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    Garry's Mod Garry's Mod Art | Todessegen

    Garry's Mod Garry's Mod Art | Todessegen


    Garry's Mod Art | Todessegen

    Posted: 11 Nov 2019 02:49 AM PST

    Tf2 gmod animation ideas?

    Posted: 12 Nov 2019 12:29 AM PST

    I want to work on a comedic gmod animation, Around Two to three minutes long, Themed around Tf2, I don't have any great ideas of the top of my head so suggestions would be appreciated, I am grateful to anyone that shares there ideas with me.

    submitted by /u/Graalock
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    looking for a gmod youtube crew to play with

    Posted: 11 Nov 2019 08:32 PM PST

    hey all im looking for a small crew to play gmod with that dont mind being recorded and being up on my youtube. im fairly new to youtube and am trying to have a group to play with and record us doing stupid sh*t having fun not really caring what we do. if you are down to try and pls have a mic and message me via here. also dont expect that the moment we meet that ill start recording and posting at first it will be to see how much we can get along cus i dont wanna be making vids with random ppl and it turn out like sh*t. if you can end up being my friend first then ill start recordin and uploading. and if you have your own youtube and wanna record awsome. message me on

    Discord : Jesse_Wolf96#1171

    steam : Jesse_Wolf96

    twitter Jesse_Wolf96

    submitted by /u/denisu_ruongo
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    Garry's Mod Art | Ancient One

    Posted: 11 Nov 2019 02:49 AM PST

    Plans for the 64-Bit Version of Garry's Mod and more...

    Posted: 11 Nov 2019 02:08 PM PST

    • Garry's Mod has always been able to be switched to the 64-Bit branch of the game.
      • What I've been wondering is what the 64-Bit version currently does and what is hopefully planned when it gets to a better state in the future.
      • I understand that Source itself is only 32-Bit, so not much could probably be done there. I doubt anyone would want to rewrite the entire Source engine just to make it properly 64-Bit and get bigger maps and stuff too.

    • What I've also been wondering is lag.
      • Without any addons, I can max the game just fine on my RX 560. I mean, it is a Source game, so it doesn't take that much to run.
      • HOWEVER... getting a couple hundred addons begins to make the game drop in performance, going down from 200 FPS to about 15 FPS at times.
      • So what I want to know is what is it really that causes the game to slow down when you have loads of addons, especially if it's only a couple hundred. Will the game ever get a fix or patch for it? I know they always modify the engine a little, increasing brush limits and etc., maybe something similar could be done?
        • And I also wonder if maybe the 64-Bit branch in the future will be able to, if anything, reduce the amount of lag caused?
    submitted by /u/mrwallace888
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    ,,TIGER!"

    Posted: 11 Nov 2019 05:22 AM PST

    quick question

    Posted: 11 Nov 2019 05:19 PM PST

    Context:

    I am currently running a bit low on storage space, and I was playing on the GMOD multiplayer servers. I played a bit too much and ended up wasting about 4 GIGS of storage. I should have known better than to play multiplayer on my potato windows 7 pro laptop with barely any disk space left. (I mostly stick to sandbox and battle with NPCs) So I checked my subscribed items in the workshop, and the server content wasn't there. I poked around in the GMOD steam files and found a folder named 'server' or 'servers'. I found some files with a TON of MB and GB worth of storage space. I presume they were the files, and I wanted to delete them, but I decided to check with you guys first. The file names are mostly random jumbles of letters and numbers.

    Question:

    If I delete them, will it affect my sandbox at all or multiplayer GMOD?(multiplayer does not really matter to me though.) If I delete them and download a bunch of server content later in another server, will I just be able to delete the server content for that server and play on a new one without the risk of game-ending my computer? Help is MUCH appreciated and THANK YOU SO MUCH for your time.

    EDIT: The folder was in downloads and has 18 GIGS in it.

    submitted by /u/Cottonswabman2
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    Frame rate issue ? ?

    Posted: 11 Nov 2019 05:10 PM PST

    Help, I'm getting 46 FPS in game while playing on a Sandbox server, but I'm supposed to be getting 18 FPS? Am I doing something wrong? I don't want to lose out on the Gmod classic experience, and the game running really breaks the immersion.

    Any help is appreciated.

    submitted by /u/RetroMonos
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    Is there an addon sorter?

    Posted: 11 Nov 2019 11:25 AM PST

    Right now I have 500+ addons and managing them can be difficult at times. There's a few hundred I can't use in friends worlds because they don't have all them and theres a few addons that I only use from time to time that I could do with being able to sort. Is there any mods like this? An addon sorter? Thanks

    submitted by /u/TheFinalAcc746
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    Looking for a fun darkrp experience?

