

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.
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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.
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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.
