Steamworks Documentation
Found 112 search results for "WA 0821 7001 0763 (FORTRESS) pintu besi 80 cm Nangapanda Kabupaten Ende Nusa Tenggara Timur"
Steam Playtest

[/b] This is the configuration you would likely set up initially to have players sign up prior to your playtest ever being available. You might also want this configuration if you’ve ended a playtest, but are planning on doing another one in the future and would like to add more playtesters to the future playtest event. …

Dev teams wanted the freedom to run a playtest without stressing about their user reviews or interfering with their wishlist numbers… but they also wanted the control to start, pause, and end their playtests. We hope this new set of tools helps developers get closer to their players and make better games as a result. …

Broadcast Viewership Statistics

[docimg=BroadcastHistory]BroadcastHistory[/docimg] [subsection]Detail Pages[/subsection] By clicking the [b]Details[/b] found at the end of these rows, it will expand the data presented to you. The broadcast session will, for example, show you your overall viewership data for the entire event across all of the sequential upload sessions. …

User Authentication and Ownership

The API also contains protected methods that require authentication and are intended to be accessed from trusted back-end applications. More details on the Web API can be found [doclink=webapi_overview]here[/doclink]. [section=client_to_client]P2P or Game Servers[/section] [subsection]Session Tickets[/subsection] [h4]User Authentication[/h4] The following steps detail how to use Session Tickets to verify a user's identity between the user's game client (client A) and another client or game server (client B): [list] [*] Client A must retrieve a session ticket by calling [api]ISteamUser::GetAuthSessionTicket[/api]. [*] Client A must send its session ticket to client B. [*] Client B must pass client A's ticket to [api]ISteamUser::BeginAuthSession[/api], which will perform a quick validity check. …

The result of this verification will be returned in a [api]ISteamUser::ValidateAuthTicketResponse_t[/api] callback. [*] When the multiplayer session terminates: [list] [*] Client A must pass the handle initially returned from [api]ISteamUser::GetAuthSessionTicket[/api] to [api]ISteamUser::CancelAuthTicket[/api]. [*] Client B must pass the SteamID of client A to [api]ISteamUser::EndAuthSession[/api]. [/list] [/list] A few important notes about Session Tickets: [list] [*] Session Tickets must only be used once. …

Sony PlayStation 4 Controller

[docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". From a hardware perspective they are purely analog input devices. …

Input Sources

Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. However, the player can set a threshold in the Steam Input Configurator to emulate this behavior for all other controller models.…

Frequently Asked Questions

Commercial game licenses can then be found by visiting the game's individual store page - the license will be displayed right under the regular end user purchase option. [*][h4]Can I purchase more than one commercial game license at a time and receive a bulk discount?[/h4] Commercial accounts will have access on Steam to purchase commercial copies of any game where the publisher is offering a commercial copy. …

Steam Controller (2015)

[docimg=steam_controller_shoulder_buttons.png]steam_controller_shoulder_buttons.png[/docimg] [subsection=ShoulderTriggers]Shoulder triggers[/subsection] [b]Analog, 1 axis[/b] (+ digital "full pull") The analog triggers on the Steam Controller have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull", similar to the triggers on the Nintendo GameCube controller. …

ISteamUser Interface

[b]Returns:[/b] [apitype]steam_api::EVoiceResult[/apitype] The internal sample rate of the Steam Voice decoder. [subsection=EndAuthSession]EndAuthSession[/subsection] [code=cpp]void EndAuthSession( CSteamID steamID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamID[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The entity to end the active auth session with.[/td][/tr] [/table] Ends an auth session that was started with [api]ISteamUser::BeginAuthSession[/api]. This should be called when no longer playing with the specified entity. …

Sale Page Tools -- Information for Partners

This will determine when your event can start showing up and when it is considered 'concluded'. Note that regardless of when you set your end date, the sale landing page will be accessible at any time in the future. [docimg=salePage_visibilityTab.jpg]salePage_visibilityTab.jpg[/docimg] [section]Artwork Tab[/section] Here, only the Cover Image will be required: 800px wide x 450px tall. …

Store page banners will appear on all games included on the sale page starting on the 'event start date' and running until the event end date or two weeks, whichever comes first. These should not be animated. [/list] [section]Sale Page Review[/section] Prior to release of your sale page, you'll need to submit it for review by Steam's promotion team. …

Steam DRM

This performs an initialization request to the Steam servers via the logged in client, then posts your plaintext executable to the Steam back end via HTTP. The wrap is performed server side, and then steamcmd downloads the wrapped executable. To perform a DRM wrap with SteamPipe, have your script login and then run the drm_wrap Steam command: [code] drm_wrap [appid] [input filename] [output filename] [toolname] [flags] [/code] Parameters: [list] [*] [b]appid[/b] - Your numeric application ID [*] [b]input filename[/b] - Relative or absolute path to input plaintext executable. …

