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For years we have struggled to cope with a fatal flaw in Garry’s Mod physics. Objects can only move at a maximum of 50.8 m / s.
Now, we have broken it.
The post
Alright, this will let you increase the maximum velocity of physics objects, currently 2000 in/s or 113mph, among other things. I wrote this a while ago, was going to add more stuff to it, but chose to remove it and release it as a simple performance/settings module. Here is a list of extra ConVars this adds.
ConVars:
- phys_maxvelocity
- Default: 2000 in/sec
- phys_maxangularvelocity
- Default: 3600 deg/sec
- phys_collisions_object_timestep
- Default: 10
- Description: Objects may collide this many times before they are frozen for performance reasons.
- phys_collisions_timestep
- Default: 250
- Description: Same as phys_collisions_object_timestep, but against the world.
- phys_minfrictionmass
- Default: 10
- phys_maxfrictionmass
- Default: 2500
- phys_gravity_x
- phys_gravity_y
- phys_gravity_z
- Description: Changes gravity for physics objects on any combination of axes.
- phys_airdensity
- Description: Changes the density of air in the physics simulation ( Doesn’t require cheats ).
Module:
- physics.GetPerformanceSettings()
- physics.SetPerformanceSettings( [table] settings )
- physics.GetGravity()
- physics.SetGravity( [vector] gravity )
- physics.GetAirDensity()
- physics.SetAirDensity( [float] density )
For a list of the fields SetPerformanceSettings uses, check physics.lua.
Download:
http://cdbarrett.com/dump/physics.zip
Download:
Good Luck!
As you probably don’t know nor care, my internet has been capped at a pathetic 64k. I guess it serves me right for downloading more than 40 gb in a month…
Anyway… Quite a lot has happened!
The Blog
Is now partially automated, Garry’s Mod news is automatically posted to the blog.
The Hacks
My hacks are complete with much more cool stuff!
Here is an overview of some of the new features of the ESP.
Can you see the white lines?
They show the elevation of items, a problem with the old version was, the distance was a number and you didn’t know how high it was, this fixes that!
You never know when you need to know an enemies health and team…
Only items within 300px (default) of the crosshair are shown in detail, they just fade out from there.
The peashooter is just behind that dresser. Since it is within 1 metre (40 in-game units) of the player’s feet, it doesn’t bother to show elevation.
Never enough space to put all that information…
This is an image comparing the old version with the new version, see how the left is completely unreadable but the right is?
Here are some of the features of the new aimbot system.
The old version would do a trace every think from your head to the crosshair, if an enemy was in the way, then it would lock on, with you aiming at its head the entire time. Kinda suspicious yeh?
The new version works in a similar way however. That big blue circle is the target area, anything outside it is completely ignored by the aiming system, it checks for enemies from the outside in, then distance from you to it. The strider on the left and the manhack are both closest to the crosshair, but since the manhack is closer in distance terms, it is the target. A green box is put around it to signal just that.
Just because it is targeted doesn’t mean that you follow it’s every move, no matter where it goes. Instead when you fire it switches the view, fires your gun, and switches it back, so even on demos it will just look like a one in a million, recoil off the scale shot.
Using this method also allows for some pretty cool raging shit. For this I set the distance to 20 degrees.
This is my screen before I started shooting.
1 second in:
3 seconds in, note the partial ‘Kill coDer [headshot]ar2′d Combine Soldier’ messages flowing across the screen
The aftermath of it all:
That’s all I’ll show you for now.
Flash Shorts
I got bored so I started making some more random senseless violence filled flash shorts!
He was annoying someone:
The guy he annoyed was pretty strong…
Onion-skinning rules…
Seriously, don’t
Just, just guess…
I shall be back with more!!!
Have fun!
Cry me a river.
If you don’t know what I am talking about, get Garry’s Mod and go on the Facepunch forums.
- You aren’t forced to use it, just create your own server without wire or LS or look at the bloody server titles, I can see 12 right now without even having to scroll down!
- If you don’t understand it, go LEARN it.
- If you fail at learning, don’t whine about it.
- Gmod 9 Sucks compared to Gmod 10.
- The good old days are now.
- The mods don’t ruin sandbox, the people who bitch and moan about it do.
- I’d like to see you make a fully working vector space ship without wire or life support.
Some of the functions are breaking randomly, and I am finding it hard to incorporate new features into the system. So I’m starting a rewrite. No copy-pasta from the old version.
Basic Current Features:
- Aimbot
- ESP
- Wallhack
- VAC proof!
- Colour coding
- Admin’s on server will be displayed in a derma box somewhere on the screen
- Barrel hack
- Lag compensation
- This type of crosshair ==>
- Heaps more
- Auto Pistol!
Hopeful new features:
- Script enforce proof
- Physical bullets, eg. crossbow bolts, will be compensated for.
Things NOT to be implemented
- Speedhack
- Taunting
- Ragemode
- Spamming
Everything will be colour coded
Yellow = Enemy that’s not visible
Red = Enemy that is visible
Green = Friend that’s invisible
Blue = Friend that is visible
Red Cross = Health pack
Red Cross in blue box = Health dispenser
etc…
More to come!
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