O Garry's Mod é um desafio físico. Ao contrário do que é habitual, não há objectivos predefinidos. Nós damos-lhe as ferramentas e deixamo-lo jogar. Pode manipular e juntar os objectos para criar as suas próprias engenhocas - quer seja um carro, um foguetão, uma catapulta ou alguma coisa que ainda nem sequer tenha nome - está nas suas...
Data de lançamento: 29 Nov 2006
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Comprar Garry's Mod

$9.99

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Comprar Counter-Strike: Source + Garry's Mod

Inclui 2 itens: Counter-Strike: Source, Garry's Mod

Atualizações recentes Ver todas (7)

The first 2014 hotfix

4 abril 2014

Here are a few quick fixes for the issues introduced by yesterday's update. Servers will need to be restarted.
Some known issues remain and will be addressed next week.

  • TTT: Fixed ironsights being broken due to changes from last update
  • Fixed .mp3 and .ogg playback becoming very expensive due to changes from last update
  • Fixed Father Grigori not being the king of animals
  • Entity:FireBullets no longer inflicts ammo-specific damage if the damage is 0 unless an ammo type is explicitly specified
  • IGModAudioChannel:SetTime now prints a warning if it is called on a non block streamed channel
  • Added IGModAudioChannel:IsBlockStreamed

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The first 2014 update

3 abril 2014

Due to character limits, the list below does not include changes contributed by the community.
The full changelog can be found here.

FIXES

  • Fixed viewmodel bobbing snapping when jumping or noclipping
  • Fixed flashlight getting duplicated when receiving a full packet update
  • Fixed spawnicons not always regenerating at the correct resolution when resized
  • Fixed lamps projecting backwards!
  • Fixed gamemode name reported by Steam not being updated after a changelevel
  • Fixed key bindings not working correctly in the main menu
  • Fixed GMod decals not working when used on props
  • Fixed debug textures not being precached
  • Fixed rendering artifacts when some particle effects are rendered in front of the skybox
  • Fixed nav files remaining open after loading a map
  • Fixed shell ejection issues on the HL2 pistol and SMG
  • Fixed viewmodel jittering when overwriting viewmodel position
  • Fixed viewmodel prediction errors when switching to thirdperson and back
  • Fixed sound spam with weapon_rpg when no ammo is left
  • Fixed jigglebones occasionally snapping into impossible positions when rapidly moving
  • Fixed keyframe_rope ignoring attachment points
  • Fixed combine balls not colliding with players
  • Fixed env_zoom not working at all
  • Fixed metrocops holding the stunstick going into a T-pose when attacked
  • Fixed metrocops not turning their stunstick on before attacking
  • Fixed NPCs not receiving the appropriate amount of damage from HL2 weapons

IMPROVEMENTS
  • Improved mounting system
  • sv_kickerrornum now defaults to 0 and its value is now saved to the config file
  • sv_allowcslua is now saved to the config file
  • Clientside Lua is now always allowed in singleplayer
  • Improved some spawn icons
  • TextEntry panels no longer filter '\t' characters
  • Restored old damage force behaviour
  • Singleplayer jump boost from HL2 is now implemented in Lua as a sandbox feature

