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报告翻译问题


exit the main menu and play that mission again, I can play next mission.
that is only appear in the place where meet carter.
I want to helpful your game making.
I really enjoy this game!
After restarting i adjusted the resolution in options to that of my OS and it worked fine afterwards
LowLevelFatalError [File:Unknown] [Line: 263]
SwapChain1->ResizeBuffers(NumBackBuffers, SizeX, SizeY, GetRenderTargetFormat(PixelFormat), SwapChainFlags) failed
at G:/UE4_23_1WithDLSSAndRTXEnhancement/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:278
with error DXGI_ERROR_INVALID_CALL
- The "Continue" main menu option has a trailer button that does nothing.
- Skirt physics in first person are improved since the previous builds, yet still have various issues, like skirt getting stuck off-view in FP view after a cutscene. No visual problems noticed during the cutscenes themselves, however.
- HUD elements get affected by water refractions.
- Activating the bonfire also causes a sword attack, unlike any other triggerable objects.
- The HUD text in the glass door break cutscene has various typos. A possible solution (as making one's versions for every language choice seems non-viable due to the lack of importance of the named text for the viewer) is just replacing it with Chinese text, which will also be more stylish.
- The style ranking display was not present all the time during one of my runs, although active in the game options menu. The named display also tends to not activate occasionally during every other run.
- In some cases a section (recently happened during the very first undead encounter, also happened in the cave with soldiers and the first miniboss in the older builds at least) doesn't register as clear, although there are no enemies left. The battle music keeps playing, and an exit is never opened.
- In a cave after the first retractable bridge the bats sometimes drop their trophys below the floor. While still accessible, the named objects are hard to notice in this case.
- The Forest Guardian's health indicator's max value doesn't scale along with his health, causing it to overflow during high-difficulty runs. While there is no visual feedback of the named overflow, the gauge in question remains stuck at being fully filled until enough damage is dealt to the boss for his health to drop below his initial health value for the easy difficulty.
- Killing the minibosses while they are executing their combo (the most visible example is their combo attack that consists of two swings and a shockwave blast) causes them to play their death sound, but fully perform the attack nevertheless, and actually die only afterwards.
- The schoolgirl outfit has mismatching normal map and mesh tangent/binormal/normal vector set in the shoulder are, resulting in cone-like corrupted shading.
- Dodging seems to cancel the berserk mode's shockwave effect if done right after activating the named mode.
- Reloading a weapon (possibly mid-air only) can briefly lock you in the aiming mode (canceled by pressing the zoom key or button again) even when the named function is set as on-hold in the controls options menu.
- (unverified) The endgame ranking screen always shows third run after completing the game, although the actual game difficulty alters between the first and the third run's ones every other walkthrough (as shown in the menu's "Continue" option's description and confirmed in-game).
- The first QTE requiring you to perform a dash move has the key sequence success criteria slightly different from the actual in-game dash move key sequence.