Total conversions on Source aren’t affected any differently. Mods using the Source 2006 Base do the queries manually on both client and server, bypassing the stramclient entirely for that piece. Anything newer uses steamclient on both sides.
Sent from my iPhone > On Dec 4, 2020, at 5:49 PM, Mecha Weasel <wea...@freaksmisfits.club> wrote: > > > Thanks for the clarification. > > I wonder how this applies to 3rd party "total-conversion" Mods for Source? > Do new versions of the Mods need to be released? or would their setup > continue to work (presumably they are dynamic linking to various Steam > client-side components)? > > Also does this also apply to older GoldSrc games? > > Regarding game-server providers, my 2cents is in agreement ... I would expect > that game-server hosting companies that is worth a darn (including NFO and > other majors) are probably monitoring lists like this and will adjust any > intervening packet-inspection accordingly. Frankly, any game-server hosting > company that knows how to set that up, should know how to adjust or remove > it. Otherwise, they probably shouldn't be in the business - IMH(f)O. > Game-server hosting has always been a specialty when it comes to networking. > Personally, I've gone through many hosting providers over the years, and > settled on NFO (one of the longest standing) because they has enough > experience in it to handle it properly, especially when it comes to > networking and DDoS mitigation, etc. Many game-hosting providers are really > just web-hosting providers who just happen to allow other non-HTTP/HTTPS > ports/protocols also (only to later kick me off because they don't know how > to consider UDP traffic, etc.). > > >> On Fri, Dec 4, 2020 at 12:52 PM Fletcher Dunn - fletcherd at >> valvesoftware.com (via csgo_servers list) >> <csgo_servers@list.valvesoftware.com> wrote: >> >Third-party server-list browsers/query tools? >> >> Correct, and thanks for asking for this clarification. All games that use >> the ISteamMatchmakingServers API from the Steamworks SDK (that’s basically >> all games) get that code from the steam client, so they are all updated when >> we update the client. (Although there is a transition period as players >> update their client. It does not happen instantly.) This is why releasing >> a new steam client beta can break existing games, as happened this week. >> >> >> >> >When we say "server-side plugins, what are we talking about? >> >> That was an overly specific term on my part. For purposes of this >> discussion, I just mean that any special processing or filtering that is >> being done to these packets, it doesn’t have to be a “plugin”. All of that >> will continue to work, because the client will continue to behave exactly as >> it did before. >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/