In this update3
Full notes
Full Momentum Mod update
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What changed
- Gameplay
- Fixes
- Performance
- Compatibility
- Workshop
- Maps
Momentum Mod changes
Added (8)
Added ConVar change listener method for Panorama
Added Defrag pitch marker offset setting
Added Defrag pitch marker width setting
Added Defrag prime sight setting to lock all zones to one line
Added pose parameter output to mdlinfo and improved output formatting
mom_mv_df_additive_jumps cvar to enable buffered additive jumps in Vintage Defrag
mom_mv_df_fast_rampslides cvar to enable Quake 2 rampslides in Vintage Defrag
mom_mv_df_low_jumps cvar to enable Quake 1 style low jumps in Vintage Defrag
Fixed (14)
Defrag player gets stuck in narrow corners (game/issues/2068)
Defrag player no longer gets random HOBs on downwards ramps (game/issues/2057)
Fixed $detailtint not working on VertexLitGeneric with $phong
Fixed 3D view in Hammer flickering when antialiasing was disabled
Fixed Hammer crash when changing prop_static entity into prop_dynamic
Fixed crash when decoding certain 8-bit WAV files
Fixed handling of CRLF files in studiomdl on Linux
Fixed nodraw/favourite button in Hammer sometimes not working
Fixed occasional lockups on very large maps when opening portals
Fixed vbsp not finding entities at "0 0 0" and leaking the map
Holding crouch in Defrag while jumping doesn't reset jump held status (game/issues/2075)
Player can now skim over 44u ledges in VQ3 Defrag (game/issues/2062)
Prime sight highlight selection wrong at non-1080p resolutions (game/issues/2079)
Prime sight showing wrong zones/freezing (game/issues/2078)
Improved (15)
AddAmmo and ammo pickups now give (ammo - 1) to the player when the player has infinite ammo (game/issues/2073)
Additive jumps in Vintage Defrag are now much more consistent
Decouple Defrag HUD elements from cgaz position (game/issues/2076)
Defrag player is no longer clipped to steep surfaces by default, removing sticky surf ramps
Improved Defrag compass size by separating arrow and tick sizes
Improved Defrag compass, windicator, and snaphud by decoupling offset from cgaz (existing configs will need to be adjusted!)
Improved RJ trail sound attenuation
Improved outline-styled Defrag hud zones by adding border thickness settings
Increased max lightmap size on surfaces
Moved imgui.ini to be under cfg/imgui.ini
Negative entity coordinates are now sent to the client more accurately
Quake 2 rampslides are now consistent in vintage defrag when enabled
Show attack, attack2 on skeys HUD (game/issues/1871)
Smoothstairs no longer applies when running up or down ramps in Defrag (game/issues/1845)
Vintage Defrag now has CPM style double jumps by default
Source
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