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Garry's Mod Mods & Plugins
FA:S 2.0 Alpha SWEPS - Pistols
przez 76561197986690883
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] This is an optional SWEP pack that adds more pistols to the official FA:S 2.0 SWEPs pack that I worked along with the developers of the mod, to make sure that it matches their tastes. The base is written completely from scratch. In case you're interested, [url=http://www.firearms-source.com/]get the source mod here.[/url] This optional pack adds 4 more pistols: - Desert Eagle - M1911 - OTS-33 Pernach - P226 Features: - Weapon attachment system (sights, suppressors, extended magazines) - Dynamic accuracy - Dynamic recoil - Surface penetration - Surface ricochet - Sprinting - Near-wall - Holstering (takes a while to put a weapon away) - First-time draw animations - Unique weapon reloads for weapons like SKS, Raging Bull, M24 - Unique weapon behavior for weapons like M24, M3 Super 90 - Shell ejection - Bullet chambering - Empty/full reloads - Reload duration depends on amount of ammo in the weapon - Custom viewmodel movement when walking, sprinting, reloading + sprinting, standing still - Custom viewmodel sway - Custom ammo indicator - Firemodes (full-auto, semi-auto, bursts, etc.) - View bob during reloads - Weapon proficiency (after using a certain weapon for a long time you become proficient with it and as a result reload faster) - Custom ammo types (5.56x45MM, 7.62x39MM, 7.62x51MM, etc.) - World models Controls: PRIMARY ATTACK KEY - fire SECONDARY ATTACK KEY - take aim RELOAD KEY - reload/check magazine, firemode CONTEXT MENU KEY (default is C) - open customization menu; while aiming down a scope - peek away from the scope USE KEY + RELOAD KEY - change firemode USE KEY + SECONDARY ATTACK KEY - check magazine and firemode USE KEY + PRIMARY ATTACK KEY - quick grenade (requires the FA:S 2.0 Miscellaneous pack!) Known issues: Upon spawning the weapon for the FIRST TIME, your deploy sounds will be slightly delayed, based on the amount of time it took to load the models Console variables/commands: fas2_differentorigins <0 - 1> - if set to 1, will use slightly different weapon origins. CLIENTSIDE. fas2_handrig <0 - 1> - if set to 1, weapons will use a sleeve along with different gloves; changes apply upon new weapon equip. CLIENTSIDE. fas2_handrig_applynow - applies the selected hand rig instantly (without having to get a new weapon). CLIENTSIDE. fas2_nohud <0 - 1> - if set to 1, it will disable the HUD elements that pop up when you reload. Requested feature. CLIENTSIDE. fas2_profgain <0 - 1> - controls the amount of proficiency increase with each reload. SERVERSIDE. fas2_holdtoaim <0 - 1> - if set to 1, then releasing your secondary attack key while aiming will go back to hip-fire.
Hoverboards
przez 76561197996891752
Hoverboards is a reboot of 2008's quite popular mod for Garry's Mod. It was originally created by Foszor and Jinto. This pack also includes some props for your enjoyment. [h1][b]Usage Information[/b][/h1] READ! It is a TOOL 'Hoverboards' under 'Robotboy655' category. Press E ( +use ) on it to drive it, or right click with the tool when spawning Press Control or Mouse 2 + W/A/S/D to do tricks and stuff ( Hold Mouse 1 while in air to ROLL your hoverboard ) Press Shift to boost. To change maximum hoverboards per player, put [b]sbox_maxhoverboards 10[/b] into server console. [h1][b]Known bugs, no need to report[/b][/h1][list] [*] [b]You may end up in a wall when you fly off of your hoverboard[/b] [*] [b]Your camera is inside your head.[/b] [list] [*] So far Player Resizer, Customizable Weaponry and SCars have been reported to cause this and I can't fix it [/list] [*] [b]Missing models?[/b] [list] [*] Can't fix, probably the download has timed out for you. Reinstall the mod. [/list] [/list]
FA:S 2.0 Alpha SWEPs - SMGs
przez 76561197986690883
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] This is an optional SWEP pack that adds more sub-machine guns to the official FA:S 2.0 SWEPs pack that I worked along with the developers of the mod, to make sure that it matches their tastes. The base is written completely from scratch. In case you're interested, [url=http://www.firearms-source.com/]get the source mod here.[/url] This optional pack adds 4 more sub-machine guns: - MP5K - MP5SD6 - IMI Uzi - M11A1 (MAC-11) Features: - Weapon attachment system (sights, suppressors, extended magazines) - Dynamic accuracy - Dynamic recoil - Surface penetration - Surface ricochet - Sprinting - Near-wall - Holstering (takes a while to put a weapon away) - First-time draw animations - Unique weapon reloads for weapons like SKS, Raging Bull, M24 - Unique weapon behavior for weapons like M24, M3 Super 90 - Shell ejection - Bullet chambering - Empty/full reloads - Reload duration depends on amount of ammo in the weapon - Custom viewmodel movement when walking, sprinting, reloading + sprinting, standing still - Custom viewmodel sway - Custom ammo indicator - Firemodes (full-auto, semi-auto, bursts, etc.) - View bob during reloads - Weapon proficiency (after using a certain weapon for a long time you become proficient with it and as a result reload faster) - Custom ammo types (5.56x45MM, 7.62x39MM, 7.62x51MM, etc.) - World models Controls: PRIMARY ATTACK KEY - fire SECONDARY ATTACK KEY - take aim RELOAD KEY - reload/check magazine, firemode CONTEXT MENU KEY (default is C) - open customization menu; while aiming down a scope - peek away from the scope USE KEY + RELOAD KEY - change firemode USE KEY + SECONDARY ATTACK KEY - check magazine and firemode USE KEY + PRIMARY ATTACK KEY - quick grenade (requires the FA:S 2.0 Miscellaneous pack!) Known issues: Upon spawning the weapon for the FIRST TIME, your deploy sounds will be slightly delayed, based on the amount of time it took to load the models Some weapons have wrong models for third person view, this is because Firearms: Source 2.0 does not yet have models for some weapons. As such I'm using placeholders. Console variables/commands: fas2_differentorigins <0 - 1> - if set to 1, will use slightly different weapon origins. CLIENTSIDE. fas2_handrig <0 - 1> - if set to 1, weapons will use a sleeve along with different gloves; changes apply upon new weapon equip. CLIENTSIDE. fas2_handrig_applynow - applies the selected hand rig instantly (without having to get a new weapon). CLIENTSIDE. fas2_nohud <0 - 1> - if set to 1, it will disable the HUD elements that pop up when you reload. Requested feature. CLIENTSIDE. fas2_profgain <0 - 1> - controls the amount of proficiency increase with each reload. SERVERSIDE. fas2_holdtoaim <0 - 1> - if set to 1, then releasing your secondary attack key while aiming will go back to hip-fire
