0.6.1-prealpha released!

0.6.1-prealpha is a small update that fixes many bugs and small annoyances reported in 0.6.0.  Slight Annoyance Alleviated  Added "Do not show again" checkboxes to version/zone warning MessageBoxes SuggestionsChanged settings panel to disable child checkboxes (suggestion by Enjoy.) Changed sv_noclipspeed to scale to maxvel (suggestion by lody) FixesFixed checkpoints being corrupted upon map load Fixed (most) crashes with changing resolution and exiting the game Fixed ReplayUI to better scale for 1080p...

October 27, 2016

0.6.0-prealpha released!

Well, it’s been awhile since our last update, but that doesn’t mean we haven’t been hard at work! For many of us on the Momentum development team, update 0.6.0 feels like far more than an incremental update; it contains 334 commits to the master branch, and 14 different feature branches were merged to the development branch. Much of this update includes behind the scenes refactoring of our codebase or small fixes suggested by players....

October 17, 2016

We’re not dead - update/preview of things to come!

Hey all, Just wanted to post a quick update to let everyone know that Team Momentum is not dead, we are all alive and well! Things have been slowing down for the development team ever since university started again in August, but we’ve been still working hard on the mod in whatever free time we have.  Here’s a quick preview of what we’ve been working on 2D/3D Artist 3dfix has been hard at work on the models and animations for our guns....

September 29, 2016

0.4.0-prealpha released

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. By far the largest addition is replays, which automatically record for every run and allow the player to watch their run or share it with others. In a future update we will upload these files to our global leaderboards to allow easy watching of any replay, as well as downloading from the in-game leaderboards....

June 19, 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....

June 19, 2016