安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题

However, the more recent updates have made our jobs harder. Hammer will randomly crash, the method of displaying compile progress hasn't been updated for years, even though a new method is being used in Left 4 Dead 2, no one's fixed that ATI 4xxx/5xxx text readability issue from a long ago, Faceposer doesn't work on any OS made in the last decade because of some changed function names in Microsoft SAPI that Valve never updated Faceposer to reflect, and models aren't cleanly imported. With UDK, it's just an intermediate format that's not proprietary and has been available for years - .ase, not needing a .smd with a .qc, then compiled with another tool using a batch file.
I really hope Valve can polish the SDK.