The item drop frequency can be controlled at the application level via the Community->Inventory Service->Playtime Item Grants section. There are three controls that will allow the following customization: (1) How long before a item drop? (2) How many items drops in a window? And, (3) How long is the cool-down window before we can grant another item drop? …
See the Steam [doclink=features/inventory/itemstore]Item Store[/doclink] documentation for more information on enabling and customizing your store page. [subsection=SpecifyPrices]Specifying Prices[/subsection] Item prices can be defined in either of the following fields, but not both. …
The following libraries provide support for other aspects of game development: [list] [*] [url=http://www.freetype.org/index.html]FreeType[/url] - font rendering (both vector-based and bitmap fonts) on Linux [*] [url=http://www.freedesktop.org/wiki/Software/fontconfig]Fontconfig[/url] - configuring and customizing font access [*] [url=http://www.radgametools.com/miles.htm]Miles Sound System[/url] - a middleware sound engine for Linux development [*] [url=http://www.radgametools.com/bnkmain.htm]Bink Video[/url] - a video codec designed for game developers [*] [url=http://www.webmproject.org/]WebM[/url] - an open media file format; used for recording Team Fortress 2 video instead of QuickTime. …
"[code-inline]steam_0[/code-inline]", "[code-inline]steam_1[/code-inline]", etc. You can also upload custom icons for your product on the Steamworks site. Default set of icons: [no_glow] [table] [tr] [th]Icon[/th][th]Name[/th][th]Description[/th] [/tr] [tr] [td][docimg=marker_2.png][/docimg][/td][td]steam_marker[/td][td]Marker[/td] [/tr] [tr] [td][docimg=achievment_1.png][/docimg][/td][td]steam_achievement[/td][td]Achievement[/td] [/tr] [tr] [td][docimg=attack_1.png][/docimg][/td][td]steam_attack[/td][td]Attack[/td] [/tr] [tr] [td][docimg=bolt_1.png][/docimg][/td][td]steam_bolt[/td][td]Bolt[/td] [/tr] [tr] [td][docimg=bookmark_1.png][/docimg][/td][td]steam_bookmark[/td][td]Bookmark[/td] [/tr] [tr] [td][docimg=bug.png][/docimg][/td][td]steam_bug[/td][td]Bug[/td] [/tr] [tr] [td][docimg=cart.png][/docimg][/td][td]steam_cart[/td][td]Cart[/td] [/tr] [tr] [td][docimg=caution.png][/docimg][/td][td]steam_caution[/td][td]Caution[/td] [/tr] [tr] [td][docimg=chat.png][/docimg][/td][td]steam_chat[/td][td]Chat[/td] [/tr] [tr] [td][docimg=checkmark.png][/docimg][/td][td]steam_checkmark[/td][td]Checkmark[/td] [/tr] [tr] [td][docimg=chest.png][/docimg][/td][td]steam_chest[/td][td]Chest[/td] [/tr] [tr] [td][docimg=circle.png][/docimg][/td][td]steam_circle[/td][td]Circle[/td] [/tr] [tr] [td][docimg=combat.png][/docimg][/td][td]steam_combat[/td][td]Combat[/td] [/tr] [tr] [td][docimg=completed.png][/docimg][/td][td]steam_completed[/td][td]Completed[/td] [/tr] [tr] [td][docimg=crown.png][/docimg][/td][td]steam_crown[/td][td]Crown[/td] [/tr] [tr] [td][docimg=death.png][/docimg][/td][td]steam_death[/td][td]Death[/td] [/tr] [tr] [td][docimg=defend.png][/docimg][/td][td]steam_defend[/td][td]Defend[/td] [/tr] [tr] [td][docimg=diamond.png][/docimg][/td][td]steam_diamond[/td][td]Diamond[/td] [/tr] [tr] [td][docimg=edit.png][/docimg][/td][td]steam_edit[/td][td]Edit[/td] [/tr] [tr] [td][docimg=effect.png][/docimg][/td][td]steam_effect[/td][td]Effect[/td] [/tr] [tr] [td][docimg=explosion.png][/docimg][/td][td]steam_explosion[/td][td]Explosion[/td] [/tr] [tr] [td][docimg=fix.png][/docimg][/td][td]steam_fix[/td][td]Fix[/td] [/tr] [tr] [td][docimg=flag.png][/docimg][/td][td]steam_flag[/td][td]Flag[/td] [/tr] [tr] [td][docimg=gem.png][/docimg][/td][td]steam_gem[/td][td]Gem[/td] [/tr] [tr] [td][docimg=group.png][/docimg][/td][td]steam_group[/td][td]Group[/td] [/tr] [tr] [td][docimg=heart.png][/docimg][/td][td]steam_heart[/td][td]Heart[/td] [/tr] [tr] [td][docimg=info.png][/docimg][/td][td]steam_info[/td][td]Info[/td] [/tr] [tr] [td][docimg=invalid.png][/docimg][/td][td]steam_invalid[/td][td]Invalid[/td] [/tr] [tr] [td][docimg=minus.png][/docimg][/td][td]steam_minus[/td][td]Minus[/td] [/tr] [tr] [td][docimg=pair.png][/docimg][/td][td]steam_pair[/td][td]Pair[/td] [/tr] [tr] [td][docimg=person.png][/docimg][/td][td]steam_person[/td][td]Person[/td] [/tr] [tr] [td][docimg=plus.png][/docimg][/td][td]steam_plus[/td][td]Plus[/td] [/tr] [tr] [td][docimg=purchase.png][/docimg][/td][td]steam_purchase[/td][td]Purchase[/td] [/tr] [tr] [td][docimg=question.png][/docimg][/td][td]steam_question[/td][td]Question[/td] [/tr] [tr] [td][docimg=ribbon.png][/docimg][/td][td]steam_ribbon[/td][td]Ribbon[/td] [/tr] [tr] [td][docimg=screenshot.png][/docimg][/td][td]steam_screenshot[/td][td]Screenshot[/td] [/tr] [tr] [td][docimg=scroll.png][/docimg][/td][td]steam_scroll[/td][td]Scroll[/td] [/tr] [tr] [td][docimg=square.png][/docimg][/td][td]steam_square[/td][td]Square[/td] [/tr] [tr] [td][docimg=star.png][/docimg][/td][td]steam_star[/td][td]Star[/td] [/tr] [tr] [td][docimg=starburst.png][/docimg][/td][td]steam_starburst[/td][td]Starburst[/td] [/tr] [tr] [td][docimg=timer.png][/docimg][/td][td]steam_timer[/td][td]Timer[/td] [/tr] [tr] [td][docimg=transfer.png][/docimg][/td][td]steam_transfer[/td][td]Transfer[/td] [/tr] [tr] [td][docimg=triangle.png][/docimg][/td][td]steam_triangle[/td][td]Triangle[/td] [/tr] [tr] [td][docimg=trophy.png][/docimg][/td][td]steam_trophy[/td][td]Trophy[/td] [/tr] [tr] [td][docimg=view.png][/docimg][/td][td]steam_view[/td][td]View[/td] [/tr] [tr] [td][docimg=x.png][/docimg][/td][td]steam_x[/td][td]X[/td] [/tr] [/table] [/no_glow] [section=example]Example Code[/section] Below is a code sample for integrating Steam Timeline with Left 4 Dead. …
[subsection]Controller Configuration[/subsection] Players can set up fully customized input mappings for any game in their library, using native mode, legacy mode, or even a mix of both. These input mappings are called "controller configurations" and a player can make many different ones for a single game, as well as share them with other players online. …
The currencies listed as "live" below are currently available to customers on Steam. Currencies listed without being Live are ones where we collect prices and plan to release at some point in the future. …
[subsection]Store page, community hub, user reviews, etc. remain the same[/subsection] All public elements of the appID will remain exactly the same after the transfer, and customer ownership is not interrupted or changed. Once the transfer completes, the new owner of the appID can edit the store page, edit the Publisher field, upload new assets, update the build, change the price and so on. …
If the program's ExitCode is 0, then the install script assumes it was successful and writes your keyname as 1 in the registry. Steam customers love a quick and silent install. Add silent or quiet parameters to all run process commands and only add what you absolutely need for the game. …
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EHTMLMouseCursor_User][td][b]k_EHTMLMouseCursor_SizeNESW[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_None][td][b]k_EHTMLMouseCursor_None[/b][/td][td]1[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Arrow][td][b]k_EHTMLMouseCursor_Arrow[/b][/td][td]2[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_IBeam][td][b]k_EHTMLMouseCursor_IBeam[/b][/td][td]3[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Hourglass][td][b]k_EHTMLMouseCursor_Hourglass[/b][/td][td]4[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_WaitArrow][td][b]k_EHTMLMouseCursor_WaitArrow[/b][/td][td]5[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Crosshair][td][b]k_EHTMLMouseCursor_Crosshair[/b][/td][td]6[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Up][td][b]k_EHTMLMouseCursor_Up[/b][/td][td]7[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeNW][td][b]k_EHTMLMouseCursor_SizeNW[/b][/td][td]8[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeSE][td][b]k_EHTMLMouseCursor_SizeSE[/b][/td][td]9[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeNE][td][b]k_EHTMLMouseCursor_SizeNE[/b][/td][td]10[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeSW][td][b]k_EHTMLMouseCursor_SizeSW[/b][/td][td]11[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeW][td][b]k_EHTMLMouseCursor_SizeW[/b][/td][td]12[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeE][td][b]k_EHTMLMouseCursor_SizeE[/b][/td][td]13[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeN][td][b]k_EHTMLMouseCursor_SizeN[/b][/td][td]14[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeS][td][b]k_EHTMLMouseCursor_SizeS[/b][/td][td]15[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeWE][td][b]k_EHTMLMouseCursor_SizeWE[/b][/td][td]16[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeNS][td][b]k_EHTMLMouseCursor_SizeNS[/b][/td][td]17[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeAll][td][b]k_EHTMLMouseCursor_SizeAll[/b][/td][td]18[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_No][td][b]k_EHTMLMouseCursor_No[/b][/td][td]19[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Hand][td][b]k_EHTMLMouseCursor_Hand[/b][/td][td]20[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Blank][td][b]k_EHTMLMouseCursor_Blank[/b][/td][td]21[/td][td]Don't show any custom cursor, just use your default.