mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-30 20:45:35 +00:00
Improve in-game text
This commit is contained in:
parent
35f547ad7c
commit
83ab028bef
5 changed files with 61 additions and 61 deletions
|
@ -15,6 +15,7 @@ Programmers
|
||||||
Nicolay Korslund - Project leader 2008-2010
|
Nicolay Korslund - Project leader 2008-2010
|
||||||
scrawl - Top contributor
|
scrawl - Top contributor
|
||||||
|
|
||||||
|
AbduSharif
|
||||||
Adam Hogan (aurix)
|
Adam Hogan (aurix)
|
||||||
Aesylwinn
|
Aesylwinn
|
||||||
aegis
|
aegis
|
||||||
|
|
|
@ -1,43 +1,43 @@
|
||||||
Camera: "OpenMW Camera"
|
Camera: "OpenMW Camera"
|
||||||
settingsPageDescription: "OpenMW Camera settings"
|
settingsPageDescription: "OpenMW camera settings."
|
||||||
|
|
||||||
thirdPersonSettings: "Third person mode"
|
thirdPersonSettings: "Third Person Mode"
|
||||||
|
|
||||||
viewOverShoulder: "View over the shoulder"
|
viewOverShoulder: "View Over the Shoulder"
|
||||||
viewOverShoulderDescription: |
|
viewOverShoulderDescription: |
|
||||||
Controls third person view mode.
|
Controls third person view mode.
|
||||||
No: view is centered on the character's head. Crosshair is hidden.
|
No: view is centered on the character's head. Crosshair is hidden.
|
||||||
Yes: while weapon sheathed the camera is positioned behind the character's shoulder, crosshair is always visible.
|
Yes: while weapon sheathed the camera is positioned behind the character's shoulder, crosshair is always visible.
|
||||||
|
|
||||||
shoulderOffsetX: "Shoulder view horizontal offset"
|
shoulderOffsetX: "Shoulder View Horizontal Offset"
|
||||||
shoulderOffsetXDescription: >
|
shoulderOffsetXDescription: >
|
||||||
Horizontal offset of the over-the-shoulder view.
|
Horizontal offset of the over-the-shoulder view.
|
||||||
For the left shoulder use a negative value.
|
For the left shoulder use a negative value.
|
||||||
|
|
||||||
shoulderOffsetY: "Shoulder view vertical offset"
|
shoulderOffsetY: "Shoulder View Vertical Offset"
|
||||||
shoulderOffsetYDescription: >
|
shoulderOffsetYDescription: >
|
||||||
Vertical offset of the over-the-shoulder view.
|
Vertical offset of the over-the-shoulder view.
|
||||||
|
|
||||||
autoSwitchShoulder: "Auto switch shoulder"
|
autoSwitchShoulder: "Auto Switch Shoulder"
|
||||||
autoSwitchShoulderDescription: >
|
autoSwitchShoulderDescription: >
|
||||||
When there are obstacles that would push the camera close to the player character,
|
When there are obstacles that would push the camera close to the player character,
|
||||||
this setting makes the camera automatically switch to the shoulder farther away from the obstacles.
|
this setting makes the camera automatically switch to the shoulder farther away from the obstacles.
|
||||||
|
|
||||||
zoomOutWhenMoveCoef: "Zoom out when move coef"
|
zoomOutWhenMoveCoef: "Zoom Out When Move Coef"
|
||||||
zoomOutWhenMoveCoefDescription: >
|
zoomOutWhenMoveCoefDescription: >
|
||||||
Moves the camera away (positive value) or towards (negative value) the player character while the character is moving.
|
Moves the camera away (positive value) or towards (negative value) the player character while the character is moving.
|
||||||
Works only if "view over the shoulder" is enabled. Set this to zero to disable (default: 20.0).
|
Works only if "view over the shoulder" is enabled. Set this to zero to disable (default: 20.0).
