Momentum Mod cover
Momentum Mod screenshot
Linux PC Steam
Genre: Shooter, Platform, Puzzle, Racing, Indie

Momentum Mod

PSA: This app is not being updated during Steam Playtest!

Hi all, this is just a quick reminder that whilst Steam Playtest is ongoing we’re not posting updates to this Steam app.

Steam splits up playtests into a separate app, including our multiplayer lobbies. We don't know why Steam choose to do it that way, and it's not something we have any control over. Rather than having the player-base be split between the two apps, we've stopped updating this one, as a way to herd everyone over to the playtest app (also it makes updates easier for us).

As such, changelogs aren’t being posted to this one. Please check the Momentum Mod Playtest app instead of this one. Development work is still ongoing! With 0.10.0 coming up we are updating the Steam build bit less frequently, since most ongoing work is only available to devs until we get the 0.10 refactors all wired up together, but we still push non-0.10 changes to Steam from time to time.

We’ve been doing this for about 6 months already, we’ve just had a various people confused by the situation recently and this announcement will put a big notice on the main page for this app. Sorry if we didn’t make this clear enough before!

Also since we’re here, if you’re still waiting for playtest access and confused about the low drop rates, this thread goes into detail about everything. For more general progress updates, we do monthly QnA streams on Twitch with VODs on Youtube, where we talk a lot about ongoing development work, and we have an active and friendly Discord server for chatting about all aspects of the game.

0.9.22 Changelog

Added (4)



  • Added a mandatory whitelist file for panorama's AsyncWebRequest function. The `-unrestrictedwebrequests` launch argument will skip this file and allow all requests
  • Added option to set paint colour from surface normal (`mom_paint_color_from_normal`) (game/issues/951)
  • Added support for escape sequences `\n`, `\t`, `\"`, and `\\` in VMF and BSP [#60](https://github.com/StrataSource/Engine/issues/60) [#1899](https://github.com/momentum-mod/game/issues/1899)
  • Added support for multiroot KV1 in kv3t.

Fixed (17)



  • Crash when firing Defrag machine gun or railgun
  • Fixed Hammer crashes related to entity outputs
  • Fixed Hammer crashes related to saving and loading files
  • Fixed `-multirun` not working [#882](https://github.com/StrataSource/Engine/issues/882)
  • Fixed `player_speedmod` not working in singleplayer when inputs are not called directly from the player
  • Fixed certain VTFs failing to load due to added resources (game/issues/1223)
  • Fixed explosive decals appearing on both sides of thin brush surfaces (game/issues/1929)
  • Fixed hammer block tool creating brushes that stick out 0.25 units in each direction
  • Fixed instance outputs bugs
  • Fixed issues with some collision traces, notably bullet impact traces on displacements
  • Fixed opening the game menu sometimes requiring an extra ESC input. (game/issues/2102)
  • Fixed sticky explosive decals not appearing on walls/ceilings (game/issues/1929)
  • Fixed string truncation when using SetMessage input on point_worldtext
  • Fixed trigger_look not working (game/issues/1617)
  • Prevent a crash when the surface vertex count exceeds the max decal vertex limit
  • [Hammer] using '\n' in any text field will cause hammer to error out while trying to open the vmf (game/issues/1899)
  • point_worldtext input 'SetMessage' does not change passed 7 letters (game/issues/1905)

Improved (5)



  • Fogui FarZ can now be set to -1 (Default value), which disables the override
  • Fogui now allows users to enter and copy numbers manually on sliders
  • Made SJ/RJ/defrag explosion decals fade out (controlled by `mom_sj_decals_fade`/`mom_rj_decals_fade`/`mom_df_decals_fade`) (game/issues/2101)
  • Ported Select Entity dialog to Qt
  • `ambient_generic` now finds Sound Source entity's every time it is played, not only when initialized

0.9.21 Changelog

Added (3)



  • Added CSM and flashlight to `lightmappedreflective`
  • Added `gameui_activate` command to Steam Input command list
  • Added `zoom`, `toggleconsole`, `showconsole` and `hideconsole` commands to be usable in steam input

Fixed (7)



  • Adjusted folder mounting order to fix wrong assets occasionally being used
  • Change default engine cubemap from de_vertigo's to a black cubemap (game/issues/2074)
  • Fixed Hammer inserting extra quotation marks for compile commands [#753](https://github.com/StrataSource/Engine/issues/753)
  • Fixed VBSP not always acknowledging parameters in patched materials
  • Fixed flashlight making some opaque water disappear
  • Fixed the map name not displaying in the top right corner [#912](https://github.com/StrataSource/Engine/issues/912)
  • Made ModelPanel rotation speed consistent regardless of FPS

Improved (7)



  • Allowed the game to run alongside other Source games without `-multirun` [#268](https://github.com/momentum-mod/game/issues/268)
  • Displacements now use the more accurate VPhysics collisions by default (traceray_force_vphysics 1)
  • Ported Hammer Arch and Torus dialogs to Qt
  • Ported Hammer Map Diff dialog to Qt
  • Removed SFUI prefixes from all localization files
  • Unamed instances can now use `func_instance_io_proxy`
  • Update Audio Settings to use new MixGroups (game/issues/2097)

