"cl_connectmethod" = "serverbrowser_favorites" 

Ok, it works for myself but I know how I connected how do you see how others 
connected?


----- Original Message -----
From: "Fletcher Dunn" <fletch...@valvesoftware.com>
To: "Half-Life dedicated Linux server mailing list" 
<hlds_linux@list.valvesoftware.com>
Cc: "Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.com)" <h...@list.valvesoftware.com>
Sent: Tuesday, November 12, 2013 2:45:44 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?
On Nov 12, 2013 2:09 PM, "DontWannaName!" <ad...@topnotchclan.com> wrote:

> Is it able to tell if they connect from their favorites?
>
> Sent from my iPhone 5
>
> > On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
> > <fletch...@valvesoftware.com>
> wrote:
> >
> > Several server operators have requested the ability to know how 
> > their
> clients are connecting to their server.  The latest TF update added a 
> new client convar, cl_connectmethod, that contains a string value that 
> indicates how the client connected to your server.  It's sent in the 
> same way as cl_rate and others, and a plugin should be able to access 
> this information.  It will be empty if joined directly through a 
> console "connect" command.  I apologize that I don't have the list of 
> values at hand, but I'm sure some helpful server operator or plugin 
> author will post the list of codes that are sent.
> >
> > Please be aware that the field is not secure, and the work required 
> > to
> secure it is not trivial.  Without too much effort a client could send 
> you pretty much any string they want.  So this is best used for 
> general reporting purposes and understanding where your players are 
> coming from, not to treat players differently based on how they connect.
> >
> > This is a Source engine change, so it will be available in CS:S, 
> > DoD:S,
> and HL2:DM in the next update for those games.
> > _______________________________________________
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>
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