Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Yun Huang Yong
Not specifically but I'd suggest the main reason for wanting to qualify 
for Quickplay is to keep servers filled. From that POV those Quickplay 
players *are* valuable to your community. You shouldn't turn around and 
punt them because their job is now done.


For newer players -- the typical Quickplay user -- it's a pretty 
confusing and negative experience. I get kicked for... playing the game 
like everyone else?


Personally I've never liked reserved slots, and it was one of the 
reasons I started my servers. Either I am a valued member of your 
community and you treat me with the same basic respect as everyone else 
(assuming I behave appropriately), or I'm not. Don't use me to populate 
your servers then throw me away.


On 6/02/2014 6:25 PM, Doctor McKay wrote:

It's not like people discriminate against Quickplay users when
determining someone to kick for a reserved slot. It's not unreasonable
for donors to be given priority access to the server that they are
financially supporting (same with admins as they're supporting it with
their volunteer efforts).


Dr. McKay
www.doctormckay.com 


On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong mailto:gumby_li...@mooh.org>> wrote:

I think the spirit of the "Kicking players to make room for reserved
slots" item is really about treating Quickplay players with respect.

i.e. don't treat Quickplay players simply as seat warmers until your
regulars/donors/admins feel like joining into a full server
populated because of Quickplay.

 >From an enforcement POV there are obviously ways around many of
the Quickplay disqualification modifications. For this one it would
be pretty easy to tell by simply looking at the relevant groups'
donor perks.

Of course some groups may attempt to subvert the system by secretly
have such a feature but not advertise it but that's a reasonable
outcome - if it makes it harder for server owners to do undesirable
things (such as selling reserved slots) that's still a win.


On 6/02/2014 5:20 PM, Andreas Grimm wrote:

..." Kicking players to make room for reserved slots"

How does this check work?

What happens, when an admin kicks a player for flaming and that
player
reports the server with "they kicked me to make room for
reserved slots"?

Same with plugins like anti cheat - Our anti cheat system stores
dectected cheaters in a database and it kicks the players when they
connect to a server of our network or when they use cheats while
playing. Usually we also send a kick message like "you are
banned for
using cheats bla bla", but a kicked player could easily say
"they make
room for reserved slots"

   - Andreas

*From:*hlds-bounces@list.__valvesoftware.com

[mailto:hlds-bounces@list.__valvesoftware.com
] *On Behalf Of
*Fletcher Dunn
*Sent:* Thursday, February 06, 2014 12:52 AM
*To:* Half-Life dedicated Win32 server mailing list

(hlds@list.valvesoftware.com
); Half-Life dedicated Linux
server mailing
list (hlds_linux@list.__valvesoftware.com
);
hlds_announce@list.__valvesoftware.com

*Subject:* [hlds] Important changes to TF2 coming soon


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 

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
But will this even be enforced? Because for the longest time ever there
were servers on quickplay with quick respawn, modified crits and so on. It
was never enforced. But things like fast respawn are usually enjoyed by
players and so they make these servers more popular. But they do turn the
game into TDM, which is definitely not what valve wanted quickplay players
to experience.

So will the servers that remove tags or otherwise modify the game and still
receive quickplay traffic be punished?


On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong  wrote:

> I think the spirit of the "Kicking players to make room for reserved
> slots" item is really about treating Quickplay players with respect.
>
> i.e. don't treat Quickplay players simply as seat warmers until your
> regulars/donors/admins feel like joining into a full server populated
> because of Quickplay.
>
> From an enforcement POV there are obviously ways around many of the
> Quickplay disqualification modifications. For this one it would be pretty
> easy to tell by simply looking at the relevant groups' donor perks.
>
> Of course some groups may attempt to subvert the system by secretly have
> such a feature but not advertise it but that's a reasonable outcome - if it
> makes it harder for server owners to do undesirable things (such as selling
> reserved slots) that's still a win.
>
>
> On 6/02/2014 5:20 PM, Andreas Grimm wrote:
>
>> ..." Kicking players to make room for reserved slots"
>>
>> How does this check work?
>>
>> What happens, when an admin kicks a player for flaming and that player
>> reports the server with "they kicked me to make room for reserved slots"?
>>
>> Same with plugins like anti cheat - Our anti cheat system stores
>> dectected cheaters in a database and it kicks the players when they
>> connect to a server of our network or when they use cheats while
>> playing. Usually we also send a kick message like "you are banned for
>> using cheats bla bla", but a kicked player could easily say "they make
>> room for reserved slots"
>>
>>   - Andreas
>>
>> *From:*hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
>> *Sent:* Thursday, February 06, 2014 12:52 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>>
>> (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
>> list (hlds_li...@list.valvesoftware.com);
>> hlds_annou...@list.valvesoftware.com
>> *Subject:* [hlds] Important changes to TF2 coming soon
>>
>>
>> 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 th

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Doctor McKay
It's not like people discriminate against Quickplay users when determining
someone to kick for a reserved slot. It's not unreasonable for donors to be
given priority access to the server that they are financially supporting
(same with admins as they're supporting it with their volunteer efforts).


Dr. McKay
www.doctormckay.com


On Thu, Feb 6, 2014 at 2:06 AM, Yun Huang Yong  wrote:

> I think the spirit of the "Kicking players to make room for reserved
> slots" item is really about treating Quickplay players with respect.
>
> i.e. don't treat Quickplay players simply as seat warmers until your
> regulars/donors/admins feel like joining into a full server populated
> because of Quickplay.
>
> From an enforcement POV there are obviously ways around many of the
> Quickplay disqualification modifications. For this one it would be pretty
> easy to tell by simply looking at the relevant groups' donor perks.
>
> Of course some groups may attempt to subvert the system by secretly have
> such a feature but not advertise it but that's a reasonable outcome - if it
> makes it harder for server owners to do undesirable things (such as selling
> reserved slots) that's still a win.
>
>
> On 6/02/2014 5:20 PM, Andreas Grimm wrote:
>
>> ..." Kicking players to make room for reserved slots"
>>
>> How does this check work?
>>
>> What happens, when an admin kicks a player for flaming and that player
>> reports the server with "they kicked me to make room for reserved slots"?
>>
>> Same with plugins like anti cheat - Our anti cheat system stores
>> dectected cheaters in a database and it kicks the players when they
>> connect to a server of our network or when they use cheats while
>> playing. Usually we also send a kick message like "you are banned for
>> using cheats bla bla", but a kicked player could easily say "they make
>> room for reserved slots"
>>
>>   - Andreas
>>
>> *From:*hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
>> *Sent:* Thursday, February 06, 2014 12:52 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>>
>> (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
>> list (hlds_li...@list.valvesoftware.com);
>> hlds_annou...@list.valvesoftware.com
>> *Subject:* [hlds] Important changes to TF2 coming soon
>>
>>
>> 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

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Yun Huang Yong
I think the spirit of the "Kicking players to make room for reserved 
slots" item is really about treating Quickplay players with respect.


i.e. don't treat Quickplay players simply as seat warmers until your 
regulars/donors/admins feel like joining into a full server populated 
because of Quickplay.


