mirror of https://github.com/OpenTTD/OpenTTD.git
Fix #12255: inconsistent punctuation in English
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@ -1054,9 +1054,9 @@ STR_GAME_OPTIONS_GUI_SCALE_BEVELS :{BLACK}Scale be
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STR_GAME_OPTIONS_GUI_SCALE_BEVELS_TOOLTIP :{BLACK}Check this box to scale bevels by interface size
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STR_GAME_OPTIONS_GUI_FONT_SPRITE :{BLACK}Use traditional sprite font
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STR_GAME_OPTIONS_GUI_FONT_SPRITE_TOOLTIP :{BLACK}Check this box if you prefer to use the traditional fixed-size sprite font.
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STR_GAME_OPTIONS_GUI_FONT_SPRITE_TOOLTIP :{BLACK}Check this box if you prefer to use the traditional fixed-size sprite font
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STR_GAME_OPTIONS_GUI_FONT_AA :{BLACK}Anti-alias fonts
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STR_GAME_OPTIONS_GUI_FONT_AA_TOOLTIP :{BLACK}Check this box to anti-alias resizable fonts.
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STR_GAME_OPTIONS_GUI_FONT_AA_TOOLTIP :{BLACK}Check this box to anti-alias resizable fonts
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STR_GAME_OPTIONS_GUI_SCALE_1X :1x
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STR_GAME_OPTIONS_GUI_SCALE_2X :2x
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@ -1275,7 +1275,7 @@ STR_CONFIG_SETTING_INFINITE_MONEY :Infinite money:
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STR_CONFIG_SETTING_INFINITE_MONEY_HELPTEXT :Allow unlimited spending and disable bankruptcy of companies
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Maximum initial loan: {STRING2}
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximum amount a company can loan (without taking inflation into account). If set to "No loan", no money will be available unless provided by a Game Script or the "Infinite money" setting.
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximum amount a company can loan (without taking inflation into account). If set to "No loan", no money will be available unless provided by a Game Script or the "Infinite money" setting
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_VALUE :{CURRENCY_LONG}
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###setting-zero-is-special
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_DISABLED :No loan
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@ -1359,7 +1359,7 @@ STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS :Slope steepness
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STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS_HELPTEXT :Steepness of a sloped tile for a road vehicle. Higher values make it more difficult to climb a hill
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STR_CONFIG_SETTING_FORBID_90_DEG :Forbid trains from making 90° turns: {STRING2}
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STR_CONFIG_SETTING_FORBID_90_DEG_HELPTEXT :90 degree turns occur when a horizontal track is directly followed by a vertical track piece on the adjacent tile, thus making the train turn by 90 degree when traversing the tile edge instead of the usual 45 degrees for other track combinations.
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STR_CONFIG_SETTING_FORBID_90_DEG_HELPTEXT :90 degree turns occur when a horizontal track is directly followed by a vertical track piece on the adjacent tile, thus making the train turn by 90 degree when traversing the tile edge instead of the usual 45 degrees for other track combinations
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STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS :Allow to join stations not directly adjacent: {STRING2}
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STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS_HELPTEXT :Allow adding parts to a station without directly touching the existing parts, by Ctrl+Clicking while placing the new parts
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@ -1471,7 +1471,7 @@ STR_CONFIG_SETTING_COMPANY_STARTING_COLOUR :Starting compan
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STR_CONFIG_SETTING_COMPANY_STARTING_COLOUR_HELPTEXT :Choose starting colour for the company
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STR_CONFIG_SETTING_COMPANY_STARTING_COLOUR_SECONDARY :Starting company secondary colour: {STRING2}
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STR_CONFIG_SETTING_COMPANY_STARTING_COLOUR_SECONDARY_HELPTEXT :Choose starting secondary colour for the company, if using a NewGRF that enables it.
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STR_CONFIG_SETTING_COMPANY_STARTING_COLOUR_SECONDARY_HELPTEXT :Choose starting secondary colour for the company, if using a NewGRF that enables it
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STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Airports never expire: {STRING2}
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STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Enabling this setting makes each airport type stay available forever after its introduction
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@ -1495,22 +1495,22 @@ STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Vehicles never
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STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :When enabled, all vehicle models remain available forever after their introduction
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STR_CONFIG_SETTING_TIMEKEEPING_UNITS :Timekeeping: {STRING2}
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STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Select the timekeeping units of the game. This cannot be changed later.{}{}Calendar-based is the classic OpenTTD experience, with a year consisting of 12 months, and each month having 28-31 days.{}{}In Wallclock-based time, cargo production and financials are instead based on one-minute increments, which is about as long as a 30 day month takes in Calendar-based mode. These are grouped into 12-minute periods, equivalent to a year in Calendar-based mode.{}{}In either mode there is always a classic calendar, which is used for introduction dates of vehicles, houses, and other infrastructure.
