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回報翻譯問題
How ghost hunting utilities works on here I have no idea
I can look into toning down the poltergeist throw force when I get the time as it does tend to cause huge lag spikes
Crazy angular velocity on entity [1206][prop_physics]
Origin: [4801.516113, 4524.274414, 1605.268433]
Angles: [22.124859, 179.543762, 179.998383]
Velocity: [890.972656, 2298.821777, -3149.699951]
Angular Velocity: [434.778168, -98253.187500, 4745.545410]
errors flooding the console, also objective items tend to get yeeted out of bounds where players cant reach them.
Which room was this?
i could see the ghost activity by pressing a button that lets me open the spawn menu, chat, noclip and etc. i "saw" pop ups like the objective by checking chat, i dont remember if the rescue arriving sends a chat message but if it does id be able to see it.
about the gameplay it was noticeably harder but the whole thing in vr was fun.
especially hitting the zombie ghost (i forgot the name) with a barrel and dying afterwards lol
I know some issues that might pop up is you won't be able to see the current ghost activity or other pop-ups referring to rescue arriving
cat.vtf is a texture of one of my cats which was a joke between me and my friends while testing the map and I forgot to remove
- if you're able to override NPC's with other models, you could also use custom models right? I think it would aid the character of the ghosts a ton
- cat.vtf ?
Thanks for playing my map :)
A few additions to make gameplay a tad better and less RNG would be quite nice.
Toning down the lifetime of the 'prop storm' would aid in reducing lag as the map runs just fine until all of that stuff is being thrown around.
A map or two scattered around of the town to help players better get their bearings and also help players escape if they happen to survive the round. Sure I could just camp where I enter into, but I feel the point of the map is to explore. I'm also aware of the one in the spawn, but having one or two in key areas of the map itself would further aid the player in planning out routes on the fly.
An additional board explaining the difficulties would also be welcomed.
Adding in a timed sprint would do wonders in aiding in avoiding the ghosts who do move faster then you.
Having the ghosts despawn after losing sight of you/checking your last known area would also be nice. (plus would encourage players to take proper risks with removing some of them). This would help in preventing some of them from getting stuck.
Having essential items be 'frozen' or something until touched by the player would be nice too so they don't get tossed into the water by the 'prop storm' or thrown into somewhere the player can't reach, effectively killing the run. (character limit is a bitch).
since this map has fog at a pretty close distance i would imagine there is a command that lets you reduce the draw/render distance of everything to about that much