From an enforcement POV there are obviously ways around many of the 
Quickplay disqualification modifications. For this one it would be 
pretty easy to tell by simply looking at the relevant groups' donor perks.


Of course some groups may attempt to subvert the system by secretly have 
such a feature but not advertise it but that's a reasonable outcome - if 
it makes it harder for server owners to do undesirable things (such as 
selling reserved slots) that's still a win.


On 6/02/2014 5:20 PM, Andreas Grimm wrote:

..." Kicking players to make room for reserved slots"

How does this check work?

What happens, when an admin kicks a player for flaming and that player
reports the server with "they kicked me to make room for reserved slots"?

Same with plugins like anti cheat - Our anti cheat system stores
dectected cheaters in a database and it kicks the players when they
connect to a server of our network or when they use cheats while
playing. Usually we also send a kick message like "you are banned for
using cheats bla bla", but a kicked player could easily say "they make
room for reserved slots"

  - Andreas

*From:*hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
*Sent:* Thursday, February 06, 2014 12:52 AM
*To:* Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
list (hlds_li...@list.valvesoftware.com);
hlds_annou...@list.valvesoftware.com
*Subject:* [hlds] Important changes to TF2 coming soon

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

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Andreas Grimm
I just want to be sure - instant respawn, nocrits and increased slots aren't
stock, too ;P

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Thursday, February 06, 2014 7:25 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

 

Surely that's not a legitimate question? Playing as a sentry buster is
definitely not stock TF2.

 

On Thu, Feb 6, 2014 at 1:05 AM, Andreas Grimm  wrote:

..."Modifying stock maps, models, or materials"

 

Q: Does that include changing setup timers and round timers, too?

Q: Is it still allowed to remove entities in stock maps which cause a high
server crash rate due to "no free edicts", when there are 32 people playing?

 

..."Giving or selling gameplay advantage to players"

 

Q: Is "round end immunity" an advantage?

Q: Are character plugins like "Playing as Sentrybuster" allowed? It changes
the gameplay of a player, but it isn't really an advantage compared to the
others.

 

- Andreas

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, February 06, 2014 12:52 AM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: [hlds] Important changes to TF2 coming soon

 

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=
 

 

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 se

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
Surely that's not a legitimate question? Playing as a sentry buster is
definitely not stock TF2.


On Thu, Feb 6, 2014 at 1:05 AM, Andreas Grimm  wrote:

>  ..."Modifying stock maps, models, or materials"
>
>
>
> Q: Does that include changing setup timers and round timers, too?
>
> Q: Is it still allowed to remove entities in stock maps which cause a high
> server crash rate due to "no free edicts", when there are 32 people playing?
>
>
>
> ..."Giving or selling gameplay advantage to players"
>
>
>
> Q: Is "round end immunity" an advantage?
>
> Q: Are character plugins like "Playing as Sentrybuster" allowed? It
> changes the gameplay of a player, but it isn't really an advantage compared
> to the others.
>
>
>
> - Andreas
>
>
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
> *Sent:* Thursday, February 06, 2014 12:52 AM
> *To:* Half-Life dedicated Win32 server mailing list (
> hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
> list (hlds_li...@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> *Subject:* [hlds] Important changes to TF2 coming soon
>
>
>
> 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= >
>
>
>
> 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 y

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Andreas Grimm
..." Kicking players to make room for reserved slots"

 

How does this check work?

 

What happens, when an admin kicks a player for flaming and that player
reports the server with "they kicked me to make room for reserved slots"?

 

Same with plugins like anti cheat - Our anti cheat system stores dectected
cheaters in a database and it kicks the players when they connect to a
server of our network or when they use cheats while playing. Usually we also
send a kick message like "you are banned for using cheats bla bla", but a
kicked player could easily say "they make room for reserved slots"

 

 - Andreas

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, February 06, 2014 12:52 AM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: [hlds] Important changes to TF2 coming soon

 

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=
 

 

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

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Andreas Grimm
..."Modifying stock maps, models, or materials"

 

Q: Does that include changing setup timers and round timers, too?

Q: Is it still allowed to remove entities in stock maps which cause a high
server crash rate due to "no free edicts", when there are 32 people playing?

 

..."Giving or selling gameplay advantage to players"

 

Q: Is "round end immunity" an advantage?

Q: Are character plugins like "Playing as Sentrybuster" allowed? It changes
the gameplay of a player, but it isn't really an advantage compared to the
others.

 

- Andreas

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, February 06, 2014 12:52 AM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: [hlds] Important changes to TF2 coming soon

 

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=
 

 

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 acco

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Peter Jerde
So, just to make sure I'm reading this right:

Using Reserved Slots in a way that will kick non-reserved players to make room 
means that we must specifically OMIT ourselves from quickplay, otherwise we are 
in violation of the rules?

(This is different from, say, instant respawn, which automatically sets a 
server flag that automatically excludes that server from quickplay.)

I'm asking, because we have a popular quickplay server that currently has 
Reserved Slots that our donors have paid for. I can't think of any way that 
Steam could automatically exclude us on that criterion, so it's up to us to 
make sure that server no longer tries to participate in quickplay. (Remove 
tf_server_identity_account_id from our configs and/or make sure 
tf_mm_servermode is set to 0)

When is the effective date of the new rules? I.e. when must we start opting out 
of quickplay if we wish to continue using Reserved Slots with kicking?

 - Peter
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Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Doctor McKay
Process, Snakewater, and Standin are listed in the
mapcycle_quickplay_cp.txt that ships with the game, so it's safe to bet
that they're Quickplay-eligible. Degroot Keep and Hydro are not eligible,
nor are any Arena maps.


Dr. McKay
www.doctormckay.com


On Wed, Feb 5, 2014 at 11:50 PM, Yun Huang Yong wrote:

> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#maps
>
> Is the omission of these maps deliberate?
>
> cp_degrootkeep
>
> cp_process_final
> cp_snakewater_final1
> cp_standin_final
>
> tc_hydro
>
> We run a full rotation server so am wondering if I should remove these
> maps for Quickplay...
>
> Yarr! goosmurf
> http://steamcommunity.com/id/goosmurf/
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread thesupremecommander
DeGroot Keep and Hydro have always been excluded, and I believe that the
new maps have been QuickPlay eligible since becoming official. It's likely
that the page hasn't been updated with the maps, considering that section
hasn't changed at all.


On Wed, Feb 5, 2014 at 11:52 PM, A Fearts  wrote:

> ^This
>
>
> On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair wrote:
>
>> Holy almost-name-resolution Batman!
>>
>> > 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.
>>
>> Been waiting from something like this (for years).
>> Thanks!
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>


-- 
thesupremecommander (Steam
)
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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread A Fearts
^This


On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair  wrote:

> Holy almost-name-resolution Batman!
>
> > 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.
>
> Been waiting from something like this (for years).
> Thanks!
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Yun Huang Yong

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

Is the omission of these maps deliberate?

cp_degrootkeep

cp_process_final
cp_snakewater_final1
cp_standin_final

tc_hydro

We run a full rotation server so am wondering if I should remove these 
maps for Quickplay...


