[hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
That's the great thing about this. Valve hated seeing players on 32 player, no crit servers, instant respawn, custom map, etc servers. So they added Quickplay to filter this out. Then they said if you run your server close to vanilla you'll be able to get this traffic as well. The traffic that those who run modified servers will be excluded from. And now they took it all away. So that's what you get for doing what they ask. Now I hope I'm wrong with this and they do something about it. But who knows. It's been building up towards this anyway. Starting with the custom tab years back. Goodjob to those that were able to run customized servers and populate them without quickplay. Those kind of servers are needed to keep people interested and playing this game longer. Even those of us with mostly stock servers appreciate the service provided by these custom servers. On Wed, Feb 5, 2014 at 2:40 PM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
In my eyes, custom servers are still something i can manage since people search for that. All quickplay servers are on my list of to be removed we used to have say 6 to 8 players that would join a server (regulars) and then quickplay would kick in and send some clients to it. When its above 10-15 the i only come when its full regulars will be coming too. Now it just sits there around 6 to 8 players, people try to fill it up but nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers offered by community = dead. The funny part is that mvm is actually still pretty full here.. 2014-02-05 Aaron Thompson rmesc...@gmail.com: I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
It will definitely affect all of us in the long run. Even those who run custom servers. Conditioning new players to play on valve servers mean they won't be exposed to any modifications nor will they expect more from the game. On Wed, Feb 5, 2014 at 4:13 PM, Robert Paulson thepauls...@gmail.comwrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. -ics ___
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
The funny part is that mvm is actually still pretty full here.. I can confirm this as well, my mvm still has lots of players. I assume Valve runs a lot bootcamp servers? I never actually checked. On 2/5/2014 3:38 PM, Erik-jan Riemers wrote: In my eyes, custom servers are still something i can manage since people search for that. All quickplay servers are on my list of to be removed we used to have say 6 to 8 players that would join a server (regulars) and then quickplay would kick in and send some clients to it. When its above 10-15 the i only come when its full regulars will be coming too. Now it just sits there around 6 to 8 players, people try to fill it up but nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers offered by community = dead. The funny part is that mvm is actually still pretty full here.. 2014-02-05 Aaron Thompson rmesc...@gmail.com: I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
Ofcourse MvM is full. Does valve even have official boot camp servers? Probably not. I just changed an empty PvP player to MvM for fun and it got full immediately. The biggest reasons why there's a lack of community MvM servers are: You can't make a community around it. It takes up the same amount of resources as a real server yet only hosts 6 players max. You can't even put ads on them, nor can you use it advertise your PvP servers as both HTML motds and press F3 to join another server are disabled. On Wed, Feb 5, 2014 at 4:38 PM, Erik-jan Riemers riem...@binkey.nl wrote: In my eyes, custom servers are still something i can manage since people search for that. All quickplay servers are on my list of to be removed we used to have say 6 to 8 players that would join a server (regulars) and then quickplay would kick in and send some clients to it. When its above 10-15 the i only come when its full regulars will be coming too. Now it just sits there around 6 to 8 players, people try to fill it up but nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers offered by community = dead. The funny part is that mvm is actually still pretty full here.. 2014-02-05 Aaron Thompson rmesc...@gmail.com: I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
There's a reason why they haven't added the Valve only servers checkbox to the MvM search. But they should... there's community servers that are laggy/broken, give extra credits, spawn extra bots, give custom upgrades and do whatever other modifications. They are clearly not vanilla and ruin the experience for all new players expecting proper MvM. On Wed, Feb 5, 2014 at 4:42 PM, The Wave thew...@thewaveserver.com wrote: The funny part is that mvm is actually still pretty full here.. I can confirm this as well, my mvm still has lots of players. I assume Valve runs a lot bootcamp servers? I never actually checked. On 2/5/2014 3:38 PM, Erik-jan Riemers wrote: In my eyes, custom servers are still something i can manage since people search for that. All quickplay servers are on my list of to be removed we used to have say 6 to 8 players that would join a server (regulars) and then quickplay would kick in and send some clients to it. When its above 10-15 the i only come when its full regulars will be coming too. Now it just sits there around 6 to 8 players, people try to fill it up but nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers offered by community = dead. The funny part is that mvm is actually still pretty full here.. 2014-02-05 Aaron Thompson rmesc...@gmail.com: I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
