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[EDIT] I was able to remove the blockage by going into admin build mode and shifting the connection point. I believe the pieces just aren't connecting appropriately to activate the function of removing the blockage
[EDIT II] Upon Logging out and back in, the blockages do reappear.
[Edit to Gixs Edit] After relogging the blockage will disappear again if admin build is used
[Edit] The blockage appears to only be occuring with the entrance structure, all built off of the initial addon seem to be removing the blockage
Send me a DM on discord: vtm__
Command Tunnel - Dirt Patches for additional rooms remain, even after salvaging the Command Room
Unfortunately at the moment this issue is unsolvable. I have tried many many things, but because of the order the game processes salvaging (destroy) and the logic (modhooks) I can't do anything about the left over patches, sorry.
There are a few small things I noticed while messing around. One issue that was pointed out in Liam's video was the ability to damage bunker pieces with high-caliber weapons like the dragonfang despite being immune to explosions. Interestingly, I found with testing that the two-story bunker room is the only room that is NOT damaged by high-caliber weapons.
Ladders placed in the hole of the three-story security hallway are a pain to climb. Using admin build to move the ladders so that they match the placement seen in vanilla structure hole pieces makes them much more user-friendly. Additionally, the grating on the second floor of both security hallways has an invisible bump that makes placing lockers and such difficult.
I like that the generator room has two entrances at different levels yet actually taking advantage of this feature is kind of annoying due to needing to construct an entire hallway section that loops around and goes up a floor to link back up to the upper entrance. I think a great solution to this would be adding a ladder room that could enable you to quickly move up or down a floor. Alternatively you could add variants to the security hallways that gives them doorways on their second levels for the same effect.
The lighting inside the bunker pieces is a bit weird in first person with your hands and weapons being completely dark despite being under a cage light although I suspect this to be a limitation of Unturned itself.
I feel like the walls of the command hub's second level are a bit under-detailed when compared to the design seen in all the other rooms. I feel like adding that grey contrast material seen in all the other rooms would make the second level feel less basic. I also find it funny how the command hub is the only bunker piece that you can't salvage.
Overall, there aren't any major issues with the mod and everything behaves as expected given Unturned's limitations and jankiness. I am very impressed with this mod so far and am looking forward to using this more. I think you've done a fantastic job so far and I hope you continue to tweak and add more features to expand upon such a revolutionary change in base-building.
Thank you! I'm glad you enjoy it.
Yeah, the .dat for the two room might be an oversight, and I've upped the health on the bunkers by 5 times. I'd like to make them indestructible, but I want to give players a way to destroy them in the event of griefing etc.
Yeah, I need to fix this, I'll probably have that fixed in the next update.
This is a quirk of how the bunkers work, I could fix this, but I'd have to redo a ton of work on every single bunker part. Maybe I'll get around to it at some point, but not anytime soon.
Yep lol, I meant to add a ladder and then forgot, already fixed this and itll come out in the next update.
Working on more rooms right now, why I didn't think of a ladder room is beyond me. This will be added, thanks for the suggestion :)
This time I don't think its an Unturned thing lol. This is just the first time I've messed with lights in Unity, so I'm still learning what works/looks best :).
I do agree with the under-detail-ed-ness, I tried several things but I couldn't settle on anything I liked. However the salvaging issue is an Unturned thing due to the room's size. If you go to the center-ish it is salvageable.
:) and thank you for your reports, suggestions, and praise.
i believe it is actually an unturned thing, the same thing they use in underground areas of the map (ie. the subway in St. Petersburg on Russia or any part of a map that goes below the main ground terrain) where even night vision is rendered mostly useless and you need a headlamp to properly see, hope this helps at least a little