diff --git a/apps/launcher/ui/datafilespage.ui b/apps/launcher/ui/datafilespage.ui index 2b54307838..3c9967ef15 100644 --- a/apps/launcher/ui/datafilespage.ui +++ b/apps/launcher/ui/datafilespage.ui @@ -36,7 +36,7 @@ - <html><head/><body><p>note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + <html><head/><body><p>Note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> @@ -160,7 +160,7 @@ - <html><head/><body><p>note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + <html><head/><body><p>Note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> @@ -251,7 +251,7 @@ - <html><head/><body><p>note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + <html><head/><body><p>Note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> @@ -305,7 +305,7 @@ - Remove unused tiles + Remove Unused Tiles true @@ -317,7 +317,7 @@ - Max size + Max Size diff --git a/apps/launcher/ui/graphicspage.ui b/apps/launcher/ui/graphicspage.ui index fa92c7b789..b3e2b15e39 100644 --- a/apps/launcher/ui/graphicspage.ui +++ b/apps/launcher/ui/graphicspage.ui @@ -26,7 +26,7 @@ - Window mode + Window Mode @@ -111,14 +111,14 @@ - Framerate limit + Framerate Limit - Window border + Window Border @@ -207,14 +207,14 @@ - Anti-aliasing + Anti-Aliasing - Vertical synchronization + Vertical Synchronization diff --git a/apps/launcher/ui/importpage.ui b/apps/launcher/ui/importpage.ui index 4626d29e8a..0b5d014afa 100644 --- a/apps/launcher/ui/importpage.ui +++ b/apps/launcher/ui/importpage.ui @@ -54,7 +54,7 @@ - File to import settings from: + File to Import Settings From: @@ -73,7 +73,7 @@ - Import add-on and plugin selection (creates a new Content List) + Import Add-on and Plugin Selection true @@ -88,7 +88,7 @@ so OpenMW provides another set of fonts to avoid these issues. These fonts use T to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts. - Import bitmap fonts setup + Import Bitmap Fonts true diff --git a/apps/launcher/ui/settingspage.ui b/apps/launcher/ui/settingspage.ui index 665c9e9712..14aa0118cb 100644 --- a/apps/launcher/ui/settingspage.ui +++ b/apps/launcher/ui/settingspage.ui @@ -39,7 +39,7 @@ <html><head/><body><p>Give actors an ability to swim over the water surface when they follow other actor independently from their ability to swim. Has effect only when nav mesh building is enabled.</p></body></html> - Always allow actors to follow over water + Always Allow Actors to Follow over Water @@ -49,7 +49,7 @@ <html><head/><body><p>Make disposition change of merchants caused by trading permanent.</p></body></html> - Permanent barter disposition changes + Permanent Barter Disposition Changes @@ -59,7 +59,7 @@ <html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html> - Racial variation in speed fix + Racial Variation in Speed Fix @@ -69,7 +69,7 @@ <html><head/><body><p>Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.</p></body></html> - Classic Calm spells behavior + Classic Calm Spells Behavior @@ -79,7 +79,7 @@ <html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html> - NPCs avoid collisions + NPCs Avoid Collisions @@ -89,7 +89,7 @@ <html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html> - Soulgem values rebalance + Soulgem Values Rebalance @@ -99,7 +99,7 @@ <html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html> - Day night switch nodes + Day Night Switch Nodes @@ -109,7 +109,7 @@ <html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html> - Followers defend immediately + Followers Defend Immediately @@ -119,7 +119,7 @@ <html><head/><body><p><a name="docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0"/>When enabled, a navigation mesh is built in the background for world geometry to be used for pathfinding. When disabled only the path grid is used to build paths. Single-core CPU systems may have a big performance impact on existing interior location and moving across the exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and cast a firebolt.</p></body></html> - Use navigation mesh for pathfinding + Use Navigation Mesh for Pathfinding @@ -129,7 +129,7 @@ <html><head/><body><p>If enabled, a magical ammunition is required to bypass normal weapon resistance or weakness. If disabled, a magical ranged weapon or a magical ammunition is required.</p></body></html> - Only magical ammo bypass resistance + Only Magical Ammo Bypass Resistance @@ -139,7 +139,7 @@ <html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html> - Graphic herbalism + Graphic Herbalism @@ -149,7 +149,7 @@ <html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html> - Swim upward correction + Swim Upward Correction @@ -159,7 +159,7 @@ <html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> - Enchanted weapons are magical + Enchanted Weapons Are Magical @@ -169,7 +169,7 @@ <html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html> - Merchant equipping fix + Merchant Equipping Fix @@ -179,7 +179,7 @@ <html><head/><body><p>Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.</p></body></html> - Trainers choose offered skills by base value + Trainers Choose Offered Skills by Base Value @@ -189,7 +189,7 @@ <html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html> - Can loot during death animation + Can Loot During Death Animation @@ -199,7 +199,7 @@ <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> - Steal from knocked out actors in combat + Steal from Knocked out Actors in Combat @@ -209,7 +209,7 @@ <html><head/><body><p>Effects of reflected Absorb spells are not mirrored - like in Morrowind.</p></body></html> - Classic reflected Absorb spells behavior + Classic Reflected Absorb Spells Behavior @@ -219,7 +219,7 @@ <html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html> - Unarmed creature attacks damage armor + Unarmed Creature Attacks Damage Armor @@ -230,7 +230,7 @@ - Factor strength into hand-to-hand combat + Factor Strength into Hand-to-Hand Combat @@ -246,12 +246,12 @@ - Affect werewolves + Affect Werewolves - Do not affect werewolves + Do Not Affect Werewolves @@ -262,7 +262,7 @@ <html><head/><body><p>How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread.</p><p>A value greater than 1 requires the Bullet library be compiled with multithreading support.</p></body></html> - Background physics threads + Background Physics Threads @@ -272,7 +272,7 @@ - Actor collision shape type + Actor Collision Shape Type @@ -282,16 +282,16 @@ Collision is used for both physics simulation and navigation mesh generation for pathfinding. Cylinder gives the best consistency between available navigation paths and ability to move by them. Changing this value affects navigation mesh generation therefore navigation mesh disk cache generated for one value will not be useful with another. - Axis-aligned bounding box + Axis-Aligned Bounding Box - Axis-aligned bounding box + Axis-Aligned Bounding Box - Rotating box + Rotating Box @@ -343,7 +343,7 @@ <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> - Smooth movement + Smooth Movement @@ -353,7 +353,7 @@ <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> - Use additional animation sources + Use Additional Animation Sources @@ -376,7 +376,7 @@ <html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html> - Turn to movement direction + Turn to Movement Direction @@ -389,7 +389,7 @@ <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> - Weapon sheathing + Weapon Sheathing @@ -402,7 +402,7 @@ <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> - Shield sheathing + Shield Sheathing @@ -412,7 +412,7 @@ <html><head/><body><p>In third person, the camera will sway along with the movement animations of the player. Enabling this option disables this swaying by having the player character move independently of its animation. This was the default behavior of OpenMW 0.48 and earlier.</p></body></html> - Player movement ignores animation + Player Movement Ignores Animation @@ -422,7 +422,7 @@ <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> - Use magic item animation + Use Magic Item Animation @@ -447,7 +447,7 @@ If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.</p></body></html> - Auto use object normal maps + Auto Use Object Normal Maps @@ -457,7 +457,7 @@ <html><head/><body><p>Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.</p></body></html> - Soft particles + Soft Particles @@ -471,7 +471,7 @@ (.osg file, not supported in .nif files). Affects objects.</p></body></html> - Auto use object specular maps + Auto Use Object Specular Maps @@ -481,7 +481,7 @@ <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> - Auto use terrain normal maps + Auto Use Terrain Normal Maps @@ -504,7 +504,7 @@ <html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html> - Auto use terrain specular maps + Auto Use Terrain Specular Maps @@ -514,7 +514,7 @@ <html><head/><body><p>Simulate coverage-preserving mipmaps to prevent alpha-tested meshes shrinking as they get further away. Will cause meshes whose textures have coverage-preserving mipmaps to grow, though, so refer to mod installation instructions for how to set this.</p></body></html> - Adjust coverage for alpha test + Adjust Coverage for Alpha Test @@ -524,7 +524,7 @@ <html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</p></body></html> - Use anti-aliased alpha testing + Use Anti-Aliased Alpha Testing @@ -537,7 +537,7 @@ </p></body></html> - Bump/reflect map local lighting + Bump/Reflect Map Local Lighting @@ -547,7 +547,7 @@ <html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html> - Weather particle occlusion + Weather Particle Occlusion @@ -570,7 +570,7 @@ <html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html> - Exponential fog + Exponential Fog @@ -613,7 +613,7 @@ This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html> - Radial fog + Radial Fog @@ -626,7 +626,7 @@ <html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html> - Sky blending start + Sky Blending Start @@ -636,7 +636,7 @@ <html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html> - Sky blending + Sky Blending @@ -657,7 +657,7 @@ <html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</p></body></html> - Object paging min size + Object Paging Min Size @@ -680,7 +680,7 @@ - Viewing distance + Viewing Distance @@ -719,7 +719,7 @@ <html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html> - Distant land + Distant Land @@ -729,7 +729,7 @@ <html><head/><body><p>Use object paging for active cells grid.</p></body></html> - Active grid object paging + Active Grid Object Paging @@ -744,16 +744,22 @@ - - + + false - - <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> + + 3 - - Auto exposure speed + + 0.010000000000000 + + + 10.000000000000000 + + + 0.001000000000000 @@ -779,26 +785,20 @@ <html><head/><body><p>Re-render transparent objects with forced alpha clipping.</p></body></html> - Transparent postpass + Transparent Postpass - - + + false - - 3 - - - 0.010000000000000 - - - 10.000000000000000 + + <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> - - 0.001000000000000 + + Auto Exposure Speed @@ -808,7 +808,7 @@ <html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html> - Enable post processing + Enable Post Processing @@ -827,17 +827,17 @@ - bounds + Bounds - primitives + Primitives - none + None @@ -848,7 +848,7 @@ <html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html> - Shadow planes computation method + Shadow Planes Computation Method @@ -883,7 +883,7 @@ <html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html> - Enable actor shadows + Enable Actor Shadows @@ -917,7 +917,7 @@ <html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html> - Fade start multiplier + Fade Start Multiplier @@ -927,7 +927,7 @@ <html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html> - Enable player shadows + Enable Player Shadows @@ -937,7 +937,7 @@ <html><head/><body><p>The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact.</p></body></html> - Shadow map resolution + Shadow Map Resolution @@ -947,7 +947,7 @@ <html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html> - Shadow distance limit: + Shadow Distance Limit: @@ -957,7 +957,7 @@ <html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html> - Enable object shadows + Enable Object Shadows @@ -1002,7 +1002,7 @@ <html><head/><body><p>Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.</p><p>Has no effect if actor/player shadows are not enabled.</p></body></html> - Enable indoor shadows + Enable Indoor Shadows @@ -1012,7 +1012,7 @@ <html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html> - Enable terrain shadows + Enable Terrain Shadows @@ -1033,7 +1033,7 @@ <html><head/><body><p>Maximum distance at which lights will appear (measured in units).</p><p>Set this to 0 to use an unlimited distance.</p></body></html> - Maximum light distance + Maximum Light Distance @@ -1056,7 +1056,7 @@ <html><head/><body><p>Maximum number of lights per object.</p><p>A low number near default will cause light popping similar to what you would see with legacy lighting.