[hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread Alfred Reynolds
Hey guys, we have made a community hub for the Source SDK available here, 
http://steamcommunity.com/app/211/discussions/. When we do updates to the SDK 
(either the tools or the code) we will use that hub to post an announcement 
with the details. We will also be scanning those forums along with the GitHub 
issue tracker we are already using over here 
https://github.com/ValveSoftware/source-sdk-2013/issues.

This mailing list won't be changed, we can keep using it as before, but I would 
suggest that if you find a legitimate bug then using the GitHub link above 
would be a better place to record the issue so it doesn't get lost.

- Alfred

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Re: [hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread fuZZ RedEyes
You read into my brain Alfred  :)
Very good ! are you looking for volunteer moderators or something like that
? I already took long time on steam discussion forum and many website
dedicated to help  on the source engine.
So if you need volunteer to moderate the discussion or animate it a little
bit i am free :)




2013/7/3 Alfred Reynolds alf...@valvesoftware.com

 Hey guys, we have made a community hub for the Source SDK available here,
 http://steamcommunity.com/app/211/discussions/. When we do updates to the
 SDK (either the tools or the code) we will use that hub to post an
 announcement with the details. We will also be scanning those forums along
 with the GitHub issue tracker we are already using over here
 https://github.com/ValveSoftware/source-sdk-2013/issues.

 This mailing list won't be changed, we can keep using it as before, but I
 would suggest that if you find a legitimate bug then using the GitHub link
 above would be a better place to record the issue so it doesn't get lost.

 - Alfred

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Re: [hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread Stephen Swires
Hi Alfred,

Does Valve have RSS feeds for game hub announcements or some sort of web
API?


On 3 July 2013 17:14, Alfred Reynolds alf...@valvesoftware.com wrote:

 Hey guys, we have made a community hub for the Source SDK available here,
 http://steamcommunity.com/app/211/discussions/. When we do updates to the
 SDK (either the tools or the code) we will use that hub to post an
 announcement with the details. We will also be scanning those forums along
 with the GitHub issue tracker we are already using over here
 https://github.com/ValveSoftware/source-sdk-2013/issues.

 This mailing list won't be changed, we can keep using it as before, but I
 would suggest that if you find a legitimate bug then using the GitHub link
 above would be a better place to record the issue so it doesn't get lost.

 - Alfred

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Re: [hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread Jesse Oak
There is an RSS feed on the game hub page if you click the announcements
section.


On Wed, Jul 3, 2013 at 6:46 PM, Stephen Swires st...@swires.me wrote:

 Hi Alfred,

 Does Valve have RSS feeds for game hub announcements or some sort of web
 API?


 On 3 July 2013 17:14, Alfred Reynolds alf...@valvesoftware.com wrote:

 Hey guys, we have made a community hub for the Source SDK available here,
 http://steamcommunity.com/app/211/discussions/. When we do updates to
 the SDK (either the tools or the code) we will use that hub to post an
 announcement with the details. We will also be scanning those forums along
 with the GitHub issue tracker we are already using over here
 https://github.com/ValveSoftware/source-sdk-2013/issues.

 This mailing list won't be changed, we can keep using it as before, but I
 would suggest that if you find a legitimate bug then using the GitHub link
 above would be a better place to record the issue so it doesn't get lost.

 - Alfred

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[hlcoders] Steam is suspending accounts without reason

2013-01-27 Thread Pizza
Steam is suspending accounts at random and in mass w/o reason. Rouge
employee, hacked system or steam bug?

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Re: [hlcoders] Steam is suspending accounts without reason

2013-01-27 Thread smash
Stop spamming this mailing list.
On Jan 27, 2013 11:43 AM, Pizza pi...@makemeapizza.com wrote:

  Steam is suspending accounts at random and in mass w/o reason. Rouge
 employee, hacked system or steam bug?

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Re: [hlcoders] Steam is suspending accounts without reason

2013-01-27 Thread Jack Steele
Are you kidding me?  You've sent 4 messages, he's sent one.

Jack
On Jan 27, 2013 11:58 AM, Pizza pi...@makemeapizza.com wrote:

 **

 @smash - After you little kid

 ** **
  --

 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *smash
 *Sent:* Sunday, January 27, 2013 2:55 PM
 *To:* **Discussion of Half-Life Programming**
 *Subject:* Re: [hlcoders] Steam is suspending accounts without reason

 ** **

 Stop spamming this mailing list.

 On Jan 27, 2013 11:43 AM, Pizza pi...@makemeapizza.com wrote:

 Steam is suspending accounts at random and in mass w/o reason. Rouge
 employee, hacked system or steam bug?


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Re: [hlcoders] Steam is suspending accounts without reason

2013-01-27 Thread Adam amckern McKern
Is piazza one of those people that think the web format CSS means 
Counter-Strike:Source?

 


Owner Nigredo Studios http://www.nigredostudios.com



 From: smash smloa...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
Sent: Monday, 28 January 2013 6:55 AM
Subject: Re: [hlcoders] Steam is suspending accounts without reason
 

Stop spamming this mailing list.
On Jan 27, 2013 11:43 AM, Pizza pi...@makemeapizza.com wrote:

Steam is suspending accounts at random and in mass w/o
reason. Rouge employee, hacked system or steam bug?
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Re: [hlcoders] Steam Inventory?

2012-04-13 Thread HWGUY SiPlus
Yes, if you've Steamworks access.
13.04.2012 11:00 пользователь Leonardo mns.leona...@gmail.com написал:

 Good day.
 Just got a simple question: could other gamedevs use steam's inventory
 system to store players' items?
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[hlcoders] Steam Gamestart menu

2010-10-26 Thread Greenberet

Hello Guys,

we are using an extra configuration application for our mod. The problem 
is with doubleclick on the game in steam the mod will directly start. I 
want to use an option panel like in overlord when this happens.


So:
Double Click - New Window: Start Game or Start Configuration Manager - 
Choose - Start the selected application.


Is this possible for a Mod? ( GoldSrc )

Regards
Greenberet

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Re: [hlcoders] Steam Gamestart menu

2010-10-26 Thread Yorg Kuijs

Unless you're on Steamworks, I'd say no.

Greenberet schreef:

Hello Guys,

we are using an extra configuration application for our mod. The 
problem is with doubleclick on the game in steam the mod will directly 
start. I want to use an option panel like in overlord when this happens.


So:
Double Click - New Window: Start Game or Start Configuration Manager 
- Choose - Start the selected application.


Is this possible for a Mod? ( GoldSrc )

Regards
Greenberet

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Re: [hlcoders] Steam Gamestart menu

2010-10-26 Thread Jonas 'Sortie' Termansen
On Source, user created code is first run quite a while after the game has 
started launchng, hell even quite a while after your dlls are loaded. I once 
did this by exiting the game in the first called usercode, and then launchng 
another executable. I think the same is possible with GoldSrc.
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Jorge Rodriguez
Color me pickled, it looks like they decided to make a Linux client after
all.

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Tobias Kammersgaard
WAT

- ScarT


On 24 April 2010 17:10, Jorge Rodriguez bs.v...@gmail.com wrote:

 Color me pickled, it looks like they decided to make a Linux client after
 all.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Rodrigo 'r2d2rigo' Diaz
If your news source is Phoronix, better ignore that tabloid-like webpage.

2010/4/24 Tobias Kammersgaard tobias.kammersga...@gmail.com

 WAT

 - ScarT


 On 24 April 2010 17:10, Jorge Rodriguez bs.v...@gmail.com wrote:

  Color me pickled, it looks like they decided to make a Linux client after
  all.
 
  --
  Jorge Vino Rodriguez
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Jonas 'Sortie' Termansen
 From what I heard at 
http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1, 
they have found a bash script in the mac beta that adds future support 
for Linux. And they have also released .so files for Linux in Left 4 
Dead once, and so on. There is some evidence but nothing I would 
consider valid proof of a Linux client coming in the near future.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread 1nsane
Also this, apparently:
http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/

On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen 
hlcod...@maxsi.dk wrote:

  From what I heard at
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1
 ,
 they have found a bash script in the mac beta that adds future support
 for Linux. And they have also released .so files for Linux in Left 4
 Dead once, and so on. There is some evidence but nothing I would
 consider valid proof of a Linux client coming in the near future.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Jonas 'Sortie' Termansen
1nsane wrote:
 Also this, apparently:
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/


Indeed, from the looks of 
http://store.steampowered.com/public/client/steam_client_linux it has 
a version number which currently is

version 1272069501

Which if you interpret it as a timestamp you get the date Sat, 24 Apr 2010 
00:38:21 GMT, which strongly suggests that Valve is doing nightly builds of 
their Linux port.


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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Tom Edwards
This is the first hard evidence I've seen. Everything else so far 
(including the L4D Linux binaries) has been either definitely or 
potentially related to the dedicated server, but I don't see why you'd 
needt the graphics, friends or skins folders for that.

On 24/04/2010 5:05, 1nsane wrote:
 Also this, apparently:
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/

 On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen
 hlcod...@maxsi.dk  wrote:


From what I heard at
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1
  
 ,

 they have found a bash script in the mac beta that adds future support
 for Linux. And they have also released .so files for Linux in Left 4
 Dead once, and so on. There is some evidence but nothing I would
 consider valid proof of a Linux client coming in the near future.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Harry Jeffery
Awesome, thanks for posting. Evil valve for not telling.

On 24 April 2010 17:52, Tom Edwards t_edwa...@btinternet.com wrote:
 This is the first hard evidence I've seen. Everything else so far
 (including the L4D Linux binaries) has been either definitely or
 potentially related to the dedicated server, but I don't see why you'd
 needt the graphics, friends or skins folders for that.

 On 24/04/2010 5:05, 1nsane wrote:
 Also this, apparently:
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/

 On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen
 hlcod...@maxsi.dk  wrote:


    From what I heard at
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1

 ,

 they have found a bash script in the mac beta that adds future support
 for Linux. And they have also released .so files for Linux in Left 4
 Dead once, and so on. There is some evidence but nothing I would
 consider valid proof of a Linux client coming in the near future.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Saul Rennison
The steam_client_linux is now officially 404.

:(

Thanks,
- Saul.


On 24 April 2010 19:43, Harry Jeffery harry101jeff...@googlemail.comwrote:

 Awesome, thanks for posting. Evil valve for not telling.

 On 24 April 2010 17:52, Tom Edwards t_edwa...@btinternet.com wrote:
  This is the first hard evidence I've seen. Everything else so far
  (including the L4D Linux binaries) has been either definitely or
  potentially related to the dedicated server, but I don't see why you'd
  needt the graphics, friends or skins folders for that.
 
  On 24/04/2010 5:05, 1nsane wrote:
  Also this, apparently:
 
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
 
  On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen
  hlcod...@maxsi.dk  wrote:
 
 
 From what I heard at
  
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1
 
  ,
 
  they have found a bash script in the mac beta that adds future support
  for Linux. And they have also released .so files for Linux in Left 4
  Dead once, and so on. There is some evidence but nothing I would
  consider valid proof of a Linux client coming in the near future.
 
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Harry Jeffery
Yeah, it 404'd before I grabbed a copy. Somewhere there is a Valve
employee laughing at us.

On 24 April 2010 19:57, Saul Rennison saul.renni...@gmail.com wrote:
 The steam_client_linux is now officially 404.

 :(

 Thanks,
 - Saul.


 On 24 April 2010 19:43, Harry Jeffery harry101jeff...@googlemail.comwrote:

 Awesome, thanks for posting. Evil valve for not telling.

 On 24 April 2010 17:52, Tom Edwards t_edwa...@btinternet.com wrote:
  This is the first hard evidence I've seen. Everything else so far
  (including the L4D Linux binaries) has been either definitely or
  potentially related to the dedicated server, but I don't see why you'd
  needt the graphics, friends or skins folders for that.
 
  On 24/04/2010 5:05, 1nsane wrote:
  Also this, apparently:
 
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
 
  On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen
  hlcod...@maxsi.dk  wrote:
 
 
     From what I heard at
  
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1
 
  ,
 
  they have found a bash script in the mac beta that adds future support
  for Linux. And they have also released .so files for Linux in Left 4
  Dead once, and so on. There is some evidence but nothing I would
  consider valid proof of a Linux client coming in the near future.
 
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  please visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Joshua Scarsbrook
Though it is noted that some if not all of the files are still there, it
could be down for massive changes or something


On Sun, Apr 25, 2010 at 7:51 AM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 Yeah, it 404'd before I grabbed a copy. Somewhere there is a Valve
 employee laughing at us.

 On 24 April 2010 19:57, Saul Rennison saul.renni...@gmail.com wrote:
  The steam_client_linux is now officially 404.
 
  :(
 
  Thanks,
  - Saul.
 
 
  On 24 April 2010 19:43, Harry Jeffery harry101jeff...@googlemail.com
 wrote:
 
  Awesome, thanks for posting. Evil valve for not telling.
 
  On 24 April 2010 17:52, Tom Edwards t_edwa...@btinternet.com wrote:
   This is the first hard evidence I've seen. Everything else so far
   (including the L4D Linux binaries) has been either definitely or
   potentially related to the dedicated server, but I don't see why you'd
   needt the graphics, friends or skins folders for that.
  
   On 24/04/2010 5:05, 1nsane wrote:
   Also this, apparently:
  
 
 http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/
  
   On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen
   hlcod...@maxsi.dk  wrote:
  
  
  From what I heard at
   
  
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1
  
   ,
  
   they have found a bash script in the mac beta that adds future
 support
   for Linux. And they have also released .so files for Linux in Left 4
   Dead once, and so on. There is some evidence but nothing I would
   consider valid proof of a Linux client coming in the near future.
  
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 archives,
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Jorge Rodriguez
No I saw it on N4G which linked here:

http://www.tomshardware.com/news/steam-linux-mac-os-x-half-life-team-fortress,10247.html

Back in March I suggested that a Linux port was unlikely and I think that's
still the case, especially given that Valve didn't announce one when they
announced the Mac port. The fact remains that there's no strong gaming
contingent on Linux. However I suppose it seems that Valve is at least
testing the waters. Cat's out of the bag now, but perhaps they figured that
if the Linux port didn't work out they could always scrap it and not tell
anybody that they were working on it.

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Ryan Sheffer
There was this mission underground, so they sent some explorers down!

I mean... Yea, steam is pretty cool. Consoles in general are far worse,
ultimate DRM right there.

On Sat, Apr 24, 2010 at 5:09 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 No I saw it on N4G which linked here:


 http://www.tomshardware.com/news/steam-linux-mac-os-x-half-life-team-fortress,10247.html

 Back in March I suggested that a Linux port was unlikely and I think that's
 still the case, especially given that Valve didn't announce one when they
 announced the Mac port. The fact remains that there's no strong gaming
 contingent on Linux. However I suppose it seems that Valve is at least
 testing the waters. Cat's out of the bag now, but perhaps they figured that
 if the Linux port didn't work out they could always scrap it and not tell
 anybody that they were working on it.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Tobias Kammersgaard
Valve is currently using Steam login shizzle on a new site which
they're testing in closed beta (external from Steamcommunity.com ) :)

-ScarT

2010/3/22, David Kraeutmann da...@davidkra.net:
 It was never fully implemented.
 https://steamcommunity.com/openid/login returns main page.

 On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
 david.kella...@member.fsf.org wrote:
 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
 saul.renni...@gmail.comwrote:

 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to public
   for this to work. Just make it a one off thing and you should have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
   Is there any way that another website can verify a steam login?
  
   I'm quite keen to make one of my websites check whether a user owns
   GMod before letting them download files (because at the moment in
   the
   comments there's a lot of does this work on non-steam - and I
   don't
   want to pay to let them download stuff).
  
   I'm sure I could manually post to the steam login form and see if
   it
   succeeds - but I'm guessing that if it doesn't, it will eventually
   ban
   my web server's IP.
  
   Anyone got any ideas, anyone already done something similar?
  
   garry
  
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/ScarT

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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Garry Newman
Apparently it works - so I'm gonna look into it. Unless someone from
Valve posts and tells me not to because it's gonna break!

garry

On Mon, Mar 22, 2010 at 12:46 AM, David Kraeutmann da...@davidkra.net wrote:
 It was never fully implemented.
 https://steamcommunity.com/openid/login returns main page.

 On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
 david.kella...@member.fsf.org wrote:
 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to public
   for this to work. Just make it a one off thing and you should have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
   Is there any way that another website can verify a steam login?
  
   I'm quite keen to make one of my websites check whether a user owns
   GMod before letting them download files (because at the moment in the
   comments there's a lot of does this work on non-steam - and I don't
   want to pay to let them download stuff).
  
   I'm sure I could manually post to the steam login form and see if it
   succeeds - but I'm guessing that if it doesn't, it will eventually ban
   my web server's IP.
  
   Anyone got any ideas, anyone already done something similar?
  
   garry
  
   ___
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  please visit:
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Tom Edwards
Oh yeah? Spill the beans! :p

On 22/03/2010 12:03, Tobias Kammersgaard wrote:
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmannda...@davidkra.net:

 It was never fully implemented.
 https://steamcommunity.com/openid/login returns main page.

 On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
 david.kella...@member.fsf.org  wrote:
  
 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swiresstephen.swi...@gmail.com  wrote:

 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
 saul.renni...@gmail.comwrote:

  
 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newmangarrynew...@gmail.com  wrote:


 Thanks, this is what I ended up doing. It's working great right now.

 garry

 On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:
  
 Prehaps try linking an account on your website to a steam account.

