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
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
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] [hlds_linux] Important changes to TF2 coming soon
I use cfg/autoexec.cfg for stuff like that , with very little on the command-line. old-school! Re: [hlds] Important changes to TF2 coming soon 1nsane Thu, 06 Feb 2014 12:50:44 -0800 Yeah... easy enough for me to do. But what about those who might not have full control over their startup cmd line? ___ 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
Keep in mind that you need a different token for every game server process you run, so autoexec.cfg wouldn't be an appropriate place if you're running multiple servers from the same installation. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair Sent: Thursday, February 06, 2014 1:29 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I use cfg/autoexec.cfg for stuff like that , with very little on the command-line. old-school! Re: [hlds] Important changes to TF2 coming soon 1nsane Thu, 06 Feb 2014 12:50:44 -0800 Yeah... easy enough for me to do. But what about those who might not have full control over their startup cmd line? ___ 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
Which is why you do it in a file you +exec on the startup line instead. On 2/6/2014 4:47 PM, Tony Paloma wrote: Keep in mind that you need a different token for every game server process you run, so autoexec.cfg wouldn't be an appropriate place if you're running multiple servers from the same installation. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Weasels Lair Sent: Thursday, February 06, 2014 1:29 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon I use cfg/autoexec.cfg for stuff like that , with very little on the command-line. old-school! Re: [hlds] Important changes to TF2 coming soon 1nsane Thu, 06 Feb 2014 12:50:44 -0800 Yeah... easy enough for me to do. But what about those who might not have full control over their startup cmd line? ___ 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
By the way, for those of you who haven't read the new Quickplay FAQ, these are now forbidden on QuickPlay servers: * Giving or selling gameplay advantages * Modifying player economy items (read: weapons, items, cosmetics) On 2/5/2014 7:01 PM, Fletcher Dunn wrote: TF quickplay changes: next TF update. Ability to create gameserver accounts via WebAPI: Available now. Ability to login TF server to your account: next TF update. Steam client beta capable of storing favorites keyed by account and migrating favorites: within a week or so. All steam clients are capable of storing favorites keyed by account: No ETA. (Probably a few weeks at most.) We are expecting the next TF update to be tomorrow. Hopefully everybody who has been a TF server operator for any length of time knows that this is a hope, not a promise. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mtvnoob Sent: Wednesday, February 05, 2014 3:56 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important changes to TF2 coming soon Can we expect these features to be implemented within the next 48 hours? On Wed, Feb 5, 2014 at 3:52 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,
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: * Opening a MOTD window (hidden or visible) that is not requested * Forcing clients to view the MOTD until a timer has expired * Giving or selling gameplay advantage to players * Kicking players to make room for reserved slots * Modifying stock maps, models, or materials * Running non-default game modes: prop hunt, dodgeball, etc * Enforcing class limits * Browser popups * Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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 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
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
golf clap From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Wednesday, February 5, 2014 7:29 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: * Opening a MOTD window (hidden or visible) that is not requested * Forcing clients to view the MOTD until a timer has expired * Giving or selling gameplay advantage to players * Kicking players to make room for reserved slots * Modifying stock maps, models, or materials * Running non-default game modes: prop hunt, dodgeball, etc * Enforcing class limits * Browser popups * Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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 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
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
One of my admins brought this up, and I never thought to bring it up: is there a particular reason for including nocrits but still completely excluding nodmgspread? It seems odd to allow players to select one but not the other through QuickPlay. On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.comwrote: golf clap *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose *Sent:* Wednesday, February 5, 2014 7:29 PM *To:* Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: · Opening a MOTD window (hidden or visible) that is not requested · Forcing clients to view the MOTD until a timer has expired · Giving or selling gameplay advantage to players · Kicking players to make room for reserved slots · Modifying stock maps, models, or materials · Running non-default game modes: prop hunt, dodgeball, etc · Enforcing class limits · Browser popups · Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Thank you very much for the heads up Fletcher. One question (as this was super bad timining on my part) because i moved one of my most popular servers to a different host/ip. Is there any method of migrating peoples favorites over with the new sync feature? I still have the original IP and the server is running, just with the hostname advertising the new address. Would it be possible to register that server... wait a few days for everyone's favorites to update, then move the registration over to the new server's address? On Wed, Feb 5, 2014 at 8:14 PM, thesupremecommander thesupremec...@gmail.com wrote: One of my admins brought this up, and I never thought to bring it up: is there a particular reason for including nocrits but still completely excluding nodmgspread? It seems odd to allow players to select one but not the other through QuickPlay. On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.comwrote: golf clap *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose *Sent:* Wednesday, February 5, 2014 7:29 PM *To:* Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: · Opening a MOTD window (hidden or visible) that is not requested · Forcing clients to view the MOTD until a timer has expired · Giving or selling gameplay advantage to players · Kicking players to make room for reserved slots · Modifying stock maps, models, or materials · Running non-default game modes: prop hunt, dodgeball, etc · Enforcing class limits · Browser popups · Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