</p></body></html> - Max lights + Max Lights @@ -1066,7 +1066,7 @@ <html><head/><body><p>Fraction of maximum distance at which lights will start to fade.</p><p>Set this to a low value for slower transitions or a high value for quicker transitions.</p></body></html> - Fade start multiplier + Fade Start Multiplier @@ -1079,7 +1079,7 @@ <p> "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.</p></body></html> - Lighting method + Lighting Method @@ -1108,7 +1108,7 @@ <html><head/><body><p>Multipler for bounding sphere of lights.</p><p>Higher numbers allows for smooth falloff but require an increase in number of max lights.</p><p>Does not effect the illumination or strength of lights.</p></body></html> - Bounding sphere multiplier + Bounding Sphere Multiplier @@ -1118,7 +1118,7 @@ <html><head/><body><p>Minimum ambient interior brightness.</p><p>Increase this if you feel interiors are too dark.</p></body></html> - Minimum interior brightness + Minimum Interior Brightness @@ -1213,7 +1213,7 @@ Select your preferred audio device. - Audio device + Audio Device @@ -1299,7 +1299,7 @@ Select your preferred HRTF profile. - HRTF profile + HRTF Profile @@ -1335,7 +1335,7 @@ In third-person view, use the camera as the sound listener instead of the player character. - Use the camera as the sound listener + Use the Camera as the Sound Listener @@ -1383,7 +1383,7 @@ - Tooltip and crosshair + Tooltip and Crosshair @@ -1429,7 +1429,7 @@ <html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html> - GUI scaling factor + GUI Scaling Factor @@ -1439,7 +1439,7 @@ <html><head/><body><p>Show the remaining duration of magic effects and lights if this setting is true. The remaining duration is displayed in the tooltip by hovering over the magical effect. </p><p>The default value is false.</p></body></html> - Show effect duration + Show Effect Duration @@ -1449,7 +1449,7 @@ <html><head/><body><p>If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you're talking to or the topic was previously seen. Color can be changed in settings.cfg.</p><p>The default value is false.</p></body></html> - Change dialogue topic color + Change Dialogue Topic Color @@ -1459,7 +1459,7 @@ Size of characters in game texts. - Font size + Font Size @@ -1469,7 +1469,7 @@ <html><head/><body><p>Enable zooming on local and global maps.</p></body></html> - Can zoom on maps + Can Zoom on Maps @@ -1479,7 +1479,7 @@ <html><head/><body><p>If this setting is true, damage bonus of arrows and bolts will be shown on item tooltip.</p><p>The default value is false.</p></body></html> - Show projectile damage + Show Projectile Damage @@ -1489,7 +1489,7 @@ <html><head/><body><p>If this setting is true, melee weapons reach and speed will be shown on item tooltip.</p><p>The default value is false.</p></body></html> - Show melee info + Show Melee Info @@ -1499,14 +1499,14 @@ <html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html> - Stretch menu background + Stretch Menu Background - Show owned objects + Show Owned Objects @@ -1516,7 +1516,7 @@ <html><head/><body><p>Whether or not the chance of success will be displayed in the enchanting menu.</p><p>The default value is false.</p></body></html> - Show enchant chance + Show Enchant Chance @@ -1554,7 +1554,7 @@ <html><head/><body><p>This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.</p></body></html> - Add "Time Played" to saves + Add "Time Played" to Saves @@ -1563,7 +1563,7 @@ - Maximum quicksaves + Maximum Quicksaves @@ -1590,7 +1590,7 @@ - Screenshot format + Screenshot Format @@ -1618,7 +1618,7 @@ - Notify on saved screenshot + Notify on Saved Screenshot @@ -1668,14 +1668,14 @@ <html><head/><body><p>OpenMW will capture control of the cursor if this setting is true.</p><p>In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.</p><p>This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.</p><p>Note for developers: it’s desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.</p></body></html> - Grab cursor + Grab Cursor - Skip menu and generate default character + Skip Menu and Generate Default Character @@ -1700,14 +1700,14 @@ - Start default character at + Start Default Character at - default cell + Default Cell @@ -1716,7 +1716,7 @@ - Run script after startup: + Run Script After Startup: diff --git a/apps/wizard/ui/importpage.ui b/apps/wizard/ui/importpage.ui index acc0d268ec..669920c5f3 100644 --- a/apps/wizard/ui/importpage.ui +++ b/apps/wizard/ui/importpage.ui @@ -33,7 +33,7 @@ - Import settings from Morrowind.ini + Import Settings From Morrowind.ini true @@ -43,7 +43,7 @@ - Import add-on and plugin selection + Import Add-on and Plugin Selection true @@ -53,7 +53,7 @@ - Import bitmap fonts setup from Morrowind.ini + Import Bitmap Fonts Setup From Morrowind.ini Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters, diff --git a/files/lang/launcher_de.ts b/files/lang/launcher_de.ts index 925733f9d3..e3101cf6df 100644 --- a/files/lang/launcher_de.ts +++ b/files/lang/launcher_de.ts @@ -7,18 +7,10 @@ Content Files - - <html><head/><body><p>note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - - Data Directories - - <html><head/><body><p>note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - - Scan directories for likely data directories and append them at the end of the list. @@ -67,10 +59,6 @@ Move selected archive one position up - - <html><head/><body><p>note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - - Move selected archive one position down @@ -95,14 +83,6 @@ Cancel - - Remove unused tiles - - - - Max size - - MiB @@ -159,6 +139,26 @@ Ctrl+R + + <html><head/><body><p>Note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + + + + <html><head/><body><p>Note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + + + + <html><head/><body><p>Note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + + + + Remove Unused Tiles + + + + Max Size + + GraphicsPage @@ -227,27 +227,27 @@ - Window mode + Resolution - Framerate limit + Window Mode - Window border + Framerate Limit - Resolution + Window Border - Anti-aliasing + Anti-Aliasing - Vertical synchronization + Vertical Synchronization @@ -270,29 +270,29 @@ - File to import settings from: + Browse... - Browse... + Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters, +so OpenMW provides another set of fonts to avoid these issues. These fonts use TrueType technology and are quite similar +to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts. - Import add-on and plugin selection (creates a new Content List) + Run &Settings Importer - Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters, -so OpenMW provides another set of fonts to avoid these issues. These fonts use TrueType technology and are quite similar -to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts. + File to Import Settings From: - Import bitmap fonts setup + Import Bitmap Fonts - Run &Settings Importer + Import Add-on and Plugin Selection @@ -607,848 +607,848 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov - Permanent barter disposition changes + <html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html> - <html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html> + <html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html> - Followers defend immediately + Uncapped Damage Fatigue - <html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html> + <html><head/><body><p>Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.</p></body></html> - Uncapped Damage Fatigue + <html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html> - <html><head/><body><p>Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.</p></body></html> + <html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html> - Classic Calm spells behavior + <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> - <html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html> + <html><head/><body><p><a name="docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0"/>When enabled, a navigation mesh is built in the background for world geometry to be used for pathfinding. When disabled only the path grid is used to build paths. Single-core CPU systems may have a big performance impact on existing interior location and moving across the exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and cast a firebolt.</p></body></html> - Soulgem values rebalance + <html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html> - <html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html> + <html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html> - Swim upward correction + <html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html> - Enchanted weapons are magical + <html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html> - <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> + Off - Classic reflected Absorb spells behavior + <html><head/><body><p>How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread.</p><p>A value greater than 1 requires the Bullet library be compiled with multithreading support.</p></body></html> - <html><head/><body><p><a name="docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0"/>When enabled, a navigation mesh is built in the background for world geometry to be used for pathfinding. When disabled only the path grid is used to build paths. Single-core CPU systems may have a big performance impact on existing interior location and moving across the exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and cast a firebolt.</p></body></html> + Cylinder - Use navigation mesh for pathfinding + Visuals - <html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html> + Animations - NPCs avoid collisions + <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> - <html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html> + <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> - Racial variation in speed fix + <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> - <html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html> + <html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html> - Can loot during death animation + <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> - <html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html> + <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> - Unarmed creature attacks damage armor + <html><head/><body><p>In third person, the camera will sway along with the movement animations of the player. Enabling this option disables this swaying by having the player character move independently of its animation. This was the default behavior of OpenMW 0.48 and earlier.</p></body></html> - Off + Shaders - Affect werewolves + <html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately + (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). + If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.</p></body></html> - Do not affect werewolves + <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> - <html><head/><body><p>How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread.</p><p>A value greater than 1 requires the Bullet library be compiled with multithreading support.</p></body></html> + <html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately + (see 'specular map pattern', e.g. for a base texture foo.dds, + the specular map texture would have to be named foo_spec.dds). + If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file + (.osg file, not supported in .nif files). Affects objects.</p></body></html> - Axis-aligned bounding box + <html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html> - Rotating box + <html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark. + Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option. + Affected objects will use shaders. + </p></body></html> - Cylinder + <html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</p></body></html> - Visuals + <html><head/><body><p>Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.</p></body></html> - Animations + <html><head/><body><p>Simulate coverage-preserving mipmaps to prevent alpha-tested meshes shrinking as they get further away. Will cause meshes whose textures have coverage-preserving mipmaps to grow, though, so refer to mod installation instructions for how to set this.</p></body></html> - <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> + <html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html> - Use magic item animation + Fog - <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> + <html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. + This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html> - Smooth movement + <html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html> - <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> + <html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html> - Use additional animation sources + <html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html> - <html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html> + Terrain - Turn to movement direction + <html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</p></body></html> - <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> + <html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html> - Weapon sheathing + <html><head/><body><p>Use object paging for active cells grid.