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#1
站务讨论 / 马宁进来确认一下
2007 十一月 07, 22:02:25
鉴于你多次在论坛不能控制自己,对他人进行人身攻击,恶意诋毁他人,脱口粗话连篇,前几日封你论坛ID。不过由考虑到你录制视频确实辛苦,合并你的帖子也并未提前通知,这次解除对你的限制。

不过在此要在大家面前讲明一点,如果你以后再以粗口对他人进行人身攻击的方式宣泄自己的情绪,或者无故诋毁他人,中文站将不再欢迎你来。

虽然失去一位"古墓老鸟"是中文站的损失,不过维护论坛友好的氛围更为重要。

你看后若无置疑回复一下。

#2
引用自: Tomb Raider 于 2007 十月 13, 15:40:56
引用自: subaru 于 2007 十月 13, 13:27:34
引用自: Jiakai 于 2007 十月 13, 12:35:13
引用自: subaru 于 2007 十月 13, 12:33:15
引用自: Jiakai 于 2007 十月 13, 12:06:08
到SMF中文站看看去。

你也是管理员,为啥不自己去 :icon_scratch: :sign18: :director: :tongue3:

好吧,我去......  :crybaby2:

我都去了 :laughing4:
http://www.smf.cn/bbs/index.php/topic,1731.0.html

升级先不用吧。。暂时不。
升级后怕版面插件之类的受影响。 :dontknow:外国程序这点做得不好。
[现在的论坛真垃圾!老是访问不了]说的太直接了,老兄 :glasses13:

为什么引用我的话 :icon_scratch: :dontknow:
#3
 :cat: :cat:
搜集些数据 :happy6: :happy6:

没事就当灌水罗 :laughing4:
我先来:

很奇怪的是,为什么火狐下面可以看到的图片在ie下看不到:

#4
需要指出的一点是,由于帖子附加过于庞大,不作转移,仅考虑手工移动极少数重要的附件。

需要查看附件大家可以到原来的论坛www.trorg.net

:wav:

发视频功能还没有完成。

图片附件不能显示的问题正在处理中......
#5
站务讨论 / 发视频的说明
2007 九月 06, 17:57:40
那个发视频的,刚装上试一下,以后会用的。不过目前功能有点欠缺。 :crybaby2:

说明一下

上传完提交后 粘贴出来的代码是形如:

[flash=438,387]http://union.bokecc.com/flash/player.swf?videoID=53214_731765&autoStart=false&share=true[/flash]

不过目前论坛不支持flash。

还有个代码是(这个要大家自己改一点)

[cc]flash/player.swf?videoID=53214_731765&autoStart=false&share=true[/cc]

注意和上面flash标签中相同的部分,也就是除掉http://union.bokecc.com/后的内容,换成cc标签就可以了。上面代码出来的帖子效果是

[cc]flash/player.swf?videoID=53214_731765&autoStart=false&share=true[/cc]

PS:视频内容为max录制的黄金关卡一处限时跳。 :cat:
#6
 :BangHead: :BangHead: :BangHead: :BangHead:
激气,原来以前一直跑的绕路 :BangHead: :BangHead:

重新看了琢磨了下攻略,原来很容易就看到绳子了......如图:
还有一张作者恶搞的 :sleepy5:
#7
站务讨论 / GameSpot关于DEMO的采访~
2007 五月 28, 09:17:15
Tomb Raider: Anniversary Q&A - Demo Details, General Game Updates
Get the details on the new demo and more updates on the general game.
By Staff, GameSpot
Posted May 25, 2007 1:48 pm PT

The classic Tomb Raider third-person action series launched the career of Lara Croft more than 10 years ago, and now, publisher Eidos and developer Crystal Dynamics are going back to Miss Croft's roots with a remake of the original game from 1996. GameSpot is premiering the demo version of the game, which you can download here, and we have new details on what's in the demo, as well as what's planned for the final game, from executive producer Matthew Guzenda.
GS: Let's talk about the demo. What level are you showcasing, and where was it taken from in the game? Can you give us some setup as to what's going on?


Matthew Guzenda: The demo starts at one of my personal favorite spots from the first game, which was the waterfall in the first level. This is about a third of the way through the first level, which is set in Peru. Lara's there searching for part of an ancient artifact called the Scion.
GS: How long is the demo to play through, approximately? How difficult is it compared to the other levels in the game? Are there any hints or tips that you feel you should give the audience at this point?
MG: The demo will probably take the average player about 20 minutes to play, although there are several hidden items throughout the level which will take the player much longer to find. It's pretty early in the first level, so we're not too rough with the player at this point. The puzzle by the waterfall is a three-stage puzzle, but you really only need to complete one stage to reach the end of the demo. In order to finish the demo, you don't need to climb to the top of the waterfall, but I encourage players to go up there first, as there are several goodies hidden there. Also, who doesn't want to swan dive off the top?
GS: What are the system requirements for the demo? What do you recommend to play the game with?
MG: The minimum system requirements are as follows:
Minimum Specification
OPERATING SYSTEM:
Microsoft Windows 2000, XP, Vista
CPU:
Pentium 3 1.4GHz or Athlon XP 1500+
RAM:
256MB (for Windows 2000/XP)
512MB (for Windows Vista)
GRAPHICS:
100% DirectX 9.0c compatible 64MB 3D Accelerated Card with TnL (GeForce 3Ti/Radeon 9 series)
SOUND:
Microsoft Windows 2000/XP/Vista compatible sound card (100% DirectX 9.0c compatible)
DVD-ROM:
Quad-speed (4x) DVD-ROM drive
HARD DRIVE:
4GB free disk space
INPUT DEVICES:
100% Windows 2000/XP/Vista compatible mouse and keyboard
The recommended system requirements are as follows:
Recommended Specification
OPERATING SYSTEM:
Microsoft Windows XP, Vista
CPU:
Pentium 4 3.0GHz or Athlon 64 3000+
RAM:
1GB RAM
GRAPHICS:
100% DirectX 9.0c compatible 64MB 3D Accelerated Card with Vertex Shader 2.0 and Pixel Shader 2.0 (GeForce 6000 series/Radeon X series)
SOUND:
Microsoft Windows XP/Vista compatible sound card (100% DirectX 9.0c compatible)
DVD-ROM:
Quad-speed (4x) DVD-ROM drive
HARD DRIVE:
4GB free disk space
INPUT DEVICES:
100% Windows XP/Vista compatible mouse and keyboard/Xbox 360 controller for Windows



GS: Let's talk about the game itself. What was the reasoning behind remaking the original Tomb Raider as opposed to simply making a new Tomb Raider game, especially considering that the amount of effort to remake the original was probably the same amount required for a new game?
MG: Tomb Raider: Anniversary really is about celebrating the series. We thought the best way to celebrate 10 years of the franchise was to go back where it all began and to remake the first Tomb Raider game. Technology has moved on in 10 years, and we thought that it would be a compelling gaming experience to re-create the original game from the ground up, taking advantage of today's tech.
GS: This isn't simply a straight remake, as you had to flesh out existing puzzles and create whole new ones for the game. What was the philosophy behind what content to keep from the original and what to basically rewrite from scratch?
MG: We wanted to keep themes from the original game even though we were building all-new content. For instance, the puzzle in the demo keeps the theme from the original game; it revolves around finding cogs for a mechanism tied to the waterfall. Each cog activates a portion of the puzzle. Using the movement system, you then have to interact with the moving puzzle to work yourself up to the top of the cliff. The original game had the cog puzzle, but there was none of the movement challenge or interaction with the puzzle, as there wasn't a physics system. We spent a lot of time identifying the memorable bits from the original game and trying to re-create them, taking advantage of game systems that we have now. In the end, our objective was to take inspiration from the original game and create a new Tomb Raider adventure that would deliver a sense of nostalgia, but also a really exciting and compelling Tomb Raider gameplay experience.
GS: We understand that there's a greater emphasis on story in the remake, mainly because the original glossed over the story for the most part. How did you enhance the story, and what other aspects of the original did you have to fix or address?
MG: The original story was pretty sparse. We used this as an opportunity to clarify some of the points that were pretty abstract in the original game. We also wanted to tie in the original storyline with the storyline that we started in Tomb Raider: Legend.

