[/td][/tr] [tr][td][b]cubData[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total size [b]in bytes[/b] of the [code-inline]pData[/code-inline] array.[/td][/tr] [/table] Gets the daily history for an aggregated stat. pData will be filled with daily values, starting with today. So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, etc. You must have called [api]ISteamUserStats::RequestGlobalStats[/api] and it needs to return successfully via its callback prior to calling this. …
[/td][/tr] [tr][td][b]srcIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address that this packet was sent to in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]srcPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port that this packet was sent through, in host order.…
[/td][/tr] [tr][td][b]m_nRank[/b][/td][td][apitype]steam_api::int32[/apitype][/td][td]The overall rank of the server (0-based).[/td][/tr] [tr][td][b]m_unTotalConnects[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Total number of clients who have ever connected to the server.[/td][/tr] [tr][td][b]m_unTotalMinutesPlayed[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Total number of minutes ever played on the server.…
[section]Store Capsule Templates[/section] [table] [tr][td][b]Templates[/b][/td] [td] [url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing and text placements on store page assets. [/td][/tr] [tr][td][b]Contents[/b][/td] [td] [list][*]Header Capsule [*]Small Capsule [*]Main Capsule [*]Vertical Capsule [*]Screenshots [*]Page Background [*]Bundle Assets [/list] [/td][/tr] [/table] [section=header_capsule]Header Capsule [color=#ca5029]Required[/color][/section] [docimg=hla_header.jpg]hla_header.jpg[/docimg] [b]Usage:[/b] This appears at the top of the store page, in the 'Recommended For You' section, in browse views on Big Picture mode, and for Daily Deals if applicable. …
[section=small_capsule]Small Capsule [color=#ca5029]Required[/color][/section] [color=green]Good Execution: Logo clearly legible![/color] [docimg=capsule_sm.png]capsule_sm.png[/docimg] [color=#ca5029]Poor Execution: Logo not legible at small size.…
[b]Posting:[/b] Once your page has been approved, you will need to click the green "Post as Coming Soon" button for it to show up publicly as coming soon. For more information on preparing for release, please see the [doclink=store/releasing][/doclink] documentation. …
You can create these packages by going to the “All Associated Packages, DLC, Demos And Tools” page and hitting the green “Create Standard Packages” button up top. You can also send us a note to get help any time, via the Support button at the top of this page. …
If you're planning on raising your price at or around the time of releasing out of Early Access and want to run a discount to celebrate your V1.0 release, you may want to consider these scenarios: [list] [*]You could leave your price as is, run a launch discount as you release into V1.0 out of Early Access and then raise your price 30 days [i]after[/i] that. [*]You could raise your price as you transition out of Early Access and not run a discount. [*]You could raise your price more than 30 days before you release out of Early Access, and then run a launch discount to go with your V1.0 release. …
[/callout] [callout]Please use the current Photoshop [url=https://www.dropbox.com/scl/fo/mhf604o6bdbcfr1scq7bx/h?rlkey=9bk0ggiwuvs4o1jdnej4xsy0c&st=9iurtcwm&dl=0] TEMPLATES[/url][/callout] Once enabled, the Sale Tab will let you create and customize your landing page. …
[b]Please use the current Photoshop [url=https://www.dropbox.com/scl/fo/mhf604o6bdbcfr1scq7bx/h?rlkey=9bk0ggiwuvs4o1jdnej4xsy0c&st=9iurtcwm&dl=0] TEMPLATES[/url].[/b] Critical content should be placed within the template safe area indicated by the 940-pixel-wide lime green box. …
[b]Returns:[/b] int The number of users that meet the specified criteria. [b]NOTE:[/b] Returns [b]-1[/b] if the current user is not logged on. [b]Example:[/b] [code=cpp]int nFriends = SteamFriends()->GetFriendCount( k_EFriendFlagImmediate ); if ( nFriends == -1) { printf( "GetFriendCount returned -1, the current user is not logged in.…
[/td][/tr] [tr][td][b]iPersonaName[/b][/td][td]int[/td][td]The index of the history to receive. [b]0[/b] is their current persona name, [b]1[/b] is their most recent before they changed it, etc.[/td][/tr] [/table] Gets one of the previous display names for the specified user. …
[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. …
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. …
[/olist] [b]Recognizing Internal Moderators[/b] [list] [*] Developers will appear in discussions and comments in your hub with their name in Green followed by a yellow [developer] tag. [docimg=moderator_presentation_developer.jpg]moderator_presentation_developer.jpg[/docimg] [/list] [subsection]Global Moderators[/subsection] From time to time, Valve will promote trusted community members to act as global moderators across the Steam Community. …
[/subsection] A franchise is defined as a set of two or more games that are built in the same fictional universe, gameplay style, or intellectual property. For example, "Total War" is a franchise made up of a dozen or so individual games that share a common gameplay style. "Assassin's Creed" is also a franchise made up of a number of games that share gameplay style and also share a narrative story line that runs across all the titles. …
