The servers could be used for the bandwidth, because then they would
only have a limited amount of people downloading from them at any one
time. But they would also have to be pretty high connections so that the
people playing wouldn't get a massive lag spike.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Sunday, April 21, 2002 8:33 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?


Just wondeirng, if mods are able to use Steam, where will we find the
bandwidth for this continous stream of people downloading?! Im sure
fileplanet would be out of the question!


----- Original Message -----
From: "Eric Smith" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, April 21, 2002 12:15 AM
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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