barotrauma моды на русском

Barotrauma моды на русском

Please use the better version from ButterBro (thank you very much for fixing my mod!)
https://steamcommunity.com/sharedfiles/filedetails/?id=2434712492

Reup my mod.
The Subscribe button is now working.
——-
About this mod:

This is no longer maintained, please refer to one of the below links

UPDATED: this mod is now updated to the «Embrace The Abyss» update!

this is a test version, some tweaks, new textures arestill required to fully upgrade all the biomes

entirely reworked wall, rock, flora and particle textures for main pa.

В столь поздний, по Земным меркам, час кафетерий пустовал. На полках прилавка почти не осталось десертов, кофемашина издавала кряхтящие звуки, сигнализирующие о скорой поломке, яркий неестественный свет ламп создавал неуютную атмосферу. За.

The ghost leviathan from Subnautica is here! Watch the video for more details.

**UPDATE**
-The video is now outdated.
-Fixed bug where Ghost Leviathans would not attack humans.
>Ghost Leviathans are now LETHAL to humans and can often kill humans in 2.

Источник

Barotrauma моды на русском

В разных играх мастерская Steam может использоваться по-разному, но всё, что тут есть, сделано обычными участниками сообщества Steam, такими же как и вы.

При подготовке страницы модификации или предмета в Мастерской Steam теперь вы можете добавить интерактивное трехмерное превью предмета вдобавок к видео и скриншотам.

Пример использования превью можно найти на странице модификации Doomhammer, созданной пользователем johnskyrim:
https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb
Превью помогает получше ознакомиться с предметом, сценой или моделью, осматривая их со всех сторон в трехмерном пространстве.

Чтобы добавить трехмерное превью, вам понадобится создать бесплатный аккаунт на сайте Sketchfab (http://sketchfab.com/) и загрузить свою модель. Процесс подобен публикации видео на сайте YouTube. После загрузки предмета и создания соответствующей страницы на Sketchfab, вам останется лишь указать ссылку на ту страницу в новом поле при редактировании скриншотов и видео предмета в Мастерской Steam.

Превью также можно использовать в Обсуждениях, Объявлениях и Greenlight.

We’re going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we’ll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We’ve done this because it’s clear we didn’t understand exactly what we were doing. We’ve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they’ve been received well. It’s obvious now that this case is different.

To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.

But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim’s workshop. We understand our own game’s communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there’s a useful feature somewhere here.

Now that you’ve backed a dump truck of feedback onto our inboxes, we’ll be chewing through that, but if you have any further thoughts let us know.

The Steam Workshop has always been a great place for discovering community-made mods, maps, and items for a variety of games. Starting now with The Elder Scrolls V: Skyrim, the Workshop is also a great place for community content creators to earn money by selling their greatest works.

We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. This new feature allows mod authors to choose whether to list their items for a fixed price, for pay-what-you-want, or to make their item available for free. As a customer and fan of Skyrim, you’re able to explore both paid and free mods, quests, and items.

The whole feature is best explained in the full press announcement and on the detailed announcement page and FAQ here: http://www.steamcommunity.com/workshop/aboutpaidcontent

Along with these new options available to mod-creators, we’ve added a few features to support the experience and make everything as easy as possible:

With over 24,000 free mods available for Skyrim in the Steam Workshop, there will always be lots to do and explore for free. Now you can also find mods with a specified price, or mods where you can choose how much you wish to support the creators. The price is up to the mod creators.

When shopping for anything, it’s still important to spend a little time learning about any product you are about to purchase. But, if after purchase you find that a mod is broken or doesn’t work as promised, you can easily get a refund of that mod within 24 hours of your purchase. View the full refund policy here.

If you’re new to Skyrim and haven’t yet tried it out, now is your chance. Available now through April 26th, Skyrim is free to play. Just visit the Skyrim store page and click the ‘play’ button to download and start playing. If you decide you want to keep the game, it’s also on sale for 75% off regular price!

To prepare for this announcement, we’ve asked a few community mod makers to prepare some content for release. Browse Paid Skyrim Mods

Whether you’re just getting started or are already a professional artist or developer, now you can make money from your creations in the Steam Workshop.

