How to Upload an App Id Onto Steam

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Below is a guide to using SteamPipe, Valve's tool for delivering content to Steam. For more than information on all-time practices for updating your game, see Updating Your Game - Best Practices.

Introduction to the SteamPipe Content Arrangement

SteamPipe is the game/application content organization that powers Steam. SteamPipe includes the following features:

  • Efficient and fast content delivery.
  • Public and individual "beta" branches, allowing multiple builds to be tested.
  • Elementary spider web-based direction of builds - push out a new build or rollback to a previous build with just a few clicks.
  • Ability to see the update size of a build earlier setting it live.
  • Power to share content between multiple applications.
  • Ability to build installer discs from public or beta content.
  • Games/apps stay bachelor offline even after an update download has been started.
  • All content is e'er encrypted, and non-active versions are not visible to customers.
  • A SteamPipe Local Content Server which tin exist used during development.

NOTE: There are a few concepts which are integral to SteamPipe, earlier getting started you lot should exist familiar with all of the concepts outlined in the Applications documentation. Having fifty-fifty a bones understanding of how these pieces fit together will exist very useful when uploading your product to Steam.

Steamworks Video Tutorial - Building Your Game in Steampipe

This tutorial introduces SteamPipe and steps through building a sample application for Steam via the Steamworks tools.
https://world wide web.youtube.com/sentry?v=SoNH-v6aU9Q

Steamworks Video Tutorial - Calculation New Platforms and Languages

This tutorial walks yous through calculation new platforms and languages to your game by adding depots to your app.
https://www.youtube.com/watch?v=PShS32hcing

SteamPipe Technical Details

SteamPipe uses the HTTP protocol for content delivery. Since downloads are regular web traffic, whatever third-party HTTP cache betwixt the customer and Steam servers will increment download speed. Content can exist hosted past external CDN providers, which tin be easily added to our content network. About consumer firewalls permit HTTP traffic and won't cake downloads.

SteamPipe has an efficient patching algorithm based on binary deltas, merely irresolute the modified portions of existing content files. When this content is updated, just these deltas demand be sent. This ways both developer and user transfers are smaller and faster. Most partners volition find that using a SteamPipe Local Content Server non necessary since they tin efficiently patch builds on private branches.

Steam Build Business relationship

Before you tin create any builds on Steam, yous must accept a Steam account in your Steamworks business relationship with the "Edit App Metadata" and "Publish App Changes To Steam" permissions granted. For security reasons information technology's recommended that you have a dedicated build account with just those permissions, you may create a new Steam account for this purpose at https://store.steampowered.com/join.

Any administrator of your Steamworks account can add a Steam account and grant the necessary permissions. More data on this process can be plant in the Managing Your Steamworks Account documentation. An example of what this business relationship might look like is:

create_build_account.png

Initial Setup for New SteamPipe Apps

Follow these steps to ready new SteamPipe apps:

  1. Notice the app ID for your awarding (this can be found by selecting the application on your homepage in Steamworks)
  2. Go to the Full general Installation Settings folio for your app.
  3. Define at least one launch option (the path and optionally, any arguments required to launch the game). Hover over the (?) to learn more than most each field.

    The case below shows 5 launch options, two for Windows, 2 for macOS and one for Linux.
    Launch selection iii will simply exist shown on Windows if the user also owns the DLC specified.

    updatedlaunchoptions_3.png

  4. Go to the Depots page and add depots as needed for this app. By default, a depot may already be configured for your application.
    1. Click the default depot and change the name of the depot to a proper and recognizable name (such as "Base Content" or "Windows Content").
    2. Leave the linguistic communication set up to [All languages] unless this is a language-specific depot.
    3. Leave the OS set up to [All OSes] unless this is an Bone-specific depot (if the app is all-in-1, or is just PC or just Mac, it should exist left to [All OSes]. Only specify for OS-specific game depots.
    4. Click Add together New Depot to create boosted depots.
    5. Click Salve Changes to save any changes made.
  5. One time you are done defining your depots, publish the changes that you lot have made from the Publish page.
  6. Your newly defined depots will need to be included in a package to grant you ownership of them. Each game on Steam should have a Programmer Comp package which is automatically granted to the accounts listed inside your publisher group.
    You tin can add together the new depots to that package (and/or other packages that should accept these depots) on the Associated Packages & DLC folio.

