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Momentum Mod Playtest News

0.10.5 Changelog

[h2]Added (13)[/h2]
  • A "Use Native File Browser" option in Hammer, to allow using Qt file dialogs and vice versa
  • Added "Paste Special Again" context menu option in Hammer, which will use the last saved Paste Special options in the session without a prompt.
  • Added `-debug_dynamic_mounts` to debug steam dynamic mounts
  • Added an imgui game events debugger
  • Added an in-game ImGui material inspector/rudimentary editor
  • Added an in-game cloth/softbody debugger
  • Added enabled field to particle operators to toggle operator on/off
  • Added mdl2dmx, a very basic static prop decompiler
  • Added mom_zoning_start_zone_button_radius and mom_zoning_end_zone_button_radius for configuring climb button zone radius
  • Entity Tools: Added an option to convert trigger_multiple outputs to OnJump if they activate trigger_push entities
  • Ignore backface displacement collisions in maps converted from Quake 3
  • Quake 2-style ladder climbing for Defrag modes
  • When using the eyedropper tool, Hammer will prompt to name entities if they did not have one already.

[h2]Fixed (19)[/h2]
  • Fix a crash when removing/changing loaded FGDs in Hammer
  • Fixed Paste Special entity name prefix field not retaining its value across multiple different invocations of the dialog.
  • Fixed SSAO crashing game in some cases
  • Fixed `SetLightScale` on clustered lights not changing the light intensity
  • Fixed `SettingsSlider` `invert` not working correctly when the slider is set to display a percentage
  • Fixed anti-bhop triggers preventing checkpoints from being set in climb modes
  • Fixed copy+paste in ImGui windows
  • Fixed crash on shutdown when lumper sync is enabled
  • Fixed crashes when using some material proxies on non-standard stuff
  • Fixed flashlight and env_projectedtexture shadows being 4x larger per-dimension than their pre-clustered equivalents
  • Fixed misspelled KV on `snd_op_occlusion`: `occlusio_db_loss` is now `occlusion_db_loss` (old KV still works though)
  • Fixed rockets firing from the wrong location when crouched by disabling mom_tf2_rocket_use_max_extents
  • Fixed stage timer disabling on tracks with bhop enabled
  • Fixed studiomdl trying to run `md` on Linux to create the output dir. It now runs `mkdir -p`
  • Jump and forward move inputs can now stack while using the flight powerup in Defrag
  • Light cookies now correctly use the light entity orientation
  • Make env_global's GetCounter input usable
  • Model browser getting sometimes getting stuck
  • r_ssao no longer breaks cubemap building

[h2]Improved (19)[/h2]
  • Added support for custom fonts in devui themes. FontScaleDpi, FontScaleMain, FontScaleBase control font size. Font property controls the actual font and is a path like `resource/MyFont.ttf`
  • Allow `bool`/`boolean` to be interchangably for FGD IO and KV definitions.
  • Cloth no longer simulates while the game is paused by default.
  • Console input autocomplete suggestions now include fuzzy matches
  • Disable null binds in CPM and VQ3
  • Displacement tools now edit continuously without needing to move mouse
  • Entity Tools: Restore scrollbar position when reloading entities
  • Entity report dialog can now be sorted
  • Exposed the following debug convars: snd_occlusion_pos_override, snd_occlusion_material_override, snd_occlusion_visualize, snd_occlusion_visualize_filter, snd_occlusion_indirect_radius, snd_occlusion_indirect_min, snd_occlusion_indirect_max, snd_occlusion_collide_min_distance
  • Hammer now does not spam warning about unknown detail object types
  • Hammer prints more fgd errors when something goes wrong
  • Increased default clustered shadow budget from 6 to 12
  • Made sv_gravity affect cloth
  • Removed -winecompat from Hammer, fixes will be applied when WINE is detected automatically
  • Removed soundsystem.dll
  • Updated VRad help text
  • VRad AO is now DISABLED by default and can be enabled by passing `-ao`. XeGTAO should be preferred for VRad baked AO.
  • `fps_max_menu` is now also respected while in game with opened menu
  • env_spark entities can now override fx_new_sparks to use new or old sparks

0.10.4 Changelog

Hey there!

