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

Momentum Mod

0.9.5 Changelog

Added (2)



  • Jump Stats Panorama API initial implementation
  • Make F13-F24 keys bindable game/issues/1670



Fixed (2)



  • Crash when firing burst pistol in lobbies
  • Various crash fixes in map loading & physics objects



Improved (1)



  • VRAD -textureshadows various improvements

0.9.4 Changelog

Fixed (7)



  • Fixed `4088 bytes` memory allocation issue on certain maps
  • Fixed crashes when loading maps with portals in them
  • Fixed defrag HUD elements not updating when `mom_df_hud_accel_enable` is OFF.
  • Fixed incorrect output from texture conversion
  • Fixed js error caused by attempting to set css values to `NaN`px.
  • Fixed water rendering in skybox, for maps like ahop_coast
  • Water fog value for `watercheap` shader is properly fetched



Improved (2)



  • BSP v25 edges raised from 256,000 to 4,096,000 (16x)
  • BSP v25 surfedges raised from 512,000 to 8,192,000 (16x)


NOTE: We are starting our move to the full DX11 backend, starting with removing the DX9 launch option via the Steam UI, however it is still available to launch via the `-dx9` launch parameter. Future updates will be removing this launch option entirely, and the relevant files (shaders, config convars, etc). Please report anything wrong with DX11 going forward. Thank you!

https://blog.momentum-mod.org/posts/changelog/0.9.4/

0.9.3 Changelog

Fixed (13)



  • +strafe ignores limit movement trigger game/issues/1675
  • Ahop s-tap buffer not subtracting speed properly
  • Brightness can be set to a value of 1000 game/issues/1909
  • Field of view can be set to broken numbers game/issues/1908
  • Game not using language set inside game properties
  • Missing Strings in Settings game/issues/1942
  • Players joining the map gives you their weapons game/issues/1945
  • Savestates have incorrect angles
  • Sidebar covers menu items when 4:3 resolutions are used game/issues/1669
  • [DX11] Game is out of focus after tabbing back in while on a map game/issues/1915
  • mom_gamemode_override gamemode completions no longer localised game/issues/1943
  • point_worldtext render origin doesn't update correctly game/issues/1924
  • postprocess_controller Vignette acts incorrectly if you've changed resolution on maps with no light game/issues/1880



Improved (4)




We've also increased some more limits around BSP v25, can find more on our blog:
https://blog.momentum-mod.org/posts/changelog/0.9.3/

0.9.2 Release - Update About Updates, Localization Support, BIG Maps, and More!

Hey all! We just released v0.9.2 and have an update about updates, initial localization support, and some BIG map support!

Unfortunately the full changelog cannot be posted here so please check out the blog post:

https://blog.momentum-mod.org/posts/changelog/0.9.2/

Cheers,
Nick (Gocnak) K.
Momentum Mod Project LEad

Momentum Mod Team Q&A Stream #20 (November 2022)

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

Momentum Mod Team Q&A Stream #19 (October 2022)

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

Update September 18th, 2022

Added
Nothing this time, stay tuned for future updates ;)

Improved
- `mom_ui_toasts_log` has been defaulted to 1 (ON)
- Some status messages that were printed out to chat have now become toasts (moved to the top right)

Fixed
- Fixed regression in the air movement found in 2013-based movement modes (ahop, surf, bhop, etc)
- Fixed regression with labels accidentally shrinking their fonts more than necessary
- Several security and other miscellaneous bug fixes have been pulled from upstream CS:GO code

Momentum Mod Dev Q&A Stream #18 (September 2022)

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

Update September 14th, 2022


Added



  • - Added BC7 texture format support
  • - DXT creation is now supported on Linux
  • - Added Jolt VPhysics (currently unfinished implementation, can launch with -jolt to test it out)
  • - Added $seamless_scale back to the DX11 shaders
  • - Added "Fizzle", "Explode", "Stick" and "Unstick" inputs to explosives (sticky, rocket, conc)
  • - Added a system to reset default cvar values to a new desired default (custom values will be preserved)
  • - Added `-nousermount` which prevents loading the `mounts.kv` mount file
  • - Added a Jump Sync defrag HUD element and `mom_df_hud_jump_*` convars


