CEF steam deck achievements?

Not favoritedFavorited Favorited 1 favourites
From the Asset Store
Introducing a fully decked out, sinister collection of dark, flavorful music production loops, Ghost Loops.
  • I don't think it's fair to blame Construct if Valve's upload process rejects a regular zip file.

  • Ashley Maybe you're right. I'm going to go talk to steam again. I'll see if they'll change their upload process instead of you adding a folder to the cef export. I'm sure that'll be easier. I can't believe this is my job to do for a program I'm paying to use.

  • I don't know anyone who has got this working yet. Some of us are years deep into projects and trying to release on Steam but can't at the moment. I understand things break sometimes, but it's very strange that you're asking us to contact Steam when this is a problem that every single Construct user will have when trying to release. Steam release shouldn't be an after thought. That is the end goal for pretty much every game dev project. Construct is a great app but this is diving into dealbreaker territory. We just want to fix this problem.

  • Whenever I test Steam support, it works fine for me - both on PC running with Steam or on the Steam Deck. That indicates everything on Construct's side is working OK - if it wasn't, then it wouldn't work when run in a test or development environment. If there's a problem with publishing, then that is all happening on Valve's side, and it's beyond our control - for example if there is some bug or issue with Valve's upload or publishing process, we can't fix it for them, nor is it reasonable to expect us to do so. So I'm afraid it is one of the times you have to go to another company for support with that, as it's not something we are involved with.

    We don't have titles that we publish ourselves, so it's a difficult thing for us to test. However it's one of these things where even if we did try to publish something ourselves, and it is broken because of something on Valve's side, it doesn't change much - we would still need Valve to fix it. So I don't think that makes too much of a difference here.

    AFAIK there are Construct users who are publishing titles to Steam, and the process isn't significantly different between NW.js and our newer export options, so I would assume this is working for at least some people. I'd guess that there is some configuration issue, mistake, or bug that only some people are running in to; if we can figure out what that is then hopefully it would be all sorted. But I would encourage you to go to Valve first, as I don't think there is much we can do about this.

  • What seems to be the issue is that steamworks-x64.ext.so fails to find libsteam_api.so.

    This was the error I got when I ran a log:

    Error loading '.../Isle of Reveries/Linux/steamworks-x64.ext.so': libsteam_api.so: cannot open shared object file: No such file or directory

    And then I ran another which revealed that it's looking for the file in the root directory instead. That's why Steamworks fails to connect on Linux.

    The only idea I have (which I can't test yet until next week) is to edit the DepotBuildConfig VDF for the Linux depot and change "DepotPath" to "." which should move all the files from the sub-directory into the install root, so then the Steamworks connection will be able to find the file it needs.

    Hopefully that helps someone smarter than me get to the bottom of it.

  • Works for me.

    Export: Linux CEF - x64 - Chromium v147 (Bundle assets)

    Plugin: Steamworks v1.6.0.0

    Construct 3: r487-3 Stable -> (also works with r449-3 LTS)

    Tested on CachyOS (not Steam Deck, but should work just fine too)

    If it doesn't work for you:

    Since Steam overlay is not supported on Linux, it's always smart to look into devtools' console logs to see whether everything is working as expected.

    - How to open devtools on Linux

    If you upload using Steam's web-uploader, then you must re-zip the export with the files being in the root folder. But you can't do this on Windows due to file permission issues!

    Optionally you can use the SteamPipe Build Uploader or SteamPipe cmd-line.

    Also read this note about the plugin's Development Mode.

    Error loading '.../Isle of Reveries/Linux/steamworks-x64.ext.so': libsteam_api.so: cannot open shared object file: No such file or directory

    Both files should be located in the root folder. Not sure why it would be looking for a "Linux" sub-folder.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Works for me.

    Export: Linux CEF - x64 - Chromium v147 (Bundle assets)

    Plugin: Steamworks v1.6.0.0

    Construct 3: r487-3 Stable -> (also works with r449-3 LTS)

    Tested on CachyOS (not Steam Deck, but should work just fine too)

    If it doesn't work for you:

    Since Steam overlay is not supported, it's always smart to look into devtools' console logs to see whether everything is working as expected.

