至2016.11.25官网所披露的所有更新翻译。(渣翻)



  • 慢更
    挑重点的来说
    可能有语法短语错误,但尽量保证意思正确。
    也请见谅



  • 贝鲁特更新内容
    http://www.realitymod.com/forum/f196-pr-highlights/140769-beirut-map-update.htm)
    -02-28-2016, 07:32 AM
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    First, the factory area has been changed. A key difference is that it now has two additional exits in form of two broken spots in the fence. This should make it harder to camp the factory.

    首先,对工厂地区做出调整,一个最为关键的改变是将工厂周围的围栏新增了两个可以进出的破洞。这将使得防守工厂变得更难
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    The industrial warehouse building that had slightly awkward window heights (and lacked LODs) was removed and replaced with similar assets across the map leading to some object placement changes, significantly at factory and railway depot. A few other areas were also changed.

    移除了令人感到尴尬的窗户高度(缺少相应的纹理细节)的仓库,将其替换为与地图上相类似的建筑,这个举动导致了地图上一些物体的位置发生了相应的变化,尤其是火车站以及工厂地区最为明显。其他地区也相应地作出一些调整
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    Additionally, as part of "your new statics" the Muttrah waterfront statics used in the south-west part of the city were redone, including turning one of them enterable.

    此外,作为“新的建筑模型”的一部分,位于城市西南海港边的海滨建筑我们对其重新制作,其中有一棟房子可以进入了
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    Almond trees were redone, fixing a few small issues and populate a portion of the map now.

    我们重新制作了杏仁树的模型,修复了几个小问题并且将他们填充了地图的一些地方。
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    As we lack(ed) source files for this map, which included original files for the roads, these had to be redone. The roofwalls in the second picture are also part of the statics that were redone, PR's mappers may be aware that the original suffered from bugged lightmap UVs.

    由于我们制作这张地图时缺少所需要的素材,其中就包括了制作道路所需要的素材,这些将会被重新制作。第二张图片中房子的屋顶是重新制作的模型的一部分(待补充),现在PR的地图制作者们已经发现了先前的地图存在的三维建模导致的光线问题。
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    Lastly, a few of the objects used on this map had their draw distances increased as they ceased rendering somewhat quickly, for example the gatehouse at the factory entrance. The sky settings were tweaked and the map was relightmapped in 3ds Max and BF2 editor while also reducing the total amount of lightmaps loaded.

    最后,我们为地图上一些物体增加了渲染距离,因为他们往往很快的停止渲染。比如工厂门口的哨卡,并且我们将天空做出了微调并,利用3dsMax和BF2 editor 对整张地图的光照贴图作出调整,减少了光照贴图的渲染量。
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    There will be some tweaks to gameplay, but otherwise the current layouts will remain the same.

    Beirut was made by Deer. 贝鲁特制作者
    Map was updated by [R-DEV]Outlawz7. 地图更新者
    Updated and new static objects also by [R-DEV]Outlawz7. 静态模型的更新者

    贝鲁特篇,完



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  • 科泽利斯克Kozelsk 地图更新
    http://www.realitymod.com/forum/f196-pr-highlights/140824-kozelsk-map-update.html)
    -03-05-2016, 12:04 AM

    For v1.4, two significant changes have been made to this classic Project Reality map that has been with us as long as the Russian Forces (since v0.85).

    1.4中,自V0.85版本加入俄军后所一起发布的PR经典地图科泽利斯克将有两处重要更新。

    First, terrain.

    You may be aware that Kozelsk lacks an outside terrain and is instead surrounded by an infinite water plane. This has been addressed by mirroring the main terrain on all sides, creating some sense of continuity beyond the map's borders and hereby removing Kozelsk's status as an "island".

    首先,地形更新

    你可能发现了科泽利斯克缺少边界地形,地图的边界是被无限水面包围着的。我们通过镜像复制改变了地图边界的地形,让人感觉边界陆地是向外无限延伸出去的,使地图让人感觉不再像是一个被水面包围着的“孤岛”
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    A bigger terrain change comes in a road crossing the ridge that divides the map into western and eastern parts. It provides an alternative to the bridge in H9 and the areas of Militia base and the Training Camp are now connected. A rather simple piece of work, it should alter the way the map plays out.

