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  • TA的每日心情
    慵懒
    2017-2-4 05:05
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    克拉诺克斯突出贡献

    发表于 2015-1-28 22:51:19 | 显示全部楼层 |阅读模式
    本帖最后由 红帽子林克 于 2015-9-11 05:34 编辑

    整理中,请勿插
    8月1日-进展简报

    Armagon:
    Evening folks! Looks like I’m doing another daily update, but since it’s my second in a row, I’ll be keeping it fairly brief.
    大家晚上好!看起来我又做了一个每日更新,不过由于这是我最近的第二个更新,我会让它足够简洁。
    For my part, I did what I set out to do and finished setting up the moon mine dungeon file and key, so I’m good to start building at any time. That said, I opted to spend some time fixing an issue that’s been bugging me for quite a while with all the chests. Up until this point they opened up in a painfully slow fashion and as a side effect were not appropriately playing their closing sounds if players closed them relatively quickly.
    说到我的工作,我按计划完成了月球矿坑文件和关键点(译注:和上次一样,不懂……),所以我已经准备好开始继续工作了。所以说,我选择把时间花在一些与箱子有关的、困扰了我很久的bug。到目前为止,它们打开的速度慢得令人痛苦,而且产生了一个副作用——如果玩家马上关闭它,箱子关闭的音效不能正常播放。
    As for the others, here’s what I know:
    - Supernorn has continued working dilligently on the Novakid ships.
    - Metadept has been working on implementing a new item type. Not quite ready to talk about this one yet. ;)
    - George has been producing new assets for the gateway to appear in the nav UI, along with some other elements relating to Metadept’s work.
    - Kyren has been doing some cool stuff with instancing, specifically concerning how they can be located and reached in the world. I’m afraid I don’t fully understand the specifics, not being a programmer, but she should hopefully be able to make an post about it sometime next week.
    说到其他人,我知道这些:
    - Supernorn继续努力设计Novakid飞船。
    - Metadept正在部署一个新的物品种类。我们还没有准备好谈这个东西。;)
    - George正在为导航UI中的星门设计素材,另外还有一些和Metadept的工作相关的元素。
    - Kyren正在做副本的相关工作,特别是考虑它们在宇宙中的位置以及如何到达。恐怕由于我不是程序员,不是很了解细节,不过她应该能在下星期的某天发表更新。
    Afraid I’m not really clued in on everyone else’s activities, but exciting things are happening. I’m looking forward to starting work on the dungeon next week.
    我恐怕不能详细地记录每个人的行动,不过激动人心的事一直在发生。我期待下个星期开始地下城的工作。
    Until next time guys!
    大家下次见!


    本篇日志由印斯茅斯:温馨翻译
















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    克拉诺克斯突出贡献

     楼主| 发表于 2015-1-28 22:57:14 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-1-29 18:45 编辑

    8月4日-流动性

    Liquidity

    August 4, 2014 in Dev Blog
    Metadept:
    Howdy! My main project for the past coupleof days has been prototyping a tool for sucking up liquids into the player’sinventory. Aside from the obvious utility of being able to move them around, weplan to make them used as fuels and in crafting recipes, so finding biomes withcertain kinds of liquids (such as oil) will become important. Here’s how itlooks so far:
    大家好!在过去的几天里,我的主要计划是为玩家的库存添加一件可以吸取液体的工具。显而易见,这些液体可以被四处移动,但除此之外,我们打算把这些液体作为燃料以及用于食谱之中,所以寻找拥有某种液体(比如油)的生态将会变得重要起来。这里展示了这件道具:


    http://giant.gfycat.com/VacantEmbarrassedCommongonolek.gif

    Since this is the first real scripted itemwe’ve built, it’s involved a lot of testing and adding functionality to the Luaitem API, so that’s been a nice side benefit. I’m definitely looking forward tomaking some more interesting scripted items and tools in the future, as well asseeing what modders make with it!
    因为这是我们建立的第一件受脚本控制的道具,所以涉及到了大量的测试,还需要添加功能到Lua item API,这只是附带的福利。我期望在不久的将来能够创造出更多有趣的脚本控制道具和工具,同样也想看到modder们会拿它做些什么!