GS: It looks pretty primitive now, but the original Tomb Raider looked amazing in its day. Could you give us a comparison of the technical differences between the original and the remake? For instance, how many polygons were there in the original Lara Croft, and how many are there in the remake version?
MG: Graphics technology has come a long way in 10 years. I don't have exact numbers, but I think the original Lara was built with about 300 polygons, while the current model has about 5,000. The memory footprint for just Lara in the current game is more than the entire memory footprint for the original game (environment, Lara, and sounds).
GS: Tomb Raider II was an even bigger commercial and critical hit than its predecessor, and there are undoubtedly many fans who would like to see that sequel get the remake treatment. Are there any thoughts or plans to this effect, or will we see a whole new Lara adventure next?
MG: We left a lot of unanswered questions in Tomb Raider: Legend, so I think we'd like to get back there first. But you never know.
GS: Finally, is there anything else that you'd like to add about the demo or Tomb Raider: Anniversary?
MG: If you liked the original Tomb Raider game, you're really going to enjoy Tomb Raider: Anniversary. If you've never played the original game, play Tomb Raider: Anniversary and find out what you missed.
-GameSpot
#9
就是这些:

:icon_scratch:  :crybaby2:  :director: :glasses2: :blob8:

精简了些,见附件。
#10
提的问题不概括,我也不会归纳 :dontknow: :dontknow:
要不按难点来整理一下? :icon_scratch:
#11
站务讨论 / 程序修改一处,做下记号
2007 五月 24, 11:07:15
MessageIndex.template.php 105行 原文是
<small>', $context['description'], '</small>
现将两端small去掉,这样帖子列表上面的版块说明字就变大了 :laughing11:
#12
为了将各关问题统一,周年纪念版块 开设从 克劳馥庄园 到 失落之岛的最终之战 的15关卡求助讨论的专用帖子。共计15

操作和设置的帖子 1个

隐秘地点汇总帖1个

攻略讨论贴 1个 暂定

暂时禁止大家在本版块发新帖

并拟全部置顶,这样第一页几乎全部是置顶贴。询问下大家的意见 :hello2:

^_^现在整个版面都是我的帖子了 :hello2: :hello2:


另有两处处论坛设置参考:
1. 发表/回复完帖子后自动跳转到帖子列表(现在是返回主题)
2. 优先显示最新回复的帖子 (就是说,最后回复的在一楼,接下来是倒数第二个回复......沙发到最后一页去了)~
设置方法:个人资料——风格及配置偏好——勾上对应的。见下图~
#13
本关攻略正在编纂中......
#14
本关攻略正在编纂中......

此楼用于整理提问。

1. 问:最终之战BOSS怎么打?
    答:先打掉她翅膀. 然后他会在地上攻击. 这时抓时间用子弹模式打他背后的绿色亮点(时机要抓的非常好!) 然后打中后她会停在那边.趁机用强一点的武器打那绿色地方! 重复几次就ok了!
    (感谢Po Yu提供方法)

2. 问:LARA为啥要把SCION打碎?
    答:是因為natla本來要邀lara一起加入行列!~ 結果lara最後拒絕打掉scion.因為那攸關"第七世代"的生命
    (感谢Po Yu提供解释)