The Backrooms
przez 76561198870210131
If you enjoy my work or would like to commission a map, check out my [url=https://ko-fi.com/actualegglord]Ko-fi![/url] [hr][/hr][img]https://i.imgur.com/ecwOWVY.jpeg[/img][hr][/hr] [h1][b]THE BACKROOMS[/b][/h1] The Backrooms, based off the Found Footage short film by Kane Pixels! This is an improved Backrooms map, sticking closely to the original concept with various elements from Kane Pixels' lore. This map is a fairly large rendition of the Backrooms concept, with nothing but repeating walls, painful amounts of mono-yellow, the classic fluorescent light hum, and an inescapable sense of loneliness. Credit to the amazing [url=https://steamcommunity.com/id/xenonnuke]schlimbo[/url] for many of the custom models in the map; their own Backrooms map can be found [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2821179466]here[/url]. This addon also includes a second map, [b]gm_backrooms_classic[/b], with all ASYNC-related things [b]removed[/b], plus a doubled map size. It is intended for people that prefer the original look of the Backrooms without all the new lore. [i]"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in. God save you if you hear something wandering around nearby, because it sure as hell has heard you."[/i] [table][tr][td][i]DON'T MOVE, STAY STILL[/i][/td][/tr][/table] [b]Credit to [url=https://www.youtube.com/playlist?list=PLVAh-MgDVqvDUEq6qDXqORBioE4Yhol_z]Kane Pixels[/url] for the various references strewn about the map![/b] (Kane played on this himself!) [img]https://i.imgur.com/kidHxvS.png[/img][img]https://i.imgur.com/1a6RlGD.png[/img] [hr][/hr] [b]Recommended addons:[/b] [list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3746311433]Carpet Footsteps[/url] so the carpet actually sounds like carpet [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=124024144]Cinematic Camera[/url] for immersion and realism [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3118788923]Advanced Material[/url] for texture customization across the map (alternate Backrooms textures are provided above the threshold) [*] There is also an [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3520275557]alternative nodegraph[/url] you can use for more accurate NPC navigation [/list] If you encounter any bugs or issues with the map, feel free to let me know in the comments. Please contact me if you wish to port, redistribute, or modify my work in any way.
Addon Share
przez 76561198088859981
[h1]Makes your friends to download same Workshop addons that you have, while they join your game. Significantly reduces amount of "error" models. Displays your subscriptions in Q-menu with links to Workshop.[/h1] [h1]Limitations[/h1] • Legacy addons are not supported • Mounted content could not be supported • Addons will be added to auto download only if they contain models. For others use [i]addonshare_manual[/i] command (desc below, [b]but only if you really need[/b]) [h1]Answers to frequently asked questions[/h1] • Addons are downloaded to [b]garrysmod\cache\workshop[/b] temporarily. The game may remove them within a few weeks after being unused. [h1]More detailed description[/h1] Addon Share uses game's serverside functions, which forces players to cache addons on connecting, but does not require configuruing. Instead of messing with settings and scripts, it automatically picks only required minimum of addons when you host a multiplayer game. It uses addon tags and metadata from Workshop to pick only addons that have models, except disabled or tagged as "map". In addition, list of your subscriptions is provided in spawnmenu options with links to their Workshop pages, so your visitors may subscribe to favored addons. [h1]Configuration[/h1] Addon Share's behavior can be customized with next commands; [b]addonshare_auto[/b] [i][0/1][/i]- Should 'Addon Share' automatically pick addons to download? If set to 0, only list of addons will be available. [b]addonshare_manual[/b] [i][id][/i] - Specify extra addon to be downloaded by client. Put one or several commands in your config file (e.g. 'cfg/server.cfg'). [b]You don't need to spam this command[/b], it is implemented for rare causes, like when developer puts textures in a separate addon (what is not welcome by ToS). For example, if i'd like to manually add Wiremod, i browse its page at [url=https://steamcommunity.com/sharedfiles/filedetails/?id=160250458]https://steamcommunity.com/sharedfiles/filedetails/?id=[i]160250458[/i][/url] and take number from 'id' labeled field. Final command will look like [i]addonshare_manual 160250458[/i]. [b]addonshare_send_maps[/b] - Toggles displaying hoster's maps in addons list. Does not send list entries about map addons by default. [h1]Known issues[/h1] If you discovered a new issue, please post it in "Troubleshooting" topic. • [b]Some of your guests may not download addons on joining automatically.[/b] This is often due to bad connection to Steam Workshop. You might recommend them to follow next steps: 1. Check if you have "Options - Other - Allow all custom files from server" drop list option selected 2. Try to re-launch the game and connect again 3. Try to re-launch Steam • [b]Does not pick addons when running on dedicated server, downloads whole collection instead[/b] This may be not behaviour you expect when running your dedicated server with several map addons. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=309020990]WSDL script[/url] will better fit this purpose since it scans each addon's content individually and compares file extensions
FA:S 2.0 Alpha SWEPs - Misc
przez 76561197986690883
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] This is an optional SWEP pack that adds various miscellaneous weapons to the official FA:S 2.0 SWEPs pack that I worked along with the developers of the mod, to make sure that it matches their tastes. It also adds 'Quick grenade' functionality to every weapon in the pack. The base is written completely from scratch. In case you're interested, [url=http://www.firearms-source.com/]get the source mod here.[/url] This optional pack adds 2 more miscellaneous items: - M79 Grenade Launcher - M67 Frag Grenade It also adds 'Quick grenade' functionality to every weapon in the pack. To use it, hold down your USE KEY and press your PRIMARY ATTACK KEY. Hold down your PRIMARY ATTACK KEY to cook the grenade, release to throw. Features: - Weapon attachment system (sights, suppressors, extended magazines) - Dynamic accuracy - Dynamic recoil - Surface penetration - Surface ricochet - Sprinting - Near-wall - Holstering (takes a while to put a weapon away) - First-time draw animations - Unique weapon reloads for weapons like SKS, Raging Bull, M24 - Unique weapon behavior for weapons like M24, M3 Super 90 - Shell ejection - Bullet chambering - Empty/full reloads - Reload duration depends on amount of ammo in the weapon - Custom viewmodel movement when walking, sprinting, reloading + sprinting, standing still - Custom viewmodel sway - Custom ammo indicator - Firemodes (full-auto, semi-auto, bursts, etc.) - View bob during reloads - Weapon proficiency (after using a certain weapon for a long time you become proficient with it and as a result reload faster) - Custom ammo types (5.56x45MM, 7.62x39MM, 7.62x51MM, etc.) - World models Controls: PRIMARY ATTACK KEY - fire SECONDARY ATTACK KEY - take aim RELOAD KEY - reload/check magazine, firemode CONTEXT MENU KEY (default is C) - open customization menu; while aiming down a scope - peek away from the scope USE KEY + RELOAD KEY - change firemode USE KEY + SECONDARY ATTACK KEY - check magazine and firemode USE KEY + PRIMARY ATTACK KEY - quick grenade (requires the FA:S 2.0 Miscellaneous pack!) Known issues: Upon spawning the weapon for the FIRST TIME, your deploy sounds will be slightly delayed, based on the amount of time it took to load the models Some weapons have wrong models for third person view, this is because Firearms: Source 2.0 does not yet have models for some weapons. As such I'm using placeholders. Console variables/commands: fas2_differentorigins <0 - 1> - if set to 1, will use slightly different weapon origins. CLIENTSIDE. fas2_handrig <0 - 1> - if set to 1, weapons will use a sleeve along with different gloves; changes apply upon new weapon equip. CLIENTSIDE. fas2_handrig_applynow - applies the selected hand rig instantly (without having to get a new weapon). CLIENTSIDE. fas2_nohud <0 - 1> - if set to 1, it will disable the HUD elements that pop up when you reload. Requested feature. CLIENTSIDE. fas2_profgain <0 - 1> - controls the amount of proficiency increase with each reload. SERVERSIDE.
FA:S 2.0 Alpha SWEPs - Shotguns
przez 76561197986690883
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=180507408]Requires FA:S 2.0 Alpha SWEPs! (Click here)[/url] This is an optional SWEP pack that adds more shotguns to the official FA:S 2.0 SWEPs pack that I worked along with the developers of the mod, to make sure that it matches their tastes. The base is written completely from scratch. In case you're interested, [url=http://www.firearms-source.com/]get the source mod here.[/url] This optional pack adds 2 more shotguns: - KS-23 - Remington 870 Features: - Weapon attachment system (sights, suppressors, extended magazines) - Dynamic accuracy - Dynamic recoil - Surface penetration - Surface ricochet - Sprinting - Near-wall - Holstering (takes a while to put a weapon away) - First-time draw animations - Unique weapon reloads for weapons like SKS, Raging Bull, M24 - Unique weapon behavior for weapons like M24, M3 Super 90 - Shell ejection - Bullet chambering - Empty/full reloads - Reload duration depends on amount of ammo in the weapon - Custom viewmodel movement when walking, sprinting, reloading + sprinting, standing still - Custom viewmodel sway - Custom ammo indicator - Firemodes (full-auto, semi-auto, bursts, etc.) - View bob during reloads - Weapon proficiency (after using a certain weapon for a long time you become proficient with it and as a result reload faster) - Custom ammo types (5.56x45MM, 7.62x39MM, 7.62x51MM, etc.) - World models Controls: PRIMARY ATTACK KEY - fire SECONDARY ATTACK KEY - take aim RELOAD KEY - reload/check magazine, firemode CONTEXT MENU KEY (default is C) - open customization menu; while aiming down a scope - peek away from the scope USE KEY + RELOAD KEY - change firemode USE KEY + SECONDARY ATTACK KEY - check magazine and firemode USE KEY + PRIMARY ATTACK KEY - quick grenade (requires the FA:S 2.0 Miscellaneous pack!) Known issues: Upon spawning the weapon for the FIRST TIME, your deploy sounds will be slightly delayed, based on the amount of time it took to load the models Some weapons have wrong models for third person view, this is because Firearms: Source 2.0 does not yet have models for some weapons. As such I'm using placeholders. Console variables/commands: fas2_differentorigins <0 - 1> - if set to 1, will use slightly different weapon origins. CLIENTSIDE. fas2_handrig <0 - 1> - if set to 1, weapons will use a sleeve along with different gloves; changes apply upon new weapon equip. CLIENTSIDE. fas2_handrig_applynow - applies the selected hand rig instantly (without having to get a new weapon). CLIENTSIDE. fas2_nohud <0 - 1> - if set to 1, it will disable the HUD elements that pop up when you reload. Requested feature. CLIENTSIDE. fas2_profgain <0 - 1> - controls the amount of proficiency increase with each reload. SERVERSIDE. fas2_profgain_shotguns <0 - 1> - controls the amount of proficiency increase with each pump and shell insert. SERVERSIDE. fas2_holdtoaim <0 - 1> - if set to 1, then releasing your secondary attack key while aiming will go back to hip-fire
Popcorn SWEP
przez 76561198018652075
Popcorn. You can eat it, you can throw it. I fixed up a popcorn swep that has been in use on a few cinema servers. If somebody makes a working pointshop script leave it in the comments. _CLASSES: weapon_popcorn weapon_popcorn_spam (admin only) _FIXES: Reduced the file size (used to include 3 copies of the textures) Added appropriate particle effects. (now kernels, used to be fire) Removed env_firesource. Bucket now explodes into popcorn kernels. Eating sound doesn't play twice. Sound now at 20% volume. Added ViewModel _CREDITS: Model by Teh_Maestro (http://gmod9.gamebanana.com/skins/16999). Original code plundered from Kogitsune's gas can SWEP (http://steamcommunity.com/sharedfiles/filedetails/?id=116690393) Popcorn SWEP made by -=Joker |CMBG|=- / TheSourceSpy (http://facepunch.com/showthread.php?t=1250839) Sound is from Kriller's Crisps SWEP (http://steamcommunity.com/sharedfiles/filedetails/?id=105284712&searchtext=SWEP) Thanks to -=Joker |CMBG|=- for the screenshots
gm_genesis
przez 76561198004517168
A large building map divided in multiple parts : - The main island with the spawn room, a lot of flat space to build, some small hills, buildings (including 6 garages and a small city), helicopter landing pad, roads (including large ones for planes), docks and ramp access to water with a few underwater tunnels and an underground building room with an elevator to go to the surface. - A smaller island in one of the corner of the map with a gm_excess_construct inspired design, including lot of small rooms, two more garages and a dragster racetrack. - An underground part of the map (accessed using either a teleporter or an elevator) with various ramps, suspension testing and offroad racetrack. Note : the brush limit and NPC node limit have been reached on this map, no extra content will be added.
TFA Base
przez 76561198005173328
[h1][url=https://github.com/YuRaNnNzZZ/TFA-SWEP-Base-Documentation/blob/master/faq/FOR_USERS.md]Frequently Asked Questions[/url][/h1] [h1][url=https://github.com/YuRaNnNzZZ/TFA-SWEP-Base-Documentation]Documentation for Developers[/url][/h1] [h2][url=https://github.com/YuRaNnNzZZ/TFA-SWEP-Base-Documentation/blob/master/LOCALIZATION.md]Community Translations (and how to make one yourself)[/url][/h2] (all links dubbed in changelog tab above) [h1]For users:[/h1] [b]-A rich, thoroughly tested feature set including:[/b] [list] [*]Holographic HUD, reminiscent of FA:S2 [*]Viewbob, with tweakable sensitivity. [*]Ironsights, nearwall, sprinting, holstering, and many more weapon dynamics. [*]Movespeed is changed if you're holding a TFA Base weapon, varying with each weapon and your current actions. [*]Dynamic crosshair and accuracy. Quickscoping is no longer an option, as your accuracy will actually decrease until you're fully sighted in. The crosshair is programmed with smooth animations, and will fade rather than disappearing when you sight in. [*]Dynamic spread, like in CS:GO, means that spraying is no longer an option except in close quarters or with well controlled guns. [*]Advanced animations using quadratic interpolation. Animations like sighting in or lifting up your gun when you're cose to a wall are no longer robotic, and ease in and out like real human motion. [*]Idle and breathing animations. [*]Holstering animations. This adds a tactical decision to getting out a big gun. [*]Your computer, your choices. Each individual user can configure things like the crosshair, ironsights toggle or hold, and others. You aren't forced to play like everyone else. [*]Custom impact effects add a beautiful, realistic touch to gunfights. [*]Dynamic holdtypes for running and ironsights. In thirdperson, your character will put your weapon down when you sprint, and raise it to their face when you aim! [*]Smoke trails and muzzleflashes, properly networked and predicted. [*]Working muzzle flashes when scoped in. [*]Silencers, complete with animations and proper prediction. These decrease the size of your muzzle flash and play a quiter sound. [*]Selective fire, toggleable using E+R. [*]Safety mode is toggleable using Shift+E+R [*]Interrupt reloading on shotgun-style reloads [*]Inspection/customization screen to see your weapon's stats and add/remove attachments. Accessible with context menu key (C) by default, hold E or rebind (Q -> Utilities -> Keybinds) to access context menu buttons (like player model selection) [*]c_hands support [*]gonna do it in slow-motion [/list] [h1]For developers:[/h1] [list] [*]Competent templates, allowing to quickstart your weapon creation [*]Default animation values are compatible with most HL2/CS:S reskins/compiles [*]Huge amount of hooks, allowing to change how the weapons behave [*]Easily supports 3D scopes with just one .qc edit (a simple $attachment on the lens) [/list] [h1]Comparison:[/h1] [img=https://i.imgur.com/SAgWNT6.png][/img] [h1]Credits:[/h1] The Forgotten Architect: Laying the foundations YuRaNnNzZZ and DBot: Maintaining, improvements and fixes Juckey: Gun Walking Animation Code Kris: Nearly-empty click and melee bashing sounds Valve: Shell models/textures Melee impact effect code: code_gs Ammo boxes: Gamebanana ( if you know the author, please contact me ) Muzzle flash textures: Nemole/Scotch Scope Textures: Generic Default Pocket Fix: Inconceivable! New World Interactive: Smoke particles/textures The Inter Project Authors: [url=https://github.com/rsms/inter]Inter font[/url] that is included with the base
Iron Man [Playermodel/NPC]
przez 76561198009627692
Iron Man's Mark 7 armor, used as his primary suit in The Avengers. The Iron Patriot's armor, as seen in Iron Man 3. What's in it: - Two NPCs for each set of armor, good and bad. Sorry, they just use the standard rebel and combine base - no flying, laser blasting dudes here. :( - Playermodel with two skins for illuminated eyes and chest light. (NO SKINS ON THE PATRIOT MODEL!) - Custom viewmodel arms - works with all sweps that support it. If you have any suggestions, post them on this group! http://steamcommunity.com/groups/thesexdungeon CHANGELOG - 11/07/2013 The player going invisible on death should be fixed now, sorry for taking so long! Dunno about the NPC, having a bit of trouble testing it. Might have to release another update tomorrow/later today. CHANGELOG - 11/09/2013 It's been 2 months since I last updated this, and to celebrate, I'm releasing the Iron Patriot! Armor design comes from the Iron Man 3 movie and the model was provided by the Iron Man 3 IOS game. Textures aren't official (xnalara fan made, I believe) but at the moment it doesn't seem likely that the ingame ones will become accessible.
VManip (Base)
przez 76561198064800820
A small clientside library for left hand animations, with slight support for legs animation as a bonus. [i]For first person view only.[/i] [b]This only includes the base code and some models![/b] [h1]This only supports c_hand weapons![/h1] Features:[list] [*]Straightforward way to play left hand animations [*]Doesn't interfere/replace the gmod_hands entity [*]Camera calcview support (1st attachment of the model should be the camera bone) [*]Fully clientside [*][b]Runs only when it needs to (No FPS loss!)[/b] [*]Supports any c_ weapon that isn't a shoddy port [spoiler]except HL2's GravGun and RPG[/spoiler][/list] [url=https://pastebin.com/raw/R3wq77i2]If you're a developer, read this and dig into the lua files.[/url] If you're an user, subscribe to this to use addons that use VManip Thumbnail by 0ptc VManip stands for ViewModel Manipulation. There's a M missing but it looks cooler that way
ttt_waterworld
przez 76561197990108931
A Trouble in Terrorist Town map based in a swimming pool complex. Small/Medium map (5/10 players) Treacherous Traps for the Traitor to torment Terrorists with. The 2 large waterslides are traitor detectors, a light at the top lights either red or green and a sound plays when a player goes down either slide. This map is based on Leith Waterworld, a leisure pool in Leith, (Edinburgh, Scotland). Which unfortunatly shut down in 2012. But the pool lives on though this map.
TDMCars - Ford
przez 76561197994097627
This is the Ford manufacture pack with all the Ford vehicles found on the SVN. If you have the SVN, please do not subscribe to this addon! The pack currently contains: Ford Crown Victoria Taxi Ford Deluxe Coupe 1940 Ford F100 Ford F350 Ford Focus RS Ford Focus RS '16 Ford Focus SVT Ford GT Ford Mustang GT Ford Shelby Mustang GT500 '13 Ford Raptor Ford Transit [u][b]The following is required if you want this to work properly![/b][/u] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=112606459]TDMCars - Base Pack[/url] [b]<---------[/b] [u][i]Model detail must be set to High! This is very important![/i][/u] [img]https://dl.dropboxusercontent.com/u/10800905/modelsetting.png[/img] If you are interested in making skins, templates for Ford are found [url=http://svn.code.sf.net/p/tdmcarssvn/code/trunk/SKINS_TEMPLATE_FOLDER/Ford/]right here[/url] If you have no clue what this is, don't click it.. Please have a look at this guide instead of wasting your time asking questions that are already answered. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=121672707]TDMCars - How to use[/url] You can request all you want but it is 100% ignored by me. Occasionally I am hosting request events on Facebook. The fan page is located here [url=http://www.facebook.com/tdmcars]TDMCars on Facebook[/url]
Prop Hunt Restaurant 2024 ( ph_restaurant )
przez 76561198086789110
[h1][b]BACKWARD COMPATIBILITY UPDATE[/b][/h1] Do note that compatibility has been added to this map, meaning you can use this on older version / other than PH:X. Do Note that older "Enhanced" version have some serious vulnerabilities. [h1]MAP NAME CHANGES[/h1] The original 2014 version of 'ph_restaurant' will now renamed as 'ph_restaurant_2014' More information: https://steamcommunity.com/sharedfiles/filedetails/?id=2857355033 [h1]I. Information & Update [/h1] [b]Prop Hunt: X2Z is Recommended, However you can still play with any Prop Hunt version.[/b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2176546751][img]https://i.imgur.com/hFr7474.png[/img][/url] [list] [*] Map is now officially renamed as "ph_restaurant". The original 2014 version is now renamed to "ph_restaurant_2014". [*] [b]Has 50 Hunters and 50 Props Spawn Points, also with info_player_spawns. Perfect for Crowd Public Servers.[/b] [*] This map is now include AI Nodes and NAVMesh. This mean that you can now spawn any NPCs or NextBot! [*] The Download Size you see is the Actual file size to be downloaded. The size will be compressed when downloading, mostly around 50% to 60% (60-70 MB) [*] All Previous versions including: 2013, 2014, 2017, 2019 and 2020 maps [b]has been moved[/b] into singular Addons. Click on this Workshop Collection ( https://steamcommunity.com/sharedfiles/filedetails/?id=2857507155 ) to review & subscribe the previous Restaurant maps. [*] To see what are changed, please click on [url=https://steamcommunity.com/sharedfiles/filedetails/changelog/186139871]Change Notes[/url] for more information. [/list] [h1]II. Announcement[/h1] [url=https://ko-fi.com/wolvindra][img]https://i.ibb.co/V9VJxFM/info.jpg[/img][/url] Support Me by Buying me a Coffee for making Restaurant Available for TTT and Other Gamemodes: https://www.buymeacoffee.com/wolvindra/restaurant-2022-wip-2 [h1]FAQ[/h1] Q: Can I use this map design for other Non-Source Engine/Valve Games? A: Sorry, No. Q: Help! I got "Map differs from server" or "Map is missing" Error when joining to any server! A: [list] [*] Contact the Server Administrator to update the map or update their Workshop. This is a critical update. [*] Delete any maps downloads residues under "garrysmod/download/maps" folder and/or re-subscribe the addons. [*] [b]!! Server Owners: Please avoid renaming the the maps as of this will be structured and map names are renamed permanently for future updates!![/b] [/list] Q: Does this map support for Sandbox? A: Yes. It also have NavMesh and AI Nodes too. Q: Is there any SFM Version of this map? A: No Q: I got Missing Textures/Models and others. How do I can fix this? A: Please Restart your game. Q: Is there any additional notes/contents/etc info? A: [list] [*]This map [b]does not[/b] use or require any game contents. [/list]
PAC3
przez 76561197978977007
[h1]ABOUT:[/h1] Gives you the ability to personalize your player model's look by placing objects and effects on yourself. You can go from putting just a hat on your head to creating an entire new player model. PAC can also work on vehicles or props. You can wear your outfit on any server with PAC3 and everyone should be able to see it on you as long as they have the content you used. If you're using content from Episode 2 (which very few people have mounted) You can also load custom models (.obj, or .mdl packed into zip) and textures (jpg and png) from URL. You should visit [url=https://github.com/CapsAdmin/pac3/wiki]the wiki[/url] if you're confused on how to use it. The [url=https://wiki.pac3.info/start]new wiki[/url] is also there with some more documentation. If you're interested in the latest version you can find it on GitHub, or on the workshop [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3038093543]here[/url]. [b]https://github.com/CapsAdmin/pac3[/b] or for svn clients [b]https://github.com/CapsAdmin/pac3.git/trunk[/b] The git version is updated more often than the workshop version is, but may be unstable. _______________________________________________________________________ [h1]FAQ:[/h1] Before asking on how to do X please check if it's covered in the FAQs first! If you're completely new to PAC check out the [url=https://github.com/CapsAdmin/pac3/wiki/Beginners-FAQ]Beginners FAQ[/url] If you know the basics check out the [url=https://github.com/CapsAdmin/pac3/wiki/Intermediate-FAQ]Intermediate FAQ[/url] If you think you have found a bug in pac3 please [url=http://github.com/CapsAdmin/pac3/issues]report it on github[/url]
Modern Wokefare Base
przez 76561198155440595
[url=https://discord.gg/62jfyh4Hjz]Join the Discord server to follow development[/url] [url=https://steamcommunity.com/groups/ModernWarfareSWEPS]Join the steam group[/url] This base addon includes a couple or so maybe shared things across the weapons. credits: [list] [*]Activision, Infinity Ward, Ben Garnell, Peter Chen, Ben Turner, Mike Velasquez, Jeremy Thurman, Alexandr Khaliman, Ed Fedorei, Nikolay Myhalenko, Aaron Beck, Ranon Sarono, Khoa Le, Mark Grigsby Troy Irving - All the assets used in this pack. [*][url=https://steamcommunity.com/id/dirtysionmain/]Viper[/url] - Porting models, animations, sounds and compiling the models. [*][url=https://steamcommunity.com/id/alexio614/]Mushroom Guy[/url] - Coding the base. [/list] [b]SPECIAL THANKS[/b] [list] [*][url=https://steamcommunity.com/id/dustinobot]Dustinobot[/url] - Cubemap textures [*]Scobalula - Greyhound [*][url=https://steamcommunity.com/id/ASuculentUrl/]Thomas Cat[/url]- CHands QCI [*][url=https://steamcommunity.com/id/ma_rv/]Ma_rv[/url] - Creating various tools & Phongwarps [*][url=https://steamcommunity.com/profiles/76561198126043982/]Myster AC[/url] - Particles. [/list] [img]https://i.imgur.com/qxlGssd.png[/img]
WAC Community 7
przez 76561198009927934
Welcome to my seventh community aircraft pack for WAC. Of course, this being an extension of WAC itself requires the core WAC to function. You can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=104990330 - You may need to be signed into steam on the browser you use for it to appear - It has not been removed! A message will appear if WAC Aircraft is not installed, telling you exactly why you need it, and how to get it. If you don't know what WAC is and would like to know more, refer to the facepunch thread: http://www.facepunch.com/showthread.php?t=985744 This pack includes the following aircraft: • DH.98 Mosquito B MK.IV • F-86F Sabre F.A.Q: Q: Can you make 'aircraft'? A: Probably, but stop asking please - we have enough ideas already. Q: Can I get the source for this addon? A: Sure, on my GitHub page: https://github.com/MattJeanes/WAC-Community-7 Q: Where can I play online with these aircraft? A: IP: gmod.mattjeanes.com Q: I can't see any/some of the choppers, and I have 'WAC Aircraft' installed? A: You probably have too many addons, don't blame me, blame garry. Q: Rotors are missing on some of the choppers? A: Again, too many workshop addons - blame garry. Q: Where can I donate? A: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=7LXRVRF8Q6UME Q: How do you put up the landing gear? A: If available, it will work automatically - there is no control for it at this time, but there will be. Q: Why does this new pack only have 2 aircraft? A: Our newest developer Chippy has been outputting some really high quality models, which leads us to having aircraft of almost 30mb each, and our restrictive limit is about 64MB, so packs from now on will be limited by size rather than aircraft count. Q: When does WAC Community 8 come out? A: Whenever it's done, it may arrive without any warning at all - keep your eyes peeled. Q: The models are all squished up and strange, what do I do? A: Turn your model detail to high. IMPORTANT: Weltensturm DID NOT make this, so don't goto him asking about stuff to do with this. Thank you!
