All public logs
Combined display of all available logs of DDraceNetwork. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 01:19, 17 March 2023 FightFire talk contribs created page Translations:Mapping/Page display title/zh (Created page with "地图制作")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/6/zh (Created page with "Tee的碰撞体积为一个直径为<code>28</code>个单位长度的圆,但实际上当两个玩家的中心距离为<code>35</code>个单位长度时就已经发生了交互。 玩家之间发生碰撞后,玩家会获得与碰撞作用点相反方向的速度,获得的速度大小取决于玩家之间发生碰撞时的中心距离(发生碰撞时,中心距离越远,获得的速度越小)以及发生碰撞时的角度(当碰撞的方向与两名玩家...")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/5/zh (Created page with "== 玩家碰撞 ==")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/21/zh (Created page with "* 激光门的判定方式与单向板相同,因此也可以用足够大的速度去穿过。")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/20/zh (Created page with "** 玩家可以用{{Ninja|武士刀|zh}}来穿过单向板。")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/19/zh (Created page with "** 全向板的判定区域是从中心开始,向四个正方向分别延伸<code>34</code>个单位长度,当玩家与之发生碰撞时,全向版会阻止玩家向着全向版内部的方向移动。额外需要注意的是,全向版碰撞箱的形状更类似于符号“+”,而非一个正方形。")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/18/zh (Created page with "** 双向板(假定向上和向下)的判定区域为从中心开始,向上和向下延伸<code>34</code>个单位长度的距离,向左和向右延伸<code>16</code>个单位长度的距离,当玩家与之发生碰撞时,双向板会阻止玩家向着双向板的方向移动;")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/17/zh (Created page with "** 单向板(假定向上)的判定区域为从中心开始,向上延伸<code>34</code>个单位长度的距离,向左、向右和向下延伸<code>16</code>个单位长度的距离,当玩家与之发生碰撞时,单向板会阻止玩家向与箭头相反的方向移动;")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/16/zh (Created page with "* 单向板的情况会更加复杂一些。请注意——由于单向板容易被穿过,因此在拥有足够大的速度去穿过单向板的情况下讨论单向板的碰撞体积没有多大的意义:")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/15/zh (Created page with "** 对于底部,冻结的判定区域是从中心开始,向下延伸<code>28</code>个单位长度的区域。")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/14/zh (Created page with "** 对于顶部,冻结的判定区域为从中心开始,半径为<code>27</code>个单位长度的圆形区域;")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/13/zh (Created page with "** 对于左右两侧,冻结的判定区域为从中心开始,向左右各延伸<code>28</code>个单位长度;")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/12/zh (Created page with "* 冻结激光的情况较为复杂。我们假定一束冻结激光垂直向上发射,发射点位于底部:(这束激光由最顶部的冻结激光,中间两格网格高的冻结激光,和最底部的光束光源组成。)")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/11/zh (Created page with "* 墙体实体(包括可钩墙体,禁钩墙体和钩穿墙体)的碰撞体积为<code>60*60</code>个单位长度的正方形区域;")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/10/zh (Created page with "* 死亡区域的碰撞体积为<code>50*50</code>个单位长度的正方形区域;")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/9/zh (Created page with "* 多数标准DDRace实体(多数实体都是DDRace模式独有的,例如冻结区域和传送区域)的碰撞体积为<code>32*32</code>个单位长度的正方形区域;")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/4/zh (Created page with "不同的实体拥有不同的碰撞箱体积。 相对于玩家的中心位置:")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/3/zh (Created page with "== 实体碰撞 ==")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/2/zh (Created page with "介绍碰撞前,我们需要理解单位长度的概念。 想象一下,每一格网格都是由许多最小的正方形单元构成的,我们称这种最小的正方形单元为单位长度。 每一个单位长度都代表着可以一个玩家在任何一个给定的时间里占据的一个单一的、独一无二的位置。每一个单位长度都可能代表一个玩家的中心位置。 * 一格网格在地图中的大小为一个<code>32*32</code>个单...")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/1/zh (Created page with "'''碰撞'''是一种地图中会发生在玩家与实体、玩家或拋射物之间的交互效果。")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/Page display title/zh (Created page with "碰撞")
