Typo in your closing html tag

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
> _______________________________________________
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>
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