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    克拉诺克斯突出贡献

     楼主| 发表于 2015-1-28 23:01:48 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-1-28 23:29 编辑

    8月5日-任务初号机

    Mission Prototyping

    August 6, 2014 in Dev Blog
    Armagon:
    Evening guys! I’ve been up to something abit different today.
    诸位基友晚上好!今天我要说一点不同的东西。
    With the recent addition of the floatingdungeons and player spawns, I spent my day building a rough prototype for whatour missions could be like. The objective was for me to create a level forplayers to move through from start to finish, with environmental hazards andenemies to fight. The main objective of this test was to assess how long Iwould need to produce a mission, so we can gauge precisely how many
    最近由于加入了浮游地下城和玩家重生点,我把一整天时间都泡在了制作粗略的任务模型上,这个初始模型将展示出我们的任务将会是什么样子的。我的目的是通过完整的体验流程,与危险的环境和敌人进行战斗,为玩家们建立一个衡量标准。估量出我需要把一个任务的流程做到多长,是这次测试的主要目的,以此为基准,我们就能精确的测出我们需要及时地为1.0添加多少任务了,并且还要标记出我们可能遇到的任何问题。
    When I say the prototype is rough, I mean superrough. I didn’t spend any time dressing it up visually, since it’s just fortesting and it only involved me using randomized monsters for now, which meansno configuration of behaviours or dialogue as there would be when usinghumanoid NPCs. I ended up using the glitch dungeon files as the base for themission.
    说到这个任务初号机,实在是太简略了,我的意思是简略到家了。因为是用于测试的蓝本,就目前而言,只用到了随机生成的怪物,所以在视觉效果上我没有花费任何心思,这意味着当你和人类NPC互动时将没有任何动作或者对话。最终我使用电子人地下城文件(the glitch dungeon files)作为这次任务的基础。
    For my test playthroughs, I would attemptto get through it repeatedly with a tier 1 broadsword, shortsword and shield,10 bandages, and my starting clothes. It would typically take me anywherebetween 10-15 minutes to get through in one go (without dying).
    对于这次测试,我使用了如下组合反复进行了尝试:等级1的宽刃剑、短剑以及盾牌,10个绷带和初始的服装。测试结果显示,无论我位于何处,打通一次任务通常需要10-15分钟(不死的情况下)。
    The difficulty of the mission variedgreatly since the monsters are randomized on each instance, but whenapproaching the actual missions we’ll have a good idea of what the players willhave by that point and be able to scale the difficulty accordingly, not to mentionwe’ll be using specific enemy types with known behaviours, making it easier tocraft challenges with a bit more thought. I imagine it’ll be a tricky balancingact when we factor in whether you have other players with you too, but that’sjust one the many challenges of game design!
    由于每次进行尝试时怪物是随机生成的,所以任务的难度变化非常大,但当我们着手处理实际任务时,有了一个好主意,那就是根据玩家拥有什么装备这一点来相应地调整难度,更不要说我们还要使用明确的敌人类型,它们有已知的行为,通过更多的思考,使任务具有更大的挑战性。如果我们把你们是否和其他玩家在一起的情况也考虑进来,游戏平衡的调节将变得棘手,当然,这只是游戏设计中众多挑战的一环!
    This test mission also highlighted what thecurrent benefits and limitations of using wiring within the missions are.Because I am able to plan around a linear approach, I have the ability to setup traps and obstacles that may change as you progress. In the case of theglitch, they have a number of switch objects and even hidden door objects thatcan also double as platforms when used in an open space, so I was able tocreate timed alternating platform jump puzzles, passages that only open whenall switches in a room are activated and the like.
    这次测试任务也显示了最近的成果以及在任务中使用布线系统的局限性。因为我计划围绕线性方法进行任务设计,所以我能够设置陷阱和障碍,也许还可以根据你们的进程进行改变。就电子人来说,他们的任务中充斥着大量的开关,甚至还有隐藏门,当把这些东西运用到开放空间时,它们还可以充当平台来使用,所以我可以创造出诸如跨越限时交替平台的谜题,通过只有房间内所有的开关都被触发才能打开的通路等诸如此类的设计。
    All in all it’s been a valuable experiencethat will prove most useful once I start working on the missions proper.
    Apologies for the lack of screenshots bythe way, I’m writing this from home.
    总而言之,这对于我接下来将要开始的任务设计工作是一次有价值的体验。
    原谅我没有截图,这篇日志是我在家中写的。



