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Garry's Mod is a physics sandbox. There aren't any predefined aims or goals. We give you the tools and leave you to play.
Fecha de lanzamiento: 29 Nov 2006

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Actualizaciones recientes Ver todos (10)

The Summer Hotfix

11 julio 2014

A minor update containing a few hotfixes for last update just came out. Restarting your servers is strongly recommended.
If there are any persisting issues left, please report them on the official GitHub issues page.

GLIBC_2.15 dependency on Linux dedicated servers
Some Linux dedicated server owners may have noticed that the game now requires glibc 2.15. This is a necessary change since the version we were using before was really outdated. If your server is running on a relatively old distro which does not include that library, you can find instructions on how to install it here: Linux Dedicated Server Hosting.

Fixed non-ASCII characters being removed from player names
This was accidentally introduced in an attempt to fix an exploit which would let servers tamper with a client’s configuration file, sorry for that! Everything should be back to normal now.

Fixed model scaling not working correctly on some models
Entity:SetModelScale and Entity:EnableMatrix had an issue with some models which would cause transformations to be applied twice. This issue is now fixed, you can see the difference below:

This will break scripts that rely on the old broken behaviour, so I also added Entity:SetLegacyTransform for those who want their current scripts fixed with minimal effort. This function basically brings the old scaling behaviour back for the entity it is called on, so it should be used exclusively as a temporary fix.

Full Changelog

Fixes
  • Fixed plugin_load not doing anything
  • Fixed players being removed when sitting in a vehicle parented to another entity
  • Fixed non-ASCII characters being removed from player names
  • Fixed tabs in RichText selection
  • Fixed properties not correctly working on vanilla
  • Fixed Color.__tostring not outputting alpha
  • Fixed render.CapturePixels crashing when used on render targets
  • Fixed Weapon:CallOnClient crashing when called on a weapon owned by a NPC
  • Fixed player names not updating in scoreboard and voice panels
  • Fixed weapon holdtypes not always updating on the client
  • Definitely fixed Entity:SetModelScale and Entity:EnableMatrix applying transformations twice on some models
Additions
  • Added Entity:SetLegacyTransform(bool)
Deletions
  • Removed properties.HaloThink
  • Removed _restart from blocked concommand list

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The Summer update

8 julio 2014

FIXES

  • Fixed item pickups not being collectable in some cases
  • Fixed env_microphone not always transmitting NPC voices in multiplayer
  • Fixed some textures on gm_construct having an incorrect normal map when running under DX8
  • Fixed console crash on some machines
  • Fixed another possible exploit with CNetChan::SendFile
  • Fixed an exploit allowing access to any file on a client machine
  • Fixed vehicle noclip exploit
  • Fixed SMG viewmodel animation glitch when firing exactly 3 shots in a single burst
  • Fixed inaccurate text selection in RichText controls

IMPROVEMENTS
  • Files with an incorrect extension can no longer be loaded as modules
  • Loose .vcd files can now be loaded without having to be compiled into scenes.image

