You probably want [api]ISteamApps::GetCurrentGameLanguage[/api] instead, this should only be used in very special cases. For a full list of languages see [doclink=store/localization/languages]Supported Languages[/doclink]. [b]Returns:[/b] const char * [b]See Also:[/b] [api]ISteamApps::GetCurrentGameLanguage[/api], [api]ISteamApps::GetAvailableGameLanguages[/api] [subsection=InitFilterText]InitFilterText[/subsection] [code=cpp]bool InitFilterText();[/code] Initializes text filtering, loading dictionaries for the language the game is running in. Users can customize the text filter behavior in their [url=https://store.steampowered.com/account/preferences#CommunityContentPreferences]Steam Account preferences[/url] [b]Returns:[/b] bool [b]true[/b] if initialization succeeds, [b]false[/b] if filtering is unavailable for the game's language, in which case [api]ISteamUtils::FilterText[/api]() will act as a passthrough. …
We think customers are better off if a developer can focus on the one best version of their game, rather than making and maintaining many separate builds-- especially if one build ends up as a second-class experience missing some testing or updates. …
If you have multiple measures of skill, you can add multiple near filters, with the near filters set earlier taking precedence in the sort order of the search results. You can also specify mininum or maximum values for the skill to find. [section]Dealing with low numbers of search results[/section] A common problem with other matchmaking systems is that a search can result in a low number of results, where it's hard to find any game let alone a well-matched one. …
We are allocating a portion of our Steam Deck LCD units for partners to test their titles. These are the same Steam Decks that are shipping to customers, there is no additional development software or hardware changes. Steam Deck dev kits are ready to ship, and we've opened up the Steam Deck Dev Kit request form. …
[/section] If you believe your game or application is using a redistributable which is not listed in the app admin, but might be used by many other apps, please let us know in the [url=steamcommunity.com/groups/steamworks/discussions/]Steamworks Development Group[/url], and we might be able to get it added. If your redistributable or installer is uncommon or custom, you can use an [doclink=sdk/installscripts]install script[/doclink] to install it manually.…
[/td][/tr] [tr][td][b]usDurationMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pulse, in microseconds (1/1,000,000th of a second)[/td][/tr] [/table] Triggers a (low-level) haptic pulse on supported controllers. [b]Notes:[/b] Currently only the VSC supports haptic pulses. This API call will be ignored for all other controller models. …
[/td][/tr] [tr][td][b]nFlags[/b][/td][td]unsigned int[/td][td]Currently unused and reserved for future use.[/td][/tr] [/table] Triggers a repeated haptic pulse on supported controllers. [b]Notes:[/b] Currently only the VSC supports haptic pulses. This API call will be ignored for incompatible controller models. …
Steamworks is a set of tools that enable you to distribute your product to Steam customers and a set of features you can use in your product, such as matchmaking, leaderboards, Steam Workshop, etc. The Steamworks partner portal is where you'll be able to manage each of your products, and your account and company information. …
In this case, clicking the "Buy on Steam" button from the widget will take customers to the Steam website with the item in their cart where they can easily complete the purchase process and pay with whatever method they prefer, including funds from their Steam Wallet. …
Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. With these features you can easily allow players to find and play with each other using the Steam Matchmaking APIs, or use the Steam Game Servers API to provide persistent dedicated servers that your players can create communities around. …
For unreleased games, setting a build live should have no impact on customers, since the game is only owned by the Steam accounts in the Steamworks partner account (or by anyone who has redeemed a Steam key for your game). …
The size of the OPF string varies, but at this time 48,000 bytes should be sufficient to contain the full string. If it is not, [code-inline]pnBufferSize[/code-inline] will be set to the size required. In that case, make a second call with the correct buffer size. …
[subsection=SteamGameServer_Init]SteamGameServer_Init[/subsection] [code=cpp]inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td]uint32[/td][td]The IP address you are going to bind to. (This should be in host order, i.e 127.0.0.1 == 0x7f000001). You can use INADDR_ANY to bind to all local IPv4 addresses.[/td][/tr] [tr][td][b]usSteamPort[/b][/td][td]uint16[/td][td]The local port used to communicate with the steam servers.…
Touch menus can be configured in many different ways in both behavior and appearance, and can be adorned with custom labels and icons (provided by either Valve, the developer, or the player). Here's an example of a touch menu in [i][url=http://store.steampowered.com/app/268500/XCOM_2/]XCOM 2[/url][/i], binding the numeric hotkeys: [docimg=xcom2_touch_menu_button_ex.png]xcom2_touch_menu_button_ex.png[/docimg] Touch menus are available in both native and legacy mode, but can only be driven by a trackpad. …
Requires the method such as GET or POST and the absolute URL for the request. Both http and https are supported, so this string must start with "http://" or "https://" and should look like "http://store.steampowered.com/app/10/" or similar. …
[/td][/tr] [/table] Set a request header value for the HTTP request. Must be called before sending the request. A full list of standard request fields are available here on [url=https://en.wikipedia.org/wiki/List_of_HTTP_header_fields#Request_fields]wikipedia[/url]. …
To do so first call [api]ISteamUserStats::RequestGlobalAchievementPercentages[/api]. Then, iterate the achievements in order of most completed to least completed by calling [api]ISteamUserStats::GetMostAchievedAchievementInfo[/api] and [api]ISteamUserStats::GetNextMostAchievedAchievementInfo[/api]. …
It displays the percentage of Steam players of the game that have achieved each one, ordered from most common to the rarest achievement. This is fun for players to see, and also a great resource for you as a developer: are your special challenges hard enough? …
Here is an example of what this [url=https://medal.tv/clips/4725198]clip[/url] embedded on an events page looks like Medal offers customization options to add things such as a "Get this on Steam" button to your clips. You can view the clip documentation [url=https://docs.medal.tv/player#enable-get-this-on-steam]here[/url]. …
This key will be associated with your title's AppID and any downloadable content for that title. In order to access this section of Steamworks, a user must have the "Manage Signing" permission for the relevant Application. …
[/list] [subsection]Linking From a Web Browser[/subsection] Steam supports the OpenID 2.0 specification so that you can allow users to securly log into their Steam accounts from your website and retrieve their SteamID. …
These are displayed in different places on the Steam store and in customer's libraries. [docimg=Header_1.jpg]Header_1.jpg[/docimg] [callout=red,foo][b]August, 2024[/b]: Steam is now accepting larger asset sizes for most capsules. …
When all of the beacon slots are occupied - either by reservations for users still launching the game, or completed slots for users in the party - Steam will hide and disable the beacon. To cancel the beacon - for instance when the party is full and the game begins - call [api]ISteamParties::DestroyBeacon[/api]. The client side of this operation - seeing and following beacons - can also be managed by your game. …
For instance the Name, or the URL for an icon if the location type supports icons (for example, the icon for a Steam Chat Room Group). [b]Returns:[/b] bool [section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. …
The default value of 0 indicates the package does not have a primary app set in our backend, please file a support ticket to rectify this. NOTE: While this value may be included in CD-key responses for ease of package->app association, additional revenue share does not take into account cd-key activations. …
Max size - 8 characters[/td][/tr] [tr][td][b]country_name[/b][/td][td]string[/td][td]The full name of the country_code field. Max size - 128 characters[/td][/tr] [tr][td][b]region[/b][/td][td]string[/td][td]The region within which the country_code belongs. …