Garry's Mod

There's a fun holiday surprise over on the Garry's Mod website called the 12 Days of Garry's Mod. The page displays some amazing Garry's Mod creations, like "Half-Life: Full Life Consequences"—a charmingly awful story written by a Fanfiction.net author named squirrelking and turned into a hilarious and unforgettable short film by YouTuber Djy1991.

You'll also see Ross Scott's comedy series Civil Protection, moody sci-fi drama Shelf-Life Part 1 and Part 2, the gorgeously atmospheric 40-minute long film Haven, and several other notable machinima highlights, all made with Garry's Mod, the physics sandbox created by Garry Newman and Facepunch Studios way back in 2004.

It must have been difficult narrowing the selection down to just a dozen features, considering Garry's Mod has been around for 15 years now. Along the way from free sandbox mod for Half-Life 2 to standalone game on Steam, it's sold millions of copies, it's been used to make thousands of videos and webcomics, and has hundreds of popular mods and gamemodes created by users, like Prop Hunt, Jailbreak, Trouble in Terrorist Town, and more.

The 15 year anniversary is the perfect time to chat about the strange legacy of Garry's Mod, so I fired over some questions via email both to Garry's Mod creator Garry Newman and Valve's Erik Johnson. Here's what they had to say.

Origin stories

PC Gamer: How did you come up with the name?

Garry Newman: You know, I think I kind of actually stole the name, it wasn’t my idea to name stuff after myself. At the time there was another mod called JBMod, made by a guy that went by "jb55." So it made sense that my take on that mod would be called Garry’s Mod—because I went by the name "garry". I probably wouldn’t have named it called Garry’s Mod if I knew where it would end up.

Garry's Mod has been in the top 10-20 games on Steam for as long as I can remember. Tens of thousands still play it every day, but how are sales nowadays?

GN: It sells about 1.5m copies a year, and it’s sold just over 15m copies total. Which is kind of pleasing since it’s also 15 years old. Plus you know, money.

Do you recall when Valve first became aware of Garry's Mod? What were your first thoughts about it?

Erik Johnson: The specific point in time is a little tricky to pin down. I do remember there being a pretty significant, and somewhat underground, mod community that was working off of the Half-Life 2 source code leak from 2003. While having the code for Half-Life 2 out in the wild before the game was finished wasn’t a super positive experience for the team finishing the game, it's pretty cool to see what the mod community could get working with that unfinished codebase. It felt like Garry’s Mod grew right out of that community after Half-Life 2 shipped.

Did anyone at Valve have any idea the Source engine could be used the way it is in Garry's Mod? Are there any tools in GMod that surprised you to see?

EJ: A lot of the identity of the gameplay of Half-Life 2 centered around physics. Even in the early days of development, most of the experiments that people were running had the physics engine at its core. So, on one hand, it wasn’t surprising that Garry started in a similar place that we did. That said, it would have been pretty hard to predict the Garry’s Mod of 2019 back in 2004.

We’ve always been impressed by Garry’s ability to iterate on the game and roll feedback from his community into the game so well. It’s a more difficult process than it sounds, because it really comes down to navigating a constant stream of feedback, but being limited in the amount of time to get everything done. Garry has always been about as good as it gets at picking the right direction to take his game.

What's it like to see the beloved characters from Half-Life and other Valve games being used with Garry's Mod for machinima and comics and videos?

EJ: It’s pretty cool. Part of the process for us in shipping any of our games, but especially the single player ones, is letting go of them once they are released, and letting the community take bits and pieces of them in whatever direction they want to. It will be fun to watch what people build with the editor we’re releasing along with Half-Life: Alyx next year.

Pay to play

Paid mods are (still) a great source of ire among (some) players. When did the idea to start selling GMod on Steam come along? Was it Valve's idea or Garry's?

EJ: It was the early days of getting Steam built, and it was pretty clear that Garry’s Mod had a big (and growing) audience. Our philosophy back then was the same as it is today, which is that we wanted a platform that connected the people who created valuable content with the people that consumed it. It was clear that it was a perfect example of a product that would benefit from this, and so we reached out and asked him if he was interested.

Garry being able starting at building a product that he thought people would like, to where he is today, is the kind of story we’re always trying to make happen. Reducing the friction between the creator of interesting content and the consumer of it has a number of really positive side effects. It’s been cool to see it happen over the past 15 years for Garry and his team.

GN: It was about a year before we started selling it. I was emailing [Valve] to ask about something else and they mentioned that they think it’d sell well. I was like, yeah right, what a dumb idea, it’s already free—why would anyone pay for it? 

As time went by and it kept getting more popular, I thought about things I’d like to reprogram, stuff I’d like to improve and innovate on. I couldn’t justify spending a decent amount of time doing this stuff. Then it clicked that if we were going to sell the new version it could justify spending more time on it and justify people buying it rather than sticking with the free version. So then I had to get on my hands and knees and send an email to Valve where I explained that it wasn’t a dumb idea and can we do it please.

Was the negative reaction [to selling Garry's Mod] worse than you thought it might be, or not as bad?

So I m thinking, fuck, I've announced it s going to be on Steam and now I've pissed off Valve.

Garry Newman

GN: I can’t remember much of it—it was actually one of the most embarrassing things that has ever happened to me. We’d been working on it in secret for a few months and the community were getting quite worried. They had got used to weekly updates before that. So we decided to announce that we were going to be on Steam and everything was going to be okay. This wasn’t like announcing that you’re gonna be on Steam nowadays, this was when there were about 3 games on Steam. This was a big deal and blew up everywhere.

Then the next morning I woke up to an email from Valve, saying something like "It’s customary to wait until the agreements are signed before announcing." So I’m thinking, fuck, I’ve announced it’s going to be on Steam and now I’ve pissed off Valve—so it’s not going to be on Steam. It took me a couple of weeks to recover from that. I couldn’t enjoy any of the community happiness, I felt like a right knob head. 

How did you settle on the $10 price? After 15 years (sales aside) why is it still $10?

GN: I don’t think I ever contemplated charging more. It was free and now it’s not, the price had to be low enough to people that they’d just be like... yeah sure why not. It’s important to remember that before Steam pretty much no-one bought games on the PC. Everything was pirated. And while Garry’s Mod was a multiplayer game—which offered some protection from piracy—it could be played single player too. It had to be cheap and easy enough to stop people pirating it.

Apart from having money from sales, how did selling GMod change its development?

GN: I think Garry’s Mod would have died 15 years ago if we didn’t sell it. It gave us a reason to continue development. Besides that Steam obviously allowed us to update the game much easier. Previously when it was free you’d download a zip file from my website with the new version in. This would limit the frequency of the updates.

Back then, because Steam was in its infancy, they didn’t have an automated update system. I had to upload the new builds to an FTP and email Valve to make them live. Because of the time difference this could mean that a patch could go out at 4 am my time, while I was in bed. If there was a bug in it I’d be in a lot of trouble when I woke up. But again because of the time difference I wouldn’t be able to get a patch out until Valve were back at their desks the next day.

Strike a pose

What do most players do in Garry's Mod these days? Do you know what the most popular mode or mod for it is? When is the last time you played it yourself?

GN: The roleplay gamemodes are still a huge thing, but that in itself can encompass a thousand other sub gamemodes. Between Facepunch, Rust, two kids and trying to watch 10 hours of TV every day—I don’t have much time to play nowadays. I used to feel bad about that, like a great chair maker that doesn’t like to sit on chairs. But I think it’s just that I enjoy making them a whole lot more than playing them.

Being able to pose ragdolls made Garry's mod a great tool for comics, videos, and machinima. How did that function first come about?  

GN: A total accident. I was trying to pose ragdolls, but not by freezing their joints. I was trying to make it so they would move like the atmosphere was really thick, so they’d stay in place. The physics in Source back then weren’t as stable as they are now. You could really easily cause a crash by giving it numbers that it wasn’t expecting. I used the wrong values and it locked one of their bones in place. I made a quick pose—I think it was Kleiner giving birth. I was really excited—I immediately knew the fun everyone was going to have with this.

I had a phone interview [with Valve] and I don t think it took them long to realise that I didn t know shit.

Garry Newman

What's the biggest requested feature you get from Garry's Mod players?

GN: The biggest thing, by about a million miles is the "Played with Garry" achievement. It’s one of the hardest achievements to get on Steam—for obvious reasons.

Valve has hired a number of people who mod their games. Am I remembering correctly that you tried to get a job with Valve at one point?

GN: Yeah I applied for a job, I think it was before Garry’s Mod went on sale. Or might have been just after. Around that time anyway. I had a phone interview and I don’t think it took them long to realise that I didn’t know shit. I didn’t get offered a position. In retrospect it’s a good thing. Helk (Rust lead) had an interview with them too, he made it all the way to an in-office interview. They had him writing out code on a whiteboard. I can’t even code without Google—so I wouldn’t stand a chance at that.

Have you hired any people at Facepunch based on mods they've made in Garry's Mod?

GN: No, it wasn’t something we were prepared for, as a company, back then. It’s something we should have been doing. I see the stuff the Tower Unite guys have managed to do after their Gmod Tower gamemodes and kick myself. It’s a great thing for them, to go out and make their own game but in an ideal world we could have made it good for all of us.

Future tense

Garry's Mod is still being updated, but how often do you personally still work on Garry's Mod?

GN: I haven’t personally worked on it for about three years. Rubat and Willox have done a really good job of taking it off my plate. I found that it got to a place where anything I tried to change I got yelled at by the community for breaking something else. So I felt like it’s better to just maintain it, to keep it ticking over so the modders can do their thing. Or risk breaking 15 years worth of content.

What's the Garry's mod mod that hasn't happened yet, but you really wanted to happen?

GN: There’s actually a ton of things I want to do, but I don’t like to talk about it too much. If you talk about stuff you want to do you don’t end up doing it, because you feel like you already did it. You get all the positive feedback from it. Plus I don’t want to pull a Peter Molyneux and talk about a bunch of stuff that gets people excited, but let them all down when the idea eventually has to collide with reality.

What's the status of S&box, which sounds like a Garry's Mod for Unreal Engine 4. The last devblog was in 2018.

GN: We did a lot of experimentation with s&box on UE4. It’s actually quite far along but we decided to pause it for now. We’re hoping you’ll hear more about it next year—if not it’s probably dead forever.

Will Garry's Mod still be around in another 15 years? What will it look like then?

GN: In 15 years I’ll be 52. An old man. We’ll have the iPhone 35, Steam’s friend list will be its own operating system and my son will be the age I was when I first made GMod. It’s possible it might be renamed Alex’s Mod and is primarily used to watch exploited/spoilt american kids play with toys in their massive Youtube house. But who knows. We’ll keep updating as long as people keep playing. Maybe we’ll do a sequel.

Garry's Mod - Rubat
Hey everyone!

We have released an small patch that addresses a few small issues while we work on a bigger update that will bring many improvements to Workshop support all around the game.

The entire change log for this patch is as follows:
* Improved handling of Steam Workshop downloads when joining servers, fixing addons not updating properly among other improvements
* Fixed recording Demos creating a black icon

This update is for the game client only, servers do not need to be updated.
Garry's Mod

Garry's Mod turns 15 this month, marking a decade and a half of untrammelled Source Engine chaos. According to a press release issued by Facepunch Studios today, 233 million baddies have been killed, 124 million goodies have been killed, 88 million innocent bystanders have been killed, and 34 million balls have been eaten. That's a lot of things happening across a 15 year time span.

Initially released as a Half-Life 2 mod in 2004, the sandbox game released as its own title in late 2006. Since then the game has reportedly sold more than 15 million copies. To celebrate the milestone, Facepunch Studios has made the game free-to-try until tomorrow. At the time of writing, you've got around 19 hours left to give it a go.

Meanwhile, all of Facepunch Studios' games are 33 percent off on Steam. The best known among these is Rust, but you can also pick up Chippy and Clatter at a discount. 

If you own Rust, Gmod's Tool Gun hammer is now available to redeem within the month, allowing you to "repair and upgrade [your] structures with a sprinkling of nostalgia (and advanced science)". 

Nov 20, 2019
Garry's Mod - Rubat
We have released an small hotfix update that addresses a few issues from previous update.

The entire change log is as follows:
* Fixed a crash issue in VertexLitGeneric shader with missing base texture
* Performance improvements to clientside DTVar callbacks
* Updated language files

This update is for the game client only, servers do not need to be updated.
Garry's Mod - Rubart


Artwork by Meatball CEO of S.O.U.P

Update Highlights
Among many smaller changes and improvements, this update brings back the HEV suit functionality from Half-Life 2, including limited flashlight, oxygen and sprint energy. By default the suit systems are disabled, and you can enable this when starting a new game on the panel above "Start Game" button, or while in-game in the Utilities tab in Sandbox's Spawnmenu.

We have also added a feature called Dynamic Render To Texture shadow angles:

While this feature is primarily aimed at map makers, we have added a bunch of console variables for everyone to mess around with:
  • r_shadow_allowdynamic 1 - Allows dynamic lights, such as the Light tool, to make use of this feature
  • r_shadow_allowbelow 1 - Allows lights below an entity to also affect shadow angles
  • r_shadowfromanyworldlight 1 - Makes ALL light sources affect shadow angles, as opposed to only map curated ones
  • r_shadow_lightpos_lerptime 0.5 - How long it takes for the angles to change from one light source to another
  • r_shadow_shortenfactor 2 - The higher the number, the more towards the ground the shadow will point

If you wish to disable this feature altogether for whatever reason, you can use the following command:
  • r_shadowfromworldlights 0

Along with these 2 features, there are a whole slew of smaller changes and fixes, such as more improvements to map loading from other games like Counter-Strike: Global Offensive, whose maps should look less broken with this update, as well as being able to load its de_dust2 version and the dz_sirocco Danger Zone map thanks to the increased map displacement limit.

