Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Ross Bemrose
er... registering a server using an API key for my last post.  Whoops.


On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
wrote:

> There are some changes coming that TF2 server operators should know about.
>
> CHANGES TO QUICKPLAY
> ---
>
> The next TF2 update will make two changes to quickplay:
>
> * "Show servers" button.  This runs the ordinary quickplay search, but
> instead of joining the server with the highest score, it presents the user
> with an ordered list of about 20 servers and lets them pick.  This gives
> players much of the convenience of quickplay by finding servers with a good
> ping and players on them, but also an easy way to express a preference over
> the map, server community, etc.
> * We've added an advanced options page that allows players to opt into the
> most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
> instant respawn.
>
> There are no more scoring penalties for maxplayers or rule changes; your
> server either matches their search criteria or it doesn't.
>
> At this time, we are keeping the default quickplay option to Valve
> servers.  However, note that if a player wants to find a server with any of
> the supported modifications, then they must land on a community server,
> since Valve servers do not run with these settings.
>
> We've updated the quickplay policy to more clearly specify what sorts of
> server modifications are allowed in quickplay:
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> STEAM GAMESERVER ACCOUNTS
> -
>
> Gameserver accounts are now a Steam feature.  The feature is currently in
> beta.
>
> Using a steam gameserver account provides one important advantage right
> now: client favorite lists are keyed by the Steam account if present.  This
> means that you can move your server to another IP address, and clients who
> have your server in their favorites or history will follow you to your new
> location.
>
> CREATING AN ACCOUNT:
>
> Creating an account is currently only possible via WebAPI.  (Remember,
> this feature is currently in beta.  We'll add a nicer interface for this
> soon.)  Make a HTTPS POST request to the following URL:
> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
>
> The POST arguments should be:
>   appid=440 (for Team Fortress)
>   key=
>
>  is the WebAPI key associated with the user account that
> will own the server accounts. See http://steamcommunity.com/dev for how
> to get one of these.  (WARNING: Make sure and keep this key secret.  This
> key is an authentication token in some respects and makes it possible to do
> certain actions on your behalf.  Don't feed the key into anybody's nice
> convenient web page that automates this.  With your WebAPI key they could
> impersonate you for some actions.  If you don't want to go through the pain
> of making a WebAPI call, just wait until we have a nicer interface
> implemented.)
>
> The output of the WebAPI will be the (permanent) SteamID of your
> gameserver, and a login token.  The login token is a random string of text
> that allows you to actually login to your account.
>
> You can view a list of the servers owned by a user account by making a
> HTTPS GET call to:
> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
>  https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
> >>
>
> LOGGING IN TO YOUR ACCOUNT (TF only for now):
>
> Once you have a gameserver login token, you can specify your login
> credentials on a Source engine server by executing this console command
> sometime before it loads the first map:
>
> sv_setsteamaccount 
>
> The server output should make it clear when you are using a Steam
> gameserver account and when you are logging in anonymously.  (The ordinary
> gameserver login that has always been used.)
>
> Remember, for now you will need to login to both your Steam gameserver
> account and also your TF account.  The two accounts are not related.  The
> TF account is the one that determines quickplay eligibility, and the Steam
> one does favorites migration.  Eventually we will remove the TF accounts
> and only use Steam gameserver accounts.
>
> HOW FAVORITES MIGRATION WORKS:
>
> In the next few days we will release an updated Steam Client beta that
> knows how to migrate favorites.  On the client, each favorite has an
> IP:port and a gameserver account.  The account might be empty --- that will
> of course be the case for all previously existing favorites.  Periodically,
> a client will try to sync up the favorites list IP:port addresses and
> accounts.  If there is an IP:port without an associated account, it will
> ask the master server for information about that address.  If a server is
> running on that address and logged into an account, the client will record
> the account.   Once the client has an account associated with the favorite,
> the account becomes the pri

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Ross Bemrose
Good catch, fixed now.


On Fri, Feb 7, 2014 at 4:13 PM, N-Gon  wrote:

> Typo in your closing html tag
>
>
> On Fri, Feb 7, 2014 at 4:10 PM, Ross Bemrose  wrote:
>
> > For those of you too lazy to get curl working, I made a quick (5-minute)
> > web form for registering an API key.
> >
> > http://tf2.rbemrose.com/steamreg.html
> >
> > If you don't trust me, feel free to look at the source code.  It should
> be
> > easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or
> even
> > images.
> >
> >
> > On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
> > wrote:
> >
> > > There are some changes coming that TF2 server operators should know
> > about.
> > >
> > > CHANGES TO QUICKPLAY
> > > ---
> > >
> > > The next TF2 update will make two changes to quickplay:
> > >
> > > * "Show servers" button.  This runs the ordinary quickplay search, but
> > > instead of joining the server with the highest score, it presents the
> > user
> > > with an ordered list of about 20 servers and lets them pick.  This
> gives
> > > players much of the convenience of quickplay by finding servers with a
> > good
> > > ping and players on them, but also an easy way to express a preference
> > over
> > > the map, server community, etc.
> > > * We've added an advanced options page that allows players to opt into
> > the
> > > most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
> > and
> > > instant respawn.
> > >
> > > There are no more scoring penalties for maxplayers or rule changes;
> your
> > > server either matches their search criteria or it doesn't.
> > >
> > > At this time, we are keeping the default quickplay option to Valve
> > > servers.  However, note that if a player wants to find a server with
> any
> > of
> > > the supported modifications, then they must land on a community server,
> > > since Valve servers do not run with these settings.
> > >
> > > We've updated the quickplay policy to more clearly specify what sorts
> of
> > > server modifications are allowed in quickplay:
> > > https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
> > >
> > > STEAM GAMESERVER ACCOUNTS
> > > -
> > >
> > > Gameserver accounts are now a Steam feature.  The feature is currently
> in
> > > beta.
> > >
> > > Using a steam gameserver account provides one important advantage right
> > > now: client favorite lists are keyed by the Steam account if present.
> >  This
> > > means that you can move your server to another IP address, and clients
> > who
> > > have your server in their favorites or history will follow you to your
> > new
> > > location.
> > >
> > > CREATING AN ACCOUNT:
> > >
> > > Creating an account is currently only possible via WebAPI.  (Remember,
> > > this feature is currently in beta.  We'll add a nicer interface for
> this
> > > soon.)  Make a HTTPS POST request to the following URL:
> > > https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
> > >
> > > The POST arguments should be:
> > >   appid=440 (for Team Fortress)
> > >   key=
> > >
> > >  is the WebAPI key associated with the user account
> that
> > > will own the server accounts. See http://steamcommunity.com/dev for
> how
> > > to get one of these.  (WARNING: Make sure and keep this key secret.
>  This
> > > key is an authentication token in some respects and makes it possible
> to
> > do
> > > certain actions on your behalf.  Don't feed the key into anybody's nice
> > > convenient web page that automates this.  With your WebAPI key they
> could
> > > impersonate you for some actions.  If you don't want to go through the
> > pain
> > > of making a WebAPI call, just wait until we have a nicer interface
> > > implemented.)
> > >
> > > The output of the WebAPI will be the (permanent) SteamID of your
> > > gameserver, and a login token.  The login token is a random string of
> > text
> > > that allows you to actually login to your account.
> > >
> > > You can view a list of the servers owned by a user account by making a
> > > HTTPS GET call to:
> > >
> >
> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
> > >  > >
> >
> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
> > > >>
> > >
> > > LOGGING IN TO YOUR ACCOUNT (TF only for now):
> > >
> > > Once you have a gameserver login token, you can specify your login
> > > credentials on a Source engine server by executing this console command
> > > sometime before it loads the first map:
> > >
> > > sv_setsteamaccount 
> > >
> > > The server output should make it clear when you are using a Steam
> > > gameserver account and when you are logging in anonymously.  (The
> > ordinary
> > > gameserver login that has always been used.)
> > >
> > > Remember, for now you will need to login to both your Steam gameserver
> > > account and also your TF account.  The two accounts are not related.
>  The
> > > TF account is the one that determines q

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Ross Bemrose
For those of you too lazy to get curl working, I made a quick (5-minute)
web form for registering an API key.

http://tf2.rbemrose.com/steamreg.html

If you don't trust me, feel free to look at the source code.  It should be
easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or even
images.


