mirror of
https://gitlab.com/OpenMW/openmw.git
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176dec45a7
This also makes Force Per Pixel Lighting caption shorter to provide more space for the new button
209 lines
8.9 KiB
YAML
209 lines
8.9 KiB
YAML
# Console
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ConsoleWindow: "Console"
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# Debug window
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DebugWindow: "Debug"
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LogViewer: "Log Viewer"
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LuaProfiler: "Lua Profiler"
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PhysicsProfiler: "Physics Profiler"
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# Messages
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AskLoadLastSave: "The most recent save is '%s'. Do you want to load it?"
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BuildingNavigationMesh: "Building Navigation Mesh"
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InitializingData: "Initializing Data..."
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LoadingExterior: "Loading Area"
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LoadingFailed: "Failed to load saved game"
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LoadingInterior: "Loading Area"
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LoadingInProgress: "Loading Save Game"
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LoadingRequiresNewVersionError: |-
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This save file was created using a newer version of OpenMW and is thus not supported.
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Please upgrade to the newest OpenMW version to load this file.
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LoadingRequiresOldVersionError: |-
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This save file was created using an older version of OpenMW in a format that is no longer supported.
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Load and save this file using {version} to upgrade it.
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NewGameConfirmation: "Do you want to start a new game and lose the current one?"
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QuitGameConfirmation: "Quit the game?"
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SaveGameDenied: "The game cannot be saved right now."
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SavingInProgress: "Saving..."
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ScreenshotFailed: "Failed to save screenshot"
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ScreenshotMade: "%s has been saved"
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# Save game menu
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DeleteGame: "Delete Game"
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DeleteGameConfirmation: "Are you sure you want to delete this saved game?"
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EmptySaveNameError: "Game can not be saved without a name!"
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Health: "Health"
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Level: "Level"
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LoadGameConfirmation: "Do you want to load a saved game and lose the current one?"
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MissingContentFilesConfirmation: |-
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The currently selected content files do not match the ones used by this save game.
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Errors may occur during load or game play.
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Do you wish to continue?
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MissingContentFilesList: |-
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{files, plural,
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one{\n\nFound missing file: }
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few{\n\nFound {files} missing files:\n}
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other{\n\nFound {files} missing files:\n}
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}
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MissingContentFilesListCopy: |-
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{files, plural,
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one{\n\nPress Copy to place its name to the clipboard.}
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few{\n\nPress Copy to place their names to the clipboard.}
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other{\n\nPress Copy to place their names to the clipboard.}
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}
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OverwriteGameConfirmation: "Are you sure you want to overwrite this saved game?"
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SelectCharacter: "Select Character..."
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TimePlayed: "Time Played"
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# Settings menu
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ActorsProcessingRange: "Actors Processing Range"
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Anisotropy: "Anisotropy"
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Audio: "Audio"
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AudioEffects: "Effects"
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AudioFootsteps: "Footsteps"
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AudioMaster: "Master"
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AudioMusic: "Music"
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AudioVoice: "Voice"
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AutoSaveOnResting: "Auto-Save on Resting"
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BestAttack: "Always Use Best Attack"
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CameraSensitivity: "Camera Sensitivity"
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CameraZoomIn: "Zoom Camera In"
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CameraZoomOut: "Zoom Camera Out"
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ChangeRequiresRestart: "This change requires a restart to take effect."
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ClassicFalloff: "Classic Falloff"
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ClassicFalloffTooltip: |-
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Default: off
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Use the traditional point light attenuation formula which lacks an early fade out.
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A flaw of the traditional formula is that light influence never quite reaches zero.
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This is physically accurate, but can cause lighting seams because lights do not affect the entire scene.
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Early fade out helps diminish these seams at the cost of darkening the scene.
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Morrowind uses the traditional formula, so you may want to enable this if you dislike the brightness differences.
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Alternatively, try changing the minimum interior brightness.
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ConfirmResetBindings: "Reset all controls to the default?"
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ConfirmResolution: "New resolution will be applied immediately. Do you want to continue?"
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Controller: "Controller"
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Controls: "Controls"
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Crosshair: "Crosshair"
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DelayLow: "Fast"
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DelayHigh: "Slow"
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DetailLevel: "Detail Level"
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Difficulty: "Difficulty"
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DifficultyEasy: "Easy"
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DifficultyHard: "Hard"
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DistanceHigh: "Far"
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DistanceLow: "Near"
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EnableController: "Enable Controller"
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FieldOfView: "Field of View"
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FieldOfViewHigh: "High"
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FieldOfViewLow: "Low"
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ForcePerPixelLighting: "Per-Pixel Lighting"
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ForcePerPixelLightingTooltip: |-
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Force the use of per-pixel lighting. By default, only bump- and normal-mapped objects use per-pixel lighting.
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Only affects objects drawn with shaders.
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Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended.
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Note that groundcover shaders and particle effects ignore this setting.
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FrameRateHint: "Hint: press F3 to show\nthe current frame rate."
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GammaCorrection: "Gamma Correction"
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GammaDark: "Dark"
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GammaLight: "Light"
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GmstOverridesL10n: "Strings From ESM Files Have Priority"
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InvertXAxis: "Invert X Axis"
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InvertYAxis: "Invert Y Axis"
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Language: "Language"
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LanguageNote: "Note: these settings do not affect strings from ESM files."
