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Garry's Mod

 
December 2018 Hotfix #2Dec 15, 2018 - Community AnnouncementsHello everyone, there was a quick update today to fix some recently discovered exploits in the game. It is vital server owners update their servers as soon as possible to receive the fixes. List of changes is as follows: Fixed an exploit relating to SQLite Fixed an exploit to do with gm_giveswep December 2018 Hotfix is liveDec 6, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/742793/c26dc8454724bb59cbe4cb9937dffe516a37cb74.jpg The changes Today's update brings a small amount of vital improvements to the stability and security of the game. This update is mandatory meaning servers will have to be updated before players can join them. The update fixes some Team Fortress 2 maps crashing when looking at certain spots, and those maps now also properly load detail props. A long standing crash with decals on very high quality models was fixed as well. This update also brings a new hashing algorithm for Lua files which will prevent people from running custom clientside code on servers when they are not supposed to be able to. Fixed a crash with decals on high poly models Fixed a crash with Projected Textures Fixed crash issues on some TF2 maps Fixed crash issue with physenv.AddSufraceData() Fixed not being able to start a new game with too many game.AddDecal() calls Fixed a crash issue with env_fog_controller Fixed crash exploits with parenting of unremovable entities to removable ones and deleting them this way Fixed certain players not being able to be muted on servers with large populations Changed Lua file hashing algorithm to improve security October 2018 Update is live!Oct 17, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/742793/1f0977b7739f38be176e7ce4d1a7badb020369ba.jpg Crash fixes and minor improvements across the board View Post Changes Added quick search to Material tool You can now ignite ragdolls Restored Half-Life 1 turret entities Added support for $treesway shader paramters, which is affected by env_wind entities on existing maps Downloading workshop items when joining servers now deletes the useless .compressed files that waste space npc_sniper no longer becomes pacifist after one player kill Fixed a crash issue with monster_flyer Fixed a crash issue with Half-Life: Source monster_*_dead NPCs Fixed model of monster_hevsuit_dead Fixed HL2 barney appearing on HL1 map c1a1 Fixed HL1 and HL2 episodes not displaying their chapter titles and other on-screen text Fixed purple blood color on HL1 alien NPCs Fixed a crash on srcds when combine soldiers with smg1 die and there isn't a player in first server slot Fixed a rare crash with npc_combie_s trying to shoot a gun they don't have Fixed a potential AI pathfinding crash Reenabled monster_bigmomma hp recovery system Fixed npc_barnacle not picking up players from vehicles Fixed chatbox filters looking weird Fixed default join messages not working on dedicated servers Fixed some scenes not playing Smooth scrape sounds are no longer repalced by rough scrape sounds for glass and tile textures Fixed flashlight sound stopping weapon sounds Fixed some effects (mostly on NPCs) not working in multiplayer Fixed some HL1 NPCs not talking in multiplayer Addon entities ("anim" type SENTS) are now properly credited as inflictor and not the attacker when thrown into a player with a gravity gun Updated language files (Community Contribution) Updated TTT to its latest version Added proper distance and entity validity checks for all default properties to stop them from being exploited by clientside scripts Spawnmenu Icons no longer save images of missing models to disk Minor changes to NPC difficulty to match Half-Life games (Community Contribution) Added CTakeDamageInfo.__tostring Added CNavArea.GetPlace() Added CNavArea.SetPlace() Added PhysObj.GetPositionMatrix() Added Entity.GetWorldTransformMatrix() Added DMG_SNIPER and DMG_MISSILEDEFENSE Added util.GetSurfaceData() Added Half-Life: Source CLASS_ enums Added input.GetKeyCode(), works opposite of input.GetKeyName Added ProjectedTexture:SetQuadraticAttenuation() Added ProjectedTexture:SetLinearAttenuation() Added ProjectedTexture:SetConstantAttenuation() Added ProjectedTexture:GetQuadraticAttenuation() Added ProjectedTexture:GetLinearAttenuation() Added ProjectedTexture:GetConstantAttenuation() Added player.GetByAccountID( id ) ( Community Contribution ) Added render.WorldMaterialOverride Added return value to DColumnSheet.AddSheet (Community Contribution) Added player_connect_client gameevent Fixed FL_ANIMDUCKING not resetting when entering a vehicle Fixed HTTP() cutting off post body at the NULL byte Fixed ...The October 2018 update is coming next weekOct 9, 2018 - Community AnnouncementsHi everyone, We are planning to release the next Garry's Mod update next week, on October 17th around 3PM GMT. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/ Help us test the update We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. Please note that this update NOT backwards compatible with the current version of the game, so you won't be able to play on normal servers while on the "prerelease" branch. After the update releases you will have to wait for server owners to update their servers before you can play on them. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues Pre-release Steam Branch The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an SRCDS instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. How to switch game branches: Exit the game Right click on Garry's Mod in Steam and select Properties Go to the Betas tab and select your desired branch None - This is the normal version of the game Pre-Release - This is the next update Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual The 25 best multiplayer games on PCOct 1, 2018 - Rock, Paper, Shotgun Multiplayer games are the best type of games, because they’re built around the most interesting components known to humans: humans. Men, women, and an awful lot of children. Internet strangers aren’t always the friendliest bunch, but they can surprise you in ways that a static system can’t. People form the living, beating hearts of the gaming moments I value the most. Join me, then, as I point at the games that encase those beating hearts best. (more…) August 2018 Security HotfixAug 14, 2018 - Community AnnouncementsWe're releasing a small hotfix to address a recently found exploit that allowed users to execute arbitrary Lua scripts on servers. If you run a server, you should update it. It's a very non-intrusive update, so there should be no risk of anything breaking, except - potentially - third-party binary modules.Loot a multiverse s worth of junk in Jazztronauts for Garry s ModAug 1, 2018 - Rock, Paper, ShotgunJazztronauts is a mod about how mods are made. In this clever meta-modification for Garry’s Mod, you (and optionally your pals) go on scavenger hunts through the 15,000+ maps already on the Steam Workshop. You’re hunting for glowing crystals while stealing everything else (from chairs to wall textures) to sell for cash to spend on persistent upgrades, then escaping in a wall-smashing cosmic tram car. Jazztronauts is out now, and you’ll need Garry’s Mod (plus some extras) to play. (more…) Loot a multiverse s worth of junk in Jazztronauts for Garry s ModAug 1, 2018 - Rock, Paper, ShotgunJazztronauts is a mod about how mods are made. In this clever meta-modification for Garry’s Mod, you (and optionally your pals) go on scavenger hunts through the 15,000+ maps already on the Steam Workshop. You’re hunting for glowing crystals while stealing everything else (from chairs to wall textures) to sell for cash to spend on persistent upgrades, then escaping in a wall-smashing cosmic tram car. Jazztronauts is out now, and you’ll need Garry’s Mod (plus some extras) to play. (more…) May 2018 Update is out!May 29, 2018 - Community Announcementshttps://i.imgur.com/1TjrZSf.jpg Faceposer, 3rd person animations and HL campaign improvements View Post Changes Added "Favourite this server" button to the bottom bar of the main menu when you are on a server Eye Poser and Finger Poser Tools can now be used on Effects Added vid_sound 1/0 to control sound recording of gm_video (Community Contribution) Bone manipulation will now properly affect hit boxes of Players and NPCs 3rd person reload animations are now automatically stopped when switching weapons Updated default spawnlists: Portal 1, Builder and HL2: Characters categories, added Garry's Mod category. This only affects new players Updated some HL2 map icons to be more recognizable Changed Toolgun's holdtype from pistol to revolver to match the view model (Community Contribution) Bone manipulation now works properly on players Improved 3rd person crouching animations to better represent what happens in 1st person Medkit Weapon now heals up to max health properly, and lag compensates when used by players (Community Contribution) Slightly improved performance of player animations (Community Contribution) Updated language files Restored functionality of env_wind Fixed pick up HUD ( ammo, weapons, etc ) not working properly for some time after HL2 campaign loading screens Restored functionality of monster_mortar to fix a crash issue on a Half-Life Source map Fixed entities inside player clip brushes not being usable by +use for Half Life Source maps Fixed Paint Tool's reload not removing the duplicator entity modifiers (Community Contribution) Reduced lag with a very huge amount of Sandbox notifications Reduced probability of the game crashing when saving a dupe Fixed Half-Life: Source Scientists always having random skins Fixed Half-Life: Source Tentacles not dealing damage Half-Life: Source Headcrabs no longer break Half-Life 2 Headcrabs and vice versa You can now middle mouse click on a slider's knob to reset the slider to its default value Faceposer now has a quick filter feature, allowing to quickly search through flexes by name Context panel now properly clears itself when targeted entity becomes invalid Right clicking a model will no longer break the face on certain models like HWM TF2 models or Alyx Clear function of the Faceposer will now properly reset all values to their defaults, so faces are no longer broken Faceposer now supports 128 flexes not just 64 The secondary presets (pictures) no longer occupy 3 rows if only 2 or even 1 row is populated Improved the flex list so that the text is not cut off on the bottom Flex names are now prettier Better placement of the orange ring around the face, so it is no longer in the stomach of certain TF2 models Added render.OverrideBlend (replaces render.OverrideBlendFunc) Added Entity.GetSequenceMovement Added Player.IsSprinting Added Vector.Div Added Angle.Div & Angle.