Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
do you think you can port your serious secondary weapons and Alt Fir mod from SSBFE?
Doesn't seem like a pressing issue, considering there are probably just a few dozens of people who play modded Fusion in VR, and very few custom weapons which have actual adapted VR version. We can probably survive on this mod (and modders responsibility) until then.
I have a question though, since you are here: wouldn't it be great if CT would code some internal shift-system for when some weapons are in same slot? Like, on "flat", if you put two weapons in same slot (say, 7.1) one weapon will be under another.
Isn't it possible to make so that if a newly picked weapon has some slot specified which is already taken, it is just pushed to the "end" instead of overlapping or something like that? This whole issue, while nonexistent for vanilla game, looks pretty solvable and it would be great if users wouldn't have to encounter overlapping at all.