On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
wrote:

> There are some changes coming that TF2 server operators should know about.
>
> CHANGES TO QUICKPLAY
> ---
>
> The next TF2 update will make two changes to quickplay:
>
> * "Show servers" button.  This runs the ordinary quickplay search, but
> instead of joining the server with the highest score, it presents the user
> with an ordered list of about 20 servers and lets them pick.  This gives
> players much of the convenience of quickplay by finding servers with a good
> ping and players on them, but also an easy way to express a preference over
> the map, server community, etc.
> * We've added an advanced options page that allows players to opt into the
> most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
> instant respawn.
>
> There are no more scoring penalties for maxplayers or rule changes; your
> server either matches their search criteria or it doesn't.
>
> At this time, we are keeping the default quickplay option to Valve
> servers.  However, note that if a player wants to find a server with any of
> the supported modifications, then they must land on a community server,
> since Valve servers do not run with these settings.
>
> We've updated the quickplay policy to more clearly specify what sorts of
> server modifications are allowed in quickplay:
> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> STEAM GAMESERVER ACCOUNTS
> -
>
> Gameserver accounts are now a Steam feature.  The feature is currently in
> beta.
>
> Using a steam gameserver account provides one important advantage right
> now: client favorite lists are keyed by the Steam account if present.  This
> means that you can move your server to another IP address, and clients who
> have your server in their favorites or history will follow you to your new
> location.
>
> CREATING AN ACCOUNT:
>
> Creating an account is currently only possible via WebAPI.  (Remember,
> this feature is currently in beta.  We'll add a nicer interface for this
> soon.)  Make a HTTPS POST request to the following URL:
> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
>
> The POST arguments should be:
>   appid=440 (for Team Fortress)
>   key=
>
>  is the WebAPI key associated with the user account that
> will own the server accounts. See http://steamcommunity.com/dev for how
> to get one of these.  (WARNING: Make sure and keep this key secret.  This
> key is an authentication token in some respects and makes it possible to do
> certain actions on your behalf.  Don't feed the key into anybody's nice
> convenient web page that automates this.  With your WebAPI key they could
> impersonate you for some actions.  If you don't want to go through the pain
> of making a WebAPI call, just wait until we have a nicer interface
> implemented.)
>
> The output of the WebAPI will be the (permanent) SteamID of your
> gameserver, and a login token.  The login token is a random string of text
> that allows you to actually login to your account.
>
> You can view a list of the servers owned by a user account by making a
> HTTPS GET call to:
> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
>  https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
> >>
>
> LOGGING IN TO YOUR ACCOUNT (TF only for now):
>
> Once you have a gameserver login token, you can specify your login
> credentials on a Source engine server by executing this console command
> sometime before it loads the first map:
>
> sv_setsteamaccount 
>
> The server output should make it clear when you are using a Steam
> gameserver account and when you are logging in anonymously.  (The ordinary
> gameserver login that has always been used.)
>
> Remember, for now you will need to login to both your Steam gameserver
> account and also your TF account.  The two accounts are not related.  The
> TF account is the one that determines quickplay eligibility, and the Steam
> one does favorites migration.  Eventually we will remove the TF accounts
> and only use Steam gameserver accounts.
>
> HOW FAVORITES MIGRATION WORKS:
>
> In the next few days we will release an updated Steam Client beta that
> knows how to migrate favorites.  On the client, each favorite has an
> IP:port and a gameserver account.  The account might be empty --- that will
> of course be the case for all previously existing favorites.  Periodically,
> a client will try to sync up the favorites list IP:port addresses and
> accounts.  If there is an IP:port without an associated account, it will
> ask the master server

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread N-Gon
Typo in your closing html tag


On Fri, Feb 7, 2014 at 4:10 PM, Ross Bemrose  wrote:

> For those of you too lazy to get curl working, I made a quick (5-minute)
> web form for registering an API key.
>
> http://tf2.rbemrose.com/steamreg.html
>
> If you don't trust me, feel free to look at the source code.  It should be
> easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or even
> images.
>
>
> On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
> wrote:
>
> > There are some changes coming that TF2 server operators should know
> about.
> >
> > CHANGES TO QUICKPLAY
> > ---
> >
> > The next TF2 update will make two changes to quickplay:
> >
> > * "Show servers" button.  This runs the ordinary quickplay search, but
> > instead of joining the server with the highest score, it presents the
> user
> > with an ordered list of about 20 servers and lets them pick.  This gives
> > players much of the convenience of quickplay by finding servers with a
> good
> > ping and players on them, but also an easy way to express a preference
> over
> > the map, server community, etc.
> > * We've added an advanced options page that allows players to opt into
> the
> > most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
> and
> > instant respawn.
> >
> > There are no more scoring penalties for maxplayers or rule changes; your
> > server either matches their search criteria or it doesn't.
> >
> > At this time, we are keeping the default quickplay option to Valve
> > servers.  However, note that if a player wants to find a server with any
> of
> > the supported modifications, then they must land on a community server,
> > since Valve servers do not run with these settings.
> >
> > We've updated the quickplay policy to more clearly specify what sorts of
> > server modifications are allowed in quickplay:
> > https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
> >
> > STEAM GAMESERVER ACCOUNTS
> > -
> >
> > Gameserver accounts are now a Steam feature.  The feature is currently in
> > beta.
> >
> > Using a steam gameserver account provides one important advantage right
> > now: client favorite lists are keyed by the Steam account if present.
>  This
> > means that you can move your server to another IP address, and clients
> who
> > have your server in their favorites or history will follow you to your
> new
> > location.
> >
> > CREATING AN ACCOUNT:
> >
> > Creating an account is currently only possible via WebAPI.  (Remember,
> > this feature is currently in beta.  We'll add a nicer interface for this
> > soon.)  Make a HTTPS POST request to the following URL:
> > https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
> >
> > The POST arguments should be:
> >   appid=440 (for Team Fortress)
> >   key=
> >
> >  is the WebAPI key associated with the user account that
> > will own the server accounts. See http://steamcommunity.com/dev for how
> > to get one of these.  (WARNING: Make sure and keep this key secret.  This
> > key is an authentication token in some respects and makes it possible to
> do
> > certain actions on your behalf.  Don't feed the key into anybody's nice
> > convenient web page that automates this.  With your WebAPI key they could
> > impersonate you for some actions.  If you don't want to go through the
> pain
> > of making a WebAPI call, just wait until we have a nicer interface
> > implemented.)
> >
> > The output of the WebAPI will be the (permanent) SteamID of your
> > gameserver, and a login token.  The login token is a random string of
> text
> > that allows you to actually login to your account.
> >
> > You can view a list of the servers owned by a user account by making a
> > HTTPS GET call to:
> >
> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
> >  >
> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
> > >>
> >
> > LOGGING IN TO YOUR ACCOUNT (TF only for now):
> >
> > Once you have a gameserver login token, you can specify your login
> > credentials on a Source engine server by executing this console command
> > sometime before it loads the first map:
> >
> > sv_setsteamaccount 
> >
> > The server output should make it clear when you are using a Steam
> > gameserver account and when you are logging in anonymously.  (The
> ordinary
> > gameserver login that has always been used.)
> >
> > Remember, for now you will need to login to both your Steam gameserver
> > account and also your TF account.  The two accounts are not related.  The
> > TF account is the one that determines quickplay eligibility, and the
> Steam
> > one does favorites migration.  Eventually we will remove the TF accounts
> > and only use Steam gameserver accounts.
> >
> > HOW FAVORITES MIGRATION WORKS:
> >
> > In the next few days we will release an updated Steam Client beta that
> > knows how to migrate favorites.  On the client, each favorite ha

[hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Ilya Larin
What about the method that Valve is going to detect malicious server
activity? Is it goind to be improved? I know servers avoiding their ban in
quickplay pool by using fastrespawn and not adding appropriate tags,
despite the fact that Valve promised to ban such servers.
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Jake Forrester
McKay basically covered the issue I was referring to.  In our case
(since we don't use a GSP):
> Servers can spontaneously combust in my experience when set to a maxplayers
> value over 32.

I know 32 player servers aren't "officially" supported, so that may play
a big part of it.  Our experiences with this is a bit outdated since we
haven't run 32 player servers in this manner for at least 8 months, if
not a full year.  I'm not sure if it will affect 24 player servers in
the same way, but it is a concern.  I guess it might be best to just
wait and see if the problem still exists.

I certainly feel for those using GSPs with this new rule, but I can see
why kicking players for reserved slots is considered unacceptable for
those servers in the quickplay pool.  It was never an ideal solution to
begin with.



On 2/5/2014 4:28 PM, Fletcher Dunn wrote:
> What's the problem with overfull servers?  Can you not set visiblemaxplayers 
> to 24 and allow players with reserved slots to join past 24?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
> Sent: Wednesday, February 05, 2014 4:23 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Important changes to TF2 coming soon
>
> Oh happy day!
>
> Thank you for taking all our concerns to heart and actually fixing quite a 
> few of the problems that have been around for years.  I'm actually giddy with 
> the changes.
>
> The only thing I can see being an issue now is this:
>>   * Kicking players to make room for reserved slots
>>
> I agree that it's lame to kick players for reserved slots, but there
> isn't a great method to support reserved slots right now.   A long time
> ago we used to allow reserved slot players to connect when the server was 
> full without kicking anyone (ex: 25/24 players), but srcds seemed to have 
> issues with greater than 24 players.  Are there any plans to support 
> over-full servers like this?  I think the donor-based communities are 
> probably the ones with the most contributions to the TF2 community as a 
> whole, and they're the ones that tend to give out reserved slots as incentive 
> to donate.  Some legitimate way to allow reserved slots without hurting 
> quickplay eligibility would be /very/ nice.
>
> All in all, amazing update Fletcher.  I'm glad to see the QP issues being 
> addressed, and the gameserver accounts becoming a reality.
>


-- 

Jake Forrester
Owner / Web Developer
FirePowered LLC
w: https://firepoweredgaming.com
e: j...@ranndesigns.com


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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Ross Bemrose

Yeah, I ended up doing it on my Linux server console using
curl -X POST -d "appid=440&key=mykeyhere" 
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/


On 2/6/2014 11:21 AM, louloubizou wrote:

found a way, it can work with curl


2014-02-06 Marcin Lis :


Nope.avi

Wysłane z iPhone'a

Dnia 6 lut 2014 o godz. 16:03 louloubizou 
napisał(a):


someone got worked the account creation with



https://api.steampowered.com/IGameServersService/CreateAccount/v0001/?appid=440?key=

&format=xml


2014-02-06 dan :


On 06/02/2014 01:23, Frank wrote:


I agree here, the "official servers" box needs to be UNCHECKED by

default

not the other way around. This needs to take effect with the update
tomorrow
to go ahead and fix this problem as so many have expressed over the

last

week.

This wasn't even mentioned by Fletch in the recent mails tonight or

from

anyone at Valve over the course of this past week and the countless

mails

sent thru this mailing list from the majority of owners not happy about
it.
The data shows it causes issues when left checked by default - just
uncheck
it and let people decide after the fact.


It's the players that the game and checkbox is serving, not the
admins.

It's a rather obvious answer if you ask a group of people
whether they want a checkbox filled in that does
or doesn't send them players to get the answer they
want it so it does send them players - but only
because they have nothing other than
their own interests at heart.

If you could get countless players to care they'd probably change it.
Although I've a sneaky suspicion Valve can count better than you have.

That said, a lot of you are often moaning about your server bills too.
Valve has just halved them if ICS's figures are correct :D


--
Dan


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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread 1nsane
1) Is fine since the player requests the HTML motd to be opened.
2) Is a non issue since if you want to be on Quickplay you won't have any
class limits.


On Thu, Feb 6, 2014 at 11:16 AM, Ilya Larin wrote:

> Since the QuickPlay guide is updated, ive got a couple of questions:
> 1) I run some plugins which open MOTD window by player requests
> (console/chat cmds). Will it be considered as malicious mod?
> 2) I run the modification allowing players to see the class limits
> obviously, just like if mp_tournament is enabled, with notifying them of
> limits in HUD (1 (max 3)). Will it be also considered as malicious mod?
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Marcin Lis
Nope.avi

Wysłane z iPhone'a

Dnia 6 lut 2014 o godz. 16:03 louloubizou  napisał(a):

> someone got worked the account creation with
> 
> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/?appid=440?key=
> &format=xml
> 
> 
> 2014-02-06 dan :
> 
>> On 06/02/2014 01:23, Frank wrote:
>> 
>>> I agree here, the "official servers" box needs to be UNCHECKED by default
>>> not the other way around. This needs to take effect with the update
>>> tomorrow
>>> to go ahead and fix this problem as so many have expressed over the last
>>> week.
>>> 
>>> This wasn't even mentioned by Fletch in the recent mails tonight or from
>>> anyone at Valve over the course of this past week and the countless mails
>>> sent thru this mailing list from the majority of owners not happy about
>>> it.
>>> The data shows it causes issues when left checked by default - just
>>> uncheck
>>> it and let people decide after the fact.
>>> 
>> 
>> It's the players that the game and checkbox is serving, not the
>> admins.
>> 
>> It's a rather obvious answer if you ask a group of people
>> whether they want a checkbox filled in that does
>> or doesn't send them players to get the answer they
>> want it so it does send them players - but only
>> because they have nothing other than
>> their own interests at heart.
>> 
>> If you could get countless players to care they'd probably change it.
>> Although I've a sneaky suspicion Valve can count better than you have.
>> 
>> That said, a lot of you are often moaning about your server bills too.
>> Valve has just halved them if ICS's figures are correct :D
>> 
>> 
>> --
>> Dan
>> 
>> 
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>> 
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread louloubizou
found a way, it can work with curl


2014-02-06 Marcin Lis :

> Nope.avi
>
> Wysłane z iPhone'a
>
> Dnia 6 lut 2014 o godz. 16:03 louloubizou 
> napisał(a):
>
> > someone got worked the account creation with
> >
> >
> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/?appid=440?key=
> > &format=xml
> >
> >
> > 2014-02-06 dan :
> >
> >> On 06/02/2014 01:23, Frank wrote:
> >>
> >>> I agree here, the "official servers" box needs to be UNCHECKED by
> default
> >>> not the other way around. This needs to take effect with the update
> >>> tomorrow
> >>> to go ahead and fix this problem as so many have expressed over the
> last
> >>> week.
> >>>
> >>> This wasn't even mentioned by Fletch in the recent mails tonight or
> from
> >>> anyone at Valve over the course of this past week and the countless
> mails
> >>> sent thru this mailing list from the majority of owners not happy about
> >>> it.
> >>> The data shows it causes issues when left checked by default - just
> >>> uncheck
> >>> it and let people decide after the fact.
> >>>
> >>
> >> It's the players that the game and checkbox is serving, not the
> >> admins.
> >>
> >> It's a rather obvious answer if you ask a group of people
> >> whether they want a checkbox filled in that does
> >> or doesn't send them players to get the answer they
> >> want it so it does send them players - but only
> >> because they have nothing other than
> >> their own interests at heart.
> >>
> >> If you could get countless players to care they'd probably change it.
> >> Although I've a sneaky suspicion Valve can count better than you have.
> >>
> >> That said, a lot of you are often moaning about your server bills too.
> >> Valve has just halved them if ICS's figures are correct :D
> >>
> >>
> >> --
> >> Dan
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
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> please visit:
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[hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Ilya Larin
Since the QuickPlay guide is updated, ive got a couple of questions:
1) I run some plugins which open MOTD window by player requests
(console/chat cmds). Will it be considered as malicious mod?
2) I run the modification allowing players to see the class limits
obviously, just like if mp_tournament is enabled, with notifying them of
limits in HUD (1 (max 3)). Will it be also considered as malicious mod?
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread louloubizou
someone got worked the account creation with

https://api.steampowered.com/IGameServersService/CreateAccount/v0001/?appid=440?key=
&format=xml


