>From the slidshow
(http://www.steampowered.com/SteamKeynote_files/frame.htm) it seems to
be more of a business thing, but then again, that could have been a
business type slideshow.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Kuja
Sent: Sunday, April 21, 2002 11:39 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] 1109 to contain any code we should know about?


wvu, but this brings to bear a point. What will steam do for us? Will it
be like the halflife mod downloader thingy was supposed to do? and, btw,
can I still get my mod on that server for it?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Eric Smith
Sent: Saturday, April 20, 2002 7:15 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] 1109 to contain any code we should know about?


We don't have all the details worked out yet.  We'll be communicating
this type of information to the list as soon as we have it.  As always,
we're going to do our best to continue supporting the Mod community.

-Eric

-----Original Message-----
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Saturday, April 20, 2002 4:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?

> Not all mods will need to support this right away because not all mods
will
> have Steam players.  For example: FireArms, Front Line Force, and The
Opera
> aren't on Steam yet so they won't have Steam players and don't need to
worry
> about supporting SteamIDs.

Which brings up another question.  HOW does a MOD become a Steam
supported MOD?

Does this require the as yet unreleased Steam SDK?  I would assume so.

Will it be possible for MODs to become Steam supported MODs without
having to go through Valve or is Steam reserved for MODs produced by
Valve (or companies that have licensed Steam from Valve) and thus
unavailable to community created MODs?

Jeffrey "botman" Broome _______________________________________________
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