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报告翻译问题






100/10
There's rocket ammo all over A10 before you have access to the SPNKr as well; I'm not really sure why since those don't seem to be shells for the grenade launcher.
@York
"Narcissism?" Sis, I'm not your ex, thought terminating cliches don't work on me. I played the original version of this mod when I was a kid too and this mod is at least stable, more than CMT managed, but that doesn't make it flawless.
Also, I often found shotgun ammo lying around, but couldn’t find a shotgun anywhere to pick up.
I think I also found minigun or flamethrower ammo (those round canisters), but the corresponding weapon was nowhere to be found either.
The driver acts completely brainless. He drove into the narrow corridor where you’re supposed to go up to activate the switch for the light bridge.
After I freed him, he proceeded to run over some other Marines, then drove to the edge, off the cliff, and died...
So yeah, the AI driving is not very smart.Is he supposed to drive across the light bridge with the player? If so, he doesn’t do that. Instead, he kills most of the Marines and drives himself to death by going off the cliff...
I’m not sure whether these are bugs, mistakes, or intentional design choices on your part, but I’d like to list the things I noticed:
A30Map Part 1 – In this section, you can use incendiary grenades, but starting from Part 2, they’re no longer available.
Also in Part 1, where you have to activate the middle bridge, there are two red doors that open even though they are red (which usually means closed).
So there's a wall behind them (which makes sense because you can’t go any further there), but what I mean is that the doors still open, even though they’re lit up red – as if they should be closed.
Another thing in the first part: where you have to activate the first light bridge, a Pelican comes in and drops off a Warthog, and some Marines get in. But the way the Marine drives is a disaster.
2. do you will mod A50.map and B30.map like SPV2 too?
that you extend B30.map like in SPV2? with the Underground Area?
like this? https://www.youtube.com/watch?v=x3F8YnBke6k
Timeline:
23:11 that the door on the left is closed and you have to go right to use the elevator like on this
timeline
23:34 this room AND 26:45 and this room
do/can you will add these areas too for B30.map? PLEEEAAASSSEEE q.q
can i show you something on YT or Steam/Discord about a Idea for the D20.map KEYES??
Area No 1 doesnt look good anyway but too bad that Area No 2 and No 3 are not in your mod, because i like these areas q.q maybe they will be added in the future, i hope :)
Which of your mods already uses area no 1, no 2 and no 3?
made to the layout in SPV3 and I'd love to be able to play through them again in the MCC
I am using the newer version of those BSP's, Area No 1 through 3 cannot be added due to being too similar to the ones I am already using unfortunately. (or just being unfinished)
Area number 4-5 are already in existence in the mod and can be played in Two Betrayals as well
For everyone else, I have been reading and taking feedback from all of your comments, thank you all for your input, positive and negative :)
https://www.youtube.com/watch?v=V28TkteuJ8c
Timeline:
2:00 (Area No 1)
2:20 (Area No 2)
2:34 (Area No 3)
2:58 (Area No 4)
7:55 (Area No 5)
The Tunnel with Bridges at: 7:35 - 7:49
My Question is:
1. Which of these areas already exist in your Mod?
2. Which of these areas are missing and are still being added in the future?
3. Which of these areas cannot be added?
Which is good because I love Two Betrayals
PLEASE ABSOLUTELY KEEP WORKING ON THIS!
I love the Marine variety, especially how well integrated the female Marines from later games are. You also did a great job implementing guns from Digsite and this is about the only mod I know of which does that without replacing the vanilla guns (on a related note, thank you for *not* using the Space Luger, I hate that gun). Using the other side of the light bridge area as a second combat encounter is refreshing and I can't remember another mod which does that.
Jackals with headshot capable weapons are busted because they fire them like they're plasma pistols. Elites with headshot capable weapons are even worse because they fire them like they're plasma rifles (we learned this back with CMT pretended to "improve" Lumoria and made it worse in every respect).
One question, you mentioned wanting to do complex scripting for Keyes. I remember the official SPV2 version started the player off in an entirely new BSP out of the gate (though I think you needed to use the console to load that BSP if I remember right). Do your plans relate to those BSPs?
Also, I noticed an error with the SPV2 Needler first person model's reload ammo, Roxanne has tags for the reload ammo with the correct purple color instead of the SPV2 blue from their Brutality Evolved mod.
9/10
Just wondering, will the silent cartographer also have extended parts like the lost spv2 version of it? if thats the case, that would be incredible
Too much ammo. If it could be reduced a bit, that would be nice to encourage the use of new weapons.
The weapon sandbox is too large for the first levels. It would be better if new weapons gradually appeared (understandably, it's a demo).
The HF dialogue is fine, I suppose, but the audio is too compressed and breaks the immersion. imo.
Maybe the new grenades would appear in the first levels, but in a reduced amount.
This would be my little feedback. I hope the mod does very well. 10/10