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STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Select the timekeeping units of the game. This cannot be changed later.{}{}Calendar-based is the classic OpenTTD experience, with a year consisting of 12 months, and each month having 28-31 days.{}{}In Wallclock-based time, cargo production and financials are instead based on one-minute increments, which is about as long as a 30 day month takes in Calendar-based mode. These are grouped into 12-minute periods, equivalent to a year in Calendar-based mode.{}{}In either mode there is always a classic calendar, which is used for introduction dates of vehicles, houses, and other infrastructure
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###length 2
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STR_CONFIG_SETTING_TIMEKEEPING_UNITS_CALENDAR :Calendar
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STR_CONFIG_SETTING_TIMEKEEPING_UNITS_WALLCLOCK :Wallclock
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STR_CONFIG_SETTING_MINUTES_PER_YEAR :Minutes per year: {STRING2}
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STR_CONFIG_SETTING_MINUTES_PER_YEAR_HELPTEXT :Choose the number of minutes in a calendar year. The default is 12 minutes. Set to 0 to stop calendar time from changing. This setting does not affect the economic simulation of the game, and is only available when using wallclock timekeeping.
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STR_CONFIG_SETTING_MINUTES_PER_YEAR_HELPTEXT :Choose the number of minutes in a calendar year. The default is 12 minutes. Set to 0 to stop calendar time from changing. This setting does not affect the economic simulation of the game, and is only available when using wallclock timekeeping
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STR_CONFIG_SETTING_MINUTES_PER_YEAR_VALUE :{NUM}
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###setting-zero-is-special
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STR_CONFIG_SETTING_MINUTES_PER_YEAR_FROZEN :0 (calendar time frozen)
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STR_CONFIG_SETTING_TOWN_CARGO_SCALE :Scale town cargo production: {STRING2}
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STR_CONFIG_SETTING_TOWN_CARGO_SCALE_HELPTEXT :Scale the cargo production of towns by this percentage.
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STR_CONFIG_SETTING_TOWN_CARGO_SCALE_HELPTEXT :Scale the cargo production of towns by this percentage
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STR_CONFIG_SETTING_INDUSTRY_CARGO_SCALE :Scale industry cargo production: {STRING2}
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STR_CONFIG_SETTING_INDUSTRY_CARGO_SCALE_HELPTEXT :Scale the cargo production of industries by this percentage.
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STR_CONFIG_SETTING_INDUSTRY_CARGO_SCALE_HELPTEXT :Scale the cargo production of industries by this percentage
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STR_CONFIG_SETTING_CARGO_SCALE_VALUE :{NUM}%
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE :Autorenew vehicle when it gets old: {STRING2}
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@ -1529,7 +1529,7 @@ STR_CONFIG_SETTING_ERRMSG_DURATION :Duration of err
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STR_CONFIG_SETTING_ERRMSG_DURATION_HELPTEXT :Duration for displaying error messages in a red window. Note that some (critical) error messages are not closed automatically after this time, but must be closed manually
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STR_CONFIG_SETTING_HOVER_DELAY :Show tooltips: {STRING2}
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STR_CONFIG_SETTING_HOVER_DELAY_HELPTEXT :Delay before tooltips are displayed when hovering the mouse over some interface element. Alternatively tooltips are bound to the right mouse button when this value is set to 0.
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STR_CONFIG_SETTING_HOVER_DELAY_HELPTEXT :Delay before tooltips are displayed when hovering the mouse over some interface element. Alternatively tooltips are bound to the right mouse button when this value is set to 0
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STR_CONFIG_SETTING_HOVER_DELAY_VALUE :Hover for {COMMA} millisecond{P 0 "" s}
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###setting-zero-is-special
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STR_CONFIG_SETTING_HOVER_DELAY_DISABLED :Right click
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@ -1541,8 +1541,8 @@ STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Thickness of li
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STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Width of the line in the graphs. A thin line is more precisely readable, a thicker line is easier to see and colours are easier to distinguish
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STR_CONFIG_SETTING_SHOW_NEWGRF_NAME :Show the NewGRF's name in the build vehicle window: {STRING2}
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STR_CONFIG_SETTING_SHOW_NEWGRF_NAME_HELPTEXT :Add a line to the build vehicle window, showing which NewGRF the selected vehicle comes from.
