[hlcoders] Steam Community Hub for the Source SDK
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Community Hub for the Source SDK
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Community Hub for the Source SDK
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Community Hub for the Source SDK
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Steam is suspending accounts without reason
Steam is suspending accounts at random and in mass w/o reason. Rouge employee, hacked system or steam bug? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Steam is suspending accounts without reason
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Steam is suspending accounts without reason
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Inventory?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Steam Gamestart menu
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Gamestart menu
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Gamestart menu
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
Color me pickled, it looks like they decided to make a Linux client after all. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sendt fra min mobile enhed /ScarT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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:
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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
Re: [hlcoders] Steam 'Connect'
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'
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Steam 'Connect'
There's a 7zip Linux client. 7zip is open source. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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'
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
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 'Connect'
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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
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
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ To unsubscribe, edit your list
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam, vista and UAC
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam + dev annoyance
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam + dev annoyance
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
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, ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit
Re: [hlcoders] Steam Community Group members
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
Re: [hlcoders] Steam Community Group members
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Community Group members
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Community Group members
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam Servers browser
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, -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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
Re: [hlcoders] Steam Servers browser
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
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, ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders