0.9.30 Changelog

Hi all! This update introduces some experimental water movement changes in TF2-based modes that we’re looking for feedback on, which you can play with with mom_mv_tf_flat_sharking 1 and different mom_mv_tf_shark_vertical_speed values. Get sloshin'! Added (3) Experimental sharking movement in TF2 based modes which removes water bobbing RNG mom_mv_tf_flat_sharking cvar to control sharking movement (defaults to 0) mom_mv_tf_shark_vertical_speed cvar to control how much extra speed to add to rocket jumps while sharking Fixed (14) Can fire stickybombs with zero ammo (game/issues/2137) Increased value of sv_max_allowed_developer to 99 Increased value of sv_max_allowed_net_graph to 99 Player can no longer fire sticky bombs in the buffer period when out of ammo Player can no longer instantly re-duck in RJ and SJ (fixes losing speed in some water jumps while crouching.) Player can now jump while crouched in TF2-based modes when autohop is enabled Sticky bomb launcher always consumes ammo when firing stickies Fixed -console showing the vgui console in panorama mode, and not working with the panorama console Fixed backslashes not working in older BSPs, and increased the entity lump version to 1 Fixed being unable to switch back to default devui theme in the menu bar Fixed crash in the particle editor when attempting to add new item to the root particle node Fixed crash when loading malformed or missing VCDs Fixed issue in the particle editor on Linux related to adding new operators Fixed issue with dynamic mounts in Hammer when running in Wine or Proton Improved (4) All modes now produce soft and hard landing sounds mom_impact_view_punch_enable is no longer cheat protected mom_mv_disable_impact_view_punch is renamed to mom_impact_view_punch_enable and defaults to 0 Misc engine stability improvements

April 8, 2024

0.9.29 Changelog

Added (7) Added mom_df_cpm_rocket_method to control the calculation of horizontal CPM rocket knockback Added mom_df_cpm_rocket_thresh to control the horizontal CPM rocket knockback threshold Added mom_df_smooth_duck cvar to control whether ducking is smooth in Defrag Added mom_play_land_sound cvar to control landing sounds Added theming support for imgui Added Defrag hitscan (Shotgun & Gauntlet) weapons (game/issues/1933) Momentum can now play the MomPlayer.LandSoft and MomPlayer.LandHard sounds on landing. Fixed (2) Fixed crash when creating a prefab in Hammer Horizontal rocket knockback in CPM is now more lenient Improved (1) Ducking and unducking in defrag is now smoothly animated by default.

March 13, 2024

0.9.28 Changelog

Hi! As usual, most work is being done on our internal 0.10 branch. This update fixes certain cvars being locked being sv_cheats 1 since removing -mapping mode, and a crash on close that we introduced last update. We also have various fixes to the PBR shader, and should have some new PBR materials coming in the near-ish future! Added (3) Added GameInterfaceAPI.GetCurrentMap to Panorama Added PBR parallax dithering to smooth out the appearance of layers Added packed_files_list to view files packed into the BSP Fixed (7) Fixed crash when exiting the game using the close window button Fixed PBR parallax using texture coordinates from the layer below the correct one Fixed WVT and PBR materials not rendering properly when used on displacements (game/issues/2027) Fixed some objects not rendering in Hammer 2D views Fixed window size bug on Linux Re-enable $depthblend in SpriteCard shader cl_drawhud, r_drawclipbrushes and various other debug commands no longer require sv_cheats 1 Improved (1) Hlmv link mode now syncs light state and colors Other (1) mat_softwareskin / mat_softwarelighting allows for more accurate vertex normals (game/issues/960)

March 5, 2024

0.9.27 Changelog

Hi all! This update removes the dreaded -mapping launch option, so Learn section, zoning commands and various convars like host_timescale can be used without it, so long as you have sv_cheats set to 1. This refactor was a major item of our 0.10.0 todo list, but made sense to get into the Steam branch straight away. Also, this update should actually fix Defrag movement. It’s been a very hard bug to replicate and fix, but this time we think we’ve finally squashed it :) ...

February 21, 2024

0.9.26 Changelog

Hi all! As before, most of our current work is happening on a separate 0.10.0 branch, which we aim to get out on Steam in the nearish future. Most noticable thing in this update is a fix to Defrag movement (thanks Lumia), as well as a significant improvement to map loading times, thanks to some filesystem optimizations by OzxyBox. Added (3) Added ’enable’ key to mounts.kv, to allow entries to be selectively disabled Added a status indicator for validity of autosave paths in the Hammer options dialog Running in tools mode will now display [Tools Mode] in the window title Fixed (8) Fixed CSM fading out unintentionally on PBR brushes Fixed incorrect lighting on PBR shader in some cases Fixed lightmappedreflective combo error Fixed particle editor crash when adding a new operator Fixed tools mode closing/swapping input when scrolling with the mouse In Hammer, use non-native file selector for instances when running under WINE Use the Strata icon for the engine instead of the old Chaos icon mom_mv_df_physics resets all relevant cvars Improved (3) HLMV now uses the same audio system as the game. This allows sound operators and more to function correctly. Improved loading times for when using many search paths Load dsp_presets.txt from MOD path Other (1) Fixed dialog variable strings in top right of leaderboards component