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    克拉诺克斯突出贡献

     楼主| 发表于 2015-1-28 23:09:00 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-2-1 06:29 编辑

    8月6日-开发进程

    Progression Progress

    Metadept:
    Everyone’s been working on the various elementsfor the gate and outpost stuff, and today we’ve started putting them alltogether!
    大家都在为星门和前哨站的元素工作着,今天我们开始把它们拼到一起了!

    http://gfycat.com/FoolishTightHawaiianmonkseal


    本篇日志由印斯茅斯:温馨翻译

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    克拉诺克斯突出贡献

     楼主| 发表于 2015-1-28 23:19:10 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-2-1 06:28 编辑

    8月7日-开发日志

    Blog of Dev

    GeorgeV:
    今天,我们工作的众多事情之一是提高各种矿石和锭之间的视觉差异。
    此过程会继续在Beta版中改变,这不是最终版!!!





    这篇日志是由starbound吧的4lightworker翻译



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     楼主| 发表于 2015-1-28 23:20:53 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-1-28 23:27 编辑

    8月8日-月球任务!
    Mission to the Moon!

    The last couple of days have been reallyexciting. As our work on progression continues, we’ve been putting some seriousfocus into our missions; what they will be, and how they’ll tie into the grandscheme. Those of you who follow the daily updates will likely recall the moonmine George showed a mockup of a little while ago. Well, now you know what itwas for!
    过去的几天真是令人激动。随着工作的不断进行,我们已经把重点放在了任务系统上,它们会是什么样子的,它们又是以什么样的方式加入到我们的宏伟计划中的。那些关注我们日更的玩家们也许会回想起来,George以前(7月25日官方日志)为我们展示的月球矿井的模型。好了,时辰已到,是时候让你们知道它是干什么的了!
    We sat down and mapped out the overarchinggoal, structure, events, and enemies for the player’s first mission. Unlike thedungeons where I would generally build a single carefully detailed room at atime, we intend the development of this mission to be a highly iterativeprocess, with feedback and ideas from other members of the team.
    我们有条不紊地为玩家的第一个任务规划出了总体目标,结构、事件和敌人。设计地下城任务的时候,我一般每次只建立一个细致的单人空间,而与此不同的是,这一次的任务开发我们打算听取小组其他成员的反馈和意见,这将是一个不断反复的过程。
    For now I’ve got the entire layout boxedout with a loose scale reference, but next week I’m going to really go to townshaping it into an actual environment. Detailed decoration will come laterafter we’ve got something solid we can actually play through.
    到目前为止,我已经得到了整体规划和一堆模糊的参考方案,但是下周我就必须要全力以赴让这些东西成型了。在确信我们能够进行下去的时候会进行更细致的修改。
    I’m honestly really excited. Being able towork on a carefully constructed experience from start to finish will be arefreshing change of pace from having to build dungeons that are inherentlydynamic in nature, as I am not bound to the limitations that randomly generatedlayouts bring with them. In the interest of keeping specific elements amystery, I won’t be sharing any media of it today, but I’m sure you guys canunderstand.
    我真的很激动。从建立地下城开始,游戏已经有了耳目一新的变化,能够全程参与并体验这样一个精心设计的过程,这实际上就是促使我工作下去的内在动力,因为我不会被随机生成的布局所束缚。为了保证这些元素能给大家一个惊喜,我今天不会放出任何资料,但我相信你们能够理解。
    In any case, that’s it from me. Take care and good night!
    总之,就这样吧。诸位保重,晚安!