This update adds the CS:GO-based KZ mode, KZT! Maps are currently found in the Beta tab, but give it a shot and let us know what you think!

We've also greatly improved player movement sounds and fixed a lot of common crashes and bugs we've seen recently.

Keep the feedback coming, and enjoy!

[h2]Added (10)[/h2]
  • Added !spawn chat command for mom_respawn
  • Added 360 video export to `startmovie`
  • Added Defrag flight powerup (game/issues/2595)
  • Added Near Z property slider to clustered light dev ui
  • Added `$emissiontransform` to PBR, to apply transform to the emission texture specifically
  • Added `sv_reloadmaterialsonmapload` convar that controls material reload behavior when loading map, can improve map load times when disabled
  • Added convar `devui_auto_scale` which, when enabled, automatically scales devui to match the reference resolution of 1920x1080, like panorama
  • Added nearz property to clustered light entities
  • Added various CVars to control SSAO
  • Climb (KZT) gamemode

[h2]Fixed (23)[/h2]
  • Fixed ssbump detail textures not working properly for lightmappedgeneric shader
  • Disable climb checkpoints when standing on bhop platforms
  • Ducking now swims down in Defrag modes
  • Fixed !b chat command not switching bonus tracks
  • Fixed `mom_official_screenshot` interacting weirdly with water (game/issues/2246)
  • Fixed a crash in hammer when copy-pasting brushes
  • Fixed crash with ragdolls
  • Fixed crash with the video settings screen when an incorrect panel type is used for the setting dropdowns
  • Fixed devui_auto_scale not performing any scaling
  • Fixed host_map_mount_order_detection not prioritizing custom asset paths in some cases
  • Fixed imgui looking blurry due to autoscaling
  • Fixed incorrect output conversion when using bhop trigger fix entity tool
  • Fixed lightcache being slow in some cases
  • Fixed loading local/online zones
  • Fixed rare crash when using `point_template` under some circumstances
  • Fixed shadow artifacts when spawning env_cascade_light with the CSM fix entity tool
  • Fixed sun specular not blending with lightmaps properly on PBR textures
  • Fixed webm video export
  • Hooked up jump stats HUD with new timer system
  • Rate limited the clustered atlas allocator warning to 1 message per second
  • Fixed explosive weapon explosion sounds always playing in-ear (game/issues/2475)
  • Fixed !savestate/!saveloc not opening the savestate menu
  • Fixed an issue where the timer would seemingly reset to 0 seconds when entering a new zone (game/issues/2435)

[h2]Improved (10)[/h2]
  • Added -help/-? to studiomdl
  • Updated version info to reflect beta status
  • Disable minimum bhop area in surf. Allow bhop zones must be used where bhopping is intended.
  • Disable mom_mv_fix_edges on KZ 1.6
  • Doubled cookie atlas size, allowing 4 times the texture data to be allocated before exhaustion
  • Replaced general clustered light modes with independent lighting component modes
  • Shift+F1 keybind will now toggle the devui menu instead of failing to open a nonexistent VGUI window
  • devui_auto_scale will now use the smallest window dimension to calculate scale factor
  • mom_null_binds 1 now only applies nulls while in the air. mom_null_binds 2 always applies nulls.
  • Player movement sounds (footsteps, jump, landing) have been greatly improved, and should now be properly affected by player movement volume slider (game/issues/2445)

[h2]Other (4)[/h2]
  • -mat_ao_quality: Determines the number of AO samples per depth slice
  • -mat_ao_radius: Controls the AO radius (16 by default)
  • -mat_ao_width/mat_ao_height: Determines the resolution of the AO
  • -mat_ssao: Enables or disables SSAO (enabled by default in revolution)

0.10.3 Changelog

Hey there, we have a bunch of big things in the works, but in the meantime we wanted to push out more fixes and minor additions we've done.

For those with limited accounts, you should be able to play the game, but nothing will submit. We strongly recommend making your Steam account unlimited (spending $5 USD of your own money) if you are playing on a Steam account you care about.

KZT, SDL3, and more will be coming in 0.10.4!

