![]() Games that share an engine/platform may have a standardized protocol for getting content to the game, but how that content gets used by the game is going to be highly dependent on the game itself. Regarding not being able to find a tutorial for how to make a generic mod: the problem is that mods change the game in one way or another & every game is for the most part, unique. As a starting point, you'll need to make use of the ISteamUGC Interface, which contains the "functions to create, consume, and interact with the Steam Workshop." ![]() The specific details are too broad to cover here. The implementation information can be found on the previously mentioned page of the same name. ![]() This model typically requires an item server or use of the Steam Inventory Service for tracking ownership. But nothing happened, i.e, No mod was installed when I ran the game. The Curated Steam Workshop place content in a queue for customers to vote on and the developer must approve items for use. Opened up workshop and subscribed to a mod, then opened the game. ![]()
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