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On Fri, Feb 7, 2014 at 4:10 PM, Ross Bemrose <rbemr...@gmail.com> wrote: > For those of you too lazy to get curl working, I made a quick (5-minute) > web form for registering an API key. > > http://tf2.rbemrose.com/steamreg.html > > If you don't trust me, feel free to look at the source code. It should be > easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or even > images. > > > On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn > <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= > > <yourkey< > > > https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey > > >> > > > > LOGGING IN TO YOUR ACCOUNT (TF only for now): > > > > Once you have a gameserver login token, you can specify your login > > credentials on a Source engine server by executing this console command > > sometime before it loads the first map: > > > > sv_setsteamaccount <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 running on the address.) The client always > > caches the last known IP:port of a favorite, even though the account ID > is > > the main "key". That way, if Steam is down, or the gameserver is down, > it > > will used the cached IP:port. All of the above applies to history as > well > > as favorites. > > > > In the future, when a client adds a favorite or history item, the account > > will be recorded immediately. > > > > If you know you have many clients that have your server in their > favorites > > or history, then you should not move your server yet. You need to give > > clients time to logon with new Steam client binaries and get their > favorite > > entry linked up with your account. We'll let you know when you can try > out > > migrating favorites, as well as when the feature is active in the public > > client and all users have it. > > > > QUESTIONS? > > > > Since Steam gameservers are a Steam feature, all of the above will apply > > to all Steam games. (Provided that the game exposes a method for the > > gameserver to log in to an account.) Eventually, the TF2 gameserver > > accounts will be going away and replaced with these accounts. For now, > > they are separate. > > > > Any further questions about the quickplay changes or gameserver accounts? > > Please direct them to this list so that all answers will be public. > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > > -- > Ross Bemrose > _______________________________________________ > 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