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
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
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
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
Steam is suspending accounts at random and in mass w/o reason. Rouge
employee, hacked system or steam bug?
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On Jan 27, 2013 11:43 AM, Pizza pi...@makemeapizza.com wrote:
Steam is suspending accounts at random and in mass w/o reason. Rouge
employee, hacked system or steam bug?
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...@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
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
Yes, if you've Steamworks access.
13.04.2012 11:00 пользователь Leonardo mns.leona...@gmail.com написал:
Good day.
Just got a simple question: could other gamedevs use steam's inventory
system to store players' items?
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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
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:
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.
Color me pickled, it looks like they decided to make a Linux client after
all.
--
Jorge Vino Rodriguez
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WAT
- ScarT
On 24 April 2010 17:10, Jorge Rodriguez bs.v...@gmail.com wrote:
Color me pickled, it looks like they decided to make a Linux client after
all.
--
Jorge Vino Rodriguez
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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
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
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
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
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:
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
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
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
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
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
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:
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
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
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
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
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
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
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
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
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?
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
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
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..
There's a 7zip Linux client. 7zip is open source.
--
Jorge Vino Rodriguez
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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.)
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
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
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
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
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
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
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
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
, 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
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
And PS3 game devs I use bare driver and not OpenGL from what I've
heard. Porting to PS3 is totally different thing than porting to Mac.
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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.
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
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
...@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
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
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
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
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
...@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
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
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
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
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
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
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.
@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
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
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
...@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
...@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
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
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
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
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
, 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
] 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
, 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
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
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.
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
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
Im in the process of writing an application that needs to write to the
program files (which invokes uac on vista) but i have noticed that steam
never seems to do it.
How does steam get around uac on vista?
Mark
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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
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
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
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
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
]; 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
, 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
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
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
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
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
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
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
).
- 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
-
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
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
: 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
] [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
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