Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?
Yes, you can still link an html motd to motd.txt in TF2 and it is probably the preferred method if you have a lot of stuff you want to say, but limited room/formatting to say it all. Plus, they generally look a lot nicer and stand out more than your average text-based motd, depending on what kind of image you went with. On Fri, Feb 7, 2014 at 9:41 AM, Mike Vail supp...@boomgaming.net wrote: Hello Fellow Admins, Our community's list of rules and other info I want listed on the MOTD of our TF2 servers is too much to list in the motd.txt file. It's really not that much stuff, but Valve restricts the file size of motd.txt so much that when incorporating all I need to put in there, the file exceeds the limit of what it can be and the MOTD appears blank, even though there's text in the file. I don't know why they do this! Removing some data from the motd.txt file to lower its size and thus works, but I want more info in there. Can anyone suggest an alternative solution to using the motd.txt file for displaying an MOTD that will hold everything I need until Valve decides to increase the file size limit on motd.txt? In the old days of CS:S Servers I ran, I used to link an html image file with all the stuff I needed in the motd.txt file to display the info, but with all the changes to TF2 over the past year, I don't know if I can still do this. I'd love it if this stuff still works: http://www.specialattack.net/content/how-create-tf2-chalkboard-style-motd-html I'm curious what you guys do on your servers for this, so if you're sitting in your office at work and bored out of your mind watching the rain or snow fall and would rather talk about our favorite game and help a brother out, respond and let me know what you think I should do. Happy Friday! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?
Mike - Hope you do not mind the directly-reply (instead of through the list). I didn't necessarily want to post all this publicly. Obviously, HTML-based MOTD's are the key for this type of thing. Unfortunately, players can disable display of HTML-based MOTD's on their clients. So, there's no 100% guarantee that players will see it. Instead of putting the HTML text directly into the motd.txt file, you can put just a single line in the motd.txt file that is the URL of where to the client should go retreive the real motd information. For example, on my TF2 servers I might put just this single line in the motd.txt file: http://games.weaselslair.com/motd-rules.html Obviously, that is a pointer to a web-page that I control. It can be on any web-site you like. From there, you can link to anything you like. Maybe the initial page is just a table-of-contents for multiple pages with more detail on various rules or other information. For example, on my TF2 servers there are several URL's that players have access to via the MOTD: http://games.weaselslair.com/motd-rules.html http://games.weaselslair.com/motd-info-tf2.html http://games.weaselslair.com/motd-cmds-tf2.html On a related note, for players that have HTML-based motd's disabled, they will see the content of the motd_text.txt file instead of going to that URL. So, in the motd_text.txt file, is a smaller, simpler sub-set of the rules or other information - in plain (unformatted) text. Hope this helps, if you have any other related questions regarding this, please do not be afraid to ask. - Weasel On Fri, Feb 7, 2014 at 9:41 AM, Mike Vail supp...@boomgaming.net wrote: Hello Fellow Admins, Our community's list of rules and other info I want listed on the MOTD of our TF2 servers is too much to list in the motd.txt file. It's really not that much stuff, but Valve restricts the file size of motd.txt so much that when incorporating all I need to put in there, the file exceeds the limit of what it can be and the MOTD appears blank, even though there's text in the file. I don't know why they do this! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?