Note: If your executable is in a sub-folder of the master installation folder, add together the sub-folder name in the Executable field. Don't utilise leading slashes or dots.

Platform Note: As shown above, macOS applications may be launched by specifying either an app bundle (Game.app) or a script/binary (Game.app/Contents/MacOS/Game). In general the app packet format should exist preferred if possible as it allows macOS to more correctly determine launch parameters in the way it would if launched manually outside of Steam.

One instance of this to note is that currently applications that are launched through an app bundle on Apple Silicon devices will launch the best architecture available in the application whereas direct binary launches will utilise the same architecture every bit the Steam process (currently x86_64).

Setting upward the SDK for SteamPipe uploads

Download and unzip the latest version of the Steamworks SDK on the auto y'all will be uploading builds on.

The SteamPipe tools can be establish inside the SDK in the tools folder which contains 2 relevant sub-directories.

The ContentBuilder directory is where your game content and SteamPipe build tools will alive. This directory contains the following sub-directories:

  • builder - This directory initially contains simply steamcmd.exe which is the command line version of Steam.
  • builder_linux - The linux version of steamcmd.
  • builder_osx - The macOS version of steamcmd.
  • content - This directory contains all game files that volition exist built into depots.
  • output - This directory will be the location for build logs, chunk cache, and intermediate output. NOTE: This folder can be deleted or emptied at whatsoever time, but after it'south deleted, the adjacent upload fourth dimension will take longer.
  • scripts - This directory is where you'll place all of your build scripts for building your game depots.

steampipebuilddir.png

It's recommended that you run steamcmd.exe directly in the builder binder for your platform once to bootstrap your build system. This should populate your builder directory with all the files it needs to build depots.

The ContentServer directory contains the tools for running your own SteamPipe Local Content Server if you choose to do then.

SteamCmd on macOS

To enable SteamCmd on macOS you must consummate the following steps:

  1. From the last, browse to the tools\ContentBuilder\builder_osx\osx32 folder
  2. Run chmod +10 steamcmd
  3. Browse upwards to the parent folder (tools\ContentBuilder\builder_osx)
  4. Type bash ./steamcmd.sh
  5. SteamCmd will then run and update to the latest build, leaving you in the SteamCmd prompt
  6. Type exit and printing render to get out the prompt

Y'all can then follow the remainder of this documentation (substituting paths as appropriate) to create depot and app config files for uploading your content to Steam.

Creating SteamPipe Build Config Files

To upload files for your app with SteamPipe, yous must create scripts which describe your build and each depot that will be included in it. The example scripts shown here are in the Tools\ContentBuilder\scripts folder in the Steamworks SDK.

SteamPipe GUI Tool

If you lot're running on Windows and would prefer a GUI tool to help create these config files and upload your builds yous can use the SteamPipeGUI which is available in the tools folder of the Steamworks SDK. Included in the zip are additional instructions to get you started.

If y'all choose to use the GUI tool then reading the following sections is withal recommended to assistance you become more familiar with how the SteamPipe system works.