- 02:27, 16 March 2023 FightFire talk contribs created page Translations:Collision/7/zh (Created page with "== 拋射物碰撞 ==")
- 06:44, 29 January 2023 FightFire talk contribs created page Drag Part/zh (translate to chinese) Tag: Visual edit: Switched
- 02:37, 27 November 2022 FightFire talk contribs created page File:Editor file.png
- 02:37, 27 November 2022 FightFire talk contribs uploaded File:Editor file.png
- 02:33, 27 November 2022 FightFire talk contribs created page File:Editor 3.png
- 02:33, 27 November 2022 FightFire talk contribs uploaded File:Editor 3.png
- 05:53, 20 September 2022 FightFire talk contribs created page Edge jump/zh (Created page with "{{DISPLAYTITLE:边缘跳}} {{LangNavBox}} '''边缘跳'''指一种在墙体边缘上进行跳跃操作的技巧,而使用这项技巧时,通常墙体正上方会存在冻结区域,传送区域或即死区域等。 冻结区域等的实际判定范围比看上去要小一些,这使得玩家可以在某一特定位置站在墙体上方且不与墙体上方的各种区域发生交互行为。极限情况下,在视觉上玩家可能有一半的身形都进入到...") Tag: Visual edit: Switched
- 07:38, 4 September 2022 FightFire talk contribs created page Mapping/zh (new article/新页面)
- 06:16, 4 September 2022 FightFire talk contribs created page File:Editor2.png
- 06:16, 4 September 2022 FightFire talk contribs uploaded File:Editor2.png
- 16:02, 3 September 2022 FightFire talk contribs created page Hammerhit/zh (new article/新页面)
- 14:50, 3 September 2022 FightFire talk contribs created page Switch layer/zh (Created page with "{{DISPLAYTITLE:开关}} {{Stub/zh}} {{LangNavBox}} thumb|开关层包含的所有实体和区域 利用'''开关层'''中的内容,地图将被允许设置可由机关激活的实体或区域,绝大部分情况下都会作用在传送区域,激光门和激光钩爪上。 同时开关层中的内容也允许修改冻结区域默认的3秒冻结时间。 == 工作原理 == 在开关层中,操作机关共分为四种<ref>https://ddnet.tw/expla...")
- 15:25, 2 September 2022 FightFire talk contribs created page Tiles/zh (Created page with "{{DISPLAYTITLE:实体和区域}} {{LangNavBox}} DDNet地图由'''实体和区域'''组成。下表展示了在DDNet地图当中存在哪些实体或区域层。要想知道某一特定实体或区域的作用说明,你可以单击右边的详细说明链接,并把鼠标光标悬停在那个你想知道具体作用的实体或区域贴图上。 {| class="wikitable" |+ !图层 !贴图预览 !说明 !详细说明 |- |实体层 |File:DDNet entities overlay.png|frameles...")
- 04:38, 31 August 2022 FightFire talk contribs created page Pseudofly/zh (Created page with "{{DISPLAYTITLE:伪高速飞行}} {{LangNavBox}} '''伪高速飞行''' (或称伪速飞) 是一项锤击飞行中的进阶技巧。伪高速飞行与高速飞行的相同点在于两名玩家在飞行过程中不会发生碰撞;而不同点在于,伪高速飞行可以在空中更加灵活及精确地移动。 熟练掌握伪高速飞行后,玩家可以用这项技巧来与其他玩家或与自己的dummy/zh|分身...")
- 02:04, 30 August 2022 FightFire talk contribs created page Rocketfly/zh (Created page with "{{DISPLAYTITLE:榴弹飞行}} {{LangNavBox}} '''榴弹飞行''' (或称火箭飞行) 是一项更为进阶的双人飞行技巧,并且使用这项飞行技巧时,通常有其中一名玩家处于深度冻结状态,或无法与另一名玩家配合完成其他飞行技巧。 本文中之后提到的“深度冻结玩家”均指'''不可自由活动的玩家''',这类玩家包括但不限于处于Freeze/zh#深度冻结|深度冻结状...")
- 06:49, 29 August 2022 FightFire talk contribs created page Hookfly/zh (Created page with "{{DISPLAYTITLE:钩索飞行}} {{LangNavBox}} '''钩索飞行''' 是一种区别于常规锤击飞行的一种双人飞行技巧。这种飞行技巧主要用到了钩索 ,而且当两名玩家中间隔着一道竖直的钩穿墙体时会更容易实现钩索飞行。 在以钩索飞行为主的关卡中,作者通常会强迫玩家经过锤击失效区域{{Tile|game|20}}从而让玩家失去锤击 能力,以此来迫使玩家...")