Oops, guess I posted to the mailing list after-all. Hopefully nobody DoS's my URLs. On Fri, Feb 7, 2014 at 10:04 AM, Weasels Lair wea...@weaselslair.com wrote: Mike - Hope you do not mind the directly-reply (instead of through the list). I didn't necessarily want to post all this publicly. Obviously, HTML-based MOTD's are the key for this type of thing. Unfortunately, players can disable display of HTML-based MOTD's on their clients. So, there's no 100% guarantee that players will see it. Instead of putting the HTML text directly into the motd.txt file, you can put just a single line in the motd.txt file that is the URL of where to the client should go retreive the real motd information. For example, on my TF2 servers I might put just this single line in the motd.txt file: http://games.weaselslair.com/motd-rules.html Obviously, that is a pointer to a web-page that I control. It can be on any web-site you like. From there, you can link to anything you like. Maybe the initial page is just a table-of-contents for multiple pages with more detail on various rules or other information. For example, on my TF2 servers there are several URL's that players have access to via the MOTD: http://games.weaselslair.com/motd-rules.html http://games.weaselslair.com/motd-info-tf2.html http://games.weaselslair.com/motd-cmds-tf2.html On a related note, for players that have HTML-based motd's disabled, they will see the content of the motd_text.txt file instead of going to that URL. So, in the motd_text.txt file, is a smaller, simpler sub-set of the rules or other information - in plain (unformatted) text. Hope this helps, if you have any other related questions regarding this, please do not be afraid to ask. - Weasel On Fri, Feb 7, 2014 at 9:41 AM, Mike Vail supp...@boomgaming.net wrote: Hello Fellow Admins, Our community's list of rules and other info I want listed on the MOTD of our TF2 servers is too much to list in the motd.txt file. It's really not that much stuff, but Valve restricts the file size of motd.txt so much that when incorporating all I need to put in there, the file exceeds the limit of what it can be and the MOTD appears blank, even though there's text in the file. I don't know why they do this! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?
LOL! Thanks to Weasel and Silencio. They answered my question. I appreciate the replies and have a great weekend. -Original Message- From: Weasels Lair [mailto:wea...@weaselslair.com] Sent: Friday, February 07, 2014 10:06 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server? Oops, guess I posted to the mailing list after-all. Hopefully nobody DoS's my URLs. On Fri, Feb 7, 2014 at 10:04 AM, Weasels Lair wea...@weaselslair.com wrote: Mike - Hope you do not mind the directly-reply (instead of through the list). I didn't necessarily want to post all this publicly. Obviously, HTML-based MOTD's are the key for this type of thing. Unfortunately, players can disable display of HTML-based MOTD's on their clients. So, there's no 100% guarantee that players will see it. Instead of putting the HTML text directly into the motd.txt file, you can put just a single line in the motd.txt file that is the URL of where to the client should go retreive the real motd information. For example, on my TF2 servers I might put just this single line in the motd.txt file: http://games.weaselslair.com/motd-rules.html Obviously, that is a pointer to a web-page that I control. It can be on any web-site you like. From there, you can link to anything you like. Maybe the initial page is just a table-of-contents for multiple pages with more detail on various rules or other information. For example, on my TF2 servers there are several URL's that players have access to via the MOTD: http://games.weaselslair.com/motd-rules.html http://games.weaselslair.com/motd-info-tf2.html http://games.weaselslair.com/motd-cmds-tf2.html On a related note, for players that have HTML-based motd's disabled, they will see the content of the motd_text.txt file instead of going to that URL. So, in the motd_text.txt file, is a smaller, simpler sub-set of the rules or other information - in plain (unformatted) text. Hope this helps, if you have any other related questions regarding this, please do not be afraid to ask. - Weasel On Fri, Feb 7, 2014 at 9:41 AM, Mike Vail supp...@boomgaming.net wrote: Hello Fellow Admins, Our community's list of rules and other info I want listed on the MOTD of our TF2 servers is too much to list in the motd.txt file. It's really not that much stuff, but Valve restricts the file size of motd.txt so much that when incorporating all I need to put in there, the file exceeds the limit of what it can be and the MOTD appears blank, even though there's text in the file. I don't know why they do this! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Mandatory TF2 update coming
We're working on a mandatory update for TF2. We should have it ready soon. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Mandatory TF2 update released