Unproblematic Build Script

Let's start with the most basic build script possible. In our example we have a game (AppID 1000) that has ane depot (DepotID 1001) and want to upload all files from a content folder and information technology's subfolders. Nosotros just need a single build script for that, have a expect at "simple_app_build.vdf" included in the SDK :

"AppBuild" { "AppID" "1000" // your AppID "Desc" "This is a simple build script" // internal description for this build "ContentRoot" "..\content\" // root content binder, relative to location of this file "BuildOutput" "..\output\" // build output folder for build logs and build enshroud files "Depots" { "1001" // your DepotID { "FileMapping" { "LocalPath" "*" // all files from contentroot folder "DepotPath" "." // mapped into the root of the depot "recursive" "ane" // include all subfolders } } } }

Adapt the AppID and DepotID for your game equally needed. To kick off a build you demand to run steamcmd and pass a couple of parameters :

tools\ContentBuilder\architect\steamcmd.exe +login <account_name> <password> +run_app_build ..\scripts\simple_app_build.vdf +quit

NOTE: Your first attempt at running a build may neglect due to Steam Baby-sit. If the login fails due to Steam Guard, check your email for the Steam Guard code, and run steamcmd as: steamcmd.exe "set_steam_guard_code <code>", and try again. Later on logging in with Steam Baby-sit in one case, a sentry file is used to verify the login is genuine.

If you are using steamcmd from a machine or VM that gets re-imaged oft, you lot should include the sentry and config file in your paradigm then you lot won't exist prompted for a Steam Guard every time. The sentry file is located in <Steam>\ssfn<hashOfNumbers>, and the config file is located in <Steam>\config\config.vdf.

The following steps occur during a SteamPipe build:

  1. Steamcmd.exe volition update itself to the latest version.
  2. Steamcmd.exe is logging into the Steam backend using the given builder Steam business relationship.
  3. The app build start is registered with the MDS (Main Depot Server), which will ensure the user has the proper privileges to modify this app.
  4. For each depot included in the app build, a file list is generated based on the files in the content folder and the filter rules divers in depot build config file.
  5. Each file is scanned and divided into pocket-sized chunks of nigh 1MB. If the depot has been congenital before, this partitioning will preserve as many of the unchanged chunks as possible.
  6. New file chunks are compressed, encrypted, and then uploaded to the MDS.
  7. A final manifest is generated for this depot version; each manifest is identified past a unique 64-bit manifest ID.
  8. Once all depots have been processed, the MDS finishes this app build and assigns it a global BuildID.
  9. Afterward the build is done, in that location may be *.csm and *.csd files in the build ouput folder. These are temporary and tin be deleted, just they speed up subsequent build times.

Once the build is complete you can see it on your app builds page, in this example information technology would be https://partner.steamgames.com/apps/builds/yard. There you lot can set up that build live for the default co-operative or whatever beta branch and users will exist able to download this update with a couple of minutes.

Advanced Build Scripts

If your app has a lot of depots with complex file mapping rules, yous can create a depot build script for each depot which volition exist referenced by the app build script. Kickoff permit's take a wait at available parameters in the app build script:

  • AppID - The AppID of your game. The uploading Steam partner business relationship needs 'Edit App Metadata' privileges
  • Desc - The description is only visible to you in the 'Your Builds' department of the App Admin console. This can be inverse at whatever time after uploading a build on the 'Your Builds' page.
  • ContentRoot - The root folder of your game files, tin be an absolute path or relative to the build script file.
  • BuildOutput - This directory will be the location for build logs, depot manifests, chunk caches, and intermediate output. For all-time functioning, utilise a split deejay for your build output. This splits the deejay IO workload, letting your content root disk handle the read requests and your output deejay handle the write requests.
  • Preview - This type of build just outputs logs and a file manifest into the build output folder. Building preview builds is a good way to iterate on your upload scripts and make sure your file mappings, filters and properties piece of work every bit intended.
  • Local - Set this to the htdocs path of your SteamPipe Local Content Server (LCS). LCS builds put content only on your own HTTP server and let y'all to test the installation of your game using the Steam client.
  • SetLive - Beta branch name to automatically set alive later on successful build, none if empty. Note that the 'default' branch can not be set live automatically. That must be done through the App Admin console.
  • Depots - This department contains all file mappings, filters and file properties for each depot or references a divide script file for each depot

Example app build script "app_build_1000.vdf" is using all options:

