Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?

2014-02-07 Thread Silencio Delgato
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!


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Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?

2014-02-07 Thread Weasels Lair
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!

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Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?

2014-02-07 Thread Weasels Lair
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!

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Re: [hlds] How can I put more on the MOTD Screen of a TF2 Server?

2014-02-07 Thread Mike Vail
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!

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[hlds] Mandatory TF2 update coming

2014-02-07 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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[hlds] Mandatory TF2 update released

2014-02-07 Thread Eric Smith
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 



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Re: [hlds] CS:GO dedicated server won't start

2014-02-07 Thread Dennis @ Game-Desk.net
Hmm, this seems to be a problem on Debian. It doesn’t 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 doesn’t download the Steam folder for CSGO,
like it used to be, and I receive .exe files, which I didn’t 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 I’m 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 I’m having troubles installing new CS:GO servers. It worked fine
sometime in January, but I’ve been trying to create a server since yesterday
with no luck – the server won’t 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.

 

I’m running Debian 7.2 64-bit.

Any help would be highly appreciated! :)

 

Dennis


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[hlds] How can I put more on the MOTD Screen of a TF2 Server?

2014-02-07 Thread Mike Vail
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! 


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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Ross Bemrose
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

2014-02-07 Thread Ross Bemrose
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

2014-02-07 Thread Silencio Delgato
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

2014-02-07 Thread John Irwin
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
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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Gamers Exile
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

2014-02-07 Thread Fletcher Dunn
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

2014-02-07 Thread Fletcher Dunn
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
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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Spencer 'Voogru' MacDonald
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

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[hlds] TF2 client update

2014-02-07 Thread Eric Smith
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



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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Ryan Stecker
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

 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Saint K.
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

2014-02-07 Thread 1nsane
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

2014-02-07 Thread Fletcher Dunn
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

2014-02-07 Thread Bottiger
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

2014-02-07 Thread Dill Bates
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

2014-02-07 Thread Dill Bates
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

2014-02-07 Thread Mike Vail
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

2014-02-07 Thread Dill Bates
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

2014-02-07 Thread Andreas Grimm
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?

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