We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client crash caused by trying to load an invalid URL - Fixed achievements getting stuck in a completed state and not being awarded to the player - Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_delay - Fixed the equipped label being displayed on incorrect backpack panels when equipping items - Fixed the upper-left backpack panel always being highlighted when equipping items - Fixed player names being clipped by item images in the Freeze Cam and Inspect panels - Updated the equip_region for The Extra Layer - Updated the Blue team material for the Ambassador to be less red - Updated ctf_2fort - Fixed a rendering bug on a silo prop in the skybox area for the Blue base ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] CS:GO dedicated server won't start
Hmm, this seems to be a problem on Debian. It doesnt create the Steam folder when started, like the server on Ubuntu does. Any clues on what could be wrong? Fra: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] På vegne af Dennis @ Game-Desk.net Sendt: 6. februar 2014 23:11 Til: 'Half-Life dedicated Win32 server mailing list' Emne: Re: [hlds] CS:GO dedicated server won't start I also noticed that the SteamCMD doesnt download the Steam folder for CSGO, like it used to be, and I receive .exe files, which I didnt do in January :P Fra: mailto:hlds-boun...@list.valvesoftware.com hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] På vegne af Dennis @ Game-Desk.net Sendt: 6. februar 2014 23:06 Til: 'Half-Life dedicated Win32 server mailing list' Emne: Re: [hlds] CS:GO dedicated server won't start Damn it, that did not fix all. Now Im getting the following: [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Fra: mailto:hlds-boun...@list.valvesoftware.com hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] På vegne af Ross Bemrose Sendt: 6. februar 2014 22:10 Til: Half-Life dedicated Win32 server mailing list Emne: Re: [hlds] CS:GO dedicated server won't start It needs the game's client appid and not the server appid. On 2/6/2014 4:01 PM, Mailinglists Game Desk wrote: Hmmm, seems like it is working now. Do you have any idea why the file is not downloaded through SteamCMD? I have tested with multiple machines :) And why does it need to be 730 instead of 740? Dennis Fra: hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] På vegne af Andre Müller Sendt: 6. februar 2014 21:54 Til: Half-Life dedicated Win32 server mailing list Emne: Re: [hlds] CS:GO dedicated server won't start Create the file: /home/tcagame/Dennis/289/steam_appid.txt with the content: 730 2014-02-06 Mailinglists Game Desk mailingli...@game-desk.net mailto:mailingli...@game-desk.net : Hi, Somehow Im having troubles installing new CS:GO servers. It worked fine sometime in January, but Ive been trying to create a server since yesterday with no luck the server wont start. This happens when I try to start the server: http://pastebin.com/j5KL4RES I can copy files from the server that I made back in January, and it works fine, and I can also update the server with SteamCmd, but I cannot start the server with the vanilla files from SteamCmd. Im running Debian 7.2 64-bit. Any help would be highly appreciated! :) Dennis ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] How can I put more on the MOTD Screen of a TF2 Server?
Hello Fellow Admins, Our community's list of rules and other info I want listed on the MOTD of our TF2 servers is too much to list in the motd.txt file. It's really not that much stuff, but Valve restricts the file size of motd.txt so much that when incorporating all I need to put in there, the file exceeds the limit of what it can be and the MOTD appears blank, even though there's text in the file. I don't know why they do this! Removing some data from the motd.txt file to lower its size and thus works, but I want more info in there. Can anyone suggest an alternative solution to using the motd.txt file for displaying an MOTD that will hold everything I need until Valve decides to increase the file size limit on motd.txt? In the old days of CS:S Servers I ran, I used to link an html image file with all the stuff I needed in the motd.txt file to display the info, but with all the changes to TF2 over the past year, I don't know if I can still do this. I'd love it if this stuff still works: http://www.specialattack.net/content/how-create-tf2-chalkboard-style-motd-html I'm curious what you guys do on your servers for this, so if you're sitting in your office at work and bored out of your mind watching the rain or snow fall and would rather talk about our favorite game and help a brother out, respond and let me know what you think I should do. Happy Friday! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key= yourkey https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF accounts and only use Steam gameserver accounts. HOW FAVORITES MIGRATION WORKS: In the next few days we will release an updated Steam Client beta that knows how to migrate favorites. On the client, each favorite has an IP:port and a gameserver account. The account might be empty --- that will of course be the case for all previously existing favorites. Periodically, a client will try to sync up the favorites list IP:port addresses and accounts. If there is an IP:port without an associated account, it will ask the master server for information about that address. If a server is running on that address and logged into an account, the client will record the account. Once the client has an account associated with the favorite, the account becomes the primary key and will not change.
