JP Mobility: Jump-Started

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MonoculusRift
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JP Mobility: Jump-Started

Post by MonoculusRift »

JP Mobility: Jump-Started

What is this?
It's a gross hack perfectly normal edit of JP Mobility that adds COOL NEW FEATURES!
Specifically, it adds a whole lot of settings, and a few special tweaks. More on this down below!

Jump, slide, and climb your way through all your favorite doom maps. Compatible with most stuff- I've tested it with Hideous Destructor, and it works.

Features:
  • Bugfixes!
  • User customizability!
  • Cool new settings!
Spoiler: Settings
Spoiler: Screenshots/GIFs
Notes:
  • Hit use on a wall to latch onto it! Let go of use and you'll jump off!
  • You need to bind a button in Controls to slide!
  • Double jumping is affected by your angle. Look up more to go higher! Look horizontally/downwards to go further horizontally! You can't double jump downwards, though, so be careful!
  • You can disable any of the stamina drains. Climb up any wall! Slide really really far!
  • Do you like BOTW? Disable latch stamina drain and make it so it only drains when you climb! Hang on forever, but you can't climb too high.
  • If you're nifty with the console, you can probably set these CVars negative for some extra wackiness. All the CVars start with jpm_, so have fun!

Credits
  • Jetplane - Making the original mod (and being way better at ACS than me)
  • Titanfall - Sounds

Image
and maybe download older versions too here if you want

Now there's aImage:
Spoiler: but the changelog is hidden for convenience
Last edited by MonoculusRift on Tue Jan 03, 2023 11:45 am, edited 7 times in total.
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Nems
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Re: JP Mobility: Jump-Started

Post by Nems »

Gonna have to give this a spin once I get through this current playthrough I'm doing. :D I'm a huge advocate for more mobility so this'll be fun to try out. <3
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MonoculusRift
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Re: JP Mobility: Jump-Started

Post by MonoculusRift »

Nems wrote: Sun Jan 01, 2023 11:47 pm Gonna have to give this a spin once I get through this current playthrough I'm doing. :D I'm a huge advocate for more mobility so this'll be fun to try out. <3
Thanks! Let me know what you think, I'm always looking for feedback. Especially if there's any nasty bugs you find!
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Re: JP Mobility: Jump-Started

Post by Clown_Number_42 »

MonoculusRift wrote: Sun Jan 01, 2023 11:59 pm
Nems wrote: Sun Jan 01, 2023 11:47 pm Gonna have to give this a spin once I get through this current playthrough I'm doing. :D I'm a huge advocate for more mobility so this'll be fun to try out. <3
Thanks! Let me know what you think, I'm always looking for feedback. Especially if there's any nasty bugs you find!
Would you be okay with adding "air control" for cross-compatibility with Super Mario Agilities?
Air control being How limited movement is during a jump.
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Re: JP Mobility: Jump-Started

Post by MonoculusRift »

Clown_Number_42 wrote: Tue Jan 03, 2023 7:05 pm
MonoculusRift wrote: Sun Jan 01, 2023 11:59 pm
Nems wrote: Sun Jan 01, 2023 11:47 pm Gonna have to give this a spin once I get through this current playthrough I'm doing. :D I'm a huge advocate for more mobility so this'll be fun to try out. <3
Thanks! Let me know what you think, I'm always looking for feedback. Especially if there's any nasty bugs you find!
Would you be okay with adding "air control" for cross-compatibility with Super Mario Agilities?
Air control being How limited movement is during a jump.
Oh, gee. Well, I'm sorry to say that I'm not really sure what you mean. Do you mean to set the Air Control while doing some of these actions, or that there's something in the code overriding the air control?
It sounds interesting, I'm just not sure what you mean :?
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Re: JP Mobility: Jump-Started

Post by Nems »

I finally got around to playing around with this mod for a bit and I have to say thank you for sharing it. <3 There was another movement mod that was big for a while but it didn't have the universal compatibility this one does. Really like the mantling system too. That'll come in handy for a few mapsets. :D

I'll play around with it some more when I'm not tired. :P
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Re: JP Mobility: Jump-Started

Post by Clown_Number_42 »

MonoculusRift wrote: Wed Jan 04, 2023 8:33 pm
Clown_Number_42 wrote: Tue Jan 03, 2023 7:05 pm
MonoculusRift wrote: Sun Jan 01, 2023 11:59 pm

Thanks! Let me know what you think, I'm always looking for feedback. Especially if there's any nasty bugs you find!
Would you be okay with adding "air control" for cross-compatibility with Super Mario Agilities?
Air control being How limited movement is during a jump.
Oh, gee. Well, I'm sorry to say that I'm not really sure what you mean. Do you mean to set the Air Control while doing some of these actions, or that there's something in the code overriding the air control?
It sounds interesting, I'm just not sure what you mean :?
What i mean by "air control" is how much friction the player is allowed during a jump. There's a cvar called "sv_aircontrol", a slider for that cvar in the options would be a good idea since setting sv_aircontrol to 1 in the console allows the player to have as much movement control in the air as they do on the ground.

sv_aircontrol isn't something that can be overridden without a new port, but rather something that can be set beforehand via certain mods.
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