#Is there a way to test multiplayer without approval?

1 messages · Page 1 of 1 (latest)

pallid flume
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It's kinda horrible to only be able to test player-to-player interaction with a 2 hour or up to days of delay. Like I'd imagine balancing the game and wanting to test how changing some values would affect others and not "balance everything" at once would help a lot of even internal testing with private lobbies or something could be done. It gave client version not matching error when testing with someone else (I did this intentionally to check if adding as contributor could work but it seems it checks with the latest approved version not all players' local version).

Possible? Am I missing something? I didn't know what tag this should go into

Also my sec acc got arcade blocked for 2 weeks since I misclicked a game then got network problem so that's that

boreal relic
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You can use bots up to certain extent (-createhero or console commands). Custom games moderators reviews also consider "trust" factor so eventually your new patch will be available in instant or in very small amount of time. For example my custom game new patch become available in instant and test version (another workshop entry) takes around 5 mins to host at valve servers

grave yew
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May you could test with your friends thougth LAN, copy them your project file or just compiled file ( in dota_addons/your addon/game/ )
Then all of you open workshoptools
As you are the host, use dota_launch_custom_game to start game server
and others connect via connect your_ip_address:port, default port is 27015 and can be empty
Maybe you dont have a public IP address, also could do it with some virtual-LAN tools

pallid flume