Steamworks Documentation
Found 128 search results for "WA 0812 2782 5310 [[PANDAWA]] RAB Pembangunan Rumah 8 X 12 Berpengalaman Jatipuro Karanganyar"
Input Sources

Most typically, such button pairs are aligned on the same diagonal axis (X and A, Y and B). Sub-inputs: [list] [*] "South" button (e.g. A) [*] "East" button (e.g. B) [*] "West" button (e.g. X) [*] "North" button (e.g. Y) [/list] [section]DPAD[/section] [docimg=input_dpad.png]input_dpad.png[/docimg] The Dpad, or digital pad, is a single physical input that houses four discrete digital inputs corresponding to the four cardinal directions. …

Community and Client Icons

The Shortcut Icon can also be used to generate the App Icon on upload, however any alpha will be replaced with solid black. [b]Size:[/b] 256px x 256px or 512px x 512px, ICO or PNG [callout]Note: To properly display your application icon on macOS desktop shortcuts, you must also submit an icon file in ICNS format in the "Mac Icon" asset field. …

Steam Hardware and Proton

. [*]Once that's done, download the EAC SDK and find the Linux library ([i]\Client\Assets\Plugins\x86_64\libeasyanticheat.so[/i]) for the SDK version integrated with your game, rename it to [i]easyanticheat_x64.so[/i], and add it to your depot next to the Windows library ([i]EasyAntiCheat_x64.dll[/i]). [*]Lastly, on the Steamworks site, publish a new build of your game containing the new depot contents. …

ISteamNetworking Interface

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_bConnectionActive[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]Do we have an active open connection with the user ([b]true[/b]) or not ([b]false[/b])?[/td][/tr] [tr][td][b]m_bConnecting[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]Are we currently trying to establish a connection with the user ([b]true[/b]) or not ([b]false[/b])?[/td][/tr] [tr][td][b]m_eP2PSessionError[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]Last error recorded on the socket. This returns a [apitype]ISteamNetworking::EP2PSessionError[/apitype].[/td][/tr] [tr][td][b]m_bUsingRelay[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]Is this connection going through a Steam relay server ([b]true[/b]) or not ([b]false[/b])?…

Event Graphical Assets

[/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. Steam will always automatically include your game's name and icon next to the cover image, so it isn't critical to include your game branding in the cover image (but you may still choose to do so). …

[section=header]Header Image [color=#d7bc86]Suggested[/color][/section] [docimg=header.png]header.png[/docimg] [b]Size:[/b] 1920px wide x 622px tall (please see template file for important notes) [b]Design:[/b] Add a rich header image to your detail page to communicate the theme or essence of your update or announcement. …

Common Redistributables

[section=available]Available Redistributables[/section] Available redistributables include Microsoft Visual C++, .NET, DirectX 9, OpenAL, XNA, and PhysX. The complete list of redistributables is always available on the [url=https://partner.steamgames.com/apps/installer/]Redistributables[/url] tab. …

IGameNotificationsService Interface

[b]Example Response:[/b] [code=xml] { "response": { [ { "sessionid": "12", "appid": "100", "title": { "token": "#TitleToken", "variables": [ { "key": "keyName", "value": "keyValue" } ] }, "time_created": "100000", // Unix time "time_updated": "200000", //Unix time "user_status": [ { "steamid": "76561197960265729", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Bob" } { "key": "level", "value": "1" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Bellevue" } ] } }, { "steamid": "76561197960265730", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Greg" } { "key": "level", "value": "2" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Seattle" } ] } } ] } } [/code] [b]Calling Example:[/b] [code] { "sessions": [ { "sessionid": "12", "include_all_user_messages": "0" }, { "sessionid": "13", "include_all_user_messages": "0" } ] } [/code] [section=RequestNotifications]RequestNotifications[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/RequestNotifications/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

Steamworks API Example Application (SpaceWar)

Re-installing the application may fix this problem.[/b] The example relies on the D3D9X helper library which ships with the DirectX SDK. If you run the example on the same machine you have built it on the library should be found automatically. If you copy your compiled binary to another machine you may need to install the D3D redistributables to obtain the same version of D3D9X that you compiled against on your development machine. [/list] [section]Code Overview[/section] Once you have the [b]Spacewar![/b] example project compiling and running you'll want to start looking at the code. …

Creating a retail and "Gold Master" disk

. [*] [code-inline]FontName[/code-inline] - Font used for menu text [*] [code-inline]FontHeight[/code-inline] - Height of menu text [*] [code-inline]MenuPos[/code-inline] - X and Y coordinates (in pixels) for the top left corner of the menu (ex: "200 324") [*] [code-inline]MenuStyle[/code-inline] - Alignment of menu text (0 = left, 1 = center, 2 = right) [*] [code-inline]ColorDefault[/code-inline] - RGB color for menu text (ex: "255 255 255") [*] [code-inline]ColorHover[/code-inline] - RGB color for menu text when the mouse is hovering over the text (ex: "250 180 60") [*] [code-inline]ColorDown[/code-inline] - RGB color for menu text when a mouse button is depressed over the text (ex: "0 0 0") [/olist] Setup can also display a EULA before installing your game. …

If you need to support a language that is currently not supported by Steam, please let us know in the [url=steamcommunity.com/groups/steamworks/discussions]Steamworks Development Discussions[/url] [subsection=setup_graphics]Graphics and Sound Effects[/subsection] The following files can be replaced to customize the setup application and Steam installation for your game: [olist] [*] [code-inline]splash.tga[/code-inline] - Image displayed by Steam while installing files from disk (392x165 pixels) [*] [code-inline]icon.ico[/code-inline] - Icon used in [code-inline]autorun.inf[/code-inline] as the icon for your installation disk [*] [code-inline]resources\setup.bmp[/code-inline] and [code-inline]resources\setup_<language>.bmp[/code-inline] - Image used for the background of setup.exe (640x480 pixels). …

Getting your game ready for Steam Deck and Steam Machine

[list] [*] In your game code: set your camera-angles-per-mouse-pixel ratio to 0.022 degrees per pixel. i.e. one mouse dot will turn your camera 0.022 degrees. [*] Set your default user mouse sensitivity to 2.5x. [*] These are the standards used in Source 2 engine games. This is why the default "Dots per 360 setting" is 6545. 360degrees / ( 0.022 * 2.5 ) = 6545.45' [/list] [/list] [subsection]Graphics[/subsection] [list] [*][b]Vulkan API[/b]: We recommend targeting Vulkan as your primary graphics API for best performance and battery life. If you use an engine like Unity or Unreal, enabling Vulkan in your build for all users will result in the highest performance/longevity. (Note: Proton includes a DirectX-to-Vulkan translation layer. If your game or engine has high-quality DirectX support but no Vulkan support, it's likely that this automated translation layer will exceed the performance of doing a custom Vulkan implementation.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). …

Uploading to Steam

Even worse, it uses absolute byte-offset values. So if an asset at byte 3450 increases in size by 8 bytes, then the offset values for all assets after this in the file change. Even though each offset value is only 4 or 8 bytes in size, a change to an 8-byte number will result in a new 1MB chunk being created by SteamPipe. …

One instance of this to note is that currently applications that are launched through an app bundle on Apple Silicon devices will launch the best architecture available in the application whereas direct binary launches will use the same architecture as the Steam process (currently x86_64).[/callout] [section]Setting up the SDK for SteamPipe uploads[/section] Download and unzip the latest version of the Steamworks SDK on the machine you will be uploading builds on. …

Suggesting default user settings for your game

[/callout] The file must contain a dictionary named [b]steam_frame[/b] and one or more of the following entries: [table] [tr] [th]Name[/th] [th]Value / Type[/th] [th]Corresponding Video -> Per-Application Video Settings menu entry[/th] [th]Behavior when not specified[/th] [/tr] [tr] [td]preferResolution[/td] [td]<integer>, width component[/td] [td]Resolution Per Eye[/td] [td]Use 1728x1728[/td] [/tr] [tr] [td]preferMinRefreshRate[/td] [td]<integer>[/td] [td]Frame Limit / Refresh Rate Override[/td] [td]Use 72 Hz[/td] [/tr] [tr] [td]preferHalfFramerate[/td] [td]true, false[/td] [td]Frame Limit / Throttling Behavior[/td] [td]No throttling[/td] [/tr] [tr] [td]preferMotionSmoothingMode[/td] [td]"off", "on", "alwaysOn"[/td] [td]Motion Smoothing[/td] [td]Use global setting under Video -> Motion Smoothing[/td] [/tr] [/table] [callout=red]JSON syntax can be prone to errors. …

