In your Steamworks SDK there is a directory called '/tools/ContentServer/'. This directory contains a prebuilt version of mongoose-3.1.exe. Run this application from the ContentServer directory. Create a new app_build vdf script. The format we typically follow is [code-inline]app_build_[AppID]_Local.vdf[/code-inline]. …
This allows users to simply fire up your game and play without needing to go into the configuration screen at all. Here's the recommended process: [subsection]Step 1 - Update your game[/subsection] [list] [*] Update your Steam depot with your new version of the game [/list] [subsection]Step 2 - Publish your configuration[/subsection] [list] [*] Run Steam in Big Picture mode and navigate to the default configuration you created in the controller configuration. [*] Hit the (Y) button, or click the "Save As" button at the bottom of the screen. [*] Select the desired localized title & description in the popup, change it to a PUBLIC profile, and click the PUBLISH button. [*] You will get a confirmation, and the file ID of the public configuration. …
. [*]Media Foundation: To save additional bandwidth and disk use, we recommend using standalone codecs like VP9 or AV1. [*]Anti-cheat: We recommend using user-space anti-cheat components for best results, as they can typically run in the Wine environment and provide the same level of functionality. …
. [*] [b]flags[/b] - Bitmask of the following numeric flags specifying tool behavior. [list=1] [*] [b]0[/b] - Normal wrap (most protection) [*] [b]6[/b] - Compatibility mode (disables obfuscation) [*] [b]32[/b] - Skip debugger check [*] [b]38[/b] - compatibility mode and also skip debugger check (least protection) [/list] [/list] Example run_build.bat script to login, apply DRM, build and upload the build to Steam (where App ID is 480): [code] builder\steamcmd.exe +login mysteamaccount +drm_wrap 480 "D:\src\steamworkssdk\steamworksexample\release\steamworksexample.exe" "D:\src\steamworkssdk\tools\ContentBuilder\content\windows_content\SteamworksExample.exe" drmtoolp 0 +run_app_build ..…
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 ( !…
[b]Returns:[/b] [apitype]steam_api::RTime32[/apitype] Returns the time as Unix epoch time (time since Jan 1st, 1970). Returns 0 if the ticket is not valid. [subsection=GetTicketSteamID]SteamEncryptedAppTicket_GetTicketSteamID[/subsection] [code=cpp]S_API void SteamEncryptedAppTicket_GetTicketSteamID( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, CSteamID *psteamID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]rgubTicketDecrypted[/b][/td][td]uint8 *[/td][td]The decrypted ticket to check.…
Event visibility will depend on the current schedule of Steam promotions, but some examples of possible marketing visibility include: [table] [tr][td]Steam Home Page Takeover[/td][td]Updates and Offers[/td][/tr] [tr][td][docimg=Steam_Event_Takeover.JPG]Steam_Event_Takeover.JPG[/docimg][/td][td][docimg=Steam_Event_updates_offers_1.jpg]Steam_Event_updates_offers_1.jpg[/docimg][/td][td][/td][/tr] [tr][td] [/td][td] [/td][td] [/td][/tr] [tr][td]Sale Page[/td][td]Takeunder Banner[/td][td] [/td][/tr] [tr][td][docimg=Steam_theme_sale_page.jpg]Steam_theme_sale_page.jpg[/docimg][/td][td][docimg=Steam_Event_Takeunder.jpg]Steam_Event_Takeunder.jpg[/docimg][/td][td][/td][/tr] [tr][td]Marketing Message[/td][td]Steam Social[/td][td] [/td][/tr] [tr][td][docimg=Steam_Event_IM.jpg]Steam_Event_IM.jpg[/docimg][/td][td][docimg=Steam_Theme_Social]Steam_Theme_Social.jpg[/docimg][/td][td][/td][/tr] [tr][td] [/td][td] [/td][td] [/td][/tr] [/table] [section=game_visibility]Game Visibility Within Each Event[/section] Each Steam themed sale event will be organized into top-level categories including Discounted, VR, Free to Play, Demos, and Upcoming games, as well as sub-sections relevant for the theme. …
[b]unIndex[/b] is a zero-based index, so iterate over the range [0, GetNumActiveBeacons() - 1]. The return is a [b]PartyBeaconID_t[/b] that can be used with [api]ISteamParties::GetBeaconDetails[/api] to get information about the beacons suitable for display to the user. …
[/td][/tr] [tr=k_ESteamPartyBeaconLocationType_ChatGroup][td][b]k_ESteamPartyBeaconLocationType_ChatGroup[/b][/td][td]1[/td][td]A Steam Chat Room Group.[/td][/tr] [tr=k_ESteamPartyBeaconLocationType_Max][td][b]k_ESteamPartyBeaconLocationType_Max[/b][/td][td][/td][td]Value is always one greater than the largest valid location type value.…
[list] [*] [b]Default User Setting[/b] No change to how the light functions [*] [b]Default XInput Slot Number Setting[/b] Slots 1-4 are colored red, blue, green, and purple, respectively. [*] [b]Custom Setting[/b] [list] [*][b]Controller Light Color[/b] Change the color of the light [*][b]Controller Light Saturation[/b] Change the intensity of the light [/list] [/list] [subsection]Music[/subsection] [docimg=legacy_music.png]legacy_music.png[/docimg] This lets you control music playback from your Steam music player. …
