Features
Everything Evil Engine supports as of October 27, 2026, up to change #706.
Your Garry's Mod and Half-Life 2 installs, mounted and played the way Garry's Mod plays them.
Your installed games and addons, found and loaded the way Garry's Mod loads them.
- Automatic Steam detection
Finds Garry's Mod and Half-Life 2 in any Steam library folder.
Windows, macOS and Linux, with manual path overrides for installs Steam doesn't know about.
- Garry's Mod mount order
Loads content in Garry's Mod's priority order and skips Workshop items you disabled.
Game archives, legacy addon folders, .gma addons, subscribed Workshop items, gamemode content, mount.cfg folders and mounted depots.
- Half-Life 2 and its episodes
Each game mounts separately through Garry's Mod's depot list.
Half-Life 2, Episode One, Episode Two and Lost Coast.
- Mount config
mounts.cfg turns each kind of content on or off.
It also points at game folders and adds extra search paths. Bad values show up as warnings instead of crashes.
- Live remounting
Mounts change while the engine runs.
Each addon or game mounts and unmounts as one unit.
Source engine files read directly, with no conversion step.
- Archives
VPK archives and Garry's Mod .gma addons.
VPK v1 and v2, including split archives. GMA v1 to v3.
- Maps
BSP maps from Half-Life 2 through Garry's Mod.
Versions 18 to 22, compressed lumps and content packed into the map itself.
- Models
MDL models with their vertex and mesh files.
Versions 44 to 49. Skins, body groups, levels of detail, skeletons, attachments and physics hulls.
- Textures
VTF textures in every common format.
Versions 7.0 to 7.5. DXT1/3/5, ATI1N/2N, 8-bit, packed 16-bit and HDR floating-point. Compressed textures go to the GPU as they are.
- Materials
VMT materials with shader fallbacks and patch materials.
Two-texture blending, tint, translucent, additive and alpha-tested surfaces, self-illumination and player color tinting.
Not yet: bump maps, reflections, animated or scrolling textures, water refraction.
- Sounds
WAV, MP3 and Ogg Vorbis.
WAV in PCM, float, ADPCM and MP3-in-WAV, with Source loop points.
- Game scripts
KeyValues game data, read from the mounted games.
Soundscripts, soundscapes, reverb presets, surface properties, weapon scripts, spawnlists, decal lists and localization files.
Maps drawn and lit as Source draws them.
- World geometry and lightmaps
Brush geometry with its baked lighting.
HDR when available, switchable lights in their starting state, and tool textures like nodraw, clip and trigger hidden.
- Displacement terrain
Sculpted terrain with blended two-texture painting.
- Static props
Every prop placed in the map.
Skin, scale and baked per-vertex lighting.
- Skies
2D skyboxes, 3D skyboxes and Garry's Mod's painted sky.
3D skyboxes draw to scale behind the world. The painted sky has gradients, dusk, sun and stars.
- Model lighting
Props, NPCs and players are lit from the map's baked light.
Baked ambient light plus the four strongest nearby lights, which fade as they become blocked.
- Flashlight
A Source-style shadowed flashlight cookie.
Falloff and shadows on world surfaces.
- Brush entities
func_ entities are drawn and collide.
Not yet: moving doors, platforms and entity logic.
Half-Life 2 movement and Garry's Mod player features.
- Source-accurate movement
Movement follows Half-Life 2's own movement code.
Walking, air strafing, step-up, wall sliding and getting unstuck.
- Crouch, jump and sprint
Source crouch timing, crouch jumps and sprint on Shift.
Half-Life 2's forward jump boost.
- Swimming and ladders
Swim, surface and climb out of water, and climb, jump off and push off ladders.
- Noclip
Fly through walls with V.
- Surfaces and platforms
Each surface type changes friction, speed and jump height.
You ride moving objects and keep their momentum.
- Health and fall damage
Hard landings hurt and punch the camera.
Death is followed by a respawn at a player start with your loadout.
- View feel
Head bob, strafe roll, smoothed stairs and screen punch from weapons and landings.
- Player models
Pick any Garry's Mod player model, with matching first-person hands.
Player and weapon colors.
- Player animation
Garry's Mod's base animation logic.
Walk and run blending, aiming and head turning, jumps, landings, noclip pose and per-weapon hold types with attack and reload gestures.
- Flashlight
F toggles Garry's Mod's shadowed flashlight with Half-Life 2's sounds.
- Pick up props
E picks up light props to carry, throw or drop.
- Footsteps
Step, jump and landing sounds for each surface.
Water and ladders included, with Garry's Mod's timing.
Half-Life 2's arsenal and Garry's Mod's physics gun, driven by the games' own weapon scripts.
- Half-Life 2 weapons
Crowbar, stunstick, 9mm pistol, .357 Magnum, SMG, Pulse Rifle and shotgun.
Half-Life 2's fire rates, spread, recoil and reloads, including the shotgun's double blast and shell-by-shell reload.
Not yet: damage (hits push props only), SMG grenades and AR2 energy balls.
- Ammo and inventory
Clips, reserve ammo, numbered slots and reloading on R.
Weapons spawned from the spawn menu go into your inventory.
- View models
First-person weapon models with your player model's hands.
Half-Life 2 bob, lag and sway, and animation sound events. Other views show the weapon in your character's hands.