[/td][/tr] [tr=k_EHTMLMouseCursor_MiddlePan][td][b]k_EHTMLMouseCursor_MiddlePan[/b][/td][td]22[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_NorthPan][td][b]k_EHTMLMouseCursor_NorthPan[/b][/td][td]23[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_NorthEastPan][td][b]k_EHTMLMouseCursor_NorthEastPan[/b][/td][td]24[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_EastPan][td][b]k_EHTMLMouseCursor_EastPan[/b][/td][td]25[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SouthEastPan][td][b]k_EHTMLMouseCursor_SouthEastPan[/b][/td][td]26[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SouthPan][td][b]k_EHTMLMouseCursor_SouthPan[/b][/td][td]27[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SouthWestPan][td][b]k_EHTMLMouseCursor_SouthWestPan[/b][/td][td]28[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_WestPan][td][b]k_EHTMLMouseCursor_WestPan[/b][/td][td]29[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_NorthWestPan][td][b]k_EHTMLMouseCursor_NorthWestPan[/b][/td][td]30[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Alias][td][b]k_EHTMLMouseCursor_Alias[/b][/td][td]31[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Cell][td][b]k_EHTMLMouseCursor_Cell[/b][/td][td]32[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_ColResize][td][b]k_EHTMLMouseCursor_ColResize[/b][/td][td]33[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_CopyCur][td][b]k_EHTMLMouseCursor_CopyCur[/b][/td][td]34[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_VerticalText][td][b]k_EHTMLMouseCursor_VerticalText[/b][/td][td]35[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_RowResize][td][b]k_EHTMLMouseCursor_RowResize[/b][/td][td]36[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_ZoomIn][td][b]k_EHTMLMouseCursor_ZoomIn[/b][/td][td]37[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_ZoomOut][td][b]k_EHTMLMouseCursor_ZoomOut[/b][/td][td]38[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Help][td][b]k_EHTMLMouseCursor_Help[/b][/td][td]39[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Custom][td][b]k_EHTMLMouseCursor_Custom[/b][/td][td]40[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeNWSE][td][b]k_EHTMLMouseCursor_SizeNWSE[/b][/td][td]41[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeNESW][td][b]k_EHTMLMouseCursor_SizeNESW[/b][/td][td]42[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_last][td][b]k_EHTMLMouseCursor_last[/b][/td][td]43[/td][td]Only used to iterate over all cursors. Custom cursors start from this value and up.[/td][/tr] [/table] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamHTMLSurface. …
For more details on discounting, please see [doclink=marketing/discounts]Discounting[/doclink]. If you would like to use a custom discount instead of the official discount listed in the Discount Management page, you are welcome to do so. We would recommend using the official discount listed to guarantee your title is discounted for the duration of the event. …
It includes a new unique animated avatar, avatar frame, animated mini-profile background and an animated profile background. In addition to these assets, you will also need to customize the theme of the profile by entering 5 RGBA colors that make up different sections of the profile. These colors should complement your art, but must not interfere with the legibility of the profile itself. …
If your game did not have any controller and there's players who are using Steam Input, it would be better practice to call [url=https://partner.steamgames.com/doc/api/isteaminput#GetDeviceBindingRevision]GetDeviceBindingRevision[/url] or look at the configuration loaded callback and prompt the user rather than force players who've constructed custom configurations to rebuild them in the new action set structure. [section]Localization[/section] The master IGA file should include a localization section alongside the action set definitions. …
[/list] [docimg=steam_input_gamepad_templates.png]steam_input_gamepad_templates.png[/docimg] Steps for setting the template live for your game in Steamworks can be found [url=https://partner.steamgames.com/doc/features/steam_controller/getting_started_for_devs#23]here[/url] [subsection]Creating a custom configuration[/subsection] Configurations can be auto-converted between most controller types, but you'll at a minimum want to make a Steam Controller and Xbox controller configuration. …
