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FPSC Classic Product Chat / Anyone integrated Steamworks yet?

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Ertlov
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Posted: 5th Jan 2014 10:14 Edited at: 5th Jan 2014 10:15
This is a questions especially to those who have modded FPSC on a code base:

Has anyone of you integrated Steamworks yet?

If not, would anyone familiar with the Code be willing to help us with this task?

Of course for a proper payment, as always when we need somethign specific. And yes, this question means what you might think it means, although I am not entitled to officially announce it yet.

Producer @ Mipumi Games
CEO Homegrown Games
Come to where the madness is:http://www.indiedb.com/games/into-the-dark
The Zombie Killer
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Posted: 6th Jan 2014 03:17 Edited at: 8th Jan 2014 09:06
As far as I know, you get access to the code to add Steamworks when your game is allowed on Steam. So I'm pretty sure nobody has currently implemented it as a plugin for DarkBASIC Pro yet

EDIT: From some research, it appears that everything gets handled in steam_api.dll, so you would just call functions from that. I might look at doing a Steam plugin for FPSC later.
Ertlov
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Posted: 7th Jan 2014 08:24
Quote: "As far as I know, you get access to the code to add Steamworks when your game is allowed on Steam."


I know. Exactely that happened (please don´t spread the word on that yet), and I have all needed code and documentation here.

Quote: "From some research, it appears that everything gets handled in steam_api.dll, so you would just call functions from that. "


I figured that out, too. However, I am NOT profound at compiling DBPro Projects like the FPSC Exe, and I need a solution which allows me to trigger the API calls within FPSC scripts so that I am quite flexible on that.

Producer @ Mipumi Games
CEO Homegrown Games
Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 7th Jan 2014 21:06
Ertlov :- Nobody's got to the point to sort this problem out or had to integrate it into there game.

I have no idea what the API does but looks like a protection protocol for steam.

Would it have to be called with scripts or just have it hardcoded as scripts would be slow.

Like I said not sure what needs to be called or how it works as never had to do it.

I'm so busy at the moment but if you want to email me with more details I try and have a look.

Best s4real

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The Zombie Killer
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Posted: 8th Jan 2014 06:57 Edited at: 8th Jan 2014 11:46
I'm just downloading DarkBASIC Pro again plus all the plugins I'll need and reobtaining the FPSC source now. I'll see if I can get Steam at least semi-integrated. No guarantees though.

Contact me via PM or email if want any more info.

EDIT: Progress, I have the Steam API loaded into DarkBASIC Pro, and I am able to get it to detect whether Steam is running or not.

File attached, this is NOT FPSC, it's a program I wrote to test out the Steam API in DBP because I don't want to wait for FPSC to compile, only to find out that I did something wrong.

EDIT2: File updated, now provides more information.

Download

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ASTECH
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Posted: 8th Jan 2014 13:37
Great work Zombie Killer! I think this should be passed onto Lee for Reloaded support. Seeing how games are going to hopefully jump several notches... this would be a MUST to already have this support integrated.

Great work on this so far for FPSC Classic!

Also, congrats Ertlov! Much respect!

The Birds - A narrated adventure.
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s4real
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Posted: 8th Jan 2014 13:41
Seem The Zombie Killer on the ball and well done.


I don't even have the sdk kit and it seem TZK does so best of look both of you.

S4real

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Ertlov
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Posted: 8th Jan 2014 14:17
Thx a lot, that looks pretty promising. I was informed that we don´t have to add steamworks for steam distribution, but it would be nice to have at least the achievements there.

Producer @ Mipumi Games
CEO Homegrown Games
Come to where the madness is:http://www.indiedb.com/games/into-the-dark
The Zombie Killer
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Posted: 8th Jan 2014 14:42 Edited at: 8th Jan 2014 14:42
ASTECH wrote: "Great work Zombie Killer! I think this should be passed onto Lee for Reloaded support. Seeing how games are going to hopefully jump several notches... this would be a MUST to already have this support integrated."

Reloaded has been Greenlighted on Steam, so I'm assuming that Steam integration such as achievements is already planned, just not announced yet.

s4real wrote: "I don't even have the sdk kit and it seem TZK does so best of look both of you."

You can get the Steam SDK for free if you have a Steam account, you just have to sign an agreement with Valve.

Ertlov wrote: "Thx a lot, that looks pretty promising. I was informed that we don´t have to add steamworks for steam distribution, but it would be nice to have at least the achievements there."