    相较前者所作出更大的一个地形变化是将会出现一条穿过山脊的道路,将地图分为东西两侧。它可替代H9的桥梁进攻叛军基地(Militia base)和训练基地(Training Camp)。这只是一个相当简单的改变,但他会改变玩家在这张地图上所使用的战术。
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    Second, Advance and Secure.
    其次,AAS模式

    As the above mentioned road opens up new possibilities, it was time to get rid of the awkward flag route that involves flags on opposite ends of the map.

    由于上述改变导致可能会出现新的战术,我们移除了惹恼大家的最终旗点位于地图两侧的位置

    Instead there are now two routes, an eastern and a western. The eastern route features only three flags while western features four with total possible of eight (the launch facility features two, the existing one and a new smaller one called Missile Silo, covering only the missile silo itself). The FOB flag is duplicated so it can be a part of both routes.

    现在地图上出现了两条新的进攻路线,东线和西线。东线只有三个旗点而西线将会有四个旗点,地图上共计将有八个旗点(导弹发射基地将会有两个旗点,一种是现有的而另一种小旗点位于导弹发射井并且只能在导弹发射井附近拉旗)俄军的前线基地将会是两条进攻路线所共有的旗点。
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    As you can see from the asset overview, ground assets remain the same, but the Russians now have one transport helicopter; we'll see if that aids or hinders gameplay. To address the issue of ticket bleed at start, the first flag starts neutral. If captured by Militia it will bleed Russians at the same rate as it did so far. The FOB flag may also be easier to capture than Tunnels, making for a less painful first flag.

    就像你们之前所看到的那样,俄军的地面载具将跟之前一样,但是现在俄罗斯将会有一架运直,我们将会观察这个改变对游戏是否有帮助。为了解决俄军开局就掉点的情况,我们将俄军的第一个旗点修改为了白旗点。如果叛军拉下了这个旗点,俄军会跟以前一样的速度掉点,并且我们将这个旗点的拉旗速度改为了与地道旗点一样,这样叛军进攻这个旗点将容易许多。

    Additionally the Russians get a forward spawn south of the FOB flag to reach it sooner. Militia get forward spawns near their flags as well but without forward spawning logistics trucks which are now all at their main base. Lastly, the Russian forces are now ironsight-only (like Assault on Grozny).

    我们在俄军第一个旗点附近新添加了一个重生包,这样俄军将能以更快的速度部署到第一个旗点。而叛军跟之前一样也能部署到这个旗点,不同的是旗点里将不会有补给卡刷新,现在双方的补给卡都将会在基地刷新。另外,俄军现在取消了光学瞄准镜,全部使用机械瞄准。(类似格罗兹尼)
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    The Alternative layer features something that has been suggested; a mirror layout.

    我们按照你们的建议,将Alt模式下的攻守方基地互换
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    Identical in flags and assets to Standard, it reverses the routes and puts Russians north and Militia south (the field cannons face the right way, too). Those who wanted more action in the north-west of the map should now get it.

    旗点位置与Std模式下相同,不同的是俄军在北方,叛军在南方(地图上的土制大炮方向我们也作出了调整)。这让一些想在西北方向活动的玩家有了更多机会。

    The map still features Skirmish and Insurgency, those have not been altered.
    Coop support is unaffected by these changes (the terrain change is outside the playable area in coop), however an update to coop is still planned as part of the navmesh is broken (Russian bots sitting at base on Coop Std).

    这张地图依然会有 Skirmish 和 Insurgency 两个模式,但是他们都没有发生改变。
    Coop模式不受改变的影响(地形变化不在影响范围内),但是我们仍然有对Coop做出改变的计划。AI的Navmesh(?)系统有些问题(在Coop Std模式下俄罗斯AI会呆在基地不动)

    Kozelsk was made by Deer. -地图制作者
    Changes to terrain and AAS were done by [R-DEV]Outlawz7. -地图修改者

    Kozelsk篇完



  • @CN_002 臭傻逼别插楼啊=。=


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