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docs's Introduction

A documentation website for Momentum Mod, generated by Hugo, using the Hugo Book theme.

All documentation is kept up with the game's development branch not our current release version on Steam.

What This Is

This repo is an open source collection of documentation for various aspects of the game Momentum Mod. This includes (but is not exactly limited to):

  • Documenting Momentum's console commands
  • Documenting Momentum's console variables
  • Documenting Momentum's custom entities
  • Guides for using Momentum Mod or related tools (zone tools, custom entities, etc)
  • Guides for mapping (related to Momentum and/or its gametypes)

What This Isn't

This repo and website should pertain to being only about the game Momentum Mod and its related gametypes (Surf, Bhop, RJ, KZ, etc).

This means we do NOT want:

This may change in the future, but for now, keep it about Momentum.

Contributing

Pull Requests are highly appreciated! Just branch off of master, make your edits, and open a Pull Request into master describing what you changed. Pages could be edited directly through GitHub, or you can download your fork and edit through a program like Visual Studio Code.

If you need a guide for how to contribute, one can be found on the how-to page on the documentation site. Another good resource is to simply look at existing posts, or past commits for reference. Furthermore, another good reference could be asking around in the Momentum Mod Discord server.

docs's People

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docs's Issues

Update PBR Docs Page

The current Guide for PBR is out of date.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.

Docs site should use Momentum fonts

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.

Add metadata field for tool textures

#118 introduced tool textures as the header image. The path for these should be referenced. Since it is for multiple entity pages, the path should be metadata which is displayed in the page, similar to how "associated safeguard" metadata was done (#54).

Automatically scroll to the selected page in the sidebar

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.

Update paintgun cvars

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.

Sidebar layout + scrollbar style improvements

Now with a bunch of commands and variable added, we can see that the sidebar layout needs some tweaking.

Suggested changes:

  • Pull in SimpleBar and tag the sidebar div with the data-simplebar class, and use CSS to customize it to fit the color scheme of the site.
  • Make the sidebar's overflow-x be hidden by default (no horizontal scrollbar)
  • Sidebar width may need to be extended, with the main page's margin-left and margin-right being traded for more sidebar width
  • Footer's margin-top needs to be reduced from margin-top: 3em; to margin-top: 1em;

Consider Channel Packing Guide/Addendum for MRAO Creation

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.

Improved Homepage

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).

Guide to override assets (using custom/ folder)

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.

Add safeguard convars

momentum-mod/game#814

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

Localization Guide

Two parts:

POEditor and how to sign up / use it.

In-game localizing (installing Python 3, running tokenizer.py, etc)

RJ bounce(hop) guide

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:

  1. An explanation of 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)
  2. An explanation on how to use the (not yet implemented as of writing this issue) solution to force grounding / hitting ceilings, avoiding unwanted behavior of shooting yourself down a wall to hit a bounce faster.
  3. An explanation of how to use trigger_momentum_limitmovement to force various types of bounces, such as crouched, uncrouched, bouncehop.

Related game issue: momentum-mod/game#1154

Gamemode specific cfgs

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.

Parkour gamemode vars

momentum-mod/game#841

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.

Missing step in building guide for windows

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.

New mapbase additions

momentum-mod/game#1133

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.

trigger_momentum_catapult documentation

momentum-mod/game#926

trigger_momentum_catapult

Abstract

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.

Keyvalues

  • Player Speed: The base speed to launch the player at in u/sec
  • Use Threshold Check[DEPRECATED]: Turns on the filtering based on players speed and entry angle when interacting with the entity. (Prefer using filter_momentum_velocity for this functionality)
  • Entry Angle Tolerance: The player's velocity must be pointing this much at the target for the entity to fire. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes.
  • Use Exact Velocity: Try to launch the player at the exact speed specified in Player Speed. This does not guarantee a valid solution (i.e. the speed is set too low) so it will fall back to the non-exact case which does guarantee a solution.
  • Exact Solution Method: Choice determining the launch direction for the exact velocity option, as there will be two valid solutions given that there is at least one
    • Best: This option will minimize the players entry angle with respect to the launch velocity direction
    • Solution One; Selects the lower angle
    • Solution Two: Selects the higher angle
  • Lower Threshold: Flung player must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes.
  • Upper Threshold: Flung player must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes.
  • Launch Direction: Direction to launch the player in. (If porting from tf2 using this option and it is set to exactly vertical, you need to multiply the Player Speed by 1.5)
  • Launch Target: Entity to try to 'hit' when we're launched
  • Only check velocity[DEPRECATED]: Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshold Check is enabled. (Prefer using filter_momentum_velocity for this functionality)
  • OnThink: Refire entity on an interval set by Interval
  • Interval: Time in seconds between updates when OnThink is set to 1
  • Every Tick: Refires the entity every tick while the player is touching
  • Height Offset: Offsets (in u) the origin of the player (Legacy value is 32u from TF2)

Outputs

  • OnCatapulted: Fired when the player is successfully launched or when it passes filters for Only Check Velocity

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