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View Code? Open in Web Editor NEWMomentum Mod Documentation: Guides, Entities, Console Commands and Variables
Home Page: https://docs.momentum-mod.org
License: MIT License
Momentum Mod Documentation: Guides, Entities, Console Commands and Variables
Home Page: https://docs.momentum-mod.org
License: MIT License
Zones are no longer placed in the maps/
folder, rather a zones/
folder momentum-mod/game#538
Update the zoning guides with this.
There's a lot of vars that will eventually become hardcoded as the movement gets perfected, but there are things like camera tilt or whatnot that can stay as customizable.
Tackle this only after momentum-mod/game#957 is complete.
momentum-mod/game#826
Do not complete until PR is merged.
Replace mom_reset
and mom_stage_tele
with mom_restart_stage
.
Thanks to the PR for removing unneeded toc padding (#87), some images are very large height-wise, specifically the entity pages.
It would be nice to scale these down, or better yet replace them with ultrawide versions (see https://docs.momentum-mod.org/guide/override-custom-assets/#example---overriding-weapon-script for a good example).
Perhaps even a photoshop template that has these normal images fade into the background.
Mappers/zoners come away from the advanced zoning doc not knowing how to go to bonuses.
Mention mom_restart
in the "zone number" section of the advanced zoning guide. IE how to actually get to the bonus'.
For custom HUDs, weapons, etc, players can use their custom/
folder. The game will be shipping some TF2 weapon scripts as examples of overrides. A guide on how to use them to override the momentum specific stuff would be good.
File: _posts/2019-09-10-guide_building_the_game.md
Building in Windows requires the C++ Desktop component (this) which is not mentioned in the steps. It may also require other components as I installed a few other extra things, so it might be a good idea to double check all that.
Also what's with this? Found this page before finding the docs site and it led me to think you still need a key to play the latest ver. Might as well trash it now that you have an actual (and recent) wiki.
Add functionality provided in momentum-mod/game#899 to the "Overriding custom assets" doc.
This is the custom layout overriding available in cfg/speedometer.vdf
.
Alternative
Maybe a new guide is in order just for the speedometer. Going into depth of the VDF.
Now with a bunch of commands and variable added, we can see that the sidebar layout needs some tweaking.
Suggested changes:
data-simplebar
class, and use CSS to customize it to fit the color scheme of the site.overflow-x
be hidden
by default (no horizontal scrollbar)main
page's margin-left
and margin-right
being traded for more sidebar widthmargin-top
needs to be reduced from margin-top: 3em;
to margin-top: 1em;
When selecting a page from the sidebar, clicking it brings you to the page but the sidebar scrollbar scrolls back to the top every time. You have to then manually scroll to the entry in the sidebar.
It'd be good to have it automatically scroll and create a bit of a buffer so that the current page is easily seen in the side when the documentation page is initially loaded.
Associated game PR: momentum-mod/game#890
Paintgun cvars are being renamed since the paintgun is being removed. They are now mom_paint_*
instead of mom_paintgun_*
.
Also mom_paintgun_drawmodel
is being removed.
The site currently does not use Bebas Neue or Noto Sans. See if it's possible to pull these fonts in and pack them with the static site, avoid using a google fonts script directly if possible.
Make a guide on how to use/make parallax corrected cubemaps.
Not sure how this one should be documented as there are no changes to momentum-specific entities. But as with the trigger enhancements, all entity changes are documented in the FGD already.
The process to create a bounce jump is now significantly different in Momentum Mod than it was in TF2, so a guide explaining how to create bounces would be very helpful to alleviate FAQs about the process both from returning TF2 mappers and from mappers new to the gamemode.
Should include:
trigger_momentum_resetonehop
and how to use it for bounces, including useful time values (1 tick for 1:1 tf2, 2-5 ticks for easier timings, etc)trigger_momentum_limitmovement
to force various types of bounces, such as crouched, uncrouched, bouncehop.Related game issue: momentum-mod/game#1154
A trigger volume that launches the player at a specified target or in a specified direction at a specified speed. This entity also contains some filtering for the players velocity and entry angle.
A guide on how to use the gamemode specific configs would be great.
It's just (gamemode prefix).cfg
inside of momentum/cfg
and those settings get applied every time a map of the gamemode is played.
Replace mom_saveloc_show
and showRuler
with mom_hud_menu_open
.
Also add
mom_hud_menu_hide
mom_hud_menu_reload
Also update MomentumDev zip link with new link: https://drive.google.com/file/d/1HD1Mh8JrCBqP2sh8WJCpfybJGI4BPcZ4/view?usp=sharing This is now included in the site.
Two parts:
POEditor and how to sign up / use it.
In-game localizing (installing Python 3, running tokenizer.py, etc)
Right now the homepage (https://docs.momentum-mod.org/) is just all of the posts, sorted by date. We should have it be some sort of welcome page that explains what the site is, and how to find certain things (search, categories, etc).
mom_restart
to mention it teleporting back to the current tracked trick, if anyRemove mom_hud_speedometer_savecfg
& update mom_hud_speedometer_loadcfg
.
As per momentum-mod/game#905, add a note to mom_saveloc_create
that mentions that it creates a start mark if inside a start zone.
Add mom_ruler_show
command documentation
As introduced in momentum-mod/game#1033
When PR merged in, add
mom_run_safeguard_doublepress_maxtime
mom_run_safeguard_practicemode
mom_run_safeguard_restart
mom_run_safeguard_saveloc_tele
mom_run_safeguard_chat_open
For people who do not have Substance, but otherwise can edit images/textures to create the desired input textures (Metallic, Roughness, etc.) it may be worthwhile to add either a separate guide or addendum to the PBR Guide for manually channel-packing the input textures to create an MRAO by hand.
I could easily add a section for the process in Photoshop, but other programs (Paint.NET, GIMP, etc.) may have to be either skipped or added by someone else more familiar with them.
The current Guide for PBR is out of date.
Some VMT parameters have since changed to a different name, and need to be changed so they will work again.
Parallax-related options are not yet documented either, so they should be added as well.
The Materials Section of the Parallax-Corrected Cubemaps page may benefit from a link to my tool for making such a process somewhat easier.
This section is not needed, so it should be removed instead it seems.
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