STEAM GROUP
S&G Munitions Inc. SGMInc
STEAM GROUP
S&G Munitions Inc. SGMInc
3
IN-GAME
15
ONLINE
Founded
December 7, 2013
ABOUT S&G Munitions Inc.

Where Creativity Meets Practicality

S&G Muntions has one main goal; to arm the players with the most unique weapons in Garry's Mod. Our company doesn't focus on realism or ironsights, only making a weapon that looks as good as it works, and our weapons are the best of the best.

When we began this company, it started out as just two of us using basic code to create interesting weapons. We were building our weapons inside of a camper that we had to steal considering both of us were broke and homeless and above selling weapons that violated the Geneva Convention. It took the deaths of numerous small time weapons dealers and the toppling of The Active Visions corporation before we managed to grow our small, camper run business into a gigantic corporation that has over 70 offices throughout The United States, Canada, The United Kingdom, and The European Commonwealth with five main CEOs that manage the company. We've defeated numerous rival companies like Quick-e Weapons Inc., The Active Visions Co., and Boomstick Arms International in order to provide for our customers only the highest quality firearms and melee weapons the world has ever seen.

NOTE: S&G is not responsible for any maimings, lacerations, loss of body parts, insanity, blasphemy, internal bleeding, insomnia, arrests, violence, or lack thereof that occur(s) as a result of prolonged usage and/or exposure to S&G products. Any complaints are to be directed to our hired penguin receptionists in S&GM's Customer Service Offices.

We ship new updates once every two months, with weapons constantly being designed and fixed in the time between updates.

Spastik's Toybox
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RECENT ANNOUNCEMENTS
Progress Update 5/15/26
Rebalance Patch Progress
We're very on schedule with this right now. I've been posting regular screenshots of weapon progress in my screenshots but if you haven't seen them, I've been giving facelifts to a lot of the older weapons and have otherwise ported a majority of the toybox to the c_hand system. The only remaining weapons left for me to port over are some of the weapons from Version 4, all of the survival update, and a handful of stragglers that I just didn't have the SCK data files for anymore for one reason or another. Thankfully, this just means that, at least for the weapons I don't plan on redesigning yet, all I have to do is just rebuild them based on the data tables from their SWEP code. This still takes some time to do but it's not as tedious or time consuming as remaking them from scratch.

Speaking of which...

Changes in the Plan

So the poll that was put out indicated to me that the legacy pack shouldn't have massive model changes across the board, only for the uglier weapons. While that's still mostly staying the same, I still felt like it was necessary to give a bunch of the really old weapons a touch up. Most people disliked the look and feel of the Sneaky Update weapon set, myself included, so I went out of my way to completely redesign each of those weapons from the ground up. Their original models were all extremely simple anyways and don't really hold up, some of them had ugly visual proplems like the Quad Agent having a strangely wide cylinder in the worldmodel for some reason, and quite frankly I'm not the same person I was a decade ago and feel that those models really don't reflect what I can do now in SCK. That and the new SCK tools I've come across courtesy of the SunRust ZS group have completely changed the game as far as SCK design goes. Seriously, there's so much the new tools they developed can do that neither of the versions on the workshop are capable of that it would be foolish to not take advantage of them.

So what does this all mean? Pretty much means I'm making a slight deviation and am going to be giving pretty moderate to major visual changes to a lot of the really old or really simple weapons. I'm still going to do my best to keep them as visually similar to how their old models look, same silhouette and everything, but they'll just look way better.

As far as how the weapons handle, that is also changing slightly. I'm still not implementing a base yet in the balance patch but some weapons are getting a pretty major code upgrade here and there. Every weapon is going to get a re-written set of code since they were all mish-mashed and completely different from one another in how they worked (use GPeek and look at the old code if you dare). Some weapons like the Rocket Rifle and Multi-Purpose Nailgun are getting overhauls early; the Rocket Rifle already pretty much has its changes made to it and I think it's a much less toxic weapon than it used to be. The Nailgun on the otherhand will not visually or functionally resemble its original version in any way. These are the most egregious examples though, every other weapon will mostly work the same way but with balance changes to make them a lot more in line with each other.

Release Date Plz?

...Still no set date yet. We're coming along well and I'd say once the modeling is done that the worst and most tedious parts are out of the way, but there's still plenty to be done. I'd like to say that this should be done before the end of the year at the latest but again, every time I make a concrete release date something horrific happens and I get set back by months or years. Just know that things are going smoothly and it's not going to take stupidly long (hopefully). I've got a lot of talented people in my corner willing to help out this go around so I'm confident that coding will be a breeze once we get there.

The remaster, on the other hand, that I've got no clue when it'll be done. There's so much I want to do with the base alone that that may become its own project. We're not getting into many of the crazy changes I want to make to some weapons just to give them more personality either so that's still a ways off. Promise it'll be really cool though.

That's all for this update. Hopefully the next update will be me announcing that modelling is done and coding is fully underway. Keep your eyes peeled!

10 Years Later
Plans for the Current Toybox

I put out a survey form[docs.google.com] about a year ago that was pretty much an attempt at seeing what people think should happen with the existing toybox and what I should include in the remaster. While it hasn't gotten many responses (please if you haven't, go do that now since your input really matters to me), people that did respond overwhelmingly indicated that the most that should happen with the legacy toybox addon is some light model touchups and rebalances for the most broken and weak weapons in the pack. As such, I'm formally announcing that the legacy toybox will pretty much get a final, massive balance patch that'll hopefully fix all of its issues and future-proof it for anyone that wants to enjoy how it was originally designed.

There will be no major function changes, scrapped weapons, or additions to the legacy toybox in this update, all that's going to happen is that we're going to make every weapon more server-friendly and less broken both in balancing and in scripting. Some changes will be really simple like just making some guns have less damage or more spread while others will have pretty significant ones (looking at you, Rocket Rifle) that will be done to keep them in check. The other significant change is that I'm going to convert every single weapon to the C_hand system now that I know how to do that with ease. It used to be a lot more difficult, at least on paper, but a revision to SCK known as Sun Rust Edition has really, REALLY made life easier with model development, so this shouldn't be too difficult.

That's pretty much it. How long this'll take, I'm not sure, but this is going to be my main focus going forward since it's not exactly that hard to do compared to what I have planned for the remaster. I just graduated in December and work from home so I also have some wiggle room as far as time goes and I've also got some new help to hopefully speed things along but I'm still going to refrain from making any sort of prediction on when this'll drop since there is guaranteed to be some major delay whenever I do that.


The Remaster

Okay, the big one. The Remaster is where all of the huge changes are going to be. Some weapons are going to be entirely changed from how they are in the legacy pack, like brand new names, models, and functions to make them less lame than they currently are.

So far most of the votes have been in favor of modest changes at large so things'll stay kind of close to how they are in the legacy pack, though I'm still going to give some weapons a solid facelift rather than leave them where they were 10 years ago. Now that both CSS and Ep1/2 are packaged with Garry's Mod, we'll be using models from those games going forward as well along with some extra potential goodies as far as v_models goes so design-wise we're a lot less restricted than we were before. I am also going to be lifting my restriction on only using base-game sounds to boot.

Speaking of restrictions...iron sights, sprint, and realism. I was zealous about those back in the day, to the point where it was revolutionary that two of my weapons had the ability to sight in. Now? I...really don't care that much. This doesn't mean I'm going to make weapons force you into a sprint animation or give everything sights or use the TFA base or something, but sighting in really isn't as taboo to me as it once was. I'm absolutely going to try and keep the remaster focused on being very Boomer-Shooter-y, but I'd also like to make some weapons use sights when it's appropriate to do so. Snipers, DMRs, rifles, whatever,

One of the biggest bones of contention was the Torgue-aesthetic that the Testosterone Update had. Me, personally, I'd grown to hate the look and felt that I pulled way, waaaaay too much from Borderlands 2 at that point since it was a special interest I'd had back then but you all really like the look. Fun fact, it was even tied for the most popular update we've done next to the Legendary Update. That said, I'm going to do my best to try and keep that in mind when redesigning those weapons, the overall theme might shift away from being purely based around Torgue's aesthetics from BL2 but I'll keep some of its visual identity like the random checker-patterns and color contrasts that that brand of weapons had. The survey votes have also shown that the majority of you are alright with me changing names around that don't make sense or don't hold up, so that'll be something we do across the board, too.

Since this is now taking a back seat to balancing the legacy addon, expect this to take a while to actually come out. As I've said before, I'm a whole-ass, independent, college-graduate adult now with a full time job and a fiance so time isn't exactly as plentiful as it was when I was younger. There's also a lot of huge additions I want to make when doing the remaster, namely developing a weapon base to go along with it to make designing new weapons a lot easier. Even with that in mind I may mess around with model-designs here and there, so if anyone wants to see progress on that just watch my screenshots on my personal profile.


The Future: New Content, The Science Update, etc.

This, I really can't comment on. Initially, when I came back to this, I'd only really wanted to do a balance patch since I haven't touched lua since 2014 and really don't have much time to learn it again, but who knows, maybe I'll circle back around and try to give the Science Update another shot if things go well with the Remaster. Not guaranteeing it, but I'm not ruling it out either since I really loved the concepts we came up with for that update and like...c'mon, it'd be poetic to see that update just drop from thin air after over a decade of waiting. I have all of the models that I'd designed for that update just lying around too, even a bunch that were meant for an update after that AND a massive project I was teasing a bunch back in the day.

If things go well with the remaster, it gets really popular, and I really come to enjoy putting content out for this game again, maybe it'll get updates the way it did back then. Probably not anything gigantic, but I wouldn't be opposed to doing so if there is really a demand for it. Content for this game seems to be a lot less realism-centric now so who knows, maybe this is a massive hit waiting to happen.

That's pretty much it. If you've read this whole thing, thanks for doing so. If you've been with this group or have been interested in the toybox since Gore and I'd first uploaded it, thanks for being a part of the S&G Munitions family. It's still surreal as hell to think that some of you guys were literal children when this came out and it's become a source of childhood nostalgia for you. Makes me feel like Steve from Blues Clues or something, I never thought much of this addon after I made it but apparently it had a huge impact and made a lot of people happy, so I'm thankful for that. Hopefully the rebalance patch and remaster bring that same level of whimsy and joy that the original did.

Thanks for reading.

17 Comments
Jan 7, 2017 @ 11:30am 
Amazing Addon , Amazaing Developers. Good job :steamhappy:
Jan 18, 2016 @ 12:42pm 
It was a lot of fun to make. Came out just as planned.
Jan 18, 2016 @ 8:55am 
Marcus became an Inspiration XD
Jan 18, 2016 @ 8:55am 
That Borderlands Pic is greatly parodied.
Jan 3, 2016 @ 4:17pm 
Yeah! Next Update! Can't Wait!
Sep 30, 2015 @ 9:50am 
Typing out an update on where development is.
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