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Exanima 0.8.3版本更新公告中文版[中英对照]

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花了几个小时,通篇翻译了一遍
有想看的吗?楼主吃个饭,待会发
今天顺手搞了个交流群,还热乎~
这游戏很冷门,大家快来抱团取暖
镇楼图是个小插曲
2021/12/20 周一


IP属地:新疆来自Android客户端1楼2021-12-20 20:30回复
    群:927241984


    IP属地:新疆来自Android客户端2楼2021-12-20 20:31
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      2026-02-08 08:47:58
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      IP属地:新疆来自Android客户端3楼2021-12-20 20:32
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        Exanima 0.8.3
        The game has undergone extensive changes and received many updates on the beta branch over the past year or so, but it's finally time to bring it all into the main branch again. There's really a lot to cover here even if we just focus on the big stuff, so please bear with us.
        在过去一年多的时间里,游戏经历了广泛的变化,并在测试版分支上得到了许多更新,但现在终于到了再次将其全部纳入主分支的时候了。即使我们只关注大问题,但这里也有很多内容需要涵盖,所以请大家忍耐一下。
        ITEMISATION CHANGES
        项目变化
        Exanima for all its physics and realistic approach to armour and weapons is still an RPG, itemisation is important, and loot is the carrot in a game with a lot of stick. But the usual approach of ever increasing tiers with unlikely bonuses has no place here. So what can we do to keep us interested in finding new items, to make them feel special and us invested in them?
        Exanima的所有物理效果和对盔甲、武器的逼真处理仍然是基于一个RPG(的游戏模式),逐项记录很重要,而战利品是许多像胡萝卜一样的大棒。 但是,正常来说,采用不断增加(地牢)层级,发放不太可能的奖金的做法,在这里没有立足之地(指做法不可取)。那么,如何才能让我们(玩家)对寻找新的物品感兴趣,让他们感到特别,让我们对他们投资呢?
        We have been finding ways to make items as unique and mechanically interesting as possible while remaining grounded in reality. Procedural methods and detailed properties to guide them allow us to do that. This has big gameplay implications, and can also be leveraged in many ways to create a much more realistic and immersive game world.
        我们一直在寻找方法,使物品尽可能地独特并机械式有趣,同时保持基于现实基础。程序性方法和指导它们的详细属性使我们能够做到这一点。这对游戏有很大的影响,也可以在很多方面利用它来创造一个更真实、更沉浸的游戏世界。


        IP属地:新疆4楼2021-12-20 22:37
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          ITEM GRADES AND QUALITY
          道具的等级和质量

          Full size image(全尺寸图片)
          Much of the new procedural itemisation doesn't only concern weapons, but everything else too. Previously items could vary in colour and had a few fixed modifiers such as "rusted" or "superior". Now all items use procedural materials and factors like quality and and elegance affect the choice between different types of fabrics, leathers, buttons, coatings, paints and finishes. All materials have varying quality with visible differences.
          许多新的程序化项目不仅涉及武器,而且还涉及其他一切。以前的物品颜色现在可能会变得有所不同,并且伴有一些固定的修饰词,如“生锈”或“高级”。现在,所有物品都使用程序性材料,并因为质量和美观等因素影响着(玩家)在不同类型的面料、皮革、纽扣、涂层、油漆和表面处理之间的选择。
          Build and material quality are accompanied by traits, which may be material specific. These are things such as heavy, light, reinforced, hardened etc. which further modifies the item's base properties.
          体格和材料质量伴随着可能是材料特定的特征。比如重型、轻型、强化、硬化等,这将进一步改良物品道具的基本属性。
          Finally you have a third independent factor, which is condition, adding wear and rust to items and affecting how they perform in various ways. Condition does not degrade over time, however in story there is now a way to improve the condition of items you find. This means that the many old rusted items in the game which were previously all junk, might now be diamonds in the rough, worth taking a closer look at. Items of particularly good quality and having desirable configurations or traits are something you can invest resources in.
          最后,还有第三个独立的因素,即条件,增加了物品的磨损和生锈,并以各种方式影响它们的性能。条件不会随着时间的推移而退化,然而在故事中,现在有一种方法可以改善你发现的物品的条件。这意味着游戏中许多旧的生锈物品以前都是垃圾,现在可能是毛坯钻石,值得仔细看看。质量特别好、具有理想配置或特征的物品是你可以投入资源的。


