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报告翻译问题
Yep, that's it. They're just photos of the different locations found on the original Landscape Conquest map.
Other maps? If you're meaning the day version, you should be able to find it in the description of the steam page you just linked.
Not right now. But maybe a day version with changes in the future. No promises though.
Are you wanting to use the [LVS] turret addons? Or trying to activate something else?
If you are using the [LVS] turrets, do as follows:
Once you have placed down the turret via the entities tab, hold 'c'. Then hover over the turret, right-click and select 'properties', followed by clicking the box to enable the AI.
Ever since the underground roadways were attached to the quarry dirt road, the navmesh has been outdated. However, this might still work for most of the map: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3416079898
Other than the headcrab canisters (found at the admin room above the main tower, outside of the map), there are no map-specific ways to spawn enemies.
Due to Landscape Conquest being an incredibly large map (feels smaller than it really is), a z-clip was used for optimisation purposes. This completely stops rendering any terrain, geometry, props and all else beyond a certain point. Removing it *WILL* heavily impact your framerate.
If you still wish to remove this; open up the in-game console, and type "fogui". You will then be given a popup of fog/zclip sliders. Feel free to max out the "FarZ Overide" to 99999. This will give you global vision of the map, but possibly break some map rendering.
Some props and func_detail geometry have a hard set render distance within the map. And can't be modified by the player in-game.
Everything should be packed in, with no requirements.
If you're getting missing textures, would you able to take some screenshots? And if possible, please post them in Suggestions / Bug Reports . Thanks!
The cannon seen in the thumbnail is from Gredwich's Emplacement Pack .
Please visit the Change Notes for the full list of changes.
I look forward to no-red shooting. XD
Always happy to hear I'm doing something right XD
I do have another update for the map in the works already, so it'll be great to find a fix for this. Then you can get back to the shootin' without big red errors in your face!
I'll be heading off soon to get some slumber, then work when I'm up in the morning. But I'll get back to you and get it all back to normal when I get time. Thanks again!
Thank ye :)
Some screenshots would be incredibly helpful, please!
I've done my upmost to avoid any game/file requirements. Should just be a click on that "Subscribe" button, and you're in!
I'd really appreciate it if you posted some screenshots of the errors in the "Suggestions / Bug Reports" discussion above. And any other issues you may have come across along the way.
Thanks!
Currently, I have another project on my mind. But a day version is certainly possible at some point. I'll copy+paste an answer I gave somebody else.
"I was thinking at creating a day version at some point. Although, my vision for it had a lot of changes compared to the night map. Imagine Landscape Conquest, but overrun by vines and completely abandoned. Would give me a lot of creative potential."
If you want a taste of what day might be like, feel free to play the day version of gm_conquest_in_flatgrass !
Is there a chance you could take some screenshots? Would help me heaps!
In the sandbox gamemode, you should be fully capable of spawning NPCs.
If you're wondering if they can move around, then yes. The entire map has AI Nodes for global navigation.