Improved



  • - Re-enabled ATI1N and ATI2N texture support
  • - Improved implementation of AngelScript for Hammer
  • - Improved floating point precision used engine-wide
  • - Networking has been improved to cause less movement-related jittering
  • - Disabled per-material friction values, meaning some materials (like anything with $surfaceprop Glass) that had a lower friction coefficient no longer affect player friction. Can be toggled with `mom_mv_disable_surface_friction`
  • - `trigger_stick_limit` now has a minimum of 1 instead of 2
  • - CGAZ now properly accounts for Haste
  • - `mom_zone_outline_thickness` now allows decimal values, including in the 0-1 range
  • - "disablevertexlighting" in props should now properly disable vertex lighting
  • - Sentry crash reporting has been updated to v0.5.0 , which allows Ubuntu players to boot the game again


Fixed



  • - Paint convars have been re-added, sorry about that!
  • - Fixed 4wayblend shader trying to use non-existent texture
  • - Fixed crash on Hammer shutdown
  • - Fixed Panorama labels being cut off unexpectedly by growing labels with `shrink` as their text overflow to meet their max height
  • - Fixed entity simulate order changing randomly in some cases (fixes explosives sometimes moving one tick ahead of the player)
  • - Fixed SJ/RJ duck-after-unduck cooldown sometimes being one tick longer than it should
  • - Fixed sticky launcher fire cooldown sometimes being one tick longer than it should
  • - Fixed sticky launch speed varying by a random, very small amount (less than 0.0001%), even when charged for the same number of ticks
  • - Fixed crash when a stickybomb or rocket had its "kill" input invoked
  • - Fixed background maps not working with Panorama
  • - Fixed mounted/older skyboxes having visible seams due to not having "ClampS" and "ClampT" flags
  • - Fixed overly bright envmap on VertexLitGeneric props
  • - Fixed hang when using `-hijack`

Update September 1st, 2022

- Brand new models for rocket launcher, upcoming defrag weapons, including player hands with animations from SpringScale
- Defrag weapons are here! Rocket launcher, grenade launcher, BFG, and plasmagun, with the following cvars:
- `mom_df_sound_shoot_enable`
- `mom_df_sound_trail_enable`
- `mom_df_sound_fizzle_enable`
- `mom_df_decals_enable`
- `mom_df_particle_trail_enable`
- `mom_df_particle_explosion_enable` **disabled by default** because too many explosion particles at once (such as with the BFG or plasma gun) cause the game to crash.
- `mom_df_sound_explosion_enable`
- `mom_df_autoswitch` 0 is no autoswitch when weapons are given by inputs or spawners, 1 is always switch, 2 is only switch when the weapon is new
- Defrag "Vintage" physics (`mom_df_physics 2`) added, with Quake 1 strafing, rampsliding, additive jumps on ramps, and Quake 2 additive jumps on ledges, with buffering, and Q2 rampsliding on slick ramps
- Fixed 4wayblend shader trying to use non-existent texture
- Ported distort and hologram render effects from 2013 branch
- CGAZ data is now networked to all Defrag players
- Default mom_bhop_playblocksound to 0
- Added a smooth (cinematic) camera via cam_smooth
- Updated default crosshair convars to be a more plain white crosshair, removed cl_crosshair_alpha in favor of passing alpha to cl_crosshair_color
- Added commands to print, wipe, reload, and save Panorama persistent storage
- Added multiple views support for DX11, which allows Hammer work on DX11
- Fixed potential memory leak in vphysics
- Hammer "About" dialog properly shows now
- Hammer now has input to main frame blocked while splash screen is active
- Invalid key binding now prints as a warning rather than a normal console message
- Knifing ghosts no longer produces blood as we are targeting a "PG-13" rating
- Default HDR tonemap values have been changed to more reasonable values
- Re-added free-roam spectate mode
- fov_viewmodel is now defaulted back to 54 instead of 70
- Fixed potential deadlock in Hammer
- Added SetSpotlightTextureFrame to env_projectedtexture
- Added back SpotlightTexture to env_projectedtexture
- World portals now are resizable with SetWidth and SetHeight inputs
- Improved startup/shutdown time of tools
- Added studiomdl to Linux, removed mdlcompile as it was combined into studiomdl
- Removed old brightness settings handling from video settings screen
- enables the most basic CGAZ display by default
- adds "target" snap highlight mode to show snap zone containing optimal cgaz angle
- adds alt color for snaps (to color "uncolored" zones)
- Remove the explicit reflect 2d/3d sky material params, they were added for consoles and this was causing some issues with older water materials, such as from hl2.
- Replace inline asm xchg with compiler built-in. shouldn't cause any problems
- Fix infinite loop in bitmap when computing texture size when compressed w/no mips
- Fixes crash related to dialog boxes on Linux. Was happening because SDL video funcs were being called before SDL video was initted