</p></body></html> - <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> + <html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html> - Shield sheathing + Post Processing - <html><head/><body><p>In third person, the camera will sway along with the movement animations of the player. Enabling this option disables this swaying by having the player character move independently of its animation. This was the default behavior of OpenMW 0.48 and earlier.</p></body></html> + <html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html> - Player movement ignores animation + <html><head/><body><p>Re-render transparent objects with forced alpha clipping.</p></body></html> - Shaders + <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> - <html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately - (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). - If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.</p></body></html> + Audio - Auto use object normal maps + Select your preferred audio device. - <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> + Default - Auto use terrain normal maps + This setting controls HRTF, which simulates 3D sound on stereo systems. - <html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately - (see 'specular map pattern', e.g. for a base texture foo.dds, - the specular map texture would have to be named foo_spec.dds). - If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file - (.osg file, not supported in .nif files). Affects objects.</p></body></html> + HRTF - Auto use object specular maps + Automatic - <html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html> + On - Auto use terrain specular maps + Select your preferred HRTF profile. - <html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark. - Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option. - Affected objects will use shaders. - </p></body></html> + Interface - Bump/reflect map local lighting + <html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html> - <html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</p></body></html> + <html><head/><body><p>Show the remaining duration of magic effects and lights if this setting is true. The remaining duration is displayed in the tooltip by hovering over the magical effect. </p><p>The default value is false.</p></body></html> - Use anti-aliased alpha testing + <html><head/><body><p>If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you're talking to or the topic was previously seen. Color can be changed in settings.cfg.</p><p>The default value is false.</p></body></html> - <html><head/><body><p>Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.</p></body></html> + Size of characters in game texts. - <html><head/><body><p>Simulate coverage-preserving mipmaps to prevent alpha-tested meshes shrinking as they get further away. Will cause meshes whose textures have coverage-preserving mipmaps to grow, though, so refer to mod installation instructions for how to set this.</p></body></html> + <html><head/><body><p>Enable zooming on local and global maps.</p></body></html> - Adjust coverage for alpha test + <html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html> - <html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html> + <html><head/><body><p>If this setting is true, damage bonus of arrows and bolts will be shown on item tooltip.</p><p>The default value is false.</p></body></html> - Fog + <html><head/><body><p>If this setting is true, melee weapons reach and speed will be shown on item tooltip.</p><p>The default value is false.</p></body></html> - <html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. - This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html> + <html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html> - Radial fog + <html><head/><body><p>Whether or not the chance of success will be displayed in the enchanting menu.</p><p>The default value is false.</p></body></html> - <html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html> + <html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html> - Exponential fog + <html><head/><body><p>Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.</p></body></html> - <html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html> + Miscellaneous - Sky blending + Saves - <html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html> + <html><head/><body><p>This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.</p></body></html> - Sky blending start + JPG - Terrain + PNG - Viewing distance + TGA - <html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</p></body></html> + Testing - Object paging min size + These settings are intended for testing mods and will cause issues if used for normal gameplay. - <html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html> + <html><head/><body><p>OpenMW will capture control of the cursor if this setting is true.</p><p>In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.</p><p>This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.</p><p>Note for developers: it’s desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.</p></body></html> - Distant land + Browse… - <html><head/><body><p>Use object paging for active cells grid.</p></body></html> + Collision is used for both physics simulation and navigation mesh generation for pathfinding. Cylinder gives the best consistency between available navigation paths and ability to move by them. Changing this value affects navigation mesh generation therefore navigation mesh disk cache generated for one value will not be useful with another. - Active grid object paging + Gameplay - <html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html> + <html><head/><body><p>If enabled, a magical ammunition is required to bypass normal weapon resistance or weakness. If disabled, a magical ranged weapon or a magical ammunition is required.</p></body></html> - Day night switch nodes + <html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> - Post Processing + cells - <html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html> + Shadows - Enable post processing + <html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html> - <html><head/><body><p>Re-render transparent objects with forced alpha clipping.</p></body></html> + <html><head/><body><p>64 game units is 1 real life yard or about 0.9 m</p></body></html> - Transparent postpass + unit(s) - <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> + <html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html> - Auto exposure speed + 512 - Audio + 1024 - Select your preferred audio device. + 2048 - Default + 4096 - This setting controls HRTF, which simulates 3D sound on stereo systems. + <html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html> - HRTF + <html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html> - Automatic + <html><head/><body><p>The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact.</p></body></html> - On + <html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html> - Select your preferred HRTF profile. + <html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html> - Interface + <html><head/><body><p>Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.</p><p>Has no effect if actor/player shadows are not enabled.</p></body></html> - <html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html> + <html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html> - GUI scaling factor + Lighting - <html><head/><body><p>Show the remaining duration of magic effects and lights if this setting is true. The remaining duration is displayed in the tooltip by hovering over the magical effect. </p><p>The default value is false.</p></body></html> + Tooltip - Show effect duration + Crosshair - <html><head/><body><p>If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you're talking to or the topic was previously seen. Color can be changed in settings.cfg.</p><p>The default value is false.</p></body></html> + Screenshots - Change dialogue topic color + <html><head/><body><p>Give actors an ability to swim over the water surface when they follow other actor independently from their ability to swim. Has effect only when nav mesh building is enabled.</p></body></html> - Size of characters in game texts. + <html><head/><body><p>Effects of reflected Absorb spells are not mirrored - like in Morrowind.</p></body></html> - Font size + <html><head/><body><p>Maximum distance at which lights will appear (measured in units).</p><p>Set this to 0 to use an unlimited distance.</p></body></html> - <html><head/><body><p>Enable zooming on local and global maps.</p></body></html> + <html><head/><body><p>Maximum number of lights per object.</p><p>A low number near default will cause light popping similar to what you would see with legacy lighting.</p></body></html> - Can zoom on maps + <html><head/><body><p>Fraction of maximum distance at which lights will start to fade.</p><p>Set this to a low value for slower transitions or a high value for quicker transitions.</p></body></html> - <html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html> + <html><head/><body><p>Set the internal handling of light sources.</p> +<p> "Legacy" always uses 8 lights per object and provides a lighting closest to an original game.</p> +<p>"Shaders (compatibility)" removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.</p> +<p> "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.</p></body></html> - <html><head/><body><p>If this setting is true, damage bonus of arrows and bolts will be shown on item tooltip.</p><p>The default value is false.</p></body></html> + Legacy - Show projectile damage + Shaders (compatibility) - <html><head/><body><p>If this setting is true, melee weapons reach and speed will be shown on item tooltip.</p><p>The default value is false.</p></body></html> + <html><head/><body><p>Multipler for bounding sphere of lights.</p><p>Higher numbers allows for smooth falloff but require an increase in number of max lights.</p><p>Does not effect the illumination or strength of lights.</p></body></html> - Show melee info + <html><head/><body><p>Minimum ambient interior brightness.</p><p>Increase this if you feel interiors are too dark.</p></body></html> - <html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html> + In third-person view, use the camera as the sound listener instead of the player character. - Stretch menu background + Permanent Barter Disposition Changes - Show owned objects + Classic Calm Spells Behavior - <html><head/><body><p>Whether or not the chance of success will be displayed in the enchanting menu.</p><p>The default value is false.</p></body></html> + NPCs Avoid Collisions - Show enchant chance + Soulgem Values Rebalance - <html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html> + Day Night Switch Nodes - Merchant equipping fix + Followers Defend Immediately - <html><head/><body><p>Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.</p></body></html> + Only Magical Ammo Bypass Resistance - Miscellaneous + Graphic Herbalism - Saves + Swim Upward Correction - <html><head/><body><p>This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.</p></body></html> + Enchanted Weapons Are Magical - Add "Time Played" to saves + Merchant Equipping Fix - JPG + Can Loot During Death Animation - PNG + Classic Reflected Absorb Spells Behavior - TGA + Unarmed Creature Attacks Damage Armor - Notify on saved screenshot + Affect Werewolves - Testing + Do Not Affect Werewolves - These settings are intended for testing mods and will cause issues if used for normal gameplay. + Background Physics Threads - <html><head/><body><p>OpenMW will capture control of the cursor if this setting is true.</p><p>In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.</p><p>This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.</p><p>Note for developers: it’s desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.</p></body></html> + Actor Collision Shape Type - Grab cursor + Axis-Aligned Bounding Box - Skip menu and generate default character + Rotating Box - Start default character at + Smooth Movement - default cell + Use Additional Animation Sources - Run script after startup: + Weapon Sheathing - Browse… + Shield Sheathing - Collision is used for both physics simulation and navigation mesh generation for pathfinding. Cylinder gives the best consistency between available navigation paths and ability to move by them. Changing this value affects navigation mesh generation therefore navigation mesh disk cache generated for one value will not be useful with another. + Player Movement Ignores Animation - Gameplay + Use Magic Item Animation - Always allow actors to follow over water + Auto Use Object Normal Maps - <html><head/><body><p>If enabled, a magical ammunition is required to bypass normal weapon resistance or weakness. If disabled, a magical ranged weapon or a magical ammunition is required.</p></body></html> + Soft Particles - Only magical ammo bypass resistance + Auto Use Object Specular Maps - Graphic herbalism + Auto Use Terrain Normal Maps - <html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> + Auto Use Terrain Specular Maps - Trainers choose offered skills by base value + Use Anti-Aliased Alpha Testing - Steal from knocked out actors in combat + Bump/Reflect Map Local Lighting - Factor strength into hand-to-hand combat + Weather Particle Occlusion - Background physics threads + Exponential Fog - Actor collision shape type + Radial Fog - Soft particles + Sky Blending Start - Weather particle occlusion + Sky Blending - cells + Object Paging Min Size - Shadows + Viewing Distance - bounds + Distant Land - primitives + Active Grid Object Paging - none + Transparent Postpass - <html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html> + Auto Exposure Speed - Shadow planes computation method + Enable Post Processing - <html><head/><body><p>64 game units is 1 real life yard or about 0.9 m</p></body></html> + Shadow Planes Computation Method - unit(s) + Enable Actor Shadows - <html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html> + Fade Start Multiplier - Enable actor shadows + Enable Player Shadows - 512 + Shadow Map Resolution - 1024 + Shadow Distance Limit: - 2048 + Enable Object Shadows - 4096 + Enable Indoor Shadows - <html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html> + Enable Terrain Shadows - Fade start multiplier + Maximum Light Distance - <html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html> + Max Lights - Enable player shadows + Lighting Method - <html><head/><body><p>The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact.</p></body></html> + Bounding Sphere Multiplier - Shadow map resolution + Minimum Interior Brightness - <html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html> + Audio Device - Shadow distance limit: + HRTF Profile - <html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html> + Tooltip and Crosshair - Enable object shadows + GUI Scaling Factor - <html><head/><body><p>Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.</p><p>Has no effect if actor/player shadows are not enabled.</p></body></html> + Show Effect Duration - Enable indoor shadows + Change Dialogue Topic Color - <html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html> + Font Size - Enable terrain shadows + Show Projectile Damage - Lighting + Show Melee Info - Lighting method + Stretch Menu Background - Audio device + Show Owned Objects - HRTF profile + Show Enchant Chance - Tooltip + Maximum Quicksaves - Crosshair + Screenshot Format - Tooltip and crosshair + Grab Cursor - Maximum quicksaves + Default Cell - Screenshots + Bounds - Screenshot format + Primitives - <html><head/><body><p>Give actors an ability to swim over the water surface when they follow other actor independently from their ability to swim. Has effect only when nav mesh building is enabled.</p></body></html> + None - <html><head/><body><p>Effects of reflected Absorb spells are not mirrored - like in Morrowind.</p></body></html> + Always Allow Actors to Follow over Water - <html><head/><body><p>Maximum distance at which lights will appear (measured in units).</p><p>Set this to 0 to use an unlimited distance.</p></body></html> + Racial Variation in Speed Fix - <html><head/><body><p>Maximum number of lights per object.</p><p>A low number near default will cause light popping similar to what you would see with legacy lighting.</p></body></html> + Use Navigation Mesh for Pathfinding - <html><head/><body><p>Fraction of maximum distance at which lights will start to fade.</p><p>Set this to a low value for slower transitions or a high value for quicker transitions.</p></body></html> + Trainers Choose Offered Skills by Base Value - <html><head/><body><p>Set the internal handling of light sources.</p> -<p> "Legacy" always uses 8 lights per object and provides a lighting closest to an original game.</p> -<p>"Shaders (compatibility)" removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.</p> -<p> "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.</p></body></html> + Steal from Knocked out Actors in Combat - Legacy + Factor Strength into Hand-to-Hand Combat - Shaders (compatibility) + Turn to Movement Direction - <html><head/><body><p>Multipler for bounding sphere of lights.</p><p>Higher numbers allows for smooth falloff but require an increase in number of max lights.</p><p>Does not effect the illumination or strength of lights.</p></body></html> + Adjust Coverage for Alpha Test - <html><head/><body><p>Minimum ambient interior brightness.</p><p>Increase this if you feel interiors are too dark.</p></body></html> + Use the Camera as the Sound Listener - In third-person view, use the camera as the sound listener instead of the player character. + Can Zoom on Maps - Use the camera as the sound listener + Add "Time Played" to Saves - Maximum light distance + Notify on Saved Screenshot - Max lights + Skip Menu and Generate Default Character - Bounding sphere multiplier + Start Default Character at - Minimum interior brightness + Run Script After Startup: diff --git a/files/lang/launcher_fr.ts b/files/lang/launcher_fr.ts index 3471fc6c5c..89f5cb1c9b 100644 --- a/files/lang/launcher_fr.ts +++ b/files/lang/launcher_fr.ts @@ -7,18 +7,10 @@ Content Files - - <html><head/><body><p>note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - - Data Directories - - <html><head/><body><p>note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - - Scan directories for likely data directories and append them at the end of the list. @@ -67,10 +59,6 @@ Move selected archive one position up - - <html><head/><body><p>note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - - Move selected archive one position down @@ -95,14 +83,6 @@ Cancel - - Remove unused tiles - - - - Max size - - MiB @@ -159,6 +139,26 @@ Ctrl+R + + <html><head/><body><p>Note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + + + + <html><head/><body><p>Note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + + + + <html><head/><body><p>Note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + + + + Remove Unused Tiles + + + + Max Size + + GraphicsPage @@ -227,27 +227,27 @@ - Window mode + Resolution - Framerate limit + Window Mode - Window border + Framerate Limit - Resolution + Window Border - Anti-aliasing + Anti-Aliasing - Vertical synchronization + Vertical Synchronization @@ -270,29 +270,29 @@ - File to import settings from: + Browse... - Browse... + Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters, +so OpenMW provides another set of fonts to avoid these issues. These fonts use TrueType technology and are quite similar +to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts. - Import add-on and plugin selection (creates a new Content List) + Run &Settings Importer - Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters, -so OpenMW provides another set of fonts to avoid these issues. These fonts use TrueType technology and are quite similar -to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts. + File to Import Settings From: - Import bitmap fonts setup + Import Bitmap Fonts - Run &Settings Importer + Import Add-on and Plugin Selection @@ -607,848 +607,848 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov - Permanent barter disposition changes + <html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html> - <html><head/><body><p>Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.</p></body></html> + <html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html> - Followers defend immediately + Uncapped Damage Fatigue - <html><head/><body><p>Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.</p><p>This means that unlike Morrowind you will be able to knock down actors using this effect.</p></body></html> + <html><head/><body><p>Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.</p></body></html> - Uncapped Damage Fatigue + <html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html> - <html><head/><body><p>Stops combat with NPCs affected by Calm spells every frame -- like in Morrowind without the MCP.</p></body></html> + <html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html> - Classic Calm spells behavior + <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> - <html><head/><body><p>Make the value of filled soul gems dependent only on soul magnitude.</p></body></html> + <html><head/><body><p><a name="docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0"/>When enabled, a navigation mesh is built in the background for world geometry to be used for pathfinding. When disabled only the path grid is used to build paths. Single-core CPU systems may have a big performance impact on existing interior location and moving across the exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and cast a firebolt.</p></body></html> - Soulgem values rebalance + <html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html> - <html><head/><body><p>Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.</p></body></html> + <html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html> - Swim upward correction + <html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html> - Enchanted weapons are magical + <html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html> - <html><head/><body><p>Make stealing items from NPCs that were knocked down possible during combat.</p></body></html> + Off - Classic reflected Absorb spells behavior + <html><head/><body><p>How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread.</p><p>A value greater than 1 requires the Bullet library be compiled with multithreading support.</p></body></html> - <html><head/><body><p><a name="docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0"/>When enabled, a navigation mesh is built in the background for world geometry to be used for pathfinding. When disabled only the path grid is used to build paths. Single-core CPU systems may have a big performance impact on existing interior location and moving across the exterior world. May slightly affect performance on multi-core CPU systems. Multi-core CPU systems may have different latency for nav mesh update depending on other settings and system performance. Moving across external world, entering/exiting location produce nav mesh update. NPC and creatures may not be able to find path before nav mesh is built around them. Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and cast a firebolt.</p></body></html> + Cylinder - Use navigation mesh for pathfinding + Visuals - <html><head/><body><p>If enabled NPCs apply evasion maneuver to avoid collisions with others.</p></body></html> + Animations - NPCs avoid collisions + <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> - <html><head/><body><p>Don't use race weight in NPC movement speed calculations.</p></body></html> + <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> - Racial variation in speed fix + <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> - <html><head/><body><p>If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.</p><p>If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.</p></body></html> + <html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html> - Can loot during death animation + <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> - <html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html> + <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> - Unarmed creature attacks damage armor + <html><head/><body><p>In third person, the camera will sway along with the movement animations of the player. Enabling this option disables this swaying by having the player character move independently of its animation. This was the default behavior of OpenMW 0.48 and earlier.</p></body></html> - Off + Shaders - Affect werewolves + <html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately + (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). + If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.</p></body></html> - Do not affect werewolves + <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> - <html><head/><body><p>How many threads will be spawned to compute physics update in the background. A value of 0 means that the update will be performed in the main thread.</p><p>A value greater than 1 requires the Bullet library be compiled with multithreading support.</p></body></html> + <html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately + (see 'specular map pattern', e.g. for a base texture foo.dds, + the specular map texture would have to be named foo_spec.dds). + If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file + (.osg file, not supported in .nif files). Affects objects.