Can I Play A Game While Downloading On Steam UPDATED
Can I Play A Game While Downloading On Steam
Below is a guide to using SteamPipe, Valve'south tool for delivering content to Steam. For more information on best practices for updating your game, see Updating Your Game - Best Practices.
Introduction to the SteamPipe Content Organisation
SteamPipe is the game/awarding content system that powers Steam. SteamPipe includes the following features:
- Efficient and fast content delivery.
- Unlimited public and private "beta" branches, assuasive multiple builds to be tested.
- Uncomplicated spider web-based management of builds - push out a new build or rollback to a previous build with only a few clicks.
- Ability to meet the update size of a build earlier setting information technology live.
- Ability to share content betwixt multiple applications.
- Ability to build installer discs from public or beta content.
- Games/apps stay available offline even after an update download has been started.
- All content is always encrypted, and non-agile versions are non visible to customers.
- A SteamPipe Local Content Server which tin be used during evolution.
NOTE: There are a few concepts which are integral to SteamPipe, earlier getting started you lot should be familiar with all of the concepts outlined in the Applications documentation. Having fifty-fifty a basic agreement of how these pieces fit together will be 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 awarding for Steam via the Steamworks tools.
https://www.youtube.com/spotter?v=SoNH-v6aU9Q
Steamworks Video Tutorial - Adding New Platforms and Languages
This tutorial walks yous through adding 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 commitment. Since downloads are regular web traffic, whatsoever third-political party HTTP cache between the customer and Steam servers volition increase download speed. Content can be hosted past external CDN providers, which can exist hands added to our content network. Most consumer firewalls permit HTTP traffic and won't cake downloads.
SteamPipe has an efficient patching algorithm based on binary deltas, only changing the modified portions of existing content files. When this content is updated, simply these deltas need be sent. This ways both developer and user transfers are smaller and faster. Most partners will discover that using a SteamPipe Local Content Server not necessary since they tin efficiently patch builds on individual branches.
Steam Build Account
Before y'all tin create whatsoever builds on Steam, you must have a Steam account in your Steamworks account with the "Edit App Metadata" and "Publish App Changes To Steam" permissions granted. For security reasons it'south recommended that you have a dedicated build account with just those permissions, you lot may create a new Steam account for this purpose at https://store.steampowered.com/join.
Any administrator of your Steamworks business relationship can add together a Steam account and grant the necessary permissions. More data on this process can be found in the Managing Your Steamworks Account documentation. An example of what this account might expect like is:
Initial Setup for New SteamPipe Apps
Follow these steps to ready new SteamPipe apps:
- Discover the app ID for your application (this can be establish by selecting the application on your homepage in Steamworks)
- Go to the General Installation Settings page for your app.
- Define at least i launch option (the path and optionally, any arguments required to launch the game). Hover over the (?) to larn more about each field.
The example beneath shows five launch options, 2 for Windows, ii for macOS and 1 for Linux.
Launch option 3 will only be shown on Windows if the user too owns the DLC specified.
- Go to the Depots folio and add depots equally needed for this app. By default, a depot may already be configured for your application.
- Click the default depot and change the proper noun of the depot to a proper and recognizable name (such as "Base of operations Content" or "Windows Content").
- Go out the language set to [All languages] unless this is a linguistic communication-specific depot.
- Go out the Os set to [All OSes] unless this is an OS-specific depot (if the app is all-in-one, or is only PC or just Mac, information technology should exist left to [All OSes]. Only specify for OS-specific game depots.
- Click Add together New Depot to create additional depots.
- Click Salvage Changes to salve any changes made.
- Click the default depot and change the proper noun of the depot to a proper and recognizable name (such as "Base of operations Content" or "Windows Content").
- Once you are washed defining your depots, publish the changes that you take fabricated from the Publish page.
- Your newly divers depots will demand to be included in a package to grant y'all ownership of them. Each game on Steam should accept a Developer Comp package which is automatically granted to the accounts listed within your publisher grouping.
You can add the new depots to that package (and/or other packages that should have these depots) on the Associated Packages & DLC page.
Note: If your executable is in a sub-folder of the main installation folder, add the sub-folder proper noun in the Executable field. Don't apply leading slashes or dots.
Platform Note: Equally shown to a higher place, 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 bundle format should be preferred if possible as it allows macOS to more correctly decide launch parameters in the mode it would if launched manually outside of Steam.
1 example of this to notation is that currently applications that are launched through an app packet on Apple Silicon devices will launch the all-time architecture available in the application whereas direct binary launches volition utilize the same architecture as the Steam procedure (currently x86_64).
