Garry's Mod (2012)
Garry's Mod |
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Also known as: Garry's Mod 13 This game has a hidden developer message. |
This game is still under active development. Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary! |
To do: Anything in the older versions of Garry's Mod? The older versions can be found on ModDB. |
Formerly a Half-Life 2 mod, Garry's Mod is a physics-based sandbox game that can be purchased from Steam. This page is about the standalone Steam release.
Contents
Sub-Page
Early forms of Garry's Mod Good old Garry's Mod! |
Trouble in Terrorist Town Lies, deception, and cut content. |
Unused Graphics
An untitled Photoshop file of what appears to be tape.
An unused spawn icon for the Annabelle weapon which is disabled by default. For info about how to reactivate it, see the unused text section.
A leftover US flag from the "Flags" icon pack by FAMFAMFAM.
Hidden Weapons
Garry's Mod has some leftover/hidden weapons from Half-Life 1. For the weapons to show properly, you need Half-Life: Source mounted in the game for them to look and sound properly.
Gluon Gun
weapon_egon: The Gluon Gun is a weapon from Half-Life 1, visually described as a shooter attached to a backpack. The weapon works as intended, with the crosshair for that weapon in the original game.
Tau Cannon
weapon_gauss: The Tau Cannon is from HL1 too, but was also featured in HL2. In HL1 it was a normal weapon, then in HL2 it was attached to the Buggy that is driven in the game.
Interestingly, this weapon's icon was used for the Physics Gun.
Satchel Charge
weapon_satchel: The Satchel Charge, which later became one of the weapons, called S.L.A.M. that was in Half-Life 2: Deathmatch, is also here. The missing textures also apply to this weapon.
Tripmine
weapon_tripmine: The Tripmine, which had its function be merged with the above weapon to make the S.L.A.M. also exists here. When placed on a wall, it emits a beam which causes the explosive to detonate if crossed.
Cubemaps
weapon_cubemap: a test/debug weapon leftover common to many Source games pre-Left 4 Dead for testing cubemap reflections. Its viewmodel and worldmodel have some spheres showing reflections of the map you are currently in. It can otherwise be obtained through the impulse 81
console command.
Basehlcombatweapon
Basehlcombatweapon, which is the base class for all firearms in Half-Life 2, has a spawnable entity. Interestingly, in Garry's Mod it has the default name "SWEP", uses the .357 Magnum's viewmodel and ammunition, but is also capable of rapid-fire.
Unused Sounds
Garry's Mod formerly made use of an in-game feature called The Toybox for ease-of-use mod downloading. When this feature was replaced by Steam Workshop integration, the Toybox "download complete" audio file was left unused.
Unused Teams
Inside of gamemodes/base/gamemode/shared.lua, there are definitions for a set of teams that go unused, including a rather curiously named "Sexy Team".
TEAM_BLUE = 1 team.SetUp( TEAM_BLUE, "Blue Team", Color( 0, 0, 255 ) ) team.SetSpawnPoint( TEAM_BLUE, "ai_hint" ) -- <-- This would be info_terrorist or some entity that is in your map TEAM_ORANGE = 2 team.SetUp( TEAM_ORANGE, "Orange Team", Color( 255, 150, 0 ) ) team.SetSpawnPoint( TEAM_ORANGE, "sky_camera" ) -- <-- This would be info_terrorist or some entity that is in your map TEAM_SEXY = 3 team.SetUp( TEAM_SEXY, "Sexy Team", Color( 255, 150, 150 ) ) team.SetSpawnPoint( TEAM_SEXY, "info_player_start" ) -- <-- This would be info_terrorist or some entity that is in your map
Unused Text
--ADD_WEAPON( "Alyx Gun", "weapon_alyxgun" ) --ADD_WEAPON( "Annabelle", "weapon_annabelle" )
game_hl2.lua contains two commented-out weapons from Half-Life 2. Re-adding them to the game functions normally. They can also be obtainable when a NPC drops one of the weapons when killed. Also when re-added, the aftermentioned unused spawn icon can be seen for the Annabelle in the spawn menu.
//"$bumpmap" "gm_construct/grassnormal"
materials/gm_construct/grass.vmt contains a commented-out bumpmap texture which is missing in the game files.
//"LightmappedGeneric" //{ // "$basetexture2" "nature/sandfloor009b" // "$basetexture" "gm_construct/grass1" // // //"$bumpmap" "gm_construct/grassnormal" // // "$surfaceprop" "grass" // "$surfaceprop2" "grass" // // // If there was a detailtransform, we could probably scroll the clouds // // "$detail" "gm_construct/grass_clouds" // "$detailscale" "0.03" // //}
materials/gm_construct/grass-sand_13.vmt contains an alternate material information incase if the developers want to rollback to it.
