I foresee a role for steam communities. More integration with the servers, that 
way the only thing you need to do is point to your steamcommunity.

When they started with the group ID's in L4D2 I had good hopes they would pick 
up development again at the steam communities as promised a few years ago. 
Hopefully they'll just continue this before IPv6 (which is closer to 
introduction then you'd think).

Saint K.
-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Steven Crothers
Sent: Monday, May 10, 2010 9:29 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] IPv6 Support

Hello List,

With the loss of IPv4 expected in the next few years, and the requirement
that everyone starts to adopt IPv6 in the next couple years what is the plan
for Valve games currently?

I assume there will be an almighty update allowing for native IPv6
networking that will be here in the next year or so, but how do we as gamers
and server managers plan on handling this change?

Obviously running an advertisement in game to say "Please join
[2006:fe32::0123::f032]:27015 for another great game!" is out of the
question... So what are your plans to support this later on?

I know TS3 released a "virtual host" system, that basically removes the port
if you connect to sub.domain.tld by using the hostname header of the connect
- is this something we as gamers are looking for with our IPv6 update from
Valve?

If we start talking about it now, perhaps Valve will take some notes or
it'll be in the back of somebody's mind when they go to layout this
relatively large project of allowing dual stack IPv4/IPv6 to our servers.

Food for thought!
Steve
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