![]() Having to be a bit more careful when the Steam Workshop is so tightly integrated is definitely worth it: It's a switch that'll save Garry $7000 a month in server costs. It makes perfect sense, but there might be a troubling knock-on from going 'official': Garry's community enjoys using content lifted from other games, and Valve have unwittingly been caught out once with Dota 2 in allowing a copyrighted model from another series into their own. I'm working on letting people share their content ingame (demos, duplications, saves)." Right now any kind of addon works on it: maps, models, gamemodes, NPCs, etc. "I'm experimenting with what to serve from it. I've worked hard on changing that - so hopefully people will feel that the loadtimes are faster. One of the problems in 12 was that the more addons you installed, the slower everything would get. I need to work hard on making the workshop integration as worthy a replacement as I can. Its database is 38GB, transfers 70TB a month and has served 1.4 million players in its lifetime. It's hugely used, and is probably a victim of its own success - since it costs that much money to keep running. It serves maps, models, entities, saves, weapons, NPCs. The current Workshop trend of just providing mods isn't enough for Garry or his community, especially when it takes the place of a functional, albeit expensive, alternative: " Toybox - Toybox is what we have in Gmod 12, and is being replaced by Workshop. Valve's mod-delivery tech seems custom-built for Garry's community driven adventures. The biggest update is Steam Workshop integration. There's tons of small upgrades like that, which aren't really worth listing, but will open new doors for people creating addons." "I'm shipping my own customised engine now which allows me to break a few limits, like the entity limit. I am anticipating a lot of pain on the switch-over, but I'm confident that it'll leave us all stronger." It's a huge change and stuff was going to break, so I've taken the opportunity to fix/upgrade a lot of things all in one go instead of breaking stuff further down the line. "There are a hell of a lot of changes internally in GMod13. "GMod 13 is kind of like pulling a plaster off fast, all in one go," he told me. I asked Garry to walk me through the most important future updates. The base game will be better, but other things will break. Firstly, it gives Garry the opportunity to make big changes without constantly dealing with complaints that the game is broken, and secondly, it gives everyone a look at what's being done to prepare for when the release arrives. It uncouples the development from the main fork, and that serves two purposes. The beta, aka GMod 13, is a relatively recent arrival, built to allow Garry to overhaul the whole game without breaking the one everyone's playing. There are two versions of Garry's Mod: the standard version that's been in the same shape for a while now, and the beta.
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