If you are a dedicated server hosting company and want to join our network so that your customers can take advantage of SDR, please get in touch with us! We have not yet deployed relays in any third party hosting companies, however we are interested in doing this. …
You can also change what value the Steam Client returns per device through the Steamworks Partner Site. This allows you to customize the default configuration used on future Steam hardware without recompiling your game. For example, if your game runs well on Steam Machine using your 'high' user preset, but was released before that device became available, you could configure this method to return [code-inline]k_ESteamHardwareDefaultConfigHigh[/code-inline] when run on those devices. …
[b]Returns:[/b] const char * [b]See Also:[/b] [api]ISteamApps::GetCurrentGameLanguage[/api], [api]ISteamApps::GetAvailableGameLanguages[/api] [subsection=InitFilterText]InitFilterText[/subsection] [code=cpp]bool InitFilterText();[/code] Initializes text filtering, loading dictionaries for the language the game is running in. Users can customize the text filter behavior in their [url=https://store.steampowered.com/account/preferences#CommunityContentPreferences]Steam Account preferences[/url] [b]Returns:[/b] bool [b]true[/b] if initialization succeeds, [b]false[/b] if filtering is unavailable for the game's language, in which case [api]ISteamUtils::FilterText[/api]() will act as a passthrough. …
ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. [b]Returns:[/b] bool [b]true[/b] if the current user has phone verification enabled; otherwise, [b]false[/b]. …
ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. [b]Returns:[/b] bool [b]true[/b] if the current user has two factor authentication enabled; otherwise, [b]false[/b]. …
You must link this in your Xcode project and add it to a Copy Files build phase with destination "Executables" to copy it into your application bundle. See [url=https://developer.apple.com/documentation/xcode/customizing-the-build-phases-of-a-target#Copy-files-to-the-finished-product]Xcode documentation[/url] for additional details. [*] [b]Linux[/b] [code-inline]libsteam_api.so[/code-inline] You must both link to and ship this along side your executable. …
It is always shown first, unless it is empty--in which case it won't be displayed (but will still count against the limit). [subsection]Custom Sets[/subsection] You can create additional sets to organize your achievements. Each set has a name, which is shown to players, and an optional restriction: [table] [tr] [th]Restriction[/th] [th]Who can earn achievements in the set[/th] [/tr] [tr] [td][b]All players of the game[/b][/td] [td]Anyone who can play the game.…
One of the primary scenarios for this call is to grant an item to users who also own a specific other game. This can be useful if your game has custom UI for showing a specific promo item to the user otherwise if you want to grant multiple promotional items then use [api]ISteamInventory::AddPromoItems[/api] or [api]ISteamInventory::GrantPromoItems[/api]. …
[/td][/tr] [/table] Trigger an item drop if the user has played a long enough period of time. This period can be customized in two places: [list] [*] At the application level within Inventory Service: Playtime Item Grants. This will automatically apply to all "playtimegenerator" items that do not specify any overrides. [*] In an individual "playtimegenerator" item definition. …
[code-inline]"C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png"[/code-inline] [b]Example:[/b] [code=cpp]// Get origins for "punch" EControllerActionOrigin *origins = new EControllerActionOrigin[ STEAM_CONTROLLER_MAX_ORIGINS ]; SteamController()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); EControllerActionOrigin firstOrigin = origins[0]; //i.e, k_EControllerActionOrigin_PS4_X // This is a function from the game itself that tries to get custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship any art in our game for this origin! …
Let's get the closest value that was supported by the SDK we built against buttonOrigin = SteamController()->TranslateActionOrigin( k_ESteamInputType_Unknown, buttonOrigin ) } // This is a function from the game itself that tries to get custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( actionOrigin ); [/code] [subsection=GetControllerBindingRevision]GetControllerBindingRevision[/subsection] [code=cpp]bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]controllerHandle[/b][/td][td][apitype]ISteamController::ControllerHandle_t[/apitype][/td][td]The handle of the controller to query.…