|
||||||
|
|
||||||
previewIfStandStill: "Preview if stand still"
|
previewIfStandStill: "Preview if Stand Still"
|
||||||
previewIfStandStillDescription: >
|
previewIfStandStillDescription: >
|
||||||
Prevents the player character from turning towards the camera direction while they're idle and have their weapon sheathed.
|
Prevents the player character from turning towards the camera direction while they're idle and have their weapon sheathed.
|
||||||
|
|
||||||
deferredPreviewRotation: "Deferred preview rotation"
|
deferredPreviewRotation: "Deferred Preview Rotation"
|
||||||
deferredPreviewRotationDescription: |
|
deferredPreviewRotationDescription: |
|
||||||
If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode.
|
If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode.
|
||||||
If disabled then the camera rotates rather than the character.
|
If disabled then the camera rotates rather than the character.
|
||||||
|
|
||||||
ignoreNC: "Ignore 'No Collision' flag"
|
ignoreNC: "Ignore 'No Collision' Flag"
|
||||||
ignoreNCDescription: >
|
ignoreNCDescription: >
|
||||||
Prevents the camera from clipping through objects that have NC (No Collision) flag turned on in the NIF model.
|
Prevents the camera from clipping through objects that have NC (No Collision) flag turned on in the NIF model.
|
||||||
|
|
||||||
|
@ -46,27 +46,27 @@ move360Description: >
|
||||||
Makes the movement direction independent from the camera direction while the player character's weapon
|
Makes the movement direction independent from the camera direction while the player character's weapon
|
||||||
is sheathed. For example, the player character will look at the camera while running backwards.
|
is sheathed. For example, the player character will look at the camera while running backwards.
|
||||||
|
|
||||||
move360TurnSpeed: "Move 360 turning speed"
|
move360TurnSpeed: "Move 360 Turning Speed"
|
||||||
move360TurnSpeedDescription: "Turning speed multiplier (default: 5.0)."
|
move360TurnSpeedDescription: "Turning speed multiplier (default: 5.0)."
|
||||||
|
|
||||||
slowViewChange: "Smooth view change"
|
slowViewChange: "Smooth View Change"
|
||||||
slowViewChangeDescription: "Makes the transition from 1st person to 3rd person view non-instantaneous."
|
slowViewChangeDescription: "Makes the transition from 1st person to 3rd person view non-instantaneous."
|
||||||
|
|
||||||
povAutoSwitch: "First person auto switch"
|
povAutoSwitch: "First Person Auto Switch"
|
||||||
povAutoSwitchDescription: "Auto switch to the first person view if there is an obstacle right behind the player."
|
povAutoSwitchDescription: "Auto switch to the first person view if there is an obstacle right behind the player."
|
||||||
|
|
||||||
|
|
||||||
headBobbingSettings: "Head bobbing in first person view"
|
headBobbingSettings: "Head Bobbing in First Person View"
|
||||||
|
|
||||||
headBobbing_enabled: "Enabled"
|
headBobbing_enabled: "Enabled"
|
||||||
headBobbing_enabledDescription: ""
|
headBobbing_enabledDescription: ""
|
||||||
|
|
||||||
headBobbing_step: "Base step length"
|
headBobbing_step: "Base Step Length"
|
||||||
headBobbing_stepDescription: "The length of each step (default: 90.0)."
|
headBobbing_stepDescription: "The length of each step (default: 90.0)."
|
||||||
|
|
||||||
headBobbing_height: "Step height"
|
headBobbing_height: "Step Height"
|
||||||
headBobbing_heightDescription: "The amplitude of the head bobbing (default: 3.0)."
|
headBobbing_heightDescription: "The amplitude of the head bobbing (default: 3.0)."
|
||||||
|
|
||||||
headBobbing_roll: "Max roll angle"
|
headBobbing_roll: "Max Roll Angle"
|
||||||
headBobbing_rollDescription: "The maximum roll angle in degrees (default: 0.2)."