 For example:

 To verify that they own an account with gmod on it ask them to put a
 small code/id in their steam community profile about-me section
 temporarily. Then you can have your website check it's existence by
 parsing the user's profile in xml:

 http://steamcommunity.com/id/profilename/?xml=1

 If it exists you can then check if their account posesses the game:

 http://steamcommunity.com/id/profilename/games/?xml=1

 Of course they would have to temporarily set their profile to public
 for this to work. Just make it a one off thing and you should have a
 pretty good way of verifying that the user owns a copy of gmod
 legitimately.

 On 21 March 2010 08:45, Garry Newmangarrynew...@gmail.com  wrote:

 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in
 the
 comments there's a lot of does this work on non-steam - and I
 don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if
 it
 succeeds - but I'm guessing that if it doesn't, it will eventually
 ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
  
 please visit:
  
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread David Kraeutmann
Strange, it doesn't work for me...

On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com wrote:
 Oh yeah? Spill the beans! :p

 On 22/03/2010 12:03, Tobias Kammersgaard wrote:
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmannda...@davidkra.net:

 It was never fully implemented.
 https://steamcommunity.com/openid/login returns main page.

 On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
 david.kella...@member.fsf.org  wrote:

 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swiresstephen.swi...@gmail.com  wrote:

 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
 saul.renni...@gmail.comwrote:


 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newmangarrynew...@gmail.com  wrote:


 Thanks, this is what I ended up doing. It's working great right now.

 garry

 On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:

 Prehaps try linking an account on your website to a steam account.

 For example:

 To verify that they own an account with gmod on it ask them to put a
 small code/id in their steam community profile about-me section
 temporarily. Then you can have your website check it's existence by
 parsing the user's profile in xml:

 http://steamcommunity.com/id/profilename/?xml=1

 If it exists you can then check if their account posesses the game:

 http://steamcommunity.com/id/profilename/games/?xml=1

 Of course they would have to temporarily set their profile to public
 for this to work. Just make it a one off thing and you should have a
 pretty good way of verifying that the user owns a copy of gmod
 legitimately.

 On 21 March 2010 08:45, Garry Newmangarrynew...@gmail.com  wrote:

 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in
 the
 comments there's a lot of does this work on non-steam - and I
 don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if
 it
 succeeds - but I'm guessing that if it doesn't, it will eventually
 ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

 ___
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 archives,

 please visit:

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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Garry Newman
I was told that it works, but you need to already be logged in on the
steam community site..

garry

On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net wrote:
 Strange, it doesn't work for me...

 On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com wrote:
 Oh yeah? Spill the beans! :p

 On 22/03/2010 12:03, Tobias Kammersgaard wrote:
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmannda...@davidkra.net:

 It was never fully implemented.
 https://steamcommunity.com/openid/login returns main page.

 On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
 david.kella...@member.fsf.org  wrote:

 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swiresstephen.swi...@gmail.com  wrote:

 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
 saul.renni...@gmail.comwrote:


 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newmangarrynew...@gmail.com  wrote:


 Thanks, this is what I ended up doing. It's working great right now.

 garry

 On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:

 Prehaps try linking an account on your website to a steam account.

 For example:

 To verify that they own an account with gmod on it ask them to put a
 small code/id in their steam community profile about-me section
 temporarily. Then you can have your website check it's existence by
 parsing the user's profile in xml:

 http://steamcommunity.com/id/profilename/?xml=1

 If it exists you can then check if their account posesses the game:

 http://steamcommunity.com/id/profilename/games/?xml=1

 Of course they would have to temporarily set their profile to public
 for this to work. Just make it a one off thing and you should have a
 pretty good way of verifying that the user owns a copy of gmod
 legitimately.

 On 21 March 2010 08:45, Garry Newmangarrynew...@gmail.com  wrote:

 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in
 the
 comments there's a lot of does this work on non-steam - and I
 don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if
 it
 succeeds - but I'm guessing that if it doesn't, it will eventually
 ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,

 please visit:

 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread David Kellaway
It doesn't. If you're already logged in, it changes the login box to a
continue button (with your username displayed above it), but it
still doesn't return valid data to the relying party.

---
Dave Kellaway


On 22 March 2010 17:19, Garry Newman garrynew...@gmail.com wrote:
 I was told that it works, but you need to already be logged in on the
 steam community site..

 garry

 On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net wrote:
 Strange, it doesn't work for me...

 On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com 
 wrote:
 Oh yeah? Spill the beans! :p

 On 22/03/2010 12:03, Tobias Kammersgaard wrote:
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmannda...@davidkra.net:

 It was never fully implemented.
 https://steamcommunity.com/openid/login returns main page.

 On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
 david.kella...@member.fsf.org  wrote:

 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swiresstephen.swi...@gmail.com  wrote:

 I tried logging into Stack Overflow with that as the OID provider, but 
 it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
 saul.renni...@gmail.comwrote:


 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newmangarrynew...@gmail.com  wrote:


 Thanks, this is what I ended up doing. It's working great right now.

 garry

 On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
 harry101jeff...@googlemail.com  wrote:

 Prehaps try linking an account on your website to a steam account.

 For example:

 To verify that they own an account with gmod on it ask them to put a
 small code/id in their steam community profile about-me section
 temporarily. Then you can have your website check it's existence by
 parsing the user's profile in xml:

 http://steamcommunity.com/id/profilename/?xml=1

 If it exists you can then check if their account posesses the game:

 http://steamcommunity.com/id/profilename/games/?xml=1

 Of course they would have to temporarily set their profile to public
 for this to work. Just make it a one off thing and you should have a
 pretty good way of verifying that the user owns a copy of gmod
 legitimately.

 On 21 March 2010 08:45, Garry Newmangarrynew...@gmail.com  wrote:

 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in
 the
 comments there's a lot of does this work on non-steam - and I
 don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if
 it
 succeeds - but I'm guessing that if it doesn't, it will eventually
 ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,

 please visit:

 http://list.valvesoftware.com/mailman/listinfo/hlcoders



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 archives,

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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Tobias Kammersgaard
Valve's external site they're using works just fine. You're sent to the
Steam community login page, log in and sent back to the other site.

/ScarT


On 22 March 2010 18:47, David Kellaway david.kella...@member.fsf.orgwrote:

 It doesn't. If you're already logged in, it changes the login box to a
 continue button (with your username displayed above it), but it
 still doesn't return valid data to the relying party.

 ---
 Dave Kellaway


 On 22 March 2010 17:19, Garry Newman garrynew...@gmail.com wrote:
  I was told that it works, but you need to already be logged in on the
  steam community site..
 
  garry
 
  On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net
 wrote:
  Strange, it doesn't work for me...
 
  On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
  Oh yeah? Spill the beans! :p
 
  On 22/03/2010 12:03, Tobias Kammersgaard wrote:
  Valve is currently using Steam login shizzle on a new site which
  they're testing in closed beta (external from Steamcommunity.com ) :)
 
  -ScarT
 
  2010/3/22, David Kraeutmannda...@davidkra.net:
 
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org  wrote:
 
  It's a real shame the OpenID provider doesn't work properly
  (DotNetOpenAuth rejects it because it's not fully compliant with the
  spec somehow). It'd be much less of a pain than making peoples'
  profiles public, editing them, and digging through the horrible XML
  feed.
 
  Is there anyone at Valve who'd know more about this?
 
  ---
  Dave Kellaway
 
 
  On 21 March 2010 23:06, Stephen Swiresstephen.swi...@gmail.com
  wrote:
 
  I tried logging into Stack Overflow with that as the OID provider,
 but it
  wouldn't work. It'd be very cool if it did.
 
  On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
  saul.renni...@gmail.comwrote:
 
 
  Even better, I bet you could just use:
 http://steamcommunity.com/openid/
 
  Thanks,
  - Saul.
 
 
  On 21 March 2010 12:32, Garry Newmangarrynew...@gmail.com
  wrote:
 
 
  Thanks, this is what I ended up doing. It's working great right
 now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com  wrote:
 
  Prehaps try linking an account on your website to a steam
 account.
 
  For example:
 
  To verify that they own an account with gmod on it ask them to
 put a
  small code/id in their steam community profile about-me section
  temporarily. Then you can have your website check it's existence
 by
  parsing the user's profile in xml:
 
  http://steamcommunity.com/id/profilename/?xml=1
 
  If it exists you can then check if their account posesses the
 game:
 
  http://steamcommunity.com/id/profilename/games/?xml=1
 
  Of course they would have to temporarily set their profile to
 public
  for this to work. Just make it a one off thing and you should
 have a
  pretty good way of verifying that the user owns a copy of gmod
  legitimately.
 
  On 21 March 2010 08:45, Garry Newmangarrynew...@gmail.com
  wrote:
 
  Is there any way that another website can verify a steam login?
 
  I'm quite keen to make one of my websites check whether a user
 owns
  GMod before letting them download files (because at the moment
 in
  the
  comments there's a lot of does this work on non-steam - and I
  don't
  want to pay to let them download stuff).
 
  I'm sure I could manually post to the steam login form and see
 if
  it
  succeeds - but I'm guessing that if it doesn't, it will
 eventually
  ban
  my web server's IP.
 
  Anyone got any ideas, anyone already done something similar?
 
  garry
 
  ___
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  archives,
 
  please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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  To unsubscribe, edit your list preferences, or view the list
  archives,
 
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  --
  - Stephen Swires
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread David Kellaway
It may work fine for Valve, but it's not working correctly by the
OpenID spec, which makes it all but useless for anyone else. You'd
really need to see some documentation or get Valve to implement the
spec properly to use it on a third party website (if they even intend
to support that at any point).

---
Dave Kellaway



On 22 March 2010 18:36, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
 Valve's external site they're using works just fine. You're sent to the
 Steam community login page, log in and sent back to the other site.

 /ScarT


 On 22 March 2010 18:47, David Kellaway david.kella...@member.fsf.orgwrote:

 It doesn't. If you're already logged in, it changes the login box to a
 continue button (with your username displayed above it), but it
 still doesn't return valid data to the relying party.

 ---
 Dave Kellaway


 On 22 March 2010 17:19, Garry Newman garrynew...@gmail.com wrote:
  I was told that it works, but you need to already be logged in on the
  steam community site..
 
  garry
 
  On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net
 wrote:
  Strange, it doesn't work for me...
 
  On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
  Oh yeah? Spill the beans! :p
 
  On 22/03/2010 12:03, Tobias Kammersgaard wrote:
  Valve is currently using Steam login shizzle on a new site which
  they're testing in closed beta (external from Steamcommunity.com ) :)
 
  -ScarT
 
  2010/3/22, David Kraeutmannda...@davidkra.net:
 
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org  wrote:
 
  It's a real shame the OpenID provider doesn't work properly
  (DotNetOpenAuth rejects it because it's not fully compliant with the
  spec somehow). It'd be much less of a pain than making peoples'
  profiles public, editing them, and digging through the horrible XML
  feed.
 
  Is there anyone at Valve who'd know more about this?
 
  ---
  Dave Kellaway
 
 
  On 21 March 2010 23:06, Stephen Swiresstephen.swi...@gmail.com
  wrote:
 
  I tried logging into Stack Overflow with that as the OID provider,
 but it
  wouldn't work. It'd be very cool if it did.
 
  On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
  saul.renni...@gmail.comwrote:
 
 
  Even better, I bet you could just use:
 http://steamcommunity.com/openid/
 
  Thanks,
  - Saul.
 
 
  On 21 March 2010 12:32, Garry Newmangarrynew...@gmail.com
  wrote:
 
 
  Thanks, this is what I ended up doing. It's working great right
 now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com  wrote:
 
  Prehaps try linking an account on your website to a steam
 account.
 
  For example:
 
  To verify that they own an account with gmod on it ask them to
 put a
  small code/id in their steam community profile about-me section
  temporarily. Then you can have your website check it's existence
 by
  parsing the user's profile in xml:
 
  http://steamcommunity.com/id/profilename/?xml=1
 
  If it exists you can then check if their account posesses the
 game:
 
  http://steamcommunity.com/id/profilename/games/?xml=1
 
  Of course they would have to temporarily set their profile to
 public
  for this to work. Just make it a one off thing and you should
 have a
  pretty good way of verifying that the user owns a copy of gmod
  legitimately.
 
  On 21 March 2010 08:45, Garry Newmangarrynew...@gmail.com
  wrote:
 
  Is there any way that another website can verify a steam login?
 
  I'm quite keen to make one of my websites check whether a user
 owns
  GMod before letting them download files (because at the moment
 in
  the
  comments there's a lot of does this work on non-steam - and I
  don't
  want to pay to let them download stuff).
 
  I'm sure I could manually post to the steam login form and see
 if
  it
  succeeds - but I'm guessing that if it doesn't, it will
 eventually
  ban
  my web server's IP.
 
  Anyone got any ideas, anyone already done something similar?
 
  garry
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
 
  please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives,
 
  please visit:
 
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  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
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  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  - Stephen Swires
  

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Jonas 'Sortie' Termansen
I am very interested in this.

In theory the users of my (alpha-state) digital distribution platform would be 
able to validate their accounts, which would make it more secure for my systems 
(previously I just scanned the working dir for the username). But would it be 
more secure for the users? Say I have a website where people have to login with 
their account, how can they be sure I do not receive the password, but only 
Valve does? If Valve makes this system public, wouldn't that mean more people 
would enter their password on fake websites? Or perhaps the user is required yo 
enter the password on a valve site, which is more secure.

If anyone has more information on this, I would like to know. :-)

- Original meddelelse -
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmann da...@davidkra.net:
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org wrote:
   It's a real shame the OpenID provider doesn't work properly
   (DotNetOpenAuth rejects it because it's not fully compliant with the
   spec somehow). It'd be much less of a pain than making peoples'
   profiles public, editing them, and digging through the horrible XML
   feed.
  
   Is there anyone at Valve who'd know more about this?
  
   ---
   Dave Kellaway
  
  
   On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
I tried logging into Stack Overflow with that as the OID provider, but 
it
wouldn't work. It'd be very cool if it did.
   
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
   
 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to 
   put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence 
   by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the 
   game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to 
   public
   for this to work. Just make it a one off thing and you should 
   have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com 
   wrote:
Is there any way that another website can verify a steam login?
   
I'm quite keen to make one of my websites check whether a user 
owns
GMod before letting them download files (because at the moment 
in
the
comments there's a lot of does this work on non-steam - and I
don't
want to pay to let them download stuff).
   
I'm sure I could manually post to the steam login form and see 
if
it
succeeds - but I'm guessing that if it doesn't, it will 
eventually
ban
my web server's IP.
   
Anyone got any ideas, anyone already done something similar?
   
garry
   
___
To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
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  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives,
  please visit:
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 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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--
- Stephen Swires
___
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Harry Jeffery
It would have to be a callback validation approach from an official
valve website. Like how paypal is used as a payment gateway on many
commercial websites.

On 22 March 2010 13:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I am very interested in this.

 In theory the users of my (alpha-state) digital distribution platform would 
 be able to validate their accounts, which would make it more secure for my 
 systems (previously I just scanned the working dir for the username). But 
 would it be more secure for the users? Say I have a website where people have 
 to login with their account, how can they be sure I do not receive the 
 password, but only Valve does? If Valve makes this system public, wouldn't 
 that mean more people would enter their password on fake websites? Or perhaps 
 the user is required yo enter the password on a valve site, which is more 
 secure.

 If anyone has more information on this, I would like to know. :-)

 - Original meddelelse -
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmann da...@davidkra.net:
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org wrote:
   It's a real shame the OpenID provider doesn't work properly
   (DotNetOpenAuth rejects it because it's not fully compliant with the
   spec somehow). It'd be much less of a pain than making peoples'
   profiles public, editing them, and digging through the horrible XML
   feed.
  
   Is there anyone at Valve who'd know more about this?
  
   ---
   Dave Kellaway
  
  
   On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
I tried logging into Stack Overflow with that as the OID provider, but 
it
wouldn't work. It'd be very cool if it did.
   
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
   
 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right 
  now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam 
   account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to 
   put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence 
   by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the 
   game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to 
   public
   for this to work. Just make it a one off thing and you should 
   have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com 
   wrote:
Is there any way that another website can verify a steam login?
   
I'm quite keen to make one of my websites check whether a user 
owns
GMod before letting them download files (because at the moment 
in
the
comments there's a lot of does this work on non-steam - and I
don't
want to pay to let them download stuff).
   
I'm sure I could manually post to the steam login form and see 
if
it
succeeds - but I'm guessing that if it doesn't, it will 
eventually
ban
my web server's IP.
   
Anyone got any ideas, anyone already done something similar?
   
garry
   
___
To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
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  ___
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  archives,
  please visit:
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 To unsubscribe, edit your list preferences, or view the list 
 

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread AzuiSleet
Their OpenID provider works just fine, I promise! Here's my page to test it:
http://heronforce2.heronirc.net/

And the source.. http://heronforce2.heronirc.net/src.7z

If you want to get it to work you need: Pear base, Pear DB, Curl,
php_pdo, php_pdo_sqlite, php_curl. Their server doesn't have any
particular extensions to the specification so you're stuck parsing the
public profile.

On Mon, Mar 22, 2010 at 1:26 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
 It would have to be a callback validation approach from an official
 valve website. Like how paypal is used as a payment gateway on many
 commercial websites.

 On 22 March 2010 13:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I am very interested in this.

 In theory the users of my (alpha-state) digital distribution platform would 
 be able to validate their accounts, which would make it more secure for my 
 systems (previously I just scanned the working dir for the username). But 
 would it be more secure for the users? Say I have a website where people 
 have to login with their account, how can they be sure I do not receive the 
 password, but only Valve does? If Valve makes this system public, wouldn't 
 that mean more people would enter their password on fake websites? Or 
 perhaps the user is required yo enter the password on a valve site, which is 
 more secure.