Example [b]vrpreferences.json[/b]: [code=json] { "steam_frame": { "preferResolution": 2160, "preferMinRefreshRate": 90, "preferHalfFramerate": true, "preferMotionSmoothingMode": "off" } } [/code] This example file suggests: [list] [*]A default resolution of 2160x2160 [*]A default display refresh rate of 90 Hz [*]A default frame throttling to 1/2 (Frame Limit to 45 FPS) [*]A default override to disable Motion Smoothing [/list] To validate that the [b]vrpreferences.json[/b] is picked up by SteamVR, the [b]vrserver.txt[/b] log file can be searched: [code=plain] [Info] - [Settings] Loading app-provided preferences from '/home/steamos/.local/share/Steam/steamapps/common/<game folder>/vrpreferences.json' [/code] Parsing errors will be reported in this log, for example: [code=plain] [Info] - Parsing of JSON file "/home/steamos/.local/share/Steam/steamapps/common/[...]…

Event Type: Small Update / Patch Notes

Patch notes following your build updates is helpful for your customers to realize you are continuing work on and improve your game. [docimg=41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg]41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg[/docimg] You can always use the regular event editor to post the patch notes at a later time. …

Onboarding - Frequently Asked Questions

The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. …

In order to exercise the benefits under the tax treaty, you will need to complete a Form W-8BEN and that requires either a foreign TIN or a US TIN. Countries that have tax treaties with the U.S. can be found here: https://www.irs.gov/Businesses/International-Businesses/United-States-Income-Tax-Treaties-A-to-Z If your country of residence is Slovakia, you will need to provide a US TIN in completing the Form W-8BEN to claim tax treaty benefits and apply an exempt withholding rate. …

Artwork Overrides

[table] [tr] [td][docimg=override_example_1.jpg]override_example_1.jpg[/docimg][/td] [td][docimg=override_example_2.jpg]override_example_2.jpg[/docimg][/td] [td][docimg=override_example_3.jpg]override_example_3.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_4.jpg]override_example_4.jpg[/docimg][/td] [td][docimg=override_example_5.jpg]override_example_5.jpg[/docimg][/td] [td][docimg=override_example_6.jpg]override_example_6.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_7.jpg]override_example_7.jpg[/docimg][/td] [td][docimg=override_example_8.jpg]override_example_8.jpg[/docimg][/td] [td][docimg=override_example_9.jpg]override_example_9.jpg[/docimg][/td] [/tr] [/table] …

Godot

[section]Foveated Rendering[/section] Steam Frame supports the Foveated Rendering functionality in Godot via the [url=https://godotvr.github.io/godot_openxr_vendors/]OpenXR Vendors Plugin[/url] (or releases [url=https://github.com/GodotVR/godot_openxr_vendors/releases]here[/url]). [callout]Version 4.2.x is needed for vendor extension support including foveated rendering. 4.2.3 is the minimum version with Linux Arm64 support. 5.x or newer recommended.…

Mouse Regions

You can set any value between 0.0 and 1.0, and the default value is 0.8. At 0.8, the mouse region should cover the entire screen surface of a standard 16:9 screen, regardless of whether the mouse region shape is rectangular or circular. …

Setting up your Steam Frame for development

After the headset reboots, log into Steam. [docimg={62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png]{62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png[/docimg] [section]Developer Mode[/section] When you get your frame the first thing you will want to do is turn on [b]Developer Mode[/b]. …

Steam Next Fest - Tips

Please access all previous session recordings [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]via this YouTube playlist[/url]. [subsection=contact]Need Help?[/subsection] [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…

Microsoft Xbox One Controller

[docimg=xboxone_controller.png]xboxone_controller.png[/docimg] The physical inputs are identical to the [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink], with a few small cosmetic differences: [*] The face buttons have a darker color scheme [*] The Dpad has a more traditional form factor [*] The Xbox guide (aka "home") button has a new design [*] The BACK and START buttons are now called VIEW and MENU and have new labels (two overlapping windows and a 3-line "hamburger menu"). …

Results 61 to 80 of 128