k_ESteamNetworkingIdentityType_GenericString = 2, k_ESteamNetworkingIdentityType_GenericBytes = 3, // Make sure this enum is stored in an int. k_ESteamNetworkingIdentityType__Force32bit = 0x7fffffff, }} [/code] [subsection=SteamNetworkingIdentity]struct SteamNetworkingIdentity[/subsection] An abstract way to represent the identity of a network host. …
const uint8 *GetGenericBytes( int &cbLen ) const; // Returns null if not generic bytes type /// See if two identities are identical bool operator==(const SteamNetworkingIdentity &x ) const; /// Print to a human-readable string. This is suitable for debug messages /// or any other time you need to encode the identity as a string. …
[/td][/tr] [tr=k_EAppType_DLC][td][b]k_EAppType_DLC[/b][/td][td]0x020[/td][td]Downloadable Content.[/td][/tr] [tr=k_EAppType_Guide][td][b]k_EAppType_Guide[/b][/td][td]0x040[/td][td]Game guide, PDF etc[/td][/tr] [tr=k_EAppType_Driver][td][b]k_EAppType_Driver[/b][/td][td]0x080[/td][td]Hardware driver updater (ATI, Razor etc.)[/td][/tr] [tr=k_EAppType_Config][td][b]k_EAppType_Config[/b][/td][td]0x100[/td][td]Hidden app used to config Steam features (backpack, sales, etc.)[/td][/tr] [tr=k_EAppType_Hardware][td][b]k_EAppType_Hardware[/b][/td][td]0x200[/td][td]S hardware device (Steam Machine, Steam Controller, Steam Link, etc.)…
These files will not be downloaded by users through the Workshop, but will be viewable by the community to rate. This is the implementation that Team Fortress 2 uses. [/list] [/list] [*] Register a call result handler for [apitype]ISteamUGC::CreateItemResult_t[/apitype] [*] First check the [code-inline]m_eResult[/code-inline] to ensure that the item was created successfully. [*] When the call result handler is executed, read the [code-inline]m_nPublishedFileId[/code-inline] value and store for future updates to the workshop item (e.g. in a project file associated with the creation tool). [*] The [code-inline]m_bUserNeedsToAcceptWorkshopLegalAgreement[/code-inline] variable should also be checked and if it's [b]true[/b], the user should be redirected to accept the legal agreement. …
[code=cpp] "workshopitem" { "appid" "480" "publishedfileid" "5674" "contentfolder" "D:\\Content\\workshopitem" "previewfile" "D:\\Content\\preview.jpg" "visibility" "0" "title" "Team Fortress Green Hat" "description" "A green hat for Team Fortress" "changenote" "Version 1.2" } [/code] Notes: [list] [*] The keys map to the various ISteamUGC::SetItem[...] methods. …
Rename the file to the following: [i]"game_actions_X.vdf"[/i], where X is your game's Steam AppID. If you don't know what your game's Steam AppID is, it can be found by logging into your Steam partner site. …
Here's an example: [code] "localization" { "english" { "Title_Config1" "Official Configuration" "Description_Config1" "This config was created by the developers of Game X." "Title_Config2" "Official Southpaw Configuration" "Description_Config2" "This config was created by the developers of Game X, and is setup for Southpaw users.…
[/b] The best way to contact us with questions about shipping your mod is by filing a support ticket on https://help.steampowered.com. [/list] [section=TF2FAQ]Team Fortress 2 Mods FAQ[/section] [list] [*] [h4]Q. Where do I get the TF2 SDK?[/h4] [b]A.[/b] The TF2 SDK is part of the Source SDK 2013, which is available on [url=https://github.com/ValveSoftware/source-sdk-2013]Github[/url] or via [url=steam://rungameid/243750]Steam[/url] . [*] [h4]Q. …
[b]Returns:[/b] const char * The path to the png file for the glyph. E.g. [code-inline]"C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png"[/code-inline] [b]Example:[/b] [code=cpp]// Gets origins for "punch" EInputActionOrigin *origins = new EInputActionOrigin[ STEAM_INPUT_MAX_ORIGINS ]; SteamInput()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); EInputActionOrigin firstOrigin = origins[0]; //i.e, k_EInputActionOrigin_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! …
const char *localGlyphPath = SteamInput()->GetGlyphForActionOrigin_Legacy( firstOrigin ); printf( "path = %s\n", localGlyphPath ); // "path = C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png" //a function from the game that turns a file path into a usable game texture glyphTextureID = loadButtonGlyphTextureFromLocalPath( localGlyphPath ); }[/code] [subsection=GetGlyphForXboxOrigin]GetGlyphForXboxOrigin[/subsection] [code=cpp]const char * GetGlyphForXboxOrigin( EXboxOrigin eOrigin );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eOrigin[/b][/td][td][apitype]ISteamInput::EXboxOrigin[/apitype][/td][td]The Xbox controller origin you want to get the glyph for.…
