0.9.0 Changelog - Portals, Panorama, and More!

Howdy! 🤠 It’s that time again, and as described in the 0.8.7 blog post, we are marking our 0.9.0 release today! While our playtesters may have been on this code for a while, the effort done by the team bringing all of the goodies below deserves to be highlighted! So without further ado: Speedy Thing Goes In, Speedy Thing Comes Out The biggest, most exciting part of this update is Aperture Science’s very own secret sauce: Portals. ...

July 12, 2021

0.8.7 Changelog

Hello, hello! I’ll be honest. I’ve been kinda struggling to find a good way to follow up the absolutely massive news of the previous blog post. I mean come on, how are we supposed to follow up that news…? … Well, with a kickass changelog, that’s how! :) A Very Bright Future Ahead If you were living under a rock for the past couple of weeks and somehow missed it (or want to read it again, like I’ve been doing repeatedly), Momentum Mod has been granted engine access from Valve! You can read more about this and our partnership with the Chaos Initiative team here: https://blog.momentum-mod.org/post/636153097782280192/you-got-a-license-for-that ...

December 10, 2020

0.8.6 Changelog

Howdy! 0.8.6 is finally here and HOO BABY it’s a big one. I promise I’m not trying to say this every update, but this one’s really covering a lot of ground, and is probably second to 0.8.0 in terms of size so far. It always amazes me just how much this game has grown. We went from not really knowing what we were doing, to planning with regular meetings, to solidifying the brand and vision of Momentum, to getting a freakin’ Steam Store page and 1.0.0 release date. It makes me really happy that others are seeing the value in this project, being absolutely patient with us and even helping us out! And I’m so proud to be part of a team that’s going to deliver a kickass game!! Anyways, enough sentimental thoughts (what is this, 1.0.0’s release?), and onwards to the goodies! ...

October 24, 2020

0.7.0 Changelog

It’s been how long? ... Almost a year? Really? … Ah, shit. Hello all, it’s about time for an update! As mentioned in our previous blog post, real life tends to get in the way of being able to work on Momentum Mod, but we are still working on it! In fact, we’ve just recently finished up version 0.7.0, and have pushed it to Steam for all of our playtesters to try out. ...

December 12, 2017

Momentum Mod - August 2017 Development Update and News

Hello objects with mass and velocity! … *cough* ... You're all long overdue for an update from the team, and I bet you all thought we were dead (again!) Rest assured, even though it's been 8 (EIGHT!) months since our last update, we are not dead! We’ve made some large changes to the workflow for developing the mod. Thanks to Gocnak’s personal sacrifice of blood, sweat, tears, and $100, the mod is now officially on Steam Direct (but not released yet, read below)! There’s no voting process to get the game released on Steam, but it does bring an exciting turn for the game’s development. ...

August 21, 2017

0.5.0-prealpha release

It’s that time again! The Momentum Mod team has been hard at work on the latest update, 0.5.0-prealpha. 0.5.0 is an incremental update that overhauls many UI elements in the main menu as well as fixing some glaring issues with the previous builds. By far the largest change is the new main menu design, which is based off of NicolasDe’s GameUI2 from his mod Project-9. Huge thanks go to Nicolas for letting us use GameUI2 in Momentum Mod. The background of the main menu has also changed from a very early alpha version of World 1 to a nearly complete Tutorial map to compliment the new aesthetic. ...

July 14, 2016

How the Momentum Mod timer works (how to get a time with 6 digits of precision on a 100 tick server)

As many bhoppers and surfers are aware, the smallest interval of time that can be calculated by a Source Engine server is the interval between two ticks, proportional to the tickrate set by the server owner. The server tickrate is just the server’s ”framerate” for simulating movement, physics, and other game logic. Note: bhop and kz servers use 100 tickrate, and surf servers use 66 tickrate. This means every tick takes 0.01 seconds. On a 66 tick server, this “interval per tick” is 0.015 seconds.  ...

June 19, 2016

Bhop Block fix implemented

We’ve finished adding a fix for bhop blocks made using func_door and func_button entities, commonly found in older maps.  Similar to the mpbhops plugin for CS:S/CS:GO servers, our system finds bhop blocks made using func_door or func_button entities, and then locks them from moving. We then check the time that the player is touching the entity, and teleport them if they are touching the bhop block for too long. This fix prevents the doors from boosting the player’s height or slowing the player randomly as they move.  ...

March 17, 2016