2014-02-06 dan :

> On 06/02/2014 01:23, Frank wrote:
>
>> I agree here, the "official servers" box needs to be UNCHECKED by default
>> not the other way around. This needs to take effect with the update
>> tomorrow
>> to go ahead and fix this problem as so many have expressed over the last
>> week.
>>
>> This wasn't even mentioned by Fletch in the recent mails tonight or from
>> anyone at Valve over the course of this past week and the countless mails
>> sent thru this mailing list from the majority of owners not happy about
>> it.
>> The data shows it causes issues when left checked by default - just
>> uncheck
>> it and let people decide after the fact.
>>
>
> It's the players that the game and checkbox is serving, not the
> admins.
>
> It's a rather obvious answer if you ask a group of people
> whether they want a checkbox filled in that does
> or doesn't send them players to get the answer they
> want it so it does send them players - but only
> because they have nothing other than
> their own interests at heart.
>
> If you could get countless players to care they'd probably change it.
> Although I've a sneaky suspicion Valve can count better than you have.
>
> That said, a lot of you are often moaning about your server bills too.
> Valve has just halved them if ICS's figures are correct :D
>
>
> --
> Dan
>
>
> ___
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> please visit:
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread dan

On 06/02/2014 01:23, Frank wrote:

I agree here, the "official servers" box needs to be UNCHECKED by default
not the other way around. This needs to take effect with the update tomorrow
to go ahead and fix this problem as so many have expressed over the last
week.

This wasn't even mentioned by Fletch in the recent mails tonight or from
anyone at Valve over the course of this past week and the countless mails
sent thru this mailing list from the majority of owners not happy about it.
The data shows it causes issues when left checked by default - just uncheck
it and let people decide after the fact.


It's the players that the game and checkbox is serving, not the
admins.

It's a rather obvious answer if you ask a group of people
whether they want a checkbox filled in that does
or doesn't send them players to get the answer they
want it so it does send them players - but only
because they have nothing other than
their own interests at heart.

If you could get countless players to care they'd probably change it.
Although I've a sneaky suspicion Valve can count better than you have.

That said, a lot of you are often moaning about your server bills too.
Valve has just halved them if ICS's figures are correct :D


--
Dan

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread dan

On 06/02/2014 00:28, Fletcher Dunn wrote:

What's the problem with overfull servers?  Can you not set visiblemaxplayers to 
24 and allow players with reserved slots to join past 24?


That sucks for people that want to join a server that has 24 players on 
it not

a dynamic varying increasing number of people.

i.e the problem with it in the past was that people abused it to get 
quickplay players
presumably believing that 32 players gave them more advert hits or 
chances of
donations but needing to pretend it was a 24 player server to get 
players in the

first place.

Now you're saying there is no penalty for a 32 player server. Fair 
enough, but there are still QP players selecting '24'
in that box, and they don't want the server to turn into a 32 player one 
after they've joined.


--
Dan.

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Daniel Barreiro
This is one thing I can't stand about the mailing list.

VALVE FIX THIS IT'S BROKEN WE DON'T LIKE IT

*valve releases fix V1*

VALVE THIS FIX IS BAD IT FIXED THE PROBLEM BUT WE DON'T LIKE IT

*valve releases fix V2*

VALVE WHY DID YOU PUT RESTRICTIONS IN PLACE THAT SOLVE THE ISSUES WE WERE
COMPLAINING ABOUT NOW WE CAN'T DO WHAT WE WANT

Seriously.  You guys expect them to be able to fix the problems without
changing anything else. I for one think these changes are a good idea. I'm
running 3 servers with consistent player counts. I've had no major drops in
traffic since the change. Quickplay didn't do much for me as most of my
traffic comes from my playerbase. Just build up a community and you wont
need to depend on quickplay.  Can't fill 15 servers? Cut back to 10 you can
fill. Don't complain to Valve that there are servers changing the gameplay
in ways you don't like and then when they restrict that complain that now
you can't change the gameplay. You may be changing it to a lesser amount,
but still. How are they supposed to restrict it for the "bad" servers yet
allow the "good" servers to do the same things to a lesser extent?


On Thu, Feb 6, 2014 at 6:31 AM, Nomaan Ahmad  wrote:

> Dear VALVe,
>
> Thank you for implementing GameServer Accounts. Please sync CSS too.
> Thanks!
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread dan

On 05/02/2014 23:52, Fletcher Dunn wrote:

QUESTIONS?


Will we be able to blacklist by these new accounts too?

I like the idea you can see the map etc (although, for the
example of capture the flag, I think you'd be better simply
developing some better maps and dropping the ones
that suck in the meantime. The ratio of good maps is
low. Even the ratio of maps people vote to play on is low to the total.

e.g 2fort and doublecross people play and are pretty good maps.
2fort not being nearly as bad as the reputation it has from its
abuse at the hands of instant spawn, 32 man, never ending
rounds et al.

Turbine people want to play even though it sucks. The rest no one
wants to play and they're rubbish too. Then you've thrown
doomsday onto those servers when it's not even CTF.

It means (if we ignore that voting will skew servers towards
2fort and turbine) picked at random, a CTF server will most likely have
a crap map running that no one wants to play.

If you added turbine pro that'd make 3 maps that people want to play and
that are playable in terms of the objectives.

Really though I select servers on information that isn't available until
after you've joined.

Firstly some technical stuff. Servers that mess with rate either
forcing it low or high.

But, more often things like the time the level has left.
Whether the game has scrambled at 2-0 ( usually pointless joining after 
that)

what the class choices are for the teams, what the other
players pings are.

In other words, I leave a server if it's full of 23
people with 250 ping, all playing sniper and spy
after I've joined and / or some subsets of these.

After that, you have to play to see and that's
really the point at which you should join, not before.

For this reason QP doesn't work, because it puts you on a random server
and you need to remember which servers you've checked to
not join them repeatedly.

For sure, this browsing of a subset QP finds may help, but really it
would be better if we could simply see the kind of data
I've suggested above before joining.

(I think the general problem can be shown with an analogy,
If you regularly cycle 200km a week on a road bike, when a colleague who 
has a bike
with a basket invites you to ride at the weekend with a group from his 
church, you probably don't think
"Yeah, I'll join your ride" - because they aren't going to average the 
24mph the guys in your
sunday club runs do. Similarly, if you take your kids to a track to race 
you'd expect
them to race against their age range. You wouldn't put your 8 year old 
in the adult race.


TF2 lacks the ability to see these different groups except via inference.
e.g one explanation for servers full of snipers and spies with no motor 
control, game sense
or clue, would be that there are vast swathes of halfwitted teenagers 
and adults in Europe and America.
Which is perhaps what a lot of people do believe. However, the real 
explanation is
"it's young kids playing this game because it is free" - The F2P feature 
added huge amounts of them, but it didn't add any way of
filtering each other out. IRL we can do that easily -  and to be fair 
since this is a game, it's not as simple
as parameters like level of fitness or age can do for real sports. But 
F2p competitive games
need something. Currently one way to see in TF2 is just to look at the 
classes the
teams are playing - 6 engineers all camping together in the intel room 
and none of them have more than 5

points each? Kids 7 spies? Kids)

Also, I sometimes pick the map based upon what the next map is
 because I'd prefer a full round, from scratch on a good map.
e.g If I, say, like doublecross, and join doublecross servers
on average the round will be half way through. Whereas if I join
2fort servers, I will get part of a round of 2fort and a full round of
doublecross. Aside from the annoying voting feature messing
that up, so knowing what the next map is going to be is often
as important as the current one when selecting a server.

--
Dan

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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Nomaan Ahmad
Dear VALVe,

Thank you for implementing GameServer Accounts. Please sync CSS too. Thanks!
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Erik-jan Riemers
Now that this is in place, will the future also hold a "steam group" option
like l4d/l4d2 so you can see the servers from that group? Since its easy to
find a nice server, but maybe that community has more servers too offer..
it is not easy for a client to find the others only to search on name.


2014-02-06 2:27 GMT+01:00 Chris Oryschak :

> Agreed.
>
> There's honestly no point in participating in QP if the box isn't
> unchecked.  We can all look at stats the past 2 weeks and realize we get
> little to no QP players because of this checkbox, now adding all these
> rules to participate in QP is pointless as it would give us small advantage
> in helping to populate our servers.
>
>
> On Wed, Feb 5, 2014 at 8:23 PM, Frank  wrote:
>
> > I agree here, the "official servers" box needs to be UNCHECKED by default
> > not the other way around. This needs to take effect with the update
> > tomorrow
> > to go ahead and fix this problem as so many have expressed over the last
> > week.
> >
> > This wasn't even mentioned by Fletch in the recent mails tonight or from
> > anyone at Valve over the course of this past week and the countless mails
> > sent thru this mailing list from the majority of owners not happy about
> it.
> > The data shows it causes issues when left checked by default - just
> uncheck
> > it and let people decide after the fact.
> >
> >
> > ___
> > If the default "official servers" box isn't going to be removed,
> community
> > servers will still be cut off from the majority of new players, whether
> > they
> > qualify or not. The new guidelines for quickplay also make it impossible
> > for
> > server owners to support or stand out.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Chris Oryschak
Agreed.

There's honestly no point in participating in QP if the box isn't
unchecked.  We can all look at stats the past 2 weeks and realize we get
little to no QP players because of this checkbox, now adding all these
rules to participate in QP is pointless as it would give us small advantage
in helping to populate our servers.


On Wed, Feb 5, 2014 at 8:23 PM, Frank  wrote:

> I agree here, the "official servers" box needs to be UNCHECKED by default
> not the other way around. This needs to take effect with the update
> tomorrow
> to go ahead and fix this problem as so many have expressed over the last
> week.
>
> This wasn't even mentioned by Fletch in the recent mails tonight or from
> anyone at Valve over the course of this past week and the countless mails
> sent thru this mailing list from the majority of owners not happy about it.
> The data shows it causes issues when left checked by default - just uncheck
> it and let people decide after the fact.
>
>
> ___
> If the default "official servers" box isn't going to be removed, community
> servers will still be cut off from the majority of new players, whether
> they
> qualify or not. The new guidelines for quickplay also make it impossible
> for
> server owners to support or stand out.
>
>
> ___
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> please visit:
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Frank
I agree here, the "official servers" box needs to be UNCHECKED by default
not the other way around. This needs to take effect with the update tomorrow
to go ahead and fix this problem as so many have expressed over the last
week.

This wasn't even mentioned by Fletch in the recent mails tonight or from
anyone at Valve over the course of this past week and the countless mails
sent thru this mailing list from the majority of owners not happy about it.
The data shows it causes issues when left checked by default - just uncheck
it and let people decide after the fact.


___
If the default "official servers" box isn't going to be removed, community
servers will still be cut off from the majority of new players, whether they
qualify or not. The new guidelines for quickplay also make it impossible for
server owners to support or stand out.


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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Robert Paulson
There are several problems with this. With all the new strict guidelines
that looks like a laundry list of complaints from SPUF, people are
eventually going to whine about the server  expanding beyond 24 slots. Then
if a server is completely full then are admins blocked from managing their
servers just to be on quickplay? Not every situation can be handled by
using the console. And then there is the pay-by-slot issue.

I am thankful that there is an attempt at a compromise but frankly it is
quite underwhelming.

If the default "official servers" box isn't going to be removed, community
servers will still be cut off from the majority of new players, whether
they qualify or not. The new guidelines for quickplay also make it
impossible for server owners to support or stand out.

- "Opening a MOTD window (hidden or visible) that is not requested"
I don't see what the point of this is when the MOTD has been disabled for
quickplay players. Does this mean we can't even show the MOTD to
non-quickplay players when they connect?

- "Giving or selling gameplay advantage to players"
We don't give people bonus HP and damage, but what about things like
autobalance immunity, the ability to swap teams, or even humiliation
immunity? Seriously, I had someone argue those were gameplay advantages.

- "Granting or modifying economy items, or taking actions that devalue
players' items, or interfering with the TF2 economy"
This means that donator or frequent player effects are out even though it
doesn't change the gameplay?

All I see here is that Valve is making it impossible for quickplay servers
to support and distinguish themselves, getting rid of the most commonly
accepted server benefits that have been offered since CS. And the official
server opt-in that is the source of all the recent player loss is still
unchanged.


On Wed, Feb 5, 2014 at 4:28 PM, Fletcher Dunn
wrote:

> What's the problem with overfull servers?  Can you not set
> visiblemaxplayers to 24 and allow players with reserved slots to join past
> 24?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
> Sent: Wednesday, February 05, 2014 4:23 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Important changes to TF2 coming soon
>
> Oh happy day!
>
> Thank you for taking all our concerns to heart and actually fixing quite a
> few of the problems that have been around for years.  I'm actually giddy
> with the changes.
>
> The only thing I can see being an issue now is this:
> >
> >   * Kicking players to make room for reserved slots
> >
> I agree that it's lame to kick players for reserved slots, but there
> isn't a great method to support reserved slots right now.   A long time
> ago we used to allow reserved slot players to connect when the server was
> full without kicking anyone (ex: 25/24 players), but srcds seemed to have
> issues with greater than 24 players.  Are there any plans to support
> over-full servers like this?  I think the donor-based communities are
> probably the ones with the most contributions to the TF2 community as a
> whole, and they're the ones that tend to give out reserved slots as
> incentive to donate.  Some legitimate way to allow reserved slots without
> hurting quickplay eligibility would be /very/ nice.
>
> All in all, amazing update Fletcher.  I'm glad to see the QP issues being
> addressed, and the gameserver accounts becoming a reality.
>
> --
>
> Jake Forrester
> Owner / Web Developer
> FirePowered LLC
> w: https://firepoweredgaming.com
> e: j...@ranndesigns.com
>
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Doctor McKay
Servers can spontaneously combust in my experience when set to a maxplayers
value over 32. Plus many people are on GSPs that charge per slot, so paying
an extra few dollars for the ability for donors to connect "nicely" is a
bit of a waste, especially when hosting multiple servers. Servers with many
donors can possibly have more than 4 people using reserved slots at a time,
so to ensure that donors can always connect, you'd need to pay for >4 extra
slots.


Dr. McKay
www.doctormckay.com


On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn
wrote:

> What's the problem with overfull servers?  Can you not set
> visiblemaxplayers to 24 and allow players with reserved slots to join past
> 24?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
> Sent: Wednesday, February 05, 2014 4:23 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Important changes to TF2 coming soon
>
> Oh happy day!
>
> Thank you for taking all our concerns to heart and actually fixing quite a
> few of the problems that have been around for years.  I'm actually giddy
> with the changes.
>
> The only thing I can see being an issue now is this:
> >
> >   * Kicking players to make room for reserved slots
> >
> I agree that it's lame to kick players for reserved slots, but there
> isn't a great method to support reserved slots right now.   A long time
> ago we used to allow reserved slot players to connect when the server was
> full without kicking anyone (ex: 25/24 players), but srcds seemed to have
> issues with greater than 24 players.  Are there any plans to support
> over-full servers like this?  I think the donor-based communities are
> probably the ones with the most contributions to the TF2 community as a
> whole, and they're the ones that tend to give out reserved slots as
> incentive to donate.  Some legitimate way to allow reserved slots without
> hurting quickplay eligibility would be /very/ nice.
>
> All in all, amazing update Fletcher.  I'm glad to see the QP issues being
> addressed, and the gameserver accounts becoming a reality.
>
> --
>
> Jake Forrester
> Owner / Web Developer
> FirePowered LLC
> w: https://firepoweredgaming.com
> e: j...@ranndesigns.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Ryan Stecker
 >Granting or modifying economy items, or taking actions that devalue
   players' items, or interfering with the TF2 economy

Fletch, is the converse here true? Are server ops allowed to modify economy
items if we're not a quickplay server?

If so, can/will the clientside restriction on visible wearables be lifted
on non-quickplay servers?


On Wed, Feb 5, 2014 at 6:28 PM, Ross Bemrose  wrote:

> Actually, I'll just post the entire list of things not allowed in
> QuickPlay according to the new FAQ:
>
>  * Opening a MOTD window (hidden or visible) that is not requested
>  * Forcing clients to view the MOTD until a timer has expired
>  * Giving or selling gameplay advantage to players
>
>  * Kicking players to make room for reserved slots
>  * Modifying stock maps, models, or materials
>  * Running non-default game modes: prop hunt, dodgeball, etc
>  * Enforcing class limits
>  * Browser popups
>  * Granting or modifying economy items, or taking actions that devalue
>players' items, or interfering with the TF2 economy
>
>
>
>
>
> On 2/5/2014 6:52 PM, Fletcher Dunn wrote:
>
>> There are some changes coming that TF2 server operators should know about.
>>
>> CHANGES TO QUICKPLAY
>> ---
>>
>> The next TF2 update will make two changes to quickplay:
>>
>> * "Show servers" button.  This runs the ordinary quickplay search, but
>> instead of joining the server with the highest score, it presents the user
>> with an ordered list of about 20 servers and lets them pick.  This gives
>> players much of the convenience of quickplay by finding servers with a good
>> ping and players on them, but also an easy way to express a preference over
>> the map, server community, etc.
>> * We've added an advanced options page that allows players to opt into
>> the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
>> and instant respawn.
>>
>> There are no more scoring penalties for maxplayers or rule changes; your
>> server either matches their search criteria or it doesn't.
>>
>> At this time, we are keeping the default quickplay option to Valve
>> servers.  However, note that if a player wants to find a server with any of
>> the supported modifications, then they must land on a community server,
>> since Valve servers do not run with these settings.
>>
>> We've updated the quickplay policy to more clearly specify what sorts of
>> server modifications are allowed in quickplay:
>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>>
>> STEAM GAMESERVER ACCOUNTS
>> -
>>
>> Gameserver accounts are now a Steam feature.  The feature is currently in
>> beta.
>>
>> Using a steam gameserver account provides one important advantage right
>> now: client favorite lists are keyed by the Steam account if present.  This
>> means that you can move your server to another IP address, and clients who
>> have your server in their favorites or history will follow you to your new
>> location.
>>
>> CREATING AN ACCOUNT:
>>
>> Creating an account is currently only possible via WebAPI.  (Remember,
>> this feature is currently in beta.  We'll add a nicer interface for this
>> soon.)  Make a HTTPS POST request to the following URL:
>> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
>>
>> The POST arguments should be:
>>appid=440 (for Team Fortress)
>>key=
>>
>>  is the WebAPI key associated with the user account that
>> will own the server accounts. See http://steamcommunity.com/dev for how
>> to get one of these.  (WARNING: Make sure and keep this key secret.  This
>> key is an authentication token in some respects and makes it possible to do
>> certain actions on your behalf.  Don't feed the key into anybody's nice
>> convenient web page that automates this.  With your WebAPI key they could
>> impersonate you for some actions.  If you don't want to go through the pain
>> of making a WebAPI call, just wait until we have a nicer interface
>> implemented.)
>>
>> The output of the WebAPI will be the (permanent) SteamID of your
>> gameserver, and a login token.  The login token is a random string of text
>> that allows you to actually login to your account.
>>
>> You can view a list of the servers owned by a user account by making a
>> HTTPS GET call to:
>> https://api.steampowered.com/IGameServersService/
>> GetAccountList/v0001/?key=https://api.steampowered.com/
>> IGameServersService/GetAccountList/v0001/?key=%3cyourkey>>
>>
>>
>> LOGGING IN TO YOUR ACCOUNT (TF only for now):
>>
>> Once you have a gameserver login token, you can specify your login
>> credentials on a Source engine server by executing this console command
>> sometime before it loads the first map:
>>
>> sv_setsteamaccount 
>>
>> The server output should make it clear when you are using a Steam
>> gameserver account and when you are logging in anonymously.  (The ordinary
>> gameserver login that has always been used.)
>>
>> Remember, for now you will need

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
What about on 32 player servers?


On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn
wrote:

> What's the problem with overfull servers?  Can you not set
> visiblemaxplayers to 24 and allow players with reserved slots to join past
> 24?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
> Sent: Wednesday, February 05, 2014 4:23 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Important changes to TF2 coming soon
>
> Oh happy day!
>
> Thank you for taking all our concerns to heart and actually fixing quite a
> few of the problems that have been around for years.  I'm actually giddy
> with the changes.
>
> The only thing I can see being an issue now is this:
> >
> >   * Kicking players to make room for reserved slots
> >
> I agree that it's lame to kick players for reserved slots, but there
> isn't a great method to support reserved slots right now.   A long time
> ago we used to allow reserved slot players to connect when the server was
> full without kicking anyone (ex: 25/24 players), but srcds seemed to have
> issues with greater than 24 players.  Are there any plans to support
> over-full servers like this?  I think the donor-based communities are
> probably the ones with the most contributions to the TF2 community as a
> whole, and they're the ones that tend to give out reserved slots as
> incentive to donate.  Some legitimate way to allow reserved slots without
> hurting quickplay eligibility would be /very/ nice.
>
> All in all, amazing update Fletcher.  I'm glad to see the QP issues being
> addressed, and the gameserver accounts becoming a reality.
>
> --
>
> Jake Forrester
> Owner / Web Developer
> FirePowered LLC
> w: https://firepoweredgaming.com
> e: j...@ranndesigns.com
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
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> please visit:
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>
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Ross Bemrose
Actually, I'll just post the entire list of things not allowed in 
QuickPlay according to the new FAQ:


 * Opening a MOTD window (hidden or visible) that is not requested
 * Forcing clients to view the MOTD until a timer has expired
 * Giving or selling gameplay advantage to players
 * Kicking players to make room for reserved slots
 * Modifying stock maps, models, or materials
 * Running non-default game modes: prop hunt, dodgeball, etc
 * Enforcing class limits
 * Browser popups
 * Granting or modifying economy items, or taking actions that devalue
   players' items, or interfering with the TF2 economy




On 2/5/2014 6:52 PM, Fletcher Dunn wrote:

There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* "Show servers" button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an ordered list 
of about 20 servers and lets them pick.  This gives players much of the convenience of 
quickplay by finding servers with a good ping and players on them, but also an easy way 
to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=

 is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one of 
these.  (WARNING: Make sure and keep this key secret.  This key is an authentication 
token in some respects and makes it possible to do certain actions on your behalf.  
Don't feed the key into anybody's nice convenient web page that automates this.  With 
your WebAPI key they could impersonate you for some actions.  If you don't want to go 
through the pain of making a WebAPI call, just wait until we have a nicer interface 
implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey>>

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount 

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta that knows 
how to migrate favorites.  On the client, each favorite has an IP:port and a 
gameserver account.  The account might be empty --- that will of course be the 
case for all previously existing favorites.  Periodically, a client

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
What's the problem with overfull servers?  Can you not set visiblemaxplayers to 
24 and allow players with reserved slots to join past 24?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
Sent: Wednesday, February 05, 2014 4:23 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Important changes to TF2 coming soon

Oh happy day!

Thank you for taking all our concerns to heart and actually fixing quite a few 
of the problems that have been around for years.  I'm actually giddy with the 
changes.

The only thing I can see being an issue now is this:
>
>   * Kicking players to make room for reserved slots
>
I agree that it's lame to kick players for reserved slots, but there
isn't a great method to support reserved slots right now.   A long time
ago we used to allow reserved slot players to connect when the server was full 
without kicking anyone (ex: 25/24 players), but srcds seemed to have issues 
with greater than 24 players.  Are there any plans to support over-full servers 
like this?  I think the donor-based communities are probably the ones with the 
most contributions to the TF2 community as a whole, and they're the ones that 
tend to give out reserved slots as incentive to donate.  Some legitimate way to 
allow reserved slots without hurting quickplay eligibility would be /very/ nice.

