gbe_fork/post_build
Detanup01 5ec0435a45
Merge pull request #103 from otavepto/patch-mods-access-tags-count-fix
another fix for accessing mod details struct + querying tags count
2024-12-01 19:56:40 +01:00
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steam_settings.EXAMPLE Merge pull request #103 from otavepto/patch-mods-access-tags-count-fix 2024-12-01 19:56:40 +01:00
win/ColdClientLoader.EXAMPLE move the dll injection readme outside 2024-05-11 22:10:43 +03:00
README.debug.md * allow changing the name of the base folder used to store save data via saves_folder_name, by default it would be Goldberg SteamEmu Saves 2024-04-16 22:59:27 +02:00
README.experimental_linux.md update post build readmes 2024-06-12 21:46:59 +03:00
README.experimental_steamclient.md note on source-engine mods on Windows 2024-11-26 23:20:46 +02:00
README.experimental.md update post build readmes 2024-06-12 21:46:59 +03:00
README.generate_interfaces.md update post build readmes 2024-06-12 21:46:59 +03:00
README.lobby_connect.md update release readmes 2024-04-15 21:42:20 +02:00
README.release.md update readmes + changlog & credits 2024-06-24 22:27:31 +03:00

====Goldberg Steam Emulator====

An emulator that supports LAN multiplayer without steam.
https://gitlab.com/Mr_Goldberg/goldberg_emulator


How to use:

  1. Replace the steam_api(64).dll (Windows) or libsteam_api.so (Linux) from the game with the emu.
  2. Use the command line tool generate_emu_config to generate the steam_settings folder
  3. Use the command line tool generate_interfaces to generate the file steam_interfaces.txt,
    then move it inside the folder steam_settings
  4. Move the entire folder steam_settings beside the emu .dll/.so.
  5. Copy the the example files steam_settings.EXAMPLE\configs.xxx.EXAMPLE.ini and paste them inside your own steam_settings folder, then the postfix .EXAMPLE.
  6. Make sure to keep the only options you need, do NOT sepecify everything inside these .ini files

Mr.Goldberg's note:

If the game has DRM (other than steamworks) you need to remove it first.


Various configurations:

Due to the various changes and additions, it became tedious to document everything,
so it is recommended to check each example file in the steam_settings folder, and the various options inside configs.xxx.ini.


When you use the emu at least once, some default configurations are saved inside the global settings folder

  • configs.main.ini: configurations for the emu itself
  • configs.user.ini: configurations specific to the user
  • configs.app.ini: configurations specific to the game/app
  • configs.overlay.ini: configurations of the overlay

Saves/Settings location:

  • On Windows:
    %appdata%\GSE Saves\
    For example, if your user Windows user name is Lion, the save location would be:
    C:\Users\Lion\AppData\Roaming\GSE Saves\
  • On Linux:
    • if XDG_DATA_HOME is defined:
      $XDG_DATA_HOME/GSE Saves/
    • Otherwise, if HOME is defined:
      $HOME/.local/share/GSE Saves/
    • Otherwise:
      SAVE/GSE Saves/ (relative to the current directory, which might not be the same as app/game directory)

You can override the name of the base folder GSE Saves to whatever you want per game, to do this modify configs.user.ini inside your steam_settings folder and change the value of saves_folder_name.
Check the example file in steam_settings.EXAMPLE\configs.EXAMPLE.ini.

Any configurations inside your steam_settings folder will always override the global configurations.


Portable saves:

If you want to use local/portable saves, specify the parameter local_save_path inside your local steam_settings/configs.user.ini, the emu will completely ignore the global settings folder, allowing a full portable behavior


Languages:

You can include a steam_settings\supported_languages.txt file with a list of languages that the game supports.

If the global emu language setting is not in this list of languages, the emu will default to the first language in the list.

See the steam_settings.EXAMPLE folder for an example.


Depots:

This is pretty rare but some games might use depot ids to see if dlcs are installed.
You can provide a list of installed depots to the game with a steam_settings\depots.txt file.

See the steam_settings.EXAMPLE folder for an example.


Subscribed Groups:

Some games like payday 2 check which groups you are subscribed in and unlock things based on that.
You can provide a list of subscribed groups to the game with a steam_settings\subscribed_groups.txt file.

See steam_settings.EXAMPLE\subscribed_groups.EXAMPLE.txt for an example for payday 2.


Subscribed Groups (Clans):

Some games like counter-strike check which groups you are subscribed in and allow you to choose a group clan.
You can provide a list of subscribed group ids, names, and tags to the game with a steam_settings\subscribed_groups_clans.txt file.

Group ids must be valid and can be obtained by pasting '/memberslistxml/?xml=1' at the end of a Steam group page.

See steam_settings.EXAMPLE\subscribed_groups_clans.EXAMPLE.txt for an example.


App paths:

Some rare games might need to be provided one or more paths to app ids.
For example the path to where a dlc is installed.
This sets the paths returned by the Steam_Apps::GetAppInstallDir function.

See [app::paths] inside steam_settings.EXAMPLE\configs.app.EXAMPLE.ini for an example.

Note that paths are treated as relative paths from where the steam_api dll is located.


Mods:

  • Put your mod in the steam_settings\mods\<MOD NUMBER>\ folder
  • Modify mods.json and specify primary_filename and preview_filename, other options in this json file are optional.
  • Put the mod image/preview inside steam_settings\mod_images\<MOD NUMBER>

Mod data folder must be a number corresponding to the file id of the mod.

See the steam_settings.EXAMPLE folder for an example.


Steam appid:

Put your steam_appid.txt in the steam_settings folder because this is where the emulator checks first.

If there is no steam_appid.txt in the steam_settings folder it will try opening it from the run path of the game.
If one isn't there it will try to load it from beside steam api dll.

The steam appid can also be set using the SteamAppId or SteamGameId env variables (this is how real steam tells games what their appid is).


Custom Broadcast IPs:

If you want to set custom ips (or domains) which the emulator will send broadcast packets to, make a list of them, one on each line in: GSE Saves\settings\custom_broadcasts.txt

If the custom IPs/domains are specific for one game only you can put the custom_broadcasts.txt in the steam_settings folder.

An example is provided in steam_settings.EXAMPLE\custom_broadcasts.EXAMPLE.txt


Achievements, Items or Inventory:

Create a file named items.json and/or achievements.json inside the steam_settings folder which will contain every item/achievement you want to have in your game.

An example can be found in steam_settings.EXAMPLE that works with Killing Floor 2.

The items.json syntax is simple, you MUST validate your .json file before trying to run your game or you won't have any item in your inventory.
Just look for "online json validator" on your web brower to valide your file.

You can use https://steamdb.info/ to list items and attributes they have and put them into your .json, you can also use the command line tool generate_emu_config.

Keep in mind that some item are not valid to have in your inventory.

For example, in PayDay2 all items below item_id 50000 will make your game crash.

  • items.json should contain all the item definitions for the game,
  • default_items.json is the quantity of each item that you want a user to have initially in their inventory. By default the user will have no items.

It is recommended to use the command line tool generate_emu_config for that matter


Leaderboards:

By default the emulator assumes all leaderboards queried by the game FindLeaderboard() exist and creates them with the most common options (sort method descending, display type numeric).
In some games this default behavior doesn't work and so you may need to tweak which leaderboards the game sees.

To do that, you can put a leaderboards.txt file in the steam_settings folder.

The format is:
LEADERBOARD_NAME=sort method=display type

For the sort methods:

  • 0 = none
  • 1 = ascending
  • 2 = descending

For the display type

  • 0 = none
  • 1 = numeric
  • 2 = time seconds
  • 3 = milliseconds

An example can be found in steam_settings.EXAMPLE


Stats:

By default this emulator assumes all stats do not exist unless the option allow_unknown_stats in configs.main.ini is set to 1.

To properly define the stats of a game, put a stats.txt file in the steam_settings folder.
The format is:
stat_name=type=default value

The type can be

  • int
  • float
  • avgrate

The default value is simply a number that represents the default value for the stat.

You can use the command line tool generate_emu_config to generate a stats config


SteamHTTP:

Create a steam_settings\http\ folder which should contain the domain name and path to the files that will be returned by steamHTTP like so For example this url: `https://en.wikipedia.org/wiki/Main_Page`:

  • Create a folder steam_settings\http\en.wikipedia.org\wiki\Main_Page
  • The Main_Page file would contain the data returned by the steamHTTP api when it tries to access: https://en.wikipedia.org/wiki/Main_Page

An example that was made for payday 2 can be found in steam_settings.EXAMPLE


Avatar:

Copy a png, or a jpg, or a jpeg image file to your GSE Settings/settings folder and name it account_avatar.
You can also place this file inside the local steam_settings folder of the game.

Players avatars are shared over the local network

You can find an example in steam_settings.EXAMPLE


Support for CPY steam_api(64).dll cracks (Windows only):

See the build in the experimental folder.

Notes:
You must all be on the same LAN for it to work.

IMPORTANT:
Do not run more than one steam game with the same appid at the same time on the same computer with this emu or there might be network issues (dedicated servers should be fine though).


Overlay:

Note: at the moment this feature is only enabled in the experimental builds
It's a highly experimental feature, use at your own risk

This is made possible using the amazing third-party library Ingame Overlay project: https://github.com/Nemirtingas/ingame_overlay

The overlay can be enabled by modifying configs.overlay.ini and setting enable_experimental_overlay=1.
Use SHIFT-TAB to open the overlay.

This feature is highly experimental and might cause crashes or other problems.

Alternatively, you can use the dedicated tool lobby_connect to join a game lobby.


Overlay notifications sounds:

Note: at the moment this feature is only enabled in the experimental builds for Windows only

You can place a .wav file called overlay_achievement_notification.wav inside either the local steam_settings/sounds folder of the game, or inside GSE Settings/settings/sounds folder, which will be played whenever an achievement is unlocked.

You can place a .wav file called overlay_friend_notification.wav inside either the local steam_settings/sounds folder of the game, or inside GSE Settings/settings/sounds folder, which will be played whenever a friend sends an invitation.

You can find an example in steam_settings.EXAMPLE


Controller:

Note: at the moment this feature is only enabled in the Windows experimental builds and the linux builds

SteamController/SteamInput support is limited to XInput controllers.

If your controller is not XInput, there are many tools (at least for windows) that you can use to make it emulate an XInput one.

Steam uses things called action sets for controller configuration. An action set is a group of action names.
Action names are bound to buttons, triggers or joysticks.
The emulator needs to know for each action set, which button is linked to which action name.

Create a ACTION_SET_NAME.txt file in the steam_settings\controller\ folder for every action set the game uses.

To see an example for the game Crystar see: steam_settings.EXAMPLE\controller.EXAMPLE

In the action set txt files the format is:

  • For digital actions (buttons, on or off):
    ACTION_NAME=BUTTON_NAME
  • For analog actions (joysticks, triggers): ACTION_NAME=ANALOG_NAME=input source mode

Actions can be bound to more than one button by separating the buttons with, like this:
ACTION_NAME=A,B

You can use the command line tool generate_emu_config to generate a config file.
Or if you want to configure a game yourself, find the vdf file for xbox360 or xbox one controller of the game and use the tool parse_controller_vdf, you should be able to figure things out.

For example to get the vdf file for the game Crystar: https://steamdb.info/app/981750/config/
If you look at: steamcontrollerconfigdetails, you will see something like: 1779660455/controller_type: controller_xbox360
1779660455 refers to a file id that you can dl using your favorite steam workshop downloader site.
The url would be: https://steamcommunity.com/sharedfiles/filedetails/?id=1779660455

The glyphs directory contains some glyphs for the controller buttons for the games that use the GetGlyphForActionOrigin() function. If you want to use the real steam glyphs instead of the free ones in the example directory copy them from: <Steam Directory>\tenfoot\resource\images\library\controller\api folder.

Valid digital button names:

  • DUP
  • DDOWN
  • DLEFT
  • DRIGHT
  • START
  • BACK
  • LSTICK
  • RSTICK
  • LBUMPER
  • RBUMPER
  • A
  • B
  • X
  • Y
  • DLTRIGGER (emulated buttons, the joy ones are used by games in menus for example. When the game wants to know if the trigger is pressed without the intensity)
  • DRTRIGGER
  • DLJOYUP
  • DLJOYDOWN
  • DLJOYLEFT
  • DLJOYRIGHT
  • DRJOYUP
  • DRJOYDOWN
  • DRJOYLEFT
  • DRJOYRIGHT

Valid analog names:

  • LTRIGGER
  • RTRIGGER
  • LJOY
  • RJOY
  • DPAD

Auth token (app ticket):

By default the emu will send the old token format for various APIs, like:

  • Steam_GameServer::GetAuthSessionTicket()
  • Steam_User::GetAuthSessionTicket()
  • Steam_User::GetAuthTicketForWebApi()

You can make the emu generate new ticket data, and additionally the GC token.
Modify configs.main.ini and set new_app_ticket=1 and additionally gc_token=1


Fake Windows dll/exe certificate and antivirus software:

The Windows build is signed with a fake self-signed certificate, this helps in bypassing some basic checks by apps,
but it also triggers some antivirus software.

First of all, never install these certificates to your certificate store, they are randomly generated.
Second, the project is not a malware, if your antivirus software complains, be sure it's a false-positive.


List of valid steam languages:

Check this link for a complete list: https://partner.steamgames.com/doc/store/localization/languages
Look for the column API language code

  • arabic
  • bulgarian
  • schinese
  • tchinese
  • czech
  • danish
  • dutch
  • english
  • finnish
  • french
  • german
  • greek
  • hungarian
  • italian
  • japanese
  • koreana
  • norwegian
  • polish
  • portuguese
  • brazilian
  • romanian
  • russian
  • spanish
  • latam
  • swedish
  • thai
  • turkish
  • ukrainian
  • vietnamese

Bypass overlay and auto accept game/lobby invites:

Note: at the moment this feature is only enabled in the experimental builds

When the overlay is enabled and working, you can bypass it and auto-accept invites (lobby or game) from a list of Steam IDs (SteamID64 format).
The configuration file auto_accept_invite.txt allows you to do that, it works like this:

  • Adding an empty file: will accept invites from anyone (same behavior as if the overlay was disabled)
  • Adding a file with some friends IDs (each on a separate line):
    • If the friend ID is found in this file, the invitation will be accepted automatically
    • If the friend ID is not found, you'll get the regular overlay invitation

Check the example file in the steam_settings folder


Enable non-LAN behavior in steam_matchmaking_servers:

By default, match making servers (which handles browsing for matches) will always return LAN servers list whenever the game inquires about the available servers with a specific type (Internet, Friends, LAN, etc...).
You can make the emu return the proper/actual servers list for the given type, by modifying configs.main.ini and setting matchmaking_server_list_actual_type-1.
This is currently broken.

Also, match making servers will return the info of the server from the incoming local packets, you can make the emu retrieve the actual server info by performing a source server query, this is enabled by setting matchmaking_server_details_via_source_query-1 inside configs.main.ini.
This is currently broken.