Yeah, everyone thought STEAM_0 was the standard, I did too, but now the
standard is STEAM_1.

And one day, the standard will be STEAM_2 out of the blue. And we're not
even told what it means, we just know it's hardcoded in and all ID's are
fixed to that.

They should have just stripped the whole STEAM_x and either left it like
1:1182... or do the right thing and make it 2365 (the AccountID) if they
were going to force the community to adopt a new ID format.


- voogru.



-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of David Cousins
Sent: Tuesday, February 17, 2009 7:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] (no subject)

Wouldn't it be nicer if valve adopted a standard though?


On 17 Feb 2009, at 12:03, "Spencer 'voogru' MacDonald" <[email protected] 
 > wrote:

> I don't use SourceMod, everything I run is homebrew.
>
> Chances are, SourceMod wouldn't like it.
>
> But if the community would adopt a standard (such as just using the  
> 32 bit
> with no string), I'd change it to that.
>
> SourceMod could pull something like this off.
>
> I'm implementing this on my own because now I personally feel like  
> the whole
> STEAM_x string is going to be unreliable in the future to arbitrary  
> and
> meaningless changes.
>
> These changes take effect everywhere on my server, including logs.
>
> 06:57:39 L 02/17/2009 - 05:58:05: "Kaleb -V-<366><V:35667116><Blue>"
> triggered "builtobject" (object "OBJ_TELEPORTER_ENTRANCE") (position  
> "2347
> 859 -191")
>
> Probably breaks the ban system as well, but I use my own ban system  
> anyway.
>
> You can see it in action on my server, tf3.voogru.net:27015, just do  
> status.
>
> - voogru.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Jeff Sugar
> Sent: Tuesday, February 17, 2009 6:56 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] (no subject)
>
> If I may ask, how did you do that, and arey ou going to release it?
> Additionally, how will sourcemod react to what's shown there?
>
> Thanks,
> Atreus
>
>
> On Tue, Feb 17, 2009 at 3:47 AM, Spencer 'voogru' MacDonald <
> [email protected]> wrote:
>
>>
>> hostname:    voogru.com, TF2 Crazy House! (Fast Respawn)
>> version : 1.0.4.7/14 3751 secure
>> udp/ip  :  74.54.216.53:27015
>> map     : cp_dustbowl at: 0 x, 0 y, 0 z
>> players : 15 (32 max)
>>
>> # userid name uniqueid connected ping loss state
>> # 409 "sevopie" V:36520597 26:45 86 0 active
>> # 411 "Trotteri" V:45153084 18:43 189 0 active
>> # 405 "Monkey_Spankious" V:10253897 37:42 109 0 active
>> # 412 "HoTsHoT" V:39919258 10:59 301 0 active
>> # 413 "Trisket" V:37021732 09:28 109 0 active
>> # 414 "|TV| technogeeky -V-" V:3459818 08:59 45 0 active
>> # 410 "Hubby1987 -V-" V:34880909 26:07 192 0 active
>> # 323 "archangel5586" V:40542685  3:06:10 79 0 active
>> # 415 "voogru" V:2365 00:49 80 0 active
>> # 266 "` cig ` [1080p]" V:745981  4:27:05 113 0 active
>> # 379 "Laterlizard" V:11139556  1:32:02 131 1 active
>> # 330 "Reyalp\TG/" V:696204  3:02:01 114 0 active
>> # 382 "Darth Yeil" V:840553  1:27:15 109 0 active
>> # 366 "Kaleb -V-" V:35667116  2:13:03 72 0 active
>> # 126 "Napalm" V:37187049  7:43:19 92 0 active
>>
>> Drama over.
>>
>> They are still STEAMID's, just without the STEAM_X:Y:Z.
>>
>> Now valve can change it to whatever their heart desires, I can just  
>> sit
>> back
>> and watch everyone else scramble to change all of their ID's next  
>> time
>> valve
>> decides to change the first part of the ID's.
>>
>> - voogru.
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Jarno  
>> Veuger
>> Sent: Tuesday, February 17, 2009 6:25 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] (no subject)
>>
>> Hi,
>>
>> I could write a quick tool for it. However, I can't find that on  
>> B1095
>> in my server.dll (TF2). All I get is a 0xC0 value.
>>
>> We might want to split this topic from the main topic.
>>
>> Ywa
>>
>> Tony Paloma wrote:
>>> Actually, it seems the change from STEAM_0 to STEAM_1 is more or  
>>> less
>>> meaningless. The CBaseClient::GetNetworkID() function is hardcoded  
>>> to
>> place
>>> a 1 there.
>>> text:0009E8F0                 public CBaseClient::GetNetworkID()  
>>> const
>>> text:0009E8F0                 mov     edx, [esp+8]
>>> text:0009E8F4                 mov     eax, [esp+4]
>>> text:0009E8F8                 mov     edx, [edx+59h]
>>> text:0009E8FB                 mov     dword ptr [eax], 1
>>> text:0009E901                 mov     word ptr [eax+4], 1
>>> text:0009E907                 mov     ecx, edx
>>> text:0009E909                 and     ecx, 1
>>> text:0009E90C                 shr     edx, 1
>>> text:0009E90E                 mov     [eax+0Ch], ecx
>>> text:0009E911                 mov     [eax+8], edx
>>> text:0009E914                 retn    4
>>>
>>> For example, changing:
>>> text:0009E901                 mov     word ptr [eax+4], 1
>>> To:
>>> text:0009E901                 mov     word ptr [eax+4], 0
>>>
>>> Will give old STEAM_0 numbers back. The function returns a  
>>> proprietary
>>> USERID_t structure and two of the bytes are the '1'. If someone  
>>> really
>> wants
>>> their STEAM_0 back, open server.dll, go to B1095 and change 0x01 to
> 0x00.
>>> Likewise, for Linux, go to 9E90E and change 0x01 to 0x00.
>>
>>
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