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









I’ve also thought about adding multiplayer support (variants), but it has the lowest priority.
First, I need to refurbish both campaigns and make sure no one has issues with the sound, and that the AI quirks work as expected.
I have published new Cold War Reforged version 0.2.1 today, it forces all sound functions to be run unscheduled, check if it helps. Also check you are using correct versions of the mods from the collection
I’ve noticed some audio cutoffs myself once when my system was under heavy load.
There might be an issue with my custom functions interacting with the engine scheduler on certain setups.
Icecold tested some refactoring using kbTell, but that only works when units are close to the camera. The problems seem to appear specifically when using say or playSound. It’s strange, because the engine should be capable of playing multiple sounds simultaneously.
It contains early versions of migrated Resistance and Cold War Crisis campaings with bug fixes and enhancements.