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
For those of you too lazy to get curl working, I made a quick (5-minute) web form for registering an API key. http://tf2.rbemrose.com/steamreg.html If you don't trust me, feel free to look at the source code. It should be easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or even images. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key= yourkey https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF accounts and only use Steam gameserver accounts. HOW FAVORITES MIGRATION WORKS: In the next few days we will release an updated Steam Client beta that knows how to migrate favorites. On the client, each favorite has an IP:port and a gameserver account. The account might be empty --- that will of course be the case for all previously existing favorites. Periodically, a client will try to sync up the favorites list IP:port addresses and accounts. If there is an IP:port without an associated account, it will ask the master server for information about that
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key= yourkey https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF accounts and only use Steam gameserver accounts. HOW FAVORITES MIGRATION WORKS: In the next few days we will release an updated Steam Client beta that knows how to migrate favorites. On the client, each favorite has an IP:port and a gameserver account. The account might be empty --- that will of course be the case for all previously existing favorites. Periodically, a client will try to sync up the favorites list IP:port addresses and accounts. If there is an IP:port without an associated account, it will ask the master server for information about that address. If a server is running on that address and
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Thanks Ross. Have bookmarked and will get back to you if issues found (not expecting any). Fletcher, what are the implications of linking to a single user? Should I register a new steam account for this? What if one of my admins creates the connection and it links to his account then he leaves our group a year later? What if I use my own account but later get hacked? John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens?Anyone?Thanks GE Sent Via Pigeon From: Silencio DelgatoSent: Friday, February 7, 2014 2:32 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soonThank you very much Ross, I'll be sure to use this when I finally get some time to myself later today.On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * "Show servers" button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
You’ll need one token per server. The logon only accepts the token, so the token serves as account+password. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile Sent: Friday, February 07, 2014 1:40 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens? Anyone? Thanks GE Sent Via Pigeon From: Silencio Delgato Sent: Friday, February 7, 2014 2:32 PM To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.commailto:rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
It's possible that we might implement a mechanism to transfer ownership at some point, but I wouldn't do anything that depends on that. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin Sent: Friday, February 07, 2014 1:39 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thanks Ross. Have bookmarked and will get back to you if issues found (not expecting any). Fletcher, what are the implications of linking to a single user? Should I register a new steam account for this? What if one of my admins creates the connection and it links to his account then he leaves our group a year later? What if I use my own account but later get hacked? John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Can we get a custom, new, fancy, snazzy command to connect to a game server by the game servers steamid? Maybe even make it part of the steam connect command? connectid gameserverid It would be epic. Thanks. - Spencer. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Friday, February 07, 2014 4:45 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon It's possible that we might implement a mechanism to transfer ownership at some point, but I wouldn't do anything that depends on that. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin Sent: Friday, February 07, 2014 1:39 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thanks Ross. Have bookmarked and will get back to you if issues found (not expecting any). Fletcher, what are the implications of linking to a single user? Should I register a new steam account for this? What if one of my admins creates the connection and it links to his account then he leaves our group a year later? What if I use my own account but later get hacked? John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] TF2 client update