[ArcCW] Arctic's Customizable Weapons (Base)
przez 76561198072670107
[b]"A weapon isn't good or bad, depends on the person who uses it.”[/b] [i]-- Jet Li[/i] [b]You asked for it, you're getting it - the ultimate customizable GMod weapon base, featuring procedural recoil, PiP scopes that finally don't suck or eat your framerate, full NPC support, procedural foregrips, the most extensive customization this side of ACT3, presets, and this time, in first person.[/b] [b]Join the OFFICIAL Discord server here: https://discord.gg/gaHXusZ[/b] [hr][/hr] [h1]Overview[/h1] ArcCW is the product of 5 years of learning, dedication, and grit. It is only through those 5 years that I have been able to gather the unique skills needed to produce this addon. It has been in beta for quite a while on my Discord, and through that I've managed to also collect much needed feedback in more than 15 revisions. Finally, I believe it is ready for the public. ArcCW's features are many and sundry; like my other mods, the best way to find them is simply to experience it for yourself. It has been inspired mainly by Call of Duty: Modern Warfare (2019), but is not a direct attempt at imitating it. The customization is not as heavy as that of ACT3, but is still far and beyond any other weapon mod on the Workshop or otherwise. [h2]Features[/h2] [list] [*]Universal attachments, able to be placed on any weapon [*]Universal weapon bashing [*]Visual belt-fed depleting [*]Attachments visible in third-person [*]Bipods [*]Procedural foregrips [*]Colorable sights [*]RT PIP and Cheap PIP scopes with post-processing effects [*]Stencil red dots and holos [*]Thermal scopes, NV scopes [*]Hybrid sights, backup sights [*]Slideable attachments [*]Toggleable attachments [*]Underbarrel weaponry [*]Weapon overheat [*]Physical bullet system [*]Lasers, flashlights [/list] [hr][/hr] [h1]Devs and Hosts[/h1] - TTT support: Use "arccw_enable_customization 0; arccw_ttt_atts 1; arccw_ttt_replace 1" for players to only be able to use the auto-generated weapons they find on the ground. - Developers - you can find out how to use the mod by decompiling it and reading the contents of the shared.lua file. I highly recommending looking in the ArcCW CS+ pack for examples. - Neosun is responsible for the art you see plastered over this page, and [url=https://drive.google.com/drive/folders/150WgmmumIhmjBUbPjmT3300guPaKaNOU?usp=sharing]you can also find a pack of the art assets and style guides used to make the addon page art for ArcCW here.[/url] You can use it to create generic ArcCW addon icons for your addon. - 8Z went through the trouble of writing a lovely guide for you [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2136192016]to read if you want to learn the basics of creating weapons on ArcCW.[/url] Finally, I cannot thank enough the many, many people who have helped me to make this mod possible. I couldn't have done it without you. [hr][/hr] [h1]Frequently Asked Questions[/h1] [b] - Why are my scopes so low quality?[/b] [i]That's Cheap Scopes, a feature that's supposed to make those lovely little picture-in-picture scopes a bit less horrendously laggy. While it can save up to 100 FPS on some maps, there is no way to make it higher quality. If you would like to turn them off, you can do so in [b]Options > ArcCW > Performance > Cheap Scopes[/b]. [b]UPDATE:[/b] Cheap scopes are now working like in modern games by smoothly zooming you all the way in without pixel mess. You can configure difference between eyes and scope FOV in [b]Options > ArcCW > Scopes > FOV Boost[/b][/i] [b] - How do I stop my NPC weapons being replaced?[/b] [i]Run "arccw_npc_replace 0" in your console.[/i] [b] - Does this work with VR?[/b] [i]Sorta.[/i] [h3]Controls[/h3] [b] - How do I switch between sights?[/b] [i]Double-tap your USE KEY.[/i] [b] - How do I use underbarrel weapons?[/b] [i]Press your USE KEY and your RELOAD KEY at the same time. (default E and R)[/i] [b] - How do I use firemodes?[/b] [i]Press your SUIT ZOOM key. (default B)[/i] [b] - How do I bash?[/b] [i]Hold your USE KEY and your ATTACK KEY simultaneously.[/i] [b] - How do I customize weapons?[/b] [i]Press the CONTEXT MENU KEY.[/i] [b] - How do I change sight zoom?[/b] [i]Use your SCROLL WHEEL while aiming down sights.[/i] [hr][/hr] [h1]Credits[/h1] [b] - Arctic[/b] [i]Code. Design. Leadership. [url=https://www.patreon.com/arcticgmod]Support me on Patreon for as little as $3![/url][/i] [b] - TheOnly8Z[/b] [i]Code contributions, attachment blacklists, TTT/DarkRP support, and more.[/i] [b] - Fesiug[/b] [i]Code contributions, those sexy low RPM semi-autos.[/i] [b] - datæ[/b] [i]Code contributions, viewmodel bob, sway system.[/i] [b] - slipperrk1cks[/b] [i]A majority of the sounds in the base and other minuscule contributions.[/i] [b] - Neosun[/b] [i]Kick-a[b][/b]ss graphics design. Oh, and those ammo boxes![/i] [b] - TankNut[/b] [i]Without him, thermal scopes wouldn't be possible.[/i] [b] - [url=https://www.youtube.com/channel/UCWTVXUl9bcQkrGcFPy5JVKA]Jane[/url][/b] [i][url=https://www.youtube.com/watch?v=Xm5MJ7VkMKQ]Low tickrate firerate fix.[/url][/i] [b] - Darsu[/b] [i]Code contributions, scope system improvements.[/i] [b] - (You)[/b] [i]For your inspiration, your support, and your time. [url=https://soundcloud.com/openai_audio/jukebox-265820820]Here's to (You)![/url][/i]
