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报告翻译问题
[LevelTransitionHandler.load_level]
Feels like a better solution than "have it on screen at all times during a mission or turn it off and only see it at the end screen"
Chat-Spam
It's annoying and you can't even see the timer once you hit the exit or when the mission timer decides to stop. And you can't see what the final time was.
It's a bizarro world where they see something a lot of people want and they can't be arsed to implement it properly. it's a shame, it only needed a few settings so if people wanted to hide it could and being shown on results screen, that was it.
We live in strange world...
Weird that they don't show the time in the mission results. In fact, that really seems like something the devs themselves might add if it's requested enough.
Your mod made this happen in the first place, and it's been great to have it, but one of the key functionalities, to be able to see the final time, it's completely gone. It would be great if you could switch your mod to complement what's missing from the native implementation.
Whatever you decide tho, thanks a lot for making it. It's been a great addition and I'm glad they saw the use of your mod and add it to the main game.
Thank you, mod author - without your nice work this would not have happened
I assume it's because you use the end of the intro cutscene each map has to start your timer, and since there were no other cutscenes in any other point in any map before it, there was no issue, haha.
GUID: 4d2e9cf7-180f-4977-b3d0-5ce5c39f8186
Log File:
Info Type:
-----------------------------------------------
-----------------------------------------------
[Crash Link]:
crashify://4d2e9cf7-180f-4977-b3d0-5ce5c39f8186
<<Lua Stack>> [0] =[C]: in function text
[1] @scripts/mods/Mission timer/Mission timer.lua:44: in function render_gui
[2] @scripts/mods/Mission timer/Mission timer.lua:110:in function <scripts/mods/Mission timer/Mission timer.lua:99>
Full console log: https://paste.ubuntu.com/p/qw7WHnhFSP/
Mods loaded: 'Mission Timer'
'Vermintide Mod Framework'.
Crash location: Just as the intro cutscene ends when loading into 'Righteous Stand'.