Hidden Developer Messages
In the maxofs2d\models folder, three textures contain messages from MaxOfS2D himself.
gm_painting
Man, there's a ton of wasted UV space in that corner. I wish I could get an use for it, but this is a silly painting prop that I didn't even warn Garry about. I think we'll have to live with these kilobytes of wasted texture memory. MaxOfS2D was here. In your Gmod 13. :>
This texture was later updated, removing the message and replacing it with a QR code. When scanned, the QR code reads:
Don't leave cheesy messages in a texture file everyone can see, because you'll be really embarrassed when a wiki documents it. (But hey, sometimes you gotta learn the hard way.) Thanks for playing Gmod!
hover_basic
max's in your hoverballs :) oh baby
This texture was later updated, removing the message and replacing it with a QR code. When scanned, the QR code leads you to the Wikipedia page for a sphere.
button_04
MaxOfS2D was here.
This message has since been removed.
VMT Files
// If there was a detailtransform, we could probably scroll the clouds
materials/gm_construct/flatgrass.vmt
"$nocull" "1" // I wanted to have $nocull enabled only at // the two lowest LODs, but Source didn't // want to let me. SOURCE ENGINE IN ACTION.
materials/maxofs2d/models/hover_propeller.vmt
// Yack, but it's the only way I can find to enable phong.
This message can be found in multiple VMT files at materials/models/balloon.
// $glowcolor "[0 0 0]" // this is what makes the buster appear black in Gmod
materials/models/bots/demo/demo_buster.vmt
// ------------------------------------------------------------------------ // PLAYER COLOR CUSTOMIZATION // ------------------------------------------------------------------------ // The following chain of proxies is to modulate phong tint (and rimlight, // by extension) according to your chosen player color, but only within a // certain saturation range: 50%. This might be confusing, I tried my best // to comment it, e-mail maxofs2d@facepunchstudios.com if you have any // questions regarding how player colourability is set up in VMTs. GLHF. "$blendtintbybasealpha" "1" // alpha channel of $basetexture: color mask. "$blendtintcoloroverbase" "0" // blend mode. anything =/= 0 is ugly! // --- Test values. Comment the PlayerColor proxy to use one of these. // "$color2" "{0 0 0}" // Black // "$color2" "{255 0 0}" // Blue (default) // "$color2" "{59 121 160}" // Blue (TF2) // "$color2" "{180 52 41}" // Red (TF2) // "$color2" "{100 72 58}" // Brown // "$color2" "{140 208 112}" // Green // "$color2" "{248 166 202}" // Pink // "$color2" "{160 100 140}" // Purple // "$color2" "{242 168 96}" // Yellow (gold-ish) "$PhongBrightnessScalar" "0.5" // see below. "0.5" will get overwritten. PlayerColor { resultVar $color2 // pass the player color value to Gmod default 0.23 0.35 0.41 // unused for now. } Clamp // clamp the chosen color between 1% and 125% (usually) Clamp // copy this value to phong tint, clamp it to 50% min. Equals // copy $color2 value to exterior variable. this makes it { // no longer a RGB array but a single float instead (!??) Multiply // multiply $phongtint by this new float value. Clamp // the result of this multiply doesn't go any lower than 20%
A lot of VMTs labeled with player_sheet.vmt or plyr_sheet.vmt contain this message. Some other files vary:
Chell |
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// Only a small part of the material is coloured here, so the chain of // proxies that modulates rimlight/phong is not present. // See ALyx's plyr_sheet for a proper example of those. |
Combine Elite |
// This particular model doesn't use the long chain of proxies seen // elsewhere, since only a small part of the model is coloured. If you're // looking for an example, try models/alyx/plyr_sheet.vmt :) |
Corpse |
// This model doesn't vary phong tint based on the player color // since the phong effect is being used for the shininess of the blood. // If you're looking for a setup example, see alyx/plyr_sheet.vmt :) |
// "$color2" "{58 54 52}" // Anthracite // "$color2" "{255 0 0}" // Blue (dark) // "$color2" "{59 121 160}" // Blue (fortress) // "$color2" "{182 217 234}" // Blue (sky) // "$color2" "{86 72 60}" // Brown (dark) // "$color2" "{196 162 128}" // Brown (light) // "$color2" "{96 174 140}" // Green (medical) // "$color2" "{128 196 112}" // Green (wildlife) // "$color2" "{248 166 202}" // Purple (candy) // "$color2" "{152 144 226}" // Purple (lavande) // "$color2" "{160 100 140}" // Purple (saints) // "$color2" "{180 52 41}" // Red (fortress) // "$color2" "{242 168 96}" // Red (ocre) // "$color2" "{222 104 78}" // Red (salmon) // "$color2" "{230 186 92}" // Yellow // "$color2" "{248 244 248}" // White
A lot of VMTs contain multiple colors mainly used for testing.
