Hi
Can some one send me cs go beta key.
I really wanna play it
Thanks
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It seems like the only useful use case I can think of with this feature
is to create a private steam group of admins for a server. Then any
user the admins block would be kicked from the server. However, if it's
only checking blocked users of connected players this wouldn't be
altogether usef
One problem I see is for semi-large groups like ours:
http://steamcommunity.com/groups/mypayload
1) If one member has all the admins blocked, none of the admins will be able to
join the server.
2) If the member gets removed from the group there's nothing to stop them from
creating a F2P acc
I would be extremely careful about how this is ultimately implemented in
the production build. I am glad this is being introduced first in the Beta
version.
The Voogru servers are infamous for having blocked all of Something Awful
users via their Lost Continents steam group, who, at least in the p
On Fri, Mar 16, 2012 at 12:18:56AM +, Rich Kaethler wrote:
> If any of the players on the server have blocked this player, the
> dedicated server is notified, and that new player may be kicked from
> the server depending on the convar settings.
So if I add people who are currently on the ser
Could the Seal Mask be made wrappable someday?
On Thu, Mar 15, 2012 at 7:21 PM, Emil Larsson wrote:
> Don't feel bad. Eventually Valve will hide a message in there, just you
> wait. ;)
>
> On Fri, Mar 16, 2012 at 12:05 AM, DontWannaName!
> wrote:
>
>> I feel like a loser for getting my phone ou
We have added support for Steam community blocking in the dedicated server.
This functionality is in testing and is controlled by convar ( off by default
). If the convar is enabled, every new player at connect time ( once
authenticated ) will be tested against the block list of every player alr
Don't feel bad. Eventually Valve will hide a message in there, just you
wait. ;)
On Fri, Mar 16, 2012 at 12:05 AM, DontWannaName! wrote:
> I feel like a loser for getting my phone out to scan that haha.
>
> On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith wrote:
>
>> We've released a mandatory update
http://i.imgur.com/acfcm.png
Thanks for giving my new phone something to do. :D
On 15 March 2012 23:06, Victor Voorhuis wrote:
> I was thinking "yay new ARG!" when I saw the QR code... I'm starting to
> hate the localisation files.
>
> Op 16 maart 2012 00:02 schreef Eric Smith het
> volgende:
I was thinking "yay new ARG!" when I saw the QR code... I'm starting to
hate the localisation files.
Op 16 maart 2012 00:02 schreef Eric Smith het
volgende:
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
I feel like a loser for getting my phone out to scan that haha.
On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith wrote:
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2
That's "Updated the localization files" of course.
On Thu, Mar 15, 2012 at 7:02 PM, Eric Smith wrote:
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixe
We've released a mandatory update to Team Fortress 2. The notes for the update
are below.
-Eric
--
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed IP bans not applying to RCON access
Team Fortress 2
- Added The Cozy Camper
- Added a new TF2 sub-forum: Competitive
We're working on releasing a mandatory TF2 update. We should have it ready soon.
-Eric
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