GameTracking-CSGO
SteamKit
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GameTracking-CSGO | SteamKit | |
---|---|---|
77 | 5 | |
478 | 2,236 | |
7.1% | 1.3% | |
4.6 | 5.5 | |
16 days ago | 12 days ago | |
Squirrel | C# | |
- | GNU Lesser General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
GameTracking-CSGO
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DPR got updated
„DPRP“, their second DPR depot (seems like it) got updated too. https://steamdb.info/app/730/history/
- dpr, dprp, public branches updated
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Potential Source 2 update for CS:GO - Hype, Live Chat, and Discussion
https://steamdb.info/app/730/history/ UPDATE
New database branch updates https://steamdb.info/app/730/history/ Rapid fire changes, something coming?
The history tab is the best spot to f5 for updates https://steamdb.info/app/730/history/
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Additional details for Linux community server operators about compiler toolchain updates seen with the 2/2/23 (2/3/23 UTC, 1.38.5.2) update plus additional updates in the future - Steam Runtime v3 "sniper" being implemented, Docker containers recommended
Last night, the astute amongst you may have noticed in last night's update if you were rifling through SteamDB's GameTracking diff that it appears Valve made some tweaks to its compiler toolchain for the Linux builds of both the game's client and server. While no major issues came out of this change's implementation and it'd be a bore for the majority of ordinary users, operators of community servers running on Linux shouldn't rush to snore as some incompatibilities did manage to get a few operators, mainly related to libstdc++.
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Counter-Strike: Global Offensive update for 3/16/21 (3/17/21 UTC)
A good bunch of translations mainly pertaining to the final week of Operation Broken Fang missions though lacking dialogue from Cultivating Trouble (coop_fall), nonetheless made possible as always with the help of Translators Like You - Thank You
SteamDB has spotted an update for the game: https://steamdb.info/app/730/history/
SteamKit
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Where does steam store game exe file names
Or also you can check this or this github repositories, which emulate steam client (Or any other, there are lots of them)
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[Question] What is the state of stream bot development?
Depends on what language you're using for JavaScript I think the defacto is anything Doctor McKay makes https://github.com/DoctorMcKay/node-steam-user, https://github.com/DoctorMcKay/node-steam-user etc. If you use python, I'd recommend https://github.com/Gobot1234/steam.py (I'm totally not biased). If you use C# then SteamKit is always a good option. If you use rust then SteamHelper looks interesting although doesn't support too many trading bot features
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Building a Personal Website in 2021
Me: Okay. I'm just going to prototype a game. Don't want to get carried away. I won't even write a game engine. I'll use Tabletop Simulator.
Friend: Sounds good. How's it going?
Me: Well. I needed to be able to debug my code. https://github.com/tts-community/moonsharp-tts-debug
Friend: Oh, neat. So your game is done now?
Me: Not exactly. I had to had in matchmaking by reverse engineering Steam. https://github.com/SteamRE/SteamKit/pull/704
Friend: Ah. Alright. Can I play it now?
Me: Nah, I was finding it hard to maintain code. I wrote a Lua code bundler. https://github.com/Benjamin-Dobell/luabundle
Friend: Sweet.
Me: Yeah, but I decided to integrate it into the official tooling. https://github.com/Berserk-Games/atom-tabletopsimulator-lua/...
Friend: I'm sure the community will be thankful.
Me: I hope so. I now run a small community of TTS developers. https://github.com/tts-community/
Friend: Right. You must be done by now.
Me: Nah, I couldn't statically type check my code. So I wrote some types. https://github.com/Benjamin-Dobell/tts-types
Friend: Seems unnecessary for a prototype, but sure.
Me: I had to write my own IDE to use them though. https://github.com/Benjamin-Dobell/IntelliJ-Luanalysis
Friend: Right... So how'd the game going then?
Me: Oh, I'm not doing that anymore. I now consult for Berserk Games, developers of Tabletop Simulator
Friend: ...
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Tools other than SteamAPI
I don't know any direct resources for learning how the Steam network works, smart people figured it out over many years and lots of reverse engineering. I just know a few programming libraries which you can use to interact with it, the most popular two being Steam-User (JavaScript) and SteamKit2 (.NET).
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Matches Raw Data
It's possible to do it through Steam's internal protocol, you probably want to use SteamKit2 here.
What are some alternatives?
steam.py - An async python wrapper to interact with the Steam API and its CMs
node-steam-user - Allows interaction with the Steam network via the Steam client protocol
GameTracking-Dota2 - 📥 Game Tracker: Dota 2
Protobufs - 👑 Automatically tracked Steam, CS:GO, Dota 2, Artifact, Underlords and TF2 protobufs.
SteamTracking - 🕵 Tracking things, so you don't have to
IntelliJ-Luanalysis - Type-safe Lua IDE Plugin for IntelliJ IDEA
GameTracking - 🛢 Dumping things, so you don't have to
wowchemy-hugo-themes - 😍 EASILY BUILD THE WEBSITE YOU WANT - NO CODE, JUST MARKDOWN BLOCKS! 创建在线课程,学术简历或初创网站。#OpenScience
GameTracking-TF2 - 📥 Game Tracker: Team Fortress 2
tts-types - Tabletop Simulator EmmyLua types.