ISteamUserStats Interface

[/list] [b]See Also:[/b] [api]ISteamUserStats::ResetAllStats[/api], [api]ISteamUserStats::GetAchievementAndUnlockTime[/api], [api]ISteamUserStats::GetAchievement[/api], [api]ISteamUserStats::SetAchievement[/api] [subsection=DownloadLeaderboardEntries]DownloadLeaderboardEntries[/subsection] [code=cpp]SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hSteamLeaderboard[/b][/td][td][apitype]ISteamUserStats::SteamLeaderboard_t[/apitype][/td][td]A leaderboard handle obtained from [api]ISteamUserStats::FindLeaderboard[/api] or [api]ISteamUserStats::FindOrCreateLeaderboard[/api].…

[/td][/tr] [tr][td][b]nRangeStart[/b][/td][td]int[/td][td]The index to start downloading entries relative to eLeaderboardDataRequest.[/td][/tr] [tr][td][b]nRangeEnd[/b][/td][td]int[/td][td]The last index to retrieve entries for relative to eLeaderboardDataRequest.[/td][/tr] [/table] Fetches a series of leaderboard entries for a specified leaderboard. …

Mouse Regions

This happens when either the input source that controls it stops receiving input, or the mode shift that triggered it ends. [subsection]Trigger Press Mouse Dampening[/subsection] This setting is non-functional for mouse regions, and will be removed soon.…

Events and Announcements Visibility

Steam players seeing lots of old events may tire them and teach them to ignore your content. [list][*]Some events allow you to specify an end time. Steam will automatically remove those events from appearing in the homepage, so no action is needed on your part. You can always opt to make them disappear sooner, especially for long running events. [*] When dropping multiple teasers related to an upcoming launch or major event. …

Steam Inventory Service

. [*] [b]Grant User a Playtime Drop (optional)[/b] At appropriate times (typically the end of a match/phase) call [api]ISteamInventory::TriggerItemDrop[/api] to see if the user has earned a new drop. [*] [b]Sell Items (optional)[/b] To add microtransaction support, define prices in your itemdefs. …

Steam Next Fest

[/td][/tr] [tr][td]Launch Day[/td][td]Next Fest begins![/td][/tr] [tr][td]7 days after[/td][td]Next Fest ends, and the Next Fest recap with the top demos goes live.[/td][/tr] [/table] [subsection=demo]Setting Up Your Demo[/subsection] After registration, you'll need to set up your demo on Steam. …

You can also find the registration link on your app landing page. [b]Q: What happens if I end up releasing my game before or during a given edition of Steam Next Fest?[/b] A: Only unreleased games are eligible to participate in Steam Next Fest. …

Free to Keep (100% Discount)

This free package uses the same [doclink=/store/application]AppID[/doclink] and [doclink=/store/application/depots]Depots[/doclink] as your base game, and includes a callout to show players how much time remains in claim period. Once the Free to Keep period ends, the free package is automatically removed from your store page. [docimg=FreeToKeepExample]FreeToKeepExample[/docimg] [section]Timing[/section] Steam is a global platform, so all Free to Keep promotions are required to run for at least 24 hours to allow customers in all time zones an equal chance to acquire the game. …

Pricing

. [*]If you have a scheduled discount that would result in your final price falling below Steam's lowest possible transaction price, that product will not be available to purchase by customers in countries where the end price is below the minimum allowed. [*]If your base price is below Steam's lowest possible transaction price in any currency, you will be unable to schedule new discounts. [*]If your base price is near to Steam's lowest possible transaction price in any currency, the discount you can enter may be limited to ensure the resulting price does not fall below the minimum allowed. …

[/b] A: Generally, you cannot submit a discount within 30 days of release or 30 days from when the launch discount ends. However, you can submit a launch discount to take effect when your game first releases. There are always future opportunities to put your game on discount, so you shouldn't feel pressured to change your release date for the sake of a seasonal sale event. …

Input Source Modes

[/td][/tr] [tr][td]Wrap List[/td][td]Off, On[/td][td]When selected, the list will restart once either end is reached. Otherwise, the list will cease once either extreme is hit.[/td][/tr] [/table] [section]Touch Menu[/section] This input will act as a Touch Menu. …

If set to touch release/modeshift end, the action will be sent when it stops receiving input or if it's on a modeshift, when that modeshift ends. \"Always\" will always send the button so long as the option is highlighted.…

ISteamGameServerStats Interface

You should only be calling this during major state changes such as the end of a round, the map changing, or the user leaving a server. If you have stats or achievements that you have saved locally but haven't uploaded with this function when your application process ends then this function will automatically be called. …

IUserReviewsService

Only return reviews created at or after this time. Ignored unless [code-inline]date_range_end[/code-inline] is also set.[/td][/tr] [tr][td][b]date_range_end[/b][/td][td]uint32[/td][td][/td][td]Unix timestamp. Only return reviews created at or before this time. …

Results 61 to 80 of 112