We've released a client update for TF2. This update does not affect dedicated servers. The notes for the update are below. -Eric - - Fixed a client crash related to the Quickplay menu - Fixed the Crafting menu not showing the inputs/outputs correctly - Fixed the Backpack not drawing paint splotches for items that have been painted - Fixed the Engineer's belt and pocket equip_regions conflicting for some items - Reverted the changes to The Half-Zatoichi until the effects on the Soldier can be investigated Note missed from the previous update: - Fixed the MvM upgrade menu closing when a Strange item has its counter increment ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Additionally a new steam protocol handler for it would be nice as well, steam://connectid/id On Fri, Feb 7, 2014 at 5:03 PM, Nomaan Ahmad n0man@gmail.com wrote: +1 For Voogru's suggestion. Would be great! On 7 February 2014 22:56, Spencer 'Voogru' MacDonald voo...@voogru.comwrote: Can we get a custom, new, fancy, snazzy command to connect to a game server by the game servers steamid? Maybe even make it part of the steam connect command? connectid gameserverid It would be epic. Thanks. - Spencer. *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn *Sent:* Friday, February 07, 2014 4:45 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon It’s possible that we might implement a mechanism to transfer ownership at some point, but I wouldn’t do anything that depends on that. *From:* hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com] *On Behalf Of *John Irwin *Sent:* Friday, February 07, 2014 1:39 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thanks Ross. Have bookmarked and will get back to you if issues found (not expecting any). Fletcher, what are the implications of linking to a single user? Should I register a new steam account for this? What if one of my admins creates the connection and it links to his account then he leaves our group a year later? What if I use my own account but later get hacked? John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
I’m confused. Do I need a unique key for each server for the sv_setsteamaccount value? Saint K. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Friday, February 07, 2014 10:42 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon You’ll need one token per server. The logon only accepts the token, so the token serves as account+password. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile Sent: Friday, February 07, 2014 1:40 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens? Anyone? Thanks GE Sent Via Pigeon From: Silencio Delgato Sent: Friday, February 7, 2014 2:32 PM To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Yes. On Fri, Feb 7, 2014 at 6:39 PM, Saint K. sai...@specialattack.net wrote: I'm confused. Do I need a unique key for each server for the sv_setsteamaccount value? Saint K. *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn *Sent:* Friday, February 07, 2014 10:42 PM *To:* hlds@list.valvesoftware.com *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon You'll need one token per server. The logon only accepts the token, so the token serves as account+password. *From:* hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com] *On Behalf Of *Gamers Exile *Sent:* Friday, February 07, 2014 1:40 PM *To:* hlds@list.valvesoftware.com *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens? Anyone? Thanks GE Sent Via Pigeon *From: *Silencio Delgato *Sent: *Friday, February 7, 2014 2:32 PM *To: *Half-Life dedicated Win32 server mailing list *Reply To: *Half-Life dedicated Win32 server mailing list *Subject: *Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key= yourkey https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Yes! The token is essentially login credentials (combination account and password). If you use the same token, you are asking all the servers to login to the same account. But only one server can be on an account at a time. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Friday, February 07, 2014 3:39 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I’m confused. Do I need a unique key for each server for the sv_setsteamaccount value? Saint K. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Friday, February 07, 2014 10:42 PM To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon You’ll need one token per server. The logon only accepts the token, so the token serves as account+password. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile Sent: Friday, February 07, 2014 1:40 PM To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens? Anyone? Thanks GE Sent Via Pigeon From: Silencio Delgato Sent: Friday, February 7, 2014 2:32 PM To: Half-Life dedicated Win32 server mailing list Reply To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.commailto:rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Can there be cvars like sv_registration_successful and sv_registration_message for the steam account? I noticed that sv_registration and vac can be enabled while the steam account is not logged in. On Fri, Feb 7, 2014 at 3:42 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Yes! The token is essentially login credentials (combination account and password). If you use the same token, you are asking all the servers to login to the same account. But only one server can be on an account at a time. *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Saint K. *Sent:* Friday, February 07, 2014 3:39 PM *To:* 'Half-Life dedicated Win32 server mailing list' *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm confused. Do I need a unique key for each server for the sv_setsteamaccount