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 <
[email protected]> 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 <[email protected]>wrote:
>
>> <golf clap>
>>
>>
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *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 ([email protected]);
>> [email protected]
>> *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 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.  Instead, we will periodically try to 
>> refresh the address from the account.  (Again, this is done by querying the 
>> master server, and it depends on your server bring logged into the account 
>> and running on the address.)  The client always caches the last known 
>> IP:port of a favorite
>>
>> , even though the account ID is the main "key".  That way, if Steam is down, 
>> or the gameserver is down, it will used the cached IP:port.  All of the 
>> above applies to history as well as favorites.
>>
>>
>>
>> In the future, when a client adds a favorite or history item, the account 
>> will be recorded immediately.
>>
>>
>>
>> If you know you have many clients that have your server in their favorites 
>> or history, then you should not move your server yet.  You need to give 
>> clients time to logon with new Steam client binaries and get their favorite 
>> entry linked up with your account.  We'll let you know when you can try out 
>> migrating favorites, as well as when the feature is active in the public 
>> client and all users have it.
>>
>>
>>
>> QUESTIONS?
>>
>>
>>
>> Since Steam gameservers are a Steam feature, all of the above will apply to 
>> all Steam games.  (Provided that the game exposes a method for the 
>> gameserver to log in to an account.)  Eventually, the TF2 gameserver 
>> accounts will be going away and replaced with these accounts.  For now, they 
>> are separate.
>>
>>
>>
>> Any further questions about the quickplay changes or gameserver accounts?  
>> Please direct them to this list so that all answers will be public.
>>
>>
>>
>> _______________________________________________
>>
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>> please visit:
>>
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>>
>>
>>
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>>
>>
>
>
> --
> thesupremecommander (Steam<http://steamcommunity.com/id/thesupremecommander>
> )
>
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