- 05:24, 29 August 2022 FightFire talk contribs created page Gores/zh (Created page with "{{DISPLAYTITLE:Gores}} {{LangNavBox}} 我们通常所说的'''Gores''' 关卡是指类似于“通道完全由可钩墙体构成,且所有可碰撞实体附近均存在一格宽/高的冻结区域”这样的关卡。 == DDNet中的Gores地图 == 仅由Gores关卡组成的地图称为Gores地图。绝大部分Gores地图都可以在KoG中找到,但在DDNet中也存在一小部分的Gores地图。 以下将按照Ranks and Points/zh|...") Tag: Visual edit: Switched
- 06:48, 31 July 2022 FightFire talk contribs created page Collision/zh (Created page with "{{DISPLAYTILTE:碰撞}} {{LangNavBox}} {{stub/zh}} '''碰撞'''是一种地图中会发生在玩家与实体、玩家或弹幕之间的交互效果。 介绍碰撞前,我们需要理解单位长度的概念。 想象一下,每一格网格都是由许多最小的正方形单元构成的,我们称这种最小的正方形单元为单位长度。每一个单位长度都代表着可以一个玩家在任何一个给定的时间里占据的一个单一的、...")
- 04:04, 31 July 2022 FightFire talk contribs created page Hammerfly/zh (Created page with "{{DISPLAYTITLE:锤击飞行}} {{LangNavBox}} '''锤击飞行''' 是最基础、最常用的双人飞行技巧。大部分地图的流程中都使用到了飞行技巧。 == 快速入门锤击飞行 == thumb|简单的靠墙飞行|right|350px|gif|muted 让我们首先了解如何做到简单的锤击飞行: * 先让两名玩家叠起来;(可以通过靠墙来快速叠在一起) * 位于下方的玩家(动力源)连续地、有节...")
- 05:53, 29 July 2022 FightFire talk contribs created page Settings and Commands/zh (part of the translation)
- 04:06, 29 July 2022 FightFire talk contribs created page Tune zones/zh (Created page with "{{DISPLAYTITLE:调整区域}} {{LangNavBox}} '''调整区域'''{{Tile|entities|68}}是一种玩家无法与之进行直接交互的实体,它可以用来改变地图中某一特定区域的物理特性或基本游戏机制。目前共有45种参数可以作用于调整区域。 == 创建调整区域 == 在编辑器界面,进入Tune图层之后,你可以点击位于界面上方的“Tune”按钮来为你即将要创建的调整区...")
- 05:17, 22 April 2022 FightFire talk contribs created page Common Terminology/zh (Created page with "{{DISPLAYTITLE:常用术语}} {{LangNavBox}} 缩写和'''游戏术语'''通常用于Teeworlds玩家们之间关于游戏内容与技巧的快速交流,不同游戏模式所使用的术语有所区别。 == DDNet中常用的缩写与术语 == === 缩写 === * 3fly : 三人锤子飞(triple hammer fly),在该类型的锤子飞中,操作锤子的玩家同时负责使用钩索钩住第三名玩家; * b : 返回(back),通常用于...")
- 10:22, 21 April 2022 FightFire talk contribs created page Dummy/zh (Created page with "{{DISPLAYTITLE:分身}} {{LangNavBox}} 在游戏中,玩家允许召唤一个属于自己的'''分身''',玩家可以随时在本体与分身之间自由选择操作对象。分身也可以复制并执行本体的操作,来进行诸如锤子飞等技巧的操作。玩家还可以利用更加高级的特性来使得在操作本体的同时同时控制分身单独进行跳跃、发射钩索和开火等操作。 在一些Map|...")
- 12:30, 19 March 2022 FightFire talk contribs created page Grenade/zh (原文翻译至简体中文/translation to chinese)
- 07:16, 16 March 2022 FightFire talk contribs created page Laser/zh (原文翻译至简体中文)
- 16:41, 14 March 2022 FightFire talk contribs created page Shotgun/zh (原文翻译至简体中文)
- 03:51, 10 March 2022 FightFire talk contribs created page Hook/zh (有时间继续翻译/translate in another time)
- 01:45, 9 March 2022 FightFire talk contribs created page Template:Stub/zh (添加中文待补充模板)
- 01:39, 9 March 2022 FightFire talk contribs created page Telegun/zh (Created page with "{{DISPLAYTITLE:传送枪}} {{stub}} {{LangNavBox}} 有些时候,玩家可能会经过传送枪区域,经过此区域后会激活玩家所持有手枪的'''传送枪'''特...")