• Users must have an account to view our store page and access forum related content.

GMod Update — October 25, 2026 (loader v777)

admin

Administrator
Staff member
RijiN GMod — v777
October 25, 2026
Current Garry's Mod x64 client​

Garry's Mod shipped a client update today. On that build every gun was reported as Valve and nospread was not applied. Loader v777 is the fix. Reinject. The module is already on the server, so you do not need a new loader.exe.



What broke

The October 25 client moved fields on the player. The active weapon, tickbase, punch, eye angles, viewmodel, and scripted-weapon class names all shifted. The CreateMove site that runs nospread changed as well, so the correction was not installing.

What that looked like in game:

  • The nospread panel said Valve on scripted guns (M9K, CW, FAS, TFA, and the rest).
  • Spread compensation was computed against the wrong weapon, or not applied at all.
  • Predicted time for Lua weapons was off, so a correction that did run was still wrong.



What v777 does

  • Weapon identity — the active weapon and the scripted classname line up with this client, so family detection sees the real SWEP again.
  • Nospread timing — tickbase, punch, and next attack follow the new player layout, so the seed and the cone use the right clock.
  • CreateMove — the call site matches again, so nospread, aim, and the rest of the command path run.
  • View angles — local view-angle reads follow the moved player state.

Aimbot, backtrack, and fakelag share that CreateMove hook, so they come back with the same inject.



What to do

  • Close Garry's Mod and inject again so you pull v777.
  • On a scripted gun the panel should name the family, not Valve, and the shots should track the cone.
  • If a gun is still wrong, open a Support ticket with the server, the weapon classname, and the build. Say v777.

Motion blur's function changed in this client and that visual hook is not installed yet. It does not affect nospread.


— RijiN GMod · v777
 
Back
Top