It will definitely affect all of us in the long run. Even those who run custom servers. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy My server is doing pretty well and to be honest we had full server from 9-10AM to about 1-2AM. Since that quickplay thing valve did we are having full server from about 8-9AM to about 2-5AM. 99% of our players are from my country and that is what we are basing on to keep going. Players are serching for server from their country. Biggest harm is done to USA servers. And don't be fooled by what I said - If this will somehow help I am willing to be with you all and force valve to change things back like they were before. It is not affecting me by what they did but I suport community servers. 2014-02-05 1nsane 1nsane...@gmail.com: There's a reason why they haven't added the Valve only servers checkbox to the MvM search. But they should... there's community servers that are laggy/broken, give extra credits, spawn extra bots, give custom upgrades and do whatever other modifications. They are clearly not vanilla and ruin the experience for all new players expecting proper MvM. On Wed, Feb 5, 2014 at 4:42 PM, The Wave thew...@thewaveserver.com wrote: The funny part is that mvm is actually still pretty full here.. I can confirm this as well, my mvm still has lots of players. I assume Valve runs a lot bootcamp servers? I never actually checked. On 2/5/2014 3:38 PM, Erik-jan Riemers wrote: In my eyes, custom servers are still something i can manage since people search for that. All quickplay servers are on my list of to be removed we used to have say 6 to 8 players that would join a server (regulars) and then quickplay would kick in and send some clients to it. When its above 10-15 the i only come when its full regulars will be coming too. Now it just sits there around 6 to 8 players, people try to fill it up but nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers offered by community = dead. The funny part is that mvm is actually still pretty full here.. 2014-02-05 Aaron Thompson rmesc...@gmail.com: I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
On 05/02/2014 17:53, ics wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which servers have players and which have not so it's not really a lack of people not knowing them are there but lack of players one and nobody enters. They switch to fuller servers and since there isn't much new players entering automatically and regulars are hesitant to enter empty ones, this is where we are. So after running servers for TF2 since the game came out, this is what i get, go away message? You don't want me to run servers anylonger? I don't run crap on servers or advertisements or any mods, except for administration between servers. Thanks a lot, Valve. I notice lots of Americans on Valve's EU servers off peak. Starting about now (11pm GMT) which might suggest QP is broken if it's sending people to the wrong country. These aren't even East coast 99 pings, it's 200-350 pings. Maybe a few from South America too. Unless all Valve's USA servers are full and so QP is putting them on EU? If the latter is the case it doesn't make much sense because 22 people playing with 200+ ping when there are presumably local servers sitting empty. Locality should override any checkbox or choice the user makes, unless they actually say Connect me to that server IMO there's no point connecting to a server thats 50, but I suppose you could stretch that higher, but it's definitely not worth playing when it gets over 100. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] 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=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] [hlds] Important changes to TF2 coming soon
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 fletch...@valvesoftware.commailto: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=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] Important changes to TF2 coming soon
This is great news! I asked Alfred about such a feature a year ago and he said it was under development but didnt know when it was due to release! I am really happy that you guys have put an effort in it and are now releasing it! Good Job! -- //Rikard 'Zapy' Bremark Warzone Short Valley On 2014-02-06 00:52, Fletcher Dunn wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] Important changes to TF2 coming soon
Definitely looking forward to the gameserver accounts! Off to https post... On 2/5/2014 6:03 PM, Rikard Bremark wrote: This is great news! I asked Alfred about such a feature a year ago and he said it was under development but didnt know when it was due to release! I am really happy that you guys have put an effort in it and are now releasing it! Good Job! -- //Rikard 'Zapy' Bremark Warzone Short Valley On 2014-02-06 00:52, Fletcher Dunn wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] Important changes to TF2 coming soon
