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

Momentum Mod

0.9.13 Changelog



Added (7)



  • Added crash feedback dialog
  • Added ent_text debug output to logic_gate
  • Added framerate limit to hammer 3D viewport to prevent GPU ramping up to 100% usage
  • Added utility to dump shader documentation
  • New mom_mv_df_clip_steep_ground for testing non-sticky surf ramps in Defrag
  • Option to choose framerate limit in Hammer
  • Option to disable lazy texture loading in Hammer



Fixed (20)



  • Crash loading `jump_lanc_v3` (game/issues/2065)
  • Curved walls in Defrag cause the player to get stuck (game/issues/1734)
  • Defrag haste UI regression (game/issues/2058)
  • Fixed Linux dependency issues for Panorama
  • Fixed crash when sprite helper would have invalid model and parent tried to change scale kv
  • Fixed game missing the `depthresolve_ps50` shader
  • Fixed loading of TF2 maps with v7 static prop lump
  • Fixed logic_gate having incorrect starting state
  • Fixed logic_gate state being incorrect after reloading a save
  • Fixed model helper trying to use non-uniform scale on non-prop_static entities
  • Fixed not being able to choose game config with doubleclick
  • Fixed occasional hammer and game crash when reloading models
  • Fixed png screenshots having a weird line in them in some cases
  • Fixed png screenshots on maps with HDR being too dark
  • Fixed rendering breaking when disabling postprocess on HDR maps
  • Fixed the incorrectly sized viewport in HLMV and Faceposer
  • Game and tools no longer rename themselves "MainThrd" on Linux
  • Hammer camera button and statistics now render correctly
  • RemoveDFWeapon output ignores weapon switch delay (game/issues/1884)
  • Wait for timer to run out when removing Defrag weapons (fixes instant rocket -> plasma switch on df_precision)



Improved (8)



  • Converted hammer options to Qt
  • Correct Defrag CPM swimming physics (game/issues/1843)
  • HDR cubemaps are now stored in BC6H format
  • LDR cubemaps are now stored in BC7 format
  • Player no longer has 1-2 ups in Defrag when hitting corners at high speed
  • Ported vgui debug system menu to ImGui
  • Remove 1 ups when hitting corners at high speed in Defrag (game/issues/2064)
  • Water movement is now more accurate in Defrag

0.9.12 Changelog



Added (4)



  • Add speed mode for player_speed entity
  • Added minimum speed threshold for calculating strafe synchronizer bar display (Settings > Interface > Synchronizer)
  • Added strafe synchronizer functionality in Surf
  • Damage boost time and slick time are now sent to UI



Fixed (14)



  • Crash when using bind command in console
  • Defrag: Allow players to chain double jumps (game/issues/2052)
  • Defrag: Allow players to jump when crouching under obstacles (game/issues/2053)
  • Defrag: Damage boost pickup now gives damage boost effect instead of haste
  • Defrag: Fix sticky stepup in CPM (game/issues/1844)
  • Defrag: Funkyboosts now work in Defrag CPM
  • Defrag: Removed machine gun recoil
  • Fixed "_restart" not restarting the game (https://github.com/StrataSource/Engine/issues/732)
  • Fixed crash when sprite helper would have invalid model and parent tried to change scale kv
  • Fixed failing to create swapchain on some hardware
  • Fixed map instance resolution under Linux
  • Fixed model helper trying to use non-uniform scale on non-prop_static entities
  • Fixed some models not rendering in hammer
  • Fixed some rare cases of entity IO string corruption



Improved (4)



  • Calculation for ideal yaw rate has been generalized to include ground case (prespeed)
  • Entity IO can now send values of any data type to string inputs
  • HDR cubemaps are now stored in BC6H format
  • Improve synchronizer functionality (game/issues/2044)

0.9.11 Changelog

Added (4)



  • Added False_'s machine gun animations
  • Added ImGui versions of +showbudget, +showbudget_texture and +showbudget_texture_global panels
  • Added new Defrag `trigger_jumppad` entity identical to Quake 3's trigger_push (game/issues/2043)
  • Added new `player_speed` entity as a port of `target_speed` from Quake 3 Defrag



Fixed (1)





Improved (1)



  • Improved console autocomplete behavior

0.9.10 Changelog



Added (9)