All in all, amazing update Fletcher.  I'm glad to see the QP issues being 
addressed, and the gameserver accounts becoming a reality.

-- 

Jake Forrester
Owner / Web Developer
FirePowered LLC
w: https://firepoweredgaming.com
e: j...@ranndesigns.com

___
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visit:
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Daniel Barreiro
Thank you so much!  I hope these clarified rules get enforced.


On Wed, Feb 5, 2014 at 7:11 PM, The Wave  wrote:

> Definitely looking forward to the gameserver accounts! Off to https post...
>
>
> On 2/5/2014 6:03 PM, Rikard Bremark wrote:
>
>> This is great news!
>> I asked Alfred about such a feature a year ago and he said it was under
>> development but didnt know when it was due to release!
>> I am really happy that you guys have put an effort in it and are now
>> releasing it!
>>
>> Good Job!
>> --
>> //Rikard 'Zapy' Bremark
>> Warzone Short Valley
>>
>> On 2014-02-06 00:52, Fletcher Dunn wrote:
>>
>>> There are some changes coming that TF2 server operators should know
>>> about.
>>>
>>> CHANGES TO QUICKPLAY
>>> ---
>>>
>>> The next TF2 update will make two changes to quickplay:
>>>
>>> * "Show servers" button.  This runs the ordinary quickplay search, but
>>> instead of joining the server with the highest score, it presents the user
>>> with an ordered list of about 20 servers and lets them pick.  This gives
>>> players much of the convenience of quickplay by finding servers with a good
>>> ping and players on them, but also an easy way to express a preference over
>>> the map, server community, etc.
>>> * We've added an advanced options page that allows players to opt into
>>> the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
>>> and instant respawn.
>>>
>>> There are no more scoring penalties for maxplayers or rule changes; your
>>> server either matches their search criteria or it doesn't.
>>>
>>> At this time, we are keeping the default quickplay option to Valve
>>> servers.  However, note that if a player wants to find a server with any of
>>> the supported modifications, then they must land on a community server,
>>> since Valve servers do not run with these settings.
>>>
>>> We've updated the quickplay policy to more clearly specify what sorts of
>>> server modifications are allowed in quickplay:
>>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>>>
>>> STEAM GAMESERVER ACCOUNTS
>>> -
>>>
>>> Gameserver accounts are now a Steam feature.  The feature is currently
>>> in beta.
>>>
>>> Using a steam gameserver account provides one important advantage right
>>> now: client favorite lists are keyed by the Steam account if present.  This
>>> means that you can move your server to another IP address, and clients who
>>> have your server in their favorites or history will follow you to your new
>>> location.
>>>
>>> CREATING AN ACCOUNT:
>>>
>>> Creating an account is currently only possible via WebAPI. (Remember,
>>> this feature is currently in beta.  We'll add a nicer interface for this
>>> soon.)  Make a HTTPS POST request to the following URL:
>>> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
>>>
>>> The POST arguments should be:
>>>appid=440 (for Team Fortress)
>>>key=
>>>
>>>  is the WebAPI key associated with the user account that
>>> will own the server accounts. See http://steamcommunity.com/dev for how
>>> to get one of these. (WARNING: Make sure and keep this key secret.  This
>>> key is an authentication token in some respects and makes it possible to do
>>> certain actions on your behalf.  Don't feed the key into anybody's nice
>>> convenient web page that automates this.  With your WebAPI key they could
>>> impersonate you for some actions.  If you don't want to go through the pain
>>> of making a WebAPI call, just wait until we have a nicer interface
>>> implemented.)
>>>
>>> The output of the WebAPI will be the (permanent) SteamID of your
>>> gameserver, and a login token.  The login token is a random string of text
>>> that allows you to actually login to your account.
>>>
>>> You can view a list of the servers owned by a user account by making a
>>> HTTPS GET call to:
>>> https://api.steampowered.com/IGameServersService/
>>> GetAccountList/v0001/?key=https://api.steampowered.com/
>>> IGameServersService/GetAccountList/v0001/?key=%3cyourkey>>
>>>
>>> LOGGING IN TO YOUR ACCOUNT (TF only for now):
>>>
>>> Once you have a gameserver login token, you can specify your login
>>> credentials on a Source engine server by executing this console command
>>> sometime before it loads the first map:
>>>
>>> sv_setsteamaccount 
>>>
>>> The server output should make it clear when you are using a Steam
>>> gameserver account and when you are logging in anonymously.  (The ordinary
>>> gameserver login that has always been used.)
>>>
>>> Remember, for now you will need to login to both your Steam gameserver
>>> account and also your TF account.  The two accounts are not related.  The
>>> TF account is the one that determines quickplay eligibility, and the Steam
>>> one does favorites migration.  Eventually we will remove the TF accounts
>>> and only use Steam gameserver accounts.
>>>
>>> HOW FAVORITES MIGRATION WORKS:
>>>
>>> In the next few days we wi

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Jake Forrester
Oh happy day!

Thank you for taking all our concerns to heart and actually fixing quite
a few of the problems that have been around for years.  I'm actually
giddy with the changes.

The only thing I can see being an issue now is this:
>
>   * Kicking players to make room for reserved slots
>
I agree that it's lame to kick players for reserved slots, but there
isn't a great method to support reserved slots right now.   A long time
ago we used to allow reserved slot players to connect when the server
was full without kicking anyone (ex: 25/24 players), but srcds seemed to
have issues with greater than 24 players.  Are there any plans to
support over-full servers like this?  I think the donor-based
communities are probably the ones with the most contributions to the TF2
community as a whole, and they're the ones that tend to give out
reserved slots as incentive to donate.  Some legitimate way to allow
reserved slots without hurting quickplay eligibility would be /very/ nice.

All in all, amazing update Fletcher.  I'm glad to see the QP issues
being addressed, and the gameserver accounts becoming a reality.

-- 

Jake Forrester
Owner / Web Developer
FirePowered LLC
w: https://firepoweredgaming.com
e: j...@ranndesigns.com

___
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visit:
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread thesupremecommander
Thank you so much for these changes! An updated QuickPlay experience and
guidelines are exactly what we needed, and the Steam-managed accounts is a
special bonus.


On Wed, Feb 5, 2014 at 7:11 PM, The Wave  wrote:

