CEF steam deck achievements?

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  • Ashley Any ideas on this? I have yet to talk to someone who got the cef achievements to work on steamdeck. I've been trying again and have uploaded directly from linux, still no connection. I am NOT modifying the files, other than the required extraction on the linux system.

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  • I also really need help with that, did anybody make the steam achievements work on Steamdeck at all? I know there's file permissions stuff to be careful with, but I'm pretty sure I've done everything I could on that front...

  • This is important to me too. I'll be releasing the game on Steam soon.

  • The Steamworks plugin basically just directly calls SetAchievement in the Steamworks SDK. If the plugin works but achievements aren't working, I'd guess it's most likely because the Steamworks configuration is wrong. For example perhaps you forgot to add the achievement on Steamworks so Steam doesn't think it exists, or perhaps you spelled it wrong.

  • Ashley I already have the achievements working on PC (webview2), I export the same project to CEF with the same achievements and they don't trigger. The "steamworks connected" event always says false, as in, not connected, this only happens with the CEF version.

  • The "steamworks connected" event always says false

    The official Steamworks plugin doesn't have a "steamworks connected" condition, but it does have "Is available". Are you using the official plugin?

  • > The "steamworks connected" event always says false

    The official Steamworks plugin doesn't have a "steamworks connected" condition, but it does have "Is available". Are you using the official plugin?

    Ashley Yes its the official plugin. I wasn't looking at the screen during my reply to see the exact terminology. Attached is a screenshot. "Is available" is what I meant. They both are true when used on webview2, but not on CEF.

  • OK, so it looks like it's not just achievements, the entire Steamworks plugin is failing to initialize. I'm afraid it's difficult to help though - whenever I test this it using the Steam Devkit client it works fine, and I don't know what you could have done differently that would mean it doesn't work. Are there any error messages in the Steam Devkit log? Are you sure you are not doing something that is causing a problem with file permissions?

  • Hello everyone!

    Here's my personal update with this issue, maybe it can help:

    - This is not just an achievements thing. The entire Steamworks plugin fails to work (the "is available" condition returns as false) when running a linux build on steamdeck. I'm unsure about other linux machines.

    - My linux file permissions are intact. I have checked them not only before, but also after uploading to Steam using my steamdeck's console.

    - I'm uploading my builds using my macbook pro and Steamcmd. I've also used the web uploads, they do not seem to work either.

    - Of course, the Windows and mac versions work perfectly fine. No issues there.

    - I have tried using the Steamdeck DevKit. It does not work for me. Note: I used a simulated windows on my macbook. Maybe it has an impact.

    I hope we can find an answer!

  • Sllushy Ashley The web upload on steam doesn't work unless you unzip the file, then rezip it without the extra folder. The way construct exports the linux version does not cooperate with the steam web upload page because of the directory hierarchy, or something to that effect. This loses permissions, so I unzipped and rezipped it on a linux machine through web upload and still no luck. Then I tried it through the cmd and gui, both no luck. Several months of on and off trial and error, nothing to show for it unfortunately. Back when I was first doing this, I tried the devkit, which to my knowledge you cannot upload an official release from anyway, so it ultimately won't help us even if it does work from there, which it didn't. I plan to try that again soon, although at this point I've spent more time trying to get this thing to work than I've spent on my actual game.

  • The way construct exports the linux version does not cooperate with the steam web upload page because of the directory hierarchy

    As of the latest Construct releases, when you choose to export to a single platform (e.g. just x64), it should place everything in the root level of the zip - there is no subfolder and so no need to unzip and re-zip.

    I'm not sure what else to say - whenever I test this it works for me. There must be something you're doing wrong or some configuration is different on your end, but I don't know what that could be. Maybe it would be best to go to Valve for further support.

  • Ashley Whatever the case, it does not work from the direct zip web upload. Or at least didn't when I made this thread. It seems other people couldn't get it to work either. I will do further testing over the weekend and give you a more detailed report, but I assume we have a better chance of you fixing the way it exports instead of steam changing anything. I wish you would try the publishing process to understand what we're talking about. I know you don't have anything you want to publish, but I know it would help you understand what we're going through.

  • Ashley Sllushy Here's an update on the web upload on steam: When I upload the zip without changing it, I always get "Error: Failure." When I rezip it with a folder inside, it works. It still does NOT connect to steam when playing the game, but I think changing the export to include a folder nesting all the files inside the zip would fix the web upload issue for cef. Attached are screenshots. Edit: Anyone else able to try this for themselves please let me know if you experience the same thing.

  • When I upload the zip without changing it, I always get "Error: Failure."

    You should contact Valve if there's a problem with the upload process. Construct is just generating a regular zip file - I don't know what could be wrong with it or what we could change.

  • Ashley Goodbye Construct!

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