Well, after playing cs1.6 for a while I heard about Garry's Mod. I'm interested but I wanted TL's opinion before I spend my money!
is this really as fun as it looks? im looking on steam's website and i see i need a source game to play it. I can get either CS: Source and gmod for $25 or half life 2 episode 1 and gmod for $20. which is the better deal? (I already have CS1.6 btw).
Also, how hard is it to "have fun" with this game? and another thing, what's the online like?
It isn't that hard to pick up. I don't get why Garry's mod is for sale. It is like a fan made mod that you can download for free. Needs HL2 to work though.
I like making the airboat into a plane and stuff like that. All sorts of things. Endless entertainment.
However it is a bit dependent on number of players around, and number of non-fag players (who blow up your hard work).
Sorry for bumping an old thread, I did not want to make a new one.
I got this game on Steam's xmas sales, and my 2,5€ could not have been spent better. There are literally hundreds of tools to use with countless addons, just imagine the possibilities that come from combining them. I was surprised to see a comment that after you've done everything, it gets boring. Well, quite true, except you will never do everything because of the sheer size of the possibilities. On top of that, the mod itself holds many smaller 'mods' in it, such as entertaining roleplay servers of different kinds.
Here is something I'm personally happy for, and even if it might seem advanced, it is NOT — There is so much you could do in theory, if you just master all the complex wiring and coding with the advanced addons, but here we go:
A vertically stable thruster-only jet airplane, Aerojet Beta 2.1 ("Beta" because it's not finished yet, about 15 hours spent on the plane so far)
I have always loved planes IRL, and they're mostly the reason I play Gmod. However, most of the planes I've seen in GMod use either some sort of an automatic hovering system and/or fin. Although planes with hoverballs and fin fly really well, they never felt quite realistic to me in terms of 'the touch' when controlling them. I wanted to counteract this trend by attempting to make a plane with thrusters only (I was inclined to stabilize it with a gyroscope and vector thrusters but I decided against it later on).
I have succeeded in vertically stabilizing the plane with only 1 thruster that is aligned with the bottom of the plane in a 45-degree angle. This means that I can release the plane in midair with the main thrusters on, and although it would slowly fall, it's pitch would stay stabilized through the entire journey, enabling smooth landings.
Here is the erratic cockpit interface I've managed to scrap together so far:
- There are basically 6 screens here, although only one of them, the altitude indicator, is actually important if you aim to make smooth landings. Note that the altitude here shows negative values due to the map design of gm_bigcity; it's optimized for gm_flatgrass. Moreover, I had to divide the GPS-sensor's Z-value by 50 in order to get the altitude to display in meters.
- The velocity screen shows, well, your velocity (in KM/H). Due to speed caps the plane can't really go past 133 KPH on regular servers.
- The 'ANGLR VLCT' is an abbreviation of angular velocity which should show the plane's world XYZ-velocity in radians per second (not sure about the exact time unit, I assume it's a second). This is of no practical use, but it makes you look overall more tech-savvy when flying it.
- The screen with the two values, pitch and roll, get their values from the gyroscope attached to the back of the plane. These can be useful if you aim to make a long vertical flight, because the roll has to be as close to zero as possible, and the pitch has to be just a tad bit above 0. I still use my eyes more though, but the screen serves some aesthetic value nonetheless.
In the middle column you can see two screens which act as certain types of radars, although the bottom screen is an oscilloscope, thus not technically a radar. The top radar is an E2 code linked on an EGP monitor, but note:I did not make the code, I just asked my friend to do it. E2-coding is still way too complicated for me, thus I don't want to take any credit for the radar. The radar's range is 20 000 by default, and it shows any other players in the range as thick red dots. In the picture it shows none though because it was single-player.
The bottom radar is an oscilloscope that shows the plane's position in the world's XY-dimensions as a moving dot (which you can see later). This was achieved by attaching a GPS-sensor on the plane and dividing its X and Y values with numbers around 13 000 -15 500, depending on the map. On gm_flatgrass, the approximate division values were 13500 for X and 15500 for Y (or vice versa, I don't exactly remember).
Pictures of the plane in action:
Cockpit view #1
Cockpit view #2(Note the oscilloscope showing the plane's current XY-location and its past trajectory)
Camera view #1
Camera view #2
Future plans: Add an alerting sound system whenever the plane's roll or pitch exceeds 90 degrees, and a beeping sound indicator if the altitude is lower than 10 meters with the main thrusters on.
Definitely a fun game — It's relaxing in the same way Minecraft is. You can either just chill and screw around and sometimes do something more serious, and with friends it is even more fun. The roleplaying modes also provided tens of hours of entertainment for me, but I went back to building at least for now.