The achievements are actually going to be the difficult part, achievements can't be done by just calling functions from the Steam API dll. I'm going to need to write my own DarkBASIC Pro plugin to wrap the functions. It's looking promising so far however, and I seem to be at least understanding how most of this works.
Ertlov
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Posted: 8th Jan 2014 20:52
Quote: "Reloaded has been Greenlighted on Steam, so I'm assuming that Steam integration such as achievements is already planned, just not announced yet."


I´m pretty sure that Valve will ask that the software suppoorts Steamworks, so I guess you assume right.
However, against all odds and my own expectations I am now in the situation that I have to prepare one of our X9 games for a steam release within the next few months.

Producer @ Mipumi Games
CEO Homegrown Games
Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 8th Jan 2014 21:22
Quote: "I´m pretty sure that Valve will ask that the software suppoorts Steamworks, so I guess you assume right.
However, against all odds and my own expectations I am now in the situation that I have to prepare one of our X9 games for a steam release within the next few months."



Well done and best of luck with it, I would not go for steamwork integration if you don't need it myself.

The work involved to get achievements and stuff would be a big job.

Don't let me put you off but once TZK even gets a plugin working you then have to code it all into fpsc.

I wish you all the best on this.

best s4real

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The Zombie Killer
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Posted: 9th Jan 2014 02:38
Ertlov wrote: "within the next few months."

Hopefully I should be done by then. I have no idea how quickly I am going to be able to do this though.

s4real wrote: "Don't let me put you off but once TZK even gets a plugin working you then have to code it all into fpsc."

Luckily, the way Ertlov wants it integrated is by making them FPSC scripting commands, so it should just be a matter of adding the initialization functions, and then adding the rest as scripting commands.
s4real
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Posted: 16th Jan 2014 12:18
Quote: "Luckily, the way Ertlov wants it integrated is by making them FPSC scripting commands, so it should just be a matter of adding the initialization functions, and then adding the rest as scripting commands. "


Well if Ertlov wants it that way then thats fine but I can see this causing major framerate issues as fpsc scripting is very slow under load.

But I'm not going to judge if this will work or not as I'm sure you looked at all the things that might go wrong and look forward to the final results.

It's easy for me to say this and that because I'm not doing it and have no right to say unless I had done the work already so I wish both you best of luck and hope you release your results or maybe sell it on the forum for other people who will need this.

best s4real

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The Zombie Killer
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Posted: 17th Jan 2014 07:30
s4real wrote: "but I can see this causing major framerate issues as fpsc scripting is very slow under load."

The only things that are going to be FPI functions are the achievement unlocking stuff, the rest is done under the hood. So there shouldn't be any real issues.

Updates
I was away for a while because I was trying to get the library to actually compile when I used a Steam API function. I got some help from a friend of mine (known as Paril) and it turns out it was all because I wasn't linking against steam_api.lib. So now I can actually begin working on the plugin properly.
Ertlov
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Posted: 17th Jan 2014 09:44
Well, usually I would say I take the distribution service only and forget about steamworks, but as our game has already some achievements like "Hentai-Proof", it would be sad to NOT have them appear as steam achievements.

Producer @ Mipumi Games
CEO Homegrown Games
Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 17th Jan 2014 16:37
Well done Ertlov for getting your game on steam look forward to more progress reports.

Best s4real

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abdullh
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Posted: 18th Jan 2014 09:10
great so that's mean we can share our games to steam
if yes then could anyone tell us how to do this cause my game in steam green light the vote yes total 2640
The Zombie Killer
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Posted: 18th Jan 2014 09:16 Edited at: 18th Jan 2014 09:36
*cough*



Current commands (only a few more to add before I can get this ready for release and FPSC implementation)
Ertlov
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Posted: 18th Jan 2014 11:33
Worship him!

BTW - you got mail, please respond!

Producer @ Mipumi Games
CEO Homegrown Games
Come to where the madness is:http://www.indiedb.com/games/into-the-dark
The Zombie Killer
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Posted: 18th Jan 2014 11:54
Ertlov wrote: "Worship him!

BTW - you got mail, please respond!"

If you're referring to the first email, then I've already responded. If there was another email I haven't gotten it yet.

Updates
I've pretty much completed the DLL now, all that's left to do is documentation, and fix one bug with one command.

Current command list (from the keywords file):


Current example code:
s4real
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Posted: 18th Jan 2014 12:12
@The Zombie Killer :- Well done have a on me.

I wish to thank you for spending the time for doing this.

Best s4eal

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The Zombie Killer
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Posted: 21st Jan 2014 04:57 Edited at: 21st Jan 2014 05:13
The plugin is now essentially complete.
I ran into some issues earlier that would cause statistics to never become available, but this has since been fixed.

I have released the DLL (you can find it in my signature), all that's left to do now is get it into the latest official build of FPSC.

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