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

0.6.0-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

Website Updated - New Look!

Our website has finally been updated, and the frontend is now no longer just a placeholder! We’ve switched from the Javascript-based blog template to a lightweight and modern bootstrap frontend, complete with comprehensive mobile support. This update required us to completely re-write all the HTML and CSS for the frontend, as well as make many changes to the underlying Python/Flask backend.  However, the new website makes effective use of Jinja2 ′s in-HTML python interpreter, which allows us to extend the layout easily and create new pages quickly, as well as control the content inside a single HTML document. The backend was also overhauled to make management easier, with essential text controlled by the database rather than baked inside the HTML, allowing admins to make changes easily and quickly.  ...

April 18, 2016

0.3.0-prealpha release

0.3.0-prealpha is a large update to the look and feel of Momentum. Release notes:  Completely overhauled UIVelocity 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 updatesAdded time splits for stagesChanged 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 zoneStart zones on surf maps do not limit your speed unless you bhop inside the start zone. This is meant to encourage prestrafing in the center of the zone and falling out of the zone as fast as possible.This marks a major release for us, as the “vguiruninfo_wip” branch merges 115 commits into the master! (wow.) It also marks our shift in focus to adding essential features such as run statistics and overhauling the UI to make the game look and feel professional.  ...

April 15, 2016

Introducing Shooty-Gun-Mod!

We are pleased to announce that today we have begun development of a standalone mod based on Momentum called Shooty-Gun-Mod, or SGM for short. Shooty-Gun is based on the unique gameplay of terrorists fighting counter-terrorists, in order to plant and explode a bomb or prevent hostages from being rescued.  We're excited to bring the key aspects of Momentum into the ground warfare of terrorists versus justice, and this new mod will be focusing primarily on combat rather than movement mechanics. But don't fret! We'll also try to include some (albeit limited) bunnyhopping in the maps that we're making for the mod! We are considering basing a lot of the counter-terrorism units off of ones found worldwide, with the different uniforms, guns, and of course, accents. In addition, we're excited to convert some existing bunnyhop and surf maps into Shooty-Gun levels, such as bhop_aztec and surf_dust! we feel that the authors of these levels have carefully crafted a theme that we would like to emulate when creating SGM levels. Here’s a very early development screenshot of SGM! ...

April 1, 2016

0.2.0 prealpha release

Just a quick update, we released a new version, 0.2.0 prealpha, which you can try for yourself here. Instructions for installing the mod are on the docs section of the main website, which you can find here.  The changes include full support for scroll gamemodes, including the stamina system from CS:S. Currently, the “legit” scroll/stamina gamemode is automatically applied if a map with the kz_ prefix is loaded. In the future, you will be able to select the gamemode from the map selector screen. ...

March 24, 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

Finished Switch to SDK Base 2013 Multiplayer

Yesterday the team finished our transition from SDK Base 2013 Singleplayer to SDK Base 2013 Multiplayer, marking a major checkpoint in the mod’s development. We can now put our entire focus on adding new features such as individual player and run statistics, replays, and more. Momentum was envisioned as a Singleplayer mod with added in Multiplayer features such as global IRC chat, ghosts of other networked players on the same map, and leaderboards. The reasoning for this was such that players could play maps at their own pace and not have to worry about whether the server was going to switch maps, or if the map they wanted to play was currently being played on a public server. ...

March 5, 2016