[h2]Added (13)[/h2]
  • !ss chat command for setting start marks
  • Added -report console parameter to vbsp vrad and vvis to output compile time reports as keyvalue files
  • Added mom_lobby_relay_status and mom_lobby_relay_init commands to help with debugging relay-related problems with lobbies
  • Added mom_zone_experimental_appearance ConVar, which for now just changes the appearance of Checkpoint zones as an early reference for zoners while we are still working out the new zone visuals. (game/issues/2095)
  • Added soundscriptui for debugging sound scripts
  • Added sv_particles_reload/cl_particles_reload to reload particles
  • Added the texture parameter $detailmask to the PBR shader, which masks the detail texture.
  • Automatically generate zones for climb modes when looking at a button (game/issues/2494)
  • Enabled mom_mv_fix_uphill_slopes on Surf
  • Prime sight highlight strength setting (mom_hud_df_prime_highlight_strength)
  • Re-added the mom_chat_sound convar which controls whether a sound plays on incoming chat message, defaulted to ON.
  • Use gamemode-specific behavior emulating func_door blocks when func_bhop landing limit is set to -1
  • mom_movement_sound_jump_df and mom_movement_sound_land_df for Defrag specific movement sounds

[h2]Fixed (14)[/h2]
  • $lod replacemodel works as expected
  • ATI1N and ATI2N formats will now use their correct names in debug windows like mat_texture_list
  • Display stage start zone safe height
  • Fixed "Fragged Surf" achievement to only unlock when the local player shoots another player
  • Fixed "Momentum Man" and "WR Holder" achievement unlock logic to require the player to be playing with you in a map
  • Fixed HUD spectator list not working (game/issues/2393)
  • Fixed chat message not printing when player leaves a Map lobby
  • Fixed end of run "Watch Replay" button not working when getting a new PB (game/issues/2490)
  • Fixed one of the main reasons for lobby joinlag. Please let us know if it continues to happen! (game/issues/1659)
  • Fixed some refract textures being too dark (game/issues/2556)
  • Fixed the jump height normalization gamemode setting to no longer be tickrate dependent so the player jumps 65.5 units high regardless of tickrate (after ducking in mid-air, on CS-based modes)
  • Fixed viewmodels being forced to draw when using AlternativeSorting on an entity (game/issues/2558)
  • StudioMdl properly caches models when loading.
  • Zone height and safe height are now able to be snapped to a map vertex when zoning

[h2]Improved (10)[/h2]
  • !saveloc/!savestate now opens the save state menu
  • Cycle through bonuses when mom_bonus or !b has no parameters
  • Improved clustered lighting performance on some GPUs and maps with many lights
  • Increase max player model saturation to 0.5
  • The zone for the current stage now stays visible instead of disappearing when activated
  • Various improvements around lobby socket cleanup to hopefully reduce connection issues and crashing on shutdown. These may still happen, please keep an eye out in your console for status codes and let us know of any!
  • Vbsp, vrad and vvis now accept `-nogamemount` and `-nousermount`
  • Videos can now be loaded from vpks and bsps
  • When using `-nogamemount` switch, the game now will mount appids that are marked as required
  • Added all HL2 related content from the SDK 2013 Singleplayer repository, which adds some episodic models and materials

0.10.2 Changelog

Hey there!

This update adds some Steam Achievements, proper Defrag HUD support for replays+online, and TONS of fixes!

We're still investigating the lobby connection issues with Steam Support, KZT is in code review, and voice chat is also being cooked up, so stay tuned for future updates!

[h2]Added (7)[/h2]
  • Added -shadowatlassize launch parameter to specify clustered shadow atlas dimensions. Must be power of two
  • Added a console warning for when the clustered shadow/cookie atlases are full
  • Added a flag to `light_rt` and `light_rt_spot` to force shadows to update every frame
  • Added some Steam Achievements, have fun unlocking them! (game/issues/1151)
  • Added support for $treesway to PBR. The material parameters match VertexLitGeneric
  • CSM fix entity tool
  • FGD flag values can now have description (currently not visible in any UI)