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     楼主| 发表于 2015-1-28 23:23:07 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-1-28 23:30 编辑

    8月11日-又是文档

    Documentation again

    OmnipotentEntity:
    Remember the late time I mentioneddocumentation I said I’d eventually make it automated?
    还记得我早先提到的那个文档么?我终于使它实现自动化了。
    I did thattoday. It’s now tied to the steam upload so it should update every time Steamdoes (ie, nightly).
    今天我完成了这个文档。把它和steam的上传连在了一起,所以steam升级的时候这个文档也会一起升级(也就是说,nightly也是如此)。
    You canfind the documentation here: http://doc.playstarbound.com/
    你能在这里找到这个文档:http://doc.playstarbound.com/
    You cannavigate around by classes or by namespace, but the front page is mostly blank(because it’s the default doxygen setup).
    你可以通过classes或者namespace浏览,但是首页几乎是空白的(因为这是doxygen的默认设置)。
    The bitsthat you lua modders are most interested in are located here:http://doc.playstarbound.com/namespaceStar_1_1LuaBindings.html under thenamespaces section (for instance:http://doc.playstarbound.com/namespaceStar_1_1LuaBindings_1_1WorldEnvironmentCallbacks.html)
    Hope thishelps!
    一些lua的mod制作者们最感兴趣的地方也许是这里:http://doc.playstarbound.com/namespaceStar_1_1LuaBindings.html在namespace条目的下面(比如:http://doc.playstarbound.com/namespaceStar_1_1LuaBindings_1_1WorldEnvironmentCallbacks.html)
    希望这会对你们有用!
    Also dida few things with the Sky today. I’m currently separating the Sky from theCelestial Coordinate system so that we can give fully featured Skies to Outputsand Instances and the like. Nothing too exciting though.
    今天还做了几件和天空有关的事情。我目前正在把天空从天体坐标系中分离出来,以使我们能够展现更具特色的天空以及诸如此类的东西。但没有什么太令人兴奋的事情了。

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     楼主| 发表于 2015-1-28 23:25:51 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-1-28 23:31 编辑

    8月12日:8月12,没错,当然是12号

    Aug 12, yep definitely 12

    August 13, 2014 in Dev Blog
    Kyren:
    Sorry, I was supposed to do the dailyupdate yesterday and I missed it
    I’ve been working on a ton of thingslately, instancing and unique world support, world <-> world warping, newworld generation types and general world generation fixes, material lightsources.
    都是我的错,昨天的日志本来应该由我来更,但我忘了
    最近我干了一大堆的事情,实例化以及独特的世界支持,世界<->世界折越,新的世界生成类型和一般世界生成补丁,材料光源。
    But right now I’m fixing a loooong standingseries of bugs in starbound regarding projectile disconnects between the clientand server. I’m basically done, and withany luck you will see it in tonight’s update.
    但是现在我要抓一些长久以来盘踞在starbound中的bug,这些bug导致了服务器与客户端之间的子弹中断。我基本上完成了修复,如果幸运的话,你们会在今晚的升级中看到这些内容。
    If I finish and merge today, I’ll doanother post later today that goes into how the fix actually works.
    如果我能够在今天把工作完成并能把它们合并,我将会在今天晚些时候写另一篇文章来深入讲解修复工作是如何进行的。


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     楼主| 发表于 2015-1-28 23:34:03 | 显示全部楼层
    8月13日-已经13号了