0.9.20 Changelog

Added (3)



  • Added ModelPanel methods to change/enumerate flexes
  • Added ModelPanel methods to change/enumerate pose parameters
  • Added ModelPanel methods to change/enumerate sequences

Fixed (5)



  • Equip Defrag machine gun on spawn
  • Fixed displacement tool sometimes making 2D views to not update
  • Fixed logic_branch not firing _OnLogicBranchRemoved to its listeners
  • Fixed panorama not loading images when game was started with +map
  • Fixed point entities in 2D view not drawing outlines and text

Improved (11)



  • Game no longer creates soundcache directory in maps folder when not needed
  • Logical view in hammer now draws its title
  • Made vmf saving a little bit more robust to not keep corrupted file on crash
  • Move to visgroup dialog now shows user visgoups as well
  • Overlays in hammer should no longer z-fight with wall they are on
  • Panorama now can handle texture reloading without freaking out
  • Removed max limit on texlights in vrad
  • Toggling maximized view in hammer now doesn't break active mouse look
  • Transform dialog now shows 1 as placeholder when scaling
  • Un-developered sv_soundemitter commands
  • material_modify_control now should be able to handle when materials are modified by vbsp (cubemap fixup or wvt patch) on newly compiled maps

0.9.19 Changelog

Hello! We added support for including introductions in our autogenerated changelogs! This week we've made various QoL improvements to the console, which should now feel much more like the traditional VGUI version (thanks rio!). We've also improved the railgun sounds (thanks Mango!) and conc textures a bit (False_!), and explosions no longer release revolting blue goo (also False_!).

Console (10)



  • Console autocomplete and history can now be navigated with tab and shift+tab, like in other games
  • Console input is now immediately filled in when navigating the autocomplete menu (game/issues/1776)
  • Autocomplete now correctly shows the first 100 results alphabetically out of all matches, instead of just the first 100 found
  • Input history no longer saves empty or duplicate inputs
  • The backtick key (`) will now always close the console if it is open (controlled by `con_backtick_always_closes`)
  • Closing the console now also automatically closes the game menu
  • Pressing ESC will now clear the console input box if it has text, otherwise it will close the console
  • Closing the console no longer clears the input box automatically
  • Opening console no longer opens the main menu (game/issues/1966)
  • Remove blank lines from console history (game/issues/1972)

Added (1)



  • Exposed `SetSelected(bool)` on `RadioButton` in Panorama JavaScript API

Fixed (3)



  • Fixed Panorama UI controller movement always moving right no matter the input direction
  • Fixed shaded textured view not working
  • Missing null check in sensitivity calculator resulted in 'NaN' in input box

Improved (7)



  • Hammer fix map dialog now will try to warn about unused keyvalue typos of existing keyvalues are not set, instead of suggesting to remove them
  • Hammer options dialog now only saves settings when pressing OK button
  • Hammer options dialog now updates 2D/3D views when changing visual settings
  • Panorama XML parsing errors should now give more context to the error
  • Updated Conc models and textures (game/issues/2090)
  • Updated Railgun sound (game/issues/2089)
  • Updated explosion decals (game/issues/2091)

0.9.18 Changelog

VPhysics Traces (6)



  • VPhysics traces now report complete hit surface info
  • Fixed VPhysics traces sometimes not hitting displacements, especially more axis-aligned ones
  • Fixed VPhysics point traces not hitting brush entities
  • Improved performance of VPhysics traces against displacements
  • VPhysics traces now generally behave more like non-VPhysics ones
  • Added `traceray_test` command for testing collision trace behavior



Added (7)



  • Added input for setting mouse sensitivity in distance per 360 (game/issues/2047)
  • Added ConVar "traceray_force_vphysics" for testing (1 = Use VPhysics collisions for displacements, 2 = for everything)
  • Added ConVar "traceray_unshrink_vphysics_brushes" which unshrinks VPhysics-type brush entities
  • Added Railgun, Lightning Gun, and Machine Gun to Defrag
  • Added `mom_df_knockback_method` cvar to control how the Defrag splash damage bounding box is calculated
  • Added `mom_df_lg_damage` cvar to control lightning gun splash damage
  • `mom_df_lg_radius` cvar to control lightning gun splash radius



Fixed (5)



  • Fixed crash when omitting certain child elements from the Panorama loading screen panel
  • Fixed crash when popup-manager.xml is invalid (the game now exits with an error dialogue)
  • Fixed hang on start when the engine is told to play an invalid startup movie
  • Fixed rare possibility for a trace that starts inside a world brush or entity and then runs into a different entity to pass through that entity
  • Use more accurate bounding box for splash damage in defrag.