ADDITIONS
  • Added clientside convar cl_steamoverlay_pos
LUA SCRIPTING
  • Fixes
    • Fixed render.SetStencilWriteMask setting the test mask instead of the write mask
    • Fixed CLuaEmitter:Finish not freeing the emitter
    • Fixed util.TableToJSON not encoding floating point values with enough accuracy
    • Fixed Player:ScreenFade not taking color alpha into account
    • Fixed GM:GravGunPickupAllowed not preventing the gravity gun from trying to pick up forbidden entities
    • Fixed GM:GravGunPunt not being called clientside when holding an object
    • Fixed CSoundPatch:Stop not actually stopping the sound when the game is paused
    • Fixed memory leak when calling timer.Create on an already existing timer
    • Fixed surface.GetTextSize ignoring '&'
    • Fixed the gravity gun and crowbar being removed when dropped using Player:DropWeapon
    • Partially fixed functions from the render and surface library not writing alpha when drawing on a render target
    • Fixed Entity:GibBreakClient not taking skin number into account
    • Fixed Entity:MapCreationID returning different values after a map cleanup
    • Fixed NEXTBOT:Use not being called
    • Fixed panels not feeding mousewheel events to their parent if the PANEL:OnMouseWheeled hook is defined
    • Fixed long-term performance issues with Entity:Remove
    • Fixed Entity:EnableMatrix not propagating matrix transform to child bones
    • Fixed an exploit with require, Player:ConCommand and game.ConsoleCommand
    • Fixed nan and +/-infinity returning a non null terminated string when converted into a string
    • Fixed Pre/PostDrawOpaqueRenderables receiving incorrect arguments
    • Fixed file functions not working with file names containing certain special characters
    • Fixed VMatrix:SetAnglesnot preserving translation and scale
    • Fixed surface.CreateFont disconnecting clients when an invalid table is passed
  • Improvements
    • HTTP requests now accept a "headers" table
    • game.AddDecal now accepts a string table as its second argument
    • Entity:IsValid no longer returns true on entities which have been removed during the current frame
    • Player:LagCompensation should now work in any predicted hook
    • Changed GM:CalcViewModelView, return a position and an angle to override viewmodel position
    • vm_origin and vm_angles fields in table returned from GM:CalcView are now deprecated
    • sound.PlayURL second parameter can now contain the “noblock” flag, which disables streaming in blocks
    • IGModAudioChannel:Stop now permanently deletes the channel
    • IGModAudioChannel:SetPos now takes an orientation vector as an optional second argument
    • Improved command blacklisting for Player:ConCommand and game.ConsoleCommand
    • sound.Add now accepts a table as its pitch and volume parameters
    • Moved Vector:__unm from Lua to C
    • Moved Angle:__unm from Lua to C
    • Matrix can now take an optional 4x4 table as an argument
    • Matrices can now be multiplied by vectors
    • Player:ViewPunchReset first argument is now optional (defaults to 0)
    • All trace functions from the util library now accept an ‘ignoreworld’ boolean parameter in their trace data
    • net.Start now starts an unreliable message if its second argument is true
    • Changed Entity:DispatchTraceAttack arguments to (dmginfo, traceres, dir)
  • Additions
    • Added chat.Open
    • Added chat.Close
    • Added render.SetLightmapTexture
    • Added render.PushRenderTarget
    • Added render.PopRenderTarget
    • Added GM:EntityEmitSound
    • Added NEXTBOT:OnRemove
    • Added timer.TimeLeft and timer.RepsLeft
    • Added render.OverrideAlphaWriteEnable
    • Added render.OverrideColorWriteEnable
    • Added render.SetWriteDepthToDestAlpha
    • Added a few requested ACT enums
    • Added PANEL:OnRemove hook
    • Removed PANEL:OnDeletion hook
    • Replaced Entity:GetTextures with Entity:GetMaterials
    • Added IGModAudioChannel:GetPos
    • Added IGModAudioChannel:GetVolume
    • Added IGModAudioChannel:SetTime
    • Added IGModAudioChannel:Set3DFadeDistance
    • Added IGModAudioChannel:Get3DFadeDistance
    • Added IGModAudioChannel:Set3DCone
    • Added IGModAudioChannel:Get3DCone
    • Added IGModAudioChannel:GetState
    • Added IGModAudioChannel:IsLooping
    • Added IGModAudioChannel:IsOnline
    • Added IGModAudioChannel:Is3D
    • Added IGModAudioChannel:GetLength
    • Added IGModAudioChannel:GetFileName
    • Added IGModAudioChannel:GetSamplingRate
    • Added IGModAudioChannel:GetBitsPerSample
    • Added IGModAudioChannel:GetLevel
    • Added IGModAudioChannel:FFT
    • Added IGModAudioChannel:GetPlaybackRate
    • Added IGModAudioChannel:SetPlaybackRate
    • Added the GMOD_CHANNEL_* and FFT_* enums
    • Added sound.GetTable
    • Added sound.GetProperties
    • Added GM:StartCommand
    • Added GM:EntityFireBullets
    • Added util.GetSurfacePropName
    • Added system.FlashWindow
    • VMatrix objects can now be printed to the console
    • Added VMatrix support for the following operators: ==, ~=, +, -
    • Added VMatrix:ToTable
    • Added VMatrix:Set
    • Added VMatrix:Identity
    • Added VMatrix:IsIdentity
    • Added VMatrix:IsRotationMatrix
    • Added VMatrix:Invert
    • Added VMatrix:GetRight
    • Added VMatrix:GetUp
    • Added VMatrix:SetForward
    • Added VMatrix:SetRight
    • Added VMatrix:SetUp
    • Added VMatrix:GetField
    • Added VMatrix:SetField
    • Added VMatrix:SetScale
    • Added VMatrix:InvertTR
    • Added VMatrix:GetInverse
    • Added VMatrix:GetInverseTR
    • Added VMatrix:GetForward
    • Added Player:GetCurrentViewOffset
    • Added Player:SetCurrentViewOffset
    • Added Entity:AddFlags
    • Added Entity:RemoveFlags
    • Added Entity:IsFlagSet
    • Added FL_* enums
    • Added Player:GetViewPunchAngles
    • Added Player:SetViewPunchAngles