    Posted: 11 Nov 2019 02:31 PM PST

    Try ICE Dark rp server #2. This fun server is a local dark rp that has a purge every 2 hours. Ive been playing on this server for a year now and enjoyed every minute of it. The thrill of defending from a raid or robbing a local gun shop is found in every corner. But lately the server hasn't been getting the attendance it should. So please, help populate this server by playing on a weekend, or if you're looking to have a fun afternoon with some friends. I promise you'll have a great time!

    submitted by /u/bloodline_7
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    My personal(for now) expansion on the Turok SNPCs mod

    Posted: 11 Nov 2019 10:17 AM PST

    My personal(for now) expansion on the Turok SNPCs mod

    Here you can see all the icons of the added snpcs(wich are variations of the original ones)

    Note: All of these added SNPCs are not from the actual game, but rather inspired by deleted content and as alternatives for the original ones

    https://preview.redd.it/iaoa3fzxa3y31.jpg?width=1360&format=pjpg&auto=webp&s=5fc8e36a1bca610b08c2085812d31fcff62cacff

    https://preview.redd.it/05d0odzxa3y31.jpg?width=1360&format=pjpg&auto=webp&s=5cf3f3cc55f97576694a7740417d4e969fc304f4

    https://preview.redd.it/1k05zezxa3y31.jpg?width=1360&format=pjpg&auto=webp&s=90343d2f2bacceb47307505d8f00ce2d0754465b

    https://preview.redd.it/8q3vyfzxa3y31.jpg?width=1360&format=pjpg&auto=webp&s=7fe676fc76e724c213b1ce39055dfe04d09aad18

    So let's just talk about what I done until now

    A few dinosaurs got renamed, like Raptor is now named Utahraptor and Brachiosaurus is now Apatosaurus.

    Almost all of them have changed health variables to reflect more the Turok original version, apart for the likes of Hadrosaurus wich has higher health for more of realism/balancement sake.

    A few damage values changed to be higher.

    Now all Dinosaur type SNPCs can now flinch/stunned, more flinching animations will be used if the original addon gets added with more animations for the models, so also the likes of Soldier Bug can. T.rex, Mama Scarface, Carcha and Giga and theyr variations can be stunned/fliched only by explosive type damage, they can or do a short flinch, or the classic downed animation(the one that lets you do the final move on Mama Scarface on the game), but like with other dinosaurs, it's not always guaranteed to happen and if they do they need a few secs to be flinched again.

    T.rex, Mama Scarface and Giga have now 5 different roar sound effects that plays randomly when they perform a roar animation.

    Added variations for some snpcs that activate a music to play when spawned.

    Boss variations for Carcha, Mama Scarface, T.rex and Giga, these will start a music when spawned and have a bit more hp. Boss version of Giga is also immune to bullet type damage and is less likely to flinch if damaged by explosive type damage.

    Added cosmetic variants for a good bunch of snpcs, some inspired by the Turok ones.

    Added special variants for some of them: these variations look much like the normal counterparts, but they differ for a few key things, example Male Hadrosaurus will not run away from foes, but actually attack them unlike the normal version and is more durable, Deinonychus has a different charge attack and can cause bleed, the Soldier King is much more durable than Soldier Bugs and also can shoot acid to enemies etc. Some of these also have different sound effects.

    Added spawners for Raptors, Deinonychus, Razorwing, Soldier Bugs and Miniraptor.

    This is all subject to constant change, and if the original Turok Addon gets updated(expecially with more animations for the models) also this one will.

    Some of the other changes to behavior/settings planned are:

    Dinamic head for dinosaurs; Ability to turn sideways or completly using certain animations; Actual grabbing attacks; More attack/flinch animations; Specific SNPCs will have damage reduction to certain damage types; SNPCs not able to hurt allies; Dilopho and Monolopho getting stunned immediatly by explosives; Some SNPCs will run away from other specific ones; T.rex, Scarface, Giga and Carcha getting the possibility to eat human type NPCs.

    Models edits to most special variants are definetly planned, but currently I don't know how to make them a format compatible with Blender without issues. Some Textures are also planned to change, but curently I can't do much.

    Other SNPCs inspired by deleted content are planned, like the original version of Giganotosaurus( https://vignette.wikia.nocookie.net/turok/images/9/9a/1169641255594.png/revision/latest?cb=20170425115034 link of the image showcasing it, just in case), the Cat Lizard is planned to be added with the ability to crawl walls(because the author of the original addon doesn't want for some reason to add it), MG Soldiers and more weapons from Turok are also planned.

    I don't think that I will release this on steam for now, since it's pretty much a early stage for the pack, maybe on the future or somewhere else.

    Update: Found out how to import and export models in Blender wich is the good news, the bad news is that I'm new to the 2.80 version and it looks really different, it will take some time:)

    submitted by /u/ErenKruger2000
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    Hands are not visible when using cw. 2.0 addon

    Posted: 11 Nov 2019 07:30 AM PST

    Is it because of addon conflict? How do i fix this?

    submitted by /u/elliskid9918
    [link] [comments]

    Hoverball

    Posted: 11 Nov 2019 06:06 AM PST

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