Improved (1)



  • Reduced the number of required child elements for the Panorama main menu and intro movie

0.9.17 Changelog

Added (2)



  • Added ConVar "traceray_force_vphysics" for testing (1 = Use VPhysics collisions for displacements, 2 = for everything)
  • Added ConVar "traceray_unshrink_vphysics_brushes" which unshrinks VPhysics-type brush entities

Fixed (5)



  • Fixed Defrag haste timer not updating to Panorama
  • Fixed Hammer freezing when changing entity class
  • Fixed colorcorrection not working properly
  • Fixed crash when determining recipients to multicast to
  • Fixed rendering of jigglebones within model panels

0.9.16 Changelog



Added (2)



  • Added "Keep Horizontal Speed" and "Keep Vertical Speed" options to trigger_jumppad
  • Added `cl_playeranimstate_transitions`/`sv_playeranimstate_transitions` cvars to enable transitions in player animations



Fixed (7)



  • Bhop stats broken in 0.9.15 (game/issues/2083)
  • Disabling damage indicators does not work (game/issues/2072)
  • Fixed defrag weapons not having a cooldown and not spawning projectiles in spectate.
  • Fixed faulty logic causing IK to be unusable
  • Fixed occasional crash that could happen when using playvol command
  • logic_format doesn't work as intended (game/issues/2031)
  • math_clamp does not OutValue current value (game/issues/1925)



Improved (1)



  • Removed devonly flag from showanimstate cvars

0.9.15 Changelog



Added (8)



  • Added ConVar change listener method for Panorama
  • Added Defrag pitch marker offset setting
  • Added Defrag pitch marker width setting
  • Added Defrag prime sight setting to lock all zones to one line
  • Added pose parameter output to mdlinfo and improved output formatting
  • mom_mv_df_additive_jumps cvar to enable buffered additive jumps in Vintage Defrag
  • mom_mv_df_fast_rampslides cvar to enable Quake 2 rampslides in Vintage Defrag
  • mom_mv_df_low_jumps cvar to enable Quake 1 style low jumps in Vintage Defrag



Fixed (14)



  • Defrag player gets stuck in narrow corners (game/issues/2068)
  • Defrag player no longer gets random HOBs on downwards ramps (game/issues/2057)
  • Fixed $detailtint not working on VertexLitGeneric with $phong
  • Fixed 3D view in Hammer flickering when antialiasing was disabled
  • Fixed Hammer crash when changing prop_static entity into prop_dynamic
  • Fixed crash when decoding certain 8-bit WAV files
  • Fixed handling of CRLF files in studiomdl on Linux
  • Fixed nodraw/favourite button in Hammer sometimes not working
  • Fixed occasional lockups on very large maps when opening portals
  • Fixed vbsp not finding entities at "0 0 0" and leaking the map
  • Holding crouch in Defrag while jumping doesn't reset jump held status (game/issues/2075)
  • Player can now skim over 44u ledges in VQ3 Defrag (game/issues/2062)
  • Prime sight highlight selection wrong at non-1080p resolutions (game/issues/2079)
  • Prime sight showing wrong zones/freezing (game/issues/2078)



Improved (15)



  • AddAmmo and ammo pickups now give (ammo - 1) to the player when the player has infinite ammo (game/issues/2073)
  • Additive jumps in Vintage Defrag are now much more consistent
  • Decouple Defrag HUD elements from cgaz position (game/issues/2076)
  • Defrag player is no longer clipped to steep surfaces by default, removing sticky surf ramps
  • Improved Defrag compass size by separating arrow and tick sizes
  • Improved Defrag compass, windicator, and snaphud by decoupling offset from cgaz (existing configs will need to be adjusted!)
  • Improved RJ trail sound attenuation
  • Improved outline-styled Defrag hud zones by adding border thickness settings
  • Increased max lightmap size on surfaces
  • Moved imgui.ini to be under cfg/imgui.ini
  • Negative entity coordinates are now sent to the client more accurately
  • Quake 2 rampslides are now consistent in vintage defrag when enabled
  • Show attack, attack2 on skeys HUD (game/issues/1871)
  • Smoothstairs no longer applies when running up or down ramps in Defrag (game/issues/1845)
  • Vintage Defrag now has CPM style double jumps by default

0.9.14 Changelog



Added (4)



  • Added $.LoadKeyValues3File to load KV3 files
  • Added Prime Sight HUD for Defrag
  • Added `distvariance` sound parameter to sound scripts, allowing for distance blending to be tweaked instead of being tied to a cvar. Usage is `distvariance "near, far"`
  • Re-enabled the following operators in the math_float sound operator: asinh, atanh, acosh, expm1, expm2, log2, log1p, logb, erf, erfc, gamma, lgamma, rint, nearbyint, roundtol and trunc



Fixed (8)



  • Fixed 'scale' being applied to all entities in Hammer
  • Fixed Linux dependency issues for Panorama
  • Fixed MRU material list getting reversed on every Hammer launch
  • Fixed MSAA trying to be applied even when driver reported no support
  • Fixed cl_csm_debug_2d
  • Fixed modelscale not updating when undoing in Hammer
  • Fixed possible crash when trying to interact with map window during load
  • Fixed solids not rendering in Hammer



Improved (2)



  • Changed Hammer config to text format
  • Replaced OpenAL with SDL for voice recording and removed dependency