          IP属地:新疆6楼2021-12-20 22:44
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            NEW RENDERING ENGINE
            新的渲染引擎
            You're probably wondering, but why? The game looked fine, this was a truly massive undertaking and not something we wanted to be doing at this stage in development. There were various things we had to or wanted to improve, but individually they did not justify making a totally new rendering engine. However, already deep into the work with procedural items, we started running into serious problems we had no control over, and with great reluctance we finally accepted that if we didn't do this and do it now, we'd just be wasting time and energy and the game would have an uncertain future.
            你可能想知道,但为什么?游戏看起来还不错,这确实是一项庞大的工程,不应是我们在开发阶段要做的事情。我们有各种必须或想要改进的东西,但就单个而言,它们并不能成为制作一个全新的渲染引擎的理由。然而,在已经深入到程序性项目的工作中,我们开始遇到我们无法控制的严重问题,带着极大的不情愿,我们最终接受了这样一个事实:如果我们现在不这样做,那么我们只是在浪费时间和精力,游戏将有一个不确定的未来。
            We're going to explain the problems we've solved with the new renderer, as well as some important benefits that came with a fresh design and take on every part of rendering.
            我们将解释我们用新的渲染器所解决的问题,以及对渲染的每一个部分进行全新的设计和处理所带来的一些重要好处。
            Compatibility and driver issues became a serious problem, particularly as we worked on our new procedural systems. Exanima has a unique and unusual rendering engine, and the things we were trying to do just weren't being properly supported by GPUs, and we couldn't expect them to. We really tried to find workarounds, but everything failed and a drastically different approach to rendering was the only fix.
            兼容性和驱动问题成为一个严重的问题,特别是当我们在新的程序性系统上工作时。Exanima有一个独特的、不寻常的渲染引擎,我们试图做的事情只是没有得到GPU的适当支持,我们不能指望它们。我们的确试图找到解决办法,但一切方式都行不通,彻底改变渲染方法是唯一的解决办法。
            Driver CPU bottlenecks have always been a problem, but over just two years we'd lost a huge 30% performance to driver updates as they moved away from our less trodden path. With GPUs and monitors advancing very quickly, while CPUs mostly just get more cores, this was becoming a very serious problem. With our new rendering engine we were able to literally triple framerates or even better in the more CPU bound cases.
            驱动程序CPU瓶颈一直是一个问题,但在短短的两年时间里,随着驱动程序更新离开了我们较少涉足的道路,我们已经失去了30%的巨大性能。随着GPU和显示器的快速发展,CPU大多只是获得更多的内核,这正成为一个非常严重的问题。 有了我们的新渲染引擎,我们能够将帧率提高三倍,甚至在更多的CPU约束的情况下还能有更好的表现。
            Our material system, while competent, was very difficult to use. Artists were faced with choices that required a physics degree and a calculator. Complex materials were also resource intensive. In practice either due to complexity or for the sake of efficiency, things rarely looked as they should. Our new material system is much more streamlined, easy to use and efficient, it removes the uncertainty and makes high quality materials simple and cheap, with lots of support from our tools.
