Releases: momentum-mod/game
0.8.7 Public Evaluation Build
If you want to get a chance to access the latest and greatest version of Momentum Mod, including the map selector, you can now sign up for Playtest from our Steam page!
In the meantime, you can still check out the older 0.8.7 build of the game, with the following caveats:
- This does not work with our website.
- Runs will not submit or show up on our leaderboards.
- Map selection doesn't work (and is even hidden in this build).
- Multiplayer (lobbies, SRCDS, etc) does not work.
- If these limitations are too much, consider helping out to get a key for the most up-to-date build, or patiently wait for 1.0.0.
To install, download the respective .zip for your platform. Extract somewhere. Read the README.txt to learn how to boot the game.
You can find maps, help, and more on our Discord server.
Hopefully this holds people over until 1.0.0!
0.6.2-prealpha Release
0.6.2
You Got a Purdy Map
- Saul Rennison's Dynamic RTT Shadows - More accurate shadows cast by world lights
- Brian Charles' Parallax-Corrected Cubemaps - More accurate reflections for cubemaps on world geometry
(Both of these can be found in live examples in the triggertests map!)
Small Features Added
- Disabled inputs - The keypress HUD element now shows disabled keys set by triggers
- Invalid run start - A sound now plays if the run cannot be started (will be expanded upon)
- Checkpoint saving - Maps save which checkpoint you were on when you end the map
mom_punchangle_enable
- Landing punchangle has been disabled by default now, can be scaled by this cvarmom_speedometer_colorize 2
- New colorization method suggested by Actamom_stage_tele
- Teleport to the start of a specific stage number (1 = start)showRuler
- Shows a menu to measure distance in-game (in units)sv_gravity
- Allow players to change gravity in-gamesv_tickrate
- In-game changes force a reload, allowing replays of different tickrate to be played
RIP Tim, You Shall Be Missed
- .tim files are completely removed, in favor of reading replay files
(This means all replays prior to this update will be ignored due to a new format)
Yet to Come
- Overhauled Map Selector (0.7.0) -- we included a preview of what the main panel will look like!
Fixes
- Fixed credits.bsp's invalid textures
- Fixed crash when running mod in Offline mode on Steam (thanks .Enjoy!)
- Fixed lots of minute bugs in Linux (fonts, layouts, etc) [more to come!]
- Fixed bug with main menu buttons animating even when not in focus
- Fixed sv_tickrate now updating when set by gamemode code
- Fixed bug with start zone exit velocity
- Fixed bug with mounted maps not properly loading sounds packed in the map when on a separate drive
- Fixed bug with checkpoints saving out of order when the player had > 10 checkpoints
- Fixed bug with timer layout with regards to stage time comparisons
- Fixed various Valve slip-ups and optimized pristine 2004 code
(Under the Hood)
- Fixed smoothing groups not being applied to brushes (thanks tgnottingham!)
- Fixed hammer not loading custom shaders (Thanks Biohazard!)
0.6.1-prealpha release
0.6.1
Slight Annoyance Alleviated
- Added "Do not show again" checkboxes to version/zone warning MessageBoxes
Suggestions
- Changed settings panel to disable child checkboxes (suggestion by Enjoy.)
- Changed sv_noclipspeed to scale to maxvel (suggestion by lody)
Fixes
- Fixed checkpoints being corrupted upon map load
- Fixed (most) crashes with changing resolution and exiting the game
- Fixed ReplayUI to better scale for 1080p
- Prevent playback of replays with different tickrate than current (will revist)
- Fixed maps that crashed when using a fade-in trigger
- Fixed spawn searching to prioritize info_player_start over info_player_(counter)terrorist
- Fixed bug with cursor disappearing when net_graph was turned on
- Fixed maps that use detail objects (for real this time)
0.6.0-prealpha release
0.6.0
New Replay UI
- Like DemoUI, a window to control playback of Replay files
- Features include: scrubbable time bar, timescaled playback, frame-by-frame analysis, and much more!
