I am collaborating on a mod and I have been added as a Contributor. I have a copy of their code in the Ark Dev Kit and I have been able to edit it. But how do I now upload it to Steam as an update to their mod? When I have tried via the “Steam Upload” button it seems to create a new mod with a distinct mod ID. I requested a copy of their mod.db file and tried that, but I get an authentication error from steamcmd.
Is there any way to keep a mod updated by two separate people without me needing to know their steam username/password?
I’ve noticed a few mods that are taken on by a different author seem to get updated on their mod page with a, “We are now maintained by a new person. Visit this link to subscribe to their mod”. Is this because with the current Unreal Editor/Steam setup you can’t have multiple steam accounts updating an existing mod?
As far as I know it doesnt work like popular repo’s where multiple people can commit changes to the same branch. Hopefully someone can prove me wrong on this!
Dropbox.
1 main person on the upload can have 20 ppl working on a project. Just a matter of “ok, we upload every Wed at 5pm CST, so have your stuff ready then” …
main person takes all the dropbox updates (maybe over time, whatever, this is hypothetical) … compiles and uploads.
Yeah, dropbox, github, anything where multiple people can access the source.
Hell if you wanted - and on larger projects or where multiple people are working on a single project I vehemently recommend this - you could set up a source-control server(ADK has support built-in for two) where this would allow only one person to work on a single file at a time, which would stop two people from editing the same file in either GitHub or DropBox and someone then needing to determine the changes between the two - or more.
You would still then be dealing with the original owner issue being the only one allowed to upload. That is an issue with Steam/SteamCMD so perhaps that is best taken up with them or perhaps put through a request or something in the request thread about getting WC to approach Steam about it.
Thanks for the replies. I am successfully using SVN to manage the code and checking it in/out via the command line. I tried for a while to make the in-editor source control work but I couldn’t seem to get it working but my method is okay for now.
I think this is the answer I needed. Thank you. Rather than mucking around trying to upload the Mod to the existing ID I think we will need to bite the bullet, get a new ID on the Workshop and then I will be able to keep the code maintained from my Steam Login. I’m online daily and the other person isn’t so this might be the best way for us to move forward.
Secondly, use TortoiseSVN to checkout ShooterGame.
Only add the Mods Directory to the SVN using TSVN or refreshing will be a nightmare, as you can see how I have done that. (Ignore DevKitUpdate, that was so I could provide my partner with the github binaries)
(SVN Path should be /ShooterGame/Content/Mods/YourGroupMod, before ever opening ADK)
Thank you so much @jslay for these detailed instructions. Where I had gone wrong is that I had setup SVN in my \ARKDevKit\Projects\ShooterGame\Content\Mods\ folder rather than in my \ARKDevKit\Projects\ShooterGame\ folder. I followed your instructions, added my SVN username/password to the Unreal Editor and I’ve been cooking with gas ever since.
Another “gotcha” I ran into: my friend and I have setup a steam account that we can share the username/password to so we can update the same mods. We were getting weird and vague errors when trying to upload our mods for the first time to the new steam account. It turns out that the Steam account you are uploading to the Steam Workshop with must own a full copy of the game for it to be able to upload a mod. We tried family sharing the game from our existing steam accounts but no joy: it seems to need to own it outright. Just sharing that in case anyone runs into a similar problem after setting up a dedicated steam account for uploading mods through.