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STR_CONFIG_SETTING_SHOW_CARGO_IN_LISTS :Show the cargoes the vehicles can carry in the list windows {STRING2}
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STR_CONFIG_SETTING_SHOW_NEWGRF_NAME_HELPTEXT :Add a line to the build vehicle window, showing which NewGRF the selected vehicle comes from
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STR_CONFIG_SETTING_SHOW_CARGO_IN_LISTS :Show the cargoes the vehicles can carry in the list windows: {STRING2}
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STR_CONFIG_SETTING_SHOW_CARGO_IN_LISTS_HELPTEXT :If enabled, the vehicle's transportable load will appear above it in the vehicle lists
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STR_CONFIG_SETTING_LANDSCAPE :Landscape: {STRING2}
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@ -1561,13 +1561,13 @@ STR_CONFIG_SETTING_INDUSTRY_DENSITY :Industry densit
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STR_CONFIG_SETTING_INDUSTRY_DENSITY_HELPTEXT :Set how many industries should be generated and what level should be maintained during the game
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STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE :Maximum distance from edge for Oil industries: {STRING2}
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STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :Limit for how far from the map border oil refineries and oil rigs can be constructed. On island maps this ensures they are near the coast. On maps larger than 256 tiles, this value is scaled up.
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STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :Limit for how far from the map border oil refineries and oil rigs can be constructed. On island maps this ensures they are near the coast. On maps larger than 256 tiles, this value is scaled up
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STR_CONFIG_SETTING_SNOWLINE_HEIGHT :Snow line height: {STRING2}
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STR_CONFIG_SETTING_SNOWLINE_HEIGHT_HELPTEXT :Choose at what height snow starts in sub-arctic landscape. Snow also affects industry generation and town growth requirements. Can only be modified via Scenario Editor or is otherwise calculated via "snow coverage"
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STR_CONFIG_SETTING_SNOW_COVERAGE :Snow coverage: {STRING2}
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STR_CONFIG_SETTING_SNOW_COVERAGE_HELPTEXT :Choose the approximate amount of snow on the sub-arctic landscape. Snow also affects industry generation and town growth requirements. Only used during map generation. Sea level and coast tiles never have snow.
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STR_CONFIG_SETTING_SNOW_COVERAGE_HELPTEXT :Choose the approximate amount of snow on the sub-arctic landscape. Snow also affects industry generation and town growth requirements. Only used during map generation. Sea level and coast tiles never have snow
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STR_CONFIG_SETTING_SNOW_COVERAGE_VALUE :{NUM}%
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STR_CONFIG_SETTING_DESERT_COVERAGE :Desert coverage: {STRING2}
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@ -1575,7 +1575,7 @@ STR_CONFIG_SETTING_DESERT_COVERAGE_HELPTEXT :Choose the appr
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STR_CONFIG_SETTING_DESERT_COVERAGE_VALUE :{NUM}%
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STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN :Roughness of terrain: {STRING2}
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STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :Choose the shape and number of hills. Smooth landscapes have fewer, wider hills, while rough landscapes have more, smaller hills.
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STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :Choose the shape and number of hills. Smooth landscapes have fewer, wider hills, while rough landscapes have more, smaller hills
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###length 4
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STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Very Smooth
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STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH :Smooth
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@ -1583,7 +1583,7 @@ STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH :Rough
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STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH :Very Rough
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STR_CONFIG_SETTING_VARIETY :Variety distribution: {STRING2}
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STR_CONFIG_SETTING_VARIETY_HELPTEXT :Choose if the map contains both mountains and flat areas. The higher the variety, the more differences in elevation between mountainous and flat areas.
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STR_CONFIG_SETTING_VARIETY_HELPTEXT :Choose if the map contains both mountains and flat areas. The higher the variety, the more differences in elevation between mountainous and flat areas
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STR_CONFIG_SETTING_RIVER_AMOUNT :River amount: {STRING2}
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STR_CONFIG_SETTING_RIVER_AMOUNT_HELPTEXT :Choose how many rivers to generate
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@ -1630,7 +1630,7 @@ STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_DARK_GREEN :Dark green
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STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_VIOLET :Violet
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STR_CONFIG_SETTING_LINKGRAPH_COLOURS :Cargo flow overlay colours: {STRING2}
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STR_CONFIG_SETTING_LINKGRAPH_COLOURS_HELPTEXT :Set the colour scheme used for the cargo flow overlay.
