desertcucco's Forum Posts

  • 9 posts
  • 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.

  • 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 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.

  • Same. Can't login.

  • Hi, this new update has locked me out of my paid account. When trying to sign in through Google I get the error, "Invalid column name 'PreferredLanguageID'". How can I get in touch with someone for help?

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  • I'm getting the same issue...

  • Our game is Steam Deck verified and works well with its gamepad. But the built-in gamepad starts glitching when any external gamepad is connected. Maybe that's what happening in your case - try to remove bluetooth controllers.

    Hey, thanks for the reply. External gamepad was disconnected when I was testing the SteamDeck buttons.

    Can I ask how you exported? Did you use NW.js (and if so which version) or did you use WebView2? thanks again!

  • Construct 3 game will run fine on the SteamDeck exporting via NW.js, no issues there.

    However, the Gamepad object fails to recognize the SteamDeck's buttons -- in fact, it fails to recognize that a Gamepad is connected at all. There are two "workarounds" both of which aren't great: 1) connecting a bluetooth controller and playing on that which is unacceptible for obvious reasons or 2) going into the SteamDeck controller config and manually mapping all the face buttons to their keyboard counterparts which is also not great because every new player would have to do that and there's no way it's getting SteamDeck Verified.

    The question is: has anyone been able to get Construct 3 to recognize the SteamDeck itself as a gamepad?

    Construct team: do you have any suggestions? Are you planning on adding support? Given I'm paying $100+ a year or whatever it is this seems like something that should be supported. SteamDeck is a huge platform.

  • Hiya, wondering if anyone has come across this and if there's a fix:

    When editing the collision points for a sprite, regardless of whether you manually enter the points, drag the points around, or use set to bounding box, one of the points will always subtract 0.1 from a corner after closing the sprite editor.

    Using Demonire as an example: if I go into the sprite editor for Player_Base and go to the collision tool, if I try setting each of the 4 points to the corner, the bottom-right point will set itself to x8 y7.9 even when I type x8 y8 or set to bounding box (which should set it to x8 y8 since the sprite is 8x8).

    This happens for every sprite so characters will sometimes stop moving if they're against a wall because they hit the 0.1 decrease.

    vid: youtube.com/watch

  • 9 posts