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/

Reply via email to