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报告翻译问题






I miss the little guys in the pool. lol
I cannot fix this, as I no longer have the file to the map, which I lost three years ago.
Still no.
To niko:
This map is only partially functional with EA26; that version on the Beta Branch uses Unity 2020. The map was made when RF was still using Unity 5.56.
No.
To those crashing on the map:
I seriously have no idea how that problem's being caused. There is no way for me to fix it either, as I no longer have access to the project file.
Good job mate
Firstly - Red is difficult, but although not. It is IMPOSSIBLE to exit your spawn. And still happy that the blue have stone fences? Shelter and another MACHINE GUN. This is Brilliant! The whole game will take place only on the red spawn and we haven't heard about the other part of the map. It's just that the blue ones can respawn near the red spawn and ♥♥♥♥ them for the protests of the game.
Secondly, Map lags wildly. I have on the usual official 100-200 fps. But on this card 30-50 fps is VERY small for a dynamic game. And another 300 mb weighs. And also shoved unnecessary skybox, effects, and much more. (But the cars look cool)
The entire map is one big confined spaces of infantry-only pathways. With the way the map is designed, vehicular warfare on this map would just be bots being stuck in one place, forever.
Perhaps. What I have in mind is Backyard Battlegrounds and Frontline Flats from GW2, or Peachy District and Loggy Acres from BFN.
The map's purpose is that one team attacks and the other team defend. To clarify why the bots are 'finicky', the AI tends to act erratically when attacking/defending each point. For example, Ravens and Eagles sometimes stop shooting each other or that some Raven AI will refuse to move to the next point.