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报告翻译问题






Lmao please don't, you're providing an excellent mod and I'm paying you $ 0.00, I should really be the one apologizing for showing up with a support request.
I'm sure you already read it, but the quick and dirty solution for this issue would be to frag the crates.
Anyway, I really want to apologize, you shouldn't have to be worried about whether your generations are going to be correct every time you load a map. But rest assured that this problem will be solved on the release of the next update
That tile has been reconfigured and is good to go for the next update. I've recently posted the ETA on the update and it should be released with a ton of new tiles as well as a few fixes including the problem that you reported. But because altering the tiles may result in peoples replays or campaigns being fried, I've decided to stick with the original release date for the update.
https://www.reddit.com/r/doorkickers/comments/1pbm62h/
It looks a lot like the same tile except I'm coming from the other direction - my ranger cannot pass north between clutter and pillar.
Thank you so much for reporting that. I've just taken a look and know exactly which tiles are at play. I've just reconfigured the problem tile and it will be fixed in the next update.
I'd like to apologize if this hindered your game at all. I usually do checks on each door in every tile to make sure this pillar issue doesn't occur but it seems I've missed this one when completing the tile.
In the meantime, before the next update, if you ever come across this issue again, a temporary fix is to use a grenade on the crates. Wooden crates are able to be destroyed with frags or any HE. Although, it sounds like you were undercover so that might not be the most ideal solution lol. I guess it's just a band-aid for right now until the update.
And also don't worry, the way you reported the problem was perfect and it showed me exactly where the problem was and what situation was happening.
Tile Fixed in the next update.
Cheers.
The photo will be autodeleted after six months okk? Soo in the photo, the undercover guy dressed as the insurgent in the centre is not able to cross that looog tile cuz of the clutter. If u still did not understand..or figure the troublesome tile out, let me know okk? Also I wish I could have helped u out more but alas I do know how I can help u find that individual tile soo I shared everything.
I appreciate the constructive criticism
Cheers.
Only suggestion might be to add more larger rooms, rooms feel a bit cramped and on average maybe a bit small. I suspect that troopers ingame are larger than IRL humans. Also note that because the game doesn't let us kick furniture out of the way, awkwardly placed chairs and tables can make the rooms feel even more cramped.
Was very pleasantly surprised to see a realistic laundry closet. Wonder why vanilla doesn't have those.
First off, I want to thank you for giving a complement to the mod. Goes a long way to keep me motivated to continue work
I believe you might be referring to the 'compound' tile set. The industrial tile set is for the factory buildings with black flooring. Compound is the other tile set found in the rmg map line up.
I might give compound a shot, but it would definitely have to be way in the future. I still have a couple hundred new kitchens, bedrooms, halls and such to add to this mod that will take a good chunk of development time to get through.
However, if I ever decide to fully commit towards compound maybe I can give a little teaser at the bottom of this mod or something lol
That way all maps in the medium and large categories can be more interesting. (At least the ones that don't use residential tiles.)
Combining this mod with More Rmg Maps reloaded is genius, and will likely supply the door kickers community with hundreds upon hundreds of hours of fresh gameplay. Thank you for releasing your mod as well.
Cheers.
I'm currently using this with More RMG Maps Reloaded and... it is pure madness, on top of already random maps, random layouts that you never expect...
Also thank you for your willingness to comment an issue you've found. Feedback like this is very valuable to the mods development
Thanks again for creating this mod it just adds so much good stuff to the RMG
For a bit of detail. What seems to have been happening is that the residential tile set and the compound tile set seem to be linked in some hardcoded way. I wouldn't have even remotely looked in that direction because that's a totally different tile set with it's own parameters and everything. But when you said the problem was occurring outside of campaign in the large maps, I decided to take another look. I tested all of those maps because they all contained the residential set... Except one XD. And that map was the culprit.
All of which is to say... No... THANK YOU very much, for helping in the development of this mod.
You just helped solve one of the drawbacks of this mod.
Fixed in the next update.
Cheers.
Still a great mod thank you very much :)