 If anyone has more information on this, I would like to know. :-)

 - Original meddelelse -
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmann da...@davidkra.net:
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org wrote:
   It's a real shame the OpenID provider doesn't work properly
   (DotNetOpenAuth rejects it because it's not fully compliant with the
   spec somehow). It'd be much less of a pain than making peoples'
   profiles public, editing them, and digging through the horrible XML
   feed.
  
   Is there anyone at Valve who'd know more about this?
  
   ---
   Dave Kellaway
  
  
   On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
I tried logging into Stack Overflow with that as the OID provider, 
but it
wouldn't work. It'd be very cool if it did.
   
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
   
 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right 
  now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam 
   account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to 
   put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's 
   existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the 
   game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to 
   public
   for this to work. Just make it a one off thing and you should 
   have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com 
   wrote:
Is there any way that another website can verify a steam 
login?
   
I'm quite keen to make one of my websites check whether a 
user owns
GMod before letting them download files (because at the 
moment in
the
comments there's a lot of does this work on non-steam - and 
I
don't
want to pay to let them download stuff).
   
I'm sure I could manually post to the steam login form and 
see if
it
succeeds - but I'm guessing that if it doesn't, it will 
eventually
ban
my web server's IP.
   
Anyone got any ideas, anyone already done something similar?
   
garry
   
___
To unsubscribe, edit your list preferences, or view the list
archives,
  please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
  
   ___
   To unsubscribe, edit your list preferences, 

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Harry Jeffery
Thanks, any chance of the source in a more linux friendly archive?
Both .zip or .rar would work.

On 22 March 2010 21:25, AzuiSleet azuisl...@gmail.com wrote:
 Their OpenID provider works just fine, I promise! Here's my page to test it:
 http://heronforce2.heronirc.net/

 And the source.. http://heronforce2.heronirc.net/src.7z

 If you want to get it to work you need: Pear base, Pear DB, Curl,
 php_pdo, php_pdo_sqlite, php_curl. Their server doesn't have any
 particular extensions to the specification so you're stuck parsing the
 public profile.

 On Mon, Mar 22, 2010 at 1:26 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:
 It would have to be a callback validation approach from an official
 valve website. Like how paypal is used as a payment gateway on many
 commercial websites.

 On 22 March 2010 13:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I am very interested in this.

 In theory the users of my (alpha-state) digital distribution platform would 
 be able to validate their accounts, which would make it more secure for my 
 systems (previously I just scanned the working dir for the username). But 
 would it be more secure for the users? Say I have a website where people 
 have to login with their account, how can they be sure I do not receive the 
 password, but only Valve does? If Valve makes this system public, wouldn't 
 that mean more people would enter their password on fake websites? Or 
 perhaps the user is required yo enter the password on a valve site, which 
 is more secure.

 If anyone has more information on this, I would like to know. :-)

 - Original meddelelse -
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmann da...@davidkra.net:
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org wrote:
   It's a real shame the OpenID provider doesn't work properly
   (DotNetOpenAuth rejects it because it's not fully compliant with the
   spec somehow). It'd be much less of a pain than making peoples'
   profiles public, editing them, and digging through the horrible XML
   feed.
  
   Is there anyone at Valve who'd know more about this?
  
   ---
   Dave Kellaway
  
  
   On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com 
   wrote:
I tried logging into Stack Overflow with that as the OID provider, 
but it
wouldn't work. It'd be very cool if it did.
   
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
   
 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right 
  now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam 
   account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to 
   put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's 
   existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the 
   game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to 
   public
   for this to work. Just make it a one off thing and you should 
   have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com 
   wrote:
Is there any way that another website can verify a steam 
login?
   
I'm quite keen to make one of my websites check whether a 
user owns
GMod before letting them download files (because at the 
moment in
the
comments there's a lot of does this work on non-steam - 
and I
don't
want to pay to let them download stuff).
   
I'm sure I could manually post to the steam login form and 
see if
it
succeeds - but I'm guessing that if it doesn't, it will 
eventually
ban
my web server's IP.
   
Anyone got any ideas, anyone already done something similar?
   
garry
   
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Jorge Rodriguez
There's a 7zip Linux client. 7zip is open source.

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread David Kellaway
You're right, this does work! Sort of. DotNetOpenAuth will reject it
with default security settings, but it's possible to work around it.

(If anyone else is trying to implement this with DotNetOpenAuth, you
need to set OpenIdRelyingParty.SecuritySettings.AllowDualPurposeIdentifiers
to true.)

Thanks for pointing this stuff out, anyway! It'll save a bunch of
effort for everyone.

---
Dave Kellaway


On 22 March 2010 21:25, AzuiSleet azuisl...@gmail.com wrote:
 Their OpenID provider works just fine, I promise! Here's my page to test it:
 http://heronforce2.heronirc.net/

 And the source.. http://heronforce2.heronirc.net/src.7z

 If you want to get it to work you need: Pear base, Pear DB, Curl,
 php_pdo, php_pdo_sqlite, php_curl. Their server doesn't have any
 particular extensions to the specification so you're stuck parsing the
 public profile.

 On Mon, Mar 22, 2010 at 1:26 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:
 It would have to be a callback validation approach from an official
 valve website. Like how paypal is used as a payment gateway on many
 commercial websites.

 On 22 March 2010 13:42, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I am very interested in this.

 In theory the users of my (alpha-state) digital distribution platform would 
 be able to validate their accounts, which would make it more secure for my 
 systems (previously I just scanned the working dir for the username). But 
 would it be more secure for the users? Say I have a website where people 
 have to login with their account, how can they be sure I do not receive the 
 password, but only Valve does? If Valve makes this system public, wouldn't 
 that mean more people would enter their password on fake websites? Or 
 perhaps the user is required yo enter the password on a valve site, which 
 is more secure.

 If anyone has more information on this, I would like to know. :-)

 - Original meddelelse -
 Valve is currently using Steam login shizzle on a new site which
 they're testing in closed beta (external from Steamcommunity.com ) :)

 -ScarT

 2010/3/22, David Kraeutmann da...@davidkra.net:
  It was never fully implemented.
  https://steamcommunity.com/openid/login returns main page.
 
  On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
  david.kella...@member.fsf.org wrote:
   It's a real shame the OpenID provider doesn't work properly
   (DotNetOpenAuth rejects it because it's not fully compliant with the
   spec somehow). It'd be much less of a pain than making peoples'
   profiles public, editing them, and digging through the horrible XML
   feed.
  
   Is there anyone at Valve who'd know more about this?
  
   ---
   Dave Kellaway
  
  
   On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com 
   wrote:
I tried logging into Stack Overflow with that as the OID provider, 
but it
wouldn't work. It'd be very cool if it did.
   
On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison
saul.renni...@gmail.comwrote:
   
 Even better, I bet you could just use: 
 http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right 
  now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam 
   account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to 
   put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's 
   existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the 
   game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to 
   public
   for this to work. Just make it a one off thing and you should 
   have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com 
   wrote:
Is there any way that another website can verify a steam 
login?
   
I'm quite keen to make one of my websites check whether a 
user owns
GMod before letting them download files (because at the 
moment in
the
comments there's a lot of does this work on non-steam - 
and I
don't
want to pay to let them download stuff).
   
I'm sure I could manually post to the steam login form and 
see if
it
succeeds - but I'm guessing that if it doesn't, it will 
eventually
ban
my web 

[hlcoders] Steam 'Connect'

2010-03-21 Thread Garry Newman
Is there any way that another website can verify a steam login?

I'm quite keen to make one of my websites check whether a user owns
GMod before letting them download files (because at the moment in the
comments there's a lot of does this work on non-steam - and I don't
want to pay to let them download stuff).

I'm sure I could manually post to the steam login form and see if it
succeeds - but I'm guessing that if it doesn't, it will eventually ban
my web server's IP.

Anyone got any ideas, anyone already done something similar?

garry

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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Harry Jeffery
Prehaps try linking an account on your website to a steam account.

For example:

To verify that they own an account with gmod on it ask them to put a
small code/id in their steam community profile about-me section
temporarily. Then you can have your website check it's existence by
parsing the user's profile in xml:

http://steamcommunity.com/id/profilename/?xml=1

If it exists you can then check if their account posesses the game:

http://steamcommunity.com/id/profilename/games/?xml=1

Of course they would have to temporarily set their profile to public
for this to work. Just make it a one off thing and you should have a
pretty good way of verifying that the user owns a copy of gmod
legitimately.

On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in the
 comments there's a lot of does this work on non-steam - and I don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if it
 succeeds - but I'm guessing that if it doesn't, it will eventually ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Garry Newman
Thanks, this is what I ended up doing. It's working great right now.

garry

On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
 Prehaps try linking an account on your website to a steam account.

 For example:

 To verify that they own an account with gmod on it ask them to put a
 small code/id in their steam community profile about-me section
 temporarily. Then you can have your website check it's existence by
 parsing the user's profile in xml:

 http://steamcommunity.com/id/profilename/?xml=1

 If it exists you can then check if their account posesses the game:

 http://steamcommunity.com/id/profilename/games/?xml=1

 Of course they would have to temporarily set their profile to public
 for this to work. Just make it a one off thing and you should have a
 pretty good way of verifying that the user owns a copy of gmod
 legitimately.

 On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
 Is there any way that another website can verify a steam login?

 I'm quite keen to make one of my websites check whether a user owns
 GMod before letting them download files (because at the moment in the
 comments there's a lot of does this work on non-steam - and I don't
 want to pay to let them download stuff).

 I'm sure I could manually post to the steam login form and see if it
 succeeds - but I'm guessing that if it doesn't, it will eventually ban
 my web server's IP.

 Anyone got any ideas, anyone already done something similar?

 garry

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 please visit:
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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Saul Rennison
Even better, I bet you could just use: http://steamcommunity.com/openid/

Thanks,
- Saul.


On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

 Thanks, this is what I ended up doing. It's working great right now.

 garry

 On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
 harry101jeff...@googlemail.com wrote:
  Prehaps try linking an account on your website to a steam account.
 
  For example:
 
  To verify that they own an account with gmod on it ask them to put a
  small code/id in their steam community profile about-me section
  temporarily. Then you can have your website check it's existence by
  parsing the user's profile in xml:
 
  http://steamcommunity.com/id/profilename/?xml=1
 
  If it exists you can then check if their account posesses the game:
 
  http://steamcommunity.com/id/profilename/games/?xml=1
 
  Of course they would have to temporarily set their profile to public
  for this to work. Just make it a one off thing and you should have a
  pretty good way of verifying that the user owns a copy of gmod
  legitimately.
 
  On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
  Is there any way that another website can verify a steam login?
 
  I'm quite keen to make one of my websites check whether a user owns
  GMod before letting them download files (because at the moment in the
  comments there's a lot of does this work on non-steam - and I don't
  want to pay to let them download stuff).
 
  I'm sure I could manually post to the steam login form and see if it
  succeeds - but I'm guessing that if it doesn't, it will eventually ban
  my web server's IP.
 
  Anyone got any ideas, anyone already done something similar?
 
  garry
 
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 please visit:
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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Stephen Swires
I tried logging into Stack Overflow with that as the OID provider, but it
wouldn't work. It'd be very cool if it did.

On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to public
   for this to work. Just make it a one off thing and you should have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
   Is there any way that another website can verify a steam login?
  
   I'm quite keen to make one of my websites check whether a user owns
   GMod before letting them download files (because at the moment in the
   comments there's a lot of does this work on non-steam - and I don't
   want to pay to let them download stuff).
  
   I'm sure I could manually post to the steam login form and see if it
   succeeds - but I'm guessing that if it doesn't, it will eventually ban
   my web server's IP.
  
   Anyone got any ideas, anyone already done something similar?
  
   garry
  
   ___
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  please visit:
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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread David Kellaway
It's a real shame the OpenID provider doesn't work properly
(DotNetOpenAuth rejects it because it's not fully compliant with the
spec somehow). It'd be much less of a pain than making peoples'
profiles public, editing them, and digging through the horrible XML
feed.

Is there anyone at Valve who'd know more about this?

---
Dave Kellaway


On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to public
   for this to work. Just make it a one off thing and you should have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
   Is there any way that another website can verify a steam login?
  
   I'm quite keen to make one of my websites check whether a user owns
   GMod before letting them download files (because at the moment in the
   comments there's a lot of does this work on non-steam - and I don't
   want to pay to let them download stuff).
  
   I'm sure I could manually post to the steam login form and see if it
   succeeds - but I'm guessing that if it doesn't, it will eventually ban
   my web server's IP.
  
   Anyone got any ideas, anyone already done something similar?
  
   garry
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread David Kraeutmann
It was never fully implemented.
https://steamcommunity.com/openid/login returns main page.

On Mon, Mar 22, 2010 at 12:44 AM, David Kellaway
david.kella...@member.fsf.org wrote:
 It's a real shame the OpenID provider doesn't work properly
 (DotNetOpenAuth rejects it because it's not fully compliant with the
 spec somehow). It'd be much less of a pain than making peoples'
 profiles public, editing them, and digging through the horrible XML
 feed.

 Is there anyone at Valve who'd know more about this?

 ---
 Dave Kellaway


 On 21 March 2010 23:06, Stephen Swires stephen.swi...@gmail.com wrote:
 I tried logging into Stack Overflow with that as the OID provider, but it
 wouldn't work. It'd be very cool if it did.

 On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Even better, I bet you could just use: http://steamcommunity.com/openid/

 Thanks,
 - Saul.


 On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote:

  Thanks, this is what I ended up doing. It's working great right now.
 
  garry
 
  On Sun, Mar 21, 2010 at 12:12 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
   Prehaps try linking an account on your website to a steam account.
  
   For example:
  
   To verify that they own an account with gmod on it ask them to put a
   small code/id in their steam community profile about-me section
   temporarily. Then you can have your website check it's existence by
   parsing the user's profile in xml:
  
   http://steamcommunity.com/id/profilename/?xml=1
  
   If it exists you can then check if their account posesses the game:
  
   http://steamcommunity.com/id/profilename/games/?xml=1
  
   Of course they would have to temporarily set their profile to public
   for this to work. Just make it a one off thing and you should have a
   pretty good way of verifying that the user owns a copy of gmod
   legitimately.
  
   On 21 March 2010 08:45, Garry Newman garrynew...@gmail.com wrote:
   Is there any way that another website can verify a steam login?
  
   I'm quite keen to make one of my websites check whether a user owns
   GMod before letting them download files (because at the moment in the
   comments there's a lot of does this work on non-steam - and I don't
   want to pay to let them download stuff).
  
   I'm sure I could manually post to the steam login form and see if it
   succeeds - but I'm guessing that if it doesn't, it will eventually ban
   my web server's IP.
  
   Anyone got any ideas, anyone already done something similar?
  
   garry
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
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 To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-16 Thread Oorin
Nick wrote:
 Steam is for gamers. Gamers know about it. Most gamers like it, or at
 least consider it the least evil DRM available. What could work, then,
 is selling game-related media.
 

 ??? Offline mode is a frozen bird poop in july joke. Steam only
 works on windows. Do you really expect anyone to buy anything but
 cheap and popular games? You must either be joking or out of your mind
 for you to think anyone with half a brain would buy movies from steam.
 Nothing on steam is yours, your games are just a small bit on valve
 servers. If valve servers go offline or someone steals your account
 you have nothing. You cannot even sell your account or unlink
 purchased games. Digital restrictions management is all about big
 corporations restricting your rights to do what you paid for. I wish
 some of you noobcakes would look around once in a while .. So, wake
 up, noobcaks. Wake up and smell the ashes.

 STEAM IS A RIPOFF THAT BARELY WORKS.

   
While I'm not as staunch as Nick... there does seem to be a lot of fan 
boys regarding Steam's delivery service.  I've never really cared for 
Steam as a system, too heavy, too unstable, too many security 
vulnerabilities.  But from a business stand point the logistics of doing 
pure digital delivery over hardcopy is pretty hard to beat.  It is the 
way software will be sold, so VALVe did a good job taking that bet and 
getting in early.

The Mac market won't be so forgiving of buggy software.  On Windows 
you're just used to stuff not working quite right.  So perhaps we will 
see a more stable platform out of this transition.
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Zach Kanzler
Changing the rendering engine is one thing. Rewriting the entire code base
to work on 7 cores is quite another.


On Sun, Mar 14, 2010 at 01:07, Allan Button abut...@netaccess.ca wrote:

 Maybe the Mac is a good test platform for OpenGL, then they are going to
 springboard off this, and jump into PS3 development.

 Also, I'd buy a dozen copies of TF2 for the iPhone, so I could play with
 the people I work with. ;)

 Allan

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle Jansen
 Sent: Saturday, March 13, 2010 11:42 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 Two things:

 First, I completely agree with Adam's analysis. From what I see, Valve
 makes most of it's money from Steam, not games. I wouldn't be surprised if
 some of their games actually failed to make a profit, given how long their
 dev times are. Further, the Mac has nothing to compete with Steam, while the
 PC has several dozen competitors.

 What I'm hoping is that this Mac port signals a Linux port as well.
 The systems are sufficiently similar that it wouldn't be difficult, and
 Linux has absolutely no competition. Even Mac!Steam has to deal with retail.

 Second, I don't think moving into general movie sales would work for Valve.
 They don't really have first-hand experience making and selling movies, so
 they won't be able to be as developer- (or the film
 equivalent) and consumer-friendly as they are with games. Besides the fact
 that they would be up against some fierce competition, and don't have nearly
 the brand recognition many of the movie-digital-distribution players have.