            我们的材料系统虽然能够胜任,但却很难使用。艺术家们面临着需要物理学学位和计算器的选择。复杂的材料也是资源密集型的。 在实践中,无论是由于复杂性还是出于效率的考虑,事情很少看起来像它们应该的那样。我们的新材料系统更加精简,易于使用和高效,它消除了不确定性,使高质量的材料变得简单和便宜,并得到我们的工具的大量支持。
            A hard light source limit was an issue with our old renderer, particularly with multiplayer on the horizon, where we'd have less control over how many lights would be in one place at once. The new renderer is still a forward renderer, but isn't strictly limited in how many lights it can handle.
            硬性的光源限制是我们旧的渲染器的一个问题,特别是在多人游戏即将开始的时候,我们对一个地方同时有多少灯光的控制就更少。新的渲染器仍然是一个前向渲染器,但在处理灯光的数量上没有严格的限制。
            Global illumination (GI) or indirect lighting is a fundamental part of rendering. Without it shadows would be black voids rather than just dark. Exanima's dark environments require at least a basic version of this, but our solution wasn't great. It didn't scale well to large open spaces, didn't support much verticality; while indirect light didn't pass through walls, it ignored everything else, even doors, resulting in very flat and weird looking areas of shadow. It also performed very poorly for moving lights, once again an issue for multiplayer and a limitation in general.
            全局照明(GI)或间接照明是渲染的一个基本部分。 没有它,阴影将是黑色的空洞,而不仅仅是黑暗。 Exanima的黑暗环境至少需要一个基本版本,但我们的解决方案并不出色。 它不能很好地扩展到大型开放空间,不支持很多垂直度。 虽然间接光没有穿过墙壁,但它忽略了其他一切,甚至门,导致阴影区域非常平坦,看起来很奇怪。 它对移动灯光的表现也很差,这对多人游戏来说又是一个问题,也是一个普遍的限制。
            This is a notoriously difficult problem to solve. Baked solutions can't deal with dynamic objects and lights and are a huge burden on content creation; ambient occlusion only darkens corners, it doesn't deal with actual light and darkness; other solutions tend to be cumbersome and slow, with extreme hardware requirements.
            这是一个众所周知的难以解决的问题。 烘烤的解决方案不能处理动态对象和灯光,对内容创作是一个巨大的负担。 环境闭塞只使角落变暗,它并不处理实际的光和暗。 其他解决方案往往是繁琐和缓慢的,对硬件要求极高。
            We were able to come up with our own GI solution which solved all our problems and drastically improved the game's visuals. Our solution is completely real-time dynamic, blindingly fast and works in any situation, whether it's a dark little room or a valley viewed from a tower with the open sky above. It captures even small details adding lots of depth and doesn't care how many objects or lights are dynamic, it just does its job.
            我们能够想出自己的GI解决方案,解决了我们所有的问题,并极大地改善了游戏的视觉效果。 我们的解决方案完全是实时动态的,速度快得令人眼花缭乱,在任何情况下都能发挥作用,无论是在黑暗的小房间,还是从高塔上看到的山谷,上面都有开阔的天空。 它甚至可以捕捉到小的细节,增加很多深度,而且不在乎有多少物体或灯光是动态的,它只是做它的工作。
            Here's what things would look like with no GI at all:
            以下是完全没有GI(全局照明)的情况下的状态。