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LightingMethod: "Lighting Method"
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LightingMethodLegacy: "Legacy"
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LightingMethodShaders: "Shaders"
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LightingMethodShadersCompatibility: "Shaders (compatibility)"
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LightingResetToDefaults: "Resets to default values, would you like to continue? Changes to lighting method will require a restart."
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Lights: "Lights"
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LightsBoundingSphereMultiplier: "Bounding Sphere Multiplier"
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LightsBoundingSphereMultiplierTooltip: "Default: 1.65\nMultiplier for bounding sphere of lights.\nHigher numbers allows for smooth falloff but require an increase in number of max lights.\n\nDoes not effect the illumination or strength of lights."
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LightsFadeStartMultiplier: "Fade Start Multiplier"
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LightsFadeStartMultiplierTooltip: "Default: 0.85\nFraction of maximum distance at which lights will start to fade.\n\nSet this to a low value for slower transitions or a high value for quicker transitions."
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LightsLightingMethodTooltip: "Set the internal handling of light sources.\n\n
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\"Legacy\" always uses 8 lights per object. It provides results most similar to Morrowind's lighting.\n\n
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\"Shaders (compatibility)\" removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.\n\n
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\"Shaders\" carries all of the benefits that \"Shaders (compatibility)\" does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware."
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LightsMaximumDistance: "Maximum Light Distance"
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LightsMaximumDistanceTooltip: "Default: 8192\nMaximum distance at which lights will appear (measured in units).\n\nSet this to 0 to use an unlimited distance."
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LightsMinimumInteriorBrightness: "Minimum Interior Brightness"
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LightsMinimumInteriorBrightnessTooltip: "Default: 0.08\nMinimum ambient interior brightness.\n\nIncrease this if you feel interiors are too dark.\n\nThis has no effect if classic falloff is used."
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MaxLights: "Max Lights"
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MaxLightsTooltip: "Default: 8\nMaximum number of lights per object.\n\nA low number near default will cause light popping similar to what you would see with legacy lighting."
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MenuHelpDelay: "Menu Help Delay"
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MenuTransparency: "Menu Transparency"
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MouseAndKeyboard: "Mouse/Keyboard"
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PostProcessing: "Post Processing"
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PostProcessingIsNotEnabled: "Postprocessor is not enabled"
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PostProcessingTooltip: "Tweaked via Post Processor HUD, see input bindings."
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Preferences: "Prefs"
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PrimaryLanguage: "Primary Language"
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PrimaryLanguageTooltip: "Localization files for this language have the highest priority."
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QualityHigh: "High"
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QualityLow: "Low"
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QualityMedium: "Medium"
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RainRippleDetail: "Rain Ripple Detail"
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RainRippleDetailDense: "Dense"
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RainRippleDetailSimple: "Simple"
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RainRippleDetailSparse: "Sparse"
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RebindAction: "Press a key or button to rebind this control."
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ReflectionShaderDetail: "Reflection Shader Detail"
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ReflectionShaderDetailActors: "Actors"
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ReflectionShaderDetailGroundcover: "Groundcover"
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ReflectionShaderDetailObjects: "Objects"
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ReflectionShaderDetailSky: "Sky"
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ReflectionShaderDetailTerrain: "Terrain"
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ReflectionShaderDetailWorld: "World"
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Refraction: "Refraction"
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ResetControls: "Reset Controls"
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Screenshot: "Screenshot"
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Scripts: "Scripts"
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ScriptsDisabled: "Load a game to access script settings."
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SecondaryLanguage: "Secondary Language"
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SecondaryLanguageTooltip: "Localization files for this language may be used if the primary language files lack the necessary lines."
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SensitivityHigh: "High"
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SensitivityLow: "Low"
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SettingsWindow: "Options"
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Subtitles: "Subtitles"
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SunlightScattering: "Sunlight Scattering"
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TestingExteriorCells: "Testing Exterior Cells"
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TestingInteriorCells: "Testing Interior Cells"
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TextureFiltering: "Texture Filtering"
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TextureFilteringBilinear: "Bilinear"
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TextureFilteringNearest: "Nearest"
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TextureFilteringDisabled: "None"
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TextureFilteringOther: "Other"
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TextureFilteringTrilinear: "Trilinear"
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ToggleHUD: "Toggle HUD"
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TogglePostProcessorHUD: "Toggle Post Processor HUD"
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TransparencyFull: "Full"
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TransparencyNone: "None"
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Video: "Video"
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ViewDistance: "View Distance"
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VSync: "VSync"
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VSyncAdaptive: "Adaptive"
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Water: "Water"
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WaterShader: "Water Shader"
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WaterShaderTextureQuality: "Texture Quality"
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WindowBorder: "Window Border"
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WindowMode: "Window Mode"
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WindowModeFullscreen: "Fullscreen"
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WindowModeHint: "Hint: Windowed Fullscreen mode\nalways uses the native display resolution."
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WindowModeWindowed: "Windowed"
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WindowModeWindowedFullscreen: "Windowed Fullscreen"
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WobblyShores: "Wobbly Shores"
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