Garry's Mod 10 out tommorow
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Garry's Mod 10 out tommorow
thats right, tommorow steam will be releasing Gmod 10, finally.
It's only £10 and the list of new features is enourmous.
Get it. Play it. Profit
It's only £10 and the list of new features is enourmous.
Get it. Play it. Profit
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FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
Haha, Gmod 10 is totally worth the £6.
Imagine gmod 9, with every negative point removed and a few new things added. So no more screwy text or crashing (which was a big problem with gmod 9 for me, all other versions had been fine
)
The improvement I like the most is how the ragdolls aren't totally screwy now. For example, if you position a bunch of ragdolls and weld their limbs together (for example welding gmans hand to breens crotch
), they'll actually stay like that if you throw them about, rather than spazzing up and being welded to some random bit of air a few few feet away from the other model, this works with welding them to props as well, so when I welded a nazi helmet to kleiners head and threw him around it actually stayed on his head.
I don't understand the muscle or hydrualic tools though, they seem to just extend to some random length, stay like that and freak out if you move the things on the end of them.
Imagine gmod 9, with every negative point removed and a few new things added. So no more screwy text or crashing (which was a big problem with gmod 9 for me, all other versions had been fine
The improvement I like the most is how the ragdolls aren't totally screwy now. For example, if you position a bunch of ragdolls and weld their limbs together (for example welding gmans hand to breens crotch
I don't understand the muscle or hydrualic tools though, they seem to just extend to some random length, stay like that and freak out if you move the things on the end of them.
Last edited by Gunslinger42 on November 30th, 2006, 10:35, edited 1 time in total.
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ProfHawking
- Zombie

- Posts: 2101
- Joined: February 20th, 2005, 21:31
haha,guess who paid the server i was on a visit??
http://img.photobucket.com/albums/v233/ ... /garry.png
Garry himself!
for those that don't know the name "garry :D" is restricted so it can only be used by him. I had a chat with him, he said he's earned £1300 so far ( and for 2.50 each sale thats good ). and he said Gmod 11 is scheduled for September 2008
http://img.photobucket.com/albums/v233/ ... /garry.png
Garry himself!
for those that don't know the name "garry :D" is restricted so it can only be used by him. I had a chat with him, he said he's earned £1300 so far ( and for 2.50 each sale thats good ). and he said Gmod 11 is scheduled for September 2008
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FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
That's 500-odd copies which seems a little low given the mod's popularity, and if everyone here that messed around with previous versions is buying it, we'd represent 2-5% of the user base. Although sales are likely to increase quite a bit, it's worth bearing in mind if we have any ideas about things that could be implemented in future releases.Sandwich wrote:he's earned £1300 so far ( and for 2.50 each sale thats good ).
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
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Woo Elephant Yeah
- Heavy

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Yeah I had that problem, you can only adjust the speed of the movement.Stoat wrote:I'm sure the hoverballs would be useful for a sleigh. Or they would if I could get them to lift anything heavy.
Would adding more do anything?
A Question: Is it worth making multiple weld points between the same 2 objects? The vids on youtube show people doing it but I thought it was pointless.
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
It can spack though.Gunslinger42 wrote:More balls = more lift
According to the FacePunch forums it's best to use the PhysProps gun's Gravity setting. I shall give that a go later.
I think welds used to have a bit of give- slightly bendy. Extra welds held it in place firmly. No idea if that still applies.spoodie wrote:Is it worth making multiple weld points between the same 2 objects? The vids on youtube show people doing it but I thought it was pointless.
I've still got no idea who magnetism works.
OK, allow me to answe all these.
single welds can be flimsy, but there isn't any need for multiple we3lds. However, if you're making something with more than 2 pieces it's good practice to weld every piece to every other piece, thus stabalising the whole thing.
As for hoverballs, 4 hoverballs is enough to make anything hover, just apply 1 to each corner. think about, if you only apply lift to one side then the other side wont lift. so you need to aim to achieve blanket lift. More than 4 is bad construction. Alternatively, one hoverball can be used if you apply the " Stay in place" tool (it's called something like that) to the vehicle, making the whole thing stay level.
single welds can be flimsy, but there isn't any need for multiple we3lds. However, if you're making something with more than 2 pieces it's good practice to weld every piece to every other piece, thus stabalising the whole thing.
As for hoverballs, 4 hoverballs is enough to make anything hover, just apply 1 to each corner. think about, if you only apply lift to one side then the other side wont lift. so you need to aim to achieve blanket lift. More than 4 is bad construction. Alternatively, one hoverball can be used if you apply the " Stay in place" tool (it's called something like that) to the vehicle, making the whole thing stay level.