  • Added %compileslick material parameter
  • Added 'maxprojectedtextures' keyvalue to world entity to control projected texture limit
  • Added CS:S stamina mapping mode cvar via `mom_mv_stamina_enabled`
  • Added SetSlick player input to control slick status programmatically
  • Added _nocubemapsprite to disable light sprites when building cubemaps
  • Added compute shader support with stretchrect compute shader
  • Added func_slick entity for Defrag slick behavior
  • Added help (-h or -help) command line parameters to VBSP, VRAD, and VVIS
  • Added imgui UI framework for fogui and CSM settings



Fixed (8)



  • Fix +showbudget_texture(_global) not showing data properly
  • Fixed brush entities with primitive geometry not rendering correctly
  • Fixed crash related to instances in VBSP
  • Fixed crash related to static prop scaling
  • Fixed screenshots not working with MSAA enabled
  • Packed .mrf files not being loaded by mom_replay_playback entity (game/issues/2011)
  • Panorama border size changes when color is changed (game/issues/2045)
  • Snap hud offset calculated incorrectly (game/issues/2039)



Improved (2)



Momentum Mod Team Q&A Stream #25 (April2023)

The Momentum Mod Team is returning on the Momentum Mod Twitch channel for another round of Questions, Answers, and miscellaneous discussions!

Just like last time, you may ask us questions to be answered and or discussed live in our Discord server, inside the #qna-live channel! Note that while we may take some questions during the stream, it is better to get your questions in beforehand in the #qna-live channel in the Discord.

We hope to see you there, but just like last time, if you can't make it, we will be uploading the VoD with timestamps to our YouTube channel!

Cheers,
Momentum Mod Team

0.9.9 Changelog



Added (6)





Fixed (10)



  • Can add 'Absolute' to speedometer list more than once (game/issues/1907)
  • Fixed missing right-click animation for knife
  • Fixed some convars not correctly being saved on game close
  • Intermittent js error with snap target highlight (game/issues/2012)
  • JS exception when trying to add 'Energy' speedometer (game/issues/1787)
  • Javascript exception when entering settings menu (game/issues/1906)
  • Map play button reverts back to download button when clicked (game/issues/2033)
  • Snap zones not updating when picking up the haste powerup (game/issues/2019)
  • regression: Jump stats allow over-unity gain (game/issues/2032)
  • regression: compass ticks broken (game/issues/2029)



Improved (5)



  • Allow `snd_mute_losefocus` to duck audio by using value between 0 and 1 (value is amount ducked)
  • Allow for more speedo options(rj) (game/issues/1770)
  • Overhauled Speedometers to use KV3 format and have way more customization
  • Reduced sound of shotgun to help save more eardrums
  • Updated Defrag learn map from feedback given in Discord

0.9.8 Changelog



Added (4)



  • Defrag Plasma Gun animations
  • Defrag Rocket Launcher
  • Machine Gun animations and world model
  • New knife and anims



Fixed (4)





Improved (4)



  • Add label telling you to right-click in leaderboards/end of run panel (game/issues/1764)
  • Make news panel description scrollable (game/issues/1990)
  • Reduced volume of shotgun firing sound
  • Replace 'power off' quit button with 'exit door' icon when in map (game/issues/1992)

0.9.7 Changelog

Hello all!

Apologies on the delay of this update, we plan to get right back on schedule with our release cadence. We've got a bunch of goodies for you, along with two breaking changes:


  • DX11 is now the only way to play the game, as DX9 has been fully removed
  • DXVK was updated to latest (v2.1), which requires a GPU that can run Vulkan 1.3 (use this site) to see if your GPU is compatible)


As mentioned in some Q&A streams, while we aren't planning on making a graphically intensive game, we are keeping the Chaos engine (and therefore Momentum Mod) up to date with regards to graphics in order to to aid in debugging efforts, take advantage of performance improvements, and better futureproof our codebase. We apologize for any inconvenience this may cause, however, hardware that does not support DX11 is perhaps hardware that should most likely be replaced nowadays.

