Template:PatchDiff/November 2, 2012 Patch 2/team fortress 2 content.gcf/tf/resource/closecaption schinese.txt

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33"Language" "schinese"
44"Tokens"
55{
6N/A"#commentary\tf2-Comment000.wav" "[Gabe Newell] 欢迎来到《军团要塞2》。 经过九年的开发,希望这款游戏值得大家为其等待。 如果要听留言内容,请将准心移到漂浮的留言符号上,然后按下使用键。 如果要停止收听留言内容,请再次将准心移到正在旋转的留言符号上,然后按下使用键。 某些留言内容出于介绍游戏特点的目的,可能会暂时控制游戏。 如果发生这种情况,只需再按一次使用键,即可停止播放留言。 请您在进行过游戏后,与我分享您的看法。 您可以发送电子邮件到:gaben@valvesoftware.com,而我最喜欢的兵种是间谍。 谢谢,祝您玩得开心!"
N/A6"#commentary\tf2-Comment000.wav" "[Gabe Newell] 欢迎来到《军团要塞2》。 经过九年的开发,希望这款游戏值得大家为其等待。 如果要听留言内容,请将准星移到漂浮的留言符号上,然后按下使用键。 如果要停止收听留言内容,请再次将准星移到正在旋转的留言符号上,然后按下使用键。 某些留言内容出于介绍游戏特点的目的,可能会暂时控制游戏。 如果发生这种情况,只需再按一次使用键,即可停止播放留言。 请您在进行过游戏后,与我分享您的看法。 您可以发送电子邮件到:gaben@valvesoftware.com,而我最喜欢的兵种是间谍。 谢谢,祝您玩得开心!"
77"[english]#commentary\tf2-Comment000.wav" "[Gabe Newell] Welcome to Team Fortress 2. After nine years in development, hopefully it will have been worth the wait. To listen to a commentary node, put your crosshair over the floating commentary symbol and press your use key. To stop a commentary node, put your crosshair over the rotating node and press the use key again. Some commentary nodes may take control of the game in order to show something to you. In these cases, simply press your use key again to stop the commentary. Please let me know what you think after you have had a chance to play. I can be reached at gaben@valvesoftware.com, and my favorite class is the spy. Thanks, and have fun!"
88"#commentary\tf2-Comment001.wav" "[Jeremy Stone] 在多人游戏中,玩家们大部分的活动内容都与其他玩家有关。 为了对这方面进行增强,我们专门设计了一些功能来明确玩家间的关系。 例如,当玩家被击杀时,会出现杀人者的定格画面,能帮助玩家记住特定的、麻烦的对手。 复仇者功能也会对玩家进行而外的提醒,以表明某些敌人比其他的更为重要。 玩家如果复仇杀死了对方,就会获得额外的分数,这样就在游戏中产生出一个小的负反馈循环效果。"
99"[english]#commentary\tf2-Comment001.wav" "[Jeremy Stone] In multiplayer games, the content players consume is largely generated by other players. To enhance this, we added features designed to promote relationships between players.
9595"[english]#commentary\tf2-Comment039.wav" "[Dhabih Eng] The challenge of the particle system was to create effects that were fun and visually exciting, without being so 'over the top' that no one could read their meaning in the game. In a typical match, there are so many effects onscreen at the same time, that the biggest danger is visual clutter. Therefore, the effects were refined to be cleaner and simpler. Those that were most important for gameplay were made easier to see, while those that were mainly eye-candy were allowed to fall into the background. "
9696"#commentary\tf2-Comment040.wav" "[Robin Walker] 游戏中有九个兵种,加上许多武器和特殊能力,我们最大的挑战之一就是要将这些元素全部呈现给玩家,但又不能过头,不能让玩家不知所措。 即使是精选后的基本信息清单也够吓人了,包括地图目标、队友的行踪、谁用什么武器攻击他们等等。 我们无法以画面呈现所有这些信息,因此我们要首先列出优先级,同时找出每位玩家要享受游戏乐趣所必须知道的基本信息。 他们玩游戏时能获得的信息,例如地图布局,都是次要的信息,但如果我们不提供此类信息,玩家就完全看不到这些信息了,例如 Medic 的无敌能量。 我们试图尽量避免在 HUD 中加入 2D 元素,因为我们希望玩家眼前的是 3D 世界,而不是抽象的图画。 例如,玩家始终能看见自己团队中 Spy 的长相,但他们还需要知道当本方的 Spy 伪装后,在敌人的眼中会是什么模样。 我们试过比较粗糙的方法,就是在 Spy 头上放一个图标,表示 Spy 目前已进行伪装。 结果,测试玩家很难理解这个图标。 后来,我们将纸面具放在 Spy 脸上,试着解决这个问题,这样不仅仅符合游戏的幽默风格,而且玩家只要看一眼 Spy 的模型,马上就能取得所有实际的信息,这样便能让他们专注于角色和游戏的行动。 我们也因此上了一课,明白如果我们坚持一成不变的设计原则,最后通常能帮助我们想出更好的解决方案,这比走快捷方式的效果好多了。"
9797"[english]#commentary\tf2-Comment040.wav" "[Robin Walker] With nine classes of characters, and so many weapons and unique abilities, one of our biggest challenges was exposing all these combinations to players without overwhelming them. Even the shortlist of essential information is intimidating, including map goals, the whereabouts of their friends, who's shooting them with what weapon, and so on. We didn't have any way to make all of this information visual, so first we had to prioritize and come up with an essential list of things every player needed to know in order to just have fun. Information they could learn by playing the game-such as map layout-was of secondary importance; but there was also information, such as the Medic's invulnerability charge, that would be completely invisible unless we exposed it. We tried to avoid attaching 2D elements to the HUD as much as possible, since we wanted players to be looking at the 3D world we'd built rather than some abstract representation. For example, players always see their own team's spies as a spy, but they need to know how the spy is disguised to the other team. We tried a quick hack where we put an icon representing the spy's current disguise floating above his head. The icon proved baffling to playtesters. When we tackled the problem by putting cut-out paper masks on the spy, it not only fit the humorous style of the game, but it let players get all pertinent information directly from a quick look at the spy's model, thus keeping them focused on the characters and on the action of the game. We took this as a lesson, in how holding ourselves to a strong design principle can often force us to come up with better solutions, than if we'd taken the easy route."
98N/A"#commentary\tf2-Comment041.wav" "[Jason Mitchell] 为了让角色阴影的风格能与影响游戏美术设计方向的二十世纪早期商业插画的风格一致,我们改变了角色身上扩散的照明变化。 这里我们能看到 Soldier 以插画的阴影风格出现在《Team Fortress 2》中。 Soldier 由旁边房间的光线照亮时,注意观察光线与暗影边之间的紧密转换。 使用传统光线,角色的明暗似乎太过柔和,与我们的插画风格不符。 然而,利用插图式照明模型,游戏中照亮角色的方式比较符合整体的美术风格。 插图照明的另一面,就是照亮边缘来突出角色轮廓,让角色不会混入背景中。 如果没有边缘照明方式,角色将混入背景中。 在加上边缘照明后,角色能与背景的其他部分区分开来,较为符合《Team Fortress 2》的美术风格。"
N/A98"#commentary\tf2-Comment041.wav" "[Jason Mitchell] 为了让角色阴影的风格能与影响游戏美术设计方向的二十世纪早期商业插画的风格一致,我们改变了角色身上扩散的照明变化。这里我们能看到 Heavy 以插画的阴影风格出现在军团要塞 2 中。注意观察他上臂皮肤上的光线与暗影边之间的紧密转换。使用传统光线,角色的明暗似乎太过柔和,缺乏手绘插画中所看到的独特外观。然而,我们的着色模型捕捉了光线与暗影边之间的戏剧性转换,有助于界定明确无误的军团要塞 2 外表。插图照明的另一面,就是照亮边缘来突出角色轮廓。在加上边缘照明后,您可以看到此 Heavy 特别的肩膀、脖子和头部,角色能与背景的其他部分区分开来,较为符合军团要塞 2 的美术风格。"
9999"[english]#commentary\tf2-Comment041.wav" "[Jason Mitchell] To achieve a style of character shading which is consistent with the early 20th Century commercial illustrations that influenced our art direction, we alter the diffuse lighting on characters. Here, we can see the Heavy as he appears in Team Fortress 2, using this type of shading style. Note the tight transition between the light and dark sides of the skin on his upper arm. Using a traditional shading model as seen here, the character lighting appears too soft and lacks the distinctive look seen in hand painted illustrations. Our shading model, however, captures the dramatic transition between light and dark and helps to define the unmistakable look of Team Fortress 2. Another facet of illustrative shading is the use of rim highlights to accentuate the silhouettes of characters. Without the rim lighting, the characters tend to blend into the scenery. With the rim lighting, which you can see specifically on the Heavy's shoulders, neck, and head in this example, our characters are visible against the rest of the scene and better fit the art style of Team Fortress 2."
100100"#commentary\tf2-Comment042.wav" "[Alden Kroll] 二维的 HUD 元素产生了一个特殊的美术问题,因为无论玩家使用什么分辨率,画面都必须清晰锐利。 由于目前高分辨率宽屏幕的普及,这就需要大量的内存来处理质感,同时还得花很多功夫来预测不同的显示分辨率设定。 TF2 的问题更是令人气馁,因为我们希望在 HUD 中包含大量的平滑线条元素。 我们研发了新的系统,用以描绘“线性美术”影像。 这个系统能让我们在固定分辨率下所制作的图像即使按比例放大到极高的分辨率,也同样能呈现平滑的轮廓。 这个着色系统也能处理轮廓以及投影,而且能应用到 3D 空间的世界元素,例如一些标志。"
101101"[english]#commentary\tf2-Comment042.wav" "[Alden Kroll] Two-dimensional HUD elements present a particular art problem, because they have to look good and sharp no matter what resolution the user is running their game at. Given today's availability of high resolution wide-screen displays, this can require a lot of texture memory and a lot of work anticipating different display resolutions. The problem for TF2 was even more daunting because of our desire to include a lot of smooth curved elements in our HUD. We developed a new shader system for drawing 'line art' images. The system allows us to create images at a fixed resolution that produced smooth silhouettes even when scaled up to a very high resolution. This shader system also handles outlining and drop-shadows, and can be applied in the 3D space to world elements such as signs. "