That's kind of the rub here though - this is against goldsrc as well per a previous note when someone else inquired. This is all HL(2) games from what I've seen. As long as it's consistent on both sides I agree and totally appreciate it's compatibility - the trick is boiling the ocean to see what floats up.
Kyle. On Fri, Dec 4, 2020 at 4:45 PM Nicholas Hastings <[email protected]> wrote: > > Total conversions on Source aren’t affected any differently. Mods using the > Source 2006 Base do the queries manually on both client and server, bypassing > the stramclient entirely for that piece. Anything newer uses steamclient on > both sides. > > Sent from my iPhone > > On Dec 4, 2020, at 5:49 PM, Mecha Weasel <[email protected]> wrote: > > > Thanks for the clarification. > > I wonder how this applies to 3rd party "total-conversion" Mods for Source? > Do new versions of the Mods need to be released? or would their setup > continue to work (presumably they are dynamic linking to various Steam > client-side components)? > > Also does this also apply to older GoldSrc games? > > Regarding game-server providers, my 2cents is in agreement ... I would expect > that game-server hosting companies that is worth a darn (including NFO and > other majors) are probably monitoring lists like this and will adjust any > intervening packet-inspection accordingly. Frankly, any game-server hosting > company that knows how to set that up, should know how to adjust or remove > it. Otherwise, they probably shouldn't be in the business - IMH(f)O. > Game-server hosting has always been a specialty when it comes to networking. > Personally, I've gone through many hosting providers over the years, and > settled on NFO (one of the longest standing) because they has enough > experience in it to handle it properly, especially when it comes to > networking and DDoS mitigation, etc. Many game-hosting providers are really > just web-hosting providers who just happen to allow other non-HTTP/HTTPS > ports/protocols also (only to later kick me off because they don't know how > to consider UDP traffic, etc.). > > > On Fri, Dec 4, 2020 at 12:52 PM Fletcher Dunn - fletcherd at > valvesoftware.com (via csgo_servers list) > <[email protected]> wrote: >> >> >Third-party server-list browsers/query tools? >> >> Correct, and thanks for asking for this clarification. All games that use >> the ISteamMatchmakingServers API from the Steamworks SDK (that’s basically >> all games) get that code from the steam client, so they are all updated when >> we update the client. (Although there is a transition period as players >> update their client. It does not happen instantly.) This is why releasing >> a new steam client beta can break existing games, as happened this week. >> >> >> >> >When we say "server-side plugins, what are we talking about? >> >> That was an overly specific term on my part. For purposes of this >> discussion, I just mean that any special processing or filtering that is >> being done to these packets, it doesn’t have to be a “plugin”. All of that >> will continue to work, because the client will continue to behave exactly as >> it did before. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