</p></body></html> - Axis-aligned bounding box + <html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html> - Rotating box + <html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark. + Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option. + Affected objects will use shaders. + </p></body></html> - Cylinder + <html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</p></body></html> - Visuals + <html><head/><body><p>Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.</p></body></html> - Animations + <html><head/><body><p>Simulate coverage-preserving mipmaps to prevent alpha-tested meshes shrinking as they get further away. Will cause meshes whose textures have coverage-preserving mipmaps to grow, though, so refer to mod installation instructions for how to set this.</p></body></html> - <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> + <html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html> - Use magic item animation + Fog - <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> + <html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. + This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html> - Smooth movement + <html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html> - <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> + <html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html> - Use additional animation sources + <html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html> - <html><head/><body><p>Affects side and diagonal movement. Enabling this setting makes movement more realistic.</p><p>If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.</p><p>If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.</p></body></html> + Terrain - Turn to movement direction + <html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</p></body></html> - <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> + <html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html> - Weapon sheathing + <html><head/><body><p>Use object paging for active cells grid.</p></body></html> - <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> + <html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html> - Shield sheathing + Post Processing - <html><head/><body><p>In third person, the camera will sway along with the movement animations of the player. Enabling this option disables this swaying by having the player character move independently of its animation. This was the default behavior of OpenMW 0.48 and earlier.</p></body></html> + <html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html> - Player movement ignores animation + <html><head/><body><p>Re-render transparent objects with forced alpha clipping.</p></body></html> - Shaders + <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> - <html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately - (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). - If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.</p></body></html> + Audio - Auto use object normal maps + Select your preferred audio device. - <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> + Default - Auto use terrain normal maps + This setting controls HRTF, which simulates 3D sound on stereo systems. - <html><head/><body><p>If this option is enabled, specular maps are automatically recognized and used if they are named appropriately - (see 'specular map pattern', e.g. for a base texture foo.dds, - the specular map texture would have to be named foo_spec.dds). - If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file - (.osg file, not supported in .nif files). Affects objects.</p></body></html> + HRTF - Auto use object specular maps + Automatic - <html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html> + On - Auto use terrain specular maps + Select your preferred HRTF profile. - <html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark. - Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option. - Affected objects will use shaders. - </p></body></html> + Interface - Bump/reflect map local lighting + <html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html> - <html><head/><body><p>Allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation. Can negatively impact performance.</p></body></html> + <html><head/><body><p>Show the remaining duration of magic effects and lights if this setting is true. The remaining duration is displayed in the tooltip by hovering over the magical effect. </p><p>The default value is false.</p></body></html> - Use anti-aliased alpha testing + <html><head/><body><p>If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you're talking to or the topic was previously seen. Color can be changed in settings.cfg.</p><p>The default value is false.</p></body></html> - <html><head/><body><p>Enables soft particles for particle effects. This technique softens the intersection between individual particles and other opaque geometry by blending between them.</p></body></html> + Size of characters in game texts. - <html><head/><body><p>Simulate coverage-preserving mipmaps to prevent alpha-tested meshes shrinking as they get further away. Will cause meshes whose textures have coverage-preserving mipmaps to grow, though, so refer to mod installation instructions for how to set this.</p></body></html> + <html><head/><body><p>Enable zooming on local and global maps.</p></body></html> - Adjust coverage for alpha test + <html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html> - <html><head/><body><p>EXPERIMENTAL: Stop rain and snow from falling through overhangs and roofs.</p></body></html> + <html><head/><body><p>If this setting is true, damage bonus of arrows and bolts will be shown on item tooltip.</p><p>The default value is false.</p></body></html> - Fog + <html><head/><body><p>If this setting is true, melee weapons reach and speed will be shown on item tooltip.</p><p>The default value is false.</p></body></html> - <html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. - This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html> + <html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html> - Radial fog + <html><head/><body><p>Whether or not the chance of success will be displayed in the enchanting menu.</p><p>The default value is false.</p></body></html> - <html><head/><body><p>Use exponential fog formula. By default, linear fog is used.</p></body></html> + <html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html> - Exponential fog + <html><head/><body><p>Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.</p></body></html> - <html><head/><body><p>Reduce visibility of clipping plane by blending objects with the sky.</p></body></html> + Miscellaneous - Sky blending + Saves - <html><head/><body><p>The fraction of the maximum distance at which blending with the sky starts.</p></body></html> + <html><head/><body><p>This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.</p></body></html> - Sky blending start + JPG - Terrain + PNG - Viewing distance + TGA - <html><head/><body><p>Controls how large an object must be to be visible in the scene. The object’s size is divided by its distance to the camera and the result of the division is compared with this value. The smaller this value is, the more objects you will see in the scene.</p></body></html> + Testing - Object paging min size + These settings are intended for testing mods and will cause issues if used for normal gameplay. - <html><head/><body><p>If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.</p></body></html> + <html><head/><body><p>OpenMW will capture control of the cursor if this setting is true.</p><p>In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.</p><p>This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.</p><p>Note for developers: it’s desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.</p></body></html> - Distant land + Browse… - <html><head/><body><p>Use object paging for active cells grid.</p></body></html> + Collision is used for both physics simulation and navigation mesh generation for pathfinding. Cylinder gives the best consistency between available navigation paths and ability to move by them. Changing this value affects navigation mesh generation therefore navigation mesh disk cache generated for one value will not be useful with another. - Active grid object paging + Gameplay - <html><head/><body><p>If this setting is true, supporting models will make use of day night switch nodes.</p></body></html> + <html><head/><body><p>If enabled, a magical ammunition is required to bypass normal weapon resistance or weakness. If disabled, a magical ranged weapon or a magical ammunition is required.</p></body></html> - Day night switch nodes + <html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> - Post Processing + cells - <html><head/><body><p>If this setting is true, post processing will be enabled.</p></body></html> + Shadows - Enable post processing + <html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html> - <html><head/><body><p>Re-render transparent objects with forced alpha clipping.</p></body></html> + <html><head/><body><p>64 game units is 1 real life yard or about 0.9 m</p></body></html> - Transparent postpass + unit(s) - <html><head/><body><p>Controls how much eye adaptation can change from frame to frame. Smaller values makes for slower transitions.</p></body></html> + <html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html> - Auto exposure speed + 512 - Audio + 1024 - Select your preferred audio device. + 2048 - Default + 4096 - This setting controls HRTF, which simulates 3D sound on stereo systems. + <html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html> - HRTF + <html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html> - Automatic + <html><head/><body><p>The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact.</p></body></html> - On + <html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html> - Select your preferred HRTF profile. + <html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html> - Interface + <html><head/><body><p>Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.</p><p>Has no effect if actor/player shadows are not enabled.</p></body></html> - <html><head/><body><p>This setting scales GUI windows. A value of 1.0 results in the normal scale.</p></body></html> + <html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html> - GUI scaling factor + Lighting - <html><head/><body><p>Show the remaining duration of magic effects and lights if this setting is true. The remaining duration is displayed in the tooltip by hovering over the magical effect. </p><p>The default value is false.</p></body></html> + Tooltip - Show effect duration + Crosshair - <html><head/><body><p>If this setting is true, dialogue topics will have a different color if the topic is specific to the NPC you're talking to or the topic was previously seen. Color can be changed in settings.cfg.</p><p>The default value is false.</p></body></html> + Screenshots - Change dialogue topic color + <html><head/><body><p>Give actors an ability to swim over the water surface when they follow other actor independently from their ability to swim. Has effect only when nav mesh building is enabled.</p></body></html> - Size of characters in game texts. + <html><head/><body><p>Effects of reflected Absorb spells are not mirrored - like in Morrowind.</p></body></html> - Font size + <html><head/><body><p>Maximum distance at which lights will appear (measured in units).</p><p>Set this to 0 to use an unlimited distance.</p></body></html> - <html><head/><body><p>Enable zooming on local and global maps.</p></body></html> + <html><head/><body><p>Maximum number of lights per object.</p><p>A low number near default will cause light popping similar to what you would see with legacy lighting.</p></body></html> - Can zoom on maps + <html><head/><body><p>Fraction of maximum distance at which lights will start to fade.</p><p>Set this to a low value for slower transitions or a high value for quicker transitions.</p></body></html> - <html><head/><body><p>If this setting is true, containers supporting graphic herbalism will do so instead of opening the menu.</p></body></html> + <html><head/><body><p>Set the internal handling of light sources.</p> +<p> "Legacy" always uses 8 lights per object and provides a lighting closest to an original game.</p> +<p>"Shaders (compatibility)" removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.</p> +<p> "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.</p></body></html> - <html><head/><body><p>If this setting is true, damage bonus of arrows and bolts will be shown on item tooltip.</p><p>The default value is false.</p></body></html> + Legacy - Show projectile damage + Shaders (compatibility) - <html><head/><body><p>If this setting is true, melee weapons reach and speed will be shown on item tooltip.