安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
There is one repository you download. If the game updates, the repository is updated. Which means the hash changes and your download is invalided.
The two somewhat feasible alternatives are:
- Download each and every patch ever, which can result in downloads accumulating to or even exceeding the base game size (especially with games like Path of Exile that make you download the compiled asset file). Which also has the downside of having countless outdated versions and patches on the servers taking up space and you downloading those outdated versions only to replace them anyway.
- Download the delta from base version to the latest version, which can result in the very same size problem and still resets your patch download every time.
Say one package is all texture data, another all audio, another gameplay code etc.
A patch might not be touching all of the data types at once, so certain submodules stay "valid".
And while downloading only the specific submodule that was hit by a patch needs to be redownloaded.
Sure, it will never happen, but i could see it work like that.