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






cl_ragdoll_bloodpool_chance "100"
what the hell is this????? where???? its not just a vpk file????? omg this orrible difficult nerd setting skill!!
Thank you for posting your full autoexec. Seems pretty good.
apparently you could use notepad so thats what im doing
r_farz -1
r_decals 9999
r_decal_cullsize 0
decalfrequency 0
r_drawmodeldecals 1
r_decalstaticprops 1
r_maxmodeldecal 100
cl_fastdetailsprites 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
g_ragdoll_maxcount 99
g_ragdoll_important_maxcount 99
cl_show_bloodspray 1
cl_detailfade 9999
cl_ragdoll_bloodpool_chance 100
snd_restart
These stayed much longer in BMS 2012 than in actual versions.
Also there are no bullet wounds at different (non-human characters).
Blood pools will also not form when characters get gibbed (was different too in BMS 2012)