1 or 2.. (or 3 or 4..) questions modding and HL2

A

Abdar

Guest
First post here (yay!)

Anyways, I work for a medical school up in Canada..eh. and I'm looking at the HL2 engine to be the backbone for some 'Serious Games' I've been tasked to start thinking about.

We are looking at ways to present medical scenerios, virtual classrooms and whatever else we can come up with.

So, I've played through some of the game to get the jist of the physics, and messed around with the Source SDK and made a simple multiplayer mod.

While I've been 'noob' modding, readind etc I've come up with a couple questions I'm hoping someone here can help me out with..

1) How do I create a dedicated server and/or get the files to do so? I'm aware of using the PC your playing the game with to create a server, but if I have a computer I want simply for the server, what do I do differently?

I think I've seen a couple out there but they seem to be tied to specific mods and such.

2) I assume that with a dedicated server I would need a unique copy of HL2 for that server no?

3) Whats the difference with the source SDK and Gary's Mod? From what I gather Gary's Mod looks like it's an easier interface to use and build with although I could very well be wrong.

4) How does a distributed team share a mod? These things seem to be pretty large so I'm just curious. I figured I would create a file server on the dedicated HL2 server but I was curious for input.

5) Doesn't HL2 have VoIP? I thought I seen it in the options but have yet to test it. Reason why I ask is I seen a TS vs Vent thread on here and even though I've used both I figured an embedded VoIP solution would be better (unless of course, the quality is no good.. hence the question).

6) What ports does a player engaged in a multiplyer session need open?

7) If anyone has an contacts that have used HL2 for the more 'Serious Gaming' (which we all know is a term that needs to be renamed.. all gaming is serious ;) ) and may be able to give me some insite, let me know!

Thanks in advance, :thumbs:

NB: If you can only or only have time to answer 1, 2 or whatever questions that's great!
 
2) Found the answer to #2

Do I need a separate account to run a dedicated server?
If you are using a single Steam account for your Stand-Alone Dedicated Server and your game client, you will run into the "Invalid Steam UserID Ticket" error which is presented to multiple users attempting to play simultaneously - if you intend to use a computer as a dedicated server, you must create a separate Steam account to run the dedicated server software.

Note: Client Listen Servers use the Steam UserID ticket for the client on which they are run - the "Invalid Steam UserID Ticket" error will not be presented when you are running a Client Listen Server unless another user logs into your account and starts a game.
 
1) From the "Get Steam Now" section of the steampowered.com website you can get the command-line tools for setting up a dedicated server.

2) Nope, no HL2 required. Servers are free to run.

3) The Source SDK gives you the C++ code to build your own mod. All the code for the game logic is in there, so the sky is pretty much the limit. Garry's Mod now has Lua scripting, but I'm not sure how extensive it is.

4) Filesharing or source control tools, i guess. Valve uses Perforce.

5) It does, but yes, the quality isn't fantastic.

6) You don't really need any specific ports open. You need UDP port 27015 open to run a server, but since the client initiates the traffic to the server, most NATs/Firewalls will figure it out by themselves.

7) I've heard of some Serious Gaming projects using HL2, there was one about virtual medical training, and another was a simulation of a forest. The medical one was called "Pulse!!" http://www.gamasutra.com/features/20051103/demaria_01.shtml
 
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