</p><p>The default value is false.</p></body></html> + <html><head/><body><p>Multipler for bounding sphere of lights.</p><p>Higher numbers allows for smooth falloff but require an increase in number of max lights.</p><p>Does not effect the illumination or strength of lights.</p></body></html> - Show melee info + <html><head/><body><p>Minimum ambient interior brightness.</p><p>Increase this if you feel interiors are too dark.</p></body></html> - <html><head/><body><p>Stretch menus, load screens, etc. to the window aspect ratio.</p></body></html> + In third-person view, use the camera as the sound listener instead of the player character. - Stretch menu background + Permanent Barter Disposition Changes - Show owned objects + Classic Calm Spells Behavior - <html><head/><body><p>Whether or not the chance of success will be displayed in the enchanting menu.</p><p>The default value is false.</p></body></html> + NPCs Avoid Collisions - Show enchant chance + Soulgem Values Rebalance - <html><head/><body><p>Prevents merchants from equipping items that are sold to them.</p></body></html> + Day Night Switch Nodes - Merchant equipping fix + Followers Defend Immediately - <html><head/><body><p>Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.</p></body></html> + Only Magical Ammo Bypass Resistance - Miscellaneous + Graphic Herbalism - Saves + Swim Upward Correction - <html><head/><body><p>This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.</p></body></html> + Enchanted Weapons Are Magical - Add "Time Played" to saves + Merchant Equipping Fix - JPG + Can Loot During Death Animation - PNG + Classic Reflected Absorb Spells Behavior - TGA + Unarmed Creature Attacks Damage Armor - Notify on saved screenshot + Affect Werewolves - Testing + Do Not Affect Werewolves - These settings are intended for testing mods and will cause issues if used for normal gameplay. + Background Physics Threads - <html><head/><body><p>OpenMW will capture control of the cursor if this setting is true.</p><p>In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.</p><p>This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.</p><p>Note for developers: it’s desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.</p></body></html> + Actor Collision Shape Type - Grab cursor + Axis-Aligned Bounding Box - Skip menu and generate default character + Rotating Box - Start default character at + Smooth Movement - default cell + Use Additional Animation Sources - Run script after startup: + Weapon Sheathing - Browse… + Shield Sheathing - Collision is used for both physics simulation and navigation mesh generation for pathfinding. Cylinder gives the best consistency between available navigation paths and ability to move by them. Changing this value affects navigation mesh generation therefore navigation mesh disk cache generated for one value will not be useful with another. + Player Movement Ignores Animation - Gameplay + Use Magic Item Animation - Always allow actors to follow over water + Auto Use Object Normal Maps - <html><head/><body><p>If enabled, a magical ammunition is required to bypass normal weapon resistance or weakness. If disabled, a magical ranged weapon or a magical ammunition is required.</p></body></html> + Soft Particles - Only magical ammo bypass resistance + Auto Use Object Specular Maps - Graphic herbalism + Auto Use Terrain Normal Maps - <html><head/><body><p>Make enchanted weapons without Magical flag bypass normal weapons resistance, like in Morrowind.</p></body></html> + Auto Use Terrain Specular Maps - Trainers choose offered skills by base value + Use Anti-Aliased Alpha Testing - Steal from knocked out actors in combat + Bump/Reflect Map Local Lighting - Factor strength into hand-to-hand combat + Weather Particle Occlusion - Background physics threads + Exponential Fog - Actor collision shape type + Radial Fog - Soft particles + Sky Blending Start - Weather particle occlusion + Sky Blending - cells + Object Paging Min Size - Shadows + Viewing Distance - bounds + Distant Land - primitives + Active Grid Object Paging - none + Transparent Postpass - <html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html> + Auto Exposure Speed - Shadow planes computation method + Enable Post Processing - <html><head/><body><p>64 game units is 1 real life yard or about 0.9 m</p></body></html> + Shadow Planes Computation Method - unit(s) + Enable Actor Shadows - <html><head/><body><p>Enable shadows for NPCs and creatures besides the player character. May have a minor performance impact.</p></body></html> + Fade Start Multiplier - Enable actor shadows + Enable Player Shadows - 512 + Shadow Map Resolution - 1024 + Shadow Distance Limit: - 2048 + Enable Object Shadows - 4096 + Enable Indoor Shadows - <html><head/><body><p>The fraction of the limit above at which shadows begin to gradually fade away.</p></body></html> + Enable Terrain Shadows - Fade start multiplier + Maximum Light Distance - <html><head/><body><p>Enable shadows exclusively for the player character. May have a very minor performance impact.</p></body></html> + Max Lights - Enable player shadows + Lighting Method - <html><head/><body><p>The resolution of each individual shadow map. Increasing it significantly improves shadow quality but may have a minor performance impact.</p></body></html> + Bounding Sphere Multiplier - Shadow map resolution + Minimum Interior Brightness - <html><head/><body><p>The distance from the camera at which shadows completely disappear.</p></body></html> + Audio Device - Shadow distance limit: + HRTF Profile - <html><head/><body><p>Enable shadows for primarily inanimate objects. May have a significant performance impact.</p></body></html> + Tooltip and Crosshair - Enable object shadows + GUI Scaling Factor - <html><head/><body><p>Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.</p><p>Has no effect if actor/player shadows are not enabled.</p></body></html> + Show Effect Duration - Enable indoor shadows + Change Dialogue Topic Color - <html><head/><body><p>Enable shadows for the terrain including distant terrain. May have a significant performance and shadow quality impact.</p></body></html> + Font Size - Enable terrain shadows + Show Projectile Damage - Lighting + Show Melee Info - Lighting method + Stretch Menu Background - Audio device + Show Owned Objects - HRTF profile + Show Enchant Chance - Tooltip + Maximum Quicksaves - Crosshair + Screenshot Format - Tooltip and crosshair + Grab Cursor - Maximum quicksaves + Default Cell - Screenshots + Bounds - Screenshot format + Primitives - <html><head/><body><p>Give actors an ability to swim over the water surface when they follow other actor independently from their ability to swim. Has effect only when nav mesh building is enabled.</p></body></html> + None - <html><head/><body><p>Effects of reflected Absorb spells are not mirrored - like in Morrowind.</p></body></html> + Always Allow Actors to Follow over Water - <html><head/><body><p>Maximum distance at which lights will appear (measured in units).</p><p>Set this to 0 to use an unlimited distance.</p></body></html> + Racial Variation in Speed Fix - <html><head/><body><p>Maximum number of lights per object.</p><p>A low number near default will cause light popping similar to what you would see with legacy lighting.</p></body></html> + Use Navigation Mesh for Pathfinding - <html><head/><body><p>Fraction of maximum distance at which lights will start to fade.</p><p>Set this to a low value for slower transitions or a high value for quicker transitions.</p></body></html> + Trainers Choose Offered Skills by Base Value - <html><head/><body><p>Set the internal handling of light sources.</p> -<p> "Legacy" always uses 8 lights per object and provides a lighting closest to an original game.</p> -<p>"Shaders (compatibility)" removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.</p> -<p> "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.</p></body></html> + Steal from Knocked out Actors in Combat - Legacy + Factor Strength into Hand-to-Hand Combat - Shaders (compatibility) + Turn to Movement Direction - <html><head/><body><p>Multipler for bounding sphere of lights.</p><p>Higher numbers allows for smooth falloff but require an increase in number of max lights.</p><p>Does not effect the illumination or strength of lights.</p></body></html> + Adjust Coverage for Alpha Test - <html><head/><body><p>Minimum ambient interior brightness.</p><p>Increase this if you feel interiors are too dark.</p></body></html> + Use the Camera as the Sound Listener - In third-person view, use the camera as the sound listener instead of the player character. + Can Zoom on Maps - Use the camera as the sound listener + Add "Time Played" to Saves - Maximum light distance + Notify on Saved Screenshot - Max lights + Skip Menu and Generate Default Character - Bounding sphere multiplier + Start Default Character at - Minimum interior brightness + Run Script After Startup: diff --git a/files/lang/launcher_ru.ts b/files/lang/launcher_ru.ts index 52499b7b3c..a02ca403df 100644 --- a/files/lang/launcher_ru.ts +++ b/files/lang/launcher_ru.ts @@ -84,11 +84,11 @@ Отменить - Remove unused tiles + Remove Unused Tiles Удалить неиспользуемые тайлы - Max size + Max Size Максимальный размер @@ -148,16 +148,16 @@ Ctrl+R - <html><head/><body><p>note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - <html><head/><body><p>подсказка: файлы данных, не включенные в текущий список, <span style=" font-style:italic;font-weight: bold">выделены</span></p></body></html> + <html><head/><body><p>Note: content files that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + <html><head/><body><p>Подсказка: файлы данных, не включенные в текущий список, <span style=" font-style:italic;font-weight: bold">выделены</span></p></body></html> - <html><head/><body><p>note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - <html><head/><body><p>подсказка: директории, не включенные в текущий список, <span style=" font-style:italic;font-weight: bold">выделены</span></p></body></html> + <html><head/><body><p>Note: directories that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + <html><head/><body><p>Подсказка: директории, не включенные в текущий список, <span style=" font-style:italic;font-weight: bold">выделены</span></p></body></html> - <html><head/><body><p>note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> - <html><head/><body><p>подсказка: архивы, не включенные в текущий список, <span style=" font-style:italic;font-weight: bold">выделены</span></p></body></html> + <html><head/><body><p>Note: archives that are not part of current Content List are <span style=" font-style:italic;font-weight: bold">highlighted</span></p></body></html> + <html><head/><body><p>Подсказка: архивы, не включенные в текущий список, <span style=" font-style:italic;font-weight: bold">выделены</span></p></body></html> @@ -227,15 +227,15 @@ Экран - Window mode + Window Mode Режим окна - Framerate limit + Framerate Limit Максимум кадров в секунду - Window border + Window Border Рамка окна @@ -243,11 +243,11 @@ Разрешение экрана - Anti-aliasing + Anti-Aliasing Сглаживание - Vertical synchronization + Vertical Synchronization Вертикальная синхронизация @@ -270,7 +270,7 @@ Импорт настроек из Morrowind - File to import settings from: + File to Import Settings From: Импортировать настройки из файла: @@ -278,8 +278,8 @@ Выбрать... - Import add-on and plugin selection (creates a new Content List) - Импортировать подключенные плагины (создает новый список плагинов) + Import Add-on and Plugin Selection + Импортировать список подключенных аддонов и плагинов Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters, @@ -290,7 +290,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Включите эту опцию, если вы все равно хотите использовать оригинальные шрифты вместо шрифтов OpenMW, или если вы используете сторонние растровые шрифты. - Import bitmap fonts setup + Import Bitmap Fonts Импортировать растровые шрифты @@ -609,7 +609,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Делает изменение отношения торговцев к персонажу игрока из-за торговли постоянным.</p></body></html> - Permanent barter disposition changes + Permanent Barter Disposition Changes Постоянная смена отношения торговцев @@ -617,7 +617,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Немедленно вводить спутников персонажа игрока в бой с противниками, начавшими бой с ними или персонажем игрока. Если настройка отключена, они не вступят в бой до первой атаки от противников или игрока.</p></body></html> - Followers defend immediately + Followers Defend Immediately Спутники защищаются сразу @@ -633,7 +633,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Предотвращает вступление в бой персонажей, подвергнутых эффектам Усмирения, каждый кадр - как в Morrowind без MCP.