 Steam is for gamers. Gamers know about it. Most gamers like it, or at least
 consider it the least evil DRM available. What could work, then, is selling
 game-related media. Put the Source modding tutorial DVDs on. Put game
 soundtracks on. Heck, I'd buy Advent Children if it was on Steam.

 Of course, watch all my predictions turn out wrong. I'm guessing a Team
 Fortress feature film, and a port of Steam to the iPhone, just to make my
 predictions look stupid.

  Date: Sat, 13 Mar 2010 13:36:33 -0600
  From: Nathan Voge hl2fr...@msn.com
  Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
  To: hlcoders hlcoders@list.valvesoftware.com
  Message-ID: col116-w380923eee8badc081a07588...@phx.gbl
  Content-Type: text/plain; charset=iso-8859-1
 
 
  Don't forget that Steam not only works for digital distribution of games.
 Sure that is mostly what they have now, but I'm guessing that somewhere at
 Valve they are thinking about digital distribution of other things. Movies
 (There was/is that one Zombie Movie. BTW the site www.2chums.com is now
 for sale), songs, professional software...
 
   Date: Thu, 11 Mar 2010 22:51:58 +
   From: harry101jeff...@googlemail.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Steam 2010 mod support and Source for the
   Mac
  
   It also re-asserts Steams position as the best digital distribution
   system available. Stopping other new platforms such as impulse that
   support mac from taking control is a wise move.
  
   On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
Adam, you're absolutely right...as I see it. This is much less about
 platform game support than it is about platform distribution support. But
 the latter is useless without the former. You accurately described the Mac
 dev food-chain so I won't be redundant, but the other key aspect of current
 ports to the Mac involves the code itself...native versus virtualization.
 The latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a
 resource hungry virt environment (that's an over simplification, so don't
 get too upset) that runs horribly on all but the latest and strongest
 machines. So while some see support for the Mac means that it will run on
 all Macs, that ain't so. In fact, I'm venturing a guess that EA's support
 costs for the average Mac release is INSANE, all because of performance
 issues. If said code were native, most of the problems probably wouldn't
 exist. So I see Valve's decision to port, natively, their OB engine product
 to the Mac to be an effort to a.) throw more sand in Activision's
 distribution eyes, (go Steam!!) , develop a previously untapped market
 segment (Mac), and head off support nightmares with a little preventative
 research and development.
   
It shows how Valve's business model and management have matured in a
 very short time. Good job!
   
-Kerry
   
   
On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com
 wrote:
   
My $0.02:
   
I think a lot of people are missing the point here. Valve only
ported the games because they had to. The real motive here is Steam.
   
Selling Mac software is very different to selling PC software. For
PC games, it makes

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Adam Buckland
Agreed. Also, while the PS3 does support OpenGL via a wrapper, it's
not the native library. The PS3 uses a hybrid system based on OpenGL
ES and Cg.

On 15 March 2010 07:26, Zach Kanzler they4k...@gmail.com wrote:
 Changing the rendering engine is one thing. Rewriting the entire code base
 to work on 7 cores is quite another.


 On Sun, Mar 14, 2010 at 01:07, Allan Button abut...@netaccess.ca wrote:

 Maybe the Mac is a good test platform for OpenGL, then they are going to
 springboard off this, and jump into PS3 development.

 Also, I'd buy a dozen copies of TF2 for the iPhone, so I could play with
 the people I work with. ;)

 Allan

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle Jansen
 Sent: Saturday, March 13, 2010 11:42 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 Two things:

 First, I completely agree with Adam's analysis. From what I see, Valve
 makes most of it's money from Steam, not games. I wouldn't be surprised if
 some of their games actually failed to make a profit, given how long their
 dev times are. Further, the Mac has nothing to compete with Steam, while the
 PC has several dozen competitors.

 What I'm hoping is that this Mac port signals a Linux port as well.
 The systems are sufficiently similar that it wouldn't be difficult, and
 Linux has absolutely no competition. Even Mac!Steam has to deal with retail.

 Second, I don't think moving into general movie sales would work for Valve.
 They don't really have first-hand experience making and selling movies, so
 they won't be able to be as developer- (or the film
 equivalent) and consumer-friendly as they are with games. Besides the fact
 that they would be up against some fierce competition, and don't have nearly
 the brand recognition many of the movie-digital-distribution players have.

 Steam is for gamers. Gamers know about it. Most gamers like it, or at least
 consider it the least evil DRM available. What could work, then, is selling
 game-related media. Put the Source modding tutorial DVDs on. Put game
 soundtracks on. Heck, I'd buy Advent Children if it was on Steam.

 Of course, watch all my predictions turn out wrong. I'm guessing a Team
 Fortress feature film, and a port of Steam to the iPhone, just to make my
 predictions look stupid.

  Date: Sat, 13 Mar 2010 13:36:33 -0600
  From: Nathan Voge hl2fr...@msn.com
  Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
  To: hlcoders hlcoders@list.valvesoftware.com
  Message-ID: col116-w380923eee8badc081a07588...@phx.gbl
  Content-Type: text/plain; charset=iso-8859-1
 
 
  Don't forget that Steam not only works for digital distribution of games.
 Sure that is mostly what they have now, but I'm guessing that somewhere at
 Valve they are thinking about digital distribution of other things. Movies
 (There was/is that one Zombie Movie. BTW the site www.2chums.com is now
 for sale), songs, professional software...
 
   Date: Thu, 11 Mar 2010 22:51:58 +
   From: harry101jeff...@googlemail.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Steam 2010 mod support and Source for the
   Mac
  
   It also re-asserts Steams position as the best digital distribution
   system available. Stopping other new platforms such as impulse that
   support mac from taking control is a wise move.
  
   On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
Adam, you're absolutely right...as I see it. This is much less about
 platform game support than it is about platform distribution support. But
 the latter is useless without the former. You accurately described the Mac
 dev food-chain so I won't be redundant, but the other key aspect of current
 ports to the Mac involves the code itself...native versus virtualization.
 The latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a
 resource hungry virt environment (that's an over simplification, so don't
 get too upset) that runs horribly on all but the latest and strongest
 machines. So while some see support for the Mac means that it will run on
 all Macs, that ain't so. In fact, I'm venturing a guess that EA's support
 costs for the average Mac release is INSANE, all because of performance
 issues. If said code were native, most of the problems probably wouldn't
 exist. So I see Valve's decision to port, natively, their OB engine product
 to the Mac to be an effort to a.) throw more sand in Activision's
 distribution eyes, (go Steam!!) , develop a previously untapped market
 segment (Mac), and head off support nightmares with a little preventative
 research and development.
   
It shows how Valve's business model and management have matured in a
 very short time. Good job!
   
-Kerry
   
   
On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com
 wrote:
   
My $0.02:
   
I think a lot

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Marek Sieradzki
And PS3 game devs I use bare driver and not OpenGL from what I've
heard. Porting to PS3 is totally different thing than porting to Mac.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Harry Jeffery
It doesn't help that Sony is run by a megalomaniac who insists on
giving the PS3 8 cores even though the designers believed having only
6 would be more practical/efficient.

To get something done right it generally needs to be collaborative.
Take open source software and Valve as examples. Anyways, I'm sure
there are some real PS3 developers reading this mailing list now that
valve have stolen some PS3 devs from Naughty Dog.

On 15 March 2010 14:07, Marek Sieradzki marek.sierad...@gmail.com wrote:
 And PS3 game devs I use bare driver and not OpenGL from what I've
 heard. Porting to PS3 is totally different thing than porting to Mac.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Adam Buckland
Oh dear. How many people read that article? Elan Ruskin and Alex
Vlachos have been at Valve since 2006. That writer doesn't have a clue

On 15 Mar 2010, at 18:25, Harry Jeffery
harry101jeff...@googlemail.com wrote:

 It doesn't help that Sony is run by a megalomaniac who insists on
 giving the PS3 8 cores even though the designers believed having only
 6 would be more practical/efficient.

 To get something done right it generally needs to be collaborative.
 Take open source software and Valve as examples. Anyways, I'm sure
 there are some real PS3 developers reading this mailing list now that
 valve have stolen some PS3 devs from Naughty Dog.

 On 15 March 2010 14:07, Marek Sieradzki marek.sierad...@gmail.com
 wrote:
 And PS3 game devs I use bare driver and not OpenGL from what I've
 heard. Porting to PS3 is totally different thing than porting to Mac.

 ___
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 archives, please visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Harry Jeffery
I need to read google news less. _

On 15 March 2010 19:20, Adam Buckland adamjbuckl...@gmail.com wrote:
 Oh dear. How many people read that article? Elan Ruskin and Alex
 Vlachos have been at Valve since 2006. That writer doesn't have a clue

 On 15 Mar 2010, at 18:25, Harry Jeffery
 harry101jeff...@googlemail.com wrote:

 It doesn't help that Sony is run by a megalomaniac who insists on
 giving the PS3 8 cores even though the designers believed having only
 6 would be more practical/efficient.

 To get something done right it generally needs to be collaborative.
 Take open source software and Valve as examples. Anyways, I'm sure
 there are some real PS3 developers reading this mailing list now that
 valve have stolen some PS3 devs from Naughty Dog.

 On 15 March 2010 14:07, Marek Sieradzki marek.sierad...@gmail.com
 wrote:
 And PS3 game devs I use bare driver and not OpenGL from what I've
 heard. Porting to PS3 is totally different thing than porting to Mac.

 ___
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 archives, please visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Spencer 'voogru' MacDonald
One time google brought up a old news article about some Airline declaring
bankruptcy from like 2000.

In 2008 or 2009.

The stock went weee-splat (-95%), and then immediately recovered.

Some good deals there yar.

- voogru.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Monday, March 15, 2010 4:22 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

I need to read google news less. _

On 15 March 2010 19:20, Adam Buckland adamjbuckl...@gmail.com wrote:
 Oh dear. How many people read that article? Elan Ruskin and Alex
 Vlachos have been at Valve since 2006. That writer doesn't have a clue

 On 15 Mar 2010, at 18:25, Harry Jeffery
 harry101jeff...@googlemail.com wrote:

 It doesn't help that Sony is run by a megalomaniac who insists on
 giving the PS3 8 cores even though the designers believed having only
 6 would be more practical/efficient.

 To get something done right it generally needs to be collaborative.
 Take open source software and Valve as examples. Anyways, I'm sure
 there are some real PS3 developers reading this mailing list now that
 valve have stolen some PS3 devs from Naughty Dog.

 On 15 March 2010 14:07, Marek Sieradzki marek.sierad...@gmail.com
 wrote:
 And PS3 game devs I use bare driver and not OpenGL from what I've
 heard. Porting to PS3 is totally different thing than porting to Mac.

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 archives, please visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Nick
 Steam is for gamers. Gamers know about it. Most gamers like it, or at
 least consider it the least evil DRM available. What could work, then,
 is selling game-related media.

??? Offline mode is a frozen bird poop in july joke. Steam only
works on windows. Do you really expect anyone to buy anything but
cheap and popular games? You must either be joking or out of your mind
for you to think anyone with half a brain would buy movies from steam.
Nothing on steam is yours, your games are just a small bit on valve
servers. If valve servers go offline or someone steals your account
you have nothing. You cannot even sell your account or unlink
purchased games. Digital restrictions management is all about big
corporations restricting your rights to do what you paid for. I wish
some of you noobcakes would look around once in a while .. So, wake
up, noobcaks. Wake up and smell the ashes.

STEAM IS A RIPOFF THAT BARELY WORKS.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Matt Hoffman
Says the guy on their Coder's mailing list... Who's probably got a
significant investment... Probably doesn't know much about account security.

I can make it work perfectly if you give me your credit card details, pin
number, steam account/password, email password, etc.

Trust me, look! I have pen. http://www.youtube.com/watch?v=0o8XMlL8rqY

On Mon, Mar 15, 2010 at 8:39 PM, Nick xnicho...@gmail.com wrote:

  Steam is for gamers. Gamers know about it. Most gamers like it, or at
  least consider it the least evil DRM available. What could work, then,
  is selling game-related media.

 ??? Offline mode is a frozen bird poop in july joke. Steam only
 works on windows. Do you really expect anyone to buy anything but
 cheap and popular games? You must either be joking or out of your mind
 for you to think anyone with half a brain would buy movies from steam.
 Nothing on steam is yours, your games are just a small bit on valve
 servers. If valve servers go offline or someone steals your account
 you have nothing. You cannot even sell your account or unlink
 purchased games. Digital restrictions management is all about big
 corporations restricting your rights to do what you paid for. I wish
 some of you noobcakes would look around once in a while .. So, wake
 up, noobcaks. Wake up and smell the ashes.

 STEAM IS A RIPOFF THAT BARELY WORKS.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-13 Thread Nathan Voge

Don't forget that Steam not only works for digital distribution of games. Sure 
that is mostly what they have now, but I'm guessing that somewhere at Valve 
they are thinking about digital distribution of other things. Movies (There 
was/is that one Zombie Movie. BTW the site www.2chums.com is now for sale), 
songs, professional software... 

 Date: Thu, 11 Mar 2010 22:51:58 +
 From: harry101jeff...@googlemail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
 
 It also re-asserts Steams position as the best digital distribution
 system available. Stopping other new platforms such as impulse that
 support mac from taking control is a wise move.
 
 On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
  Adam, you're absolutely right...as I see it. This is much less about 
  platform game support than it is about platform distribution support. But 
  the latter is useless without the former. You accurately described the Mac 
  dev food-chain so I won't be redundant, but the other key aspect of current 
  ports to the Mac involves the code itself...native versus virtualization. 
  The latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a 
  resource hungry virt environment (that's an over simplification, so don't 
  get too upset) that runs horribly on all but the latest and strongest 
  machines. So while some see support for the Mac means that it will run on 
  all Macs, that ain't so. In fact, I'm venturing a guess that EA's support 
  costs for the average Mac release is INSANE, all because of performance 
  issues. If said code were native, most of the problems probably wouldn't 
  exist. So I see Valve's decision to port, natively, their OB engine product 
  to the Mac to be an effort to a.) throw more sand in Activision's 
  distribution eyes, (go Steam!!) , develop a previously untapped market 
  segment (Mac), and head off support nightmares with a little preventative 
  research and development.
 
  It shows how Valve's business model and management have matured in a very 
  short time. Good job!
 
  -Kerry
 
 
  On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com wrote:
 
  My $0.02:
 
  I think a lot of people are missing the point here. Valve only ported
  the games because they had to. The real motive here is Steam.
 
  Selling Mac software is very different to selling PC software. For PC
  games, it makes perfect sense to put a boxed copy on a shelf where
  people can go to a shop and buy it.
  For the Mac, however, their users are much more spread out, and
  therefore putting a boxed copy on a shelf isn't such a good idea. Most
  Mac software houses realised this a long time ago and sell their
  software via digital distribution instead. Most don't even make boxed
  copies. Mac games however have never quite got there and still sell
  mainly boxed copies.
 
  The current state of Mac ports of games (with a few exceptions) is
  that a developer will develop a game for Windows, release it, and then
  pass their code to a third-party developer (Aspyr is an example), who
  will then port the game to OS X and sell it. The problem here is that
  it can take a team such as the one at Aspyr a year to port a game to
  OS X, by which time the game's hype is almost non-existant, and
  because the porter, the original developer, and the publisher all need
  to make a profit, the game is sold at full-price, while the prices of
  the other platforms is significantly reduced, making the OS X port
  very unattractive.
 
  While it make take a third-party porting company a year to port the
  game to another platform, the original developer could port the game
  much faster and for a much lower cost, especially if the Mac is a
  release platform. Problem is, they don't bother because they don't
  want to have to deal with trying desperately to distribute it
  digitally themselves.
 
  Valve have spotted an opportunity here. What they're doing is they're
  bringing a digital distribution platform that is mature and one that
  many developers already have experience using to the Mac. By doing
  this, they will (hopefully) entice many other developers to move their
  games to the Mac themselves because a distribution method that still
  gives them a higher-than-normal (compared to boxed copies) profit
  margin is available.
 
  So, why have Valve moved their games to OS X and not just Steam?
  Well, there's a number of reasons
  1) They need something to launch Steam on the Mac with!!
  2) If they didn't, other developers would have no reason to have any
  confidence in Steam for Mac.
  3) Valve now have some valuable knowledge and experience in porting to
  OS X that they can use to help other developers in porting their games
  to OS X. This is useful because while Valve are giving away techniques
  that they've spent considerable money trying to develop, more Mac
  games on Steam = more profit!
 
  So

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-13 Thread Kyle Jansen
Two things:

First, I completely agree with Adam's analysis. From what I see, Valve
makes most of it's money from Steam, not games. I wouldn't be
surprised if some of their games actually failed to make a profit,
given how long their dev times are. Further, the Mac has nothing to
compete with Steam, while the PC has several dozen competitors.

What I'm hoping is that this Mac port signals a Linux port as well.
The systems are sufficiently similar that it wouldn't be difficult,
and Linux has absolutely no competition. Even Mac!Steam has to deal
with retail.

Second, I don't think moving into general movie sales would work for
Valve. They don't really have first-hand experience making and selling
movies, so they won't be able to be as developer- (or the film
equivalent) and consumer-friendly as they are with games. Besides the
fact that they would be up against some fierce competition, and don't
have nearly the brand recognition many of the
movie-digital-distribution players have.

Steam is for gamers. Gamers know about it. Most gamers like it, or at
least consider it the least evil DRM available. What could work, then,
is selling game-related media. Put the Source modding tutorial DVDs
on. Put game soundtracks on. Heck, I'd buy Advent Children if it was
on Steam.

