Nuclear Dawn does something like this, with Steam ID's as far as I know. I
imagine a good place would be the DLL's init function (server & client?).

That's my best guess.

/ScarT


On 03/06/2008, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
>
> This is your best bet.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
> (memzero)
> Sent: Tuesday, June 03, 2008 5:17 PM
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Limiting access by Steam ID
>
> Could you invite the testers to a private Steam Communities group and
> hard-code the group ID into the mod instead? Then, simply use the Steam API
> to check for membership in that group.
>
> //  Adam Maras (memzero)
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jed
> Sent: Tuesday, June 03, 2008 2:04 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Limiting access by Steam ID
>
> I know this is going to be a controversial subject but bear with me.
>
> I was asked by one of our Mod team if it would be possible for the
> internal beta version to lock them so that they could only be played
> by certain people. As we use SVN to allow testers to download/update
> the various builds it's percieveable they could give/share their SVN
> info and others could happily leech off it.
>
> The idea was to hard code a list of steam ID's into the DLLs for the
> duration of testing and basically refuse to load the game if you're
> not on the list. We're not thinking just stopping people joining games
> but actually stopping them completely so they can't make local listen
> or LAN servers.
>
> I've never gone this deep into the whole Steam side of things for
> getting ID's or where would be a suitable or safe place to put the
> check/reject code.
>
> Thoughts? Suggestions?
>
> - Jed
>
> P.S. We're a EP1 mod.
>
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