"AppBuild" { "AppID" "1000" // Your AppID "Desc" "Your build description here" // internal description for this build "Preview" "1" // make this a preview build simply, nothing is uploaded "Local" "..\..\ContentServer\htdocs" // put content on local content server instead of uploading to Steam "SetLive" "AlphaTest" // set this build live on a beta branch "ContentRoot" "..\content\" // content root folder relative to this script file "BuildOutput" "D:\build_output\" // put build cache and log files on unlike bulldoze for meliorate performance "Depots" { // file mapping instructions for each depot are in divide script files "1001" "depot_build_1001.vdf" "1002" "depot_build_1002.vdf" } }

This app build script references 2 depot build script files that specify all file mappings and file properties. The post-obit instructions are available in a depot build script ( and also if the department is included directly into the app build script).

  • DepotID - The DepotID for this department
  • ContentRoot - Lets you optionally override the ContentRoot folder from the app build script on a per depot basis
  • FileMapping - This maps a single file or a set up of files from the local content root into your depot. There can exist multiple file mappings that add files to the depot. The LocalPath parameter is a relative path to the content root binder and may contain wildcards like '?' or '*'. It will also apply to matching files in subfolders if Recursive is enabled. The DepotPath parameter specifies where the selected files should announced in the depot (apply only '.' for no special mapping)
  • FileExclusion - will excluded mapped files again and tin can also contain wildcards like '?' or '*'
  • InstallScript - will marker a file as install scripts and will sign the file during the build process. The Steam client knows to run them for any application which mounts this depot.
  • FileProperties - volition mark a file with special flags:
    • userconfig - This file is modified by the user or game. It cannot be overridden by an update, and information technology won't trigger a verification fault if it's different from the previous version of the file.
    • versionedconfig - Similar to userconfig, notwithstanding if the file is updated in the depot, it will be overwritten locally when the user'south game updates. Only update the file in the depot when there is a necessary format change or bug fix.

Example depot build script depot_build_1002.vdf showing use of all options:

"DepotBuild" { "DepotID" "1002" "ContentRoot" "C:\content\depot1002" // override ContentRoot from app build script "FileMapping" { // all source files and folders in ".\bin" volition be mapped into binder ".\executables" in depot "LocalPath" "bin\*" "DepotPath" "executables\" "Recursive" "1" // include all subfolders } "FileMapping" { // override sound files in \\sound with German versions "LocalPath" "localization\german\sound\*" "DepotPath" "audio\" } "FileMapping" { // copy install script for german version into depot root folder "LocalPath" "localization\german\german_installscript.vdf" "DepotPath" "." } "FileExclusion" "bin\server.exe" // exclude this file "FileExclusion" "*.pdb" // exclude all .PDB files everywhere "FileExclusion" "bin\tools*" // exclude all files under bin\tools\ "InstallScript" "localization\german\german_installscript.vdf" "FileProperties" { "LocalPath" "bin\setup.cfg" "Attributes" "userconfig" // this file will exist modified during runtime } }

Note: You can name these scripts what ever yous want, simply we use the names app_build_<AppID> and depot_build_<DepotID> for consistency. If you know that you lot'll be building apps on this machine, it might be a skilful idea to create sub-directories in your scripts directory for each application, to help organize each application'south build scripts.

Managing Updates

After your app releases to customers, your customers will be receiving the build marked every bit the Default build. When uploading a new build it'southward always a good idea to test it before shipping it to your customers, for more information on how to successfully practise this see Testing On Steam.

Debugging Build Issues

If your build wasn't successful, you lot should look in your output directory for error information, not the console where the build script was run. Nearly mistake data tin be found in the *.log files.
You can use these Steam client commands and customer-side files to debug issues:

  • "app_status [appid]" - Shows the current state of the app on this customer.
  • "app_info_print [appid]" - Shows the current Steamworks configuration for this game (depots, launch options, etc.).
  • "app_config_print [appid]" - Shows the current user configuration for this game (current linguistic communication, install directory, etc.).
  • file "logs\content_log.txt" - Lists all logged SteamPipe operations and errors.
  • file "steamapps\appmanifest_[appid].acf" - Shows the current install state of this app (KeyValues).