// No configuration. Entity controlled.
All vmts inside materials/skybox contain this message.
Lua Files
-- Don't try to edit this file if you're trying to add new NPCs. -- Just make a new file and copy the format below. -- Did you know that this MAN can shoot annabelle like he's been doing it his whole life? local NPC = { Name = "Dr. Isaac Kleiner", Class = "npc_kleiner", Category = Category } -- I don't trust these Vorts, but I'll let em stay in this category until they mess up local NPC = { Name = "Vortigaunt", Class = "npc_vortigaunt", Category = Category }
base_npcs.lua contains a couple of developer text.
-- Not adding this, because exit animation leaves you stuck in the middle --[[local V = { Name = "FSD Overrun", Model = "models/props_phx/trains/fsd-overrun2.mdl", Class = "prop_vehicle_prisoner_pod", Category = Category, Author = "PhoeniX-Storms", Information = "FSD Overrun Monorail", KeyValues = { vehiclescript = "scripts/vehicles/prisoner_pod.txt", limitview = "0" }, Members = { HandleAnimation = HandlePHXVehicleAnimation, } } list.Set( "Vehicles", "phx_train", V )]]
base_vehicles.lua contains a commented out vehicle and an explanation why it's not in the game. Re-adding it to the game functions normally but the model tends to get stuck in the ground and doesn't do anything else.
/* This kind of works but they don't move their stupid mouths. So fuck off. self.Scenes = pnl:Add( "DTree" ) self.Scenes:Dock( BOTTOM ) self.Scenes:SetSize( 200, 200 ) self.Scenes.DoClick = function( _, node ) if ( !node.FileName ) then return end local ext = string.GetExtensionFromFilename( node.FileName ); if( ext != "vcd" ) then return end self.ModelPanel:StartScene( node.FileName ); MsgN( node.FileName ) end local materials = self.Scenes.RootNode:AddFolder( "Scenes", "scenes/", true ); materials:SetIcon( "icon16/photos.png" ) */
iconeditor.lua contains a rude message why this commented out code doesn't work.
--=============================================================================-- -- ___ ___ _ _ _ __ _ ___ ___ __ __ -- |_ _|| __| / \ | \_/ | / _| / \ | o \ o \\ V / -- | | | _| | o || \_/ | ( |_n| o || / / \ / -- |_| |___||_n_||_| |_| \__/|_n_||_|\\_|\\ |_| 2010 -- --=============================================================================--
--[[__ _ / _| __ _ ___ ___ _ __ _ _ _ __ ___| |__ | |_ / _` |/ __/ _ \ '_ \| | | | '_ \ / __| '_ \ | _| (_| | (_| __/ |_) | |_| | | | | (__| | | | |_| \__,_|\___\___| .__/ \__,_|_| |_|\___|_| |_| |_| 2012 --]]
A few Lua files contain these credits.
Misc Files
# # These files aren't fully sent to the client because they # should never change. Instead we send the CRC of this file # so the client can load their version - and we know it's kewl. #
In gamemodes/base, the send.txt contains this.
// This isn't needed because we don't use Valve's server creation crap VERSION 1.0 DESCRIPTION SERVER_OPTIONS { }
settings_default.scr in the cfg folder isn't used.
Anti-Piracy
A patch released for the game on April 13, 2011 checked the game's legitimacy by connecting to The Toybox website (Which no longer works due to Steam Workshop having replaced it) and verifying the pirate's Steam account. If the check failed, the game pretends to crash with a nonsensical error, stating that the game was "unable to shade polygon normals," along an error code that corresponded to the pirate's Steam ID. This would've allowed for easy identification if they attempted to seek help online, particularly the official Garry's Mod forums where they would receive a ban if posted.
- Pages missing developer references
- Games developed by Facepunch Studios
- Pages missing publisher references
- Games published by Valve
- Windows games
- Mac OS X games
- Linux games
- Pages missing date references
- Games released in 2012
- Games released in October
- Games released on October 24
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused graphics
- Games with unused sounds
- Games with revisional differences
- Games with anti-piracy methods
- Games in development
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with anti-piracy methods
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Facepunch Studios
Games > Games by platform > Linux games
Games > Games by platform > Mac OS X games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Valve
Games > Games by release date > Games released in 2012
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 24
Games > Games in development