Of course, watch all my predictions turn out wrong. I'm guessing a
Team Fortress feature film, and a port of Steam to the iPhone, just to
make my predictions look stupid.

 Date: Sat, 13 Mar 2010 13:36:33 -0600
 From: Nathan Voge hl2fr...@msn.com
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
 To: hlcoders hlcoders@list.valvesoftware.com
 Message-ID: col116-w380923eee8badc081a07588...@phx.gbl
 Content-Type: text/plain; charset=iso-8859-1


 Don't forget that Steam not only works for digital distribution of games. 
 Sure that is mostly what they have now, but I'm guessing that somewhere at 
 Valve they are thinking about digital distribution of other things. Movies 
 (There was/is that one Zombie Movie. BTW the site www.2chums.com is now for 
 sale), songs, professional software...

  Date: Thu, 11 Mar 2010 22:51:58 +
  From: harry101jeff...@googlemail.com
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
 
  It also re-asserts Steams position as the best digital distribution
  system available. Stopping other new platforms such as impulse that
  support mac from taking control is a wise move.
 
  On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
   Adam, you're absolutely right...as I see it. This is much less about 
   platform game support than it is about platform distribution support. But 
   the latter is useless without the former. You accurately described the 
   Mac dev food-chain so I won't be redundant, but the other key aspect of 
   current ports to the Mac involves the code itself...native versus 
   virtualization. The latest Sims 3 port for Mac is emulated. It's PC code 
   thrown on top of a resource hungry virt environment (that's an over 
   simplification, so don't get too upset) that runs horribly on all but the 
   latest and strongest machines. So while some see support for the Mac 
   means that it will run on all Macs, that ain't so. In fact, I'm venturing 
   a guess that EA's support costs for the average Mac release is INSANE, 
   all because of performance issues. If said code were native, most of the 
   problems probably wouldn't exist. So I see Valve's decision to port, 
   natively, their OB engine product to the Mac to be an effort to a.) throw 
   more sand in Activision's distribution eyes, (go Steam!!) , develop a 
   previously untapped market segment (Mac), and head off support nightmares 
   with a little preventative research and development.
  
   It shows how Valve's business model and management have matured in a very 
   short time. Good job!
  
   -Kerry
  
  
   On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com wrote:
  
   My $0.02:
  
   I think a lot of people are missing the point here. Valve only ported
   the games because they had to. The real motive here is Steam.
  
   Selling Mac software is very different to selling PC software. For PC
   games, it makes perfect sense to put a boxed copy on a shelf where
   people can go to a shop and buy it.
   For the Mac, however, their users are much more spread out, and
   therefore putting a boxed copy on a shelf isn't such a good idea. Most
   Mac software houses realised this a long time ago and sell their
   software via digital distribution instead. Most don't even make boxed
   copies. Mac games however have never quite got there and still sell
   mainly boxed copies.
  
   The current state of Mac ports of games (with a few exceptions) is
   that a developer will develop a game for Windows, release it, and then
   pass their code to a third-party developer (Aspyr is an example), who
   will then port the game to OS X and sell

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-13 Thread Allan Button
Maybe the Mac is a good test platform for OpenGL, then they are going to 
springboard off this, and jump into PS3 development.

Also, I'd buy a dozen copies of TF2 for the iPhone, so I could play with the 
people I work with. ;)

Allan

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle Jansen
Sent: Saturday, March 13, 2010 11:42 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

Two things:

First, I completely agree with Adam's analysis. From what I see, Valve makes 
most of it's money from Steam, not games. I wouldn't be surprised if some of 
their games actually failed to make a profit, given how long their dev times 
are. Further, the Mac has nothing to compete with Steam, while the PC has 
several dozen competitors.

What I'm hoping is that this Mac port signals a Linux port as well.
The systems are sufficiently similar that it wouldn't be difficult, and Linux 
has absolutely no competition. Even Mac!Steam has to deal with retail.

Second, I don't think moving into general movie sales would work for Valve. 
They don't really have first-hand experience making and selling movies, so they 
won't be able to be as developer- (or the film
equivalent) and consumer-friendly as they are with games. Besides the fact that 
they would be up against some fierce competition, and don't have nearly the 
brand recognition many of the movie-digital-distribution players have.

Steam is for gamers. Gamers know about it. Most gamers like it, or at least 
consider it the least evil DRM available. What could work, then, is selling 
game-related media. Put the Source modding tutorial DVDs on. Put game 
soundtracks on. Heck, I'd buy Advent Children if it was on Steam.

Of course, watch all my predictions turn out wrong. I'm guessing a Team 
Fortress feature film, and a port of Steam to the iPhone, just to make my 
predictions look stupid.

 Date: Sat, 13 Mar 2010 13:36:33 -0600
 From: Nathan Voge hl2fr...@msn.com
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
 To: hlcoders hlcoders@list.valvesoftware.com
 Message-ID: col116-w380923eee8badc081a07588...@phx.gbl
 Content-Type: text/plain; charset=iso-8859-1


 Don't forget that Steam not only works for digital distribution of games. 
 Sure that is mostly what they have now, but I'm guessing that somewhere at 
 Valve they are thinking about digital distribution of other things. Movies 
 (There was/is that one Zombie Movie. BTW the site www.2chums.com is now for 
 sale), songs, professional software...

  Date: Thu, 11 Mar 2010 22:51:58 +
  From: harry101jeff...@googlemail.com
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Steam 2010 mod support and Source for the 
  Mac
 
  It also re-asserts Steams position as the best digital distribution 
  system available. Stopping other new platforms such as impulse that 
  support mac from taking control is a wise move.
 
  On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
   Adam, you're absolutely right...as I see it. This is much less about 
   platform game support than it is about platform distribution support. But 
   the latter is useless without the former. You accurately described the 
   Mac dev food-chain so I won't be redundant, but the other key aspect of 
   current ports to the Mac involves the code itself...native versus 
   virtualization. The latest Sims 3 port for Mac is emulated. It's PC code 
   thrown on top of a resource hungry virt environment (that's an over 
   simplification, so don't get too upset) that runs horribly on all but the 
   latest and strongest machines. So while some see support for the Mac 
   means that it will run on all Macs, that ain't so. In fact, I'm venturing 
   a guess that EA's support costs for the average Mac release is INSANE, 
   all because of performance issues. If said code were native, most of the 
   problems probably wouldn't exist. So I see Valve's decision to port, 
   natively, their OB engine product to the Mac to be an effort to a.) throw 
   more sand in Activision's distribution eyes, (go Steam!!) , develop a 
   previously untapped market segment (Mac), and head off support nightmares 
   with a little preventative research and development.
  
   It shows how Valve's business model and management have matured in a very 
   short time. Good job!
  
   -Kerry
  
  
   On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com wrote:
  
   My $0.02:
  
   I think a lot of people are missing the point here. Valve only 
   ported the games because they had to. The real motive here is Steam.
  
   Selling Mac software is very different to selling PC software. For 
   PC games, it makes perfect sense to put a boxed copy on a shelf 
   where people can go to a shop and buy it.
   For the Mac, however, their users are much more spread out, and 
   therefore putting

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jeffrey botman Broome
I'm not so sure that a Mac port makes sense financially.  According to 
NPD (October 2009)...

http://www.npd.com/press/releases/press_091005.html

12% of U.S. households owning a computer, own an Apple computer.  Lets 
assume all of those are Macs with OSX and not Apple IIs.  :)

Of those Apple users, 85% *also* own a Windows PC.  This means that many 
of those Mac customers who wanted to buy Portal or Half-Life2 or Left 4 
Dead probably already own it, which means that you aren't going to have 
much of an increase in sales by supporting OSX.  Any customers that 
bought it on PC who instead buy it on OSX just reduce the total sales 
numbers for the PC (because they are buying it for a different platform 
now).

I really like the Mac and OSX.  I've done some iPhone development on the 
Mac...

http://www.youtube.com/watch?v=c4HZT-gKDVU

...so I'm not an Apple hater or Mac hater.  I think OSX is really 
neat.  It is *very* user friendly and has a lot of really nice features 
(which Windows Vista and Windows 7 clearly borrowed from), but I just 
don't see supporting OSX as making much sense financially.

Here's the way I think things went down...

About 6 or 8 months ago, Gabe was looking to buy a new computer.  Gabe 
is a Microsoft guy from *way* back, and had never really messed around 
much with Macs, but this time he decided to get a Mac running Snow 
Leopard.  After a few minutes of playing around with it, Gabe goes 
running down the hall to grab people and tell them how AWESOME the Mac 
was!!!  Gabe said OMG! We HAVE to port our games to this 
platform!!1!11!.  Some people replied and said But Gabe, we're not 
going to be able to make any money selling games on Macs and it's going 
to cost us money to port our engine and all of our old games to OSX.  
Gabe said I don't care.  We make enough money from Left 4 Dead, 
Counter-Strike and revenue from all the Steam sales to cover it.  I want 
to see some of our games running on a Mac within a year.  So a small 
team was formed to look into what it would take to port all of the 
engine DirectX and shader stuff to OpenGL and get the engine game code 
ported to OSX.  Gabe decided they should pick something smaller that 
would appear more to Think Different type people and everyone agreed 
that Portal was the one game that would most appeal to Mac-types.

As I said above, I like OSX, but Valve's decision to support Macs still 
has me scratching my head.  Maybe Valve is doing this out of the 
goodness of their hearts, or maybe Valve sees it as more of a public 
relations benefit.  It still doesn't seem like a money making venture to 
me.  Maybe it will encourage other engine and game developers (I'm 
looking at you Epic) to support OSX, but I doubt it.

On 3/10/2010 4:49 PM, Jonas 'Sortie' Termansen wrote:
 Well, Mac support makes a lot of sense really. According to wikipedia
 Windows covers 88% of all desktop computers, and Mac OS X 6%. GNU/Linux
 only is only 1%. If you look at this pie chart
 http://en.wikipedia.org/wiki/File:Operating_system_usage_share.svg you
 can clearly see that if Valve supports Windows and Mac, they support
 almost every desktop computer able to run their games. I am really glad
 Valve are expanding the market for digital distribution to other
 platforms as well - personally I see Steam-like systems as the future of
 gaming. So whether how much I would like a linux port, I can perfectly
 see why they should focus on a Mac OS X port first.

 As for the whole no gaming on GNU/Linux thingey - the main reason
 developers don't make games for the platform is because gamers don't use
 it, and the main reason gamers doesn't use the platform is because the
 huge games don't get ports for the platform. If Valve shipped their
 Source games for GNU/Linux-based operating systems I am sure it would
 cause more gamers to use the platform, including myself.

 Again, I am really glad Valve is doing a Mac OS X port of Steam and
 Source and I appreiciate their efforts put into this.



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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jonas 'Sortie' Termansen
Jeffrey botman Broome wrote:
 I'm not so sure that a Mac port makes sense financially.  According to NPD 
 (October 2009)...
   
The indie game Overgrowth (sequel to Lugaru) supports Windows, Mac, and 
Linux. While most of thier points to do so don't apply to a large game 
studio like Valve, some do, and I am fairly sure Valve has a few reasons 
of their own. I highly suggest indie programmers read this:

http://blog.wolfire.com/2008/12/why-you-should-support-mac-os-x-and-linux/

Plus, a proper port is a one-time-task, and then if you design all new 
features with cross-platformness in mind, your games would be a cross 
platform for a long time. Of course, crossplatformness is expensive, but 
lets be honest, Valve couldn't be richer and they are known for their 
very very successful high-risk projects.

I think Valve wants Steam to be the platform for game distribution in 
the future, so they have to go crossplatform to make sure this happens.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jorge Rodriguez
Jeffrey,

I think what Valve is hoping to do is grow the Mac market with Steam and at
the same time take control as the dominant force in that market. While there
are a lot of households that have Macs and PC's, I think the data may be
betraying you. How many of those dual-computer households are ones in which
the family has a PC but the kid has a Mac of his own? Why else would a
family have two computers? There are plenty of Mac people who dual boot to
Windows in order to play video games (like, every college student I know,)
and I think that if Valve plays their cards right, they could actually help
grow the Mac market, as lack of games is the Mac's single biggest drawback,
in my opinion. (Hell I might own a Mac if it weren't for lack of games.)
Games are going to come to Macs eventually and Valve is trying to control
the market when that happens. It has a good chance of working.

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Adam Buckland
My $0.02:

I think a lot of people are missing the point here. Valve only ported
the games because they had to. The real motive here is Steam.

Selling Mac software is very different to selling PC software. For PC
games, it makes perfect sense to put a boxed copy on a shelf where
people can go to a shop and buy it.
For the Mac, however, their users are much more spread out, and
therefore putting a boxed copy on a shelf isn't such a good idea. Most
Mac software houses realised this a long time ago and sell their
software via digital distribution instead. Most don't even make boxed
copies. Mac games however have never quite got there and still sell
mainly boxed copies.

The current state of Mac ports of games (with a few exceptions) is
that a developer will develop a game for Windows, release it, and then
pass their code to a third-party developer (Aspyr is an example), who
will then port the game to OS X and sell it. The problem here is that
it can take a team such as the one at Aspyr a year to port a game to
OS X, by which time the game's hype is almost non-existant, and
because the porter, the original developer, and the publisher all need
to make a profit, the game is sold at full-price, while the prices of
the other platforms is significantly reduced, making the OS X port
very unattractive.

While it make take a third-party porting company a year to port the
game to another platform, the original developer could port the game
much faster and for a much lower cost, especially if the Mac is a
release platform. Problem is, they don't bother because they don't
want to have to deal with trying desperately to distribute it
digitally themselves.

Valve have spotted an opportunity here. What they're doing is they're
bringing a digital distribution platform that is mature and one that
many developers already have experience using to the Mac. By doing
this, they will (hopefully) entice many other developers to move their
games to the Mac themselves because a distribution method that still
gives them a higher-than-normal (compared to boxed copies) profit
margin is available.

So, why have Valve moved their games to OS X and not just Steam?
Well, there's a number of reasons
1) They need something to launch Steam on the Mac with!!
2) If they didn't, other developers would have no reason to have any
confidence in Steam for Mac.
3) Valve now have some valuable knowledge and experience in porting to
OS X that they can use to help other developers in porting their games
to OS X. This is useful because while Valve are giving away techniques
that they've spent considerable money trying to develop, more Mac
games on Steam = more profit!

So, to sum up, the people who are looking at existing market figures
shouldn't be. Valve aren't trying to move in on the existing market.
They're trying to create one.


On 11 March 2010 14:38, Jeffrey botman Broome
botman.hlcod...@gmail.com wrote:
 I'm not so sure that a Mac port makes sense financially.  According to
 NPD (October 2009)...

 http://www.npd.com/press/releases/press_091005.html

 12% of U.S. households owning a computer, own an Apple computer.  Lets
 assume all of those are Macs with OSX and not Apple IIs.  :)

 Of those Apple users, 85% *also* own a Windows PC.  This means that many
 of those Mac customers who wanted to buy Portal or Half-Life2 or Left 4
 Dead probably already own it, which means that you aren't going to have
 much of an increase in sales by supporting OSX.  Any customers that
 bought it on PC who instead buy it on OSX just reduce the total sales
 numbers for the PC (because they are buying it for a different platform
 now).

 I really like the Mac and OSX.  I've done some iPhone development on the
 Mac...

 http://www.youtube.com/watch?v=c4HZT-gKDVU

 ...so I'm not an Apple hater or Mac hater.  I think OSX is really
 neat.  It is *very* user friendly and has a lot of really nice features
 (which Windows Vista and Windows 7 clearly borrowed from), but I just
 don't see supporting OSX as making much sense financially.

 Here's the way I think things went down...

 About 6 or 8 months ago, Gabe was looking to buy a new computer.  Gabe
 is a Microsoft guy from *way* back, and had never really messed around
 much with Macs, but this time he decided to get a Mac running Snow
 Leopard.  After a few minutes of playing around with it, Gabe goes
 running down the hall to grab people and tell them how AWESOME the Mac
 was!!!  Gabe said OMG! We HAVE to port our games to this
 platform!!1!11!.  Some people replied and said But Gabe, we're not
 going to be able to make any money selling games on Macs and it's going
 to cost us money to port our engine and all of our old games to OSX.
 Gabe said I don't care.  We make enough money from Left 4 Dead,
 Counter-Strike and revenue from all the Steam sales to cover it.  I want
 to see some of our games running on a Mac within a year.  So a small
 team was formed to look into what it would take to port all of the
 engine 

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Kerry Dorsey
Adam, you're absolutely right...as I see it. This is much less about platform 
game support than it is about platform distribution support. But the latter is 
useless without the former. You accurately described the Mac dev food-chain so 
I won't be redundant, but the other key aspect of current ports to the Mac 
involves the code itself...native versus virtualization. The latest Sims 3 port 
for Mac is emulated. It's PC code thrown on top of a resource hungry virt 
environment (that's an over simplification, so don't get too upset) that runs 
horribly on all but the latest and strongest machines. So while some see 
support for the Mac means that it will run on all Macs, that ain't so. In 
fact, I'm venturing a guess that EA's support costs for the average Mac release 
is INSANE, all because of performance issues. If said code were native, most of 
the problems probably wouldn't exist. So I see Valve's decision to port, 
natively, their OB engine product to the Mac to be an effort to a.) throw more 
sand in Activision's distribution eyes, (go Steam!!) , develop a previously 
untapped market segment (Mac), and head off support nightmares with a little 
preventative research and development.

It shows how Valve's business model and management have matured in a very short 
time. Good job!

-Kerry


On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com wrote:

My $0.02:

I think a lot of people are missing the point here. Valve only ported
the games because they had to. The real motive here is Steam.