Thank you so much for these changes! An updated QuickPlay experience and guidelines are exactly what we needed, and the Steam-managed accounts is a special bonus. On Wed, Feb 5, 2014 at 7:11 PM, The Wave thew...@thewaveserver.com wrote: Definitely looking forward to the gameserver accounts! Off to https post... On 2/5/2014 6:03 PM, Rikard Bremark wrote: This is great news! I asked Alfred about such a feature a year ago and he said it was under development but didnt know when it was due to release! I am really happy that you guys have put an effort in it and are now releasing it! Good Job! -- //Rikard 'Zapy' Bremark Warzone Short Valley On 2014-02-06 00:52, Fletcher Dunn wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] [hlds_announce] Important changes to TF2 coming soon
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_linux
Re: [hlds_linux] Important changes to TF2 coming soon
Oh happy day! Thank you for taking all our concerns to heart and actually fixing quite a few of the problems that have been around for years. I'm actually giddy with the changes. The only thing I can see being an issue now is this: * Kicking players to make room for reserved slots I agree that it's lame to kick players for reserved slots, but there isn't a great method to support reserved slots right now. A long time ago we used to allow reserved slot players to connect when the server was full without kicking anyone (ex: 25/24 players), but srcds seemed to have issues with greater than 24 players. Are there any plans to support over-full servers like this? I think the donor-based communities are probably the ones with the most contributions to the TF2 community as a whole, and they're the ones that tend to give out reserved slots as incentive to donate. Some legitimate way to allow reserved slots without hurting quickplay eligibility would be /very/ nice. All in all, amazing update Fletcher. I'm glad to see the QP issues being addressed, and the gameserver accounts becoming a reality. -- Jake Forrester Owner / Web Developer FirePowered LLC w: https://firepoweredgaming.com e: j...@ranndesigns.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
Thank you so much! I hope these clarified rules get enforced. On Wed, Feb 5, 2014 at 7:11 PM, The Wave thew...@thewaveserver.com wrote: Definitely looking forward to the gameserver accounts! Off to https post... On 2/5/2014 6:03 PM, Rikard Bremark wrote: This is great news! I asked Alfred about such a feature a year ago and he said it was under development but didnt know when it was due to release! I am really happy that you guys have put an effort in it and are now releasing it! Good Job! -- //Rikard 'Zapy' Bremark Warzone Short Valley On 2014-02-06 00:52, Fletcher Dunn wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] [hlds] Important changes to TF2 coming soon
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 fletch...@valvesoftware.commailto: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=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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,
Re: [hlds_linux] Important changes to TF2 coming soon
What's the problem with overfull servers? Can you not set visiblemaxplayers to 24 and allow players with reserved slots to join past 24? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester Sent: Wednesday, February 05, 2014 4:23 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Important changes to TF2 coming soon Oh happy day! Thank you for taking all our concerns to heart and actually fixing quite a few of the problems that have been around for years. I'm actually giddy with the changes. The only thing I can see being an issue now is this: * Kicking players to make room for reserved slots I agree that it's lame to kick players for reserved slots, but there isn't a great method to support reserved slots right now. A long time ago we used to allow reserved slot players to connect when the server was full without kicking anyone (ex: 25/24 players), but srcds seemed to have issues with greater than 24 players. Are there any plans to support over-full servers like this? I think the donor-based communities are probably the ones with the most contributions to the TF2 community as a whole, and they're the ones that tend to give out reserved slots as incentive to donate. Some legitimate way to allow reserved slots without hurting quickplay eligibility would be /very/ nice. All in all, amazing update Fletcher. I'm glad to see the QP issues being addressed, and the gameserver accounts becoming a reality. -- Jake Forrester Owner / Web Developer FirePowered LLC w: https://firepoweredgaming.com e: j...@ranndesigns.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [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=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] Important changes to TF2 coming soon
What about on 32 player servers? On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: What's the problem with overfull servers? Can you not set visiblemaxplayers to 24 and allow players with reserved slots to join past 24? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester Sent: Wednesday, February 05, 2014 4:23 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Important changes to TF2 coming soon Oh happy day! Thank you for taking all our concerns to heart and actually fixing quite a few of the problems that have been around for years. I'm actually giddy with the changes. The only thing I can see being an issue now is this: * Kicking players to make room for reserved slots I agree that it's lame to kick players for reserved slots, but there isn't a great method to support reserved slots right now. A long time ago we used to allow reserved slot players to connect when the server was full without kicking anyone (ex: 25/24 players), but srcds seemed to have issues with greater than 24 players. Are there any plans to support over-full servers like this? I think the donor-based communities are probably the ones with the most contributions to the TF2 community as a whole, and they're the ones that tend to give out reserved slots as incentive to donate. Some legitimate way to allow reserved slots without hurting quickplay eligibility would be /very/ nice. All in all, amazing update Fletcher. I'm glad to see the QP issues being addressed, and the gameserver accounts becoming a reality. -- Jake Forrester Owner / Web Developer FirePowered LLC w: https://firepoweredgaming.com e: j...@ranndesigns.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] [hlds_announce] Important changes to TF2 coming soon
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy Fletch, is the converse here true? Are server ops allowed to modify economy items if we're not a quickplay server? If so, can/will the clientside restriction on visible wearables be lifted on non-quickplay servers? On Wed, Feb 5, 2014 at 6:28 PM, Ross Bemrose rbemr...@gmail.com wrote: Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: * Opening a MOTD window (hidden or visible) that is not requested * Forcing clients to view the MOTD until a timer has expired * Giving or selling gameplay advantage to players * Kicking players to make room for reserved slots * Modifying stock maps, models, or materials * Running non-default game modes: prop hunt, dodgeball, etc * Enforcing class limits * Browser popups * Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey 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=yourkeyhttps://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 login token 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
Re: [hlds_linux] [hlds] [hlds_announce] Important changes to TF2 coming soon
Yeah 100% crits would be a nice filter for those that enjoy that type of gameplay -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair Sent: Wednesday, February 05, 2014 4:33 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: Re: [hlds_linux] [hlds] [hlds_announce] Important changes to TF2 coming soon 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
Servers can spontaneously combust in my experience when set to a maxplayers value over 32. Plus many people are on GSPs that charge per slot, so paying an extra few dollars for the ability for donors to connect nicely is a bit of a waste, especially when hosting multiple servers. Servers with many donors can possibly have more than 4 people using reserved slots at a time, so to ensure that donors can always connect, you'd need to pay for 4 extra slots. Dr. McKay www.doctormckay.com On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: What's the problem with overfull servers? Can you not set visiblemaxplayers to 24 and allow players with reserved slots to join past 24? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester Sent: Wednesday, February 05, 2014 4:23 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Important changes to TF2 coming soon Oh happy day! Thank you for taking all our concerns to heart and actually fixing quite a few of the problems that have been around for years. I'm actually giddy with the changes. The only thing I can see being an issue now is this: * Kicking players to make room for reserved slots I agree that it's lame to kick players for reserved slots, but there isn't a great method to support reserved slots right now. A long time ago we used to allow reserved slot players to connect when the server was full without kicking anyone (ex: 25/24 players), but srcds seemed to have issues with greater than 24 players. Are there any plans to support over-full servers like this? I think the donor-based communities are probably the ones with the most contributions to the TF2 community as a whole, and they're the ones that tend to give out reserved slots as incentive to donate. Some legitimate way to allow reserved slots without hurting quickplay eligibility would be /very/ nice. All in all, amazing update Fletcher. I'm glad to see the QP issues being addressed, and the gameserver accounts becoming a reality. -- Jake Forrester Owner / Web Developer FirePowered LLC w: https://firepoweredgaming.com e: j...@ranndesigns.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] [hlds_announce] [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 login token 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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