    It’s Aug 13 now

    Kyren:
    Projectile disconnect fix is complete andpushed to master. It’s less of a fix andmore of a.. near total rework.
    子弹中断的修复已经完成并已经上传到主站。这只是一个小修复但是更多的修复工作...几乎要完全返工。
    I promised I would go into more detailbut.. it’s late so here’s the very VERY quick version:
    我承诺过要和大家深入地探讨一下细节,但是…时间已经晚了,所以只能做一个非常非常简短的说明了:
    Projectiles are now proper synced entitieswith entity update deltas and everything, and damage is sometimes applied wherean entity is not necessarily the master entity. Our old concept of a disconnected entity is gone, and there has been alot of simplification with other damage and status related parts of thecode. Self damage no longer routesthrough the damage manager, and instead entities can produce arbitrary damagenotifications themselves. Damagerequests and now also a new thing called *hit requests* can travel over thenetwork before being applied, and there is no longer a need for direct statuseffect requests over the network. Totalchange in lines of code: -120
    随着物体升级增量以及相关的修复,子弹现在已经和物体完全同步了,伤害有时候会施加到非主实体上。过去那种实体不连贯的问题已经完全解决,并且其它关于伤害和状态描述部分的代码已经进行了大量的简化。自伤不再通过伤害管理,取而代之的是实体能够随意产生伤害来通知其自身。伤害请求现在有了一个新称呼,也可以叫做“命中请求”,在被施加之前要通过网络,并且直接状态影响请求不再需要通过网络。在代码行的总改变:-120
    PvP needs lotsmore work still, but PvE locally and over network should be MILES better.
    PvP仍然需要花费大量的心血,本地的以及通过网络的PvE应该会变得更好。

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    克拉诺克斯突出贡献

     楼主| 发表于 2015-1-28 23:36:21 | 显示全部楼层
    本帖最后由 红帽子林克 于 2015-2-1 06:30 编辑

    8月14日-平稳!
    Steady as she goes!

    Armagon:
    Hey guys!
    Over the past few days I’ve continued mywork on the lunar base mission with a nice steady rate of progress with somefeedback from Tiy and George along the way. As I’ve stated previously, I don’twish to spoil any plot details, but I’m okay with teasing a small piece of theenvironment. You may also notice a subtle new feature that crept its way intothe game. Blocks are now capable of casting light.
    嘿,基友们!
    这几天我还在忙着月面基地的任务,工作效率十分稳定,一路上得到了Tiy和George的反馈。老规矩,我不希望透露任何剧情细节,但我可以透露的是我已经调戏了一小块环境。当你们溜进游戏时可能会发现一些奇妙的新特色:方块现在能够投射光线了。




    It can be challenging at times; sculpting out acave environment in such a way that it looks natural while also keeping theplayer’s ability to traverse it firmly in mind. That said, I think it’s comingalong nicely.
    环境有时具有一定的挑战性;用上面提到的方法构造的洞穴环境看起来更自然,同时也保证了玩家们能够通过背板来熟悉环境。这意味着,吉时已到,是它华丽登场的时候了。
    On a side note, yesterday’s upload of the nightlybuild failed, so if you’re interested in trying out Kyren’s new projectilecode, the update only went live a couple of hours ago. Personally, I’ve alreadynoticed a huge improvement!
    另外,昨天的日更失败了,所以想要尝试Kyren的子弹代码的人恐怕要失望了,更新在几个小时前就失效了。对于我个人来说,我已经发现了一个巨大的进步!
    Area-of-effect projectiles like grenades arehitting and damaging multiple enemies far more reliably. The issue ofprojectiles outright disappearing when shot point blank into an enemy’s face isgone. If you have a bunch of monsters clustered together and you land a meleeattack it now damages all of them as it should, rather than just a fraction.The PvE combat is feeling really good right now. Nice work, Kyren!
    Anyway, that’s it from me. Stay classy and goodnight!
    像手榴弹这种有面效果的武器现在能够更可靠的击中并伤害多个敌人了。当你射敌人一脸的时候,子弹彻底消失的问题已经解决了。如果你发现了一大票的怪物并陷入混战,你的近战攻击现在可以尽可能地伤害所有敌人了,而不是只伤害一小部分敌人。PvE的战斗现在感觉真的很不错。干的好,Kyren!
    总之,今天就到这里了。晚安!


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