February 7, 2024

0.9.25 Changelog

Refactored (5) Removed the Chaos prefix from any Panorama panels/panels that had it. ChaosHud is now Hud, ChaosMainMenu is now MainMenu, and so on. Removed the Chaos prefix from any Panorama events that had it. ChaosFrameUpdate is now FrameUpdate, ChaosShowIntroMovie is now ShowIntroMovie, and so on. Renamed chaos_hud_menu_show command to hud_menu_show Renamed chaos_hud_menu_hide command to hud_menu_hide Renamed chaos_hud_menu_reload command to hud_menu_reload Removed (2) Removed ChaosPopupManager from Panorama. Use PopupManager instead. Removed ChaosTooltipManager from Panorama. Use TooltipManager instead. Added (5) Added an overlay plane when using Hammer’s Clipping Tool Added buildambientcache concommand to pack ambient light cache into bsp Added checkpoint system for KZ. Added support for AVX/AVX2 (and other modern x86 extensions) in VRAD. If your processor doesn’t support it (or if you pass -noavx), it will fallback to a more generic version of VRAD. Added Comparisons HUD option to settings Fixed (13) Fixed DX11 swapchain creation failing in some cases Fixed a bug causing ambient_generic to not use the correct source entity when played using the Toggle input Fixed a bug preventing ambient_generic entities without the ‘Start Silent’ flag from playing Fixed crash when ContextMenuFadoutTime is undefined Fixed crash-on-exit in most utilities on Linux. This was a harmless crash, but annoying nonetheless. Fixed dynamic game mounts when running under WINE Fixed hammer 3D view selection not working properly with instances Fixed materials being used for ropes and anything else simultaneously sometimes not being drawn (e.g. on surf_arcade) Fixed packing of certain files into VPKs with vpk.exe Fixed vgui_script trying to create a video material every frame when it fails to load Load gameevents.res and modevents.res from the MOD search path instead of GAME. Previously, custom folder and workshop addons could unintentionally break things. News component now uses up-to-date Steam feed Fixed settings import/export dialogue Improved (8) Cleaned up some console spam Display times on end of run graph axis as time strings (game/issues/1995) Hid some potentially buggy debug console commands Improved L4D1 and ASW model compatiblity Improved behavior of vpk.exe on Windows Load particles_manifest.txt from MOD search path. This is to prevent workshop addons overriding it. The additional BSP-packed particles_manifest.txt is unaffected by this change. Removed controller support in Momentum Static prop ambient light cache is now stored

January 20, 2024

0.9.24 Changelog

Hey all! Just a note about updates, we’re hard at work on 0.10.0 currently and rarely pushing out 0.9.X updates due to that. In the meantime, here’s some minor fixes and goodies that have been done by other developers working on their Strata games: Added (2) Added support for Ogg and FLAC audio files via libsndfile Added support for continuing demos recordings after disconnect (Requires demo_autorecord 1) Fixed (10) Faceposer no longer crashes when right-clicking in the Phoneme Editor Fixed ‘black’ shader not respecting fog like it should Fixed Hammer 3D Shaded Textured Polygons View looking blown out Fixed a case where the uphill slope fix could incorrectly stop the player’s movement Fixed displacement carve normal direction combobox not having expected entries Fixed models in hammer getting randomly colored when the entity didn’t have rendercolor kv Fixed nodraw button disabling some helpers Fixed nodraw button in hammer not hiding all non-default nodraw faces Fixed occasional materialsystem deadlock when loading maps Unhid some cvars related to bloom (mat_bloomscale, mat_bloom_scalefactor_scalar) Improved (11) Added on/off parameter to god, notarget, and buddha commands to match noclip behavior Allow fgd flags key type to have long name and a description Creating displacement from brush entities will now move the solid to world Hammer entity properties dialog should now set origin when creating brush entities Improved compile times on models with large amounts of flexes Improved support for Mp3 audio files by replacing minimp3 with libsndfile Improved texture browser responsiveness Made KZ gamemode cvars more reasonable SAPI phonemeextractor now can actually extract phonemes Texturebrowser now stores state of its filters The game will now only fail to launch if the same Strata-based game is already running (instead of general Source games)

December 19, 2023

0.9.23 Changelog

Gamemode System (6) All ConVars with gamemode-specific values can now be viewed with mom_print_modevars. This shows which ConVars are supported by the current gamemode and their default values. Added new ConVars for offline customization of gamemode movement: mom_mv_limit_ground_speed, mom_mv_limit_jump_speed, and mom_mv_limit_jump_speed_factor Renamed or refactored some ConVars. Use mom_print_modevars to see an updated list of ConVars relevant to gamemodes. Removed the “Unknown” gamemode. Added mom_gamemode_fallback, which specifies which gamemode should be used when the game can’t determine an appropriate gamemode from the current map. This has lower priority than mom_gamemode_override. Using mom_gamemode_override will now persist until changing the override, loading a map from the map selector, or restarting the game. Previously, the override would be cleared after loading a map from the console in some cases. Added (3) Added language support for Indonesian Jump sound for all gamemodes, controlled with cvar “mom_play_jump_sound”. Off by default. (game/issues/2070) Player takes full deceleration on jump when +strafe is held for a certain number of ticks before and after the jump. Controlled by the “mom_mv_ahop_strafe_decel_ticks_prejump” and “mom_mv_ahop_strafe_decel_ticks_postjump” cvars. Fixed (2) JavaScript error when going closing settings (game/issues/2104) Defrag players no longer hits top edge of steep ramps (game/issues/2082) Improved (3) Defrag player now autoswitches to next best weapon when out of ammo (game/issues/2081) Ported displacement noise dialog to Qt SplineRope shader now supports $baseTextureTransform and $color params

October 18, 2023