TTT
  • Fixes
    • Admin commands no longer appear in "last words"
    • Fixed a minor issue with teleporter effects
  • Additions
    • Added lag compensation to the crowbar's secondary attack
    • Added TTTPlayerUsedHealthstation hook
COMMUNITY
  • Fixes
    • Fixed vehicle third person affecting cameras
    • Fixed shipped weapons creating errors when given to NPCs
    • Fixed SimpleDoF to properly work with cameras
    • Fixed return values of draw.SimpleText
    • Fixed big numbers not sending properly with net.WriteTable
    • Fixed gmod_admin_cleanup/gmod_cleanup errors when run in a dedicated server console
    • Fixed vehicles not duplicating their skin, bodygroups, etc
    • Fixed derma.SkinTexture
    • Fixed longstanding thruster crash exploit
    • Fixed pasted ragdolls with duplicator being in T pose until you touch them (still happens for saves though, sorry)
    • Fixed snow footsteps
    • Fixed some base weapons (Alyx gun, HL1 grenade) being .357 clones
  • Improvements
    • Post Process effects are no longer saved across restarts
    • Hidden some useless HL2 maps
    • Updated jQuery/AngularJS
    • draw.SimpleTextOutlined now returns same thing as draw.SimpleText
    • Lua errors notification only stays for 10 seconds instead of 30
    • Clicking "Resize" in spawnicon right click menu no longer automatically rerenders the icon.
    • Fancified Bouncy Ball
    • Updated server browser looks
    • Bots are no longer counted towards player count in server browser
    • Sort addons and games alphabetically in Browse
    • Made player_manager.TranslateToPlayerModelName case insensitive
    • Tweaked some tools
      • Tweaked default values for some of the tools, tweaked limits in context panels for some of the tools
      • Added right click option for lamp tool to copy settings of another lamp
      • Deprecated settings/controls/*.txt, noone uses it, serves no benefit.
    • Improved context menu properties in various ways
      • Now works properly when you look from camera/driving a vehicle
      • Fixed some issues with "Drive" property and cameras
  • Additions
    • Added team.SetColor(index, color)
    • Added Angle:SnapTo(component, degrees)
    • Added IsColor, net.WriteColor, net.ReadColor
LUA
  • Fixes
    • Fixed Entity:PhysicsFromMesh building a deformed collision mesh
    • Fixed PhysicsCollide entity callback missing information about the entity which was collided with
    • Fixed IMaterial:GetMatrix crashing the game
    • Fixed sound.Add not working on dedicated servers
    • Fixed ents.FindByClass not interpreting wildcards correctly
    • Fixed util.CRC not working correctly on strings with embedded zeroes
    • Fixed util.JSONToTable losing precision for large integer values
    • Fixed Entity:GetBoneController returning a truncated value
    • Fixed Entity:SetHitboxSet not working properly with an integer parameter
    • Fixed NPC:FoundEnemySound, LostEnemySound, FearSound, IdleSound and AlertSound not calling their appropriate equivalent in the engine
    • Fixed InnerAngle and OuterAngle parameters not doing anything in lights created by DynamicLight()
    • Fixed util.TableToJSON crashing when passed a table containing keys that aren't strings or numbers
  • Improvements
    • Updated LuaJIT to version 2.0.3
    • Reverted Entity:IsValid to its old behaviour
    • Changed Entity:PhysicsInitBox behaviour to be more consistent with Entity:PhysicsInitConvex (no longer creates a broken physics object in some cases)
    • game.GetWorld is now shared
    • Player:HasWeapon and Player:GetWeapon are now shared
    • Entity(0) now returns the world on both server and client
    • Entities can now have up to 64 DT vars of each type (except strings)
    • Player:Kick and Player:Ban kick/ban reasons are now optional and may contain newlines
    • SWEP holdtypes are now properly networked
    • Vector and angle access using a numerical index rather than x/y/z is now slightly faster
    • gui.OpenURL now clamps URLs to 511 characters max
    • Added safeguards to mesh library functions
    • Entity:GetMaxHealth() is now shared again and properly networked
    • Entity:DrawViewModel now takes an optional second argument which controls which viewmodel to show/hide (defaults to 0)
    • Moved Entity:Disposition, GetActivity, IsNPCMoving, IsUnreachable to NPC:Disposition, GetActivity, IsMoving, IsUnreachable
    • Trace tables now accept an "output" parameter which may contain the table in which trace results should be written
    • sound.PlayFile and sound.PlayURL callbacks now receive an error ID and error name as their second and third parameters if an error occurs
    • Weapon:CallOnClient second argument is now optional
    • Moved Player:PlayScene, NPC:PlayScene and NextBot:PlayScene to Entity metatable
    • Entity:PlayScene second argument (delay) is now optional
    • MsgC can now print text with several colors in a single call
    • Moved Player:Freeze, GodEnable, GodDisable, IsFrozen, HasGodMode to Lua
    • Clamped pitch between -90 and 90 instead of -180 and 180 for AngleRand
    • util.KeyValuesToTable and util.KeyValuesToTablePreserveOrder now accept a third parameter which prevents keys from becoming lowercased when set to true
    • vgui.LoadControlsFromFile/LoadControlsFromString now properly creates scripted panels
    • Optimized vgui.LoadControlsFromString
  • Additions
    • Added Entity:PhysicsDestroy()
    • Added Weapon:GetHoldType()
    • Added util.SharedRandom(uniqueName, min, max, additionalSeed=0)
    • Added util.BlastDamageInfo(dmginfo, origin, radius)
    • Added Entity:SetLOD(lod=-1)
    • Added Entity:SetLagCompensated(bool), IsLagCompensated()
    • Added Player:SetAllowWeaponsInVehicle(bool), GetAllowWeaponsInVehicle()
    • Added CSoundPatch:SetDSP(dsp), GetDSP()
    • Added IGModAudioChannel:EnableLooping(bool)
    • Added IGModAudioChannel:PlayFile(path, flags, callback)
    • Added optional second argument to Entity:SetPhysicsAttacker which controls expiry time
    • Added game.SetSkillLevel(int), game.GetSkillLevel()
    • Added the following hooks to scripted effects: StartTouch, Touch, EndTouch
    • Added CUserCmd:SelectWeapon(weapon_ent)
    • Added __tostring to CNavArea, CSoundPatch, IGModAudioChannel, PhysObj, dlight_t metatables
    • Added PhysObj:GetName()
    • Added CNavArea:Draw(), IsUnderwater(), GetSizeX(), GetSizeY(), IsRoughlySquare(), IsFlat(), GetZ(pos), IsOverlapping(pos, tolerance), Contains(pos), IsCoplanar(navArea), GetClosestPointOnArea(pos), IsVisible(pos), GetCorner(cornerId)
    • Added navmesh.GetNavAreaCount(), GetNavArea(pos, beneathLimit), GetNavAreaByID(id), BeginGeneration(), IsGenerating(), GetPlayerSpawnName(), SetPlayerSpawnName(), AddWalkableSeed(pos, normal), ClearWalkableSeeds()
    • Added Entity:IsDormant()
    • Added ENT:Blocked(other)
    • Added Color:__tostring, Color:__eq and Color:ToHSV
    • Added gui.InternalKeyTyped(code)
  • Removals
    • Removed "loop" flag from sound.PlayURL
    • Removed support for vm_origin and vm_angles from GM:CalcView