Yarr! goosmurf
http://steamcommunity.com/id/goosmurf/

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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Yun Huang Yong

On 6/02/2014 11:28 AM, Ross Bemrose wrote:

Actually, I'll just post the entire list of things not allowed in
QuickPlay according to the new FAQ:

  * Enforcing class limits


In Australia, all of the smaller, popular independent communities run 
with class limits. Typically 2 snipers, 2 spies, and sometimes 3 on 
every other class.


The rationale behind these limits is generally to limit the worst case 
behaviour, e.g. when newer players choose to be the 3rd, 4th, 5th and 
6th sniper when their team clearly needs them to help in other ways.


Our community also limits engies to 1 on symmetric maps (KOTH & 5CP). 
This was in response to players being frustrated at the turtle nature of 
KOTH & 5CP games when multiple engies were allowed.


Can anyone shed light on the class restriction situation in other countries?

And also reasons why class limits would be excluded from QP?

I understand the desire to allow players freedom to choose what class 
they play but at the same time this needs to be balanced with not having 
entire teams rage quit because 6 of their team mates are spy.


Were there server groups selling exemptions from class restrictions as a 
premium feature?


FWIW we genuinely do not accept payment (in any form), for any perks or 
similar. Our donation page makes this clear, and has been this way since 
day one.

http://steamcommunity.com/groups/smurfy-tf2/discussions/0/882964760796657104/#c882964760796750223

Our goal has always been to simply provide a great gameplay experience 
and let players choose to stay with us if they enjoy that. Hence I 
understand the other QP-disallowed modifications but the class limits 
item seems out of place so I would like to understand the thinking 
behind it.


Yarr! goosmurf
http://steamcommunity.com/id/goosmurf/
http://steamcommunity.com/groups/smurfy-tf2

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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Charlie Miller
Hey Fletch, can you clarify a few things? I don't want to start a huge list
of "is *this* particular benefit allowed?" but I do have some questions:

   - Do changes to gameplay in end-round/humiliation count as gameplay
   advantage? (e.g. end-round immunity).
   - Can you give some examples of things that might disqualify your
   servers on the rule:"taking actions that devalue players' items, or
   interfering with the TF2 economy?"
   - And just for clarification: NoCrit is allowed, but DamageSpread is
   required? What about fixed weapon spread?

Thanks! I hope these changes benefit the community positively, and I
appreciate you listening to our input on the previous QP change.

Savage



On Wed, Feb 5, 2014 at 6:45 PM, Robert Paulson wrote:

> Everyone is distracted by account based favorites that they don't realize
> it will be useless when their servers empty out.
>
> The "Show Servers" button? It'll probably be a tiny button in the middle
> of the screen.
>
> There's no way to entice people to donate and you cannot make
> modifications that sets you apart from official servers. Anyone else see
> the problem with this?
>
>
> On Wed, Feb 5, 2014 at 5:39 PM, E. Olsen  wrote:
>
>> I would have to agree with that (not excluding class limits from
>> quickplay). We actually just implemented a "class limit vote" plugin that
>> allows the players to pass class limits (that lasts the duration of a map)
>> when those kinds of things get out of hand.
>>
>> I think a viable alternative would be to say "class limits are ok on 25+
>> slot servers", since they are custom by definition anyway.
>>
>>
>> On Wed, Feb 5, 2014 at 8:24 PM, Valentin G.  wrote:
>>
>>> This is a whole bunch of very good news. Thanks a lot for the headsup,
>>> I just have two questions:
>>>
>>> 1) Can there be a pool for "modded" game servers, that the FAQ
>>> currently completely excludes? Would it be possible to give us a tool
>>> that designates a server "gameplay modded" and then just put them all
>>> together for the players that feel like experimenting? I think that
>>> these mods are and have been playing a good part in the server
>>> culture, although I don't like most of them myself. This new system
>>> seems it's all about giving back options and choice to the players, so
>>> I think this would be a good idea, even if it was tucked away
>>> somewhere at the end.
>>>
>>> 2) I can see where you are coming from, but does a class limit really
>>> necessitate a complete exclusion from quickplay? I think it's pretty
>>> evident, especially on servers that rely heavily on newer players,
>>> that games can be rendered basically unplayable without enforcing sane
>>> class limits. TF2 is not fun when 10/12 players play as a sniper.
>>>
>>> On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander
>>>  wrote:
>>> > One of my admins brought this up, and I never thought to bring it up:
>>> is
>>> > there a particular reason for including nocrits but still completely
>>> > excluding nodmgspread? It seems odd to allow players to select one but
>>> not
>>> > the other through QuickPlay.
>>> >
>>> >
>>> > On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates 
>>> > wrote:
>>> >>
>>> >> 
>>> >>
>>> >>
>>> >>
>>> >> From: hlds-boun...@list.valvesoftware.com
>>> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross
>>> Bemrose
>>> >> Sent: Wednesday, February 5, 2014 7:29 PM
>>> >> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>>> >> Win32 server mailing list (hlds@list.valvesoftware.com);
>>> >> hlds_annou...@list.valvesoftware.com
>>> >> Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
>>> >>
>>> >>
>>> >>
>>> >> 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 highes

Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Robert Paulson
Everyone is distracted by account based favorites that they don't realize
it will be useless when their servers empty out.

The "Show Servers" button? It'll probably be a tiny button in the middle of
the screen.

There's no way to entice people to donate and you cannot make modifications
that sets you apart from official servers. Anyone else see the problem with
this?


On Wed, Feb 5, 2014 at 5:39 PM, E. Olsen  wrote:

> I would have to agree with that (not excluding class limits from
> quickplay). We actually just implemented a "class limit vote" plugin that
> allows the players to pass class limits (that lasts the duration of a map)
> when those kinds of things get out of hand.
>
> I think a viable alternative would be to say "class limits are ok on 25+
> slot servers", since they are custom by definition anyway.
>
>
> On Wed, Feb 5, 2014 at 8:24 PM, Valentin G.  wrote:
>
>> This is a whole bunch of very good news. Thanks a lot for the headsup,
>> I just have two questions:
>>
>> 1) Can there be a pool for "modded" game servers, that the FAQ
>> currently completely excludes? Would it be possible to give us a tool
>> that designates a server "gameplay modded" and then just put them all
>> together for the players that feel like experimenting? I think that
>> these mods are and have been playing a good part in the server
>> culture, although I don't like most of them myself. This new system
>> seems it's all about giving back options and choice to the players, so
>> I think this would be a good idea, even if it was tucked away
>> somewhere at the end.
>>
>> 2) I can see where you are coming from, but does a class limit really
>> necessitate a complete exclusion from quickplay? I think it's pretty
>> evident, especially on servers that rely heavily on newer players,
>> that games can be rendered basically unplayable without enforcing sane
>> class limits. TF2 is not fun when 10/12 players play as a sniper.
>>
>> On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander
>>  wrote:
>> > One of my admins brought this up, and I never thought to bring it up: is
>> > there a particular reason for including nocrits but still completely
>> > excluding nodmgspread? It seems odd to allow players to select one but
>> not
>> > the other through QuickPlay.
>> >
>> >
>> > On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates 
>> > wrote:
>> >>
>> >> 
>> >>
>> >>
>> >>
>> >> From: hlds-boun...@list.valvesoftware.com
>> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>> >> Sent: Wednesday, February 5, 2014 7:29 PM
>> >> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> >> Win32 server mailing list (hlds@list.valvesoftware.com);
>> >> hlds_annou...@list.valvesoftware.com
>> >> Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
>> >>
>> >>
>> >>
>> >> 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 modifi

Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread E. Olsen
I would have to agree with that (not excluding class limits from
quickplay). We actually just implemented a "class limit vote" plugin that
allows the players to pass class limits (that lasts the duration of a map)
when those kinds of things get out of hand.