Setting upward the SDK for SteamPipe uploads
Download and unzip the latest version of the Steamworks SDK on the auto you will be uploading builds on.
The SteamPipe tools can exist found inside the SDK in the tools folder which contains two relevant sub-directories.
The ContentBuilder directory is where your game content and SteamPipe build tools will live. This directory contains the following sub-directories:
- builder - This directory initially contains just 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 will be built into depots.
- output - This directory volition exist the location for build logs, clamper cache, and intermediate output. Annotation: This folder can be deleted or emptied at any fourth dimension, but after it's deleted, the next upload fourth dimension volition accept longer.
- scripts - This directory is where yous'll place all of your build scripts for edifice your game depots.
It'south recommended that you run steamcmd.exe direct in the builder folder for your platform in one case to bootstrap your build arrangement. 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 cull to do then.
SteamCmd on macOS
To enable SteamCmd on macOS you must complete the following steps:
- From the terminal, scan to the tools\ContentBuilder\builder_osx\osx32 binder
- Run chmod +x steamcmd
- Browse up to the parent folder (tools\ContentBuilder\builder_osx)
- Blazon bash ./steamcmd.sh
- SteamCmd will and then run and update to the latest build, leaving you in the SteamCmd prompt
- Type exit and press return to leave the prompt
Y'all can and then follow the rest 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, you lot 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 y'all're running on Windows and would adopt a GUI tool to help create these config files and upload your builds you can apply the SteamPipeGUI which is bachelor in the tools folder of the Steamworks SDK. Included in the zip are boosted instructions to get yous started.
If yous choose to utilize the GUI tool then reading the following sections is notwithstanding recommended to assistance you go more familiar with how the SteamPipe arrangement works.
Simple Build Script
Allow's start with the virtually basic build script possible. In our example we have a game (AppID 1000) that has i depot (DepotID 1001) and want to upload all files from a content folder and it's subfolders. We just need a single build script for that, take a expect at "simple_app_build.vdf" included in the SDK :
"AppBuild" { "AppID" "yard" // your AppID "Desc" "This is a simple build script" // internal description for this build "ContentRoot" "..\content\" // root content folder, relative to location of this file "BuildOutput" "..\output\" // build output binder for build logs and build cache files "Depots" { "1001" // your DepotID { "FileMapping" { "LocalPath" "*" // all files from contentroot folder "DepotPath" "." // mapped into the root of the depot "recursive" "1" // include all subfolders } } } }
Adjust the AppID and DepotID for your game as needed. To kick off a build you need to run steamcmd and laissez passer a couple of parameters :
tools\ContentBuilder\builder\steamcmd.exe +login <account_name> <password> +run_app_build ..\scripts\simple_app_build.vdf +quit
Notation: Your commencement attempt at running a build may fail due to Steam Guard. If the login fails due to Steam Baby-sit, cheque your e-mail for the Steam Baby-sit code, and run steamcmd as: steamcmd.exe "set_steam_guard_code <lawmaking>", and effort once again. After logging in with Steam Guard once, a spotter file is used to verify the login is genuine.
If you are using steamcmd from a machine or VM that gets re-imaged frequently, you should include the sentry and config file in your image then yous won't be 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 post-obit steps occur during a SteamPipe build:
- Steamcmd.exe will update itself to the latest version.
- Steamcmd.exe is logging into the Steam backend using the given builder Steam account.
- The app build start is registered with the MDS (Master Depot Server), which will ensure the user has the proper privileges to modify this app.
- For each depot included in the app build, a file list is generated based on the files in the content binder and the filter rules defined in depot build config file.
- Each file is scanned and divided into small chunks of about 1MB. If the depot has been built before, this partitioning will preserve equally many of the unchanged chunks as possible.
- New file chunks are compressed, encrypted, and and so uploaded to the MDS.
- A final manifest is generated for this depot version; each manifest is identified by a unique 64-bit manifest ID.
- Once all depots have been processed, the MDS finishes this app build and assigns it a global BuildID.
- Afterward the build is done, at that place may be *.csm and *.csd files in the build ouput folder. These are temporary and can be deleted, but they speed up subsequent build times.
One time the build is complete you can encounter it on your app builds page, in this example information technology would be https://partner.steamgames.com/apps/builds/chiliad. There yous can set that build live for the default branch or whatsoever beta co-operative and users volition be able to download this update with a couple of minutes.
