安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
For GitHub we talked about it and it just wouldn't really work out for what we're doing.
Because of the way the game files work and how interconnected they are, it's not feasible to merge changes that others make into the scenario as such changes are rarely as simple as just adding the new additions to the config files.
The scenario configs we're working with are often weeks or months ahead of what's publicly available and in some cases rely on things we cannot or are not ready to share with the public.
Adding content submitted by others to a scenario in Empyrion is often a tedious manual process that GitHub wouldn't be helpful for and usually requires tools that cannot interface with it either.
As for using it for discussions the overwhelming majority of the player base uses Steam, and even Epic players can create a free Steam account if they don't already have one. To keep the conversations as accessible as possible, we use Steam so almost everyone can simply post without having to visit a third party site or create an account somewhere else.
I use GitHub for the bug reports because it works great for managing that specific thing, but otherwise it's not the most user friendly system for people to use.
Adding in-game voice is possible, but is also janky and limiting in-game, time consuming to create, and will take up extra file space in the scenario. It's on the list to add but low priority especially because any halfway decent AI voice costs money and hiring voice actors would cost even more.
It's on the list to add a dedicated tutorial planet, but low priority. RE2 is designed for experienced players and so we assume people generally already know the basics. Though the in-game Empyriopedia does have a lot of info on base game mechanics now.
For the tooltips we have little control over how they are displayed, outside of being able to completely hide stats (and we have hidden irrelevant ones). That's a suggestion to send to the game devs.
Decay timers for alien loot containers and other important loot are already set to 15 minutes.
Standard loot containers need to be set to a low value to mitigate the insane playfield wide lag they cause when they start stacking up. Those boxes cause a crazy amount of lag for everyone in the same playfield.
I don't see the benefit to making a free custom scenario developed by 2 players become an official DLC. For us it would just mean more restrictions as we would then have to follow whatever their plan for RE2 is, and for Eleon it would mean needing to officially support all the duct tape and bubblegum solutions we've used in RE2 which I'm sure would be a nightmare.
Thanks again for the comments and feedback!
If you do get around to adding this, I hope it would be optional or that it would be controlled by a volume slider that can be set to zero. I understand that many people like voice acting and also that many people seem to dislike reading text, but as a person with sensory processing issues, one of the reasons why I like EGS is that it doesn't have voices in it. I much prefer reading text.
Yes you'd be able to turn it off in the PDA.
Yeah I was able to set it up to be as simple as possible for making bug reports, but trying to use it as an actual discussion forum seems like it would be more complicated than it's worth.
Even for bug reporting it has a lot of extra "developer oriented" buttons that I wish I could remove from the interface, but I don't have control over that.
https://docs.github.com/en/repositories/working-with-files/using-files/working-with-non-code-files
https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/about-comparing-branches-in-pull-requests
If you don't like features that help resolve conflicts and organize file changes and versioning, there are alternatives. For example, Atlassian has a bunch of ticket/project/collaboration products that have a free tier, but I'm not sure what options you have for public interfacing.
If you're building your own tools to verify file values and such conform to a schema, you can always use custom actions as validation: https://docs.github.com/en/actions/sharing-automations/creating-actions/about-custom-actions
For building FAQ and Wiki: https://docs.github.com/en/communities/documenting-your-project-with-wikis/adding-or-editing-wiki-pages and https://docs.github.com/en/pages/getting-started-with-github-pages/creating-a-github-pages-site using https://docs.github.com/en/get-started/writing-on-github/getting-started-with-writing-and-formatting-on-github/basic-writing-and-formatting-syntax
Of course, the "supplementary" mod would not work without the base mod, and the base mod might either not work without the other one, either, or have just a minimal number of POIs.
But was just a thought, since you often mention space restrictions.