|
headBobbing_rollDescription: "The maximum roll angle in degrees (default: 0.2)."
|
||||||
|
|
||||||
|
|
|
@ -1,22 +1,21 @@
|
||||||
ControlsPage: "OpenMW Controls"
|
ControlsPage: "OpenMW Controls"
|
||||||
ControlsPageDescription: "Additional settings related to player controls"
|
ControlsPageDescription: "Additional settings related to player controls."
|
||||||
|
|
||||||
MovementSettings: "Movement"
|
MovementSettings: "Movement"
|
||||||
|
|
||||||
alwaysRun: "Always run"
|
alwaysRun: "Always Run"
|
||||||
alwaysRunDescription: |
|
alwaysRunDescription: |
|
||||||
If this setting is true, the character is running by default, otherwise the character is walking by default.
|
If this setting is true, the character will run by default, otherwise the character will walk by default.
|
||||||
The shift key will temporarily invert this setting, and the caps lock key will invert this setting while it's "locked".
|
The Shift key will temporarily invert this setting, and the Caps Lock key will invert this setting while it's "locked".
|
||||||
|
|
||||||
toggleSneak: "Toggle sneak"
|
toggleSneak: "Toggle Sneak"
|
||||||
toggleSneakDescription: |
|
toggleSneakDescription: |
|
||||||
This setting causes the sneak key (bound to Ctrl by default) to toggle sneaking on and off
|
This setting makes the Sneak key (bound to Ctrl by default) toggle sneaking instead of having to be held down to sneak.
|
||||||
rather than requiring the key to be held down while sneaking.
|
|
||||||
Players that spend significant time sneaking may find the character easier to control with this option enabled.
|
Players that spend significant time sneaking may find the character easier to control with this option enabled.
|
||||||
|
|
||||||
smoothControllerMovement: "Smooth controller movement"
|
smoothControllerMovement: "Smooth Controller Movement"
|
||||||
smoothControllerMovementDescription: |
|
smoothControllerMovementDescription: |
|
||||||
Enables smooth movement with controller stick, with no abrupt switch from walking to running.
|
Enables smooth controller stick movement. This makes the transition from walking to running less abrupt.
|
||||||
|
|
||||||
TogglePOV_name: "Toggle POV"
|
TogglePOV_name: "Toggle POV"
|
||||||
TogglePOV_description: "Toggle between first and third person view. Hold to enter preview mode."
|
TogglePOV_description: "Toggle between first and third person view. Hold to enter preview mode."
|
||||||
|
@ -25,61 +24,61 @@ Zoom3rdPerson_name: "Zoom In/Out"
|
||||||
Zoom3rdPerson_description: "Moves the camera closer / further away when in third person view."
|
Zoom3rdPerson_description: "Moves the camera closer / further away when in third person view."
|
||||||
|
|
||||||
MoveForward_name: "Move Forward"
|
MoveForward_name: "Move Forward"
|
||||||
MoveForward_description: "Can cancel out with Move Backward"
|
MoveForward_description: "Can cancel out with Move Backward."
|
||||||
|
|
||||||
MoveBackward_name: "Move Backward"
|
MoveBackward_name: "Move Backward"
|
||||||
MoveBackward_description: "Can cancel out with Move Forward"
|
MoveBackward_description: "Can cancel out with Move Forward."
|
||||||
|
|
||||||
MoveLeft_name: "Move Left"
|
MoveLeft_name: "Move Left"
|
||||||
MoveLeft_description: "Can cancel out with Move Right"
|
MoveLeft_description: "Can cancel out with Move Right."
|
||||||
|
|
||||||
MoveRight_name: "Move Right"
|
MoveRight_name: "Move Right"
|
||||||
MoveRight_description: "Can cancel out with Move Left"
|
MoveRight_description: "Can cancel out with Move Left."
|
||||||
|
|
||||||
Use_name: "Use"
|
Use_name: "Use"
|
||||||
Use_description: "Attack with a weapon or cast a spell depending on current stance"
|
Use_description: "Attack with a weapon or cast a spell depending on the current stance."
|
||||||
|
|
||||||
Run_name: "Run"
|
Run_name: "Run"
|
||||||
Run_description: "Hold to run/walk, depending on the Always Run setting"
|
Run_description: "Hold to run/walk depending on the Always Run setting."
|
||||||
|
|
||||||
AlwaysRun_name: "Always Run"
|
AlwaysRun_name: "Always Run"
|
||||||
AlwaysRun_description: "Toggle the Always Run setting"
|
AlwaysRun_description: "Toggle the Always Run setting."
|
||||||
|
|
||||||
Jump_name: "Jump"
|
Jump_name: "Jump"
|
||||||
Jump_description: "Jump whenever you are on the ground"
|
Jump_description: "Jump whenever you are on the ground."
|
||||||
|
|
||||||
AutoMove_name: "Auto Run"
|
AutoMove_name: "Auto Run"
|
||||||
AutoMove_description: "Toggle continous forward movement"
|
AutoMove_description: "Toggle continuous forward movement."
|
||||||
|
|
||||||
Sneak_name: "Sneak"
|
Sneak_name: "Sneak"
|
||||||
Sneak_description: "Hold to sneak, if the Toggle Sneak setting is off"
|
Sneak_description: "Hold to sneak if the Toggle Sneak setting is off."
|
||||||
|
|
||||||
ToggleSneak_name: "Toggle Sneak"
|
ToggleSneak_name: "Toggle Sneak"
|
||||||
ToggleSneak_description: "Toggle sneak, if the Toggle Sneak setting is on"
|
ToggleSneak_description: "Toggle sneak if the Toggle Sneak setting is on."
|
||||||
|
|
||||||
ToggleWeapon_name: "Ready Weapon"
|
ToggleWeapon_name: "Ready Weapon"
|
||||||
ToggleWeapon_description: "Enter or leave the weapon stance"
|
ToggleWeapon_description: "Enter or leave the weapon stance."
|
||||||
|
|
||||||
ToggleSpell_name: "Ready Magic"
|
ToggleSpell_name: "Ready Magic"
|
||||||
ToggleSpell_description: "Enter or leave the magic stance"
|
ToggleSpell_description: "Enter or leave the magic stance."
|
||||||
|
|
||||||
Inventory_name: "Inventory"
|
Inventory_name: "Inventory"
|
||||||
Inventory_description: "Open the inventory"
|
Inventory_description: "Open the inventory."
|
||||||
|
|
||||||
Journal_name: "Journal"
|
Journal_name: "Journal"
|
||||||
Journal_description: "Open the journal"
|
Journal_description: "Open the journal."
|
||||||
|
|
||||||
QuickKeysMenu_name: "QuickKeysMenu"
|
QuickKeysMenu_name: "Quick Menu"
|
||||||
QuickKeysMenu_description: "Open the quick keys menu"
|
QuickKeysMenu_description: "Open the quick keys menu."
|
||||||
|
|
||||||
SmoothMoveForward_name: "Smooth Move Forward"
|
SmoothMoveForward_name: "Smooth Move Forward"
|
||||||
SmoothMoveForward_description: "Forward movement adjusted for smooth Walk-Run transitions"
|
SmoothMoveForward_description: "Forward movement adjusted for smooth Walk-Run transitions."
|
||||||
|
|
||||||
SmoothMoveBackward_name: "Smooth Move Backward"
|
SmoothMoveBackward_name: "Smooth Move Backward"
|
||||||
SmoothMoveBackward_description: "Backward movement adjusted for smooth Walk-Run transitions"
|
SmoothMoveBackward_description: "Backward movement adjusted for smooth Walk-Run transitions."
|
||||||
|
|
||||||
SmoothMoveLeft_name: "Smooth Move Left"
|
SmoothMoveLeft_name: "Smooth Move Left"
|
||||||
SmoothMoveLeft_description: "Left movement adjusted for smooth Walk-Run transitions"
|
SmoothMoveLeft_description: "Left movement adjusted for smooth Walk-Run transitions."
|
||||||
|
|
||||||
SkmoothMoveRight_name: "SmoothMove Right"
|
SkmoothMoveRight_name: "Smooth Move Right"
|
||||||
SkmoothMoveRight_description: "Right movement adjusted for smooth Walk-Run transitions"
|
SkmoothMoveRight_description: "Right movement adjusted for smooth Walk-Run transitions."
|
||||||
|
|
|
@ -13,7 +13,7 @@ PhysicsProfiler: "Physics Profiler"
|
||||||
# Messages
|
# Messages
|
||||||
|
|
||||||
AskLoadLastSave: "The most recent save is '%s'. Do you want to load it?"
|
AskLoadLastSave: "The most recent save is '%s'. Do you want to load it?"
|
||||||
BuildingNavigationMesh: "Building navigation mesh"
|
BuildingNavigationMesh: "Building Navigation Mesh"
|
||||||
InitializingData: "Initializing Data..."
|
InitializingData: "Initializing Data..."
|
||||||
LoadingExterior: "Loading Area"
|
LoadingExterior: "Loading Area"
|
||||||
LoadingFailed: "Failed to load saved game"
|
LoadingFailed: "Failed to load saved game"
|
||||||
|
@ -57,7 +57,7 @@ MissingContentFilesListCopy: |-
|
||||||
}
|
}
|
||||||
OverwriteGameConfirmation: "Are you sure you want to overwrite this saved game?"
|
OverwriteGameConfirmation: "Are you sure you want to overwrite this saved game?"
|
||||||
SelectCharacter: "Select Character..."
|
SelectCharacter: "Select Character..."
|
||||||
TimePlayed: "Time played"
|
TimePlayed: "Time Played"
|
||||||
|
|
||||||
|
|
||||||
# Settings menu
|
# Settings menu
|
||||||
|
@ -131,12 +131,12 @@ PrimaryLanguageTooltip: "Localization files for this language have the highest p
|
||||||
QualityHigh: "High"
|
QualityHigh: "High"
|
||||||
QualityLow: "Low"
|
QualityLow: "Low"
|
||||||
QualityMedium: "Medium"
|
QualityMedium: "Medium"
|
||||||
RainRippleDetail: "Rain ripple detail"
|
RainRippleDetail: "Rain Ripple Detail"
|
||||||
RainRippleDetailDense: "Dense"
|
RainRippleDetailDense: "Dense"
|
||||||
RainRippleDetailSimple: "Simple"
|
RainRippleDetailSimple: "Simple"
|
||||||
RainRippleDetailSparse: "Sparse"
|
RainRippleDetailSparse: "Sparse"
|
||||||
RebindAction: "Press a key or button to rebind this control."
|
RebindAction: "Press a key or button to rebind this control."
|
||||||
ReflectionShaderDetail: "Reflection shader detail"
|
ReflectionShaderDetail: "Reflection Shader Detail"
|
||||||
ReflectionShaderDetailActors: "Actors"
|
ReflectionShaderDetailActors: "Actors"
|
||||||
ReflectionShaderDetailGroundcover: "Groundcover"
|
ReflectionShaderDetailGroundcover: "Groundcover"
|
||||||
ReflectionShaderDetailObjects: "Objects"
|
ReflectionShaderDetailObjects: "Objects"
|
||||||
|
@ -154,8 +154,8 @@ SensitivityHigh: "High"
|
||||||
SensitivityLow: "Low"
|
SensitivityLow: "Low"
|
||||||
SettingsWindow: "Options"
|
SettingsWindow: "Options"
|
||||||
Subtitles: "Subtitles"
|
Subtitles: "Subtitles"
|
||||||
TestingExteriorCells: "Testing exterior cells"
|
TestingExteriorCells: "Testing Exterior Cells"
|
||||||
TestingInteriorCells: "Testing interior cells"
|
TestingInteriorCells: "Testing Interior Cells"
|
||||||
TextureFiltering: "Texture Filtering"
|
TextureFiltering: "Texture Filtering"
|
||||||
TextureFilteringBilinear: "Bilinear"
|
TextureFilteringBilinear: "Bilinear"
|
||||||
TextureFilteringDisabled: "None"
|
TextureFilteringDisabled: "None"
|
||||||
|
@ -170,8 +170,8 @@ ViewDistance: "View Distance"
|
||||||
VSync: "VSync"
|
VSync: "VSync"
|
||||||
VSyncAdaptive: "Adaptive"
|
VSyncAdaptive: "Adaptive"
|
||||||
Water: "Water"
|
Water: "Water"
|
||||||
WaterShader: "Water shader"
|
WaterShader: "Water Shader"
|
||||||
WaterShaderTextureQuality: "Texture quality"
|
WaterShaderTextureQuality: "Texture Quality"
|
||||||
WindowBorder: "Window Border"
|
WindowBorder: "Window Border"
|
||||||
WindowMode: "Window Mode"
|
WindowMode: "Window Mode"
|
||||||
WindowModeFullscreen: "Fullscreen"
|
WindowModeFullscreen: "Fullscreen"
|
||||||
|
|
|
@ -14,7 +14,7 @@ KeyboardControls: |
|
||||||
Shift+Left-Arrow > Deactive shader
|
Shift+Left-Arrow > Deactive shader
|
||||||
Shift+Up-Arrow > Move shader up
|
Shift+Up-Arrow > Move shader up
|
||||||
Shift+Down-Arrow > Move shader down
|
Shift+Down-Arrow > Move shader down
|
||||||
PostProcessHUD: "Postprocess HUD"
|
PostProcessHUD: "Post Processor HUD"
|
||||||
ResetShader: "Reset shader to default state"
|
ResetShader: "Reset shader to default state"
|
||||||
ShaderLocked: "Locked"
|
ShaderLocked: "Locked"
|
||||||
ShaderLockedDescription: "Cannot be toggled or moved, controlled by external Lua script"
|
ShaderLockedDescription: "Cannot be toggled or moved, controlled by external Lua script"
|
||||||
|
@ -30,11 +30,11 @@ BloomDescription: "Bloom shader performing its calculations in (approximately) l
|
||||||
DebugDescription: "Debug shader."
|
DebugDescription: "Debug shader."
|
||||||
DebugHeaderDepth: "Depth Buffer"
|
DebugHeaderDepth: "Depth Buffer"
|
||||||
DebugHeaderNormals: "Normals"
|
DebugHeaderNormals: "Normals"
|
||||||
DisplayDepthFactorName: "Depth colour factor"
|
DisplayDepthFactorName: "Depth Colour Factor"
|
||||||
DisplayDepthFactorDescription: "Determines correlation between pixel depth value and its output colour. High values lead to brighter image."
|
DisplayDepthFactorDescription: "Determines correlation between pixel depth value and its output colour. High values lead to brighter image."
|
||||||
DisplayDepthName: "Visualize depth buffer"
|
DisplayDepthName: "Visualize Depth Buffer"
|
||||||
DisplayNormalsName: "Visualize pass normals"
|
DisplayNormalsName: "Visualize Pass Normals"
|
||||||
NormalsInWorldSpace: "Show normals in world space"
|
NormalsInWorldSpace: "Show Normals in World Space"
|
||||||
ContrastLevelDescription: "Constrast level."
|
ContrastLevelDescription: "Constrast level."
|
||||||
ContrastLevelName: "Constrast"
|
ContrastLevelName: "Constrast"
|
||||||
GammaLevelDescription: "Gamma level."
|
GammaLevelDescription: "Gamma level."
|
||||||
|
|
Loading…
Reference in a new issue