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

2014-02-07 Thread Ross Bemrose
er... registering a server using an API key for my last post.  Whoops.


On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into the
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
 instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
 yourkey
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
 

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)

 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the one that determines quickplay eligibility, and the Steam
 one does favorites migration.  Eventually we will remove the TF accounts
 and only use Steam gameserver accounts.

 HOW FAVORITES MIGRATION WORKS:

 In the next few days we will release an updated Steam Client beta that
 knows how to migrate favorites.  On the client, each favorite has an
 IP:port and a gameserver account.  The account might be empty --- that will
 of course be the case for all previously existing favorites.  Periodically,
 a client will try to sync up the favorites list IP:port addresses and
 accounts.  If there is an IP:port without an associated account, it will
 ask the master server for information about that address.  If a server is
 running on that address and logged into an account, the client will record
 the account.   Once the client has an account associated with the favorite,
 the account becomes the primary key and will not change.  

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

2014-02-07 Thread Ross Bemrose
For those of you too lazy to get curl working, I made a quick (5-minute)
web form for registering an API key.

http://tf2.rbemrose.com/steamreg.html

If you don't trust me, feel free to look at the source code.  It should be
easy since it's 18 lines long of raw HTML with no JavaScript, CSS, or even
images.


On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into the
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
 instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
 yourkey
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
 

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)

 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the one that determines quickplay eligibility, and the Steam
 one does favorites migration.  Eventually we will remove the TF accounts
 and only use Steam gameserver accounts.

 HOW FAVORITES MIGRATION WORKS:

 In the next few days we will release an updated Steam Client beta that
 knows how to migrate favorites.  On the client, each favorite has an
 IP:port and a gameserver account.  The account might be empty --- that will
 of course be the case for all previously existing favorites.  Periodically,
 a client will try to sync up the favorites list IP:port addresses and
 accounts.  If there is an IP:port without an associated account, it will
 ask the master server for information about that 

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

2014-02-07 Thread Silencio Delgato
Thank you very much Ross, I'll be sure to use this when I finally get some
time to myself later today.


On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:

 er... registering a server using an API key for my last post.  Whoops.


 On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com
  wrote:

 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into
 the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
 and instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:

 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
 yourkey
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
 

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)

 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the one that determines quickplay eligibility, and the Steam
 one does favorites migration.  Eventually we will remove the TF accounts
 and only use Steam gameserver accounts.

 HOW FAVORITES MIGRATION WORKS:

 In the next few days we will release an updated Steam Client beta that
 knows how to migrate favorites.  On the client, each favorite has an
 IP:port and a gameserver account.  The account might be empty --- that will
 of course be the case for all previously existing favorites.  Periodically,
 a client will try to sync up the favorites list IP:port addresses and
 accounts.  If there is an IP:port without an associated account, it will
 ask the master server for information about that address.  If a server is
 running on that address and 

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

2014-02-07 Thread John Irwin
Thanks Ross. Have bookmarked and will get back to you if issues found (not
expecting any).

Fletcher, what are the implications of linking to a single user? Should I
register a new steam account for this? What if one of my admins creates the
connection and it links to his account then he leaves our group a year
later?
What if I use my own account but later get hacked?

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

2014-02-07 Thread Gamers Exile
I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens‎?Anyone?‎Thanks GE Sent Via Pigeon From: Silencio DelgatoSent: Friday, February 7, 2014 2:32 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soonThank you very much Ross, I'll be sure to use this when I finally get some time to myself later today.On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post. Whoops.
On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* "Show servers" button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc.


* We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn.

There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings.



We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature. The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location.



CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
 appid=440 (for Team Fortress)
 key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.)



The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey



LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF 

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

2014-02-07 Thread Fletcher Dunn
You’ll need one token per server.  The logon only accepts the token, so the 
token serves as account+password.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile
Sent: Friday, February 07, 2014 1:40 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual 
tokens‎?

Anyone?

‎Thanks GE


Sent Via Pigeon
From: Silencio Delgato
Sent: Friday, February 7, 2014 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Reply To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon


Thank you very much Ross, I'll be sure to use this when I finally get some time 
to myself later today.

On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose 
rbemr...@gmail.commailto:rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post.  Whoops.

On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account

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

2014-02-07 Thread Fletcher Dunn
It's possible that we might implement a mechanism to transfer ownership at some 
point, but I wouldn't do anything that depends on that.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin
Sent: Friday, February 07, 2014 1:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon


Thanks Ross. Have bookmarked and will get back to you if issues found (not 
expecting any).

Fletcher, what are the implications of linking to a single user? Should I 
register a new steam account for this? What if one of my admins creates the 
connection and it links to his account then he leaves our group a year later?
What if I use my own account but later get hacked?

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

2014-02-07 Thread Spencer 'Voogru' MacDonald
Can we get a custom, new, fancy, snazzy command to connect to a game server
by the game servers steamid? Maybe even make it part of the steam connect
command?

connectid gameserverid

 

It would be epic.

 

Thanks.

 

- Spencer.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 4:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

 

It's possible that we might implement a mechanism to transfer ownership at
some point, but I wouldn't do anything that depends on that.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin
Sent: Friday, February 07, 2014 1:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

 

Thanks Ross. Have bookmarked and will get back to you if issues found (not
expecting any).

Fletcher, what are the implications of linking to a single user? Should I
register a new steam account for this? What if one of my admins creates the
connection and it links to his account then he leaves our group a year
later?
What if I use my own account but later get hacked?

John

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

2014-02-07 Thread Ryan Stecker
Additionally a new steam protocol handler for it would be nice as well,
steam://connectid/id


On Fri, Feb 7, 2014 at 5:03 PM, Nomaan Ahmad n0man@gmail.com wrote:

 +1 For Voogru's suggestion. Would be great!


 On 7 February 2014 22:56, Spencer 'Voogru' MacDonald voo...@voogru.comwrote:

 Can we get a custom, new, fancy, snazzy command to connect to a game
 server by the game servers steamid? Maybe even make it part of the steam
 connect command?

 connectid gameserverid



 It would be epic.



 Thanks.



 - Spencer.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
 *Sent:* Friday, February 07, 2014 4:45 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 It’s possible that we might implement a mechanism to transfer ownership
 at some point, but I wouldn’t do anything that depends on that.



 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *John Irwin
 *Sent:* Friday, February 07, 2014 1:39 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 Thanks Ross. Have bookmarked and will get back to you if issues found
 (not expecting any).

 Fletcher, what are the implications of linking to a single user? Should I
 register a new steam account for this? What if one of my admins creates the
 connection and it links to his account then he leaves our group a year
 later?
 What if I use my own account but later get hacked?

 John

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



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

2014-02-07 Thread Saint K.
I’m confused.
 
Do I need a unique key for each server for the sv_setsteamaccount value?
 
Saint K.
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
 
You’ll need one token per server.  The logon only accepts the token, so the 
token serves as account+password.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile
Sent: Friday, February 07, 2014 1:40 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
 
I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual 
tokens‎? 
 
Anyone?
 
‎Thanks GE
 
Sent Via Pigeon
 
From: Silencio Delgato
Sent: Friday, February 7, 2014 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Reply To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon
 
Thank you very much Ross, I'll be sure to use this when I finally get some time 
to myself later today.
 
On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post.  Whoops.
 
On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when

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

2014-02-07 Thread 1nsane
Yes.


On Fri, Feb 7, 2014 at 6:39 PM, Saint K. sai...@specialattack.net wrote:

 I'm confused.



 Do I need a unique key for each server for the sv_setsteamaccount value?



 Saint K.

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
 *Sent:* Friday, February 07, 2014 10:42 PM

 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 You'll need one token per server.  The logon only accepts the token, so
 the token serves as account+password.



 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Gamers Exile
 *Sent:* Friday, February 07, 2014 1:40 PM
 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 I'm unsure if this is a generate 1 token for upto 50 servers or 50
 individual tokens?



 Anyone?



 Thanks GE



 Sent Via Pigeon

 *From: *Silencio Delgato

 *Sent: *Friday, February 7, 2014 2:32 PM

 *To: *Half-Life dedicated Win32 server mailing list

 *Reply To: *Half-Life dedicated Win32 server mailing list

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



 Thank you very much Ross, I'll be sure to use this when I finally get some
 time to myself later today.



 On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:

 er... registering a server using an API key for my last post.  Whoops.



 On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into the
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
 instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
 yourkey
 https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
 

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login

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

2014-02-07 Thread Fletcher Dunn
Yes!  The token is essentially login credentials (combination account and 
password).  If you use the same token, you are asking all the servers to login 
to the same account.  But only one server can be on an account at a time.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Friday, February 07, 2014 3:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I’m confused.

Do I need a unique key for each server for the sv_setsteamaccount value?

Saint K.
From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

You’ll need one token per server.  The logon only accepts the token, so the 
token serves as account+password.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile
Sent: Friday, February 07, 2014 1:40 PM
To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual 
tokens‎?

Anyone?

‎Thanks GE

Sent Via Pigeon
From: Silencio Delgato
Sent: Friday, February 7, 2014 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Reply To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon


Thank you very much Ross, I'll be sure to use this when I finally get some time 
to myself later today.

On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose 
rbemr...@gmail.commailto:rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post.  Whoops.

On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID

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

2014-02-07 Thread Bottiger
Can there be cvars like sv_registration_successful and
sv_registration_message for the steam account? I noticed that
sv_registration and vac can be enabled while the steam account is not
logged in.


On Fri, Feb 7, 2014 at 3:42 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  Yes!  The token is essentially login credentials (combination account
 and password).  If you use the same token, you are asking all the servers
 to login to the same account.  But only one server can be on an account at
 a time.



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Saint K.
 *Sent:* Friday, February 07, 2014 3:39 PM
 *To:* 'Half-Life dedicated Win32 server mailing list'

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



 I'm confused.



 Do I need a unique key for each server for the sv_setsteamaccount value?



 Saint K.

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Fletcher Dunn
 *Sent:* Friday, February 07, 2014 10:42 PM
 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 You'll need one token per server.  The logon only accepts the token, so
 the token serves as account+password.



 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Gamers Exile
 *Sent:* Friday, February 07, 2014 1:40 PM
 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon



 I'm unsure if this is a generate 1 token for upto 50 servers or 50
 individual tokens?



 Anyone?



 Thanks GE



 Sent Via Pigeon

 *From: *Silencio Delgato

 *Sent: *Friday, February 7, 2014 2:32 PM

 *To: *Half-Life dedicated Win32 server mailing list

 *Reply To: *Half-Life dedicated Win32 server mailing list

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



 Thank you very much Ross, I'll be sure to use this when I finally get some
 time to myself later today.



 On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:

 er... registering a server using an API key for my last post.  Whoops.



 On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 There are some changes coming that TF2 server operators should know about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into the
 most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and
 instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently in
 beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI.  (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these.  (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page

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

2014-02-06 Thread Weasels Lair
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?

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

2014-02-06 Thread Tony Paloma
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?

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

2014-02-06 Thread Ross Bemrose

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?

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

2014-02-05 Thread Ross Bemrose
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

2014-02-05 Thread Ross Bemrose
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

2014-02-05 Thread Stephen A. Yates
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

2014-02-05 Thread thesupremecommander
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

2014-02-05 Thread Chris Oryschak
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

2014-02-05 Thread Valentin G.
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

2014-02-05 Thread E. Olsen
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

2014-02-05 Thread Robert Paulson
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

2014-02-05 Thread Charlie Miller
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

2014-02-05 Thread Yun Huang Yong

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

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