I think a viable alternative would be to say "class limits are ok on 25+
slot servers", since they are custom by definition anyway.


On Wed, Feb 5, 2014 at 8:24 PM, Valentin G.  wrote:

> This is a whole bunch of very good news. Thanks a lot for the headsup,
> I just have two questions:
>
> 1) Can there be a pool for "modded" game servers, that the FAQ
> currently completely excludes? Would it be possible to give us a tool
> that designates a server "gameplay modded" and then just put them all
> together for the players that feel like experimenting? I think that
> these mods are and have been playing a good part in the server
> culture, although I don't like most of them myself. This new system
> seems it's all about giving back options and choice to the players, so
> I think this would be a good idea, even if it was tucked away
> somewhere at the end.
>
> 2) I can see where you are coming from, but does a class limit really
> necessitate a complete exclusion from quickplay? I think it's pretty
> evident, especially on servers that rely heavily on newer players,
> that games can be rendered basically unplayable without enforcing sane
> class limits. TF2 is not fun when 10/12 players play as a sniper.
>
> On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander
>  wrote:
> > One of my admins brought this up, and I never thought to bring it up: is
> > there a particular reason for including nocrits but still completely
> > excluding nodmgspread? It seems odd to allow players to select one but
> not
> > the other through QuickPlay.
> >
> >
> > On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates 
> > wrote:
> >>
> >> 
> >>
> >>
> >>
> >> From: hlds-boun...@list.valvesoftware.com
> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> >> Sent: Wednesday, February 5, 2014 7:29 PM
> >> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> >> Win32 server mailing list (hlds@list.valvesoftware.com);
> >> hlds_annou...@list.valvesoftware.com
> >> Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
> >>
> >>
> >>
> >> 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 

Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Valentin G.
This is a whole bunch of very good news. Thanks a lot for the headsup,
I just have two questions:

1) Can there be a pool for "modded" game servers, that the FAQ
currently completely excludes? Would it be possible to give us a tool
that designates a server "gameplay modded" and then just put them all
together for the players that feel like experimenting? I think that
these mods are and have been playing a good part in the server
culture, although I don't like most of them myself. This new system
seems it's all about giving back options and choice to the players, so
I think this would be a good idea, even if it was tucked away
somewhere at the end.

2) I can see where you are coming from, but does a class limit really
necessitate a complete exclusion from quickplay? I think it's pretty
evident, especially on servers that rely heavily on newer players,
that games can be rendered basically unplayable without enforcing sane
class limits. TF2 is not fun when 10/12 players play as a sniper.

On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander
 wrote:
> One of my admins brought this up, and I never thought to bring it up: is
> there a particular reason for including nocrits but still completely
> excluding nodmgspread? It seems odd to allow players to select one but not
> the other through QuickPlay.
>
>
> On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates 
> wrote:
>>
>> 
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
>> Sent: Wednesday, February 5, 2014 7:29 PM
>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list (hlds@list.valvesoftware.com);
>> hlds_annou...@list.valvesoftware.com
>> Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
>>
>>
>>
>> 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)

Re: [hlds] [hlds_announce] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Ok, thanks. I was confused about what "logon" were were talking about
there.  It's all very clear to me now - no valid sv_setsteamaccount
value is effectively "anonymous".

On Wed, Feb 5, 2014 at 5:20 PM, Fletcher Dunn
 wrote:
> This change is not related to SteamCMD in any way.  It's when the gameserver 
> process logs in to Steam.  Does it sign on anonymously, or does it offer the 
> key and sign into the account?  The game needs to expose a method for you to 
> specify which credentials to use.
>
> And yes, I suspect we will probably add a feature for GoldSrc engine games to 
> signin to accounts at some point.
>
> -Original Message-
> From: Weasels Lair [mailto:wea...@weaselslair.com]
> Sent: Wednesday, February 05, 2014 5:03 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
> server mailing list; Fletcher Dunn
> Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming 
> soon
>
> Again thanks for this feature.  Another question though.
> I understand this will be only TF2 initially, and so only Source-engine games 
> at least initialy (which all seem to use the "Anonymous" logon for the server 
> in SteamCMD).
>
> Is this something that will eventually come-over to the older "GoldSrc" games 
> as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I believe we 
> currently log onto SteamCMD as separate Steam account? or are we talking 
> about logging-on "anonymously" to something other than SteamCMD?
>
>> 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.)

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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Chris Oryschak
Thank you very much for the heads up Fletcher.

One question (as this was super bad timining on my part) because i moved
one of my most popular servers to a different host/ip.  Is there any method
of migrating peoples favorites over with the new sync feature?

I still have the original IP and the server is running, just with the
hostname advertising the new address.  Would it be possible to register
that server... wait a few days for everyone's favorites to update, then
move the registration over to the new server's address?


On Wed, Feb 5, 2014 at 8:14 PM, thesupremecommander <
thesupremec...@gmail.com> wrote:

> One of my admins brought this up, and I never thought to bring it up: is
> there a particular reason for including nocrits but still completely
> excluding nodmgspread? It seems odd to allow players to select one but not
> the other through QuickPlay.
>
>
> On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates wrote:
>
>> 
>>
>>
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose
>> *Sent:* Wednesday, February 5, 2014 7:29 PM
>> *To:* Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list (hlds@list.valvesoftware.com);
>> hlds_annou...@list.valvesoftware.com
>> *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
>>
>>
>>
>> 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 pag

Re: [hlds] [hlds_announce] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
This change is not related to SteamCMD in any way.  It's when the gameserver 
process logs in to Steam.  Does it sign on anonymously, or does it offer the 
key and sign into the account?  The game needs to expose a method for you to 
specify which credentials to use.

And yes, I suspect we will probably add a feature for GoldSrc engine games to 
signin to accounts at some point.

-Original Message-
From: Weasels Lair [mailto:wea...@weaselslair.com] 
Sent: Wednesday, February 05, 2014 5:03 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list; Fletcher Dunn
Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming 
soon

Again thanks for this feature.  Another question though.
I understand this will be only TF2 initially, and so only Source-engine games 
at least initialy (which all seem to use the "Anonymous" logon for the server 
in SteamCMD).