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ETimelineGameMode_Playing ][td][b]k_ETimelineGameMode_Playing[/b][/td][td]1[/td][td]The player is fully loaded into the game and playing.[/td][/tr] [tr=k_ETimelineGameMode_Staging ][td][b]k_ETimelineGameMode_Staging[/b][/td][td]2[/td][td]The player is in a multiplayer lobby.…
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ETimelineEventClipPriority_None][td][b]k_ETimelineEventClipPriority_None[/b][/td][td]1[/td][td]This event is not appropriate as a clip.[/td][/tr] [tr=k_ETimelineEventClipPriority_Standard][td][b]k_ETimelineEventClipPriority_Standard[/b][/td][td]2[/td][td]The user may want to make a clip around this event.…
[introblock=GameNotifications_1_static.png] [h5]In Brief[/h5]Steam can host and distribute a demo version of your game that you can use to demonstrate part of your gaming experience. …
[/b] Demos can display on a base game's store page in two different ways: [list] [*]a more subtle option in the right-hand side bar of the base game's store page. [*]a more prominent green box in the center of the base game's store page. [/list] You can toggle those display options manually. In your base game's Edit Store Page section, select the Special Settings tab and scroll down to Associated Demos to see these options. …
Here's an example: [code] "localization" { "english" { "Title_Config1" "Official Configuration" "Description_Config1" "This config was created by the developers of Game X.…
- "joystick_move": x & y will be values ranging between -1 & 1, representing the current position of the joystick. [/code] While you're in your code, make sure you're not preventing the user from combining different kinds of input simultaneously. …
[/list] [/list] [b]Example Response:[/b] [code=xml] { "response": { "item_json": "[{ \"accountid\":\"292733980074050545\",\"itemid\":\"1503713096879725\",\"itemdefid\":\"4111\",\"state\":\"removed\" ... } } [/code] [b]Calling Example:[/b] [code] curl --request POST \ --header 'content-type: multipart/form-data' \ --form appid=30400 \ --form 'materialsitemid[0]=1510699974025744' \ --form 'materialsitemid[1]=1510699974025745' \ --form 'materialsitemid[2]=1510699974025746' \ --form 'materialsquantity[0]=1' \ --form 'materialsquantity[1]=1' \ --form 'materialsquantity[2]=5' \ --form steamid=292733980074050545 \ --form outputitemdefid=4111 \ https://api.steampowered.com/IInventoryService/ExchangeItem/v1?…
This should be specified as a series of parameters named 'itemdefid[0]', 'itemdefid[1]', etc.[/td][/tr] [tr][td][b]force[/b][/td][td]bool[/td][td][/td][td][/td][/tr] [/table] Get the total number of available items of the given type [b]NOTE:[/b] This call requires a publisher API key to use this method. …
[/td][td]See [doclink=features/steam_controller/mode_shifting]Mode Shifting[/doclink][/td][/tr] [tr][td][b]Deadzone[/b][/td][td]0.0-1.0[/td][td]If translating from an analog input, the radius of the central region to ignore. 0.0 is nothing, 1.0 is the entire surface.…
It's the next best option to the real thing for providing an emulated 1:1 response. [callout=green][b]NOTE:[/b] Since this mode is seen by the game as a joystick, the sensitivity response is limited by the game's gamepad sensitivity settings. …
[/td][/tr] [tr][td][b]unIPServer[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.…
[/td][/tr] [tr][td][b]cbDataToInclude[/b][/td][td]int[/td][td]The total size in bytes of [code-inline]pDataToInclude[/code-inline].[/td][/tr] [/table] Requests an application ticket encrypted with the secret "encrypted app ticket key". …
[docimg=friendinvite3.png]friendinvite3.png[/docimg] [docimg=friendinvite2.JPG]friendinvite2.JPG[/docimg] Like other Steam playtest options, everything can be configured in the dashboard. [docimg=invitefriends1.png]invitefriends1.png[/docimg] Using the dashboard, you can specify the number of invites each player gets: 1, 2, or 3 You can also enable friend invites or pause new friend invites anytime with a few clicks. …
You configure your Friend Invites to only apply to users who have access as of today. That would limit potential invites to 15,000 total, as only users who had access as of today can send new invites. [subsection]Important notes about Friend Invites[/subsection] [callout][b]Prerequisite: [/b]Users can only invite friends they have been friends with for at least 30 days.…
[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.…
If your mod is essentially an improvement or extension of the underlying game, then we will require the ownership of this base game. However, if you are distributing a total conversion mod that does not use our games' assets or your mod is otherwise a completely separate experience from the base game, then we may let it ship on Steam without additional formal dependencies. [*] [h4]Q: Why are there mods on Steam that do not follow these rules? …
[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamController()->ActivateActionSet( controllerHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamController()->ActivateActionSet( controllerHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamController()->ActivateActionSet( controllerHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamController()->ActivateActionSet( controllerHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. …
New configurations will need to be made for every controller when updating the Major revision. [b]Example Code:[/b] [code=cpp] int nMinor = -1; int nMinor = -1; const int nCurrentMajorRevision = 1; const int nCurrentMinorRevision = 1; if ( GetControllerBindingRevision( controllerHandle, &nMajor, &nMinor ) ) { if ( nMinorRevision !…