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






I wanna create a Gmod Realism film using this map, it's just easy to get lost in some areas and some hard parts to navigate or record for footage, but with some video editing I could work something out on a cool map like this. This map is iconic!
Your computer being able to handle the map well did give me some reassurance though. I'm busy at the moment, but I might revisit working on this map at some point.
I knew MGS could fit into one map on the source engine. BUt i didn't expect a whole remaster of it
I've been debugging things with Laby (one of the devs on nzombies rez), and we got the doors working well enough. For some reason the nz fog controller overrides any env_fog_controller entities. Laby said that there is a way to prevent this using mapscript, and that possibly you know more about that. Any ideas on what I could do?
They don't open with proximity, they open with touch. They automatically close themselves after opening. If you add a price tag to the door, it'll behave normally when you start survival mode (it'll lock in place when you open it).
Any resources help, thank you for your time