. [*] Documentation is available on the [url=https://developer.valvesoftware.com/wiki/KeyValues]Valve Developer Community wiki[/url] and on the [url=https://wiki.teamfortress.com/wiki/WebAPI/VDF]Official Team Fortress 2 wiki[/url]. [*] Arrays in the data are represented as a VDF array with the name of the type of the objects in the array, with a VDF array being an object with each item being prefixed with its numeric key as a quoted string. [*] Null is represented as an empty string. [*] [b]Example[/b]: [code=nohighlight] "appnews" { "appid" "440" "newsitems" { "0" { "gid" "1904306376092568991" "title" "Prince of Prolander Event " "url" "http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991" "is_external_url" "1" "author" "" "contents" "<a href=\"http://rgl.gg/default.aspx\"><img src=\"https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…
[/td][/tr] [tr][td][b]x[/b][/td][td]float[/td][td]The current state of this action on the horizontal axis.[/td][/tr] [tr][td][b]y[/b][/td][td]float[/td][td]The current state of this action vertical axis.…
[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]rotQuatX[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), x axis[/td][/tr] [tr][td][b]rotQuatY[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), y axis[/td][/tr] [tr][td][b]rotQuatZ[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), z axis[/td][/tr] [tr][td][b]rotQuatW[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), w axis[/td][/tr] [tr][td][b]posAccelX[/b][/td][td]float[/td][td]Positional acceleration, x axis[/td][/tr] [tr][td][b]posAccelY[/b][/td][td]float[/td][td]Positional acceleration, y axis[/td][/tr] [tr][td][b]posAccelZ[/b][/td][td]float[/td][td]Positional acceleration, z axis[/td][/tr] [tr][td][b]rotVelX[/b][/td][td]float[/td][td]Angular velocity, x axis[/td][/tr] [tr][td][b]rotVelY[/b][/td][td]float[/td][td]Angular velocity, y axis[/td][/tr] [tr][td][b]rotVelZ[/b][/td][td]float[/td][td]Angular velocity, z axis[/td][/tr] [/table] [section=enums]Enums[/section] These are enums which are defined for use with ISteamController. …
If you have received 50 followers, and the user is following 105, you will need to call this again with [code-inline]unStartIndex[/code-inline] = 50 to get the next 50, and then again with [code-inline]unStartIndex[/code-inline] = 100 to get the remaining 5 users. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamFriends::FriendsEnumerateFollowingList_t[/apitype] call result. …
[h4]Submitting requests[/h4] All requests should be sent using HTTP 1.1 GET or POST using a TLS secure connection. The Content-Type should be "application/x-www-form-urlencoded" and the POST parameters should be in the body of the request in standard form urlencoding format. Text should be transmitted as UTF-8. …
If the Quantity value for this item is greater than one, this value is the total that will get charged (Amount = Quantity x item_cost). [*] Item Description - A text description for the item. This will be displayed to the user when they are prompted to authorize the transaction. …
[section]Overview[/section] Whether you are completing the Steam Direct signup process or are already an established Steamworks developer, you can now simply pay a $100 USD (or equivalent) fee for each new app you wish to distribute on Steam. Read below for details on how it works. [section]Onboard On Steamworks[/section] When you are signing up as a Steamworks developer for the first time, you'll need to complete a set of digital paperwork. …
[/td][/tr] [tr][td][b]x[/b][/td][td]int[/td][td]The X (width) position in pixels within the surface. (0, 0) is the top left corner.[/td][/tr] [tr][td][b]y[/b][/td][td]int[/td][td]The Y (height) position in pixels within the surface. (0, 0) is the top left corner.…
[/td][/tr] [tr][td][b]flZoom[/b][/td][td]float[/td][td]The amount to zoom, this can range from [b]1[/b] (100% and the default) to [b]2[/b] (200%).[/td][/tr] [tr][td][b]nPointX[/b][/td][td]int[/td][td]The X point in pixels to zoom around. …
[table] [tr] [td][b]Header Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]920px x 430px Just your game logo and artwork [doclink=store/assets/standard#header_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Small Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]462px x 174px Just your game logo and artwork [doclink=store/assets/standard#small_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Main Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]1232px x 706px Just your game logo and artwork [doclink=store/assets/standard#main_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Vertical Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]748px x 896px Just your game logo and artwork [doclink=store/assets/standard#hero_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Screenshots[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]minimum of 1920px x 1080px or larger, 16:9 ratio. …
[table] [tr] [td][b]Event Cover[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]800px x 450px Artwork and marketing copy for your event or announcement [doclink=store/assets/eventassets#cover]See details[/doclink][/td] [/tr] [tr] [td][b]Event Header[/b][/td] [td]Optional[/td] [td]1920px wide x 622px Event artwork and logo. …
