5/28/2023 0 Comments Gmod catch a lover![]() ![]() People with vague ideas about comic strips rejoiced. Ragdoll posing, probably the most infamous of GMod's tools, was born. Here you could magic up HL2 characters, and then and manipulate them with the physics gun. The ugly build space was a lumpy rectangle of grass with a spawn station. Later, GMod 3 introduced the first version of gm_construct, the official map. It was the first glimpse of the ad-hoc A-Team aping creative mode - it was just about possible to create a rickety truck from a cargo container and welded tyres. It had ropes that could connect objects, a physics gun that let you manipulate objects, a camera, and welding. GMod 2 was where it grew from being an experiment with the SDK to something resembling more what we now know as Garry's Mod. I only really made this to get to know my way around the SDK." It was just a few tweaks to the engine allowing you to spawn Manhacks, but it was a beginning. GMod 1 was released on December 24th 2004, with Garry's typical bluntness evident in the readme file: "Lots of changes I can't be bothered to type about. It was about the best I could do at the time, but there were lots of things in the engine that I wanted to play with more." I played with the SDK and made things like a rocket launcher that created melons. He continued: "This was great, but I kind of wanted more. You could then weld those things together." Maps were created where you would press buttons on the wall and objects would spawn. Not, however, harder than the people making the JBMod physics sandbox mod, which was something that Garry admits inspired him: "A bunch of guys on some forums had been playing JBMod, which hooked up a bunch of stuff that was seen in the leaked source code (all of the code was in the SDK). Garry just thought about it a bit harder than most. Gordon's story never stretched to stacking, grabbing, or fighting, leaving us all to think the same thought - "what if?". Apart from a game of catch with D0G and a few traps in Ravenholm, there wasn't a lot of inventive interactivity in the game itself. ![]() Everyone hunted for more mischief to make in Half-Life 2's physics engine, bigger cans to throw, uglier guards to mess with. From that moment, where gamers defiantly whacked the can off the guard's nose in physics-based insurrection, Garry's Mod was born. Here's how it got there.Įveryone learned about Half-Life 2's physics in the same way: the can goes in the bin, and anything else is open rebellion. It might have grown by enabling sexually suggestive poses of Valve's stoic game characters, but six years on there's so more to GMod than just fucking about. ![]() Its strength is a flexibility that makes it a platform for people to make things like comics, maps, weapons, even gamemodes. It's an exercise in giving gamers tools and no direction, one of the few games that makes just messing about a core goal. His innovative physics-based mod for Half-Life 2 turned out to be a remarkably big deal, not least by being a forerunner in iterative and community focused design, and a game that's perennially in Steam's top twenty game stats. I was just fucking about!" says Garry's Mod creator Garry Newman. ![]()
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