You might have to resort to what I did with my HL1 mod, add bots. This might be a problem if you have no idea how to make bots, but hopefully a good open source HL2 bot might come along. Hey Botman, You gunna make bots for source?
Jason 'Draco' Houston ----- Original Message ----- From: "Michael Fischer" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 22, 2004 2:38 PM Subject: [hlcoders] Debugging multiplayer mods > Hey guys, > > I prefer coding up small mods that add a little variety to vanilla deathmatch > through new gameplay types (like, for instance, king of the hill or survivor). > Testing these was fairly easy with HL1: you could just install HL on another > nearby computer, fire up a LAN server, and run back and forth between the two > computers as the game ran. (I'm not sure if Valve appreciates this, but I'd > rather not buy another copy of HL when nobody but me will be "playing" it) > > With Steam's authentication scheme for HL2, I'm not sure this is going to be so > easy, or even possible. My idea would be to install HL2 on another computer, > do the authentication thing, and then disconnect both computers from the > internet and run in offline mode. Even so, they might not be able to connect > to each other (same CD key), or run servers at all (no contact with master > servers). > > Is there another way to test multiplayer mods? Or am I the only one who'd need > this capability? I'd appreciate your insight. > > Mike > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