[h2]Fixed (12)[/h2]
  • Fixed Faceposer crash when loading an invalid subscene
  • Fixed Hammer erroring out if Steam mounting is unavailable, even if the selected game doesn't need it
  • Fixed Hammer regression causing objects to be duplicated
  • Fixed conc beeps not canceling when restarting timer
  • Fixed crash upon joining invite to a map lobby in main menu
  • Fixed crashes when using mat_crosshair commands from main menu
  • Fixed flashlights suddenly becoming invisible far from their origin
  • Fixed ghost name panels interpreting names as localization strings
  • Fixed lights becoming fully shadowed outside their NearZ/FarZ range
  • Fixed possible crash when loading corrupted BSP files
  • Fixed potential bug with detail texcoord transforms in VLG when $treesway is enabled. If you notice broken VLG treesway models, please tell us!!
  • filter_momentum_surface_collision exported with entity tools using a misnamed key for filter_name

[h2]Improved (12)[/h2]
  • Defaulted cl_threaded_bone_setup to 1 to fix jittery ghost animations (game/issues/2463)
  • Disable mom_mv_df_clip_speed_ground in VTG
  • Don't prime the timer if the player has any KZ checkpoints (game/issues/2497)
  • Improved performance of client side entity classname comparisons
  • Made low OS memory warning print a little bit less often
  • Players will now be warned when they're trying to join an incompatible lobby via the drawer (game/issues/2516)
  • Record movement data for Defrag HUD
  • Restored the behavior where a trigger_catapult pointing straight up multiplies its speed by 1.5x, to keep backwards compatibility with existing maps
  • Set sv_accelerate to 10 and sv_friction to 4 for VTG
  • TF2 rockets will now properly go the full grid length instead of 2000 units (toggle via mom_tf2_rocket_use_max_extents) (game/issues/1816)
  • filter_activator_class matching the class name tf_projectile_rocket now works with Momentum Mod rockets
  • func_button OnDamaged output only activates once per shot instead of once per bullet impact, matching Team Fortress 2 behavior

0.10.1 Changelog

Hey there! We're really glad you all have been enjoying the public release.

We're hard at work fixing a lot of bugs, some of which (related to lobbies) are taking a bit longer than expected with finding the problems exactly. We believe it's something deeper in the Steam Networking library and are working on creating a bug report to submit to Valve.

In the meantime, please keep the feedback rolling in, and we will keep these updates rolling out!

[h2]Added (3)[/h2]

[h2]Fixed (15)[/h2]
  • Added workaround for SDL2/X11 bugginess with exclusive fullscreen windows. This makes "Fullscreen" and "Fullscreen Window" display modes identical unless -allowexclusivefs is passed
  • Brought stickylauncher shoot behavior more in line with TF2 to fix "sticky jamming"
  • Fixed being able to hear other players' run upload sound effect
  • Fixed bugs with pose parameters, flexes and sequences in the Panorama model panel
  • Fixed conc beeps not stopping when fizzling concs (game/issues/2486)
  • Fixed context menus not closing when closing HUD tab menu (leaderboards) (game/issues/1682)
  • Fixed crash when map is exited right after finishing a personal best run (game/issues/2454)
  • Fixed issue where models in the Panorama model panel can be yeeted away by `LookAtModel()` calls
  • Fixed rocket launcher always spawning an easter egg in certain conditions (game/issues/2505)
  • Fixed rocket launcher easter egg not respecting mom_tf2_rocket_draw_delay (game/issues/2171)
  • Fixed stickylauncher not respecting ammo checks in some cases (game/issues/2455)
  • Max velocity not getting set to 0 (unlimited) when generated with Zonemaker
  • Safe height not getting set to 0 (base of zone) when generated with Zonemaker
  • Stickybomb launcher now fires a sticky upon charging->restarting to start zone->depress shoot button (game/issues/2467)
  • Fixed the TF2 related launcher overrides to work with updated override weapon script logic (game/issues/2473)

[h2]Improved (6)[/h2]
  • Detect player clips in zone vertex snap trace (game/issues/2483)
  • Learn mode is temporarily disabled as we work on it more
  • Improved visual clarity of PBR in Hammer's shaded textured polygons mode
  • Removed +strafe decel ticks (+strafe nerf)
  • Start timer when airborne in VTG (game/issues/2503)
  • Zonemaker start zones now default to -1 max velocity (gamemode default)