it seems like i managed to Host a Server via the Subsystem, but how can i test this?
Are there any function that i could call to test it or is it possible to just launch the game
twice and Host+Join with one Steam Account?
Or do i have to setup a second PC, a second Steam Account and to package the Game
and start it on both PCs? That’s not so cool I also can’t upload the game right now,
because me InetSpeed for uploading is nonexistent.
I test the Subsystem with -game behind the Command Arguments inside the project properties.
If you actually want to test with Steam, you do need two PCs. This is because the Steam client only allows one signed in user per device. You can’t have two clients running at the same time either.
You can run with -nosteam on the command line and it should work similarly using our NULL online subsystem (LAN based). But eventually you will have to deploy your game to multiple machines to test that Steam is working properly.
-game is used to force the editor into game mode, it doesn’t enable/disable anything related to online platforms.
Yes, i used a laptop and a second new steam account.
I thought you can’t add friends as long as you didn’t buy at least one game at steam, but it seems they changed it. The laptop can’t play the game with more than 5 fps x) but it’s enough to check the Steam Servers and so on.
Thanks for the answer.
PS: -game does enable the Steam Platform since there is an IF clause that disables the Steam Subsystem if you run the game inside the Editor.
I don’t get the Steam Overlay without -game because of this IF clause.
I would need to delete this in the source code, but it’s ok for now.
I take 5 minutes to build my game so basicly every time I want to test a feature of my game I can deploy, wait 5 - 10 minutes and test if it works and repeat that process until the feature works!!??!?!??!? That woudl be stpid effort in development.
I don’t disagree, but it is Valve’s IPC/Signin process that demands this. I tried several VMs and Sandboxing tools with no luck. If you find you can wall off a second Steam client on the same machine, please let me know.
The few attempts I made looked to work “mostly” until I started getting cross talk between the two clients. IPCs meant for one client showed up on the other and I immediately stopped testing that way.
I wrote a custom batch file using robocopy to sync the two machines. Less than ideal, but as efficient as I could make it.