TDMCars - Lamborghini
przez 76561197994097627
This is the Lamborghini manufacture pack with all the Lamborghini vehicles found on the SVN. If you have the SVN, please do not subscribe to this addon! The pack currently contains: Lamborghini Diablo SV Lamborghini Gallardo Lamborghini Gallardo LP570-4 Spyder Performante Lamborghini Miura Concept Lamborghini Miura P400 Lamborghini Murciélago Lamborghini Murciélago LP 670-4 SV Lamborghini Reventon Roadster [u][b]The following is required if you want this to work properly![/b][/u] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=112606459]TDMCars - Base Pack[/url] [b]<---------[/b] [u][i]Model detail must be set to High! This is very important![/i][/u] [img]https://dl.dropboxusercontent.com/u/10800905/modelsetting.png[/img] If you are interested in making skins, templates for Lamborghini are found [url=http://svn.code.sf.net/p/tdmcarssvn/code/trunk/SKINS_TEMPLATE_FOLDER/Lamborghini/]right here[/url] If you have no clue what this is, don't click it.. Please have a look at this guide instead of wasting your time asking questions that are already answered. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=121672707]TDMCars - How to use[/url] You can request all you want but it is 100% ignored by me. Occasionally I am hosting request events on Facebook. The fan page is located here [url=http://www.facebook.com/tdmcars]TDMCars on Facebook[/url]
SGM Shared Textures
przez 76561197999836749
these textures are shared blah blah blah long story short subscribe to this or newer cars will be pink and black DO NOT REUPLOAD WITHOUT MY EXPLICIT PERMISSION
Office (ph_office)
przez 76561197970630767
Office-like map for Garry's Mod Its specially made for Prop Hunt Hope you like it, its my first map. :-) Please Rate if you like it, thank you --- Does this need CS:S? No, it doesn't require CS:S. --- Prophunt Prop Hunt Office
Gredwitch's Base
przez 76561198192375265
[h1]ATTENTION: I DID NOT MAKE THE MODELS, THE SOUNDS, OR THE TEXTURES.[/h1] [h1][b]READ ME - Q&A[/b][/h1] Q: [i]What [b]is[/b] this addon?[/i] A: This addon is an important requirement for my other addons. It contains a lot of code, textures, particles and models. Q: [i]Do I have to disable WAC or other mods to use this?[/i] A: No, this is just a big package so I don't have to put the same thing in each of my addons, and to me, this is more organized. Q: [i]What will I get by installing this addon alone?[/i] A: You will get a bunch of bombs and rockets. Q: [i]Will I be able to fly WAC aircrafts easier with this addon?[/i] A: No. Q: [i]It's an error / everything is an error![/i] A: Download the addon again. Q: [i]The aircrafts have missing textures![/i] A: Download the required content, everything is written in the addon's description. Q: [i]The aircraft is an error![/i] A: There may be a problem with the addon that includes the model (E.g. WAC Community). Q: [i]How to fly them?[/i] A: I hope [url=https://steamcommunity.com/sharedfiles/filedetails/?id=275749409]this guide[/url] will help you. Q: [i]Where is all this stuff located?[/i] A: In the spawnmenu -> Entities -> Gredwitch's Stuff. [h1]CREDITS:[/h1] Effects: [url=https://steamcommunity.com/workshop/filedetails/?id=911005339]GBombs 5[/url] / [url=http://store.steampowered.com/app/447820]Day of Infamy[/url] / [url=http://store.steampowered.com/app/222880]Insurgency[/url] / [url=https://steamcommunity.com/sharedfiles/filedetails/?id=541456965]Neurotec[/url] Sounds: [url=http://store.steampowered.com/app/222880]Insurgency[/url] / [url=http://store.steampowered.com/app/447820]Day of Infamy[/url] / [url=https://steamcommunity.com/workshop/filedetails/?id=911005339]GBombs 5[/url] / [url=http://bf1942f2p.com]Battlefield 1942[/url] [url=https://steamcommunity.com/groups/gredcancer][img]https://i.imgur.com/Lh5G1ru.png[/img][/url] No version or modification of this content is allowed to be uploaded to the workshop except under the account ID "76561198192375265", or without permission from said account.
DewRitos Playermodels
przez 76561198004512921
Doritos bags and Mountain Dew bottles as playermodels! Includes: - Multiple skins for each model based on various flavours - Viewmodels hands (c_models) - Custom versions of the bags and bottles - NPCs! both friendly and hostile included Notes: These models were converted from a Counter Strike source mod. All credit goes to Thecorp303 - youtube.com/user/Thecorp303 - I just re-compiled them with gmod playermodel animations and added extra skins for each model. External Download available on garrysmods.org Thanks to Mr Elite for posting a fix that i've merged into this upload! Shoutout to vinesauce for using this mod! *cough* check out the source engine game i'm a developer on https://store.steampowered.com/app/869480 *cough*
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