    - How to open devtools on Linux

    If you upload using Steam's web-uploader, then you must re-zip the export with the files being in the root folder. But you can't do this on Windows due to file permission issues!

    Optionally you can use the SteamPipe Build Uploader or SteamPipe cmd-line.

    Also read this note about the plugin's Development Mode.

    > Error loading '.../Isle of Reveries/Linux/steamworks-x64.ext.so': libsteam_api.so: cannot open shared object file: No such file or directory

    Both files should be located in the root folder. Not sure why it would be looking for a "Linux" sub-folder.

    What does your content directory look like? Are you putting all the Linux files in the directory root and then a sub folder for the Window/Mac versions? Or are you putting everything into the root?

  • What does your content directory look like? Are you putting all the Linux files in the directory root and then a sub folder for the Window/Mac versions? Or are you putting everything into the root?

    All in root, but not mixed together, to me it sounds like you're trying to mix all exports into a single depot. I'm not sure why you would want to install Linux and/or macOS on a Windows machine for example.

    In Steamworks, you can create a separate depot for each export variant and configure them accordingly.

    For example:

    • Depot Windows -> configure Operating System: Windows
    • Depot Linux -> configure Operating System: Linux + SteamOS
    • Depot macOS -> configure Operating System: macOS
    • Then configure the "Store package" to include all 3 depots.

    Then for each depot, you upload only that specific export variant.

    • Depot Windows -> upload WebView2 export only (root)
    • Depot Linux -> upload Linux (CEF) export only (root)
    • Depot macOS -> upload macOS (WKWebView) export only (root)

    If everything is configured properly, Steam will download the respective depot depending on your current OS. Instead of installing all builds on all platforms with sub-folder structures. Which is honestly just bloat for the end-user.

    Steamworks has a lot of settings scattered throughout multiple menus. So make sure to refer to the Steamworks documentation.

  • desertcucco On the tabs at the top of steamworks, its under "Steampipe", then "Depots" in the dropdown. When you're on that page, you can you can "Add new depot", then edit each one with the blue edit button on the right to only install that folder on certain systems. Although I've already been doing that and I still can't get the achievements to trigger on an actual steamdeck. I was able to with nwjs but never cef.

    Anyway thanks to the recent few people in this thread, I'm trying to combine all the info and see if I can ever get it to work. Since the same project works on webview2 and I'm already using linux to extract and upload to steam, I'm not sure what the issue is that's stopping that particular version. I've already used linux more than I cared to just to be able to upload CEF without losing permissions, but I guess my next step is try to figure out the devtools linked by Everade

  • desertcucco On the tabs at the top of steamworks, its under "Steampipe", then "Depots" in the dropdown. When you're on that page, you can you can "Add new depot", then edit each one with the blue edit button on the right to only install that folder on certain systems. Although I've already been doing that and I still can't get the achievements to trigger on an actual steamdeck. I was able to with nwjs but never cef.

    Anyway thanks to the recent few people in this thread, I'm trying to combine all the info and see if I can ever get it to work. Since the same project works on webview2 and I'm already using linux to extract and upload to steam, I'm not sure what the issue is that's stopping that particular version. I've already used linux more than I cared to just to be able to upload CEF without losing permissions, but I guess my next step is try to figure out the devtools linked by Everade

    I got the achievements working on Linux CEF. Like I said in my post, the issue is if you have your Linux version within any sub-folders (such as a shared depot between Windows and Linux), then Steamworks fails to connect because it tries to look for the handshake file in the directory root even though it's within the same folder.

    Here's my setup specifically:

    - Specific Windows-only depot.

    - Specific Linux-only depot.

    - My /ContentBuilder/content folder in the SDK has a Windows folder and a Linux folder.

    - The Linux folder is flat. No folders within it. Just the files from the CEF export.

    - When uploading, the Windows depot uploads from /content/Windows and the Linux depot uploads from /content/Linux.

    I'm on Mac so I'm using MacPipeGUI to upload. There's a Windows version I would recommend checking out. You can probably get your setup working the exact same way mine is.

Jump to:
Active Users
There are 0 visitors browsing this topic (0 users and 0 guests)