Selling Mac software is very different to selling PC software. For PC
games, it makes perfect sense to put a boxed copy on a shelf where
people can go to a shop and buy it.
For the Mac, however, their users are much more spread out, and
therefore putting a boxed copy on a shelf isn't such a good idea. Most
Mac software houses realised this a long time ago and sell their
software via digital distribution instead. Most don't even make boxed
copies. Mac games however have never quite got there and still sell
mainly boxed copies.

The current state of Mac ports of games (with a few exceptions) is
that a developer will develop a game for Windows, release it, and then
pass their code to a third-party developer (Aspyr is an example), who
will then port the game to OS X and sell it. The problem here is that
it can take a team such as the one at Aspyr a year to port a game to
OS X, by which time the game's hype is almost non-existant, and
because the porter, the original developer, and the publisher all need
to make a profit, the game is sold at full-price, while the prices of
the other platforms is significantly reduced, making the OS X port
very unattractive.

While it make take a third-party porting company a year to port the
game to another platform, the original developer could port the game
much faster and for a much lower cost, especially if the Mac is a
release platform. Problem is, they don't bother because they don't
want to have to deal with trying desperately to distribute it
digitally themselves.

Valve have spotted an opportunity here. What they're doing is they're
bringing a digital distribution platform that is mature and one that
many developers already have experience using to the Mac. By doing
this, they will (hopefully) entice many other developers to move their
games to the Mac themselves because a distribution method that still
gives them a higher-than-normal (compared to boxed copies) profit
margin is available.

So, why have Valve moved their games to OS X and not just Steam?
Well, there's a number of reasons
1) They need something to launch Steam on the Mac with!!
2) If they didn't, other developers would have no reason to have any
confidence in Steam for Mac.
3) Valve now have some valuable knowledge and experience in porting to
OS X that they can use to help other developers in porting their games
to OS X. This is useful because while Valve are giving away techniques
that they've spent considerable money trying to develop, more Mac
games on Steam = more profit!

So, to sum up, the people who are looking at existing market figures
shouldn't be. Valve aren't trying to move in on the existing market.
They're trying to create one.

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Harry Jeffery
It also re-asserts Steams position as the best digital distribution
system available. Stopping other new platforms such as impulse that
support mac from taking control is a wise move.

On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
 Adam, you're absolutely right...as I see it. This is much less about platform 
 game support than it is about platform distribution support. But the latter 
 is useless without the former. You accurately described the Mac dev 
 food-chain so I won't be redundant, but the other key aspect of current ports 
 to the Mac involves the code itself...native versus virtualization. The 
 latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a 
 resource hungry virt environment (that's an over simplification, so don't get 
 too upset) that runs horribly on all but the latest and strongest machines. 
 So while some see support for the Mac means that it will run on all Macs, 
 that ain't so. In fact, I'm venturing a guess that EA's support costs for the 
 average Mac release is INSANE, all because of performance issues. If said 
 code were native, most of the problems probably wouldn't exist. So I see 
 Valve's decision to port, natively, their OB engine product to the Mac to be 
 an effort to a.) throw more sand in Activision's distribution eyes, (go 
 Steam!!) , develop a previously untapped market segment (Mac), and head off 
 support nightmares with a little preventative research and development.

 It shows how Valve's business model and management have matured in a very 
 short time. Good job!

 -Kerry


 On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com wrote:

 My $0.02:

 I think a lot of people are missing the point here. Valve only ported
 the games because they had to. The real motive here is Steam.

 Selling Mac software is very different to selling PC software. For PC
 games, it makes perfect sense to put a boxed copy on a shelf where
 people can go to a shop and buy it.
 For the Mac, however, their users are much more spread out, and
 therefore putting a boxed copy on a shelf isn't such a good idea. Most
 Mac software houses realised this a long time ago and sell their
 software via digital distribution instead. Most don't even make boxed
 copies. Mac games however have never quite got there and still sell
 mainly boxed copies.

 The current state of Mac ports of games (with a few exceptions) is
 that a developer will develop a game for Windows, release it, and then
 pass their code to a third-party developer (Aspyr is an example), who
 will then port the game to OS X and sell it. The problem here is that
 it can take a team such as the one at Aspyr a year to port a game to
 OS X, by which time the game's hype is almost non-existant, and
 because the porter, the original developer, and the publisher all need
 to make a profit, the game is sold at full-price, while the prices of
 the other platforms is significantly reduced, making the OS X port
 very unattractive.

 While it make take a third-party porting company a year to port the
 game to another platform, the original developer could port the game
 much faster and for a much lower cost, especially if the Mac is a
 release platform. Problem is, they don't bother because they don't
 want to have to deal with trying desperately to distribute it
 digitally themselves.

 Valve have spotted an opportunity here. What they're doing is they're
 bringing a digital distribution platform that is mature and one that
 many developers already have experience using to the Mac. By doing
 this, they will (hopefully) entice many other developers to move their
 games to the Mac themselves because a distribution method that still
 gives them a higher-than-normal (compared to boxed copies) profit
 margin is available.

 So, why have Valve moved their games to OS X and not just Steam?
 Well, there's a number of reasons
 1) They need something to launch Steam on the Mac with!!
 2) If they didn't, other developers would have no reason to have any
 confidence in Steam for Mac.
 3) Valve now have some valuable knowledge and experience in porting to
 OS X that they can use to help other developers in porting their games
 to OS X. This is useful because while Valve are giving away techniques
 that they've spent considerable money trying to develop, more Mac
 games on Steam = more profit!

 So, to sum up, the people who are looking at existing market figures
 shouldn't be. Valve aren't trying to move in on the existing market.
 They're trying to create one.

 ___
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 visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jean-Philippe Mailloux
And it was about time! This move should have been done when intel decided to go 
with mac. 
Envoyé de mon BlackBerry

-Original Message-
From: Harry Jeffery harry101jeff...@googlemail.com
Date: Thu, 11 Mar 2010 22:51:58 
To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

It also re-asserts Steams position as the best digital distribution
system available. Stopping other new platforms such as impulse that
support mac from taking control is a wise move.

On 11 March 2010 19:08, Kerry Dorsey kdor...@dorseyinc.com wrote:
 Adam, you're absolutely right...as I see it. This is much less about platform 
 game support than it is about platform distribution support. But the latter 
 is useless without the former. You accurately described the Mac dev 
 food-chain so I won't be redundant, but the other key aspect of current ports 
 to the Mac involves the code itself...native versus virtualization. The 
 latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a 
 resource hungry virt environment (that's an over simplification, so don't get 
 too upset) that runs horribly on all but the latest and strongest machines. 
 So while some see support for the Mac means that it will run on all Macs, 
 that ain't so. In fact, I'm venturing a guess that EA's support costs for the 
 average Mac release is INSANE, all because of performance issues. If said 
 code were native, most of the problems probably wouldn't exist. So I see 
 Valve's decision to port, natively, their OB engine product to the Mac to be 
 an effort to a.) throw more sand in Activision's distribution eyes, (go 
 Steam!!) , develop a previously untapped market segment (Mac), and head off 
 support nightmares with a little preventative research and development.

 It shows how Valve's business model and management have matured in a very 
 short time. Good job!

 -Kerry


 On 3/11/10 10:43 AM, Adam Buckland adamjbuckl...@gmail.com wrote:

 My $0.02:

 I think a lot of people are missing the point here. Valve only ported
 the games because they had to. The real motive here is Steam.

 Selling Mac software is very different to selling PC software. For PC
 games, it makes perfect sense to put a boxed copy on a shelf where
 people can go to a shop and buy it.
 For the Mac, however, their users are much more spread out, and
 therefore putting a boxed copy on a shelf isn't such a good idea. Most
 Mac software houses realised this a long time ago and sell their
 software via digital distribution instead. Most don't even make boxed
 copies. Mac games however have never quite got there and still sell
 mainly boxed copies.

 The current state of Mac ports of games (with a few exceptions) is
 that a developer will develop a game for Windows, release it, and then
 pass their code to a third-party developer (Aspyr is an example), who
 will then port the game to OS X and sell it. The problem here is that
 it can take a team such as the one at Aspyr a year to port a game to
 OS X, by which time the game's hype is almost non-existant, and
 because the porter, the original developer, and the publisher all need
 to make a profit, the game is sold at full-price, while the prices of
 the other platforms is significantly reduced, making the OS X port
 very unattractive.

 While it make take a third-party porting company a year to port the
 game to another platform, the original developer could port the game
 much faster and for a much lower cost, especially if the Mac is a
 release platform. Problem is, they don't bother because they don't
 want to have to deal with trying desperately to distribute it
 digitally themselves.

 Valve have spotted an opportunity here. What they're doing is they're
 bringing a digital distribution platform that is mature and one that
 many developers already have experience using to the Mac. By doing
 this, they will (hopefully) entice many other developers to move their
 games to the Mac themselves because a distribution method that still
 gives them a higher-than-normal (compared to boxed copies) profit
 margin is available.

 So, why have Valve moved their games to OS X and not just Steam?
 Well, there's a number of reasons
 1) They need something to launch Steam on the Mac with!!
 2) If they didn't, other developers would have no reason to have any
 confidence in Steam for Mac.
 3) Valve now have some valuable knowledge and experience in porting to
 OS X that they can use to help other developers in porting their games
 to OS X. This is useful because while Valve are giving away techniques
 that they've spent considerable money trying to develop, more Mac
 games on Steam = more profit!

 So, to sum up, the people who are looking at existing market figures
 shouldn't be. Valve aren't trying to move in on the existing market.
 They're trying to create one.

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 To unsubscribe, edit your list

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jorge Rodriguez
On Thu, Mar 11, 2010 at 10:43 AM, Adam Buckland adamjbuckl...@gmail.comwrote:

 Valve aren't trying to move in on the existing market.
 They're trying to create one.


Exactly!

Probably they didn't do it when Valve first came out with the Intels because
they were busy with other things and the Intel Mac adoption rate wasn't high
enough.

-- 
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Alfred Reynolds
We will be releasing code support for OSX so you can compile your mods for OSX. 
The timing of that will be shortly after release.

- Alfred

On Mar 10, 2010, at 5:34 AM, Tom Edwards wrote:

 Two questions for Valve:
 
* Will there be a Mac SDK release?
* Will we be able to fill in Steam's new detail view for our mods?
  Getting Steam to display our news feeds would be particularly useful.
 
 
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Allan Button
My question is, once they make the change to the engine to run on mac, are we 
going to see current games on the mac aswell? Mac people have money ( look at 
the cost of a mac ) so I bet you can charge a little more for them ;) .

Allan

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann
Sent: Wednesday, March 10, 2010 10:41 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

If the mod has Steamworks, yes.

On Wed, Mar 10, 2010 at 2:34 PM, Tom Edwards t_edwa...@btinternet.com wrote:
 Two questions for Valve:

    * Will there be a Mac SDK release?
    * Will we be able to fill in Steam's new detail view for our mods?
      Getting Steam to display our news feeds would be particularly useful.


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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Saul Rennison
All Source engine games are being ported to Mac too, and if you have them on
PC, they'll also work for Mac. Jeez what rock have you been living under for
the past week? :p

Thanks,
- Saul.


On 10 March 2010 17:54, Allan Button abut...@netaccess.ca wrote:

 My question is, once they make the change to the engine to run on mac, are
 we going to see current games on the mac aswell? Mac people have money (
 look at the cost of a mac ) so I bet you can charge a little more for them
 ;) .

 Allan

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann
 Sent: Wednesday, March 10, 2010 10:41 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 If the mod has Steamworks, yes.

 On Wed, Mar 10, 2010 at 2:34 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
  Two questions for Valve:
 
 * Will there be a Mac SDK release?
 * Will we be able to fill in Steam's new detail view for our mods?
   Getting Steam to display our news feeds would be particularly
 useful.
 
 
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 please visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Allan Button
Yes, its quite cozy. Room for two ;)

Thanks, I was waiting for some kind of announcement to the list.

Allan

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Wednesday, March 10, 2010 1:27 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

All Source engine games are being ported to Mac too, and if you have them on
PC, they'll also work for Mac. Jeez what rock have you been living under for
the past week? :p

Thanks,
- Saul.


On 10 March 2010 17:54, Allan Button abut...@netaccess.ca wrote:

 My question is, once they make the change to the engine to run on mac, are
 we going to see current games on the mac aswell? Mac people have money (
 look at the cost of a mac ) so I bet you can charge a little more for them
 ;) .

 Allan

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann
 Sent: Wednesday, March 10, 2010 10:41 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 If the mod has Steamworks, yes.

 On Wed, Mar 10, 2010 at 2:34 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
  Two questions for Valve:
 
 * Will there be a Mac SDK release?
 * Will we be able to fill in Steam's new detail view for our mods?
   Getting Steam to display our news feeds would be particularly
 useful.
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Jorge Rodriguez
It's not a question of how easy it is to port to Linux, it's a question of
what kind of market there is for video games on Linux, and the answer to
that is not big.

Alfred, what engine would that be available on? Will the OSX support be
backported to Orange Box or would it require an update to whatever engine
Portal 2 is being developed on (which I presume is based on the L4D2
engine?)

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Alfred Reynolds
The Orange Box era engine will be supported for mods on OSX.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
 boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
 Sent: Wednesday, March 10, 2010 11:38 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
 
 It's not a question of how easy it is to port to Linux, it's a question
 of
 what kind of market there is for video games on Linux, and the answer
 to
 that is not big.
 
 Alfred, what engine would that be available on? Will the OSX support be
 backported to Orange Box or would it require an update to whatever
 engine
 Portal 2 is being developed on (which I presume is based on the L4D2
 engine?)
 
 --
 Jorge Vino Rodriguez
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 please visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Adam Buckland
Is OpenGL being brought to the PC as an option/as standard? Or is it
just on the Mac

The only reason I ask is due to shaders, which are currently written
in HLSL for DirectX

On 10 March 2010 19:50, Alfred Reynolds alf...@valvesoftware.com wrote:
 The Orange Box era engine will be supported for mods on OSX.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
 boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
 Sent: Wednesday, March 10, 2010 11:38 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 It's not a question of how easy it is to port to Linux, it's a question
 of
 what kind of market there is for video games on Linux, and the answer
 to
 that is not big.

 Alfred, what engine would that be available on? Will the OSX support be
 backported to Orange Box or would it require an update to whatever
 engine
 Portal 2 is being developed on (which I presume is based on the L4D2
 engine?)

 --
 Jorge Vino Rodriguez
 ___
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 please visit:
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-- 

Bucky

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Harry Jeffery
I'd love valve to support linux tbh. Most linux users are tech savvy
and as many of them are or have been programmers they all respect
software licenses. On windows most people are sick of paying for games
and pirate games loads. Either way, thanks for the info about the Mac
port, even though I do not think very much of Apple.

On 10 March 2010 19:55, Adam Buckland adamjbuckl...@gmail.com wrote:
 Is OpenGL being brought to the PC as an option/as standard? Or is it
 just on the Mac

 The only reason I ask is due to shaders, which are currently written
 in HLSL for DirectX

 On 10 March 2010 19:50, Alfred Reynolds alf...@valvesoftware.com wrote:
 The Orange Box era engine will be supported for mods on OSX.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
 boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
 Sent: Wednesday, March 10, 2010 11:38 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 It's not a question of how easy it is to port to Linux, it's a question
 of
 what kind of market there is for video games on Linux, and the answer
 to
 that is not big.

 Alfred, what engine would that be available on? Will the OSX support be
 backported to Orange Box or would it require an update to whatever
 engine
 Portal 2 is being developed on (which I presume is based on the L4D2
 engine?)

 --
 Jorge Vino Rodriguez
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 ___
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 please visit:
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 --

 Bucky

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Jonas 'Sortie' Termansen
Well, Mac support makes a lot of sense really. According to wikipedia 
Windows covers 88% of all desktop computers, and Mac OS X 6%. GNU/Linux 
only is only 1%. If you look at this pie chart 
http://en.wikipedia.org/wiki/File:Operating_system_usage_share.svg you 
can clearly see that if Valve supports Windows and Mac, they support 
almost every desktop computer able to run their games. I am really glad 
Valve are expanding the market for digital distribution to other 
platforms as well - personally I see Steam-like systems as the future of 
gaming. So whether how much I would like a linux port, I can perfectly 
see why they should focus on a Mac OS X port first.

As for the whole no gaming on GNU/Linux thingey - the main reason 
developers don't make games for the platform is because gamers don't use 
it, and the main reason gamers doesn't use the platform is because the 
huge games don't get ports for the platform. If Valve shipped their 
Source games for GNU/Linux-based operating systems I am sure it would 
cause more gamers to use the platform, including myself.

Again, I am really glad Valve is doing a Mac OS X port of Steam and 
Source and I appreiciate their efforts put into this.

Harry Jeffery wrote:
 I'd love valve to support linux tbh. Most linux users are tech savvy
 and as many of them are or have been programmers they all respect
 software licenses. On windows most people are sick of paying for games
 and pirate games loads. Either way, thanks for the info about the Mac
 port, even though I do not think very much of Apple.

 On 10 March 2010 19:55, Adam Buckland adamjbuckl...@gmail.com wrote:
   
 Is OpenGL being brought to the PC as an option/as standard? Or is it
 just on the Mac

 The only reason I ask is due to shaders, which are currently written
 in HLSL for DirectX

 On 10 March 2010 19:50, Alfred Reynolds alf...@valvesoftware.com wrote:
 
 The Orange Box era engine will be supported for mods on OSX.

   
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
 boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
 Sent: Wednesday, March 10, 2010 11:38 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 It's not a question of how easy it is to port to Linux, it's a question
 of
 what kind of market there is for video games on Linux, and the answer
 to
 that is not big.

