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









There's rocket ammo all over A10 before you have access to the SPNKr as well; I'm not really sure why since those don't seem to be shells for the grenade launcher.
@York
"Narcissism?" Sis, I'm not your ex, thought terminating cliches don't work on me. I played the original version of this mod when I was a kid too and this mod is at least stable, more than CMT managed, but that doesn't make it flawless.
Also, I often found shotgun ammo lying around, but couldn’t find a shotgun anywhere to pick up.
I think I also found minigun or flamethrower ammo (those round canisters), but the corresponding weapon was nowhere to be found either.
The driver acts completely brainless. He drove into the narrow corridor where you’re supposed to go up to activate the switch for the light bridge.
After I freed him, he proceeded to run over some other Marines, then drove to the edge, off the cliff, and died...
So yeah, the AI driving is not very smart.Is he supposed to drive across the light bridge with the player? If so, he doesn’t do that. Instead, he kills most of the Marines and drives himself to death by going off the cliff...
I’m not sure whether these are bugs, mistakes, or intentional design choices on your part, but I’d like to list the things I noticed:
A30Map Part 1 – In this section, you can use incendiary grenades, but starting from Part 2, they’re no longer available.
Also in Part 1, where you have to activate the middle bridge, there are two red doors that open even though they are red (which usually means closed).
So there's a wall behind them (which makes sense because you can’t go any further there), but what I mean is that the doors still open, even though they’re lit up red – as if they should be closed.
Another thing in the first part: where you have to activate the first light bridge, a Pelican comes in and drops off a Warthog, and some Marines get in. But the way the Marine drives is a disaster.
2. do you will mod A50.map and B30.map like SPV2 too?
that you extend B30.map like in SPV2? with the Underground Area?
like this? https://www.youtube.com/watch?v=x3F8YnBke6k
Timeline:
23:11 that the door on the left is closed and you have to go right to use the elevator like on this
timeline
23:34 this room AND 26:45 and this room
do/can you will add these areas too for B30.map? PLEEEAAASSSEEE q.q
can i show you something on YT or Steam/Discord about a Idea for the D20.map KEYES??
Area No 1 doesnt look good anyway but too bad that Area No 2 and No 3 are not in your mod, because i like these areas q.q maybe they will be added in the future, i hope :)
Which of your mods already uses area no 1, no 2 and no 3?