Added (11)



  • Add `-aoradius` to vrad as alternative to `-aoscale`
  • Add detailed information about jump (gain percentage, efficiency percentage) and strafe trainer bar (game/issues/1629)
  • Added Defrag weapon settings to settings
  • Added `sleep_when_meeting_framerate` option to video settings
  • Added custom soundmixer contexts for easier player-controlled game-specific sound categories
  • Added non-uniform prop scaling via the 'scale' parameter
  • Allow non-uniform scaling of prop_static (game/issues/1998)
  • Defrag: Damage boost pickup (game/issues/1847)
  • Defrag: Damage boost player entity inputs (game/issues/1846)
  • Defrag: Haste pickup (game/issues/1814)
  • [Panorama] Alpha axis in color picker panel (game/issues/1585)



Fixed (19)



  • CGAZ Mirror zones flicker (game/issues/1971)
  • CGAZ mirror zones are drawn incorrectly with the Haste powerup (game/issues/1970)
  • Crash in CMomentumPlayer::DisableWeaponAndSwitch (game/issues/1875)
  • Fix crash in Hammer when removing an element
  • Fix crash on maps using multiplayer physics props
  • Fix crash when loading maps with world portals
  • Fix crash when loading surf_cyberwave after bhop_recharge
  • Fix crash when player being spectated left the lobby
  • Fix jump_academy crash when TF2 isn't mounted
  • Fix specular reflections on brush PBR
  • Fixed VRAD not compiling on high performance power options
  • Fixed entering practice mode getting the player stuck in the ceiling (game/issues/1735)
  • Fixed error when doing `respawn_entities` on a BSPZipped map
  • Fixed overlays disappearing after repacking a BSP
  • Fixed pitch marker being never drawn in Defrag (game/issues/1986)
  • Resolve panorama debugger crashes
  • Spectating icon not visible in chat (game/issues/1974)
  • `mom_replay_playback` entity no longer works (game/issues/1978)
  • bhop_pharma `r_unloadlightmaps 1` perf issue. (game/issues/1976)



Improved (19)



  • Add triple monitor mode to settings
  • Added option to color jump stats on synchronizer (game/issues/1963)
  • Improve error handling if no compatible GPU is available
  • Improved handling mounting the platform/ folder
  • Optimize the memory that VBSP uses
  • Panorama file + folder layout improvements
  • Removed DX9 shaders and launch option, defaulting to DX11
  • Restructured jump stats to print on takeoff (game/issues/1964)
  • Small optimizations to VRAD to aid in reducing compile times
  • Update DXVK to 2.1 (this requires GPU driver support for Vulkan 1.3!)
  • Update Panorama sass parser to 1.58.0
  • Update SDL to 2.26.2
  • Update V8 to 11.2.76
  • Update bhop stats to be percentages where ratios are shown (game/issues/1961)
  • Update jump stats panel to show strafes per jump instead of total strafes (game/issues/1960)
  • Updated Panorama debugger to use more consistent rendering
  • Use higher precision when making brush cuts in Hammer (game/issues/1988)
  • Various improvements to game startup time
  • Various miscellaneous crash fixes

Momentum Mod Team Q&A Stream #22 (January 2023)

The Momentum Mod Team is returning on the Momentum Mod Twitch channel for another round of Questions, Answers, and miscellaneous discussions!

Just like last time, you may ask us questions to be answered and or discussed live in our Discord server, inside the #qna-live channel! Note that while we may take some questions during the stream, it is better to get your questions in beforehand in the #qna-live channel in the Discord.

We hope to see you there, but just like last time, if you can't make it, we will be uploading the VoD with timestamps to our YouTube channel!

Cheers,
Momentum Mod Team

0.9.6 Changelog

Fixed (10)



  • Fixed crash at surf_mesa spawn
  • Fixed crash when building cubemaps if none are present in the map
  • Fixed crashes observed on surf_classics
  • Fixed crashes observed when mounting CS:S
  • Fixed fog being inconsistent in PBR shader
  • Fixed mat_showcamerarendertarget not working
  • Fixed screenshots not working with antialiaising enabled
  • Fixed text in Hammer being blurry
  • JS Exception in chat.js (game/issues/1958)
  • Visual artifacts in surf_summer spawn area (resulting from incorrect depth blur)



Improved (5)



  • Ammo HUD: Use dialog variable (game/issues/1955)
  • Depth resolve (and r_depthoverlay) implemented in DX11
  • Devices that do not support DX11 will no longer try to boot the game (and crash)
  • Linux loading performance should be greatly improved
  • Port Depth of Field shader to dx11 (game/issues/1952)