Is this something that will eventually come-over to the older "GoldSrc" games 
as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I believe we 
currently log onto SteamCMD as separate Steam account? or are we talking about 
logging-on "anonymously" to something other than SteamCMD?

> 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.)

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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread thesupremecommander
One of my admins brought this up, and I never thought to bring it up: is
there a particular reason for including nocrits but still completely
excluding nodmgspread? It seems odd to allow players to select one but not
the other through QuickPlay.


On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates wrote:

> 
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose
> *Sent:* Wednesday, February 5, 2014 7:29 PM
> *To:* Half-Life dedicated Linux server mailing list; Half-Life dedicated
> Win32 server mailing list (hlds@list.valvesoftware.com);
> hlds_annou...@list.valvesoftware.com
> *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
>
>
>
> 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>
>  
> 

[hlds] [hlds_announce] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Again thanks for this feature.  Another question though.
I understand this will be only TF2 initially, and so only
Source-engine games at least initialy (which all seem
to use the "Anonymous" logon for the server in SteamCMD).

Is this something that will eventually come-over to the
older "GoldSrc" games as well? at least the Valve titles
like HL1, CS, TFC, DMC, etc.? I believe we currently
log onto SteamCMD as separate Steam account? or are
we talking about logging-on "anonymously" to something
other than SteamCMD?

> 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.)

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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Stephen A. Yates


 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, February 5, 2014 7:29 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list (hlds@list.valvesoftware.com);
hlds_annou...@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

 

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=<
yourkey

>
 
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 accou

Re: [hlds] [hlds_linux] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread lemon superman
I'm liking what I'm seeing so far with this, thank you Fletcher. I think
this is another great change.

Is it safe to assume that, with these recent additions to the
functionality, that custom maps may end up being a part of quickplay as
well? Please say "yes" or that this change is setting it up so that this
will happen. I would love to see that day finally come. My heart would
explode from sheer joy and manly tears.


On Wed, Feb 5, 2014 at 4:33 PM, Weasels Lair  wrote:

> Personally, as a player, I would like to see 100% crits ("allcrits"?)
> in addition to "nocrits", as well as "melee_only".  Of course for some
> servers (like mine) melee is vote on/off thing - not enabled 100% of
> the time.  But, when it changes the tag does get dynamically updated
> properly.
>
> > [...]
> > to opt into the most commonly-requested
> > non-vanilla rules changes: nocrits, maxplayers,
> > and instant respawn.
> >
> > Will you include fast respawn (i.e
> >. respawntimes) in that as well?
>
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Re: [hlds] [hlds_linux] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Personally, as a player, I would like to see 100% crits ("allcrits"?)
in addition to "nocrits", as well as "melee_only".  Of course for some
servers (like mine) melee is vote on/off thing - not enabled 100% of
the time.  But, when it changes the tag does get dynamically updated
properly.

> [...]
> to opt into the most commonly-requested
> non-vanilla rules changes: nocrits, maxplayers,
> and instant respawn.
>
> Will you include fast respawn (i.e
>. respawntimes) in that as well?

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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread Pedro Lobo
>>Will Arena be an option as well now?

Will territorial control be?

2014-02-06 1nsane <1nsane...@gmail.com>:
> Will Arena be an option as well now?
>
>
> On Wed, Feb 5, 2014 at 7:25 PM, E. Olsen  wrote:
>>
>> Hiya Fletcher,
>>
>> You mentioned: * 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.
>>
>> Will you include fast respawn (i.e. respawntimes) in that as well?
>>
>>
>> On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair 
>> wrote:
>>>
>>> Holy almost-name-resolution Batman!
>>>
>>> > 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.
>>>
>>> Been waiting from something like this (for years).
>>> Thanks!
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



-- 
Pedro Lobo

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Re: [hlds] [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] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
We don't have an option to search for it explicitly, but there is a "don't 
care" option.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Wednesday, February 05, 2014 4:25 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

Hiya Fletcher,

You mentioned: * 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.

Will you include fast respawn (i.e. respawntimes) in that as well?

On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair 
mailto:wea...@weaselslair.com>> wrote:
Holy almost-name-resolution Batman!

> 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.
Been waiting from something like this (for years).
Thanks!

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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread 1nsane
Will Arena be an option as well now?


On Wed, Feb 5, 2014 at 7:25 PM, E. Olsen  wrote:

> Hiya Fletcher,
>
> You mentioned: * 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.
>
> Will you include fast respawn (i.e. respawntimes) in that as well?
>
>
> On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair wrote:
>
>> Holy almost-name-resolution Batman!
>>
>> > 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.
>>
>> Been waiting from something like this (for years).
>> Thanks!
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Ross Bemrose
By the way, for those of you who haven't read the new Quickplay FAQ, 
these are now forbidden on QuickPlay servers:


* Giving or selling gameplay advantages
* Modifying player economy items (read: weapons, items, cosmetics)

On 2/5/2014 7:01 PM, Fletcher Dunn wrote:

TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed by account and migrating 
favorites: within a week or so.
All steam clients are capable of storing favorites keyed by account: No ETA.  
(Probably a few weeks at most.)

We are expecting the next TF update to be tomorrow.  Hopefully everybody who 
has been a TF server operator for any length of time knows that this is a hope, 
not a promise.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mtvnoob
Sent: Wednesday, February 05, 2014 3:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Can we expect these features to be implemented within the next 48 hours?

On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn 
mailto:fletch...@valvesoftware.com>> 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

Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread E. Olsen
Hiya Fletcher,

You mentioned: * 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.

Will you include fast respawn (i.e. respawntimes) in that as well?


On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair  wrote:

> Holy almost-name-resolution Batman!
>
> > 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.
>
> Been waiting from something like this (for years).
> Thanks!
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread big john
Lol, I feel name resolution would be way less complicated. But this is
better than what we have now.
On Feb 5, 2014 7:22 PM, "Weasels Lair"  wrote:

> Holy almost-name-resolution Batman!
>
> > 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.
>
> Been waiting from something like this (for years).
> Thanks!
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread Weasels Lair
Holy almost-name-resolution Batman!

> 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.

Been waiting from something like this (for years).
Thanks!

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Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed by account and migrating 
favorites: within a week or so.
All steam clients are capable of storing favorites keyed by account: No ETA.  
(Probably a few weeks at most.)

We are expecting the next TF update to be tomorrow.  Hopefully everybody who 
has been a TF server operator for any length of time knows that this is a hope, 
not a promise.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mtvnoob
Sent: Wednesday, February 05, 2014 3:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Can we expect these features to be implemented within the next 48 hours?

On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn 
mailto:fletch...@valvesoftware.com>> 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 FAVORI

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Mtvnoob
Can we expect these features to be implemented within the next 48 hours?


On Wed, Feb 5, 2014 at 3:52 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= >
>
>
>
> 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 acco

[hlds] 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

Re: [hlds] hlds Digest, Vol 34, Issue 3

2014-02-05 Thread Supreet
Hello,

I know what all of you with DDoS issues are going through. I ran a really
big community - Kill-Streak Gaming with my servers being on top 10 and even
top 1 on gametracker. There will always be rival communities or plain
retards DDoSing you. I will tell you a few providers that are cheap and
have all the DDoS protection you need.

NFO Servers for one has impeccable DDoS protection. Another one is
SharkTech - its a hidden gem. They have the cheapest DDoS protected servers
in Chicago or Denver - they're opening a new data center in LA very soon.

I have been a target of consistent DDoS attacks and getting my OP null
routed buy going with these providers will guarantee you protection. If
you're on a budget, go with NFO.

If you want a great dedicated, rent the i7 from SharkTech. You can run
about 10-12 srcds servers with your own HLstats and replays and it won't
budge.

Hope that helps. Let me know how I can be of help to aspiring community
owners.

Supreet


On Wed, Feb 5, 2014 at 11:49 AM, wrote:

> Send hlds mailing list submissions to
> hlds@list.valvesoftware.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> or, via email, send a message with subject or body 'help' to
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>
> You can reach the person managing the list at
> hlds-ow...@list.valvesoftware.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>1. DDOS attacks against game servers (Ariel Pinto)
>2. Re: DDOS attacks against game servers (Nomaan Ahmad)
>3. Re: DDOS attacks against game servers (Noel)
>4. Re: DDOS attacks against game servers (John Irwin)
>5. Re: DDOS attacks against game servers (Jonathan Key)
>6. Re: DDOS attacks against game servers (Ariel Pinto)
>
>
> --
>
> Message: 1
> Date: Wed, 5 Feb 2014 14:46:24 +0200
> From: Ariel Pinto 
> To: hlds@list.valvesoftware.com
> Subject: [hlds] DDOS attacks against game servers
> Message-ID:
>  hks...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hi :)
>
> I am not sure if this is the correct place to ask it, but I will try anyway
> because we tried everything already.
>
> I am a member in a community that operates game servers TF2 CSGO CS 1.6 CSS
> and more.
>
> Recently we have a lot of DDOS attacks and we tried everything we can think
> of to solve it.
>
> Is there any way to protect the servers?
> Is there any way at all to solve it?
>
> Thanks in advance,
> Ari3l
> -- next part --
> An HTML attachment was scrubbed...
> URL: <
> https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20140205/1c48d1e0/attachment-0001.html
> >
>
> --
>
> Message: 2
> Date: Wed, 5 Feb 2014 12:50:33 +
> From: Nomaan Ahmad 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] DDOS attacks against game servers
> Message-ID:
> <
> cam502s503sygcgg8xcv-tgc9h58wn8vdvtpc+suferefvvr...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Buy server with DDoS protection. There is a lot of dns amplified attacks
> going around on game servers by skiddies.
>
>
> On 5 February 2014 12:46, Ariel Pinto  wrote:
>
> > Hi :)
> >
> > I am not sure if this is the correct place to ask it, but I will try
> > anyway because we tried everything already.
> >
> > I am a member in a community that operates game servers TF2 CSGO CS 1.6
> > CSS and more.
> >
> > Recently we have a lot of DDOS attacks and we tried everything we can
> > think of to solve it.
> >
> > Is there any way to protect the servers?
> > Is there any way at all to solve it?
> >
> > Thanks in advance,
> > Ari3l
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> -- next part --
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> >
>
> --
>
> Message: 3
> Date: Wed, 5 Feb 2014 05:08:53 -0800
> From: Noel 
> To: Half-Life dedicated Win32 server mailing list
> 
> 

Re: [hlds] Mediated Discussion about Quick play change

2014-02-05 Thread Robert Paulson
They keep bringing Pinion up because they personally don't like Pinion and
as long as Valve doesn't say anything about it there will continue to be
random speculation.

Why does someone get a personal email response about this but total silence
here?


On Wed, Feb 5, 2014 at 11:47 AM, 1nsane <1nsane...@gmail.com> wrote:

> Why do people keep bringing Pinion up? It has nothing to do with this.
> Pinion hosts OFFICIAL servers for CS:GO and L4D2 (yes with ads). Pinion
> requested HTML5 and that happened too. They wouldn't be partners if Pinion
> did something wrong.
>
> The actions taken by valve were never against Pinion or servers running
> Pinion. But rather against those who spammed ads (Pinion doesn't allow this
> and there's more than one place to get ads from) and used
> fakeplayers/exploits to force ads on players.
>
>
> On Wed, Feb 5, 2014 at 9:06 AM, Jason Tango  wrote:
>
>> SO - we're a little over a week into this, and here's what we've noticed:
>>
>> Our 32-player and custom servers are doing relatively fine (although they
>> certainly take longer to fill up in the morning, and empty out much earlier
>> at night), but it is our 24-slot vanilla servers that are really suffering.
>> They still fill up, but only stay full for about 1/3 of the time they
>> normally did (all had/have high scores according to the system as well). At
>> this point, if the traffic to the Vanilla servers continue to decline, I
>> can see us turning them off all together in 6-8 weeks or so.
>>
>> The tragedy with that is that players who want to play Vanilla, but don't
>> wish to deal the non-Administered Valve servers filled with low-skilled,
>> screaming, 12 year-olds (not to mention all the rampant hackers) are going
>> to start running out of places to play, and I can't see that being good for
>> the game in the long run.
>>
>> I suppose my biggest issue with this drastic action that Valve has taken
>> is the fact that not only could it have been prevented, *but that they
>> took no steps to do so in the first place.*
>>
>> For example, in Fletcher's quoted response above, he states that "*But
>> the player experience was really bad and we felt it called for some
>> immediate action.*" That's all well and good, but here's the problem -
>> they never clearly defined what they considered a "bad experience".
>>
>> Now, I'm sure we can all *guess* what they mean (the truly terrible
>> video/audio ads, the "pay to win" premium crap, etc.), but since they never
>> clearly stated "these are things we don't want in Quickplay" , they've
>> taken this heavy-handed approach to enforce a code of conduct that they
>> were *NEVER clear about in the first place*.
>>
>> Don't get me wrong - I think Pinion Ads (and their ilk) and all the "pay
>> to win" servers have absolutely NO PLACE in quickplay, and never should
>> have been allowed to flourish in the first place - but againwhen Valve
>> sits back for over a year while this is all happening, allows it to not
>> only continue, but grow -  all without ever coming out with a well-defined,
>> documented policy that says "*none of this, this or this on qucikplay
>> enabled servers*", only to then apply a blanket "punishment" that lumnps
>> all the "good" server operators who have NEVER run any of that crap in with
>> all the "bad", then they are not only enforcing a set of rules that *DID
>> NOT AND STILL DO NOT EXIST*, but they are doing so in such a blunt, ham
>> fisted way as to hurt the very game they are trying to "save".
>>
>> Why not, instead, simply do the right thing? Why not come out with a
>> revised Quickplay policy that is stricter and more clear as to what they DO
>> want in quickplay, and simply tell server operators that they have X amount
>> of days to comply, or be thrown out of quickplay permanently?
>>
>> As it stands - this drastic action is tantamount to penalizing people for
>> law(s) that are not even on the books, and grouping all "non-offenders" in
>> with the "offenders" simply because they do not wish to take the time and
>> effort to do the right thing.
>>
>> When it comes to gaming, I've always thought of Valve as the "smartest
>> guys in the room", and this is, quite frankly, not worthy of them. It is
>> choosing an easy wrong over a hard right, and it needs to be fixed in days,
>> not months.
>>
>> Do the right thing, Valve - you're better than this.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo

Re: [hlds] Mediated Discussion about Quick play change

2014-02-05 Thread 1nsane
Why do people keep bringing Pinion up? It has nothing to do with this.
Pinion hosts OFFICIAL servers for CS:GO and L4D2 (yes with ads). Pinion
requested HTML5 and that happened too. They wouldn't be partners if Pinion
did something wrong.