 Alfred, what engine would that be available on? Will the OSX support be
 backported to Orange Box or would it require an update to whatever
 engine
 Portal 2 is being developed on (which I presume is based on the L4D2
 engine?)

 --
 Jorge Vino Rodriguez
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 ___
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 please visit:
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 --

 Bucky

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Matt Lima Faiotto
I do agree that Mac Support does make sense, as it really doesn't require 
you to recompile almost every component, keeping most of their application 
safe from hacking.

--
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Sent: Wednesday, March 10, 2010 5:49 PM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 Well, Mac support makes a lot of sense really. According to wikipedia
 Windows covers 88% of all desktop computers, and Mac OS X 6%. GNU/Linux
 only is only 1%. If you look at this pie chart
 http://en.wikipedia.org/wiki/File:Operating_system_usage_share.svg you
 can clearly see that if Valve supports Windows and Mac, they support
 almost every desktop computer able to run their games. I am really glad
 Valve are expanding the market for digital distribution to other
 platforms as well - personally I see Steam-like systems as the future of
 gaming. So whether how much I would like a linux port, I can perfectly
 see why they should focus on a Mac OS X port first.

 As for the whole no gaming on GNU/Linux thingey - the main reason
 developers don't make games for the platform is because gamers don't use
 it, and the main reason gamers doesn't use the platform is because the
 huge games don't get ports for the platform. If Valve shipped their
 Source games for GNU/Linux-based operating systems I am sure it would
 cause more gamers to use the platform, including myself.

 Again, I am really glad Valve is doing a Mac OS X port of Steam and
 Source and I appreiciate their efforts put into this.

 Harry Jeffery wrote:
 I'd love valve to support linux tbh. Most linux users are tech savvy
 and as many of them are or have been programmers they all respect
 software licenses. On windows most people are sick of paying for games
 and pirate games loads. Either way, thanks for the info about the Mac
 port, even though I do not think very much of Apple.

 On 10 March 2010 19:55, Adam Buckland adamjbuckl...@gmail.com wrote:

 Is OpenGL being brought to the PC as an option/as standard? Or is it
 just on the Mac

 The only reason I ask is due to shaders, which are currently written
 in HLSL for DirectX

 On 10 March 2010 19:50, Alfred Reynolds alf...@valvesoftware.com 
 wrote:

 The Orange Box era engine will be supported for mods on OSX.


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
 boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
 Sent: Wednesday, March 10, 2010 11:38 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 It's not a question of how easy it is to port to Linux, it's a 
 question
 of
 what kind of market there is for video games on Linux, and the answer
 to
 that is not big.

 Alfred, what engine would that be available on? Will the OSX support 
 be
 backported to Orange Box or would it require an update to whatever
 engine
 Portal 2 is being developed on (which I presume is based on the L4D2
 engine?)

 --
 Jorge Vino Rodriguez
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
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 --

 Bucky

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Jonas 'Sortie' Termansen
I am not sure what you mean. Code has to be recompiled for all platforms 
(unless they are enough alike). From my understanding Mac OS X can't use 
Windows binaries, so they have to be compiled (does OS X use .so dynamic 
link libraries like other unix-alike systems?).  And hacking? Huh?

Matt Lima Faiotto wrote:
 I do agree that Mac Support does make sense, as it really doesn't require 
 you to recompile almost every component, keeping most of their application 
 safe from hacking.
   

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread frostschutz
On Wed, Mar 10, 2010 at 11:49:47PM +0100, Jonas 'Sortie' Termansen wrote:
 Well, Mac support makes a lot of sense really. According to wikipedia 
 Windows covers 88% of all desktop computers, and Mac OS X 6%. GNU/Linux 
 only is only 1%.

It makes sense, yes, but not because of these percentages.

It's probably more about Mac vs. PC than about the OS. PCs are already 
supported today, so any Linux user who wants to play Valve games has 
a dual boot system that has Windows on one and Linux on the other 
partition. At least that's my setup - I use Windows for gaming only, 
Linux for everything else (such as coding and writing this mail).

Macs aren't supported yet and Macs usually run Mac OS and nothing 
else, end of story, so adding support for Mac makes sense because 
it could actually mean getting a new pool of customers.

While I'd love to see Linux support, they wouldn't make any money 
off me if they added it. It would simply mean that I could delete 
my Windows partition and use Linux to play the games I already 
played and bought in Windows.

And in reality I'd still have to keep the Windows partition around 
for other Windows games, so... from the vendors point of view,
there is only thing you could gain with adding Linux support:

Fame. It would be absolutely, positively, freaking awesome.

But sadly, probably no additional income worth mentioning...

Regards
frostschutz

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Adam Buckland
OS X can't open a dll file. You will have to recompile for OS X (I
assume Valve are using Xcode as their development environment, so it
won't be difficult). To answer Jonas's question, yes OS X does use .so
dynamic link libraries, but they're given the less confusing .dylib
file extension.

On 10 March 2010 22:59, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:
 I am not sure what you mean. Code has to be recompiled for all platforms
 (unless they are enough alike). From my understanding Mac OS X can't use
 Windows binaries, so they have to be compiled (does OS X use .so dynamic
 link libraries like other unix-alike systems?).  And hacking? Huh?

 Matt Lima Faiotto wrote:
 I do agree that Mac Support does make sense, as it really doesn't require
 you to recompile almost every component, keeping most of their application
 safe from hacking.


 ___
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 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders





-- 

Bucky

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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Matt Lima Faiotto
You understood me wrong hehe. Most of the time, on linux distributions, We 
tend to have to recompile modules(even IF you aren't the programmer).  This 
is due to different kernal versions and other things that's installed on the 
compiling machine, and on the users machine. Mac doesn't seem to have this 
problem with all the time that I've used one.

--
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Sent: Wednesday, March 10, 2010 5:59 PM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

 I am not sure what you mean. Code has to be recompiled for all platforms
 (unless they are enough alike). From my understanding Mac OS X can't use
 Windows binaries, so they have to be compiled (does OS X use .so dynamic
 link libraries like other unix-alike systems?).  And hacking? Huh?

 Matt Lima Faiotto wrote:
 I do agree that Mac Support does make sense, as it really doesn't require
 you to recompile almost every component, keeping most of their 
 application
 safe from hacking.


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

 

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[hlcoders] Steam, vista and UAC

2009-01-20 Thread Mark Chandler
Im in the process of writing an application that needs to write to the 
program files (which invokes uac on vista) but i have noticed that steam 
never seems to do it.

How does steam get around uac on vista?



Mark

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Re: [hlcoders] Steam, vista and UAC

2009-01-20 Thread Julian Moschüring
I guess because its running as a windows service Steam Client Service in 
vista?
archy

 Original-Nachricht 
 Datum: Tue, 20 Jan 2009 23:38:08 +0900
 Von: Mark Chandler lo...@iinet.net.au
 An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Betreff: [hlcoders] Steam, vista and UAC

 Im in the process of writing an application that needs to write to the 
 program files (which invokes uac on vista) but i have noticed that steam 
 never seems to do it.
 
 How does steam get around uac on vista?
 
 
 
 Mark
 
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[hlcoders] Steam + dev annoyance

2009-01-06 Thread Sykes
Unfortunately I'm not able to always be connect to the internet whilst
developing..

I've had to WASTE entire days of dev time because of this stupid
offline steam ticketing system.

Are there any rules of thumb on how to best work with this.. Its
really starting to P**S me off, I get some work done.. oops can't
test/see it cuz I can't run steam w/o internet!!!

I mean seriously folks WTF?!

/rant -- but need some advice on how to avoid (steamticket nolonger
valid.. or what ever..)
S.

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Re: [hlcoders] Steam + dev annoyance

2009-01-06 Thread ZuM
Well, you can run Steam without internet. Just the next time you open it,
select to remember your password, and when you open it w/o internet there
should be the option to run in offline mode.

2009/1/6 Sykes sy...@ladnet.org

 Unfortunately I'm not able to always be connect to the internet whilst
 developing..

 I've had to WASTE entire days of dev time because of this stupid
 offline steam ticketing system.

 Are there any rules of thumb on how to best work with this.. Its
 really starting to P**S me off, I get some work done.. oops can't
 test/see it cuz I can't run steam w/o internet!!!

 I mean seriously folks WTF?!

 /rant -- but need some advice on how to avoid (steamticket nolonger
 valid.. or what ever..)
 S.

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Re: [hlcoders] Steam + dev annoyance

2009-01-06 Thread Sykes
Thanks for the feedback..

The fault for me here is I forget to restart steam in offline before
unplugging :( - since i use a laptop. and move around quite a bit.

The offline ticket still only lasts for a set period that isn't very
long :( and if you forget to go offline whilst ur online you rely on
credentials that could be weeks old = thus fail!

well i've another day wasted coding.. pfft ;)

S.

2009/1/6 Jonas 'Sortie' Termansen hlcod...@maxsi.dk:
 If you want your games to function while in offline mode, simply run then in
 your last session before going offline. That should usually work.

 - Original Message -
 From: ZuM eduardo...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 06, 2009 11:59 AM
 Subject: Re: [hlcoders] Steam + dev annoyance


 Well, you can run Steam without internet. Just the next time you open it,
 select to remember your password, and when you open it w/o internet there
 should be the option to run in offline mode.

 2009/1/6 Sykes sy...@ladnet.org

 Unfortunately I'm not able to always be connect to the internet whilst
 developing..

 I've had to WASTE entire days of dev time because of this stupid
 offline steam ticketing system.

 Are there any rules of thumb on how to best work with this.. Its
 really starting to P**S me off, I get some work done.. oops can't
 test/see it cuz I can't run steam w/o internet!!!

 I mean seriously folks WTF?!

 /rant -- but need some advice on how to avoid (steamticket nolonger
 valid.. or what ever..)
 S.

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Re: [hlcoders] Steam Servers browser

2008-11-19 Thread Tobias H.
Our servers still can not be found  in the master server list.

87.118.120.171:23015
87.118.120.171:27015
87.118.120.171:26015

any clues?

Thanx,
Tobias



On Fri, Nov 7, 2008 at 11:56 PM, Janek [EMAIL PROTECTED] wrote:

 It is working great now. Thank you Alfred.

 2008/11/7 Alfred Reynolds [EMAIL PROTECTED]

  A config bug, missing 2 characters in our app system, all fixed.
 
  - Alfred
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED] On Behalf Of Zach Kanzler
   Sent: Friday, November 07, 2008 2:42 PM
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] Steam Servers browser
  
   If you don't mind me asking, what was the issue?
  
   On Fri, Nov 7, 2008 at 5:29 PM, Alfred Reynolds
   [EMAIL PROTECTED]wrote:
  
It has been fix, has been for a while I just spent some time
  grabbing
more mods to make sure.
   
- Alfred
   
 -Original Message-

 2008/11/7 Janek [EMAIL PROTECTED]

  Problem sounds to be fixed for me now.
 
  Great job Alfred. Thank you very much.
 
  2008/11/7 Tobias H. [EMAIL PROTECTED]
 
  I can confirm that for our mod. (using 215)
  servers can not be found in master server list.
  the only workaround so far ist to manually add them to
   favorites.
  not so elegant.
 
  On Fri, Nov 7, 2008 at 7:30 PM, Janek [EMAIL PROTECTED] wrote:
 
   Oh I'm sorry. I did a mistake, my mod is using 215 as well
  and
not
 320.
  320
   is mounted.
  
   2008/11/7 Nick [EMAIL PROTECTED]
  
Also mods based on 215 also have the problem.
  http://www.empiresmod.com/
   
You cannot see empiresmod servers from the desktop server
 browser, but
from ingame-server brower all servers are available.
   
On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED]
wrote:
 I forgot to mention thank you alfred for taking care of
   this
  issue.

 J.

 2008/11/7 Janek [EMAIL PROTECTED]

 HL2:DM (320) Ep1 engine

 2008/11/7 Alfred Reynolds [EMAIL PROTECTED]

 We will look into it, can you please tell me the app
  your
mod
 is
  based
 off (HL2, HL2:DM, SourceSDK Base, etc).

 - Alfred

  -Original Message-
  From: [EMAIL PROTECTED]
 [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Yorg
   Kuijs
  Sent: Friday, November 07, 2008 7:23 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Steam Servers browser
 
  All mod's seem to have the problem at the moment
   except
 the ones
   that
  are downloadable of steam.
  I assume with that many mods having the problem a fix
will
 come
  out
  soon
  enough.
 
  Janek wrote:
   Hi,
  
   Last Steam update sounds to have a bad effect in
 Servers list
  browser as
   now none of servers of my mod are listed when my
  mod
   is
 not
started.
  I have
   to launch my mod to be able to see servers in
   servers
 list
 browser.
  
   Does any of you are experiencing the same issue
  with
 your mod
  ?
   Does Valve has any explaination about this problem,
   and
 if so
  is
   it
  planned
   to be fixed ?
  
   Best regards,
  
 
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Re: [hlcoders] Steam Community Group members

2008-11-10 Thread frikazoyd
The problem there is that this makes the whole process easy to tamper with.
 I'd like to avoid that if at all possible.

On Mon, Nov 10, 2008 at 1:09 AM, Janek [EMAIL PROTECTED] wrote:

 Use a ConCommand to send your data from client to server.

 J.

 Envoyé de mon iPhone

 Le 10 nov. 08 à 00:08, frikazoyd [EMAIL PROTECTED] a écrit :

  The idea is that I want each client to know if someone is in a
  particular
  group or not.  Having the clients check if they are in the group is
  easy
  enough, but passing it to the server is a bit harder, in a secure
  way.  I
  can't just use the data tables, as that seems to be only one-way data.
 
  On Wed, Nov 5, 2008 at 2:21 PM, Nick [EMAIL PROTECTED] wrote:
 
  Why not do it clientside only?
 
  On Tue, Nov 4, 2008 at 10:54 PM, frikazoyd [EMAIL PROTECTED]
  wrote:
  Back to this, I am having some issues passing the data to the
  server from
  each client.  I want all the clients to check their groups, but then
  passing
  that info doesn't happen very cleanly.  Network variables appear
  to only
  work one way.
 
  Is there a good, secure way to pass this data from each client to
  the
  server?
 
  On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris
  [EMAIL PROTECTED]wrote:
 
  Hi
 
  You must first iterate all your groups and print out the name and
  CSteamID.id then you will create a CSteamID variable for your group
  using
  the id as well as a 0 instance, a Clan Type, and a public
  universe. Then
  you
  iterate to see on each local client if they are in that specific
  group
  id
  then send it to the server, and then you can do what you need
  with that
  information. (The server does not have capability to check the
  group
  memberships that is why each local client must check if they are
  in the
  group and tell the server. It is also because a local client only
  knows
  about the membership of people he knows, ie friends)
 
  Chris
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  frikazoyd
  Sent: Thursday, October 23, 2008 7:08 PM
  To: [EMAIL PROTECTED]; Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Steam Community Group members
 
  I found a thread a while back on this, but I think all the code
  did was
  grab
  their friend ID and convert it to a steamID.  The current SDK
  comes with
  that right out of the package though, so that isn't quite what I
  need.
 
  I was able to successfully list what groups *I* belong to, but
  according
  to
  the .h definitions, I believe those only list what groups the local
  player
  belongs to.  I did notice, however, that the groups also post as
  CSteamID,
  so I was hoping that checking whether a user and the SteamID for
  a group
  were friends would be a possibility.
 
  On Thu, Oct 23, 2008 at 5:35 PM, Jed [EMAIL PROTECTED] wrote:
 
  Didn't we have a discussion about this a few months ago? I think I
  started the thread. Someone posted a link to some example code
  that
  did it.
 
  - Jed
 
  2008/10/23 frikazoyd [EMAIL PROTECTED]:
  Hi,
  I noticed in the isteamfriends.h API there is some code to grab
  Steam
  Community Group info for the local player.
 
  Is there a way to check whether anybody on the server is a
  member of
  a
  particular community group?  I don't see any promising function
  names
  in
  the
  CSteamID class.
 
  Thanks,
  frikazoyd
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  archives,
  please visit:
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Re: [hlcoders] Steam Community Group members

2008-11-10 Thread Tom Leighton
Never trust the client.

You should be able to put a check into place during that console command 
that makes sure they are able to run it, based on their world status or 
whatever. But you should never assume anything coming from then client 
hasn't been tampered with.

frikazoyd wrote:
 The problem there is that this makes the whole process easy to tamper with.
  I'd like to avoid that if at all possible.

 On Mon, Nov 10, 2008 at 1:09 AM, Janek [EMAIL PROTECTED] wrote:

   
 Use a ConCommand to send your data from client to server.

 J.

 Envoyé de mon iPhone

 Le 10 nov. 08 à 00:08, frikazoyd [EMAIL PROTECTED] a écrit :

 
 The idea is that I want each client to know if someone is in a
 particular
 group or not.  Having the clients check if they are in the group is
 easy
 enough, but passing it to the server is a bit harder, in a secure
 way.  I
 can't just use the data tables, as that seems to be only one-way data.

 On Wed, Nov 5, 2008 at 2:21 PM, Nick [EMAIL PROTECTED] wrote:

   
 Why not do it clientside only?

 On Tue, Nov 4, 2008 at 10:54 PM, frikazoyd [EMAIL PROTECTED]
 wrote:
 
 Back to this, I am having some issues passing the data to the
 server from
 each client.  I want all the clients to check their groups, but then
   
 passing
 
 that info doesn't happen very cleanly.  Network variables appear
 to only
 work one way.