> Definitely looking forward to the gameserver accounts! Off to https post...
>
>
> On 2/5/2014 6:03 PM, Rikard Bremark wrote:
>
>> This is great news!
>> I asked Alfred about such a feature a year ago and he said it was under
>> development but didnt know when it was due to release!
>> I am really happy that you guys have put an effort in it and are now
>> releasing it!
>>
>> Good Job!
>> --
>> //Rikard 'Zapy' Bremark
>> Warzone Short Valley
>>
>> On 2014-02-06 00:52, Fletcher Dunn wrote:
>>
>>> There are some changes coming that TF2 server operators should know
>>> about.
>>>
>>> CHANGES TO QUICKPLAY
>>> ---
>>>
>>> The next TF2 update will make two changes to quickplay:
>>>
>>> * "Show servers" button.  This runs the ordinary quickplay search, but
>>> instead of joining the server with the highest score, it presents the user
>>> with an ordered list of about 20 servers and lets them pick.  This gives
>>> players much of the convenience of quickplay by finding servers with a good
>>> ping and players on them, but also an easy way to express a preference over
>>> the map, server community, etc.
>>> * We've added an advanced options page that allows players to opt into
>>> the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
>>> and instant respawn.
>>>
>>> There are no more scoring penalties for maxplayers or rule changes; your
>>> server either matches their search criteria or it doesn't.
>>>
>>> At this time, we are keeping the default quickplay option to Valve
>>> servers.  However, note that if a player wants to find a server with any of
>>> the supported modifications, then they must land on a community server,
>>> since Valve servers do not run with these settings.
>>>
>>> We've updated the quickplay policy to more clearly specify what sorts of
>>> server modifications are allowed in quickplay:
>>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>>>
>>> STEAM GAMESERVER ACCOUNTS
>>> -
>>>
>>> Gameserver accounts are now a Steam feature.  The feature is currently
>>> in beta.
>>>
>>> Using a steam gameserver account provides one important advantage right
>>> now: client favorite lists are keyed by the Steam account if present.  This
>>> means that you can move your server to another IP address, and clients who
>>> have your server in their favorites or history will follow you to your new
>>> location.
>>>
>>> CREATING AN ACCOUNT:
>>>
>>> Creating an account is currently only possible via WebAPI. (Remember,
>>> this feature is currently in beta.  We'll add a nicer interface for this
>>> soon.)  Make a HTTPS POST request to the following URL:
>>> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
>>>
>>> The POST arguments should be:
>>>appid=440 (for Team Fortress)
>>>key=
>>>
>>>  is the WebAPI key associated with the user account that
>>> will own the server accounts. See http://steamcommunity.com/dev for how
>>> to get one of these. (WARNING: Make sure and keep this key secret.  This
>>> key is an authentication token in some respects and makes it possible to do
>>> certain actions on your behalf.  Don't feed the key into anybody's nice
>>> convenient web page that automates this.  With your WebAPI key they could
>>> impersonate you for some actions.  If you don't want to go through the pain
>>> of making a WebAPI call, just wait until we have a nicer interface
>>> implemented.)
>>>
>>> The output of the WebAPI will be the (permanent) SteamID of your
>>> gameserver, and a login token.  The login token is a random string of text
>>> that allows you to actually login to your account.
>>>
>>> You can view a list of the servers owned by a user account by making a
>>> HTTPS GET call to:
>>> https://api.steampowered.com/IGameServersService/
>>> GetAccountList/v0001/?key=https://api.steampowered.com/
>>> IGameServersService/GetAccountList/v0001/?key=%3cyourkey>>
>>>
>>> LOGGING IN TO YOUR ACCOUNT (TF only for now):
>>>
>>> Once you have a gameserver login token, you can specify your login
>>> credentials on a Source engine server by executing this console command
>>> sometime before it loads the first map:
>>>
>>> sv_setsteamaccount 
>>>
>>> The server output should make it clear when you are using a Steam
>>> gameserver account and when you are logging in anonymously.  (The ordinary
>>> gameserver login that has always been used.)
>>>
>>> Remember, for now you will need to login to both your Steam gameserver
>>> account and also your TF account.  The two accounts are not related.  The
>>> TF account is the one that determines quickplay eligibility, and the Steam
>>> one does favorites migration.  Eventually we will remove the TF accounts
>>> and only use 

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread The Wave

Definitely looking forward to the gameserver accounts! Off to https post...

On 2/5/2014 6:03 PM, Rikard Bremark wrote:

This is great news!
I asked Alfred about such a feature a year ago and he said it was 
under development but didnt know when it was due to release!
I am really happy that you guys have put an effort in it and are now 
releasing it!


Good Job!
--
//Rikard 'Zapy' Bremark
Warzone Short Valley

On 2014-02-06 00:52, Fletcher Dunn wrote:
There are some changes coming that TF2 server operators should know 
about.


CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* "Show servers" button.  This runs the ordinary quickplay search, 
but instead of joining the server with the highest score, it presents 
the user with an ordered list of about 20 servers and lets them 
pick.  This gives players much of the convenience of quickplay by 
finding servers with a good ping and players on them, but also an 
easy way to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt 
into the most commonly-requested non-vanilla rules changes: nocrits, 
maxplayers, and instant respawn.


There are no more scoring penalties for maxplayers or rule changes; 
your server either matches their search criteria or it doesn't.


At this time, we are keeping the default quickplay option to Valve 
servers.  However, note that if a player wants to find a server with 
any of the supported modifications, then they must land on a 
community server, since Valve servers do not run with these settings.


We've updated the quickplay policy to more clearly specify what sorts 
of server modifications are allowed in quickplay:

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is 
currently in beta.


Using a steam gameserver account provides one important advantage 
right now: client favorite lists are keyed by the Steam account if 
present.  This means that you can move your server to another IP 
address, and clients who have your server in their favorites or 
history will follow you to your new location.


CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI. (Remember, 
this feature is currently in beta.  We'll add a nicer interface for 
this soon.)  Make a HTTPS POST request to the following URL:

https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=

 is the WebAPI key associated with the user account 
that will own the server accounts. See http://steamcommunity.com/dev 
for how to get one of these. (WARNING: Make sure and keep this key 
secret.  This key is an authentication token in some respects and 
makes it possible to do certain actions on your behalf.  Don't feed 
the key into anybody's nice convenient web page that automates this.  
With your WebAPI key they could impersonate you for some actions.  If 
you don't want to go through the pain of making a WebAPI call, just 
wait until we have a nicer interface implemented.)


The output of the WebAPI will be the (permanent) SteamID of your 
gameserver, and a login token.  The login token is a random string of 
text that allows you to actually login to your account.


You can view a list of the servers owned by a user account by making 
a HTTPS GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey>> 



LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login 
credentials on a Source engine server by executing this console 
command sometime before it loads the first map:


sv_setsteamaccount 

The server output should make it clear when you are using a Steam 
gameserver account and when you are logging in anonymously.  (The 
ordinary gameserver login that has always been used.)


Remember, for now you will need to login to both your Steam 
gameserver account and also your TF account.  The two accounts are 
not related.  The TF account is the one that determines quickplay 
eligibility, and the Steam one does favorites migration.  Eventually 
we will remove the TF accounts and only use Steam gameserver accounts.


HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta 
that knows how to migrate favorites.  On the client, each favorite 
has an IP:port and a gameserver account.  The account might be empty 
--- that will of course be the case for all previously existing 
favorites.  Periodically, a client will try to sync up the favorites 
list IP:port addresses and accounts. If there is an IP:port without 
an associated account, it will ask the master server for information 
abou

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Rikard Bremark

This is great news!
I asked Alfred about such a feature a year ago and he said it was under 
development but didnt know when it was due to release!
I am really happy that you guys have put an effort in it and are now 
releasing it!


Good Job!
--
//Rikard 'Zapy' Bremark
Warzone Short Valley

On 2014-02-06 00:52, Fletcher Dunn wrote:

There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* "Show servers" button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an ordered list 
of about 20 servers and lets them pick.  This gives players much of the convenience of 
quickplay by finding servers with a good ping and players on them, but also an easy way 
to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=

 is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one of 
these.  (WARNING: Make sure and keep this key secret.  This key is an authentication 
token in some respects and makes it possible to do certain actions on your behalf.  
Don't feed the key into anybody's nice convenient web page that automates this.  With 
your WebAPI key they could impersonate you for some actions.  If you don't want to go 
through the pain of making a WebAPI call, just wait until we have a nicer interface 
implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey>>

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount 

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta that knows 
how to migrate favorites.  On the client, each favorite has an IP:port and a 
gameserver account.  The account might be empty --- that will of course be the 
case for all previously existing favorites.  Periodically, a client will try to 
sync up the favorites list IP:port addresses and accounts.  If there is an 
IP:port without an associated account, it will ask the master server for 
information about that address.  If a server is running on that address and 
logged into an account, the client will record the account.   Once the client 

[hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* "Show servers" button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=

 is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey>>

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount 

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta that knows 
how to migrate favorites.  On the client, each favorite has an IP:port and a 
gameserver account.  The account might be empty --- that will of course be the 
case for all previously existing favorites.  Periodically, a client will try to 
sync up the favorites list IP:port addresses and accounts.  If there is an 
IP:port without an associated account, it will ask the master server for 
information about that address.  If a server is running on that address and 
logged into an account, the client will record the account.   Once the client 
has an account associated with the favorite, the account becomes the primary 
key and will not change.  Instead, we will periodically try to refresh the 
address from the account.  (Again, this is done by querying the master server, 
and it depends on your server bring logged into the account and running on the 
address.)  The client alway