There are several problems with this. With all the new strict guidelines that looks like a laundry list of complaints from SPUF, people are eventually going to whine about the server expanding beyond 24 slots. Then if a server is completely full then are admins blocked from managing their servers just to be on quickplay? Not every situation can be handled by using the console. And then there is the pay-by-slot issue. I am thankful that there is an attempt at a compromise but frankly it is quite underwhelming. If the default official servers box isn't going to be removed, community servers will still be cut off from the majority of new players, whether they qualify or not. The new guidelines for quickplay also make it impossible for server owners to support or stand out. - Opening a MOTD window (hidden or visible) that is not requested I don't see what the point of this is when the MOTD has been disabled for quickplay players. Does this mean we can't even show the MOTD to non-quickplay players when they connect? - Giving or selling gameplay advantage to players We don't give people bonus HP and damage, but what about things like autobalance immunity, the ability to swap teams, or even humiliation immunity? Seriously, I had someone argue those were gameplay advantages. - Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy This means that donator or frequent player effects are out even though it doesn't change the gameplay? All I see here is that Valve is making it impossible for quickplay servers to support and distinguish themselves, getting rid of the most commonly accepted server benefits that have been offered since CS. And the official server opt-in that is the source of all the recent player loss is still unchanged. On Wed, Feb 5, 2014 at 4:28 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: What's the problem with overfull servers? Can you not set visiblemaxplayers to 24 and allow players with reserved slots to join past 24? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester Sent: Wednesday, February 05, 2014 4:23 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Important changes to TF2 coming soon Oh happy day! Thank you for taking all our concerns to heart and actually fixing quite a few of the problems that have been around for years. I'm actually giddy with the changes. The only thing I can see being an issue now is this: * Kicking players to make room for reserved slots I agree that it's lame to kick players for reserved slots, but there isn't a great method to support reserved slots right now. A long time ago we used to allow reserved slot players to connect when the server was full without kicking anyone (ex: 25/24 players), but srcds seemed to have issues with greater than 24 players. Are there any plans to support over-full servers like this? I think the donor-based communities are probably the ones with the most contributions to the TF2 community as a whole, and they're the ones that tend to give out reserved slots as incentive to donate. Some legitimate way to allow reserved slots without hurting quickplay eligibility would be /very/ nice. All in all, amazing update Fletcher. I'm glad to see the QP issues being addressed, and the gameserver accounts becoming a reality. -- Jake Forrester Owner / Web Developer FirePowered LLC w: https://firepoweredgaming.com e: j...@ranndesigns.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
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 login token 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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
I agree here, the official servers box needs to be UNCHECKED by default not the other way around. This needs to take effect with the update tomorrow to go ahead and fix this problem as so many have expressed over the last week. This wasn't even mentioned by Fletch in the recent mails tonight or from anyone at Valve over the course of this past week and the countless mails sent thru this mailing list from the majority of owners not happy about it. The data shows it causes issues when left checked by default - just uncheck it and let people decide after the fact. ___ If the default official servers box isn't going to be removed, community servers will still be cut off from the majority of new players, whether they qualify or not. The new guidelines for quickplay also make it impossible for server owners to support or stand out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
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 fletch...@valvesoftware.com 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 login token 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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