The actions taken by valve were never against Pinion or servers running
Pinion. But rather against those who spammed ads (Pinion doesn't allow this
and there's more than one place to get ads from) and used
fakeplayers/exploits to force ads on players.


On Wed, Feb 5, 2014 at 9:06 AM, Jason Tango  wrote:

> SO - we're a little over a week into this, and here's what we've noticed:
>
> Our 32-player and custom servers are doing relatively fine (although they
> certainly take longer to fill up in the morning, and empty out much earlier
> at night), but it is our 24-slot vanilla servers that are really suffering.
> They still fill up, but only stay full for about 1/3 of the time they
> normally did (all had/have high scores according to the system as well). At
> this point, if the traffic to the Vanilla servers continue to decline, I
> can see us turning them off all together in 6-8 weeks or so.
>
> The tragedy with that is that players who want to play Vanilla, but don't
> wish to deal the non-Administered Valve servers filled with low-skilled,
> screaming, 12 year-olds (not to mention all the rampant hackers) are going
> to start running out of places to play, and I can't see that being good for
> the game in the long run.
>
> I suppose my biggest issue with this drastic action that Valve has taken
> is the fact that not only could it have been prevented, *but that they
> took no steps to do so in the first place.*
>
> For example, in Fletcher's quoted response above, he states that "*But
> the player experience was really bad and we felt it called for some
> immediate action.*" That's all well and good, but here's the problem -
> they never clearly defined what they considered a "bad experience".
>
> Now, I'm sure we can all *guess* what they mean (the truly terrible
> video/audio ads, the "pay to win" premium crap, etc.), but since they never
> clearly stated "these are things we don't want in Quickplay" , they've
> taken this heavy-handed approach to enforce a code of conduct that they
> were *NEVER clear about in the first place*.
>
> Don't get me wrong - I think Pinion Ads (and their ilk) and all the "pay
> to win" servers have absolutely NO PLACE in quickplay, and never should
> have been allowed to flourish in the first place - but againwhen Valve
> sits back for over a year while this is all happening, allows it to not
> only continue, but grow -  all without ever coming out with a well-defined,
> documented policy that says "*none of this, this or this on qucikplay
> enabled servers*", only to then apply a blanket "punishment" that lumnps
> all the "good" server operators who have NEVER run any of that crap in with
> all the "bad", then they are not only enforcing a set of rules that *DID
> NOT AND STILL DO NOT EXIST*, but they are doing so in such a blunt, ham
> fisted way as to hurt the very game they are trying to "save".
>
> Why not, instead, simply do the right thing? Why not come out with a
> revised Quickplay policy that is stricter and more clear as to what they DO
> want in quickplay, and simply tell server operators that they have X amount
> of days to comply, or be thrown out of quickplay permanently?
>
> As it stands - this drastic action is tantamount to penalizing people for
> law(s) that are not even on the books, and grouping all "non-offenders" in
> with the "offenders" simply because they do not wish to take the time and
> effort to do the right thing.
>
> When it comes to gaming, I've always thought of Valve as the "smartest
> guys in the room", and this is, quite frankly, not worthy of them. It is
> choosing an easy wrong over a hard right, and it needs to be fixed in days,
> not months.
>
> Do the right thing, Valve - you're better than this.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mediated Discussion about Quick play change

2014-02-05 Thread Jason Tango
SO - we're a little over a week into this, and here's what we've noticed:
Our 32-player and custom servers are doing relatively fine (although they 
certainly take longer to fill up in the morning, and empty out much earlier at 
night), but it is our 24-slot vanilla servers that are really suffering. They 
still fill up, but only stay full for about 1/3 of the time they normally did 
(all had/have high scores according to the system as well). At this point, if 
the traffic to the Vanilla servers continue to decline, I can see us turning 
them off all together in 6-8 weeks or so.
The tragedy with that is that players who want to play Vanilla, but don't wish 
to deal the non-Administered Valve servers filled with low-skilled, screaming, 
12 year-olds (not to mention all the rampant hackers) are going to start 
running out of places to play, and I can't see that being good for the game in 
the long run.
I suppose my biggest issue with this drastic action that Valve has taken is the 
fact that not only could it have been prevented, but that they took no steps to 
do so in the first place.
For example, in Fletcher's quoted response above, he states that "But the 
player experience was really bad and we felt it called for some immediate 
action." That's all well and good, but here's the problem - they never clearly 
defined what they considered a "bad experience".
Now, I'm sure we can all guess what they mean (the truly terrible video/audio 
ads, the "pay to win" premium crap, etc.), but since they never clearly stated 
"these are things we don't want in Quickplay" , they've taken this heavy-handed 
approach to enforce a code of conduct that they were NEVER clear about in the 
first place.
Don't get me wrong - I think Pinion Ads (and their ilk) and all the "pay to 
win" servers have absolutely NO PLACE in quickplay, and never should have been 
allowed to flourish in the first place - but againwhen Valve sits back for 
over a year while this is all happening, allows it to not only continue, but 
grow -  all without ever coming out with a well-defined, documented policy that 
says "none of this, this or this on qucikplay enabled servers", only to then 
apply a blanket "punishment" that lumnps all the "good" server operators who 
have NEVER run any of that crap in with all the "bad", then they are not only 
enforcing a set of rules that DID NOT AND STILL DO NOT EXIST, but they are 
doing so in such a blunt, ham fisted way as to hurt the very game they are 
trying to "save".
Why not, instead, simply do the right thing? Why not come out with a revised 
Quickplay policy that is stricter and more clear as to what they DO want in 
quickplay, and simply tell server operators that they have X amount of days to 
comply, or be thrown out of quickplay permanently?
As it stands - this drastic action is tantamount to penalizing people for 
law(s) that are not even on the books, and grouping all "non-offenders" in with 
the "offenders" simply because they do not wish to take the time and effort to 
do the right thing.
When it comes to gaming, I've always thought of Valve as the "smartest guys in 
the room", and this is, quite frankly, not worthy of them. It is choosing an 
easy wrong over a hard right, and it needs to be fixed in days, not months.
Do the right thing, Valve - you're better than this.
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Re: [hlds] DDOS attacks against game servers

2014-02-05 Thread Ariel Pinto
I know we cannot solve it so easily, We most have the ISP intervention in
that matter, but now we suffer for months and they don't have a way to help
in that matter besides to close the route to Israel.