[callout]If you’d like to use the [b]Steam Frame Controller Interaction Profile[/b] you’ll need to be on at least [b]Godot 4.6 beta 1.[/b][/callout] [section]Project Setup[/section] [list] [*][b]Enable OpenXR[/b] - (Project / Project settings / XR / OpenXR) and enable stereo shaders (Project / Project settings / XR / Shaders) [*][b]OpenXR Vendors Plugin[/b] - Optionally install the [url=https://godotengine.org/asset-library/asset/3768]Godot OpenXR vendors plugin[/url] from the AssetLib tab. …
[/td][/tr] [tr=k_EGCResultNoMessage][td][b]k_EGCResultNoMessage[/b][/td][td]1[/td][td]There is no message in the queue.[/td][/tr] [tr=k_EGCResultBufferTooSmall][td][b]k_EGCResultBufferTooSmall[/b][/td][td]2[/td][td]The buffer is too small for the requested message.…
[subsection]Steam Charts[/subsection] Steam also has a [url=https://store.steampowered.com/stats/?snr=1_4_4__global-header]dedicated 'Charts' section[/url] that includes real-time top sellers charts as well as weekly top sellers lists. …
Example form-data for the POST call: [code] appid: 480 key: "0123456789abcdeffedcba9876543210" input_json:{ "steamid" : "1234", "timestamp" : 1513274037, "updates" : [ { "itemid" : "1", "property_name" : "num_times_fired", "property_value_int" : 100 } ] } [/code] [h4]Steamworks API[/h4] If you want to use the Steamworks API to modify item properties (again, inherently insecure), you will first need to add them to a white-list for your app. …
v=<video id> youtu.be/<video id> [/code] For example, using the Video ID of 'UUn-ET4vv1s' we would see the following widget in your event. [docimg=2019-09-17_8-17-04.png]2019-09-17_8-17-04.png[/docimg] Note: With YouTube, we have a few additional formatting options via the [previewyoutube] tag accessible via the toolbar's import YouTube icon. …
[subsection]How to Sign Up as a Developer[/subsection] [list] [*]1. The Actual Authority user of your Steamworks account must sign the new Steam Cloud Gaming Addendum by logging into Steamworks and clicking the following link to sign the Addendum: https://partner.steamgames.com/newpartner/signlatestsda/?…
[docimg=Events_FeaturedEventExample.png]Events_FeaturedEventExample.png[/docimg] [section]Creating New Events[/section] To create a new event or announcement, you can follow the same paths you're accustomed to: [list] [*]From your app landing page in Steamworks, click your Hub Admin panel: [docimg=post_announcement_1.JPG]post_announcement_1.JPG[/docimg] [/list] [subsection=categorization]Categorization[/subsection] To create a new event, you'll first be asked to select a category and sub-category. …
[/td][/tr] [tr=k_EP2PSendUnreliableNoDelay][td][b]k_EP2PSendUnreliableNoDelay[/b][/td][td]1[/td][td]As above, but if the underlying P2P connection isn't yet established the packet will just be thrown away. Using this on the first packet sent to a remote host almost guarantees the packet will be dropped. …
[/td][/tr] [tr=k_EP2PSessionErrorNotRunningApp][td][b]k_EP2PSessionErrorNotRunningApp[/b][/td][td]1[/td][td]The target user is not running the same game.[/td][/tr] [tr=k_EP2PSessionErrorNoRightsToApp][td][b]k_EP2PSessionErrorNoRightsToApp[/b][/td][td]2[/td][td]The local user doesn't own the app that is running.…
. [*] [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. …
So our sticker ItemDef will look like this: [code=json]{ "appid": 480, "itemdefid": 1001, "name": "Blue Star", "description": "A blue star sticker with mysterious powers", "price_category": "1;VLV25", "icon_url"..., "type": "tag_tool", "tags": "sticker:1001", }[/code] Note that the "tags" value will apply the ItemDef ID of this sticker to the target item. …
For more details on the filtering patterns, see [url=https://linux.die.net/man/1/rsync]exclude patterns[/url]. [*][b]Clean upload[/b] - Enable this to delete any files on the devkit that are not present in the [b]Local Folder[/b] once the exclude patterns are applied. [*][b]Start Command[/b] - Set this to game's binary executable (and any arguments you want to add). [*][b]Steam Play[/b] - Check this if you are uploading Windows binaries that need to be executed over Steam Play using Proton. [*][b]Steam Play debug[/b] - The debugger service checkbox allows you to step through your C++ build in Visual Studio. …
[section]Content Survey Sections[/section] The content survey contains three primary sections that all must be completed prior to submitting the game to the [url=https://partner.steamgames.com/doc/store/review_process]Review Process[/url] [subsection]1) General Content[/subsection] The first part of the content survey includes a range of topics that may be present in your game. …