Starting with The Elder Scrolls V: Skyrim, you can make new cosmetic items, custom skins, fancy houses, epic quests, entire new cities, or just a new hat for Lydia. Once you’ve made your creation, you can easily set a price and earn a portion of each sale made through the Steam Workshop.

Plus, many more of your favorite Workshop games will support paid content in the coming weeks. Check out the full announcement and FAQ for more details.

The limitation of paid, revenue-generating Workshops to Valve content has been an unfortunate consequence of the sheer number of challenges required in order to scale to a global audience of creators and players. Today we’re happy to announce that after a ton of work, the first curated Workshops for non-Valve games have opened: Dungeon Defenders: Eternity and Chivalry: Medieval Warfare.

This is really exciting news and means that more high quality content will be available for the game you love playing. Plus, purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content.

We expect more curated Workshops to become available for creators and players in various games over the coming weeks and months.

The Workshop has continued to grow and a larger number of contributors are now earning revenue from more pieces of content in a wider variety of games. To help answer questions about where revenue is coming from, we’re also launching a set of new tools that enable contributors to view real-time sales data for their items as well as view detailed per-item revenue breakdowns and historical statements.

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Once you have content accepted into a paid, curated Workshop, you’ll see a link to «View Your Revenue» from your «My Workshop Files» page. If you don’t have any content accepted yet, now’s a great time to get involved!

We just released an update for the Steam Workshop that adds a voting queue for item selection and a new home page for each Workshop to highlight cool content.

Workshops for games such as Team Fortress 2, Dota 2, and Counter-Strike: Global Offensive include a type of items that players vote on to help determine which items can get accepted and made available for use in the game.

Workshops with these types of items now have a voting queue, similar to the queue in Greenlight or on the Steam home page. This queue will make it easy to discover new and interesting items to vote on, and will help the game teams get a better measure of community interest on the variety of items being considered for use in the game.

Each product Workshop now has a new home page design, helping to highlight the most interesting content in the Workshop, and to also better expose a variety of ways to browse the Workshop. With this new home page, customers can now more easily see mods, maps, or items created by authors they follow, see what their friends are marking as favorites, and read about recent Workshop news from the game teams.

This new home page also provides space for games to run special events such as themed contests, or to highlight new types of content supported by their Workshop.

This update has automatically applied to all games and software with a Steam Workshop, so just check out your favorite Workshop to see these new features.

Источник

Barotrauma моды на русском

В разных играх мастерская Steam может использоваться по-разному, но всё, что тут есть, сделано обычными участниками сообщества Steam, такими же как и вы.

При подготовке страницы модификации или предмета в Мастерской Steam теперь вы можете добавить интерактивное трехмерное превью предмета вдобавок к видео и скриншотам.

Пример использования превью можно найти на странице модификации Doomhammer, созданной пользователем johnskyrim:
https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb
Превью помогает получше ознакомиться с предметом, сценой или моделью, осматривая их со всех сторон в трехмерном пространстве.

Чтобы добавить трехмерное превью, вам понадобится создать бесплатный аккаунт на сайте Sketchfab (http://sketchfab.com/) и загрузить свою модель. Процесс подобен публикации видео на сайте YouTube. После загрузки предмета и создания соответствующей страницы на Sketchfab, вам останется лишь указать ссылку на ту страницу в новом поле при редактировании скриншотов и видео предмета в Мастерской Steam.

Превью также можно использовать в Обсуждениях, Объявлениях и Greenlight.

We’re going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we’ll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We’ve done this because it’s clear we didn’t understand exactly what we were doing. We’ve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they’ve been received well. It’s obvious now that this case is different.

To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.

But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim’s workshop. We understand our own game’s communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there’s a useful feature somewhere here.

Now that you’ve backed a dump truck of feedback onto our inboxes, we’ll be chewing through that, but if you have any further thoughts let us know.

The Steam Workshop has always been a great place for discovering community-made mods, maps, and items for a variety of games. Starting now with The Elder Scrolls V: Skyrim, the Workshop is also a great place for community content creators to earn money by selling their greatest works.

We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. This new feature allows mod authors to choose whether to list their items for a fixed price, for pay-what-you-want, or to make their item available for free. As a customer and fan of Skyrim, you’re able to explore both paid and free mods, quests, and items.

