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
Primarily, we can recompile the zombie.iso.weather.ClimateManager class for the SERVER and optionally change the frequency of the climate packets. This way players wouldn't be required to replace a .class file to even join the server. But this would make digital watches go insane though so either they would need to be removed (functionally replaced with standard watches), or alternatively their display can be modified to work correctly with the aircon mod. Same goes for body temp and temp moodlets.
Its also MAYBE possible that we can use the `OnClimateTick` event to override the watch temperature without having to do anything hacky. Just depends on the UI rendering
How does that sound to you? I'm happy to work on it
It's tricky because we dont want for example a fireplace with heat of 30 degrees work as a cooler when it's 40 inside. Some heatsources should heat only, not cool.
Introducing negative heatsources would generate negative temperature with current implementation. This is not the solution either.
The solution would be maybe to introduce extra parameter for heatsources that would allow lowering the temperatures. Fireplaces would have that flag false, by default. For AC i could set if true. The flag would simply bypass the if statement at the end of the function (just before the check if player is in vehicle).
Or you can make an explicit mode cooling or heating. If heating, lower heatsources than temperature are ignored, just like it is now. If cooling, higher heatsource temperatures than temperature are ignored.