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.
Reseñas recientes:
Muy positivas (3,792) - El 94 % de las 3,792 reseñas de los usuarios en los últimos 30 días son positivas.
Reseñas generales:
Extremadamente positivas (280,440) - El 95 % de las 280,440 reseñas de los usuarios sobre este juego son positivas.
Fecha de lanzamiento:
29 NOV 2006
Desarrollador:
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Actualizaciones recientes Ver todos (56)

14 agosto

August 2018 Security Hotfix

We'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.
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29 mayo

May 2018 Update is out!



Faceposer, 3rd person animations and HL campaign improvements

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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
  • Added CreatePhysCollidesFromModel
  • Added CNavLadder.GetTop
  • Added CNavLadder.GetBottom
  • Added CNavLadder.GetWidth
  • Added PhysObj.ApplyTorqueCenter
  • Added PhysObj.GetShadowPos
  • Added PhysObj.GetShadowAngles
  • Added PhysObj.GetVelocityAtPoint
  • Added PhysObj.SetContents
  • Added PhysObj.GetContents
  • Added DNumSlider.GetDefaultValue
  • Added DNumSlider.SetDefaultValue
  • Added DNumSlider.ResetToDefaultValue
  • Added navmesh.GetGroundHeight
  • Added engine.TickCount
  • Added file.Rename, same restrictions as file.Write/file.Open apply
  • Added BLENDFUNC enums
  • Added game.GetAmmoNPCDamage
  • Added game.GetAmmoPlayerDamage
  • Added game.GetAmmoForce
  • Added game.GetAmmoDamageType
  • Added ents.FindAlongRay
  • Added TYPE_PHYSCOLLIDE enum
  • Added PLAYERANIMEVENT_CANCEL_RELOAD enum
  • Implemented DNumSlider.GetText
  • Added support for BodyGroups in Sandbox NPC list
  • Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType
  • Entity.DeleteOnRemove() can no longer remove players or the world
  • Fixed a stack overflow in DListView
  • Entity.IsRagdoll will attempt to return proper value when the entity is marked for deletion
  • render.DrawSphere will no longer draws one less longitude step than specified
  • game.CleanUpMap() will no longer crash on LZMA compressed maps
  • Fixed util.DecalEx's scale arguments not working
  • Fixed util.DecalEx using inverted normal for non brush entities
  • Fixed game.AddDecal not precaching added decals resulting in util.DecalMaterial not working as expected in some cases
  • Fixed util.DecalEx not working on entities with brush models
  • Fixed util.Base64Encode output for 0 and 1 byte inputs
  • Fixed Entity.GetAnimInfo not working at all
  • Fixed Entity.SetGravity resetting on players when they use ladders
  • Player.IsFullyAuthenticated no longer returns the player object in some cases
  • Fixed prediction errors caused by using Player.SetHull(Ducked)
  • Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
  • Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where NPCs can't see them
  • Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
  • Vector/Angle.Mul and Div methods now have correct type checking and errors
  • util.TableToJSON returns nil unless top-most element is an object or array
  • file.Exists and file.IsDir will return false where it used to return nil
  • ScriptedEntityType field will now work equally on all entity types
  • Added better bounds checking to Entity:GetSequenceActivity
  • GetCreator now returns NULL for no creator, instead of nil (Community Contribution)
  • IsValid micro optimisation (Community Contribution)
  • Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
  • FL_ANIMDUCKING is now used and set automatically
  • Return type consistency for Player.TraceHullAttack, Player.GetObserverTarget, Player.GetRagdollEntity, NPC.GetBlockingEntity, NPC.GIve, Entity.GetRagdollOwner, they now return NULL entity where they used to return nil
  • Better/Faster implementations of SortedPairs and similar functions (Community Contribution)
  • PrintTable will no longer try to print the table its currently printing (Community Contribution)
  • DNumberScratch decimal changes for the pop up window (Community Contribution)
  • Added Entity Classname and Index to the "Changing collision rules within a callback is likely to cause crashes!" error message
  • Updated .fgd files (for Hammer) to include GMod specific Sandbox key values
  • Moved the Map and Source Engine Version text when console is open a bit down so it can be read
  • Changed the default value of r_hunkalloclightmaps to 0
  • GMPublish now works better with big addons
  • Fixed a crash having to do with playing sounds
  • Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
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Reseñas

“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 de este 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

Windows
Mac OS X
SteamOS + Linux
    Mínimo:
    • SO: Windows® Vista/XP
    • Procesador: 1.8 GHz Processor
    • Memoria: 2 GB de RAM
    • Gráficos: DirectX® 9 level Graphics Card (Requires support for SSE)
    • DirectX: Versión 9.0c
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 5 GB de espacio disponible
    • Tarjeta de sonido: DirectX® 9 compatible
    • Notas adicionales: Mouse, Keyboard, Monitor
    Recomendado:
    • SO: Windows® 7/8/8.1/10
    • Procesador: 2.5 GHz Processor or better
    • Memoria: 8 GB de RAM
    • Gráficos: 1GB dedicated VRAM or better
    • DirectX: Versión 9.0c
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 10 GB de espacio disponible
    Mínimo:
    • SO: OS X version Snow Leopard 10.6.3
    • Procesador: 1.8 GHz Processor
    • Memoria: 2 GB de RAM
    • Gráficos: NVIDIA GeForce 8 or higher, ATI X1600 or higher, or Intel HD 3000 or higher
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 5 GB de espacio disponible
    • Notas adicionales: Mouse, Keyboard, Monitor
    Recomendado:
    • Procesador: 2.5 GHz Processor or better
    • Memoria: 8 GB de RAM
    • Gráficos: 1GB dedicated VRAM or better
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 10 GB de espacio disponible
    Mínimo:
    • SO: Ubuntu 12.04
    • Procesador: 1.8 GHz Processor
    • Memoria: 2 GB de RAM
    • Gráficos: 512MB
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 5 GB de espacio disponible
    • Notas adicionales: Mouse, Keyboard, Monitor
    Recomendado:
    • Procesador: 2.5 GHz Processor or better
    • Memoria: 8 GB de RAM
    • Gráficos: 1GB dedicated VRAM or better
    • Red: Conexión de banda ancha a Internet
    • Almacenamiento: 10 GB de espacio disponible

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