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Acerca do Jogo

O Garry's Mod é um desafio físico. Ao contrário do que é habitual, não há objectivos predefinidos. Nós damos-lhe as ferramentas e deixamo-lo jogar.
Pode manipular e juntar os objectos para criar as suas próprias engenhocas - quer seja um carro, um foguetão, uma catapulta ou alguma coisa que ainda nem sequer tenha nome - está nas suas mãos.
Se não for muito bom a construir, não se preocupe! Pode colocar várias personagens em posições disparatadas.

Requisitos de Sistema (PC)

    Minimum:
    • OS: Windows® Vista/XP/2000
    • Processor: 1.7 GHz Processor
    • Memory: 512MB RAM
    • Graphics: DirectX® 8.1 level Graphics Card (Requires support for SSE)
    • Hard Drive: 150 MB
    • Other Requirements: Internet Connection
    Recommended:
    • Processor: Pentium 4 processor (3.0GHz, or better)
    • Memory: 1GB RAM
    • Graphics: DirectX® 9 level Graphics Card

Requisitos de Sistema (Mac)

    Minimum: OS X version Snow Leopard 10.6.3, 1GB RAM, NVIDIA GeForce 8 or higher, ATI X1600 or higher, or Intel HD 3000 or higher Mouse, Keyboard, Internet Connection, Monitor
Análises úteis de clientes
17 de 18 pessoas (94%) acharam esta análise útil
20 produtos na conta
5 análises
80.6 hrs em registo
Grande jogo, muito divertido, é mesmo pró fun, montes de coisas para explorar, aconselho :D
Publicada: 23 janeiro 2014
Achaste esta análise útil? Sim Não
4,164 de 4,597 pessoas (91%) acharam esta análise útil
307 produtos na conta
18 análises
938.0 hrs em registo
Garry's mod is one of the best sandbox/community driven games on PC and possible in Gaming.

If you are going to buy this, you should buy CS:S with it since many game modes use those textures in it.
Sandbox mode is nice, you can do many things in that but many people also love to play on game modes, I would recommend TTT as a nice game mode if you find a good server but the sky is the limit in Gmod gamemodes(actaully it is the engine but eh).

There are so many things to be said about this game and this review would go on for pages if you were to explain every single custom gamemode that is on garry's mod and you will get you 10/5/2.5 euro or whatever the price is out of it since there is constantly new content developed on servers.

9/10, a great game with a good community if you know where to look.
Publicada: 25 novembro 2013
Achaste esta análise útil? Sim Não
5,570 de 6,230 pessoas (89%) acharam esta análise útil
87 produtos na conta
1 análise
4,129.1 hrs em registo
You can spawn watermelons.


10/10
Publicada: 29 dezembro 2013
Achaste esta análise útil? Sim Não
7 de 8 pessoas (88%) acharam esta análise útil
48 produtos na conta
2 análises
263.0 hrs em registo
Really good game, honestly of all the games i bought this was the best one and its totaly affordable!
Publicada: 17 dezembro 2013
Achaste esta análise útil? Sim Não
7 de 8 pessoas (88%) acharam esta análise útil
13 produtos na conta
2 análises
10.1 hrs em registo
This game it's outstanding, it's so funny to play, I'm having so much fun playing TTT alone, imagine playing this with friends, it would be epic! There is other cool game modes like Hide & Seek (Prop Hunt), you can also in Solo play with NPC's in fact you can spawn them, and make your own stuff like buildings, add Prop's to the map, there are also too many other things but i would make the biggest text in the world to tell waht this game haves and to describe it....Valve is the best company making games, i'll give them that :D


Rating: 10/10
Publicada: 5 dezembro 2013
Achaste esta análise útil? Sim Não