const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen] = { 0xed, 0x93, 0x86, 0x07, 0x36, 0x47, 0xce, 0xa5, 0x8b, 0x77, 0x21, 0x49, 0x0d, 0x59, 0xed, 0x44, 0x57, 0x23, 0xf0, 0xf6, 0x6e, 0x74, 0x14, 0xe1, 0x53, 0x3b, 0xa3, 0x3c, 0xd8, 0x03, 0xbd, 0xbd }; uint8 rgubDecrypted[1024]; uint32 cubDecrypted = sizeof( rgubDecrypted ); if ( !…
Refer to the template (downloadable above) for the area in the middle occluded by the profile.[/h4] [list] [*]300 x 168px .webm <1MB (for preview purposes) [*]300 x 168px .mp4 <1MB (for preview purposes) [*]1920 x 1080px .jpg (still) < 350KB [*]1920 x 1080px .mp4 <4MB [*]1920 x 1080px .webm <4MB [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/anim_BG_GIF.gif[/img] [url=https://store.steampowered.com/points/shop/c/backgrounds](Click here to see examples live in the Points Shop.)[/url] [section][b]Animated Mini-profile Backgrounds[/b][/section] [h4]Visible on hover in the friends list and across the Steam Community. Should be a looping and under 4MB.[/h4] [list] [*]640 x 570px .jpg (still) <350KB [*]640 x 570px .mp4 <4MB [*]640 x 570px .webm <4MB [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/anim_miniBG_GIF.gif[/img] [url=https://store.steampowered.com/points/shop/c/backgrounds/cluster/2](Click here to see examples live in the Points Shop.)…
unSessionID ) { continue; } int nResolutionX = 0, nResolutionY = 0; SteamRemotePlay()->BGetSessionClientResolution( unSessionID, &nResolutionX, &nResolutionY ); if ( nResolutionX > nMaxResolutionX ) { nMaxResolutionX = nResolutionX; nMaxResolutionY = nResolutionY; } } if ( pnX ) { *pnX = nMaxResolutionX; } if ( pnY ) { *pnY = nMaxResolutionY; } return ( nMaxResolutionX > 0 && nMaxResolutionY > 0 ); } [/code] [subsection=ShowRemotePlayTogetherUI]ShowRemotePlayTogetherUI[/subsection] [code=cpp]bool ShowRemotePlayTogetherUI();[/code] Show the Remote Play Together UI in the game overlay. …
[/td][/tr] [tr=k_ERemotePlayMouseButtonMiddle][td][b]k_ERemotePlayMouseButtonMiddle[/b][/td][td]0x0010[/td][td]The middle mouse button.[/td][/tr] [tr=k_ERemotePlayMouseButtonX1][td][b]k_ERemotePlayMouseButtonX1[/b][/td][td]0x0020[/td][td]The first extended mouse button.…
You'll want to set the stats as 'Increment Only' - meaning that the Steam servers enforce the skill stat can only increase, preventing a user as marking them as low skill so they can play against easy targets. The number range can be as large or small as you want; 0-100 is typical but in no way required. You'll use these skill stats when searching for or setting up a game, and then update them when a game ends. …
We've spent a lot of effort making it as easy as possible to run that best version on Steam Frame. For most developers that probably means running Windows x86 via Proton and FEX. For VR developers that have already spent the effort to make a mobile optimized version of their game for other hardware (typically Android Arm64), we think it makes sense to run that version on Steam Frame. …
It is implemented as a container to minimize overhead. [subsection]x86 via FEX[/subsection] x86 (32-bit and 64-bit) via [url=https://github.com/FEX-Emu/FEX]FEX[/url]. FEX translates x86 compiled games to Arm64 instructions, but forwards API calls to native host system libraries like OpenGL or Vulkan to reduce emulation overhead, and leverages code caching to minimize in-game stuttering as much as possible. …
[b]Design:[/b] These are small, so for best results focus on making the [b][color=#ca5029]logo clearly legible.[/color] [/b] [b]Size:[/b] Please provide '462px x 174px' image. From that, two smaller sizes (120x45 and 184x69) capsules are automatically generated. [b]Requirements: [/b]Small Capsule should contain readable logo, even at smallest size. …
[section=main_capsule]Main Capsule [color=#ca5029]Required[/color][/section] [docimg=hla_capsule_616x353.jpg]hla_capsule_616x353.jpg[/docimg] [b]Usage:[/b] This image appears at the top of the Steam store home page in the Main Capsule carousel. …
The logo should be easily legible against the background. [b]Size:[/b] 600px x 900px (an additional half-size 300px x 450px PNG will be auto-generated from larger file) [section=header]Library Header [color=#ca5029]Required[/color][/section] The library header is used in different places within the Steam Client Library. …
For ex: a main character’s face should be entirely in the safe area or risk being cropped. [b]Size: [/b]3840px x 1240px (an additional half-size 1920px x 620px PNG will be auto-generated from larger file) [subsection=logo]Library Logo [color=#ca5029]Required[/color][/subsection] [docimg=Logo_example_1.png]Logo_example_1.png[/docimg] [b]Usage:[/b] Appears at the top of a user’s library details page for this product, placed on top of the hero graphic. …