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STR_CONFIG_SETTING_LINKGRAPH_COLOURS_HELPTEXT :Set the colour scheme used for the cargo flow overlay
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###length 4
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STR_CONFIG_SETTING_LINKGRAPH_COLOURS_GREEN_TO_RED :Green to red (original)
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STR_CONFIG_SETTING_LINKGRAPH_COLOURS_GREEN_TO_BLUE :Green to blue
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@ -1751,10 +1751,10 @@ STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Keep building t
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STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Keep the building tools for bridges, tunnels, etc. open after use
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STR_CONFIG_SETTING_AUTO_REMOVE_SIGNALS :Automatically remove signals during rail construction: {STRING2}
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STR_CONFIG_SETTING_AUTO_REMOVE_SIGNALS_HELPTEXT :Automatically remove signals during rail construction if the signals are in the way. Note that this can potentially lead to train crashes.
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STR_CONFIG_SETTING_AUTO_REMOVE_SIGNALS_HELPTEXT :Automatically remove signals during rail construction if the signals are in the way. Note that this can potentially lead to train crashes
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT :Fast forward speed limit: {STRING2}
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_HELPTEXT :Limit on how fast the game goes when fast forward is enabled. 0 = no limit (as fast as your computer allows). Values below 100% slow the game down. The upper-limit depends on the specification of your computer and can vary depending on the game.
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_HELPTEXT :Limit on how fast the game goes when fast forward is enabled. 0 = no limit (as fast as your computer allows). Values below 100% slow the game down. The upper-limit depends on the specification of your computer and can vary depending on the game
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_VAL :{NUM}% normal game speed
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###setting-zero-is-special
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_ZERO :No limit (as fast as your computer allows)
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@ -1818,11 +1818,11 @@ STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Allow AI comput
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STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :#opcodes before scripts are suspended: {STRING2}
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STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Maximum number of computation steps that a script can take in one turn
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STR_CONFIG_SETTING_SCRIPT_MAX_MEMORY :Max memory usage per script: {STRING2}
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STR_CONFIG_SETTING_SCRIPT_MAX_MEMORY_HELPTEXT :How much memory a single script may consume before it's forcibly terminated. This may need to be increased for large maps.
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STR_CONFIG_SETTING_SCRIPT_MAX_MEMORY_HELPTEXT :How much memory a single script may consume before it's forcibly terminated. This may need to be increased for large maps
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STR_CONFIG_SETTING_SCRIPT_MAX_MEMORY_VALUE :{COMMA} MiB
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STR_CONFIG_SETTING_SERVINT_ISPERCENT :Service intervals are in percents: {STRING2}
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STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :When enabled, vehicles try to service when their reliability drops by a given percentage of the maximum reliability.{}{}For example, if a vehicle's maximum reliability is 90% and the service interval is 20%, the vehicle will try to service when it reaches 72% reliability.
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STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :When enabled, vehicles try to service when their reliability drops by a given percentage of the maximum reliability.{}{}For example, if a vehicle's maximum reliability is 90% and the service interval is 20%, the vehicle will try to service when it reaches 72% reliability
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STR_CONFIG_SETTING_SERVINT_TRAINS :Default service interval for trains: {STRING2}
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STR_CONFIG_SETTING_SERVINT_TRAINS_HELPTEXT :Set the default service interval for new rail vehicles, if no explicit service interval is set for the vehicle
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@ -1840,7 +1840,7 @@ STR_CONFIG_SETTING_NOSERVICE :Disable servici
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STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :When enabled, vehicles do not get serviced if they cannot break down
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STR_CONFIG_SETTING_STATION_LENGTH_LOADING_PENALTY :Loading speed penalty for trains that are longer than the station: {STRING2}
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STR_CONFIG_SETTING_STATION_LENGTH_LOADING_PENALTY_HELPTEXT :When enabled, trains which are too long for the station load more slowly than a train which fits the station. This setting does not affect pathfinding.
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STR_CONFIG_SETTING_STATION_LENGTH_LOADING_PENALTY_HELPTEXT :When enabled, trains which are too long for the station load more slowly than a train which fits the station. This setting does not affect pathfinding
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STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Enable wagon speed limits: {STRING2}
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STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :When enabled, also use speed limits of wagons for deciding the maximum speed of a train
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@ -1905,13 +1905,13 @@ STR_CONFIG_SETTING_COLOURED_NEWS_YEAR_HELPTEXT :Year that the n
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STR_CONFIG_SETTING_STARTING_YEAR :Starting year: {STRING2}
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STR_CONFIG_SETTING_ENDING_YEAR :Scoring end year: {STRING2}
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STR_CONFIG_SETTING_ENDING_YEAR_HELPTEXT :Year the game ends for scoring purposes. At the end of this year, the company's score is recorded and the high-score screen is displayed, but the players can continue playing after that.{}If this is before the starting year, the high-score screen is never displayed.
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STR_CONFIG_SETTING_ENDING_YEAR_HELPTEXT :Year the game ends for scoring purposes. At the end of this year, the company's score is recorded and the high-score screen is displayed, but the players can continue playing after that.{}If this is before the starting year, the high-score screen is never displayed
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STR_CONFIG_SETTING_ENDING_YEAR_VALUE :{NUM}
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###setting-zero-is-special
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STR_CONFIG_SETTING_ENDING_YEAR_ZERO :Never
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STR_CONFIG_SETTING_ECONOMY_TYPE :Economy type: {STRING2}
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STR_CONFIG_SETTING_ECONOMY_TYPE_HELPTEXT :Smooth economy makes production changes more often, and in smaller steps. Frozen economy stops production changes and industry closures. This setting may have no effect if industry types are provided by a NewGRF.
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STR_CONFIG_SETTING_ECONOMY_TYPE_HELPTEXT :Smooth economy makes production changes more often, and in smaller steps. Frozen economy stops production changes and industry closures. This setting may have no effect if industry types are provided by a NewGRF
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###length 3
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STR_CONFIG_SETTING_ECONOMY_TYPE_ORIGINAL :Original
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STR_CONFIG_SETTING_ECONOMY_TYPE_SMOOTH :Smooth
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@ -1966,7 +1966,7 @@ STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :Allowed
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STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :Allowed, custom town layout
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STR_CONFIG_SETTING_TOWN_CARGOGENMODE :Town cargo generation: {STRING2}
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STR_CONFIG_SETTING_TOWN_CARGOGENMODE_HELPTEXT :How much cargo is produced by houses in towns, relative to the overall population of the town.{}Quadratic growth: A town twice the size generates four times as many passengers.{}Linear growth: A town twice the size generates twice the amount of passengers.
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STR_CONFIG_SETTING_TOWN_CARGOGENMODE_HELPTEXT :How much cargo is produced by houses in towns, relative to the overall population of the town.{}Quadratic growth: A town twice the size generates four times as many passengers.{}Linear growth: A town twice the size generates twice the amount of passengers
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###length 2
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STR_CONFIG_SETTING_TOWN_CARGOGENMODE_ORIGINAL :Quadratic (original)
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STR_CONFIG_SETTING_TOWN_CARGOGENMODE_BITCOUNT :Linear
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@ -2007,7 +2007,7 @@ STR_CONFIG_SETTING_ZOOM_LVL_OUT_4X :4x
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STR_CONFIG_SETTING_ZOOM_LVL_OUT_8X :8x
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STR_CONFIG_SETTING_SPRITE_ZOOM_MIN :Highest resolution sprites to use: {STRING2}
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STR_CONFIG_SETTING_SPRITE_ZOOM_MIN_HELPTEXT :Limit the maximum resolution to use for sprites. Limiting sprite resolution will avoid using high resolution graphics even when available. This can help keep the game appearance unified when using a mix of GRF files with and without high resolution graphics.
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STR_CONFIG_SETTING_SPRITE_ZOOM_MIN_HELPTEXT :Limit the maximum resolution to use for sprites. Limiting sprite resolution will avoid using high resolution graphics even when available. This can help keep the game appearance unified when using a mix of GRF files with and without high resolution graphics
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###length 3
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STR_CONFIG_SETTING_SPRITE_ZOOM_LVL_MIN :4x
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STR_CONFIG_SETTING_SPRITE_ZOOM_LVL_IN_2X :2x
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@ -2031,33 +2031,33 @@ STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :Initial city si
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STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :Average size of cities relative to normal towns at start of the game
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_INTERVAL :Update distribution graph every {STRING2}
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_INTERVAL_HELPTEXT :Time between subsequent recalculations of the link graph. Each recalculation calculates the plans for one component of the graph. That means that a value X for this setting does not mean the whole graph will be updated every X seconds. Only some component will. The shorter you set it the more CPU time will be necessary to calculate it. The longer you set it the longer it will take until the cargo distribution starts on new routes.
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_INTERVAL_HELPTEXT :Time between subsequent recalculations of the link graph. Each recalculation calculates the plans for one component of the graph. That means that a value X for this setting does not mean the whole graph will be updated every X seconds. Only some component will. The shorter you set it the more CPU time will be necessary to calculate it. The longer you set it the longer it will take until the cargo distribution starts on new routes
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_TIME :Take {STRING2} for recalculation of distribution graph
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_TIME_HELPTEXT :Time taken for each recalculation of a link graph component. When a recalculation is started, a thread is spawned which is allowed to run for this number of seconds. The shorter you set this the more likely it is that the thread is not finished when it's supposed to. Then the game stops until it is ("lag"). The longer you set it the longer it takes for the distribution to be updated when routes change.
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_TIME_HELPTEXT :Time taken for each recalculation of a link graph component. When a recalculation is started, a thread is spawned which is allowed to run for this number of seconds. The shorter you set this the more likely it is that the thread is not finished when it's supposed to. Then the game stops until it is ("lag"). The longer you set it the longer it takes for the distribution to be updated when routes change
|
||||
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_PAX :Distribution mode for passengers: {STRING2}
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"Symmetric" means that roughly the same number of passengers will go from a station A to a station B as from B to A. "Asymmetric" means that arbitrary numbers of passengers can go in either direction. "Manual" means that no automatic distribution will take place for passengers.
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"Symmetric" means that roughly the same number of passengers will go from a station A to a station B as from B to A. "Asymmetric" means that arbitrary numbers of passengers can go in either direction. "Manual" means that no automatic distribution will take place for passengers
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Distribution mode for mail: {STRING2}
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"Symmetric" means that roughly the same amount of mail will be sent from a station A to a station B as from B to A. "Asymmetric" means that arbitrary amounts of mail can be sent in either direction. "Manual" means that no automatic distribution will take place for mail.
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"Symmetric" means that roughly the same amount of mail will be sent from a station A to a station B as from B to A. "Asymmetric" means that arbitrary amounts of mail can be sent in either direction. "Manual" means that no automatic distribution will take place for mail
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Distribution mode for the ARMOURED cargo class: {STRING2}
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :The ARMOURED cargo class contains valuables in the temperate, diamonds in the subtropical, or gold in the subarctic climate. NewGRFs may change that. "Symmetric" means that roughly the same amount of that cargo will be sent from a station A to a station B as from B to A. "Asymmetric" means that arbitrary amounts of that cargo can be sent in either direction. "Manual" means that no automatic distribution will take place for that cargo. It is recommended to set this to asymmetric or manual when playing subarctic or subtropic, as banks only receive cargo in these climates. For temperate you can also choose symmetric as banks will send valuables back to the origin bank.
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :The ARMOURED cargo class contains valuables in the temperate, diamonds in the subtropical, or gold in the subarctic climate. NewGRFs may change that. "Symmetric" means that roughly the same amount of that cargo will be sent from a station A to a station B as from B to A. "Asymmetric" means that arbitrary amounts of that cargo can be sent in either direction. "Manual" means that no automatic distribution will take place for that cargo. It is recommended to set this to asymmetric or manual when playing subarctic or subtropic, as banks only receive cargo in these climates. For temperate you can also choose symmetric as banks will send valuables back to the origin bank
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Distribution mode for other cargo classes: {STRING2}
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"Asymmetric" means that arbitrary amounts of cargo can be sent in either direction. "Manual" means that no automatic distribution will take place for those cargoes.
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"Asymmetric" means that arbitrary amounts of cargo can be sent in either direction. "Manual" means that no automatic distribution will take place for those cargoes
|
||||
###length 3
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manual
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asymmetric
|
||||
STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :symmetric
|
||||
|
||||
STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :Distribution accuracy: {STRING2}
|
||||
STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :The higher you set this the more CPU time the calculation of the link graph will take. If it takes too long you may notice lag. If you set it to a low value, however, the distribution will be inaccurate, and you may notice cargo not being sent to the places you expect it to go.
|
||||
STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :The higher you set this the more CPU time the calculation of the link graph will take. If it takes too long you may notice lag. If you set it to a low value, however, the distribution will be inaccurate, and you may notice cargo not being sent to the places you expect it to go
|
||||
|
||||
STR_CONFIG_SETTING_DEMAND_DISTANCE :Effect of distance on demands: {STRING2}
|
||||
STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :If you set this to a value higher than 0, the distance between the origin station A of some cargo and a possible destination B will have an effect on the amount of cargo sent from A to B. The further away B is from A the less cargo will be sent. The higher you set it, the less cargo will be sent to far away stations and the more cargo will be sent to near stations.
