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 have a map update ready but it has to wait until the server shuts down, which just re-adds the stuff i was asked to remove for the server and the entirety of topside has a proper wall now surrounding mostly everything, so you dont peer outside through the sky easily, but its not perfect because topside is a hard to fix frankenstein.
When they will release no idea though.
Generally when it comes to save compatibility i dont think theres much i can do about it besides either making large changes to map logic/function, or make the map not be tied to lua entities.
And I really like your map, you're the only author who replaced the water texture.
but i wouldnt know how to remedy that.
im asking about the navmesh becouse i use a nother version of some BMRF RP map that has a navmesh, so i can fight horrors beyond comprehension which need a navmesh
im about to push another update though in a bit
As for the skies in Xen, it uses a rather obscure shader called "WindowImposter" which basically renders a cubemap face (which also ignores mat_specular) on a brush face, its used sparingly in HL2 in a few places, the skies are a personal conversion of some of my favorite HL1 skies into a cubemap texture and it gives the illusion of a skybox since as you know, multiplie skies are normally impossible.