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
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2812454702
2.There is also a very obtrusive place outside another hut on the map.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2812454772
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2812454756
Both mods contain the exact same file, which is also the exact same file found in the vanilla game. It's only being used by each respective .vpk to apply the mod where the modder intended (this fence fix in Death Toll, the L4D1 saferoom doors in the L4D1 campaigns).
If you have a mod that actually changes the campaign.txt files, such as a melee unlocker, you just need to have subscribed to that one first, and its changes will take precedence within the actual game. These two mods (the fence fix and the L4D1 saferoom doors) operate on a slightly different level, in which, the "vanilla" campaign10.txt files they include - will be ignored by the actual game, while still letting the .vpk use them to determine where the mod applies.
Isn't this obsolete now? It'll be better if you'd remove this part of the mod then, as it'll only cause incompatibilities with other mods.
2. The reason of why the third-party weapons are included is exactly in order to make this addon compatible with mods such as "Custom Weapons" and Melee Unlockers for the riotshield & knife.
The answer is no, isn't comptable with the 4k textures that Szalik made.