Building Efficient Depots for SteamPipe

The erstwhile Steam content system would patch updates on a file level, which meant that if a single byte in a file changed, the entire new file would be downloaded by all users. This was especially inefficient if the game used pack files, which are collections of game content files in a single large file. Pack files tin easily exceed ane GB, then updates oftentimes led to unnecessarily large downloads. A common manner to avert these large downloads was to add new pack files that overrode content of already shipped pack files. That worked for updates, simply it hurt new users long-term, since they concluded up downloading unused, already-patched content.

The new content organisation fixes this problem by splitting each file into roughly i-MB chunks. Each chunk is then compressed and encrypted before beingness distributed past the Steam content system. If the game content has large redundant parts, these chunks are reused and the user simply has to download each repeated chunk in one case. Yet, the real strength of this arrangement is building efficient update patches. While the system is building a patch, the new content is scanned for already known chunks. If it finds them, it reuses them. This means if yous change or inject a few bytes in a big file, the user but has to download the changes.

This works well in near cases, but there are nevertheless a few pitfalls that demand to be avoided when designing the content layout of a game. You may not want to compress or encrypt your game data. This is already done for in-flight downloads and retail discs by the Steam content system. If you do information technology too, information technology tin reduce the effectiveness of delta patching. Compression and encryption are only brash if each individual nugget within a parcel file is separately compressed and/or encrypted. Otherwise, a change to 1 asset will always crave downloading several other potentially unchanged assets.

If you package multiple assets in a unmarried pack file, brand sure that with each re-packaging, no unnecessary changes are made. One problematic exercise is including the full name of the original source files on disk, because the names may change, depending on the build machine. Another bad blueprint is including build time stamps for each file. If possible, always add new content to the end of your pack files and keep the order of existing files. As well, keep your pack file's metadata (offset and sizes to private assets) in ane place and don't intersperse it with the asset data. Use a binary difference tool similar BeyondCompare to expect at ii builds of your pack files to make certain that hundreds of unwanted changes don't show upwards.

If yous follow these rules you lot will minimize patch sizes and only new content will need to exist downloaded. Your customers volition cheers for that and you will be able to increase the quality of your product by shipping more updates.

If you suspect that your game packaging is not interacting well with the SteamPipe update process, please contact your Valve representative and nosotros tin look into enabling advanced features to help with this.

Edifice Retail Install Discs

To build retail install disc for SteamPipe games, you must first setup a build projection file.
In this case, the SKU file is called "sku_goldmaster.txt":

"sku" { "proper noun" "Examination Game Installer" "appid" "202930" "disk_size_mb" "640" "included_depots" { "i" "202931" "two" "202932" } }

Some tips to continue in listen:

  • Create a new folder where the retail disc images will be written to, e.g., "D:\retail_disks". Merely depots in the included_depots sections are added; there is no exclude section anymore.
  • You can use Steam.exe (with the -dev and -console command-line parameters) or steamcmd.exe to build installer images. In both cases, use the "build_installer" command.
  • Log on with a Steam account that owns the game and all depots you lot want to put on the retail disc. Otherwise, the account doesn't need special rights, then anyone tin build installer discs.
  • If you use Steam.exe, stop all other downloads.
  • Go to the console page and run the build_installer control:

    build_installer sku_goldmaster.txt "D:\retail_disks"