__div Added Angle.Mul Added Angle.Add Added Angle.Sub Added serverlist.AddCurrentServerToFavorites Added CanAddServerToFavorites ...The May 2018 update is coming next weekMay 22, 2018 - Community AnnouncementsHi everyone, We are planning to push out the next Garry's Mod update next week, on May 29th. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/ Help us test the update We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues Pre-release Steam Branch The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. It is backwards compatible with the current version of the game, so if you are using it you'll still be able to connect to servers that haven't updated. If you want to set up an SRCDS instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. How to switch game branches: Exit the game Right click on Garry's Mod in Steam and select Properties Go to the Betas tab and select your desired branch None - This is the normal version of the game Pre-Release - This is the next update Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual Jazztronauts ram-raids Garry s Mod to steal trashMay 21, 2018 - Rock, Paper, ShotgunA fascinating new mod for the Source engine sandbox Garry’s Mod will send players ram-raiding through player-created maps swiped off the Steam Workshop to steal everything that isn’t nailed down, stripping them of everything from antlions to light fittings. That’s the big idea of Jazztronauts, which looks both incredibly clever and stupid as hell. On one hand, it’s deconstructing the illusions of level design. On the other, you do smash into levels inside a giant bus, get to see your haul of trash rain down from a gameshow-y prize tube, and will be able to date cats. An excellent combination. Here, come watch this. (more…) February 2018 HotfixFeb 26, 2018 - Community AnnouncementsWe've pushed a hotfix for an issue that is causing some clients and servers to have huge lag spikes when writing to SQLite databases. Just update your serversFebruary 2018 Update is out!Feb 26, 2018 - Community Announcementshttp://files.facepunch.com/s/504979d86a2e.jpg Fixes Fixes Fixes Fixes Fixes View Post Changes Updated BASS.DLL to 2.4.13.8-mp3free Potentially improved vrad.exe performance Better "Error loading gamemode:" errors that actually describe what's wrong Fixed support for Zombie Panic! Source mounting Fixed hammer_update_entity console command crashing the game Fixed a bunch of different exploits Added translations for env_fire and npc_fisherman when shown in the kill feed Updated TTT to the latest version Increased offset for rollermine to prevent it from spawning below ground Changed maximum value for Frame Blend's Shutter slider so it doesn't just black screen Changed the link on the version button in main menu to link to the new website Updated all built in weapons to work better with NPCs Properly turn off thirdperson on level shutdown Fixed certain tools erroring when their console variables are set to "nan" Applied a potential fix to stop tooltips from being displayed when they are not meant to be displayed Improved flashlight effect on custom entities Fixed Stunstuck sprites rendering in weird positions Clientside ragdolls of dead NPCs will now properly inherit material override Serverside ragdolls of dead NPCs will now properly inherit color and material override Added NPC.GetCurrentSchedule Added File.ReadUShort Added File.ReadULong Added File.WriteUShort Added File.WriteULong Added CreatePhysCollideBox Added PhysCollide:TraceBox Added PhysCollide:Destroy Added PhysCollide:IsValid Added mesh.UserData Added ENT:GetRenderMesh Added GM.PlayerDroppedWeapon( ply, wep ) Added CNavArea.SetCostSoFar( num ) Added type error to render.Capture NextBot functions now properly error if used on invalid entity IMesh:BuildFromTriangles can do userdata too Fixed errors when calling Setup() without second argument on DProperty_Float and DProperty_Int Fixed deriving from DDragBase requiring to define OnModified Fixed Panel.InvalidateChildren being always recursive Fixed Panel.NewAnimation ease values 0-1 being weird Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection Fixed DBinder not working when its convar is set to NaN Fixed DBinder overriding SetSelected( bool ) Fixed util.GetModelInfo crashing with empty string Fixed a crash issue with Weapon functions Fixed NeedsDepthPass not working for addons Fixed string.Comma with very large numbers NextBot.GetRangeSquaredTo now actually works the way it's intended to, by returning squared range Updated most render library functions to not lock up when a Lua type error occurs during function execution Prevent potential stack overflows in scripted_ents.Get Fixed the utf8 library failing with certain UTF8 strings Switched base_anim to CBaseAnimatingOverlay, allowing more functions to be used on "anim" entities DProperty_VectorColor now works with standard colors as well ( vector color support unchanged ) Added better type checking and error output to NextBot.GetRange(Squar...Next Garry's Mod update is coming next weekFeb 19, 2018 - Community AnnouncementsHi everyone, We are planning to put out the next Garry's Mod update next week. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/ Pre-release Steam Branch The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. Please note that this update NOT backwards compatible with the current version of the game, so you won't be able to play on normal servers. If you want to set up an SRCDS instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server.GMod Stories: The making of Trouble in Terrorist TownFeb 16, 2018 - Community Announcementshttps://files.facepunch.com/s/bb585495d133.jpg Over the years, Trouble in Terrorist Town has been one of the most enduring Garry's Mod modes, if not to play then certainly to watch. We got in touch with TTT's creator Stefan (aka Bad King Urgrain) to talk about how it came together, how it sprung from another mod, why people are still playing his duplicitous deathmatch, and what Gabe Newell thinks about it. View Post GMod Stories: The Making of HavenFeb 2, 2018 - Community Announcementshttps://files.facepunch.com/s/de4d09f410d5.jpg What if Gordon Freeman didn't exist? That's the premise behind Haven, a 40 minute experimental machinima that has just been released, filmed in Garry's Mod. I wasn't even 10 minutes into watching it when I started making notes to send to the creator, because I had so many questions about how something like this was possible. Come and watch the whole thing, and read how film-maker Daniel Schetter crafted one of the most impressive pieces of machinima you'll ever see. View PostNovember Update #2Nov 21, 2017 - Community Announcementshttps://files.facepunch.com/s/8afae5d18a3e.jpg Hotfix for a bug that players are using to crash servers with the Physgun. View Post Changes Fixed an exploit that allows players to crash servers with the physgun Gmod Stories - MachineCult's DupesNov 16, 2017 - Community Announcementshttps://files.facepunch.com/s/98e3db4bbbf4.jpg The story of MachineCult's dupes. From towering Combine mechs, to junk ships and more. View PostNovember 2017 UpdateNov 15, 2017 - Community Announcementshttps://files.facepunch.com/s/b318e7c5f7d8.jpg This update fixes some common crashes, including a crash caused by particles from a recent Team Fortress 2 update. View Post Changes Added input.SelectWeapon( entity ) Fixed particle crashes on map load related to the recent Team Fortress 2 update Fixed a couple exploits, including one that can prevent your game from starting up Fixed a crash related to Awesomium ftp:// link redirects Fixed halo effect Physgun on bouncy balls being square instead of circular Reduced user's ability of being able to exploit the "Remove" property to delete everything on the map on servers with clientside Lua enabled Update errors If your anti virus detected any game files as a potential virus - It's a FALSE POSITIVE. This is a common problem with FREE anti virus software. Report it as such with your anti virus program. You can also add the game ( or those files ) into exceptions. To restore the wrongly deleted files, simply verify the game cache integrity through Steam.Inside the oppressive world of Half-Life 2 roleplayingNov 13, 2017 - PC GamerThis feature originally ran in issue 310 of PC Gamer UK. You can currently subscribe to both US and UK versions of the magazine for less than their usual price thanks to a holiday promotion.   My name is Pritus Jenkins, Citizen #00670. I know this number by heart because in the last few hours I've had to recite it around five times. Such is life as a citizen in City 17, where the alien Combine which patrol the streets love nothing more than to stop and harass me. I'm playing on a multiplayer Garry's Mod server, roleplaying Half-Life 2. But the role I play isn’t that of a hero. I am no Gordon Freeman. I am Pritus Jenkins, a 55-year-old man with a limp. And I’m hungry. If Half-Life 2’s roleplaying community were a food, it’d be the bland, mushy packet of rations I receive hourly from the dispensary located just off the central square of the dystopian city. This isn’t a place for grand adventures and bravery, but a community of hundreds dedicated to experiencing the hopeless oppression of a society crushed under authoritarian alien rule. Half-Life 2 roleplayers are a hardcore bunch. Even the Combine soldiers, toting weapons and bureaucratic power, are hopelessly chained by their dedication to believable roleplay. When it’s my turn to receive my rations, which are handed out by Combine players every hour, I’m asked to 'apply'—to state my name and Citizen ID. The Combine soldier uses emotes to inform me that they're looking up my file in the tablet they’re holding. I stand there, silent, for an uncomfortably long number of seconds. Then the Combine soldier turns around, grabs a unit of rations, and shoves them into my character's hands. That player will do this countless times as other citizens, like me, stop by to get their food. As I walk around and explore the ruined alleys and dilapidated streets of this City 17 district, I can see the other citizens looking at me. Some talk amongst one another in whispers, while others lean against walls using in-game emotes to smoke imaginary cigarettes. It's an almost perfect recreation of the mood of Half-Life 2's opening hour, only with real players instead of computer actors playing out the mundane minutes of their pointless lives. After a few minutes, one player approaches me but just as he's about to say something, a Combine soldier comes around the corner. He turns away. When the Combine soldier passes, the man immediately turns back and heads back my way. "Ugly," he says. "What did you just call me?" I type back. There is no voice chat, so every exchange is written in a text box on the lower left of my screen. The man turns and walks away. Hesitant about what I should do, I decide to pursue him at a distance. I don't know these streets, I don't know these people. But maybe if I follow this man to his destination, he'll do something suspicious and I ...