Been trying to follow this discussion, sounds interesting no matter what comes however I know myself and the other server owners are really wanting to know of the impending ETA of the Halloween 2013 Event? Year after year we have to spend the next 24hours trying to adjust and fix things that get broken by this update so a little information for an ETA would be helpful and would certainly make all of SPUF happy in the process.
I've seen suggestions tossed around to keep this game going strong into the next few years but the biggest suggestion of them all was to add a new character to the game. Not only would this spur a major creation of new maps to revolve around it but the items and functions of not only that new character but the others would be wide open for additions. This in turn keeps a major source of funding to Valve from the store purchases but also the player base which is still very strong happy for a few more years. That last paragraph I figured I'd toss in from what I've been reading around but the main question remains: Possible ETA of the Halloween 2013 Event please? Thanks -----Original Message----- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Thursday, October 24, 2013 4:20 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; csgo_serv...@list.valvesoftware.com Cc: alf...@valvesoftware.com; tft...@valvesoftware.com Subject: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass. In case anyone is following this, there's a WebAPI update planned for next week which allows for getting the owner's account from a lender id. There's also a Steamworks update planned for between yesterday and (?), which adds the owner's id to the ticket verification result (ValidateAuthTicketResponse_t). However, this is too late for servers to get the owner's id. SourceMod at the moment supports checking if they're verified (by not handing out admin before IsClientFullyAuthenticated happens). However, this happens far too late in the process (30 seconds typically to a couple minutes, to never if Steam is down), subsequently most servers (to my knowledge) have the feature disabled (or at least want it disabled; from the threads I've seen). After the Steamworks update happens, I believe we need the owner's accountid passed to the server at the same time as the actual rendered SteamID (how it is at the moment, sent from the client at connection time). This should allow for the same verification result as IsClientFullyAuthenticated, and pre-usage that most of the engine does. This should continue to allow for immediate usage, which is what is used now. A public engine function would be appreciated to get the owner's account id (or rendered SteamID, as to conform with everything else). Unless if I'm neglecting something major, this should resolve the exploit for everyone as clients are updated to support sending the supposed ownerid. Thanks, Kyle. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux