Comments (4)
Yes, I agree. The download command simply downloads the files. It doesn't really work as an update.
If we were to delete any files not in the manifests then we might delete files unintentionally. That could be really bad, just like running rm -rf /
(DO NOT DO THAT). We could keep a record of the manifest used in the initial download, and then use those to delete any extra files that are no longer present. That would avoid deleting files that are not manifests. However, that will not be compatible with steamcmd
or steam client
or depotdownloader
or any other tool.
A workaround right now is getting a list of extra files with steamctl depot diff --show-extra ...
and deleting those files after a download.
from steamctl.
i mean one day we will have a launcher for steam games like legendary.
from steamctl.
Seems unlikely since it would require reimplementing Steam's API, integrations, features, and everything. I don't see the point to that. Steam already runs everywhere and has a ton of features.
Legendary makes and similar, simply consolidate a number of smaller stores into one place. EGS client is slow and buggy, barely has any features, games have no integrations, so another client works and makes sense.
from steamctl.
Yes, I agree. The download command simply downloads the files. It doesn't really work as an update.
If we were to delete any files not in the manifests then we might delete files unintentionally. That could be really bad, just like running
rm -rf /
(DO NOT DO THAT). We could keep a record of the manifest used in the initial download, and then use those to delete any extra files that are no longer present. That would avoid deleting files that are not manifests. However, that will not be compatible withsteamcmd
orsteam client
ordepotdownloader
or any other tool.A workaround right now is getting a list of extra files with
steamctl depot diff --show-extra ...
and deleting those files after a download.
Yes, I agree. The download command simply downloads the files. It doesn't really work as an update.
If we were to delete any files not in the manifests then we might delete files unintentionally. That could be really bad, just like running
rm -rf /
(DO NOT DO THAT). We could keep a record of the manifest used in the initial download, and then use those to delete any extra files that are no longer present. That would avoid deleting files that are not manifests. However, that will not be compatible withsteamcmd
orsteam client
ordepotdownloader
or any other tool.A workaround right now is getting a list of extra files with
steamctl depot diff --show-extra ...
and deleting those files after a download.
makes it longer to change to a different version tho
from steamctl.
Related Issues (20)
- [BUG] Steam broke the workshop download functionality HOT 1
- [BUG] In the event of a Depot not having a valid manifest GID, program errors out HOT 2
- Demo for idle-games HOT 1
- [BUG] steamctl not able to download older manifests HOT 9
- [BUG] SetAppBuildLive is producing 405 GET errors. HOT 3
- [FEATURE REQUEST] Password argument HOT 6
- [BUG] (EResult.Fail) Failed to login: <EResult.Fail: 2> HOT 2
- [BUG] `No access token available` for some depot HOT 8
- [BUG] Program stops with `(EResult.AccessDenied) Failed to acquire manifest code` error HOT 6
- [BUG] UnicodeEncodeError: 'charmap' codec can't encode character HOT 4
- Steamctl does not like to run in the background/process HOT 2
- [BUG] Password is not saved correctly after some time HOT 4
- Add a command to request concurrent online users in an appid
- [BUG] Cannot add authenticator to account HOT 1
- [FEATURE REQUEST] do not use the same exit code for different events
- [FEATURE REQUEST] option to override timeouts
- [BUG] Password environment variables do not work within depot download command due to subparser HOT 1
- [BUG] steamctl depot list -a 570 raising TypeError: int() argument must be a string, a bytes-like object or a real number, not 'dict' HOT 1
- [BUG] steamctl not saving depot_keys HOT 1
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from steamctl.