Sorry for noobing out.
Sorry for noobing out.
Legacy Addon Browser was an addon in Garry's Mod 13 Beta. It basically made the addons menu behave like the browse thing in Garry's Mod 12.
At least, that's what I think everyone is talking about.
I would guess anything that doesn't use the workshop is considered, by the game, a legacy addon?
But I don't know.
Legacy addon = addon that isn't on workshop.
Workshop addons are better because they don't slow down loadtimes. Each legacy addon you have installed adds to the overall loadtimes.
Plus workshop addons are updated automatically. And installed automatically.
The legacy addon system is only there because people would bitch if it wasn't. (but as tonight has shown, they'll bitch either way).
I don't understand how you're supposed to develop without legacy addons
I would have come up with another system if I'd taken it away completely.
it's an addon for previous versions of gmod.
also I don't trust streaming only systems. Onlive proved how unfeasible it is for whole games. Why should I trust workshop to allow people to keep what they download?
Not really a big deal, the only Legacy addons I have are ragdolls. I'd say for the rest of the stuff, like tools, it does make more sense to have them via workshop. Updates applied whenever ready.
Legacy addons will continue to be useful for addons that are larger than upload limit of Workshop. Workshop has it's pros, but for addons that are huge (i.e., gamemodes with tons of custom content), we're kinda stuck with legacy addons. The other issue is development, which to me, it's crucial to have some system other than workshop to get our content tested while also not having to grime up the default garrysmod folder.
"Legacy support" is a general technical term to denote older software/features that are often hacked together to be supported in newer environments where they aren't natively supported -- and therefore aren't ideal to use -- and have no guarantee to receive continued support. A not-entirely-accurate equivalent would be "backwards compatibility".
Windows 2000/DOS compatibility mode in XP/Vista/7 is a prime example.
How exactly do we use legacy addons? I tried installing an addon into my addons folder, renamed info.txt to addon.txt, but Garry's Mod wasn't detecting it. Is there another step I'm missing?
I have the same problem when i am trying to use Legacy-addons. Gmod does not recognise them as addons (i cant even acces the moddels throug the explorer) Does anyone know how to get them into the game?
Did you rename info.txt?
I found a solution in one of the other threads.
You need to rename the info.txt file to addon.txt then it should work
When I hear that term, I think of the Legacy Addon Browser.
the most annoying thing for me right now is, how to get all
the custom models (previously "installed" in certain folders
within the addon folder) to show up in the specified folders.
an example: i want to have all the custom content from, let's
say Sin Episodes usable in GMod. So i drag'n drop he model+
material folders from the GFC into an folder called SinEpisodes
(which i created in the addons folder), make an addon.txt and done.
well that worked pretty good before the update. there's a reason
why people have different folders INSIDE the addon folder. to easily
browse through specific folders, to not override materials of other
addons, etc.. now the spawnmenu or the browsing
for specific models is a pain in the ass. because of the lack of specified
folders. sure, Left4Dead is merged (for example) and shows up really nice in
the left side of the spawnmenu for easy browsing. now it seems you have
to create the SinEpisodes folder ingame because the program just didn't
recognize it inside the addon folder. why the heck does it have to be so
So what I got is...the Legacy addon is No more. Keep using the Workshop because its better.
Alright moving on