The whole feature is best explained in the full press announcement and on the detailed announcement page and FAQ here: http://www.steamcommunity.com/workshop/aboutpaidcontent

Along with these new options available to mod-creators, we’ve added a few features to support the experience and make everything as easy as possible:

With over 24,000 free mods available for Skyrim in the Steam Workshop, there will always be lots to do and explore for free. Now you can also find mods with a specified price, or mods where you can choose how much you wish to support the creators. The price is up to the mod creators.

When shopping for anything, it’s still important to spend a little time learning about any product you are about to purchase. But, if after purchase you find that a mod is broken or doesn’t work as promised, you can easily get a refund of that mod within 24 hours of your purchase. View the full refund policy here.

If you’re new to Skyrim and haven’t yet tried it out, now is your chance. Available now through April 26th, Skyrim is free to play. Just visit the Skyrim store page and click the ‘play’ button to download and start playing. If you decide you want to keep the game, it’s also on sale for 75% off regular price!

To prepare for this announcement, we’ve asked a few community mod makers to prepare some content for release. Browse Paid Skyrim Mods

Whether you’re just getting started or are already a professional artist or developer, now you can make money from your creations in the Steam Workshop.

Starting with The Elder Scrolls V: Skyrim, you can make new cosmetic items, custom skins, fancy houses, epic quests, entire new cities, or just a new hat for Lydia. Once you’ve made your creation, you can easily set a price and earn a portion of each sale made through the Steam Workshop.

Plus, many more of your favorite Workshop games will support paid content in the coming weeks. Check out the full announcement and FAQ for more details.

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The limitation of paid, revenue-generating Workshops to Valve content has been an unfortunate consequence of the sheer number of challenges required in order to scale to a global audience of creators and players. Today we’re happy to announce that after a ton of work, the first curated Workshops for non-Valve games have opened: Dungeon Defenders: Eternity and Chivalry: Medieval Warfare.

This is really exciting news and means that more high quality content will be available for the game you love playing. Plus, purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content.

We expect more curated Workshops to become available for creators and players in various games over the coming weeks and months.

The Workshop has continued to grow and a larger number of contributors are now earning revenue from more pieces of content in a wider variety of games. To help answer questions about where revenue is coming from, we’re also launching a set of new tools that enable contributors to view real-time sales data for their items as well as view detailed per-item revenue breakdowns and historical statements.

Once you have content accepted into a paid, curated Workshop, you’ll see a link to «View Your Revenue» from your «My Workshop Files» page. If you don’t have any content accepted yet, now’s a great time to get involved!

We just released an update for the Steam Workshop that adds a voting queue for item selection and a new home page for each Workshop to highlight cool content.

Workshops for games such as Team Fortress 2, Dota 2, and Counter-Strike: Global Offensive include a type of items that players vote on to help determine which items can get accepted and made available for use in the game.

Workshops with these types of items now have a voting queue, similar to the queue in Greenlight or on the Steam home page. This queue will make it easy to discover new and interesting items to vote on, and will help the game teams get a better measure of community interest on the variety of items being considered for use in the game.

Each product Workshop now has a new home page design, helping to highlight the most interesting content in the Workshop, and to also better expose a variety of ways to browse the Workshop. With this new home page, customers can now more easily see mods, maps, or items created by authors they follow, see what their friends are marking as favorites, and read about recent Workshop news from the game teams.

This new home page also provides space for games to run special events such as themed contests, or to highlight new types of content supported by their Workshop.

This update has automatically applied to all games and software with a Steam Workshop, so just check out your favorite Workshop to see these new features.

Источник

Мод на Barotrauma — САМОСБОР

Я любитель двух самых лучших идей, игры barotrauma и великого самосбора. И мне каким-то фигом, показалось что будет интересно объединить эти вселенные. Хотя они координально различаются. В игре barotrauma мы управляем подлодкой, а самосбор это вообще другая история. Сверху будет приложено доказательство начала моей работы. Надеюсь она сдвинется.

Гигахрущёвка опять расширяется
@
Это не к добру, надо где либо сныкаться.
@
Уже звучит сирена, пора закрывать гермоворота.

Найдены возможные дубликаты

К слову, у корейцев что-то вроде Самосбора, советую ознакомиться с мангой(или как там этот поджанр называется) «Милый Дом».

И так всегда!

Чуть меньше года назад я делаю картинку и выкладываю ее в коменты на Pikabu. И набираю 5 плюсов.

Затем кто то выкладывает картинку сделанную мной в ленту и набирает кучу плюсов.

Ладно, у меня впервые. 🙂

Суд в Твери оправдал убившего троих при самообороне

Конфликт произошел в селе Михайловское в Калининском районе 2 мая 2020 года. В тот день у Зобенковых произошла ссора с соседкой из-за коз, на которых лаяла собака. Женщина позвонила своему сыну, и тот приехал из Московской области вместе с друзьями. Четверо пьяных людей зашли на участок Зобенковых, где еще находились маленькие дети. Защищаясь, Александр смертельно ранил ножом троих налетчиков. В итоге ему грозил срок в 18 лет.

«Я защищал свою семью. Я остался один против четверых физических крепких мужчин, которые активно действовали. Хотел пресечь общественно опасное деяние. Как только опасность миновала, сам позвонил в скорую и полицию. Но изначально я не хотел никого убивать», — приводит последнее слово Александра в суде портал Tverigrad.

Правосудие признало, что Александр Зобенков действовал в рамках самообороны, его освободили в зале суда.

Над ним даже постебались неплохо, вот пару примеров:

Источник

Barotrauma моды на русском

We want to make Barotrauma as modder-friendly as we can. To that end, the game comes with a couple of editors, and we have separate, more in-depth guides for the Submarine and Character editors.

This guide you’re reading now is intended to cover what happens outside the editors. We hope you find it helpful, and we’d be happy to hear what you think should be added to it in the future!

Content packages are essentially files that tell the game which content files to use and where they are located. This includes items, structures, monsters, random events, level generation parameters, jobs and so on. By default the game uses a content package called “Vanilla 0.9”, which you can find in Content/Data/ContentPackages/Vanilla 0.9.xml. Any other content package can be considered a modification of the game content, that is, a «mod».

Note that if you just want to publish a custom submarine in the workshop, you don’t need to worry about content packages – you can just select the submarine from the «Publish item» tab in the Workshop menu, and the game automatically creates a folder and content package for your mod.

If you use the built-in character editor for creating a new character, you will have to select or create a content package for it. You cannot use the vanilla content package, because modifying the vanilla content package would make your game incompatible with the other players.

When playing in multiplayer mode, the players generally need to have the same mods installed as the server, or they will be unable to join. However, this does not apply to all types of content: for example, the clients can use mods that modify the UI or sounds without causing incompatibility with servers. See the «Content types» section for more info on which types of content cause compatibility issues.

This mod would simply add an extra item to the game (or items if there are multiple ones configured in the potatogun.xml file).

Most mods are usually not core content packages, but instead add things to or modify things in the Vanilla content package (= the default content of the game).

Core packages are packages that contain all the necessary files to make the game run, instead of just adding some extra files on top of another content package. There can only be one core package selected at a time.

Here’s an example of a simple core package:

Note that the content package should be saved with the file name «filelist.xml» in the Mods folder, in this case «Mods/BestModEver/filelist.xml».

XML files consist of elements, which in Barotrauma’s case could be for example an item. The elements are defined as follows:

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An element can also have attributes, which usually give some additional information about the element. For example:

Elements can also have child elements. Barotrauma’s item elements for example have a child element called “Sprite” which determines what the item looks like.

Usually you are not creating a total conversion mod, but you might still want to override parts of the original content. This can be done by using the «override» elements in the xml configuration files.

Overriding is based on identifiers (where applicable), meaning that the identifier of the new item must match the identifier of the old item. If you try to override an item that is not found in the game, you will get an error in the console.

For example, the content of the potatogun.xml file included in the previous content package example could be something like this:

This mod would replace the vanilla «Harpoon Gun» with a «Potato Gun». The behavior of the gun is omitted in the example, but we would probably want to change the texture of the gun. In that case, we would replace the original «Sprite» element with a custom, like so:

In order to get the new item to function like the vanilla counterpart, make sure to include all the tags of the original item. You can add tags, but don’t remove them (unless you really know what you are doing), or the item might not work as it should.

Note that for some content types, like items, you can override multiple definitions by simply adding the override element as the parent of the main element, like this:

In the previous examples the content packages included a couple of different types of content files: items, characters, structures, jobs, random events and the game executable. Here’s the full list of all supported content types. Unfortunately we don’t yet have a full documentation available for modifying all of the content types, but you can use the Vanilla content files as a reference to see how they work; most of them are pretty straight-forward.

Some types of content prevent players from joining servers if both the player and the server don’t have the same content installed, while some can be freely installed without compatibility issues.
The ones that cause multiplayer incompatibility are Jobs, Item, Character, Structure, LocationTypes, MapGenerationParameters, LevelGenerationParameters, Missions, LevelObjectPrefabs, RuinConfig, Outpost, Afflictions and Orders.

Some of the content files are mandatory in core content packages. For example, you cannot have a core content package that does not include any items, characters or a game executable. The required types are Jobs, Item, Character, Structure, Outpost, Text, Executable, ServerExecutable, LocationTypes, MapGenerationParameters, LevelGenerationParameters, RandomEvents, Missions, RuinConfig, Afflictions, UIStyle, EventManagerSettings and Orders.

A submarine file. Even though the game automatically loads all submarine files from the Submarines folder, if you publish a submarine in the Steam workshop, a content package containing only that submarine will be generated to tell the game where to find the submarine file.

The character’s jobs; Captain, Engineer, Mechanic and so on.

An item file that may contain one or more items.

A group of multiple items that may be pre-wired or pre-configured. Item assemblies can be created in the submarine editor.

A character configuration file defines visual things like sounds and particle effects as well as functional things, like how the character acts, how much health does it have, and whether or not it can walk. A character configuration file also contains references to the ragdoll and animation files.

Note that, at least for now, the character configuration file must match the species name. So the character configuration file for a character with the species name «Mygreatcharacter», for example, should be Mygreatcharacter.xml. The species name is used like the identifier for items, so it has to be unique.

A structure configuration file; decorative background walls, solid wall pieces, etc.

An outpost used in the campaign mode. The outposts are technically static, immovable submarines and can be created using the submarine editor.

A file that defines in-game texts, which can be anything from texts you see in the menus to item names, and from error messages to loading screen texts. Mods don’t usually need to define new text files, but if you for example are creating a mod that adds new items and want the item names and descriptions to be translatable to multiple languages, you need to create text files for all the languages you want to support and define the names and descriptions there.

Where the game executable itself is stored. Only for advanced users: this may be useful if you’ve compiled a custom version of the game and want to create a mod that uses the custom executable instead of the normal Barotrauma.exe.

Similar to Executable; defines the path of the dedicated server executable.

Defines the types of locations that can appear on the campaign map (City, Outpost, Military, Research. )

Defines how the campaign map is generated. This includes the size, the amount and placement of locations, how the map looks and the number of difficulty zones, among other things.

Defines how the in-game levels are generated. This includes the size and shape, how the level looks like, the amount of smaller caves and ruins and many other things. You can create and test your own level generation parameters in the in-game level editor which can be accessed using the console command “editlevels”.

Defines the environmental objects such as plants, decorative rock formations, water currents, hydrothermal vents. These can also be edited in the level editor.

Defines the random events that can occur during rounds.

Defines the missions that are available in the campaign and the mission mode.

Defines the decorative, non-interactable background creatures that wander around the levels.

Defines how alien ruins are generated, including their layout, which structures they are made of and how items are laid out inside them.

Defines particle effects such as explosions, fire, splashes, etc. These can be edited using the in-game particle editor which can be accessed using the console command “editparticles”.

Defines decals such as blood spatters, explosion damage and burnt walls.

Defines the random NPC conversations and dialog lines.

Defines afflictions such as blood loss, internal damage, addictions, infections, etc.

Defines the tutorial configurations. Do note that modifying the tutorials or creating your own ones will most likely require changes to the game’s source code and recompiling the game.

Defines UI style files which determine how UI elements look. These can be used to, for example, modify how the in-game menus or device interfaces look.

Items consist of one or more “item components” that determine the functionality of the item. For example, an item could have a “Holdable” component that makes it possible to pick it up and hold it in your hands and an “ItemContainer” component that lets you contain other items inside it.

If you are familiar with Unity, you can think of items as Unity’s GameObjects, and item components as the Components attached to the GameObjects.

In the following sections we will go over all the available item components and their editable properties.

Let’s start with the properties shared by all the item components.

Источник

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