            Full size image(全尺寸图片)
            Flat ambient brightness things up, but it looks bad and there can be no darkness anywhere.
            宽敞环境下照亮的东西,看起来很糟糕,任何地方都没有阴影。

            Full size image(全尺寸图片)
            Our new GI solution approximates the light being scattered in the environment. There's lots of depth, detail and soft shadows.
            我们新的GI解决方案近似于环境中被散射的光线。 有很多深度、细节和柔和的阴影。

            Full size image(全尺寸图片)
            The added depth also adds lots of visual clarity, making it easier to see, especially in relative darkness.
            在增加的深度的同时也增加了很多视觉清晰度,使其更容易看到,特别是在相对黑暗的环境中。
            The GI also allows glowing objects and effects to cast their glow on nearby surfaces and their own soft shadows, without any expensive light sources being involved. These can have any shape, which has many applications and will be hugely important for the upcoming force thaumaturgy.
            GI还允许发光的物体和效果在附近的表面上投下它们的光芒和它们自己的柔和阴影,而不涉及任何昂贵的光源。 这些东西可以有任何形状,这有很多应用,对即将到来的“巫术”之力来说将是非常重要的。

            Full size image(全尺寸图片)
            Here's an example of the classic blue jar using the new GI. The moving crate casts soft shadows and can even block the glow close up.
            下面是一个使用新GI下的经典蓝罐的例子。 移动的板条箱投下柔和的阴影,甚至可以阻挡近距离的光亮。


            IP属地:新疆7楼2021-12-20 22:49
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              HUGE ASSET REMASTER
              巨量游戏资源重置
              New rendering engine and material system also meant remastering just about every material and texture in the game. Items mostly took care of themselves with the new procedural systems, but the game has thousands of unique props and other assets. Core character and creature assets were remastered, with undead receiving big visual upgrades. Almost all materials throughout the game were made new, many older assets were completely rebuilt from scratch, including early game environments.
              新的渲染引擎和材质系统还意味着重新渲染游戏中几乎所有的材质和纹理。新的程序系统基本上可以让物品自行处理,但游戏中有数千种独特的道具和其他资产。核心人物和生物资产被重新录制,不死生物获得大量视觉升级。整个游戏中几乎所有的材料都是新的,许多旧的资产都是从零开始重建的,包括早期的游戏环境。
              Thanks to our new renderer and tools this was a very smooth process and throughout we've built a huge library of materials and procedural workflows for future content too.
              多亏了我们新的渲染器和工具,这是一个非常顺利的过程,在整个过程中,我们也为未来的内容构建了一个巨大的材料库和程序工作流。


              IP属地:新疆8楼2021-12-20 22:51
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                NEW USER INTERFACE
                新的用户界面
                Recently we had to redesign a lot of the game's interfaces, and for some time now we've been wanting to replace that ugly computer-softwary UI for something more elegant and versatile. This was the time to do it.
                最近,我们不得不重新设计游戏的很多界面,一段时间以来,我们一直想把那个丑陋的计算机软件的用户界面换成更优雅、更通用的东西。 这是做这件事的时候了。
                The new UI had to be simple, compact and still work for complex controls and layouts. We also needed it to work well with negative spaces. We'd been throwing concepts around with input from the community for years, but we hadn't found something we liked yet. Finally we came up with a design that managed to tick all the boxes.
                新的用户界面必须简单、紧凑,并且仍然适用于复杂的控制和布局。 我们还需要它能很好地与负空间配合。 多年来,我们一直在利用社区的投入来抛出各种概念,但我们还没有找到我们喜欢的东西。最后,我们想出了一个设计,成功地勾选了所有的方框。
                The new UI system still supports functional modular interfaces, but using designed elements rather than just some shaded boxes. It also easily integrates more custom elements and works well for just about any compact or sparse layout. It also finally all scales properly up to 4k resolutions.
                新的UI(界面)系统仍然支持功能性的模块化界面,但使用了设计好的元素,而不仅仅是一些阴影框。 它还可以轻松地集成更多的自定义元素,并且对任何紧凑或稀疏的布局都很适用。 它也终于都能正常扩展到4k分辨率。