We are also introducing a number of visual fixes, such as Lamp tool glows now working properly in mirrors, a fix for the long standing issue of sun disappearing randomly when looking at it and some decals not receiving shadows from projected textures (Lamp Tool) on gm_construct and many other maps.

The Hammer Editor also saw some improvements, fixing checkerboard reflections and a new ability to simply drag'n'drop .vmf files onto Hammer to open them, so you no longer have to manually navigate to your files using the Open File dialog.

Special thanks to Badger for reporting and suggesting a fix for a security issue.

View update post
Garry's Mod - Rubat
Hello everyone,

It's that time again, another update coming soon!
The current plan is to release the next Garry's Mod update on 12th of November around the usual 4PM 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 will NOT backwards compatible with the current version of the game, so you may not 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 Dedicated Server 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
Garry's Mod - Rubat
Hey everyone, we have just dropped another small hotfix update that addresses a few more issues that came up after release of the September 2019 update.

Complete list of changes is as follows:
  • Fixed a memory leak with engine traces
  • Hopefully fixed NW2vars being wonky on players after the September 2019 update
  • Fixed a small exploit
It is highly recommended that server owners update their servers to receive the memory leak fix.
Garry's Mod - Rubat
Hey everyone, dropping this small hotfix update that addresses a few issues that came up after release of the September 2019 update.

Complete list of changes is as follows:
  • Fixed FPS issues after the update
  • Fixed an issue with Global NWVars not syncing to client when set during server start up
  • A few improvements and fixes to addon menu and custom .gma files
  • Fixed host_timescale not resetting with sv_cheats 0 and causing all entities to appear laggy/stuttery
  • Fixed NPC driven vehicles not driving at all, such as the Combine APCs on Half-Life 2 maps
  • We have disabled spawnlist saving to Steam Cloud for the time being as it caused problems for people playing Garry's Mod on multiple computers with the same Steam account

Server owners only need this hotfix if they use the SetGlobalX functions in Lua.

If you are still wondering about the Half-Life 2 style crosshair after the update, simply restarting your game should fix it for you.
Garry's Mod - Rubat


Art by PotatoJoe

Update Highlights
This update brings a bunch of improvements to the built-in weapons as well as better support for NPCs being able to use modded weapons.

This update is optional for server owners, but it is highly recommended to update to get all the new fixes and features.

Since Half-Life 1 weapons got a lot of love in previous updates, it is only fair that Half-Life 2 weapons get the same treatment, and with this update we've resolved most if not all visual and audio problems with the built-in Half-Life 2 weapons. No more broken sounds and effects.

We have also added better NPC support to scripted weapons, so addon makers can now control exactly how the NPCs can use their weapons. As an example, the built-in Flechette Gun now has full NPC support, meaning it can be picked up by Citizens/Rebels from the ground and used properly against their enemies.

Your in-game content such as Dupes (built-in, not modded), Saves, Spawnlists, etc now also saves on the Steam Cloud automatically. This feature was enabled a few weeks ago, but we are mentioning it here so you are aware. There is a hard limit of 10000 files per account for this, so be careful if you have excessive amounts of saves and whatnot, if you reach the limit, your new content will not be saved on the Steam Cloud until you delete some old stuff first.

There has also been some improvements to CS:GO/Left 4 Dead map support, fixing some flickering models around those maps and fixing unexpected water effects in certain places on some CS:GO maps.

The Half-Life campaign support continues to improve, as level transitions now work properly in singleplayer, Jeeps get their Gauss Guns back in Half-Life 2 maps, the Half-Life 2 teleporter sequence now slows down the player properly, added a new feature to limit player's ammo (with the ability to match Half-Life defaults) and the suit chargers were changed back to restore 75 armor by default just like in Half-Life 2.

You will find the complete list of changes for this update at the link below.

View Update Post
Garry's Mod - Rubat
Hi everyone,

It's that time again, another update coming soon!
The current plan is to release the next Garry's Mod update on 3rd of September around the usual 4PM 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.

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 Dedicated Server 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
...