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报告翻译问题
I just-saw the comment! It *is* strange that the issue could not be replicated outside of the original environment, but the sanity sfx toggling option could serve as a functional workaround. I will give this a try soon, and thank you so much!
(机器翻译)
[string " .. /mods/workshop-901048002/scripts/componen ... "]:556: variable "_stalkerfight' is not declared LUA ERROR stack traceback:
=[C] :- 1 in (global) error (C) <- 1 -- 1> scripts/strict.lna:23 in () ? (Lna) <21-26> .. /mods/workshop-901048002/scripts/components/dynamicmusic.lua:556 in (local) fn (Lua) <548-669> scripts/entityscript.lna:1298 in (method) PushEvent_Internal (Lna) <1285-1314> scripts/entityscript.lua:1317 in (method) PushEvent (Lua) <1316-1318> scripts/components/areaaware.lua:59 in (method) UpdatePosition (Lna) <45-71> scripts/components/areaaware.lua: 76 in (method) OnUpdate (Lua) <73-79> scripts/update.lna:262 in () ? (Lna) <224-298>
Having said that, I've added a mod config setting that lets you turn Sanity SFX off if you wish to. If you continue to run into the same issue, then turning this setting off should serve as a workaround.
(机器翻译)
Only the title music has been changed, the in-game music does not take effect
"New bosses" I'm referring to come after celestial champion and altering your world after giving wagstaff a shard. Although it seems you've added music for the reanimated bosses recently! I'll check it out next time I play, thank you for the update.
(机器翻译)
In regards to "the new bosses", what new bosses are you referring to? Did I miss some that were added?
同时启用 永不妥协 报错,问题正好出现在永不妥协/scripts/tools/ upvaluehacker.lua : line 83 中 function UpvalueHacker.GetUpvalue(fn, ...) 里assert上 fn 为 nil, ... 为StartPlayerListeners.
这个99行的文件有68行注释,包含3个例子,但是是英文
这个错误有个解决方案是在永不妥协选项关闭其专属BGM
令外,非常感谢作者的贡献,mod超赞!
There should also be something similar in the game's original dynamicmusic.lua if you want to look at the original, unmodded one for reference as well. This can be found in Don't Starve Together/data/databundles/scripts.zip/scripts/components/dynamicmusic.lua
Whenever the player is deactivated by pausing or dying, the game pushes a "playerdeactivated" event that any file can then look for and use.
So dynamicmusic.lua listens for that event (line 810) and if it happens, then it triggers the function OnPlayerDeactivated (line 780) which then causes the function StopSoundEmitter (line 747) to happen. If you can keep following the functions within functions, basically what's happening is that whenever the game pushes the "playerdeactivated" event, dynamicmusic.lua stops all music.
(continued in next comment)
(我正在使用机器翻译。)
推荐使用upvaluehacker之类的工具试试?(雾)
https://cdn.discordapp.com/attachments/828116774255722496/1063393456245964800/image.png
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1285112149