 Is there a good, secure way to pass this data from each client to
 the
 server?

 On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris
 [EMAIL PROTECTED]wrote:

   
 Hi

 You must first iterate all your groups and print out the name and
 CSteamID.id then you will create a CSteamID variable for your group
 
 using
 
 the id as well as a 0 instance, a Clan Type, and a public
 universe. Then
 you
 iterate to see on each local client if they are in that specific
 group
 
 id
 
 then send it to the server, and then you can do what you need
 with that
 information. (The server does not have capability to check the
 group
 memberships that is why each local client must check if they are
 in the
 group and tell the server. It is also because a local client only
 knows
 about the membership of people he knows, ie friends)

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 frikazoyd
 Sent: Thursday, October 23, 2008 7:08 PM
 To: [EMAIL PROTECTED]; Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam Community Group members

 I found a thread a while back on this, but I think all the code
 did was
 grab
 their friend ID and convert it to a steamID.  The current SDK
 comes with
 that right out of the package though, so that isn't quite what I
 need.

 I was able to successfully list what groups *I* belong to, but
 according
 
 to
 
 the .h definitions, I believe those only list what groups the local
 
 player
 
 belongs to.  I did notice, however, that the groups also post as
 
 CSteamID,
 
 so I was hoping that checking whether a user and the SteamID for
 a group
 were friends would be a possibility.

 On Thu, Oct 23, 2008 at 5:35 PM, Jed [EMAIL PROTECTED] wrote:

 
 Didn't we have a discussion about this a few months ago? I think I
 started the thread. Someone posted a link to some example code
 that
 did it.

 - Jed

 2008/10/23 frikazoyd [EMAIL PROTECTED]:
   
 Hi,
 I noticed in the isteamfriends.h API there is some code to grab
 
 Steam
 
 Community Group info for the local player.

 Is there a way to check whether anybody on the server is a
 member of
 
 a
 
 particular community group?  I don't see any promising function
 
 names
 
 in
 
 the
   
 CSteamID class.

 Thanks,
 frikazoyd
 ___
 To unsubscribe, edit your list preferences, or view the list
 
 archives,
 
 please visit:
   
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 
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Re: [hlcoders] Steam Community Group members

2008-11-09 Thread frikazoyd
The idea is that I want each client to know if someone is in a particular
group or not.  Having the clients check if they are in the group is easy
enough, but passing it to the server is a bit harder, in a secure way.  I
can't just use the data tables, as that seems to be only one-way data.

On Wed, Nov 5, 2008 at 2:21 PM, Nick [EMAIL PROTECTED] wrote:

 Why not do it clientside only?

 On Tue, Nov 4, 2008 at 10:54 PM, frikazoyd [EMAIL PROTECTED] wrote:
  Back to this, I am having some issues passing the data to the server from
  each client.  I want all the clients to check their groups, but then
 passing
  that info doesn't happen very cleanly.  Network variables appear to only
  work one way.
 
  Is there a good, secure way to pass this data from each client to the
  server?
 
  On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris
  [EMAIL PROTECTED]wrote:
 
  Hi
 
  You must first iterate all your groups and print out the name and
  CSteamID.id then you will create a CSteamID variable for your group
 using
  the id as well as a 0 instance, a Clan Type, and a public universe. Then
  you
  iterate to see on each local client if they are in that specific group
 id
  then send it to the server, and then you can do what you need with that
  information. (The server does not have capability to check the group
  memberships that is why each local client must check if they are in the
  group and tell the server. It is also because a local client only knows
  about the membership of people he knows, ie friends)
 
  Chris
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd
  Sent: Thursday, October 23, 2008 7:08 PM
  To: [EMAIL PROTECTED]; Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Steam Community Group members
 
  I found a thread a while back on this, but I think all the code did was
  grab
  their friend ID and convert it to a steamID.  The current SDK comes with
  that right out of the package though, so that isn't quite what I need.
 
  I was able to successfully list what groups *I* belong to, but according
 to
  the .h definitions, I believe those only list what groups the local
 player
  belongs to.  I did notice, however, that the groups also post as
 CSteamID,
  so I was hoping that checking whether a user and the SteamID for a group
  were friends would be a possibility.
 
  On Thu, Oct 23, 2008 at 5:35 PM, Jed [EMAIL PROTECTED] wrote:
 
   Didn't we have a discussion about this a few months ago? I think I
   started the thread. Someone posted a link to some example code that
   did it.
  
   - Jed
  
   2008/10/23 frikazoyd [EMAIL PROTECTED]:
Hi,
I noticed in the isteamfriends.h API there is some code to grab
 Steam
Community Group info for the local player.
   
Is there a way to check whether anybody on the server is a member of
 a
particular community group?  I don't see any promising function
 names
  in
   the
CSteamID class.
   
Thanks,
frikazoyd
___
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 archives,
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Re: [hlcoders] Steam Community Group members

2008-11-09 Thread Janek
Use a ConCommand to send your data from client to server.

J.

Envoyé de mon iPhone

Le 10 nov. 08 à 00:08, frikazoyd [EMAIL PROTECTED] a écrit :

 The idea is that I want each client to know if someone is in a  
 particular
 group or not.  Having the clients check if they are in the group is  
 easy
 enough, but passing it to the server is a bit harder, in a secure  
 way.  I
 can't just use the data tables, as that seems to be only one-way data.

 On Wed, Nov 5, 2008 at 2:21 PM, Nick [EMAIL PROTECTED] wrote:

 Why not do it clientside only?

 On Tue, Nov 4, 2008 at 10:54 PM, frikazoyd [EMAIL PROTECTED]  
 wrote:
 Back to this, I am having some issues passing the data to the  
 server from
 each client.  I want all the clients to check their groups, but then
 passing
 that info doesn't happen very cleanly.  Network variables appear  
 to only
 work one way.

 Is there a good, secure way to pass this data from each client to  
 the
 server?

 On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris
 [EMAIL PROTECTED]wrote:

 Hi

 You must first iterate all your groups and print out the name and
 CSteamID.id then you will create a CSteamID variable for your group
 using
 the id as well as a 0 instance, a Clan Type, and a public  
 universe. Then
 you
 iterate to see on each local client if they are in that specific  
 group
 id
 then send it to the server, and then you can do what you need  
 with that
 information. (The server does not have capability to check the  
 group
 memberships that is why each local client must check if they are  
 in the
 group and tell the server. It is also because a local client only  
 knows
 about the membership of people he knows, ie friends)

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of  
 frikazoyd
 Sent: Thursday, October 23, 2008 7:08 PM
 To: [EMAIL PROTECTED]; Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam Community Group members

 I found a thread a while back on this, but I think all the code  
 did was
 grab
 their friend ID and convert it to a steamID.  The current SDK  
 comes with
 that right out of the package though, so that isn't quite what I  
 need.

 I was able to successfully list what groups *I* belong to, but  
 according
 to
 the .h definitions, I believe those only list what groups the local
 player
 belongs to.  I did notice, however, that the groups also post as
 CSteamID,
 so I was hoping that checking whether a user and the SteamID for  
 a group
 were friends would be a possibility.

 On Thu, Oct 23, 2008 at 5:35 PM, Jed [EMAIL PROTECTED] wrote:

 Didn't we have a discussion about this a few months ago? I think I
 started the thread. Someone posted a link to some example code  
 that
 did it.

 - Jed

 2008/10/23 frikazoyd [EMAIL PROTECTED]:
 Hi,
 I noticed in the isteamfriends.h API there is some code to grab
 Steam
 Community Group info for the local player.

 Is there a way to check whether anybody on the server is a  
 member of
 a
 particular community group?  I don't see any promising function
 names
 in
 the
 CSteamID class.

 Thanks,
 frikazoyd
 ___
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 archives,
 please visit:
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[hlcoders] Steam Servers browser

2008-11-07 Thread Janek
Hi,

Last Steam update sounds to have a bad effect in Servers list browser as
now none of servers of my mod are listed when my mod is not started. I have
to launch my mod to be able to see servers in servers list browser.

Does any of you are experiencing the same issue with your mod ?
Does Valve has any explaination about this problem, and if so is it planned
to be fixed ?

Best regards,

-- 
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Yorg Kuijs
All mod's seem to have the problem at the moment except the ones that 
are downloadable of steam.
I assume with that many mods having the problem a fix will come out soon 
enough.

Janek wrote:
 Hi,

 Last Steam update sounds to have a bad effect in Servers list browser as
 now none of servers of my mod are listed when my mod is not started. I have
 to launch my mod to be able to see servers in servers list browser.

 Does any of you are experiencing the same issue with your mod ?
 Does Valve has any explaination about this problem, and if so is it planned
 to be fixed ?

 Best regards,
   

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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Alfred Reynolds
We will look into it, can you please tell me the app your mod is based
off (HL2, HL2:DM, SourceSDK Base, etc).

- Alfred

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
 Sent: Friday, November 07, 2008 7:23 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam Servers browser
 
 All mod's seem to have the problem at the moment except the ones that
 are downloadable of steam.
 I assume with that many mods having the problem a fix will come out
 soon
 enough.
 
 Janek wrote:
  Hi,
 
  Last Steam update sounds to have a bad effect in Servers list
 browser as
  now none of servers of my mod are listed when my mod is not started.
 I have
  to launch my mod to be able to see servers in servers list
browser.
 
  Does any of you are experiencing the same issue with your mod ?
  Does Valve has any explaination about this problem, and if so is it
 planned
  to be fixed ?
 
  Best regards,
 
 
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
HL2:DM (320) Ep1 engine

2008/11/7 Alfred Reynolds [EMAIL PROTECTED]

 We will look into it, can you please tell me the app your mod is based
 off (HL2, HL2:DM, SourceSDK Base, etc).

 - Alfred

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
  Sent: Friday, November 07, 2008 7:23 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Steam Servers browser
 
  All mod's seem to have the problem at the moment except the ones that
  are downloadable of steam.
  I assume with that many mods having the problem a fix will come out
  soon
  enough.
 
  Janek wrote:
   Hi,
  
   Last Steam update sounds to have a bad effect in Servers list
  browser as
   now none of servers of my mod are listed when my mod is not started.
  I have
   to launch my mod to be able to see servers in servers list
 browser.
  
   Does any of you are experiencing the same issue with your mod ?
   Does Valve has any explaination about this problem, and if so is it
  planned
   to be fixed ?
  
   Best regards,
  
 
  ___
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  please visit:
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
I forgot to mention thank you alfred for taking care of this issue.

J.

2008/11/7 Janek [EMAIL PROTECTED]

 HL2:DM (320) Ep1 engine

 2008/11/7 Alfred Reynolds [EMAIL PROTECTED]

 We will look into it, can you please tell me the app your mod is based
 off (HL2, HL2:DM, SourceSDK Base, etc).

 - Alfred

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
  Sent: Friday, November 07, 2008 7:23 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Steam Servers browser
 
  All mod's seem to have the problem at the moment except the ones that
  are downloadable of steam.
  I assume with that many mods having the problem a fix will come out
  soon
  enough.
 
  Janek wrote:
   Hi,
  
   Last Steam update sounds to have a bad effect in Servers list
  browser as
   now none of servers of my mod are listed when my mod is not started.
  I have
   to launch my mod to be able to see servers in servers list
 browser.
  
   Does any of you are experiencing the same issue with your mod ?
   Does Valve has any explaination about this problem, and if so is it
  planned
   to be fixed ?
  
   Best regards,
  
 
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  please visit:
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 please visit:
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Nick
Also mods based on 215 also have the problem. http://www.empiresmod.com/

You cannot see empiresmod servers from the desktop server browser, but
from ingame-server brower all servers are available.

On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote:
 I forgot to mention thank you alfred for taking care of this issue.

 J.

 2008/11/7 Janek [EMAIL PROTECTED]

 HL2:DM (320) Ep1 engine

 2008/11/7 Alfred Reynolds [EMAIL PROTECTED]

 We will look into it, can you please tell me the app your mod is based
 off (HL2, HL2:DM, SourceSDK Base, etc).

 - Alfred

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
  Sent: Friday, November 07, 2008 7:23 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Steam Servers browser
 
  All mod's seem to have the problem at the moment except the ones that
  are downloadable of steam.
  I assume with that many mods having the problem a fix will come out
  soon
  enough.
 
  Janek wrote:
   Hi,
  
   Last Steam update sounds to have a bad effect in Servers list
  browser as
   now none of servers of my mod are listed when my mod is not started.
  I have
   to launch my mod to be able to see servers in servers list
 browser.
  
   Does any of you are experiencing the same issue with your mod ?
   Does Valve has any explaination about this problem, and if so is it
  planned
   to be fixed ?
  
   Best regards,
  
 
  ___
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  please visit:
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
Oh I'm sorry. I did a mistake, my mod is using 215 as well and not 320. 320
is mounted.

2008/11/7 Nick [EMAIL PROTECTED]

 Also mods based on 215 also have the problem. http://www.empiresmod.com/

 You cannot see empiresmod servers from the desktop server browser, but
 from ingame-server brower all servers are available.

 On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote:
  I forgot to mention thank you alfred for taking care of this issue.
 
  J.
 
  2008/11/7 Janek [EMAIL PROTECTED]
 
  HL2:DM (320) Ep1 engine
 
  2008/11/7 Alfred Reynolds [EMAIL PROTECTED]
 
  We will look into it, can you please tell me the app your mod is based
  off (HL2, HL2:DM, SourceSDK Base, etc).
 
  - Alfred
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
   Sent: Friday, November 07, 2008 7:23 AM
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] Steam Servers browser
  
   All mod's seem to have the problem at the moment except the ones that
   are downloadable of steam.
   I assume with that many mods having the problem a fix will come out
   soon
   enough.
  
   Janek wrote:
Hi,
   
Last Steam update sounds to have a bad effect in Servers list
   browser as
now none of servers of my mod are listed when my mod is not
 started.
   I have
to launch my mod to be able to see servers in servers list
  browser.
   
Does any of you are experiencing the same issue with your mod ?
Does Valve has any explaination about this problem, and if so is it
   planned
to be fixed ?
   
Best regards,
   
  
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Tobias H.
I can confirm that for our mod. (using 215)
servers can not be found in master server list.
the only workaround so far ist to manually add them to favorites.
not so elegant.

On Fri, Nov 7, 2008 at 7:30 PM, Janek [EMAIL PROTECTED] wrote:

 Oh I'm sorry. I did a mistake, my mod is using 215 as well and not 320. 320
 is mounted.

 2008/11/7 Nick [EMAIL PROTECTED]

  Also mods based on 215 also have the problem. http://www.empiresmod.com/
 
  You cannot see empiresmod servers from the desktop server browser, but
  from ingame-server brower all servers are available.
 
  On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote:
   I forgot to mention thank you alfred for taking care of this issue.
  
   J.
  
   2008/11/7 Janek [EMAIL PROTECTED]
  
   HL2:DM (320) Ep1 engine
  
   2008/11/7 Alfred Reynolds [EMAIL PROTECTED]
  
   We will look into it, can you please tell me the app your mod is based
   off (HL2, HL2:DM, SourceSDK Base, etc).
  
   - Alfred
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
Sent: Friday, November 07, 2008 7:23 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam Servers browser
   
All mod's seem to have the problem at the moment except the ones
 that
are downloadable of steam.
I assume with that many mods having the problem a fix will come out
soon
enough.
   
Janek wrote:
 Hi,

 Last Steam update sounds to have a bad effect in Servers list
browser as
 now none of servers of my mod are listed when my mod is not
  started.
I have
 to launch my mod to be able to see servers in servers list
   browser.

 Does any of you are experiencing the same issue with your mod ?
 Does Valve has any explaination about this problem, and if so is
 it
planned
 to be fixed ?

 Best regards,

   
___
To unsubscribe, edit your list preferences, or view the list
  archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
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 archives,
   please visit:
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Janek
Problem sounds to be fixed for me now.

Great job Alfred. Thank you very much.

2008/11/7 Tobias H. [EMAIL PROTECTED]

 I can confirm that for our mod. (using 215)
 servers can not be found in master server list.
 the only workaround so far ist to manually add them to favorites.
 not so elegant.

 On Fri, Nov 7, 2008 at 7:30 PM, Janek [EMAIL PROTECTED] wrote:

  Oh I'm sorry. I did a mistake, my mod is using 215 as well and not 320.
 320
  is mounted.
 
  2008/11/7 Nick [EMAIL PROTECTED]
 
   Also mods based on 215 also have the problem.
 http://www.empiresmod.com/
  
   You cannot see empiresmod servers from the desktop server browser, but
   from ingame-server brower all servers are available.
  
   On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote:
I forgot to mention thank you alfred for taking care of this issue.
   
J.
   
2008/11/7 Janek [EMAIL PROTECTED]
   
HL2:DM (320) Ep1 engine
   
2008/11/7 Alfred Reynolds [EMAIL PROTECTED]
   
We will look into it, can you please tell me the app your mod is
 based
off (HL2, HL2:DM, SourceSDK Base, etc).
   
- Alfred
   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
 Sent: Friday, November 07, 2008 7:23 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Steam Servers browser

 All mod's seem to have the problem at the moment except the ones
  that
 are downloadable of steam.
 I assume with that many mods having the problem a fix will come
 out
 soon
 enough.

 Janek wrote:
  Hi,
 
  Last Steam update sounds to have a bad effect in Servers list
 browser as
  now none of servers of my mod are listed when my mod is not
   started.
 I have
  to launch my mod to be able to see servers in servers list
browser.
 
  Does any of you are experiencing the same issue with your mod ?
  Does Valve has any explaination about this problem, and if so
 is
  it
 planned
  to be fixed ?
 
  Best regards,
 

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