SteamKit
node-steam-user
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SteamKit | node-steam-user | |
---|---|---|
6 | 6 | |
2,448 | 799 | |
1.1% | - | |
8.8 | 8.3 | |
12 days ago | 16 days ago | |
C# | JavaScript | |
GNU Lesser General Public License v3.0 only | MIT License |
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.
SteamKit
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L i a r s
So I will be making a client-side mod to show mmr changes as in the old client Upcoming data will be stored locally in the cfg folder (per account i.e. cloud synced) Wont know about matches played before adding the mod (valve went scorched earth removing data points from client.dll) But can populate previous history via an external opensource tool based on SteamKit samples
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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.
node-steam-user
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SteamCMD... Potential for building UI over it?
https://github.com/DoctorMcKay/node-steam-user is a popular NodeJS library for writing steam bots. This could provide useful, but iirc the method this uses for login will only allow you to have one login session at a time. Steam will automatically kick you out with a "logged in elsewhere" error.
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Portal 2 is the first game to be Steam Deck verified
https://github.com/DoctorMcKay/node-steam-user/blob/master/examples/databasedownloader.js - then you can follow the code here to list the game info thanks :D
- I don't understand how to require modules and call constructors
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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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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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[Question] Boost Playtime Of Non-Played Games
One way you can do this, is by using the "steam user" node module node-steam-user. to play the games. And use the api call to Steam_Web_API to get the playtime of each of the games the account have.
What are some alternatives?
steam.py - An async python wrapper to interact with the Steam API and its CMs
node-steamcommunity - Interact with various interfaces on Steam Community from Node.js
GameTracking-Dota2 - ๐ฅ Game Tracker: Dota 2
passport-steam - Steam (OpenID) authentication strategy for Passport and Node.js.
GameTracking-CS2 - ๐ฅ Game Tracker: Counter-Strike 2
node-globaloffensive - A Node.js module to connect to and interact with the CS2 game coordinator. Mostly used to get item data.
Protobufs - ๐ Automatically tracked Steam, CS:GO, Dota 2, Artifact, Underlords and TF2 protobufs.
node-steam-tradeoffer-manager - Simple and sane Steam trade offer management
IntelliJ-Luanalysis - Type-safe Lua IDE โ IntelliJ IDEA plugin
DistorteD - Ruby multimedia toolkit with deep Jekyll integration ๐งช
node-steam-weblogon - WebLogOn implementation for node-steam 1.x **NO LONGER MAINTAINED**