|
||||
STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :If you set this to a value higher than 0, the distance between the origin station A of some cargo and a possible destination B will have an effect on the amount of cargo sent from A to B. The further away B is from A the less cargo will be sent. The higher you set it, the less cargo will be sent to far away stations and the more cargo will be sent to near stations
|
||||
STR_CONFIG_SETTING_DEMAND_SIZE :Amount of returning cargo for symmetric mode: {STRING2}
|
||||
STR_CONFIG_SETTING_DEMAND_SIZE_HELPTEXT :Setting this to less than 100% makes the symmetric distribution behave more like the asymmetric one. Less cargo will be forcibly sent back if a certain amount is sent to a station. If you set it to 0% the symmetric distribution behaves just like the asymmetric one.
|
||||
STR_CONFIG_SETTING_DEMAND_SIZE_HELPTEXT :Setting this to less than 100% makes the symmetric distribution behave more like the asymmetric one. Less cargo will be forcibly sent back if a certain amount is sent to a station. If you set it to 0% the symmetric distribution behaves just like the asymmetric one
|
||||
|
||||
STR_CONFIG_SETTING_SHORT_PATH_SATURATION :Saturation of short paths before using high-capacity paths: {STRING2}
|
||||
STR_CONFIG_SETTING_SHORT_PATH_SATURATION_HELPTEXT :Frequently there are multiple paths between two given stations. Cargodist will saturate the shortest path first, then use the second shortest path until that is saturated and so on. Saturation is determined by an estimation of capacity and planned usage. Once it has saturated all paths, if there is still demand left, it will overload all paths, prefering the ones with high capacity. Most of the time the algorithm will not estimate the capacity accurately, though. This setting allows you to specify up to which percentage a shorter path must be saturated in the first pass before choosing the next longer one. Set it to less than 100% to avoid overcrowded stations in case of overestimated capacity.
|
||||
STR_CONFIG_SETTING_SHORT_PATH_SATURATION_HELPTEXT :Frequently there are multiple paths between two given stations. Cargodist will saturate the shortest path first, then use the second shortest path until that is saturated and so on. Saturation is determined by an estimation of capacity and planned usage. Once it has saturated all paths, if there is still demand left, it will overload all paths, prefering the ones with high capacity. Most of the time the algorithm will not estimate the capacity accurately, though. This setting allows you to specify up to which percentage a shorter path must be saturated in the first pass before choosing the next longer one. Set it to less than 100% to avoid overcrowded stations in case of overestimated capacity
|
||||
|
||||
STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY :Speed units (land): {STRING2}
|
||||
STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_NAUTICAL :Speed units (nautical): {STRING2}
|
||||
|
@ -2979,11 +2979,11 @@ STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Place tr
|
|||
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Random Trees
|
||||
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Plant trees randomly throughout the landscape
|
||||
STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normal
|
||||
STR_TREES_MODE_NORMAL_TOOLTIP :{BLACK}Plant single trees by dragging over the landscape.
|
||||
STR_TREES_MODE_NORMAL_TOOLTIP :{BLACK}Plant single trees by dragging over the landscape
|
||||
STR_TREES_MODE_FOREST_SM_BUTTON :{BLACK}Grove
|
||||
STR_TREES_MODE_FOREST_SM_TOOLTIP :{BLACK}Plant small forests by dragging over the landscape.
|
||||
STR_TREES_MODE_FOREST_SM_TOOLTIP :{BLACK}Plant small forests by dragging over the landscape
|
||||
STR_TREES_MODE_FOREST_LG_BUTTON :{BLACK}Forest
|
||||
STR_TREES_MODE_FOREST_LG_TOOLTIP :{BLACK}Plant large forests by dragging over the landscape.
|
||||
STR_TREES_MODE_FOREST_LG_TOOLTIP :{BLACK}Plant large forests by dragging over the landscape
|
||||
|
||||
# Land generation window (SE)
|
||||
STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Land Generation
|
||||
|
@ -3198,11 +3198,11 @@ STR_ABOUT_COPYRIGHT_OPENTTD :{BLACK}OpenTTD
|
|||
STR_FRAMERATE_CAPTION :{WHITE}Frame Rate
|
||||
STR_FRAMERATE_CAPTION_SMALL :{STRING2}{WHITE} ({DECIMAL}x)
|
||||
STR_FRAMERATE_RATE_GAMELOOP :{BLACK}Simulation rate: {STRING2}
|
||||
STR_FRAMERATE_RATE_GAMELOOP_TOOLTIP :{BLACK}Number of game ticks simulated per second.
