittedly, pretty bare) example video is loaded up with RGA2, which has a buttload of features.
JPMobility adds 3 specific movement options to speed up gameplay and break things to hell and beyond!
Sliding requires the only bind available in the mod. When bound and pressed on the ground, the player is thrust in the direction they're looking, and given invulnerability for a short period of time.
Double Jumping requires a second tap of the +JUMP when in midair, your usual stuff!
Latching requires a player to be facing a wall in the air. Once +USE is pressed and held, the player will stick to the wall, and stamina will be drained.
JPMobility has 3 server toggles for jumping/sliding/latching, along with an option to remove the stamina bar on the users end.
jpm_enable_djump enables/disables Double Jumping. jpm_enable_slide enables/disables Sliding. jpm_enable_latch enables/disbales Latching. jpm_draw_staminabar enables/disables the fancy bar that pops up upon ability usage. jpm_pref_slidevel allows you to change how much velocity is applied at the beginning of a slide
SOUND CREDITS(CREDITS_SNDINFO.TXT):
Spoiler:
Sliding, boosting, and clinging sounds are from Titanfall.
This wouldn't be possible without the use of cra0kalo's Titanfall VPK Tool!
It can be located here: https://facepunch.com/showthread.php?t=1367767
CHANGLELOG:
Spoiler:
10/1/2016:
Fixed a really stupid bug in which invulnerability was permanent when sliding into an exit.
Added 4 items to CVARINFO.TXT, now listed in the how to.
Fixed ACS Library definitions.
10/2/2016:
Partially fixed shimmying when clung to a wall.
Added slide velocity cvars for those who felt they were being flung/wanted more control over their movement.
Added MENUDEF.TXT, for those who prefer to use menus over the console.
Fixed script initialization. 10/8/2016:
Removed invulnerability from sliding, as it caused more problems than it fixed in gameplay.
b]4/15/2022:[/b]
JetPlane corpse reanimated, forced to fix google drive links, made writeups more clear.
This mod was built for Zandronum 3.0, and will work on equivalent ZDoom forks.
Please toss me a message if you'd like to work this into something! While credit on it's own is fine, it'd be nice to know where it's going!
Re: JPMobility [COMPLETE?]
Posted: Fri Sep 30, 2016 9:41 pm
by Cardboard Marty
This has been really fun to play with and it's really exciting to see it released to the masses! Rockin'!
Re: JPMobility [COMPLETE?]
Posted: Fri Sep 30, 2016 10:03 pm
by Pokky
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.
Re: JPMobility [COMPLETE?]
Posted: Fri Sep 30, 2016 10:23 pm
by Jetplane
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.
Re: JPMobility [COMPLETE?]
Posted: Sat Oct 01, 2016 11:40 am
by orxalot22
I found a bug
when you hit an exit switch while in slide invulnerability, you will be stuck in godmode in the next level
Re: JPMobility [COMPLETE?]
Posted: Sat Oct 01, 2016 11:47 am
by Jetplane
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.
Re: JPMobility [COMPLETE?]
Posted: Sat Oct 01, 2016 5:21 pm
by Someone64
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.
Re: JPMobility [COMPLETE?]
Posted: Sat Oct 01, 2016 5:42 pm
by Wivicer
Hey you forgot to make the script a library so it conflicts with other acs
Re: JPMobility [COMPLETE?]
Posted: Sat Oct 01, 2016 5:55 pm
by Jetplane
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!
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Posted: Sat Oct 01, 2016 6:03 pm
by Wivicer
I did that with my first script too. No worries.
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Posted: Sat Oct 01, 2016 7:59 pm
by Boomstick
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
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Posted: Sat Oct 01, 2016 9:00 pm
by SuperSomariDX
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.
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Posted: Sun Oct 02, 2016 12:03 am
by Doomguy5th
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).
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Posted: Sun Oct 02, 2016 12:36 am
by Jetplane
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. :/
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Posted: Sun Oct 02, 2016 6:00 am
by TiberiumSoul
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