Where it stands
Evil Engine finds Garry’s Mod on its own and reads it the way the game does: your legacy addons, loose GMAs and Workshop items first, then the game’s own archives and folders, then any folders you’ve added in cfg/mount.cfg. With the 19 Workshop items on the checked copy that’s a little over 68,000 files. Each Workshop item is its own part, so a server can ask for exactly the items it runs.
Every model, texture and material in the install and its Workshop items converts, and the materials were checked against what Garry’s Mod itself loads, with every value matching. Pick a map from the Singleplayer menu and it converts and loads, gm_construct in a little over a second, drawn with its own textures and baked lighting, and you fly around it with a free camera.
Known issues
- Garry’s Mod mounts only the Workshop items Steam says you’re subscribed to. Evil Engine mounts every item that’s installed, and which way it should go is still open.
- Workshop changes made while Evil Engine is running apply on the next start.
- Half-Life 2 and the other games Garry’s Mod pulls in aren’t mounted yet, so a handful of models and textures that only live there are missing.
- The sky draws plain white for now, and the 3D skybox is left out.
- You can only fly: there’s no collision yet.
- The order of Workshop items and the pieces still to come is reasoned out, not yet checked against the game’s own
pathcommand.
Next up
- Mounting the games Garry’s Mod pulls in, starting with Half-Life 2, and gamemode content.
- Source’s own shaders, so maps look the way they do in Garry’s Mod.
- Collision from the maps’ walls and props.