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














i realy love it but 2 GB is a lot
Thanks again for the mod (and the many others I'm still enjoying).
Consider the Advent Plasma Rifle from this mod outdated as opposed to the newer one, for now just use one of the alternative weapons from the original mod since I'm not currently planning on returning to Xcom modding unfortunately.
The good new is after testing it (directly in my heavily modded environnement), the elite trooper attacks seem now normal.
Now I just have to see how it goes in the long run.
After having hit the end game, I'm encountering graphical bugs concerning advent elite weapons upon firing. For example, the elite trooper fires black polygons, which I'm interpreting as missing fx texture. At first, I was expecting some mod in my list to have broken something, but even when keeping only this mod and its dependencies (and testing it in tactical debug), the behaviour stays the same.
Is this a known bug ? (Or is there some required configuration I wasn't aware of ?)
I've red the log file and found some warning/error messages which could (maybe) related :
[0062.24] Warning: Redscreen: Compiling M_Plasma_BlurBlend_Sprite at run-time, please ensure this is part of the cooking process
[0062.72] Log: Missing cached shader map for material M_PlasmaSplash, compiling.
Always happy to hear people enjoy what I've made, it's appreciated!