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

You Got a License for That?

Hello everyone, I have some extremely exciting news!! Momentum Mod was granted engine access by Valve! Firstly, this would not have been possible without the immense help from the team at Chaos Initiative, specifically CitadelCore and Tewan. With their guidance and direct help, we have been able to successfully get through to Valve to obtain access to the licensed Source Engine codebase! And that is not all! I am also proud to announce that Momentum Mod is partnering with the Chaos Initiative team and co-developing a shared branch of Source titled the “Chaos” engine. This flavor of Source will be a cocktail of awesomeness, the best of all (TF2, CS:GO, Portal 2) worlds, providing a ton of opportunities for both players and mappers alike (explained more below)! ...

November 29, 2020

0.7.1 Changelog

It’s that time again! The team has been hard at work at fixing up and adding more goodies to the game. While this is another minor version update, with mostly bugfixes, we were able to add some of the features that 0.7.0 couldn’t quite get in time. Paint Me Like One of Your French Girls We’ve added a paint gun in this update! The beautiful model was done by the beautiful SethJH. You can spawn it with the command give weapon_momentum_paintgun on any map where it’s needed. Upon left clicking, a colorful spot is shot onto the world geometry. It should be noted that if a ramp is a model, the paint will not show up. Also, the paint has issues with overlapping. The first shot is the upper most layer! ...

February 22, 2018

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