We own the servers and the servers located in Israel, the
communities/players are from Israel too. Since the DDOS attacks started
most of our communities not functioning and we stopped all our plans for
the tournaments.
The size of the attacks are between 300MB to 15GB+ (as the ISP says) almost
every day sometimes more the then 2/3 times a day.

The firewall logs shows lots of requests in game ports from all around the
world (I don't think that is the issue - when those requests are coming the
system functioning), when the attack starts all the systems are not
available, the last thing we tried is to allow traffic just from Israel and
Steam in the firewall policy and it's not helping.

When attack starts we getting alerts then we calling to the ISP and they
stopping the route to our network but then all the servers are not
functioning because we lost the connectivity to Steam in the process so we
don't have VAC and more Steam functions in game (happens in TF2 and CSGO)
off curse all players losing interest in the game and to come back to play.

In the monitor graphs I can see the attacks but when I am looking in the
firewall I cannot find anything/point on the bad traffic.
As I understood I cannot do anything from the servers / firewall :(

In the past my community was a Steam content provider until they changed
owners, can you tell if this partnership includes a HL Master (
https://support.steampowered.com/kb_article.php?ref=3326-TDKV-4603 )

Is it possible to have HL Master server in Israel ?
If it possible it can solve the problem ? (in a way that the ISP closing
the route and the only server communicate with Steam is the HL Master)



On Wed, Feb 5, 2014 at 6:58 PM, Jonathan Key  wrote:

> I'm an admin on the KurruptGaming Gmod Group, a small community of 1
> DarkRP Server, with another in the works. We experienced the same back in
> December/Early January, to the point of our server being shut down for 3-4
> hours out of the day. From what I saw, short of switching IP's, Switching
> PRoviders, or talking to your provider, there's nothing that can be done.
>
>
> On Wed, Feb 5, 2014 at 9:37 AM, John Irwin  wrote:
>
>>
>>  Ariel,
>> If you were looking for a simple, "install this mod" type of answer then
>> you're way off. DDoS attacks are by their nature a network issue so you'll
>> need a network solution. Nomaan had it right with "buy a server with DDoS
>> protection". These services exist and most companies offering it will make
>> a point of bragging about theirs being good (or possibly THE best).
>> Ultimately though, if someone is targeting your servers then you'd better
>> have a good relationship with your server provider as it'll be down to them
>> to get it sorted or to move you onto a new IP.
>> Feel free to send me a direct message if you want to know who we use,
>> They are lovely guys and if you need to raise a ticket for whatever reason
>> they'll move heaven and earth to get the issue sorted.
>> John
>>
>>
>>  On 5 February 2014 13:08, Noel  wrote:
>>
>>>   What's the method?  What does the traffic look like?  How does it
 compare to non-DDOS traffic, and how are you making the distinction?
  That's a good starting point for deciding how it can be handled, at which
 levels of the stack, and by whom.
>>>
>>>
>>>
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>>> please visit:
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>>>
>>>
>>
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>>
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Re: [hlds] DDOS attacks against game servers

2014-02-05 Thread Jonathan Key
I'm an admin on the KurruptGaming Gmod Group, a small community of 1 DarkRP
Server, with another in the works. We experienced the same back in
December/Early January, to the point of our server being shut down for 3-4
hours out of the day. From what I saw, short of switching IP's, Switching
PRoviders, or talking to your provider, there's nothing that can be done.

On Wed, Feb 5, 2014 at 9:37 AM, John Irwin  wrote:

>
>  Ariel,
> If you were looking for a simple, "install this mod" type of answer then
> you're way off. DDoS attacks are by their nature a network issue so you'll
> need a network solution. Nomaan had it right with "buy a server with DDoS
> protection". These services exist and most companies offering it will make
> a point of bragging about theirs being good (or possibly THE best).
> Ultimately though, if someone is targeting your servers then you'd better
> have a good relationship with your server provider as it'll be down to them
> to get it sorted or to move you onto a new IP.
> Feel free to send me a direct message if you want to know who we use, They
> are lovely guys and if you need to raise a ticket for whatever reason
> they'll move heaven and earth to get the issue sorted.
> John
>
>
>  On 5 February 2014 13:08, Noel  wrote:
>
>>   What's the method?  What does the traffic look like?  How does it
>>> compare to non-DDOS traffic, and how are you making the distinction?
>>>  That's a good starting point for deciding how it can be handled, at which
>>> levels of the stack, and by whom.
>>
>>
>>
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] DDOS attacks against game servers

2014-02-05 Thread John Irwin
Ariel,
If you were looking for a simple, "install this mod" type of answer then
you're way off. DDoS attacks are by their nature a network issue so you'll
need a network solution. Nomaan had it right with "buy a server with DDoS
protection". These services exist and most companies offering it will make
a point of bragging about theirs being good (or possibly THE best).
Ultimately though, if someone is targeting your servers then you'd better
have a good relationship with your server provider as it'll be down to them
to get it sorted or to move you onto a new IP.
Feel free to send me a direct message if you want to know who we use, They
are lovely guys and if you need to raise a ticket for whatever reason
they'll move heaven and earth to get the issue sorted.
John


On 5 February 2014 13:08, Noel  wrote:

> What's the method?  What does the traffic look like?  How does it compare
>> to non-DDOS traffic, and how are you making the distinction?  That's a good
>> starting point for deciding how it can be handled, at which levels of the
>> stack, and by whom.
>
>
>
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Re: [hlds] DDOS attacks against game servers

2014-02-05 Thread Noel
>
> What's the method?  What does the traffic look like?  How does it compare
> to non-DDOS traffic, and how are you making the distinction?  That's a good
> starting point for deciding how it can be handled, at which levels of the
> stack, and by whom.
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Re: [hlds] DDOS attacks against game servers

2014-02-05 Thread Nomaan Ahmad
Buy server with DDoS protection. There is a lot of dns amplified attacks
going around on game servers by skiddies.


On 5 February 2014 12:46, Ariel Pinto  wrote:

> Hi :)
>
> I am not sure if this is the correct place to ask it, but I will try
> anyway because we tried everything already.
>
> I am a member in a community that operates game servers TF2 CSGO CS 1.6
> CSS and more.
>
> Recently we have a lot of DDOS attacks and we tried everything we can
> think of to solve it.
>
> Is there any way to protect the servers?
> Is there any way at all to solve it?
>
> Thanks in advance,
> Ari3l
>
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[hlds] DDOS attacks against game servers

2014-02-05 Thread Ariel Pinto
Hi :)

I am not sure if this is the correct place to ask it, but I will try anyway
because we tried everything already.

I am a member in a community that operates game servers TF2 CSGO CS 1.6 CSS
and more.

Recently we have a lot of DDOS attacks and we tried everything we can think
of to solve it.

Is there any way to protect the servers?
Is there any way at all to solve it?

Thanks in advance,
Ari3l
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