People are complaining about this on the Steam Forums, and there should be 
an official statement about this.  Included in the statement should be a fix 
for the issue.

--------------------------------------------------
From: "Tony Paloma" <[email protected]>
Sent: 17 February, 2009 03:01
To: "'Half-Life dedicated Win32 server mailing list'" 
<[email protected]>
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: SourceUpdateAvailable> 
I'd feel better about that article if there was some proof or citations to
> its claims. All of a sudden everyone's ID went from the Individual 
> universe
> to Public? Doesn't really make sense. I would accept something like "Oh,
> Valve is now trying to adhere to the standard they created." But I'd like 
> to
> hear that from Valve.
>
> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
> account where Y can be 0-9 is bogus. Also, if anyone replies saying that 
> 'Y'
> actually has to do with the server in which registration occurred or 
> whether
> or not the account was created pre or post-HL2 release (or some other era-
> based explanation) please assume I replied with '/facepalm'.
>
> Furthermore, after looking at it a bit more, that article is inconsistent
> anyways. At one point it says the Y is the type, later it says it's 
> assigned
> "apparently at random."
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Matthew Bancroft
> Sent: Monday, February 16, 2009 6:39 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> For more information on how STEAMID's are broken down, please read
> this wikipedia article: http://en.wikipedia.org/wiki/SteamID
>
> The article should give you an understanding as to how a steamid is
> constructed and why valve are making these apparent changes.
>
> Regards
> Matthew Bancroft
>
>
>
> 2009/2/17 Andrew Armstrong <[email protected]>:
>> Could someone please clarify what exactly has changed in the STEAM ID
>> format, and whether this affects existing banned.cfg entries for STEAM
> IDs?
>>
>> Thanks!
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Justin
>> Sent: Tuesday, 17 February 2009 1:10 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>> Probably to make the L4D IDs match with TF2?
>>
>> On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
>> [email protected]> wrote:
>>
>>> You have to change all of the STEAM_0's to STEAM_1's.
>>>
>>> That's all.
>>>
>>> But still, what's the purpose of the change in the first place.
>>>
>>> -----Original Message-----
>>> From: [email protected]
>>> [mailto:[email protected]] On Behalf Of Arg!
>>> Sent: Monday, February 16, 2009 9:04 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>>> Available
>>>
>>>  Does this mean our ban lists are all completely useless because the
> steam
>>> id
>>> format has changed?
>>>
>>>
>>> On Tue, Feb 17, 2009 at 12:55 PM, Anthal <[email protected]>
>>> wrote:
>>>
>>> > This is from the Steam Update Page.
>>> >
>>> > /Sticky bombs now get a reduced close range damage ramp up (like 
>>> > Rocket
>>> > Launcher & Syringe Gun)
>>> > Ultimately reduces damage done by sticky bombs to enemies <512 units
>>> > from the Demoman/
>>> >
>>> > So, which is it. Pipes or stickies? o_O
>>> >
>>> > Jason Ruymen wrote:
>>> > > A required update for Team Fortress 2, along with an optional update
>>> for
>>> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
>>> > receive the update.  The specific changes include:
>>> > >
>>> > > - Pipebombs now get a reduced close range damage ramp up (like 
>>> > > Rocket
>>> > Launcher & Syringe Gun)
>>> > >         - Ultimately reduces damage done by pipebombs to enemies 
>>> > > <512
>>> > units from the Demoman
>>> > > - Moved the unlockable system over to the new item backend:
>>> > >         - Added a warning dialog to the loadout screen telling
> clients
>>> > when the server they're on could not get their loadout
>>> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
>>> see
>>> > the value of it on the server they're connected to
>>> > > - Renamed "mp_stalemate_at_timelimit" to 
>>> > > "mp_match_end_at_timelimit",
>>> to
>>> > better explain its function now that stalemate is optional
>>> > > - Protected several more commands from client exploitation
>>> > > - Fixed muzzle flashes & shell ejections still playing when
> viewmodels
>>> > are hidden
>>> > > - Server tags can now be used to include or exclude servers from the
>>> list
>>> > >
>>> > > Jason
>>> > >
>>> > > _______________________________________________
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> archives,
>>> > please visit:
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>>> > >
>>> >
>>> >
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>>> >
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