To do that, you only need to specify "path" to the mod in order maps to be seen by HL˛DM Pro. Of course, the external mods must be installed in both the server and the client (player) sides.
Also, as Valve is now starting distributing mods through SteamWorks, you have to specify ExtraAppID of the mods if this one is in a gcf file so that its SteamContent will be loaded. To do that, just add \\ExtraAppId after mod name
HL2DM Pro is compliant with all mods running HL2 Engine Episode 1 but not with mods using Orange Box Engine.
Here are example of paths :
- cstrike\240 : Counter-Strike Source
- dod:300 : Day of Defeat Source
- dystopia_v1 : Dystopia - http://www.dystopia-game.com
- hl2ctf : HL2 Capture The Flag - http://www.hl2ctf.com
- bg2 : Battleground 2 - http://www.bgmod.com
- poa : Plan of Attack - http://www.planofattackgame.com
- goldeneye : Golden Eye Source - http://www.goldeneyesource.com
- hidden : Hidden-Source - http://www.hidden-source.com
- hl2a : HL2 Assault
- esmod : Eternal Silence - http://www.eternal-silence.net
- pvkii : Pirates, Vikings and Knights - http://www.pvkii.com
- ii : Insects Infestations - http://www.insectsinfestation.com
- insurgency\17700 : Insurgency - http://www.insmod.net
- FortressForever : Fortress Forever - http://www.fortress-forever.com
- fistful_of_frags : Fistful of Frags - http://www.fistful-of-frags.com