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.
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Data de lançamento:
29 Nov, 2006
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Atualizações recentes Ver todas (58)

17 de Outubro

October 2018 Update is live!



Crash fixes and minor improvements across the board

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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 func_breakable_surf crashing when damaged by DMG_BLAST with no inflictor
  • Fixed crash issues with CNewParticleEffect.AddControlPoint and CNewParticleEffect.StopEmissionAndDestroyImmediately functions
  • Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities
  • CTakeDamageInfo.GetDamageType now properly returns an unsigned int
  • JSON functions now can handle NULL bytes properly
  • IGModAudioChannel.__gc no longer crashes the game in some cases
  • Fixed an error with empty nextbox NPCs (Community Contribution)
  • SWEP Holdtype is now updated clientside whenever server sends a holdtype update
  • PlayerUse no longer blocks using when Lua doesn't return a value or returns a non boolean
  • Fixed DMenu's non self deleting submenus not opening in some cases
  • Player.Kick no longer fails with reasons too long ( now cuts them off at ~512 )
  • util.SpriteTrail no longer crashes the game if you do not give the material ".vmt" extension
  • util.SpriteTrail no longer silently fails halfway through when not given a color
  • Dragginig/Resizing DFrame as a child element now works properly (Community Contribution)
  • Consistent caching between Entity.GetEyeTraceNoCursor and Entity.GetEyeTrace (Community Contribution)
  • Fixed a crash issue with Vehicle.GetVehicleViewPosition
  • Fixed a few Vehicle functions returning garbage in certain cases ( GetVehicleViewPosition, GetPassengerSeatPoint, GetWheelContactPoint )
  • Fixed RebuildSpawnIcon() not taking bodygroups into account
  • Added voice_overdrive, volume and _restart on client to the blocked console command list
  • prop_vehicle and prop_vehicle_driveable are now considered Vehicles by Lua
  • Entity.GetSaveTable now works properly with most array fields, they will show up as 1-based table in Lua
  • Entity.SetSaveValue can now handle array fields, just like GetSaveTable()
  • Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
  • CLuaEmitter.Add will now also initallize startSize
  • util.GetSurfacePropName now returns "" for out of bounds input
  • IGModAudioChannel:IsValid now properly reflects the validity of the sound channel instead of testing existence of the Lua objecct
  • Most IGModAudioChannel functions now also check for channel validity
  • DoModal no longer works without cursor visible for all panels, not just "Frame"
  • Vector.WithinAABox now orders vectors on its own
  • Entity.GetAttachments, Entity.GetBodyGroups and Entity.GetMaterials will now return an empty table where they used to return nil
  • util.(De)Compress and util.Base64Encode error on no input and return an empty string when given an empty string
  • Failed-to-send net messages now reset current net message
  • Calling net.Start() while a net message is already active now displays a message
  • You can no longer send net messages with no players on the server
  • Entity.GetSaveTable and Entity.GetInternalVariable no longer iterate over Inputs and Outputs
  • Entity.SetHitboxSet no longer assigns non existent hitbox sets when using a string as the first argument resulting in a console warning spam
  • You can no longer remove player_manager entity
  • Made DLabelURL's color functions work consistently to DLabel's
  • Vehicle.GetVehicleViewPosition's only argument is now optional
  • Entity.SetModelScale is now limited to +-400 on server (unchanged on client)
  • Keys in mount.cfg are now marked as mounted ( for IsMounted() ), if they are in the list of mountable games
  • Restored Gib Model functionality of func_breakable from HL1
  • mountdepots.txt will now be automatically created if it doesn't exist so dedicated server owners can edit it
  • Fixed nav file error 4 (out of date) being displayed when the nav file is in fact up to date
  • Nav file errors now properly displays the actual error by name, not error ID
  • Updated surfaceproperites.txt to remove some entries to fit the 128 entry limit
  • Bumped maxiumum key length of key values in bsp to 64 (from 32)

Notice
Unlike many previous updates, this one will require servers to update before you can join them. We try to keep such updates to a minimum, but it was necessary for this update.

This means that for a certain time after the update you may get a message such as "The server is running an older version of the game" when connecting to your favourite servers. You will have to wait for servers to update before you can join them again.

You CANNOT downgrade to a previous version of the game.
227 comentários Ler mais

9 de Outubro

The October 2018 update is coming next week

Hi 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:
  1. Exit the game
  2. Right click on Garry's Mod in Steam and select Properties
  3. 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
144 comentários Ler mais

Análises

“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 deste 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 do Sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimos:
    • Sistema Operativo: Windows® XP/Vista
    • Processador: 2 GHz Processor or better
    • Memória: 4 GB de RAM
    • Placa gráfica: 512MB dedicated VRAM or better
    • DirectX: Versão 9.0c
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 5 GB de espaço livre
    • Placa de som: DirectX® 9 compatible
    • Notas adicionais: Mouse, Keyboard, Monitor
    Recomendados:
    • Sistema Operativo: Windows® 7/8/8.1/10
    • Processador: 2.5 GHz Processor or better
    • Memória: 8 GB de RAM
    • Placa gráfica: 1GB dedicated VRAM or better
    • DirectX: Versão 9.0c
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 20 GB de espaço livre
    Mínimos:
    • Sistema Operativo: OS X version Snow Leopard 10.6.3
    • Processador: 2 GHz Processor or better
    • Memória: 4 GB de RAM
    • Placa gráfica: 512MB dedicated VRAM or better
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 5 GB de espaço livre
    • Notas adicionais: Mouse, Keyboard, Monitor
    Recomendados:
    • Sistema Operativo: Latest OS X version
    • Processador: 2.5 GHz Processor or better
    • Memória: 8 GB de RAM
    • Placa gráfica: 1GB dedicated VRAM or better
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 20 GB de espaço livre
    Mínimos:
    • Sistema Operativo: Ubuntu 12.04
    • Processador: 2 GHz Processor or better
    • Memória: 4 GB de RAM
    • Placa gráfica: 512MB dedicated VRAM or better
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 5 GB de espaço livre
    • Notas adicionais: Mouse, Keyboard, Monitor
    Recomendados:
    • Sistema Operativo: Latest Ubuntu
    • Processador: 2.5 GHz Processor or better
    • Memória: 8 GB de RAM
    • Placa gráfica: 1GB dedicated VRAM or better
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 20 GB de espaço livre

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