|
||||
STR_FRAMERATE_RATE_GAMELOOP_TOOLTIP :{BLACK}Number of game ticks simulated per second
|
||||
STR_FRAMERATE_RATE_BLITTER :{BLACK}Graphics frame rate: {STRING2}
|
||||
STR_FRAMERATE_RATE_BLITTER_TOOLTIP :{BLACK}Number of video frames rendered per second.
|
||||
STR_FRAMERATE_RATE_BLITTER_TOOLTIP :{BLACK}Number of video frames rendered per second
|
||||
STR_FRAMERATE_SPEED_FACTOR :{BLACK}Current game speed factor: {DECIMAL}x
|
||||
STR_FRAMERATE_SPEED_FACTOR_TOOLTIP :{BLACK}How fast the game is currently running, compared to the expected speed at normal simulation rate.
|
||||
STR_FRAMERATE_SPEED_FACTOR_TOOLTIP :{BLACK}How fast the game is currently running, compared to the expected speed at normal simulation rate
|
||||
STR_FRAMERATE_CURRENT :{WHITE}Current
|
||||
STR_FRAMERATE_AVERAGE :{WHITE}Average
|
||||
STR_FRAMERATE_MEMORYUSE :{WHITE}Memory
|
||||
|
@ -3731,7 +3731,7 @@ STR_STORY_BOOK_SPECTATOR_CAPTION :{WHITE}Global S
|
|||
STR_STORY_BOOK_SPECTATOR :Global Story Book
|
||||
STR_STORY_BOOK_TITLE :{YELLOW}{RAW_STRING}
|
||||
STR_STORY_BOOK_GENERIC_PAGE_ITEM :Page {NUM}
|
||||
STR_STORY_BOOK_SEL_PAGE_TOOLTIP :{BLACK}Jump to a specific page by selecting it in this drop down list.
|
||||
STR_STORY_BOOK_SEL_PAGE_TOOLTIP :{BLACK}Jump to a specific page by selecting it in this drop down list
|
||||
STR_STORY_BOOK_PREV_PAGE :{BLACK}Previous
|
||||
STR_STORY_BOOK_PREV_PAGE_TOOLTIP :{BLACK}Go to previous page
|
||||
STR_STORY_BOOK_NEXT_PAGE :{BLACK}Next
|
||||
|
@ -4026,12 +4026,12 @@ STR_GROUP_DEFAULT_AIRCRAFTS :Ungrouped aircr
|
|||
|
||||
STR_GROUP_COUNT_WITH_SUBGROUP :{TINY_FONT}{COMMA} (+{COMMA})
|
||||
|
||||
STR_GROUPS_CLICK_ON_GROUP_FOR_TOOLTIP :{BLACK}Groups - click on a group to list all vehicles of this group. Drag and drop groups to arrange hierarchy.
|
||||
STR_GROUPS_CLICK_ON_GROUP_FOR_TOOLTIP :{BLACK}Groups - click on a group to list all vehicles of this group. Drag and drop groups to arrange hierarchy
|
||||
STR_GROUP_CREATE_TOOLTIP :{BLACK}Click to create a group
|
||||
STR_GROUP_DELETE_TOOLTIP :{BLACK}Delete the selected group
|
||||
STR_GROUP_RENAME_TOOLTIP :{BLACK}Rename the selected group
|
||||
STR_GROUP_LIVERY_TOOLTIP :{BLACK}Change livery of the selected group
|
||||
STR_GROUP_REPLACE_PROTECTION_TOOLTIP :{BLACK}Click to protect this group from global autoreplace. Ctrl+Click to also protect sub-groups.
|
||||
STR_GROUP_REPLACE_PROTECTION_TOOLTIP :{BLACK}Click to protect this group from global autoreplace. Ctrl+Click to also protect sub-groups
|
||||
|
||||
STR_QUERY_GROUP_DELETE_CAPTION :{WHITE}Delete Group
|
||||
STR_GROUP_DELETE_QUERY_TEXT :{WHITE}Are you sure you want to delete this group and any descendants?
|
||||
|
|
Loading…
Reference in New Issue