This is a whole bunch of very good news. Thanks a lot for the headsup, I just have two questions: 1) Can there be a pool for modded game servers, that the FAQ currently completely excludes? Would it be possible to give us a tool that designates a server gameplay modded and then just put them all together for the players that feel like experimenting? I think that these mods are and have been playing a good part in the server culture, although I don't like most of them myself. This new system seems it's all about giving back options and choice to the players, so I think this would be a good idea, even if it was tucked away somewhere at the end. 2) I can see where you are coming from, but does a class limit really necessitate a complete exclusion from quickplay? I think it's pretty evident, especially on servers that rely heavily on newer players, that games can be rendered basically unplayable without enforcing sane class limits. TF2 is not fun when 10/12 players play as a sniper. On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander thesupremec...@gmail.com wrote: One of my admins brought this up, and I never thought to bring it up: is there a particular reason for including nocrits but still completely excluding nodmgspread? It seems odd to allow players to select one but not the other through QuickPlay. On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.com wrote: golf clap From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Wednesday, February 5, 2014 7:29 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: · Opening a MOTD window (hidden or visible) that is not requested · Forcing clients to view the MOTD until a timer has expired · Giving or selling gameplay advantage to players · Kicking players to make room for reserved slots · Modifying stock maps, models, or materials · Running non-default game modes: prop hunt, dodgeball, etc · Enforcing class limits · Browser popups · Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
I would have to agree with that (not excluding class limits from quickplay). We actually just implemented a class limit vote plugin that allows the players to pass class limits (that lasts the duration of a map) when those kinds of things get out of hand. I think a viable alternative would be to say class limits are ok on 25+ slot servers, since they are custom by definition anyway. On Wed, Feb 5, 2014 at 8:24 PM, Valentin G. nextra...@gmail.com wrote: This is a whole bunch of very good news. Thanks a lot for the headsup, I just have two questions: 1) Can there be a pool for modded game servers, that the FAQ currently completely excludes? Would it be possible to give us a tool that designates a server gameplay modded and then just put them all together for the players that feel like experimenting? I think that these mods are and have been playing a good part in the server culture, although I don't like most of them myself. This new system seems it's all about giving back options and choice to the players, so I think this would be a good idea, even if it was tucked away somewhere at the end. 2) I can see where you are coming from, but does a class limit really necessitate a complete exclusion from quickplay? I think it's pretty evident, especially on servers that rely heavily on newer players, that games can be rendered basically unplayable without enforcing sane class limits. TF2 is not fun when 10/12 players play as a sniper. On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander thesupremec...@gmail.com wrote: One of my admins brought this up, and I never thought to bring it up: is there a particular reason for including nocrits but still completely excluding nodmgspread? It seems odd to allow players to select one but not the other through QuickPlay. On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.com wrote: golf clap From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Wednesday, February 5, 2014 7:29 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: · Opening a MOTD window (hidden or visible) that is not requested · Forcing clients to view the MOTD until a timer has expired · Giving or selling gameplay advantage to players · Kicking players to make room for reserved slots · Modifying stock maps, models, or materials · Running non-default game modes: prop hunt, dodgeball, etc · Enforcing class limits · Browser popups · Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Everyone is distracted by account based favorites that they don't realize it will be useless when their servers empty out. The Show Servers button? It'll probably be a tiny button in the middle of the screen. There's no way to entice people to donate and you cannot make modifications that sets you apart from official servers. Anyone else see the problem with this? On Wed, Feb 5, 2014 at 5:39 PM, E. Olsen ceo.eol...@gmail.com wrote: I would have to agree with that (not excluding class limits from quickplay). We actually just implemented a class limit vote plugin that allows the players to pass class limits (that lasts the duration of a map) when those kinds of things get out of hand. I think a viable alternative would be to say class limits are ok on 25+ slot servers, since they are custom by definition anyway. On Wed, Feb 5, 2014 at 8:24 PM, Valentin G. nextra...@gmail.com wrote: This is a whole bunch of very good news. Thanks a lot for the headsup, I just have two questions: 1) Can there be a pool for modded game servers, that the FAQ currently completely excludes? Would it be possible to give us a tool that designates a server gameplay modded and then just put them all together for the players that feel like experimenting? I think that these mods are and have been playing a good part in the server culture, although I don't like most of them myself. This new system seems it's all about giving back options and choice to the players, so I think this would be a good idea, even if it was tucked away somewhere at the end. 2) I can see where you are coming from, but does a class limit really necessitate a complete exclusion from quickplay? I think it's pretty evident, especially on servers that rely heavily on newer players, that games can be rendered basically unplayable without enforcing sane class limits. TF2 is not fun when 10/12 players play as a sniper. On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander thesupremec...@gmail.com wrote: One of my admins brought this up, and I never thought to bring it up: is there a particular reason for including nocrits but still completely excluding nodmgspread? It seems odd to allow players to select one but not the other through QuickPlay. On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.com wrote: golf clap From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Wednesday, February 5, 2014 7:29 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: · Opening a MOTD window (hidden or visible) that is not requested · Forcing clients to view the MOTD until a timer has expired · Giving or selling gameplay advantage to players · Kicking players to make room for reserved slots · Modifying stock maps, models, or materials · Running non-default game modes: prop hunt, dodgeball, etc · Enforcing class limits · Browser popups · Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
Hey Fletch, can you clarify a few things? I don't want to start a huge list of is *this* particular benefit allowed? but I do have some questions: - Do changes to gameplay in end-round/humiliation count as gameplay advantage? (e.g. end-round immunity). - Can you give some examples of things that might disqualify your servers on the rule:taking actions that devalue players' items, or interfering with the TF2 economy? - And just for clarification: NoCrit is allowed, but DamageSpread is required? What about fixed weapon spread? Thanks! I hope these changes benefit the community positively, and I appreciate you listening to our input on the previous QP change. Savage On Wed, Feb 5, 2014 at 6:45 PM, Robert Paulson thepauls...@gmail.comwrote: Everyone is distracted by account based favorites that they don't realize it will be useless when their servers empty out. The Show Servers button? It'll probably be a tiny button in the middle of the screen. There's no way to entice people to donate and you cannot make modifications that sets you apart from official servers. Anyone else see the problem with this? On Wed, Feb 5, 2014 at 5:39 PM, E. Olsen ceo.eol...@gmail.com wrote: I would have to agree with that (not excluding class limits from quickplay). We actually just implemented a class limit vote plugin that allows the players to pass class limits (that lasts the duration of a map) when those kinds of things get out of hand. I think a viable alternative would be to say class limits are ok on 25+ slot servers, since they are custom by definition anyway. On Wed, Feb 5, 2014 at 8:24 PM, Valentin G. nextra...@gmail.com wrote: This is a whole bunch of very good news. Thanks a lot for the headsup, I just have two questions: 1) Can there be a pool for modded game servers, that the FAQ currently completely excludes? Would it be possible to give us a tool that designates a server gameplay modded and then just put them all together for the players that feel like experimenting? I think that these mods are and have been playing a good part in the server culture, although I don't like most of them myself. This new system seems it's all about giving back options and choice to the players, so I think this would be a good idea, even if it was tucked away somewhere at the end. 2) I can see where you are coming from, but does a class limit really necessitate a complete exclusion from quickplay? I think it's pretty evident, especially on servers that rely heavily on newer players, that games can be rendered basically unplayable without enforcing sane class limits. TF2 is not fun when 10/12 players play as a sniper. On Thu, Feb 6, 2014 at 2:14 AM, thesupremecommander thesupremec...@gmail.com wrote: One of my admins brought this up, and I never thought to bring it up: is there a particular reason for including nocrits but still completely excluding nodmgspread? It seems odd to allow players to select one but not the other through QuickPlay. On Wed, Feb 5, 2014 at 8:01 PM, Stephen A. Yates syate...@cfl.rr.com wrote: golf clap From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Wednesday, February 5, 2014 7:29 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: · Opening a MOTD window (hidden or visible) that is not requested · Forcing clients to view the MOTD until a timer has expired · Giving or selling gameplay advantage to players · Kicking players to make room for reserved slots · Modifying stock maps, models, or materials · Running non-default game modes: prop hunt, dodgeball, etc · Enforcing class limits · Browser popups · Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy On 2/5/2014 6:52 PM, Fletcher Dunn 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
Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
On 6/02/2014 11:28 AM, Ross Bemrose wrote: Actually, I'll just post the entire list of things not allowed in QuickPlay according to the new FAQ: * Enforcing class limits In Australia, all of the smaller, popular independent communities run with class limits. Typically 2 snipers, 2 spies, and sometimes 3 on every other class. The rationale behind these limits is generally to limit the worst case behaviour, e.g. when newer players choose to be the 3rd, 4th, 5th and 6th sniper when their team clearly needs them to help in other ways. Our community also limits engies to 1 on symmetric maps (KOTH 5CP). This was in response to players being frustrated at the turtle nature of KOTH 5CP games when multiple engies were allowed. Can anyone shed light on the class restriction situation in other countries? And also reasons why class limits would be excluded from QP? I understand the desire to allow players freedom to choose what class they play but at the same time this needs to be balanced with not having entire teams rage quit because 6 of their team mates are spy. Were there server groups selling exemptions from class restrictions as a premium feature? FWIW we genuinely do not accept payment (in any form), for any perks or similar. Our donation page makes this clear, and has been this way since day one. http://steamcommunity.com/groups/smurfy-tf2/discussions/0/882964760796657104/#c882964760796750223 Our goal has always been to simply provide a great gameplay experience and let players choose to stay with us if they enjoy that. Hence I understand the other QP-disallowed modifications but the class limits item seems out of place so I would like to understand the thinking behind it. Yarr! goosmurf http://steamcommunity.com/id/goosmurf/ http://steamcommunity.com/groups/smurfy-tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds