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










1. When Boss Movie End, you will automatically toggle sprint, it will solve your Cinematic fov spin bug.
2. This map support Endless mode now.
1. Add a 'Set Actor Location' to reset the position of elevator, preventing player latency will cause the elevator stopped in wrong position.
2. Added an obvious 'Elevator' sign to let player know.
Reason :
1. If player need to keep running and dodge zeds, they will pick berserker and medic and gunslinger all the way, it's not very fair for support, demonitionist.
2. For now the PhysicVolume doesn't have an option to make zed immune the hurting.
1. Blood stains now working on this map. (Except trader)
2. Removed the shadow from DirectionalLight.
https://forums.tripwireinteractive.com/forum/killing-floor-2/technical-support-ae/the-bug-report-ae/2313517-fov-mess-up-after-benchmark-camera-end-or-stopped
And a test in KF-BurningParis :
https://www.youtube.com/watch?time_continue=7&v=vbBLjgt7vOY