Ashley's Recent Forum Activity

  • Mikal - please do contact Valve via the options described here to describe your situation and use case so Valve is aware. Perhaps they could at least add a fallback option for that case.

    It would be worth checking on the Steam Deck as well though - as far as I'm aware the overlay is working fine there, because it uses a simpler method of just drawing on top of the app, instead of intrusively modifying what the app renders.

    Without overlay on, display webview2 window, only. When the overlay is on...

    With any workaround that depends on only turning on when the overlay shown/hidden events fire, you still lose things like the "achievement unlocked" toast popup, and anything else that shows outside of the full overlay being shown. So any such workarounds will still not completely support all aspects of the in-game overlay.

  • It can take a few days to finish updating all the documentation after a stable release. The Keyboard object manual entry has now been updated with more information about keyboard lock.

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  • It's not currently possible unless you run your own instance of the signalling server on the local LAN, which will be a fairly involved process to set up.

  • We are aware of these and we're working to get them all resolved before the time NW.js is retired.

    Steam overlay doesn't appear. This is happening with the fallback (disabled in-game overlay) and otherwise.

    The fallback (showing the actual Steam UI over the game rather than in-game overlay) should be working, and did last I tried. If it does not, please file an issue. As for supporting the in-game overlay, please see the section on the Steam overlay here.

    OBS cannot display our webview exports. It appears as blank white screen instead of the game canvas. Streamers cannot live broadcast our games. This is a non-issue in NW.js

    I can successfully capture a WebView2 export with OBS using either the display capture (suitable for a fullscreen game) or window capture with capture method Windows 10. So there do appear to be working fullscreen and windowed capture methods in OBS. If some other mode that you want to use doesn't work, it would be best to report it to OBS - it's their software and it's OBS's job to be able to capture things no matter what the app does.

    Cannot be NV-Patched to seek out dedicated GPU's on the device

    We're following up with GPU vendors about fixing this. If others contact them as well that would help. It's also possible to fix if the Chromium browser engine is updated to support multiple GPUs, which Google have said they want to do. It's probably also possible to fix via WebView2 and I will look in to following up there too. So there's a few avenues where this could be resolved.

    Webview export uses a Microsoft service, and Microsoft collects telemetry data.

    I realize I'm not a data/privacy lawyer, but WebView2 is now a Windows component, and so doesn't that just fall in to the general telemetry of the Windows OS itself? As in, if you use Windows, then you are subject to Microsoft's telemetry anyway, and the data Microsoft collect is dealt with via Microsoft's privacy policy and the agreement between Microsoft and the user, rather than your app and the user.

    Hopefully as well, Ashley doesn't respond with "go contact OBS, Steam, Microsoft and AMD" because, like mentioned earlier, these are non-issues in tons of other games on Steam.

    I'm afraid in some cases things are genuinely outside of our control and sometimes we do have to talk to other organisations to get things changed. The fact other games work does not mean it is possible for us to do the same thing - we have our own technologies which have their own tradeoffs. It is always a tricky problem for us when people either don't understand or don't believe us on this point: if people continue to insist we do something that is outside of our control, there is really nothing we can do. For example if there is a graphics driver bug affecting someone's game, usually we genuinely cannot fix it - the GPU vendor has to. Whether the bug affects other games is pretty much irrelevant - bugs can have extremely specific circumstances and so affect some games but not others, and the fact a different game is not affected does not mean it's feasible for us to just do the same thing as that game, which may be built using entirely different technologies.

    If people co-operate and follow up with the organisations we advise, it is much more likely that these issues will actually be resolved. If you don't believe me and continue to insist we fix them, then it will make it less likely they are resolved, and much frustration may result. For this reason our Forum & Community guidelines includes:

    Demanding impractical measures or infeasible solutions. If we say we can’t do something, it’s not because we don’t want to, or we’re being difficult, we genuinely can’t do everything!

    Hopefully it won't come to that though.

  • On the current schedule, SDKv1 addons will continue to be supported in all releases up to around June/July, when the next Long Term Support (LTS) release will come out. That LTS release will continue to support SDKv1 addons, and will be officially supported for 18 months. So official support will continue for around 2 years from now. You can even continue to use that LTS release past the end of official support, but it won't be updated nor will we provide support for that release any further beyond the end of its 18 month support period.

    The latest release allows auto-updating addons from the Addon Manager, so install any available updates as many addons may have already been updated for SDKv2. In some cases there may be alternative addons or features you can use instead - for example perhaps Advanced Random can replace BHT Smart Random, perhaps you can get rid of jQuery, File (WebView2) is now replaced by the built-in File System plugin so you can likely replace that, Greenworks is superseded by Steamworks but also the latest version of Greenworks supports SDKv2, Valerypopoff Ease could be replaced by the built-in Tween, etc. Failing that, contact the addon developer for an update.

  • Take a look at the manual guide on HTML layers.

  • I think you could argue that's minor enough to not worry about - there are only three save slots after all - but you could still support that by saving a fourth file to store the last used save slot, and Steam Cloud will sync that too.

    digitalsoapbox - please see the Forum & Community guidelines, in particular:

    Having a persistently antagonistic, cynical, combative, sceptical or complaining attitude

    Consistently conducting a discussion in bad faith (i.e. with a negative intent)

    I have repeatedly warned you about the tone of your posts. Everyone is perfectly entitled to disagree with anyone's views or approaches, but your posts consistently come across as unnecessarily negative and combative. You must change the tone of your posts or, given that you have already been warned repeatedly, further moderation action will be taken. Closing this thread.

  • A simple solution would be to store the last used save slot in Local Storage, and make sure the one stored there is shown first.

    I addressed this recently in this forum post.

  • The latest release adds a 'Bundle assets' option for the Windows WebView2, macOS WKWebView and Linux CEF export options. This will combine all the exported files in the www subfolder into a single file named assets.dat, meaning it is no longer possible to casually browse the exported files in the install folder. The file is not encrypted, but it should do the job of preventing anyone easily finding the files.

    It's pretty similar to package.nw in NW.js (being a non-encrypted bundle file), but it has the additional advantage of having much better performance. With NW.js package.nw was just a zip file, and NW.js would fully extract it to a temporary folder on startup, which could be too slow to be usable for large projects. With our new export options using assets.dat it does not need to extract anything and can directly read data from that file, so there is no impact to startup time even for very large projects. Also as assets.dat is not a zip file, you can't use the old trick of renaming package.nw to pckage.zip to get at the files, so arguably it's better protected too. So overall I'd say the new export options handle this much better now than NW.js ever did.

  • With the latest release (r424 which just went out today), you can choose 'Bundle assets' when exporting for Windows, macOS or Linux. That will bundle all your exported project files in to a single file named assets.dat which prevents anyone being able to browse the files. It's not encrypted, but it's probably enough to stop casual inspection of the game files.

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Ashley

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