Checkpoints Overhauled
- Checkpoint-related commands can be bound to keys now!
mom_checkpoint_*
commands added- Checkpoints can be saved to file (toggleable from settings)
- Checkpoints now save whether you were crouching or standing
- Added
mom_mark_start
which saves a temporary checkpoint in the start trigger, for use bymom_restart
- Likewise,
mom_mark_start_clear
clears the aforementioned checkpoint
Custom Weapons
- Added custom pistol (mom_weapon_pistol) and shotgun (mom_weapon_shotgun)
- Added weapon "dropping" which destroys your current weapon
MessageBoxes for Info
- Added small (but necessary) boxes of information to help inform you of various things
Revamped Some UI
- In-game Leaderboards got a makeover, functionality soon!
- Momentum Settings panel sees more settings regarding these changes and other requests
Linux Build
- Build was fixed to compile and run on Linux (we haven't forgotten you!)
- Fully supported Linux build planned for Alpha release
Quality of Life
- CS:S properly mounts regardless of which drive it's on
sv_tickrate
,sv_maxvelocity
, andsv_airaccelerate
are unlocked (temporarily)- "Select Map" button now shows up in-game
- Added a "practice mode safeguard" toggle (mom_practice_safeguard)
- "mom_restart" now teleports to the spawn spot if a start trigger is not found
Fixes, Baby
- Updated ClientScheme and SourceScheme to better fit color scheme of mod
- Fixed various UI bugs with sizing and location of text and other elements
- Fixed output timings for entities to use tick-based time (Thanks Asunaya!)
- Fixed weapon collisions (no more random boosts!)
- Fixed knife slashes (they show up now!)
- Fixed crashes when playing the game offline
- Fixed some memory leaks found throughout Valve's code
- Fixed bug with player and replay camera popping out of bounds when too close to ceiling
- Fixed demo view interpolation and possible demo timescale bug
- Fixed bug where player was stuck for 3 seconds at map start
- Fixed point_cameras
- Fixed particles to properly mount
- Fixed replays showing 0 velocity if they had over maxvelocity
- Fixed player slowdown in start zone if the player was using checkpoint menu
- Fixed player_speedmod not setting player speed
- Fixed offset bug with spectating a replay in chase mode
- Fixed the mapfinished panel to not prematurely close if player goes out of end trigger
- Fixed
mom_restart
not resetting player progress (stored in target name)
Note: Linux builds won't be available until alpha, but you can compile your own
0.5.0-prealpha release
0.5.0
New Main Menu UI
- Thanks to NicolasDe from Project-9 (https://github.com/NicolasDe/project-9) for GameUI2
- New background (from tutorial levels) to accomodate the shininess
Play Replays from Leaderboards
- Right-clicking when the leaderboards are open will allow you to right click a run and "Watch Replay"
- More functionality in future updates!
Contact/Feedback Panel
- Introduced a panel for in-game feedback, available in the menu.
Overhauled Settings Panel
- Changed to tabular settings, includes four new Tabs:
- "Controls" for momentum-specific controls settings
- "HUD Settings" for HUD-related momentum settings
- "Run Comparisons" for settings regarding the comparisons panel
- "Replays" for replay-related settings (just translucence for Alpha)
Accurate Timer Fix
- Fixed offset calculations by using a new method to calculate them
Bug/Other fixes
- Fixed potential bug with saving times to file
- Fixed empty node graphs building
- Changed practice mode to enable when no inputs are pressed
- Fixed RichText highlighting to properly display highlighted text
- Fixed replays recording paused frames
- Fixed animations for player jumping and zone enter speed on the HUD speedometer
- Fixed the zone buffer for the comparisons panel
- Fixed the Changelog panel to properly scroll to top upon load
- Removed ability to save/load (use the checkpoint menu instead!)
- Fixed Biohazard90's Source Shader Editor (faulty config)
- Fixed Version Update panel showing when you have a higher version than master
- Fixed a bug in the blockfix system with incorporating the mom_bhop_playblocksound cvar
Edit 15/08/2016: Updated zip filename with the correct versioning
0.4.7-prealpha release
0.4.0 had some prominent bugs that were found merely hours after release, so 0.4.7 is set to fix them.
0.4.7
- Changelog Introduced
- The version update panel now includes a changelog for the newer version.
