somebody already did it ..
http://www.hl2coding.com/forums/viewtopic.php?t=15




On Fri, 10 Dec 2004 00:23:06 -0500, Skyler York <[EMAIL PROTECTED]> wrote:
> 1)  The SDK files are excluded from the single-player solution, so you
> pretty much just deal with files in HL2 DLL and the rest of the
> project.  However it's possible for you to strip all those files and
> start from scratch, which is what you'd probably do if you're making a
> full modification.  The SDK files are enabled in the multiplayer base,
> while everything in the HL2 DLL folder is disabled.  However at this
> point I'd say it's incredibly difficult to start a MP mod using this
> approach because there's little documentation on how things work in
> multiplayer versus singleplayer.  We'll just have to wait for this
> elusive HL2DM SDK
>
> 2)  I haven't tested this out, but if it follows the same structure
> for HL2 mods as it does for HL1 mods, you just copy your mod folder
> into the <accountname>\half-life 2 folder, next to hl2.  Don't quote
> me :)
>
>
>
> On Thu, 9 Dec 2004 23:06:04 -0500, David Nelson <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Ok, as many have said before, the organization of the SDK is pretty hard to
> > get used to.  I've just got a couple questions about how you go about
> > editing the SDK.
> >
> > 1)  So almost of the changes you make are done in the SDK directories in the
> > Client and Server DLL's code?  Or is this just for multiplayer mods?  If it
> > is, then you just modify the general code for single player mods?
> >
> > 2)  Currently we are stuck with running our mod with the run_mod.bat file?
> > There isn't any way to integrate the mods for release?
> >
> > Thanks for any and all info!
> >
> > David
> > --
> >
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