 
#15
本关攻略正在编纂中......
#16
本关攻略正在编纂中......
#17
此楼用于汇集本帖问题。

抱歉,官方的操作指南还没有找到。

Setup界面、起始、游戏进入、重玩关卡设置、用户名管理菜单译图在回复#2。
设置菜单中文全译图在回复#2。
奖励菜单通译图在回复#3。
游戏暂停、关卡统计菜单译图在回复#3。


player1发表帖子 TRA 图形扩展设置文件下载
设置文件为附件第一个

设置、操作常见问题:

1. 问:枪支可否连发?能的话在哪设置?
    答:双手枪 Dual pistol 是无按住连发的,双微冲 Dual SMG 有按住连发,这好像是 TRA 故意设计成这样。另外滚轮可以快速换枪。
       (感谢17楼player1提供信息 )

2. 问:手柄可以设置成1—6代那样的追尾视角吗?
    答:不可以。默认在键盘J键有自动调整平视追尾视角的功能。

3. 问:如何开启字幕?是不是设置字幕语言为英语就行?
    答:是的。

4. 问:我的机器不行,运行TRA很卡。请问把什么特效关了,比较好点?
    答:把全屏效果关了就很流畅了(抗锯齿更不能开了)。

5. 问:如何使用窗口模式
    答: http://www.gmly.info/bbs/index.php?topic=31910.0

待解决问题:

1. 问:为什么我在option里手柄总是disabled?按enter没用,这个手柄玩波斯没有任何问题,我该怎么设置?
   ( http://www.gmly.info/bbs/index.php?topic=31681.msg70984#msg70984)

2. 问:我用的是PS2转接USB口的手柄,虽然游戏里能认出,但是要怎样才能用手柄来操作呢?
     (http://www.gmly.info/bbs/index.php?topic=31681.msg71147#msg71147)
#18
本关攻略:http://www.gmly.info/wiki/doku.php?id=%E5%8F%A4%E5%A2%93%E4%B8%BD%E5%BD%B1:%E5%91%A8%E5%B9%B4%E7%BA%AA%E5%BF%B5:%E8%92%82%E9%9C%8D%E5%9D%8E%E5%8F%A4%E5%A2%93

本楼用于问题汇总。

1. "人头马"问题   
答:(感谢eggroll 提供方法。原帖见http://www.gmly.info/bbs/index.php?topic=31695.0原帖已封锁

引用右上角有黄及红线,留意红线

1开始狂射,不虽要选那一只,跟着红圆目标,当红线到顶,"不用开枪" ,"按RIGHT CLICK不放",一只人头马跑到你面前(不用怕),当右下角出现上下左右键.人头马应该跑到你面前 (RIGHT CLICK都是没有放开) 按隋使一个方向+ LEFT SHIFT,慢动作出现被开人头马,这时都不要开枪,等人头马身上出现"红圆目标",发一枪,之后人头马停了,按Q再按E,盾牌即掉在地上,然后跑到盾牌旁,开始人狂射人头马,再留意右上角红线,当红线到顶,按E,人头马即变石头,按E放下盾牌,狂射石头人头马,石头人头马死了,重复以上打第二只人头马,完

主要"按RIGHT CLICK不放",及等人头马身上出现"红圆目标",发一枪

另从http://www.gmly.info/bbs/index.php?topic=31652.0此帖已封锁)整理出的方法:

littlecow :先打他们到战斗模式时(就是双圈合一时),把他们打晕了,然后用绳索拉掉他们的盾牌......
再接着打,再到双圈合一时他们就会放石化光线,这个时候捡起盾牌~~
石化的就是人马咯~~~
然后冲上去猛K就能费他们好多的血了............

混沌年代:盾只要拉下一个就够用了

Harly: 先打满上面的量 , 人马会靠在一起 , 其中一只会冲过来 , 这时画面右下角会出现上下左右键头 , 按 蹲+任一方向键 闪躲 , 会出现慢动作 , 看清楚画面上两个灰色准心 , 等两点集中变成红色再开枪 , 这时人马就会打晕了 , 然后趁机用勾绳把盾拉下来~
#19
本关攻略正在编纂中......