    The build can take a while since all depots are re-downloaded the first fourth dimension.
  • If you're building a GM using a local content server, run:
    @localcontentserver "webserver"
    build_installer sku_goldmaster.txt "D:\retail_disks" local
    The spew refers to 'Backup' since 'Retail install Disk' and local game backups are basically the same.
  • Once you see "Backup finished for AppID...", the install deejay images are ready. Yous tin can find more than details nigh the backup build in logs\backup_log.txt.
  • At that place are new folders (Disk_1, Disk_2, and so on) in "D:\retail_disks", each not bigger than 640 MB, as specified with "disk_size_mb". Each disk folder contains a "sku.sis" file and a .csd and .csm for each depot. Bigger depots span beyond multiple disks. All retail install disk content is e'er encrypted (unlike local game fill-in files). Copy the SDK GM setup files (setup.exe, setup.ini, etc.) into the binder of your first deejay and the retail disc installer is complete.
  • When creating a GM for macOS be sure to open the goldmaster/disk_assets/SteamRetailInstaller.dmg image on a Mac. Then take the app that is in there and copy it to the root of your media. You will probably want to change the proper name of the install app, make the icon and decorate the window to simply show the installer.
  • When creating a multi-disc GM for macOS, be sure the volume name for each disc matches. The volume proper noun becomes function of the mountain path, and if the names don't match the installer won't be able to observe the next disc.

Optionally building a retail installer from a beta branch

The procedure to a higher place will create a retail installer based on the default branch. If you need to create an installer based on a beta branch, you must first create a beta branch named "baseline". So utilize the post-obit command to build from the baseline branch:

build_installer <project file> <target folder> <beta key> <beta pwd> steamcmd ex: build_installer sku_goldmaster.txt "D:\retail_disks" baseline superSecret script ex: steamcmd.exe +login user_name password +build_installer "..\Build\GameDataSku.txt" c:\destination beta_key beta_password +exit

Installing DLC from a retail installer

In some circumstances, you may wish to create a retail installer that includes your DLC packages. In such cases, the procedure to create the installer requires only a few changes.
In "sku_goldmaster.txt", include the DLC AppIDs nether the "included_depots" department. Once you have run the "build_installer" process, discover the generated sku.sis file for the installer and open up it with a text editor.
Add the DLC AppID in the "apps" section. For case, if I had a game with AppID 1000 and DLC AppID 1010, I would adjust the "apps" section as follows:

"apps" { "0" "grand" "1" "1010" }

This will ensure that Steam checks for ownership of the DLC and prompt the user for a key if the DLC is non endemic by the account that they are logging into on Steam.

Building a retail installer for multiple App IDs on a single disc/install packet

To build a GM containing multiple Steam Pipe apps. Build each app installer i past one but indicate them all to the same output folder. Each build will merge itself with the already existing install image.

Customizing a Retail install disk

See Customizing a gold master for more details on customizing your retail install disk.

Preloading Games before Release

By default, all content is always encrypted, on all retail discs and on all content servers. Switching a game to preload mode means owners can download the content, but it stays encrypted on the users' disk and tin't exist played. Once the game becomes officially released, Steam will decrypt the preloaded content and the user can play the game.

Switching a game to preload manner is recommended in these cases:

  • Shipping retail discs with production keys before the game is really available (0-day piracy).
  • Games that run a pre-purchase and are larger than 20GBs in size.

Please submit a ticket to Steam Publishing if you lot believe your game requires preloading.

Building DLC

DLC is built as a depot of the base game. Run into the Downloadable Content (DLC) documentation for more data.

Troubleshooting SteamPipe

"Login Failure: Business relationship Login Denied Failed" when logging in via steamcmd

Cause: Probably SteamGuard is preventing login. Resolution:

  • Bank check the e-mail associated with the account you are trying to log on with and look for an email from Steam Support. Re-create the code from that email.
  • Run the post-obit steamcmd: set_steam_guard_code <code>
  • Re-Effort login from steamcmd: Steam>login <buildaccount> <password>

General Troubleshooting for Download Issues

  • Restart computer, modem, router, etc.
  • Verify firewall settings. The new system requires port fourscore (HTTP) and all other Steam ports, listed hither.
  • Temporarily disable local Anti-Virus or Spam-Blocker programs.
  • Check the Steam download region under Settings->Downloads. It should match your location.
  • Stop the download, uninstall, and reinstall the game (articulate manifest caches).
  • Exit Steam, delete the two folders appcache and depotcache in your Steam install folder.
  • Effort to gear up your Steam download region to some other location far away. This might piece of work if a content server near you is serving bad information.

My Mac and/or Linux Builds aren't installing any files. Why?

If yous're testing via Steam the installation of your game or application across multiple platforms, you may run into a situation where the build deploys on Windows only doesn't deploy any files on Mac or Linux despite your SteamPipe process being setup to upload Mac and/or Linux depots. In that location is a step that is easily missed which involves calculation your alternate Depots to the Package existence deployed. You can check what depots are included in a bundle via the following steps:

  1. Navigate to your App Admin page
  2. From the View Associated Items section, click All Associated Packages, DLC, Demos and Tools.
  3. Click on the title of the Bundle y'all're attempting to download
  4. Review the Depots Included department
  5. Use the Add/Remove Depots to ensure the correct gear up of Depots are assigned to the Parcel

There are a number of discussion threads nigh this that may also help:

  • Empty folder after installing the game
  • Unity Builds for PC/Mac/Linux
  • Preparing Content for Mac Packaging

Running steamcmd.exe results in the following mistake: "SteamUpdater: Error: Steam needs to be online to update. Please ostend your network connexion and attempt once again."

Resolution: Get to Internet Options->Connections->Lan Settings and check Automatically find settings.

Running the app build results in the following error: "Mistake! Failed 'DepotBuild for scriptname.vdf' - status = six."

Possible Causes:

  • Account does not take permissions for the app.
    • Check that the app ID is right in the app_build.vdf.
    • Cheque that the build account has proper permissions to the app ID.
  • Steamcmd cannot detect the depot contents.
    • Bank check that the "contentroot" value in the app_build script is a valid path relative to the location of the script file.
    • Check that the "LocalPath" value in the depot_build script is a valid path relative to the path in the app_build script. Check that the path contains actual content.

Running the app build results in the following error: "Error! Failed to get application info for app NNNNN (check login and subscription)"

This means that Steam tin't recall information about the app, either considering it doesn't exist or the user doesn't have access to the app.

  • Bank check that the NNNNN is the app ID you lot were assigned for the app.
  • Check that the app ID is correct in the app_build.vdf.
  • If information technology is a new app ID, check that the Steamworks app admin configuration has been published. New apps should take a Steam Pipage install directory on the config tab, a depot on the depot tab, and all changes published on the publish tab.
  • If all of that looks right, make sure that your account owns the app ID.

"An error occurred while installing [AppName] (Invalid content configuration)" at launch time

Possible Causes:

  • No build has been ready alive on the branch yous're trying to install from.
    Resolution: Gear up your build alive on a branch by going to https://partner.steamgames.com/apps/builds/<YourGameAppId>, and select that branch in the Steam customer (as described here).
  • Invalid game launch options.
    Resolution: Verify the launch options on the Installation tab in the app admin for your game https://partner.steamgames.com/apps/config/<YourGameAppId>.
  • You don't ain the Depot IDs that make up the game.
    Resolution: Make sure the necessary depots are added to the evolution subscription (See Editing packages for boosted details).

"Error code xv" at launch time

This is the CEG servers rejecting the asking to CEG the exe. Check the release land on the game page. If it is not 'playable', you lot will need to asking Steam keys that override the release land.

"The Steam Servers are likewise busy to handle your request... Mistake Code (two)" at launch time

This is the CEG servers failing to find a matching CEG exe. Double check that you have a working CEG executable on the CEG tab of your app admin. Click the 'status' push button to make sure that information technology's propped.

I tin't call up what that steamcmd command was or how it worked

Use the 'find' command in steamcmd to search for any steamcmd control. It will do partial matching on the command name and it will list out the command syntax.

Steam>find build_installer ConVars: Commands: build_installer : <project file> <target binder> <beta key> <beta pwd>

capassomuseem.blogspot.com

Source: https://partner.steamgames.com/doc/sdk/uploading?l=swedish

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