value? Saint K. *From:* hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn *Sent:* Friday, February 07, 2014 10:42 PM *To:* hlds@list.valvesoftware.com *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon You'll need one token per server. The logon only accepts the token, so the token serves as account+password. *From:* hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com] *On Behalf Of *Gamers Exile *Sent:* Friday, February 07, 2014 1:40 PM *To:* hlds@list.valvesoftware.com *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens? Anyone? Thanks GE Sent Via Pigeon *From: *Silencio Delgato *Sent: *Friday, February 7, 2014 2:32 PM *To: *Half-Life dedicated Win32 server mailing list *Reply To: *Half-Life dedicated Win32 server mailing list *Subject: *Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Thank you very much Ross, I'll be sure to use this when I finally get some time to myself later today. On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote: er... registering a server using an API key for my last post. Whoops. On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page
Re: [hlds] Mandatory TF2 update released
After rebooting servers, and logging in, and off, and then back in again, my admins no longer have access to the sm_admin command. Anyone else seeing this? On Feb 7, 2014, at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client crash caused by trying to load an invalid URL - Fixed achievements getting stuck in a completed state and not being awarded to the player - Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_delay - Fixed the equipped label being displayed on incorrect backpack panels when equipping items - Fixed the upper-left backpack panel always being highlighted when equipping items - Fixed player names being clipped by item images in the Freeze Cam and Inspect panels - Updated the equip_region for The Extra Layer - Updated the Blue team material for the Ambassador to be less red - Updated ctf_2fort -
Re: [hlds] Mandatory TF2 update released
Also getting reports when players check !rank, they're getting the score for replay only. Seems like this update broke quite a bit of stuff on my side anyways. First time in along time. On Feb 7, 2014, at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client crash caused by trying to load an invalid URL - Fixed achievements getting stuck in a completed state and not being awarded to the player - Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_delay - Fixed the equipped label being displayed on incorrect backpack panels when equipping items - Fixed the upper-left backpack panel always being highlighted when equipping items - Fixed player names being clipped by item images in the Freeze Cam and Inspect panels - Updated the equip_region for The Extra Layer - Updated the Blue team material for the Ambassador to be less red
Re: [hlds] Mandatory TF2 update released
I'd update SourceMod Dill. It looks like that's probably the issue. Mine are all working fine on Windows 2008. -Original Message- From: Dill Bates [mailto:dillbat...@gmail.com] Sent: Friday, February 07, 2014 7:18 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released Also getting reports when players check !rank, they're getting the score for replay only. Seems like this update broke quite a bit of stuff on my side anyways. First time in along time. On Feb 7, 2014, at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client crash caused by trying to load an invalid URL - Fixed achievements getting stuck in a completed state and not being awarded to the player - Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_delay - Fixed the equipped label being displayed on incorrect backpack panels when equipping items - Fixed the upper-left
Re: [hlds] Mandatory TF2 update released
I really appreciate you answering bro! I did update to the latest stable branch version, 1.5.3-hg3975, and still having the same issue. What version are you running? I was running, and having no issues with 1.5.2 since October. Thanks again, -Dill On Feb 7, 2014, at 9:07 PM, Mike Vail supp...@boomgaming.net wrote: I'd update SourceMod Dill. It looks like that's probably the issue. Mine are all working fine on Windows 2008. -Original Message- From: Dill Bates [mailto:dillbat...@gmail.com] Sent: Friday, February 07, 2014 7:18 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mandatory TF2 update released Also getting reports when players check !rank, they're getting the score for replay only. Seems like this update broke quite a bit of stuff on my side anyways. First time in along time. On Feb 7, 2014, at 10:29 AM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the status command - Fixed the Killstreak counts not being accurately portrayed in the scoreboard - Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop - Fixed a UV/skinning problem on the level 1 sentry - Fixed a problem where activate virtual reality doesn't work if you have 2 monitors + headset - Fixed a client
[hlds] TF2 - Spawnprotection vs Giving gameplay advantage to players
Something like https://forums.alliedmods.net/showthread.php?p=1977137 vs. Giving gameplay advantage to players What do you think? Still allowed to use spawn protection systems? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds