So if you attempt to price an item at 1050 UAH, InitTxn will fail with error result k_EMicroTxnResultInvalidParam. For a full list of pricing requirements, see [doclink=store/pricing/currencies][/doclink] If you do not wish to price each transaction in the local user's currency, Steam can convert any purchase to the local user's wallet currency automatically based on current exchange rate. …
[/td][/tr] [/table] Tells Steam to refund a user for a purchase. Refunds can only be made for the full value of the original order. This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. …
[section]Example Query[/section] The following example retrieves the 3 most recent news entries for Team Fortress 2. The request specifies that the response should be returned as JSON and includes: a required appid parameter (Team Fortress 2's AppID is 440), and an optional count parameter to limit the number of results returned. …
Each WebAPI key has its own allow list, and adding ip addresses to the allow list is [i]not [/i]required. [b]Note[/b]: Allow lists do not guarantee WebAPI key security. Protect your key, do not share it, and change it immediately if it is compromised. …
This is the approach used by older Valve Source games such as Team Fortress 2 and Counter-Strike: Source. If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. …
[section=FAQ]Frequently Asked Questions[/section] [b]Q: My Linux game has multiple external library dependencies. How do I solve this problem?[/b] [b]A:[/b] Many popular libraries such as SDL, OpenAL, FreeType and Fontconfig are all included in the [url=https://github.com/ValveSoftware/steam-runtime]Steam Linux Runtime[/url] for your convenience. …
This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that stay around after players leave (such as Team Fortress 2). [section]Steam Server Browser[/section] A large part of the game server experience on Steam comes from the unified server browser. …
This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that keep running even after all players leave (such as Team Fortress 2). You can read more about it in the [doclink=features/multiplayer/game_servers][/doclink] documentation.…
[/b] There are no fees for using the Source Engine for your free mod. [*] [h4]Q. I’ve got a Source mod that I want to distribute via Steam. How do I prepare my mod under my app ID?[/h4] [b]A.[/b] You'll need to copy the exe and content from the Valve Source Engine game you have built your mod off of and wrap that up as your application. …
[/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. …
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. …
[/list] The SDK is available [url=http://media.steampowered.com/apps/sdr/sdk/steamdatagram_gamecoordinator_sdk.zip]here[/url] [subsection]Authentication using the Game Coordinator SDK[/subsection] SDR uses two authentication mechanisms: [list] [*] [i]Hosted server tickets[/i] are issued by your game coordinator and authorize a specific client to talk to a specific dedicated server for a period of time. Relay tickets are only used for the dedicated server use case. See SteamDatagramRelayAuthTicket. [*] [i]Certificates[/i] are used in the traditional way to authenticate, and perform DH key exchange to establish an encrypted channel. Certificates are an end-to-end concept, and can be used in all forms of SteamNetworkingSockets communication, including direct UDP connectivity or P2P. …
This includes lists such as the "New & Trending" as well as lists within store hubs, tag pages, genre pages, and so forth. [section]Frequently Asked Questions[/section] [b]Q: Can I make a demo accessible on the full game's 'coming soon' page?[/b] A: Yes, your demo can be made available to players on a Coming Soon page before the full game releases. …
Note that this does not disable the demo, it just removes the visible button from your full game's store page. [b]Q: How do I remove a Demo entirely from the Steam store?[/b] A: Please see [doclink=#disabling]Disabling Your Demo[/doclink] above [b]Q: Can I disable the store page for my demo?…
[section]Full Release[/section] If your title is approved for full release, then the controls will say "Approved For Release". Click "Release App" to proceed and view release details before confirming. Selecting "Publish Now" from the subsequent options will kick off your full release and will make your product immediately playable for customers. Your title will then appear in the store as fully released. …
Valid mode shifts for the various input sources are as follows: [table] [tr][th]Input Source[/th] [th]DPad[/th] [th]Button Pad[/th] [th]Mouse[/th] [th]Mouse Joystick[/th] [th]Joystick Move[/th] [th]Joystick Mouse[/th] [th]Joystick Camera[/th] [th]Scroll Wheel[/th] [th]Touch Menu[/th] [th]Mouse Region[/th] [th]Radial Menu[/th] [th]Single Button[/th] [/tr] [tr][td]Trackpad[/td] [td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][/tr] [tr][td]DPad[/td] [td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][/tr] [tr][td]Button Pad[/td] [td]✓[/td][td]✓[/td][td][/td][td][/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td][/td][/tr] [tr][td]Joystick[/td] [td]✓[/td][td]✓[/td][td][/td][td][/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td][/td][/tr] [tr][td]Gyro[/td] [td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td][/td][td][/td][td]✓[/td][td][/td][td][/td][/tr] [tr][td]Switches[/td] [td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr] [tr][td]Triggers[/td] [td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr] [/table] Note that "switches" (Shoulder buttons, Back/Start buttons, Grip paddles) and analog triggers cannot be mode shifted. That is because these inputs are used for [i]triggering[/i] mode shifts. A complete list: [list] [*] Left Trigger Full Pull [*] Right Trigger Full Pull [*] Left Trigger Soft Pull* [*] Right Trigger Soft Pull* [*] Left Bumper [*] Right Bumper [*] Left Grip [*] Right Grip [*] Left Pad Click [*] Right Pad Click [*] Left Pad Touch [*] Right Pad Touch [*] Left Joystick Click [*] Right Joystick Click [*] D Pad Up [*] D Pad Down [*] D Pad Left [*] D Pad Right [*] A Button** [*] B Button** [*] X Button** [*] Y Button** [*] Start Button** [*] Select Button** [/list] [i]*Where available - note that Nintendo Switch controllers do not have Analog Triggers[/i] [i]**Actual label will vary between controller models[/i]…
[b][i]How is the full version planned to differ from the Early Access version?[/i][/b] Again, think about your goals. "Full version" means different things for every product, and this is something only you can decide. …
If so, you should also consider publishing a [doclink=/marketing/event_tools]News Event[/doclink] to share these details with your current players. [*][b][i]Set Your V1.0 Full Release Date[/i][/b] - On the Early Access tab of the Edit Store Page tools a date picker to select a planned 1.0 release date. …
In this case, the SIC just serves as a really fancy input mapper that [i]any[/i] player can use for [i]any[/i] game on Steam. The player can remap any physical input to any other physical input -- such as making the "A" button simulate the keyboard "Enter" key, make a full pull of the left analog trigger simulate a mouse click, etc. This mode works with [i]any[/i] supported input device, not just the Steam Controller. Legacy mode is great for working with games that never supported the API, but there are limitations to it. …
[docimg=xbox360_controller_shoulder_buttons.png]xbox360_controller_shoulder_buttons.png[/docimg] [subsection=LTRT]LT and RT (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Like the PlayStation 4 controller, and unlike the Steam controller, the LT and RT analog triggers on the Xbox 360 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". …
However, the Steam Input configurator is able to fix this; the player may set a threshold that distinguishes a "full pull" from a "soft pull." [docimg=xbox360_controller_triggers.png]xbox360_controller_triggers.png[/docimg] [subsection=DPAD]Digital pad[/subsection] [b]Digital[/b] The Xbox 360 controller features a fairly standard digital pad, or DPAD. …
It shares certain features with the Steam controller that are lacking in the XInput standard (central trackpad & gyroscope), while hewing to a more traditional twin-stick form factor that some players prefer. *[i]referring here to all compatible models, including but not limited to the DUALSHOCK 4 model[/i] [docimg=ds4_controller.png]ds4_controller.png[/docimg] The PlayStation 4 controller has all the same physical features available to XInput controllers, as well as: [list] [*] A central trackpad [*] An internal gyroscope [*] A programmable LED light bar [/list] [subsection=FaceButtons]Face buttons[/subsection] [b]Digital[/b] The PlayStation 4 controller features four standard face buttons labeled with a SQUARE, a CROSS, a TRIANGLE, and a CIRCLE. …
[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". …
[/url] [section][b]Animated Profile Backgrounds[/b][/section] [h4]Visible in your Steam profile. Create 1-4 of these, ideally. Should be a looping .mp4 [i]and[/i] .webm under 4MB. The files should have a fade to black baked into the bottom of them for a smooth transition to black on the profile bottom. The sides of profiles can now be full-screen, so the right and left sides can be full-bleed. Refer to the template (downloadable above) for the area in the middle occluded by the profile.…
We'll also use that calendar date to generate messages (like inviting you to participate in Steam Next Fest, or reminding you to submit your build for review prior to release!). [b]Q: Can I change the release date of my game?[/b] A: You can change the release date of your game up to two weeks prior to your specified date. …
However, as long as your game has been reviewed and is ready for release, the release button will be available and let you proceed to release during a weekend if you really wish to do so. [b]Q: Where can I learn more about release dates and coming soon mode on Steam?[/b] A: The full documentation can be found here. https://partner.steamgames.com/doc/store/coming_soon [b]Q: Can I set a release date for when my Early Access Game will transition to V1.0 Full Release?…
. [*] 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?…
Besides just rebinding your own controls, you can also download and use full input configurations that other players have shared on Steam. In this screenshot, I'm playing [url=http://store.steampowered.com/app/379720/]Doom[/url]. …
In this case, head on over to the "Templates" section, which is full of generic input configurations for each controller model, with many variations for all the most common game genres. [docimg=browse_configs_6.png]browse_configs_6.png[/docimg] …
Any key under the "Registry" keyname will be treated as the full path to the registry key you want to create or open. Under that key, specify either a "string" or "dword" key. …
[/list] [i]Note that these are common paths, but they can be different based on what version of Windows the user is running.[/i] [section=language_specific_values]Language Specific Values[/section] Both string and DWORD values can be assigned different data depending on what language the user is running Steam in. …