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
Might suggest some caching be implemented for enemy elements.
With all of the enemies being actively spawned at the beginning of the mission, rather than either sequentially for each task, or when players come into a set proximity to the task area, enemies that are spawned for follow-on tasks on the other side of the map are eating up clock cycles just hanging out waiting around doing nothing and sometimes my frame-rate drops to 14fps.
Most importantly, Dynamic Horror Ops has now been ported to Livonia, Esseker, and Yulakia! Go get them from the official release collection here: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=3064136265
If you’d like to see the most up-to-date beta builds of DHO, check out our GitHub repository at https://github.com/UselessFodder/FS-DynamicHorrorOp