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Análisis

“It brings back the silly glee of unbridled experimentation, intuitive learning and playful social interactions that most of us haven't experienced since childhood. For that, it's essential.”
88 – PC Gamer

Acerca del juego

Garry's Mod es un entorno que te permite jugar libremente con el motor físico. Al contrario que en la mayoría de juegos, no hay metas u objetivos predeterminados. Te proporcionamos las herramientas y te damos libertad para jugar.
Tú generas los objetos y los unes para crear tus propios artefactos: ya sea un coche, un cohete, una catapulta o algo aún por inventar. Tú decides.
Si no eres un experto en construcción, no te desanimes. Puedes colocar una gran variedad de objetos en posiciones absurdas.

Requisitos del sistema (PC)

    Mínimo:
    • SO: Windows® Vista / XP / 2000
    • Procesador: 1.7 GHz
    • Memoria: 512 MB de RAM
    • Gráficos: Compatible con DirectX® 8.1 (Necesita soporte para SSE)
    • Disco Duro: 150 MB de espacio libre
    • Otros Requisitos: Conexión a Internet
    Recomendado:
    • Procesador: Pentium 4 (3.0 GHz o superior)
    • Memoria: 1 GB de RAM
    • Gráficos: Compatible con DirectX® 9

Requisitos del sistema (MAC)

    Mínimo: OS X versión Leopard 10.5.8 o Snow Leopard 10.6.3. 1 GB de RAM. nvidia GeForce 8 o superior, ATI X1600 o superior o Intel HD 3000 o superior. Ratón, teclado, conexión a internet
Análisis útiles de usuarios
A 78 de 88 personas (89%) les ha sido útil este análisis
15 productos en la cuenta
4 análisis
12.0 h registradas
Garry's Mod, un juego, muchas horas y un destino, divertir. Hace poco me adquirí esta reliquia que si más bién no se puede catalogar como un juego entretenido, mejormente dicho infinito.

Posee más de 200 modalidades de juego, más divertidas o más aburridas que otras, pero están. La ampliación del juego es enorme, pués contra más juegos de la compañia tengas más objetos tendrás, y siempre dispondrás de un mundo solitário o en grupo con el que poder hacer tus invenciones más caóticas y absurdas. ¿Habeis visto un retrete con ruedas conducido por alguien? Yo si, en Garrys Mod.
Publicado: 2 abril 2014
¿Te ha sido útil este análisis? No
A 32 de 39 personas (82%) les ha sido útil este análisis
117 productos en la cuenta
5 análisis
254.6 h registradas
Bastante entretenido y divertido.
Si nunca en la vida lo jugaste, no esperes nada, compratelo y comenza desde ahora. Te aseguro que no te vas a arrepentir ;)
Publicado: 21 marzo 2014
¿Te ha sido útil este análisis? No
A 1,734 de 1,877 personas (92%) les ha sido útil este análisis
59 productos en la cuenta
2 análisis
4,747.0 h registradas
You don't log 4000+ hours in a bad game if you get what I mean.
Publicado: 4 abril 2014
¿Te ha sido útil este análisis? No
A 17 de 22 personas (77%) les ha sido útil este análisis
67 productos en la cuenta
12 análisis
4.7 h registradas
simplemente uno de los mejores juegos que hay
Publicado: 20 febrero 2014
¿Te ha sido útil este análisis? No
A 12 de 15 personas (80%) les ha sido útil este análisis
6 productos en la cuenta
1 análisis
218.3 h registradas
Uno de los mejores juegos que he jugado.
Publicado: 11 febrero 2014
¿Te ha sido útil este análisis? No
A 398 de 445 personas (89%) les ha sido útil este análisis
29 productos en la cuenta
1 análisis
11.9 h registradas
Deja volar tu imaginacion, es un pajaro? es un avion? Noo!! es una bañera con alas
Publicado: 11 enero 2014
¿Te ha sido útil este análisis? No