Avant-garde Build Scripts
If your app has a lot of depots with complex file mapping rules, you tin can create a depot build script for each depot which volition be referenced by the app build script. First let's take a await at available parameters in the app build script:
-
AppID- The AppID of your game. The uploading Steam partner account needs 'Edit App Metadata' privileges
-
Desc- The description is only visible to you in the 'Your Builds' department of the App Admin panel. This can be changed at whatever time after uploading a build on the 'Your Builds' page.
-
ContentRoot- The root folder of your game files, tin exist an absolute path or relative to the build script file.
-
BuildOutput- This directory will exist the location for build logs, depot manifests, chunk caches, and intermediate output. For best performance, use a separate disk 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 only outputs logs and a file manifest into the build output folder. Building preview builds is a practiced manner to iterate on your upload scripts and brand sure your file mappings, filters and properties piece of work as intended.
-
Local- Set this to the htdocs path of your SteamPipe Local Content Server (LCS). LCS builds put content but on your own HTTP server and let you to test the installation of your game using the Steam customer.
-
SetLive- Beta branch name to automatically set live after successful build, none if empty. Note that the 'default' branch can not exist set live automatically. That must exist done through the App Admin panel.
-
Depots- This section contains all file mappings, filters and file properties for each depot or references a separate script file for each depot
Instance app build script "app_build_1000.vdf" is using all options:
"AppBuild" { "AppID" "1000" // Your AppID "Desc" "Your build description hither" // internal description for this build "Preview" "1" // brand this a preview build only, nix 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 enshroud and log files on different drive for better performance "Depots" { // file mapping instructions for each depot are in separate script files "1001" "depot_build_1001.vdf" "1002" "depot_build_1002.vdf" } }
This app build script references two depot build script files that specify all file mappings and file properties. The following instructions are available in a depot build script ( and also if the section is included straight into the app build script).
-
DepotID- The DepotID for this section
-
ContentRoot- Lets y'all optionally override the ContentRoot folder from the app build script on a per depot basis
-
FileMapping- This maps a single file or a set of files from the local content root into your depot. There can exist multiple file mappings that add files to the depot. TheLocalPathparameter is a relative path to the content root folder and may incorporate wildcards like '?' or '*'. It volition also use to matching files in subfolders ifRecursiveis enabled. TheDepotPathparameter specifies where the selected files should appear in the depot (use just '.' for no special mapping)
-
FileExclusion- will excluded mapped files again and can besides comprise wildcards like '?' or '*'
-
InstallScript- will marking a file equally install scripts and volition 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 past the user or game. It cannot be overridden by an update, and it won't trigger a verification error if it'due south different from the previous version of the file.
-
versionedconfig- Similar to userconfig, still if the file is updated in the depot, it will be overwritten locally when the user's game updates. Only update the file in the depot when there is a necessary format change or problems prepare.
-
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 audio files in \\sound with German versions "LocalPath" "localization\german\sound\*" "DepotPath" "sound\" } "FileMapping" { // re-create install script for german language 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\high german\german_installscript.vdf" "FileProperties" { "LocalPath" "bin\setup.cfg" "Attributes" "userconfig" // this file volition exist modified during runtime } }
NOTE: You can proper name these scripts what ever you desire, but we use the names app_build_<AppID> and depot_build_<DepotID> for consistency. If you know that y'all'll be building apps on this machine, it might be a practiced idea to create sub-directories in your scripts directory for each application, to aid organize each application'south build scripts.
Managing Updates
Later your app releases to customers, your customers volition exist receiving the build marked every bit the Default build. When uploading a new build it'southward e'er a proficient idea to test it earlier aircraft it to your customers, for more data on how to successfully exercise this run across Testing On Steam.
Debugging Build Issues
If your build wasn't successful, you should look in your output directory for mistake data, not the console where the build script was run. Well-nigh error information tin be found in the *.log files.
You can use these Steam client commands and client-side files to debug issues:
-
"app_status [appid]"- Shows the electric 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 electric current user configuration for this game (current language, install directory, etc.).
-
file "logs\content_log.txt"- Lists all logged SteamPipe operations and errors.
-
file "steamapps\appmanifest_[appid].acf"- Shows the current install land of this app (KeyValues).
Building Efficient Depots for SteamPipe
The old Steam content organisation would patch updates on a file level, which meant that if a single byte in a file inverse, 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 big file. Pack files tin hands exceed one GB, then updates often led to unnecessarily big downloads. A mutual fashion to avoid these big downloads was to add together new pack files that overrode content of already shipped pack files. That worked for updates, but it hurt new users long-term, since they concluded upwards downloading unused, already-patched content.
The new content system fixes this trouble past splitting each file into roughly 1-MB chunks. Each chunk is then compressed and encrypted before being distributed by the Steam content organization. If the game content has large redundant parts, these chunks are reused and the user only has to download each repeated chunk one time. However, the real forcefulness of this system is building efficient update patches. While the system is building a patch, the new content is scanned for already known chunks. If information technology finds them, information technology reuses them. This ways if yous change or inject a few bytes in a big file, the user only has to download the changes.
This works well in most cases, simply there are even so a few pitfalls that need to be avoided when designing the content layout of a game. You may non 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 also, it tin can reduce the effectiveness of delta patching. Pinch and encryption are just advised if each individual asset within a package file is separately compressed and/or encrypted. Otherwise, a modify to 1 asset will ever require downloading several other potentially unchanged assets.
If you package multiple assets in a single pack file, make sure that with each re-packaging, no unnecessary changes are made. I problematic exercise is including the total name of the original source files on deejay, because the names may alter, depending on the build machine. Another bad pattern is including build time stamps for each file. If possible, always add new content to the cease of your pack files and keep the order of existing files. Also, proceed your pack file's metadata (showtime and sizes to private assets) in 1 place and don't intersperse it with the asset data. Use a binary difference tool like BeyondCompare to await at two builds of your pack files to make certain that hundreds of unwanted changes don't show up.
If you lot follow these rules you will minimize patch sizes and only new content will need to be downloaded. Your customers will thank you for that and y'all volition exist able to increase the quality of your product by shipping more updates.
If you doubtable that your game packaging is not interacting well with the SteamPipe update process, delight contact your Valve representative and we tin can look into enabling advanced features to assist with this.
Building Retail Install Discs
To build retail install disc for SteamPipe games, you must first setup a build project file.
In this example, the SKU file is chosen "sku_goldmaster.txt":
"sku" { "name" "Test Game Installer" "appid" "202930" "disk_size_mb" "640" "included_depots" { "1" "202931" "2" "202932" } }
Some tips to go along in listen:
- Create a new folder where the retail disc images will be written to, e.g., "D:\retail_disks". Only 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, utilize the "build_installer" command.
- Log on with a Steam business relationship that owns the game and all depots you want to put on the retail disc. Otherwise, the account doesn't need special rights, so anyone can build installer discs.
- If y'all use Steam.exe, stop all other downloads.
- Go to the console page and run the build_installer command:
build_installer sku_goldmaster.txt "D:\retail_disks"
The build can have a while since all depots are re-downloaded the first time.
- 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 run into "Fill-in finished for AppID...", the install disk images are set up. You lot can find more details about the backup build in
logs\backup_log.txt.
- There are new folders (Disk_1, Disk_2, and and so on) in "D:\retail_disks", each not bigger than 640 MB, equally specified with "disk_size_mb". Each deejay folder contains a "sku.sis" file and a .csd and .csm for each depot. Bigger depots span across multiple disks. All retail install deejay content is always encrypted (unlike local game backup files). Copy the SDK GM setup files (setup.exe, setup.ini, etc.) into the binder of your first disk and the retail disc installer is complete.
- When creating a GM for macOS be sure to open the goldmaster/disk_assets/SteamRetailInstaller.dmg prototype on a Mac. Then take the app that is in in that location and copy it to the root of your media. You will probably desire to change the name of the install app, brand the icon and decorate the window to only show the installer.
- When creating a multi-disc GM for macOS, exist sure the book proper name for each disc matches. The volume name becomes part of the mountain path, and if the names don't lucifer the installer won't be able to find the next disc.
Optionally building a retail installer from a beta branch
The process above volition create a retail installer based on the default co-operative. If you need to create an installer based on a beta branch, yous must first create a beta branch named "baseline". Then apply the following control to build from the baseline co-operative:
build_installer <project file> <target binder> <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 +go out
Installing DLC from a retail installer
In some circumstances, you lot may wish to create a retail installer that includes your DLC packages. In such cases, the process to create the installer requires just a few changes.
In "sku_goldmaster.txt", include the DLC AppIDs nether the "included_depots" section. One time you have run the "build_installer" process, find the generated sku.sis file for the installer and open it with a text editor.
Add the DLC AppID in the "apps" section. For instance, if I had a game with AppID yard and DLC AppID 1010, I would accommodate the "apps" department as follows:
"apps" { "0" "1000" "ane" "1010" }
This volition ensure that Steam checks for buying of the DLC and prompt the user for a key if the DLC is non owned by the business relationship 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 Piping apps. Build each app installer one by ane but point them all to the same output folder. Each build will merge itself with the already existing install prototype.
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 ever encrypted, on all retail discs and on all content servers. Switching a game to preload mode means owners can download the content, simply it stays encrypted on the users' disk and tin't be played. Once the game becomes officially released, Steam will decrypt the preloaded content and the user tin can play the game.
Switching a game to preload mode is recommended in these cases:
- Shipping retail discs with product keys before the game is actually 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 believe your game requires preloading.
Building DLC
DLC is built as a depot of the base game. See the Downloadable Content (DLC) documentation for more information.
Troubleshooting SteamPipe
"Login Failure: Account Login Denied Failed" when logging in via steamcmd
Cause: Probably SteamGuard is preventing login. Resolution:
- Cheque the electronic mail associated with the account you are trying to log on with and await for an electronic mail from Steam Support. Copy the lawmaking from that electronic mail.
- Run the following steamcmd:
set_steam_guard_code <code>
- Re-Endeavour login from steamcmd:
Steam>login <buildaccount> <countersign>
General Troubleshooting for Download Issues
- Restart computer, modem, router, etc.
- Verify firewall settings. The new system requires port 80 (HTTP) and all other Steam ports, listed here.
- 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.
- Endeavor to set your Steam download region to some other location far abroad. This might work if a content server near you is serving bad data.
My Mac and/or Linux Builds aren't installing whatsoever files. Why?
If you're testing via Steam the installation of your game or application across multiple platforms, you lot may run into a situation where the build deploys on Windows but doesn't deploy any files on Mac or Linux despite your SteamPipe process being setup to upload Mac and/or Linux depots. There is a step that is easily missed which involves calculation your alternate Depots to the Package being deployed. You can bank check what depots are included in a package via the post-obit steps:
- Navigate to your App Admin folio
- From the View Associated Items section, click All Associated Packages, DLC, Demos and Tools.
- Click on the championship of the Package you're attempting to download
- Review the Depots Included section
- Utilize the Add/Remove Depots to ensure the right fix of Depots are assigned to the Package
At that place are a number of discussion threads well-nigh this that may also aid:
- 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. Delight confirm your network connection and try again."
Resolution: Become to Internet Options->Connections->Lan Settings and check Automatically detect settings.
Running the app build results in the following error: "Error! Failed 'DepotBuild for scriptname.vdf' - status = 6."
Possible Causes:
- Account does not have permissions for the app.
- Check that the app ID is right in the app_build.vdf.
- Check that the build account has proper permissions to the app ID.
- Check that the app ID is right in the app_build.vdf.
- Steamcmd cannot notice the depot contents.
- Cheque that the "contentroot" value in the app_build script is a valid path relative to the location of the script file.
- Bank check that the "LocalPath" value in the depot_build script is a valid path relative to the path in the app_build script. Bank check that the path contains actual content.
- Cheque that the "contentroot" value in the app_build script is a valid path relative to the location of the script file.
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 call up data about the app, either because information technology doesn't exist or the user doesn't have access to the app.
- Bank check that the NNNNN is the app ID you were assigned for the app.
- Cheque that the app ID is correct in the app_build.vdf.
- If information technology is a new app ID, bank check that the Steamworks app admin configuration has been published. New apps should have a Steam Pipe 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 correct, make sure that your account owns the app ID.
"An error occurred while installing [AppName] (Invalid content configuration)" at launch fourth dimension
Possible Causes:
- No build has been set live on the branch you're trying to install from.
Resolution: Set your build live on a co-operative by going to https://partner.steamgames.com/apps/builds/<YourGameAppId>, and select that branch in the Steam client (every bit described hither).
- 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 lot don't own the Depot IDs that make up the game.
Resolution: Brand sure the necessary depots are added to the evolution subscription (Run into Editing packages for additional details).
"Error code 15" at launch time
This is the CEG servers rejecting the request to CEG the exe. Check the release country on the game folio. If information technology is not 'playable', you will need to request Steam keys that override the release state.
"The Steam Servers are too busy to handle your request... Mistake Code (2)" at launch time
This is the CEG servers failing to detect 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 brand sure that it'south propped.
I tin can't remember what that steamcmd control was or how it worked
Use the 'notice' command in steamcmd to search for any steamcmd command. Information technology will exercise fractional matching on the command name and information technology will list out the control syntax.
Steam>detect build_installer ConVars: Commands: build_installer : <projection file> <target folder> <beta primal> <beta pwd>
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