- Spectator UI Updated
- Now includes toggled mouse control upon pressing your +duck bind
- Added a red X that stops the replay and respawns the player (similar to MapFinished)
- Added StartupVids.txt to override Valve's startup vid
- Bugfixes
- Fixed scroll detection
- Scrolls of all force are detected now, player should jump properly (sorry about that, scrollers!)
- Replays
- Fixed crash with replays not unloading properly
- Fixed potential crash with replays ending
- Fixed velocity setting to a value that was too high (due to teleports)
- Fixed potential "roaming" spec mode if replay was finished
- Ending player movement actually approaches 0 now (player will stop in end trigger)
- Fixed width of settings panel labels
- Mapfinished panel resets to page 0 properly
- Fixed scroll detection
0.4.0-prealpha release
The development team has been hard at work on the biggest update yet: pre-alpha 0.4.0.
This update is split into four sections: replays, comparisons, accurate timer, and map finished UI screen.
- Replay System
- Automatically records replays for every run
- Small, lightweight file (28 bytes / tick)
- Truncates the recording to the first two seconds before the run started to show prestrafe only
- Supports all stats that were displayed during the real run
- Allows playback of ghosts with options for 15 different display models and customizable colors (see
mom_replay_*
commands for more details)
- Comparisons Panel
- Compare your current run against your PB
- Compare against any run stats; all, some or none
- Precise Timer
- Times accurate to 6 decimal places (however, we currently only display 3 decimal places)
- The only timer for surf or bhop that is more accurate than the interval per tick
- Read about how it works here
- Map Finished Screen
- Mouse controls for watching the replay of the run you just finished
- Pages for stats in every zone, not just overall
- Shows both XY and XYZ velocity (controlled by
mom_speedometer_hvel
currently)
- Other changes
- Added Source Shader Editor
- Added both XY and XYZ velocities to run stats
- Player's velocity is now slowed down when they finish a map to allow them to see the map finished screen
- Crosshair is off by default
+left
and+right
are now bindable from Options->KeyboardJUMP
indicator in key press display no longer flashes when the player uses the scroll wheel to jump- Credits can now go faster if
+attack
is pressed - DIsabled demo interpolation, which fixes demo stuttering bug, but makes demos lag. Demos will work properly if you turn off client interpolation (
cl_interp 0
) but this breaks other things point_servercommand
entities are disabled by defaultsv_gravity
is development-only (sorry)- Player FOV setting now works properly through
fov_desired
- Changed
mom_generate_zon_file
tomom_zone_generate
0.3.0-prealpha release
0.3.0-prealpha is a large update to the look and feel of Momentum.
Release notes:
- Completely overhauled UI
- Velocity is can now be colorized based on acceleration (togglable, on by default)
- Added strafe sync numerical display and visual bar (also colorized)
- Added keypress display with jump and strafe counter
- Added dialog showing statistics after you complete a run
- Added support to save run statistics per-stage as well as overall, which will be expanded upon in future updates
- Added time splits for stages
- Changed main menu
- Font has changed
- Custom settings panel for all of the new momentum-specific settings
- Changed colors of all panels in the menu to align more with Momentum's color scheme and aesthetic.
- Overhauled start zones
- Start zones on bhop/kz maps limit your speed so you are encouraged to get a good edge when prestrafing out of the zone
- Start zones on surf maps do not limit your speed unless you bhop inside the start zone.
A version check is now done on game startup to let the player know if a newer version is avalable
EDIT: FIXED FOLDER HIERARCHY
0.2.0-prealpha release
Remember that the current version of the mod is pre-alpha which means that it works, but it lacks a lot of features.
Description of the added feature:
- Scroll game mode added, with CS:S stamina system.
- maps with the kz_ prefix will automatically use the scroll gamemode.
0.1.0-prealpha release
Initial release on GitHub. From now on, every merged pull request that adds a considerable feature will have its own release.
Remember that the current version of the mod is pre-alpha which means that it works, but it lacks a lot of features.
Description of the added feature:
- Blocks doors and buttons from moving so speed is not lost but keeps teleporting the player if they stand on the platform for too long.