- Physics gun
Grab, move, rotate and freeze props.
Up to 4096 units away. Mouse wheel pulls and pushes, E rotates, right click freezes, R unfreezes one and a double-tap unfreezes everything.
- Physics gun effects
A curved animated beam and a glowing outline on the held prop.
Burn marks along surfaces and a core that glows in your weapon color.
- Weapon effects
Muzzle flashes, tracers, impact decals and ejected shells for each weapon.
Impact decals match the surface, and brass shells bounce with sound.
Collision and surface data taken from the games.
- Map collision
Brushes, terrain, brush entities and props all collide.
Player clips, NPC clips, grates, windows, ladders and water.
- Model collision
Props use their own physics hulls, mass and surface type.
- Surface materials
Every surface on a map knows what it's made of.
Concrete, metal, wood and so on, which drives footsteps, impacts and movement.
- Impact and scrape sounds
Props sound off when they hit or slide against something.
The world, other props or the player, louder at higher speed.
- Bullet force
Bullets and melee hits shove props with Half-Life 2's per-ammo force.
Spawning, building and game modes.
- Spawn menu
Hold Q for Garry's Mod's spawn menu, built from your mounted content.
Spawnlists, Weapons, Entities and NPCs tabs, search and rendered model icons.
- Placement
Things spawn where you aim.
Flush against the surface, facing you, with the right skin and body groups.
- Undo
Z removes your last spawn with Garry's Mod's undo sound.
- NPCs
Spawn any of 38 Half-Life 2 NPCs.
They stand on the ground and play their idle animation.
Not yet: AI, movement, health and death.
- Menu bar options
Garry's Mod's menu bar with working options.
Draw HUD, physgun beam and halo, noclip, god mode, weapons, realistic fall damage and player-vs-player.
- Sandbox mode
The full loadout with the physics gun, spawn menu, noclip and undo.
- World saves
Save every spawned prop and NPC from the pause menu.
Frozen state included. Load a save later from Host Server.
Source's sound system, rebuilt on the games' own sound data.
- Game sounds
Sounds play from the mounted games through their soundscripts, with random pitch and volume.
- 3D sound
Source's distance falloff and sound channels, with up to 64 voices.
- Soundscapes and ambient sounds
The map's soundscapes and placed ambient sounds.
Looping ambience and random sounds crossfade as you move between soundscape areas.
- Room reverb
Source's room effect presets, crossfading between rooms.
Presets come from the game files, with automatic room detection where the map asks for it.
- Underwater sound
Sound muffles when your head goes under water.
- Music and mixer
Music with crossfades, and menu sounds.
Separate World, Interface and Music volumes.
Menus and HUD in the style of Half-Life 2 and Garry's Mod.
- Loading screen
Half-Life 2's loading box and progress bar, moving through each stage of map loading.
- Pause menu
Escape opens the pause menu while the world keeps running.
Resume, Character, Save World, Settings, Main Menu and Quit.
- Character screen
A searchable player model list with an animated, turnable preview.
Player and physics gun color pickers.
- Half-Life 2 HUD
Health and ammo panels and crosshair, laid out by the game's own HUD files.
Low-health and low-ammo brackets.
- Weapon selection
Garry's Mod's numbered weapon slots on the number keys and mouse wheel.
Laid out by the game's own HUD files.
- Settings
Audio, look and movement options.
Volumes, mouse and controller look, crouch, sprint and jump options, and first-person body and physics gun preferences.
- Game text and icons
Interface text comes from Garry's Mod's localization files, and icons load from mounted content.
- Themes
Each part of the interface has its own skin.
Garry's Mod's Derma skin for the spawn menu, a dark engine theme for menus, and a Half-Life 2 HUD look read from the game's scheme files.
- Launch options
Command-line options that jump straight into a game.
--map, --gamemode and --world, plus --fastlaunch to skip fades.
What Evil Engine adds that Garry's Mod doesn't have out of the box.
Mounting
- Maps from a specific game
Prefix a map name with its source to pick where it loads from.
hl2:d1_trainstation_01, workshop/<id>:<map>
- Mounted Game Manager
Press F2 to browse every mounted game and addon.
Cards with Steam artwork, Workshop title, description and stats, load status and folder shortcuts, plus a browser for every mounted file.
Player
- First-person body and third person
See your own body when you look down.
F5 cycles body, third-person and classic views, and P toggles third person.
- Movement options
Toggle crouch, toggle sprint and hold-to-bunny-hop.
Weapons
- Gravity Gun style
Hold Alt to turn the physics gun into Half-Life 2's Gravity Gun.
It pulls, holds and punts props up to 250 kg like the original.
- Continuous physics gun beam
An optional mode that keeps the beam on while you hold attack and grabs the first prop it sweeps over.
- Weapon wheel
Hold Tab for a weapon wheel, or hold Alt to pick a weapon's alternate mode.
Game modes
- Survival mode
A stricter ruleset.
Crowbar and pistol only, no spawn menu, noclip or undo, and a respawn delay.
Interface
- Live main menu
A slowly swaying fly-through of gm_construct behind the menu.
Custom backdrop scenes can replace it.
- Moddable menus
Menus are Lua scripts that reload when edited.
Files in your user folder can override layouts, colors and icons. F8 shows which file set each property.