</p></body></html> - Classic Calm spells behavior + Classic Calm Spells Behavior Классическое поведение Усмирения @@ -641,7 +641,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Делает стоимость заполненных камней душ зависимой только от силы души.</p></body></html> - Soulgem values rebalance + Soulgem Values Rebalance Ребаланс стоимости камней душ @@ -649,11 +649,11 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Делает так, чтобы персонаж плыл немного вверх относительно камеры в режиме от третьего лица. Предназначено для того, чтобы было проще плыть по поверхности воды без погружения в нее.</p></body></html> - Swim upward correction + Swim Upward Correction Коррекция при плавании вверх - Enchanted weapons are magical + Enchanted Weapons Are Magical Зачарованное оружие - магическое @@ -665,7 +665,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Эффекты отраженных заклинаний Поглощения не отзеркаливаются - как в Morrowind.</p></body></html> - Classic reflected Absorb spells behavior + Classic Reflected Absorb Spells Behavior Классическое поведение Поглощения @@ -673,7 +673,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Когда включено, NPC пытаются избегать столкновения с другими персонажами.</p></body></html> - NPCs avoid collisions + NPCs Avoid Collisions Персонажи избегают столкновения @@ -681,7 +681,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Не учитывать множитель веса расы при вычислении скорости перемещения.</p></body></html> - Racial variation in speed fix + Racial Variation in Speed Fix Фикс влияния веса рас на Скорость @@ -689,7 +689,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Когда эта настройка включена, игрок может обыскивать тела персонажей (например, призванных существ) во время анимации их смерти, если они не находятся в бою. Если при этом игрок убрал тело, то нам приходится сразу увеличивать счетчик количества погибших и запускать скрипт удаленного персонажа.</p><p>Когда эта настройка отключена, игроку всегда придется ждать завершения анимации смерти. В основном предотвращает эксплойт с призванными существами (сбор дорогого оружия с дремор и золотых святых). Конфликтует с модами на манекены, которые используют команду SkipAnim для предотвращения завершения анимации смерти.</p></body></html> - Can loot during death animation + Can Loot During Death Animation Обыск тел во время анимации смерти @@ -701,7 +701,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Позволяет атакам существ без оружия повреждать броню цели, по аналогии с атаками оружием.</p></body></html> - Unarmed creature attacks damage armor + Unarmed Creature Attacks Damage Armor Атаки существ повреждают броню @@ -709,11 +709,11 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Отключено - Affect werewolves + Affect Werewolves Включая оборотней - Do not affect werewolves + Do Not Affect Werewolves Не включая оборотней @@ -725,11 +725,11 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Форма объектов столкновений, используемых для физики и поиска путей с помощью навигационной сетки. Цилиндры дают лучшую совместимость между поиском путей и возможностью двигаться по ним. Изменение значения этой настройки влияет на создание навигационной сетки, поэтому сетка, сгенерированная с одним значением, не может быть использована для другого. - Axis-aligned bounding box + Axis-Aligned Bounding Box Параллелепипед - Rotating box + Rotating Box Вращающийся параллелепипед @@ -749,7 +749,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Использовать анимации сотворения заклинаний для магических предметов, по аналогии с заклинаниями.</p></body></html> - Use magic item animation + Use Magic Item Animation Анимации магических предметов @@ -757,7 +757,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Делает перемещение персонажей более плавным. Рекомендуется использовать совместно с настройкой "Поворот в направлении движения".</p></body></html> - Smooth movement + Smooth Movement Плавное перемещение @@ -765,7 +765,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Загружать KF-файлы и файлы скелетов из директории Animations</p></body></html> - Use additional animation sources + Use Additional Animation Sources Использовать источники анимаций @@ -773,7 +773,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Влияет на перемещение по диагонали и в сторону. Включение этой настройки делает перемещение более реалистичным.</p><p>При ее выключении тело персонажа всегда целиком направлено в направлении движения. Так как в игре нет анимаций для движения по диагонали, из-за этого получается скольжение.</p><p>Когда настройка включена, только ноги персонажа поворачиваются в направлении движения. Верхняя часть тела поворачивается частично. Голова всегда смотрит в одном направлении с камерой. В бою этот режим работает только для движения по диагонали, вне боя он также влияет на движение влево и вправо. Также во время плавания тело персонажа поворачивается в направлении движения.</p></body></html> - Turn to movement direction + Turn to Movement Direction Поворот в направлении движения @@ -781,7 +781,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Отображать зачехленное оружие (с колчанами и ножнами). Требует ресурсы из модов.</p></body></html> - Weapon sheathing + Weapon Sheathing Зачехление оружия @@ -789,7 +789,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Отображать щиты на спине. Требует ресурсы из модов.</p></body></html> - Shield sheathing + Shield Sheathing Зачехление щитов @@ -805,7 +805,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Когда настройка отключена, карты используются, только если они явно заданы в модели (.nif или .osg). Влияет на объекты.</p></body></html> - Auto use object normal maps + Auto Use Object Normal Maps Карты нормалей объектов @@ -813,7 +813,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>См. 'Карты нормалей объектов'. Влияет на ландшафт.</p></body></html> - Auto use terrain normal maps + Auto Use Terrain Normal Maps Карты нормалей ландшафта @@ -829,7 +829,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov (.osg-моделях, они не поддерживаются в .nif-моделях). Влияет на объекты.</p></body></html> - Auto use object specular maps + Auto Use Object Specular Maps Спекулярные карты объектов @@ -837,7 +837,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Если существует файл с маской, заданной с помощью настройки 'terrain specular map pattern' то он будет использоваться в качестве спекулярной карты. Он должен представлять собой текстуру, содержащую цвет слоя в RGB-канале и мощность спекулярного освещения в альфа-канале.</p></body></html> - Auto use terrain specular maps + Auto Use Terrain Specular Maps Спекулярные карты ландшафта @@ -851,7 +851,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov </p></body></html> - Bump/reflect map local lighting + Bump/Reflect Map Local Lighting Локальное освещение карт отражений @@ -859,7 +859,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Позволяет MSAA работать с моделями с альфа-тестированием, что позволяет улучшить отображение граней и избежать их пикселизации. Может снизить производительность.</p></body></html> - Use anti-aliased alpha testing + Use Anti-Aliased Alpha Testing Сглаживание альфа-тестирования @@ -871,7 +871,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Эмуляция сохранения покрытия в MIP-картах, чтобы модели с альфа-тестированием не усыхали по мере удаления от камеры. Однако если MIP-карты на уровне самих текстур уже созданы с сохранением покрытия, покрытие будет расти по мере удаления от камеры, так что читайте инструкции к вашим модам.</p></body></html> - Adjust coverage for alpha test + Adjust Coverage for Alpha Test Покрытие альфа-тестирования @@ -889,7 +889,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov С этой настройкой плотность тумана для объекта зависит от расстояния от камеры до объекта (т.н. евклидово расстояние), благодаря чему туман выглядит не так искусственно, особенно при большом поле зрения.</p></body></html> - Radial fog + Radial Fog Радиальный туман @@ -897,7 +897,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Использование экспоненциальной формулы для тумана. По умолчанию используется линейный туман.</p></body></html> - Exponential fog + Exponential Fog Экспоненциальный туман @@ -905,7 +905,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Снизить видимость плоскости отсечения с помощью смешения объектов с небом.</p></body></html> - Sky blending + Sky Blending Смешивать с небом @@ -913,7 +913,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Множитель расстояния обзора, определяющий начало смешения.</p></body></html> - Sky blending start + Sky Blending Start Минимальное расстояние смешения @@ -921,7 +921,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Ландшафт - Viewing distance + Viewing Distance Расстояние обзора @@ -929,7 +929,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Определяет, насколько большим должен быть объект, чтобы отображаться на удаленном ландшафте. Для этого размер объекта делится на его расстояние до камеры, и результат сравнивается со значением этой настройки. Чем меньше значение, тем больше объектов будет отображаться в сцене.</p></body></html> - Object paging min size + Object Paging Min Size Минимальный размер склеиваемых объектов @@ -937,7 +937,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Когда включено, на удаленном ландшафте будут отображаться объекты, склеенные вместе с помощью специального алгоритма. Когда выключено, будет отображаться только сам ландшафт.</p></body></html> - Distant land + Distant Land Удаленный ландшафт @@ -945,7 +945,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Склеивать объекты в активных ячейках.</p></body></html> - Active grid object paging + Active Grid Object Paging Склеивание в активных ячейках @@ -953,7 +953,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Если эта настройка включена, модели с поддержкой переключения в зависимости от времени суток будут ее использовать.</p></body></html> - Day night switch nodes + Day Night Switch Nodes Переключение узлов дня и ночи @@ -965,7 +965,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Если эта настройка включена, то будет включена постобработка графики.</p></body></html> - Enable post processing + Enable Post Processing Включить постобработку @@ -973,7 +973,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Отрисовывать прозрачные объекты заново - со строгой границей прозрачности.</p></body></html> - Transparent postpass + Transparent Postpass Дополнительный проход для прозрачных объектов @@ -981,7 +981,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Определяет, насколько быстро может меняться эффект аккомодации глаза от кадра к кадру. Более низкие значения означают более медленные преобразования.</p></body></html> - Auto exposure speed + Auto Exposure Speed Скорость автоматической экспозиции @@ -1025,7 +1025,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Эта настройка отвечает за масштабирование окон внутриигрового интерфейса. Значение 1.0 соответствует нормальному размеру интерфейса.</p></body></html> - GUI scaling factor + GUI Scaling Factor Масштаб интерфейса @@ -1033,7 +1033,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Когда настройка включена, в подсказке, всплывающей при наведении курсора на иконку магического эффекта, будет отображаться оставшаяся длительность магического эффекта или источника света.</p><p>По умолчанию настройка отключена.</p></body></html> - Show effect duration + Show Effect Duration Показывать длительность эффектов @@ -1041,7 +1041,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Если эта настройка включена, у тем диалогов будет другой цвет, если у вашего собеседника есть уникальная реплика по заданной теме, или же если вы уже видели текст темы. Цвета могут быть настроены через settings.cfg.</p><p>По умолчанию настройка отключена.</p></body></html> - Change dialogue topic color + Change Dialogue Topic Color Смена цвета тем для диалогов @@ -1049,7 +1049,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Размер символов в текстах. - Font size + Font Size Размер шрифтов @@ -1057,7 +1057,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Включить возможность масштабирования на локальной и глобальной картах.</p></body></html> - Can zoom on maps + Can Zoom on Maps Включить масштабирование карты @@ -1069,7 +1069,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Если эта настройка включена, на всплывающих подсказках стрел и болтов будет показан их бонус к урону.</p><p>По умолчанию настройка выключена.</p></body></html> - Show projectile damage + Show Projectile Damage Показывать урон снарядов @@ -1077,7 +1077,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Если эта настройка включена, на всплывающих подсказках оружия ближнего боя будут показаны его дальность и скорость атаки.</p><p>По умолчанию настройка выключена.</p></body></html> - Show melee info + Show Melee Info Показывать информацию об оружии @@ -1085,11 +1085,11 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Растягивать фон меню, экранов загрузки и т.д., чтобы изображение соответствовало соотношению сторон выбранного разрешения экрана.</p></body></html> - Stretch menu background + Stretch Menu Background Растягивать фон меню - Show owned objects + Show Owned Objects Выделять объекты с владельцами @@ -1097,7 +1097,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Показывать шанс успеха в меню зачарования, или же нет.</p><p>По умолчанию настройка выключена.</p></body></html> - Show enchant chance + Show Enchant Chance Показывать шанс успеха зачарования @@ -1105,7 +1105,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Предотвращает экипировку торговцами предметов, которые им проданы.</p></body></html> - Merchant equipping fix + Merchant Equipping Fix Фикс экипировки предметов торговцами @@ -1125,7 +1125,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Эта настройка определяет, будет ли отображаться время с начала новой игры для выбранного сохранения в меню загрузки.</p></body></html> - Add "Time Played" to saves + Add "Time Played" to Saves Выводить "Время в игре" в сохранениях @@ -1141,7 +1141,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov TGA - Notify on saved screenshot + Notify on Saved Screenshot Уведомление при сохранении снимка @@ -1157,23 +1157,23 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Когда эта настройка включена, OpenMW будет управлять курсором мыши.</p><p>В “режиме обзора”, OpenMW будет захватывать курсор в центре экрана вне зависимости от значения этой настройки (потому что курсор всегда расположен по центру в окне OpenMW). Однако в режиме меню эта настройка определяет поведение выхода курсора за пределы окна OpenMW. Если настройка включена, курсор остановится на краю окна, предотвращая доступ к другим приложениям. Если выключена, курсор может свободно перемещаться по рабочему столу.</p><p>Эта настройка не применяется к экрану, на котором нажата клавиша “Escape” (там курсор никогда не захватывается). Вне зависимости от значения этой настройки “Alt-Tab” и некоторые другие зависимые от операционной системы комбинации клавиш могут быть использованы, чтобы вернуть управление курсором операционной системе. Эта настройка также взаимодействует с настройкой "minimize on focus loss", определяя, что именно считать потерей фокуса. На системах с двумя экранами может быть проще получить доступ ко второму экрану, если настройка выключена.</p><p>Замечание для разработчиков: лучше запускать игру с отключенной настройкой при запуске игры через отладчик, чтобы курсор не становился недоступен, когда игра останавливается на точке останова.</p></body></html> - Grab cursor + Grab Cursor Захватывать курсор - Skip menu and generate default character + Skip Menu and Generate Default Character Пропустить меню и создать персонажа по умолчанию - Start default character at + Start Default Character at Запустить с персонажем по умолчанию в локации - default cell + Default Cell по умолчанию - Run script after startup: + Run Script After Startup: Запустить скрипт после запуска: @@ -1185,7 +1185,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p><a name="docs-internal-guid-f375b85a-7fff-02ff-a5af-c5cff63923c0"/>Когда настройка включена, в фоне создаются навигационные меши для геометрии игрового мира. Когда она отключена, то используются только путевые точки из игровых файлов. На однопоточных системах включенный навигатор может значительно снизить скорость смены локаций. На многопоточных системах влияние на производительность незначительное. Также на многопоточных системах задержки могут зависеть от других настроек или производительности системы. Передвижение по открытому миру, а также вход в локации и выход из них могут привести к обновлению кэша. Персонажи могут не иметь возможности найти путь вокруг них, пока обновление не будет завершено. Можете попробовать отключить навигатор, если вы предпочитаете старомодный ИИ, который не знает, как до вас добраться, пока вы стоите за камнем и колдуете огненные стрелы.</p></body></html> - Use navigation mesh for pathfinding + Use Navigation Mesh for Pathfinding Использовать навигационную сетку @@ -1193,7 +1193,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>В режиме вида от третьего лица камера перемещается согласно анимациям движения персонажа игрока. Включение этой настройки отключает это поведение, убирая зависимость движения персонажа игрока от состояния его анимаций. Такое поведение было в OpenMW версии 0.48 и ранее.</p></body></html> - Player movement ignores animation + Player Movement Ignores Animation Движение игрока обходит анимации @@ -1201,7 +1201,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Игровой процесс - Always allow actors to follow over water + Always Allow Actors to Follow over Water Позволить всем следовать по воде @@ -1209,11 +1209,11 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Если настройка включена, требуются магические метательные снаряды, чтобы обойти сопротивление обычному оружию или уязвимость к нему. Если отключена, то требуются магические снаряды или магическое оружие дальнего боя.</p></body></html> - Only magical ammo bypass resistance + Only Magical Ammo Bypass Resistance Только снаряды обходят сопротивление - Graphic herbalism + Graphic Herbalism Графический гербализм @@ -1221,31 +1221,31 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Разрешает зачарованному оружию без флага Магическое обходить сопротивление обычному оружию, как в Morrowind.</p></body></html> - Trainers choose offered skills by base value + Trainers Choose Offered Skills by Base Value Учителя выбирают базовые навыки - Steal from knocked out actors in combat + Steal from Knocked out Actors in Combat Кража у персонажей без сознания в бою - Factor strength into hand-to-hand combat + Factor Strength into Hand-to-Hand Combat Учет Силы в рукопашном бою - Background physics threads + Background Physics Threads Количество фоновых потоков для физики - Actor collision shape type + Actor Collision Shape Type Форма объекта столкновений для персонажей - Soft particles + Soft Particles Мягкие частицы - Weather particle occlusion + Weather Particle Occlusion Окклюзия погодных частиц @@ -1257,23 +1257,23 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Тени - bounds - по границам объектов + Bounds + По границам объектов - primitives - по примитивам + Primitives + По примитивам - none - отключено + None + Отключено <html><head/><body><p>Type of "compute scene bounds" computation method to be used. Bounds (default) for good balance between performance and shadow quality, primitives for better looking shadows or none for no computation.</p></body></html> <html><head/><body><p>Определяет используемый тип вычисления границ сцены. Вычисление по границам объектов (по умолчанию) дает хороший баланс между производительностью и качеством теней, вычисление по примитивам улучшает качество теней, а еще можно полностью отключить вычисление.</p></body></html> - Shadow planes computation method + Shadow Planes Computation Method Метод определения границ для теней @@ -1289,7 +1289,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Включить тени от NPC и существ, кроме персонажа игрока. Может незначительно снизить производительность.</p></body></html> - Enable actor shadows + Enable Actor Shadows Включить тени от персонажей @@ -1313,7 +1313,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Множитель от расстояния выше, при котором тени начнут плавно угасать.</p></body></html> - Fade start multiplier + Fade Start Multiplier Множитель начала угасания теней @@ -1321,7 +1321,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Включить тени от персонажа игрока. Может очень незначительно снизить производительность.</p></body></html> - Enable player shadows + Enable Player Shadows Включить тени от персонажа игрока @@ -1329,7 +1329,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Разрешение отдельных теневых карт. Увеличение значения улучшает качество теней, но может незначительно снизить производительность.</p></body></html> - Shadow map resolution + Shadow Map Resolution Разрешение теневой карты @@ -1337,7 +1337,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Расстояние от камеры, при достижении которого тени полностью исчезают.</p></body></html> - Shadow distance limit: + Shadow Distance Limit: Максимальная дистанция теней: @@ -1345,7 +1345,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Включить тени от объектов. Может значительно снизить производительность.</p></body></html> - Enable object shadows + Enable Object Shadows Включить тени от объектов @@ -1353,7 +1353,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Из-за ограничений в файлах Morrowind, только персонажи могут отбрасывать тени в интерьерах, что может раздражать.</p><p>Не имеет эффекта, если тени от персонажей отключены.</p></body></html> - Enable indoor shadows + Enable Indoor Shadows Включить тени в интерьерах @@ -1361,7 +1361,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Включить тени от ландшафта (включая удаленный ландшафт). Может значительно снизить производительность и качество теней.</p></body></html> - Enable terrain shadows + Enable Terrain Shadows Включить тени от ландшафта @@ -1369,15 +1369,15 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Освещение - Lighting method + Lighting Method Способ освещения - Audio device + Audio Device Звуковое устройство - HRTF profile + HRTF Profile Профиль HRTF @@ -1389,11 +1389,11 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Прицел - Tooltip and crosshair + Tooltip and Crosshair Всплывающая подсказка и прицел - Maximum quicksaves + Maximum Quicksaves Количество быстрых сохранений @@ -1401,7 +1401,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Снимки экрана - Screenshot format + Screenshot Format Формат снимков экрана @@ -1409,7 +1409,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Максимальное расстояние, на котором будут отображаться источники света (во внутриигровых единицах измерения).</p><p>Если 0, то расстояние не ограничено.</p></body></html> - Maximum light distance + Maximum Light Distance Дальность отображения источников света @@ -1417,7 +1417,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Максимальное количество источников света для каждого объекта.</p><p>Низкие числа (близкие к значению по умолчанию) приводят к резким перепадам освещения, как при устаревшем методе освещения.</p></body></html> - Max lights + Max Lights Макс. кол-во источников света @@ -1447,7 +1447,7 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov <html><head/><body><p>Множитель размера ограничивающей сферы источников света.</p><p>Высокие значения делают затухание света плавнее, но требуют более высокого максимального количества источников света.</p><p>Настройка не влияет на уровень освещения или мощность источников света.</p></body></html> - Bounding sphere multiplier + Bounding Sphere Multiplier Множитель размера ограничивающей сферы @@ -1459,11 +1459,11 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov Использовать в виде от третьего лица положение камеры, а не персонажа игрока для прослушивания звуков. - Use the camera as the sound listener + Use the Camera as the Sound Listener Использовать камеру как слушателя - Minimum interior brightness + Minimum Interior Brightness Минимальный уровень освещения в помещениях diff --git a/files/lang/wizard_de.ts b/files/lang/wizard_de.ts index 5749cf2d5d..33c7a5fb53 100644 --- a/files/lang/wizard_de.ts +++ b/files/lang/wizard_de.ts @@ -81,15 +81,15 @@ - Import settings from Morrowind.ini + Import Settings From Morrowind.ini - Import add-on and plugin selection + Import Add-on and Plugin Selection - Import bitmap fonts setup from Morrowind.ini + Import Bitmap Fonts Setup From Morrowind.ini diff --git a/files/lang/wizard_fr.ts b/files/lang/wizard_fr.ts index 9b5acbc9e9..ab0b01af73 100644 --- a/files/lang/wizard_fr.ts +++ b/files/lang/wizard_fr.ts @@ -81,15 +81,15 @@ - Import settings from Morrowind.ini + Import Settings From Morrowind.ini - Import add-on and plugin selection + Import Add-on and Plugin Selection - Import bitmap fonts setup from Morrowind.ini + Import Bitmap Fonts Setup From Morrowind.ini diff --git a/files/lang/wizard_ru.ts b/files/lang/wizard_ru.ts index 0a2e6e5561..5784b11eac 100644 --- a/files/lang/wizard_ru.ts +++ b/files/lang/wizard_ru.ts @@ -81,15 +81,15 @@ <html><head/><body><p>Чтобы OpenMW мог работать правильно, ему нужно импортировать настройки из файла с настройками Morrowind.</p><p><span style=" font-weight:bold;">Подсказка:</span> Также можно импортировать настройки позже, запустив Мастер импорта заново.</p><p/></body></html> - Import settings from Morrowind.ini + Import Settings From Morrowind.ini Импортировать настройки из Morrowind.ini - Import add-on and plugin selection - Импортировать список подключенных плагинов + Import Add-on and Plugin Selection + Импортировать список подключенных аддонов и плагинов - Import bitmap fonts setup from Morrowind.ini + Import Bitmap Fonts Setup From Morrowind.ini Импортировать растровые шрифты из Morrowind.ini