                IP属地:新疆10楼2021-12-20 22:53
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                  2026-02-08 08:41:58
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                  CURSOR CUSTOMISATION
                  光标定制
                  We're not quite ready with the new settings screen yet, but we know many of you have been anxiously awaiting options to customise your cursors. We have already implemented all the functionality for it, so as a temporary measure we've allowed you do this via the ini file.
                  我们还没有完全准备好新的设置(UI)界面,但我们知道你们中的许多人一直在焦急地等待着自定义光标的选项。 我们已经实现了它的所有功能,所以作为一项临时措施,我们允许你通过ini文件来自定义。
                  Here's an example that changes the non combat cursor to ivory, the combat cursor to orange and makes cursors 50% larger:
                  下面的示例将非战斗光标更改为象牙色,战斗光标更改为橙色,并使光标变大50%:
                  CursorInt = ffeeddff
                  CursorCom = ffb050ff
                  CursorSize = 150
                  The size is a percentage value, the colours are RGBA hex codes, where the final 2 digits represent alpha (opacity). If you're not familiar with hex colours you can use an online colour picker like this one here: https://rgbacolorpicker.com/hex-color-picker (note that you must add an alpha value like "ff" at the end).
                  大小是一个百分比值,颜色是RGBA十六进制代码,其中最后两位数字表示alpha(不透明度)。如果您不熟悉十六进制颜色,您可以使用以下在线颜色选择器:https://rgbacolorpicker.com/hex-color-picker(请注意,必须在末尾添加类似“ff”的alpha值)
                  You can find the Exanima.ini file in %APPDATA%\Exanima (paste this into the windows search box).
                  你可以找到Exanima。%APPDATA%\Exanima中的ini文件(将其粘贴到windows搜索框中)


                  IP属地:新疆11楼2021-12-20 22:54
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                    COMBAT AI OVERHAUL
                    战斗AI大修
                    Exanima has a steep learning curve with physics and very nuanced controls, but once past that initial hurdle things are very different. There's a lot of very complex prediction, tactics and fine manipulation of physics involved. These are skills humans naturally excel at, and there is no artificial difficulty in Exanima, so an experienced player will find beating simple AI very trivial.
                    (玩家)的Exanima物理效果的学习曲线很陡峭,控制也很微妙,但一旦越过了最初的障碍,情况就大不相同了。有很多非常复杂的预测,战术和精细的物理操作。
                    Our goal isn't to generally increase difficulty, but rather to make AI behaviour less predictable and exploitable, so that beating it isn't just a matter of repeating the same well timed move. We also wanted to create more of a difference between unskilled and skilled AI, so that important characters or tournaments could feel more challenging than regular opponents.
                    我们的目标不是一般地增加难度,而是让人工智能行为不那么可预测和可利用,这样击败人工智能就不仅仅是重复同样的适时动作。我们还想在非熟练人工智能和熟练人工智能之间创造更多的差异,以便重要的角色或锦标赛能比常规对手更具挑战性。
                    Our original plan was to give AI a selection of different tactics to draw from, this would make AI more diverse and less predictable. This is a nice idea, but once we implemented the framework for it and began testing we realised that the AI needed more fundamental changes.
                    我们最初的计划是给人工智能提供不同的战术选择,这将使人工智能更加多样化,并减少可预测性。 这是一个很好的想法,但是一旦我们为它实现了框架并开始测试,我们就意识到人工智能需要更多的根本性改变。
                    This led us to reworking the AI from the ground up, with more tactical behaviour and prediction based on what's actually happening in the physics than predefined rules. There is a much better core system here making AI more intelligent and engaging. We will continue to adjust this, focusing more on high level decision making now, and we do have a framework for the tactics system that we still plan to use.
                    这导致我们从头开始重新设计人工智能,根据物理学中实际发生的情况而不是预定义的规则,采取更多的战术行为和预测。 这里有一个更好的核心系统,使人工智能更加智能和吸引人。 我们将继续对此进行调整,现在更多地关注高水平的决策,我们确实有一个战术系统的框架,我们仍然计划使用。


                    IP属地:新疆12楼2021-12-20 22:55
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                      更完了,翻译不易,大家来捧个场


                      IP属地:新疆15楼2021-12-20 22:57
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                        兄弟们我佛了,一觉醒来评论被吞没了,待会我再用图片的格式重新发一遍



                        IP属地:新疆来自Android客户端16楼2021-12-21 11:01
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                          楼主幸苦了


                          IP属地:江苏17楼2021-12-21 12:55
                          收起回复


                            IP属地:新疆18楼2021-12-21 14:41
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                              2026-02-08 08:35:58
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                              IP属地:新疆19楼2021-12-21 14:45
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