Agreed. There's honestly no point in participating in QP if the box isn't unchecked. We can all look at stats the past 2 weeks and realize we get little to no QP players because of this checkbox, now adding all these rules to participate in QP is pointless as it would give us small advantage in helping to populate our servers. On Wed, Feb 5, 2014 at 8:23 PM, Frank ad...@gamerscrib.net wrote: I agree here, the official servers box needs to be UNCHECKED by default not the other way around. This needs to take effect with the update tomorrow to go ahead and fix this problem as so many have expressed over the last week. This wasn't even mentioned by Fletch in the recent mails tonight or from anyone at Valve over the course of this past week and the countless mails sent thru this mailing list from the majority of owners not happy about it. The data shows it causes issues when left checked by default - just uncheck it and let people decide after the fact. ___ If the default official servers box isn't going to be removed, community servers will still be cut off from the majority of new players, whether they qualify or not. The new guidelines for quickplay also make it impossible for server owners to support or stand out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
We desperately needed a feature like this too many times in the past. I can't express how glad I am for the whole server hosting community that this is finally coming. Thanks a lot! The account creation currently returns 401 Unauthorized for me, is it not live yet or am I doing something wrong? On Thu, Feb 6, 2014 at 2:20 AM, Fletcher Dunn fletch...@valvesoftware.com 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 login token 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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
I am currently seeing the same thing, is anyone having success with this? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G. Sent: Wednesday, February 05, 2014 5:26 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon We desperately needed a feature like this too many times in the past. I can't express how glad I am for the whole server hosting community that this is finally coming. Thanks a lot! The account creation currently returns 401 Unauthorized for me, is it not live yet or am I doing something wrong? On Thu, Feb 6, 2014 at 2:20 AM, Fletcher Dunn fletch...@valvesoftware.com 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 login token 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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
To quote Flether's earlier post: Fletcher Dunn Wed, 05 Feb 2014 16:02:04 -0800 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. On Wed, Feb 5, 2014 at 5:34 PM, PolyQuad polyq...@gmail.com wrote: I am currently seeing the same thing, is anyone having success with this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
Thanks for the quote, so is anyone having success with the WebAPI that is Available Now ? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair Sent: Wednesday, February 05, 2014 5:40 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon To quote Flether's earlier post: Fletcher Dunn Wed, 05 Feb 2014 16:02:04 -0800 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. On Wed, Feb 5, 2014 at 5:34 PM, PolyQuad polyq...@gmail.com wrote: I am currently seeing the same thing, is anyone having success with this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
Worked perfectly for me. Did it from a command-prompt in Linux using curl: curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ It returned output like: { response: { steamid: YOURNUMERICSTEAMIDHERE, login_token: YOURLOGONTOKENHERE } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
Yeah thanks for the help, much appreciated, didn't see the POST requirement. /facepalm -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair Sent: Wednesday, February 05, 2014 5:53 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon Worked perfectly for me. Did it from a command-prompt in Linux using curl: curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ It returned output like: { response: { steamid: YOURNUMERICSTEAMIDHERE, login_token: YOURLOGONTOKENHERE } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
Anyone using Chrome can use this app to make it easier: https://chrome.google.com/webstore/detail/dev-http-client/aejoelaoggembcahagimdiliamlcdmfm?hl=en On a side note, anyone want to buy account ID 69? ;) Dr. McKay www.doctormckay.com On Wed, Feb 5, 2014 at 8:52 PM, Weasels Lair wea...@weaselslair.com wrote: Worked perfectly for me. Did it from a command-prompt in Linux using curl: curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ It returned output like: { response: { steamid: YOURNUMERICSTEAMIDHERE, login_token: YOURLOGONTOKENHERE } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] [hlds] Important changes to TF2 coming soon
I didn't confuse GET for POST but made a different mistake. My bad :) On Thu, Feb 6, 2014 at 2:56 AM, Doctor McKay mc...@doctormckay.com wrote: Anyone using Chrome can use this app to make it easier: https://chrome.google.com/webstore/detail/dev-http-client/aejoelaoggembcahagimdiliamlcdmfm?hl=en On a side note, anyone want to buy account ID 69? ;) Dr. McKay www.doctormckay.com On Wed, Feb 5, 2014 at 8:52 PM, Weasels Lair wea...@weaselslair.com wrote: Worked perfectly for me. Did it from a command-prompt in Linux using curl: curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ It returned output like: { response: { steamid: YOURNUMERICSTEAMIDHERE, login_token: YOURLOGONTOKENHERE } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux