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









Decompiling and recompiling a map creates a clusterfuck of errors that need to be addressed, because like in this scenario its probably a bunch of brushfaces clipping in to each other because of a bad decompile that makes the vis fubared.
Check the map for errors in radiant before you compile, then check it manually for things that need to be fixed.
Make sure that you dont have any errors during compilation(Mainly thinking about VIS.), do not to use skyboxes, use areaportals on doors, use hint brushes if your vis doesnt split up the areas well enough during compilation.
Props on the design though, looks great overall.. but its insanely bad optimized, which might seem like it doesnt matter much with todays computer.. but you have to consider that this also means that the server will always send information about everything on the map to all the players all the time(Known to cause crashes.).
it is not the issue here, LOL
I am using r_vertexLight "0" (drops from 250fps to 160)
with r_vertexLight "1" small drops, but ppl with weak PCs will have a problem even with stable 125fps