(svn r24258) [1.2] -Update: some documentation

This commit is contained in:
rubidium 2012-05-16 20:11:20 +00:00
parent b6549a448d
commit 9a04ccdcab
14 changed files with 160 additions and 142 deletions

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@ -73,7 +73,6 @@ endif
$(Q)cp "$(ROOT_DIR)/COPYING" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/known-bugs.txt" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/docs/multiplayer.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/docs/32bpp.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/changelog.txt" "$(BUNDLE_DIR)/"
ifdef MAN_DIR
$(Q)mkdir -p "$(BUNDLE_DIR)/man/"

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@ -1,3 +1,39 @@
1.2.1-RC1 (2012-05-16)
------------------------------------------------------------------------
- Fix: Change the unit of the sprite-cache size setting from megabytes to megapixels, so it depends on the blitter being used. Also increase it from 64 to 128, and change the name in the cfg file, so everyone gets the new default [FS#5162] (r24252)
- Fix: Do not immediately display error messages from parsing the cfg file, but schedule them for displaying after the GUI is prepared for it [FS#5154] (r24250, r24249, r24248, r24247)
- Fix: Dereferencing uninitialised pointer causing a crash [FS#5159] (r24224)
- Fix: Lag counters were not properly reset when switching states making it possible to get disconnected for lagging when you were not lagging [FS#5166] (r24221)
- Fix: Adopt ICU version detection to also deal with the new versioning scheme since ICU 49 [FS#5182] (r24220)
- Fix: Immediately do the cargo payment on vehicle crashes instead of when they are cleared [FS#5152] (r24219)
- Fix: The confirmation window to abort world generation was hidden during world generation, so actually you could not abort it [FS#5159] (r24214)
- Fix: If a company is taken over or bankrupts, transfer exclusive transport rights to the new owner respectively cancel them (r24204)
- Fix: Make the engine name not overdraw the engine count in the autoreplace GUI (r24203)
- Fix: Make the size of the details in the autoreplace GUI match more the size of the details in the purchase list (r24202)
- Fix: Mark group list dirty when setting/clearing autoreplace for an engine type [FS#5170] (r24201)
- Fix: Invalidate build vehicle windows every month, in case they need resorting due to changed reliabilities [FS#5149] (r24200)
- Fix: If you consider a settings to potentially cause desyncs via NewGRFs and thus disallow changing it in network games, you should probably also sync it to clients (r24193, r24191)
- Fix: Use default value when reading an invalid setting value [FS#5153] (r24192, r24146)
- Fix: [Windows] When going to fullscreen and back, restore to the resolution you were, not to the fullscreen resolution (r24189)
- Fix: [Windows] When changing the basics of a window (fullscreen, 8bpp/32bpp), and a window already exists, it was forced out of maximize mode, and its resolution/position was reset, often causing unwanted side-effects [FS#5151] (r24188)
- Fix: Town radii were not updated immediatelly after construction/destruction of houses, resulting in desyncs [FS#5169] (r24183)
- Fix: The population of a town was computed incorrectly for overridden houses when loading a game (r24182, r24181, r24179)
- Fix: The object name from property A was not displayed in the object GUI [FS#5110] (r24178)
- Fix: The arctic 'shops and offices' used the 'church' sprite in one of its four views [FS#5148] (r24177)
- Fix: The object GUI did not draw objects when all objects of a class are disabled (r24176)
- Fix: If you spent hard work on finding an available object ID, you should probably also use it instead of always 0 (r24159)
- Fix: Town producing no cargo at all could spawn passenger subsidies (r24158)
- Fix: The music volume was set too early during startup causing it to be not set correctly (r24155)
- Fix: [Squirrel] Crash when trying to create an array with negative size [FS#5160] (r24153)
- Fix: [NoAI] Do not return the last 'cached' speed of vehicles when they are stopped/crashed [FS#5157] (r24152)
- Fix: [Script] Typo in script documentation (r24151)
- Fix: Glass-sprite of bubble-generator was not drawn anymore for completely constructed tiles [FS#5143] (r24107)
- Fix: Conflicting strategies for resizing the main toolbar and statusbar after resizing the main window [FS#5136] (r24089)
- Fix: Significantly reduce the area that is redrawn for text effects [FS#5103] (r24068)
- Fix: Do not redraw up to 25% of the map when making a new vehicle visible for the first time (r24067)
- Fix: Do not redraw the text effect when nothing changed (r24066)
1.2.0 (2012-04-15)
------------------------------------------------------------------------
- Fix: When starting GS or AI, always use the settings of the game, not the new-game settings [FS#5142] (r24108)

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@ -1,44 +0,0 @@
32bpp and OpenTTD
Last updated: 2007-06-13
------------------------------------------------------------------------
Table of contents
-----------------
1.0) About
2.0) The format
1.0) About
---- -----
OpenTTD has 32bpp support. This means: OpenTTD still is 8bpp, but it has the
posibility to override the graphics with 32bpp. This means that it isn't a
replacement of grf or newgrf, but simply an addition. If you want to use 32bpp
graphics of a newgrf, you do need the newgrf itself too (with 8bpp graphics).
2.0) The format
---- ----------
32bpp images are stored in PNG. They should go in:
data/sprites/<grfname>/<SpriteID>.png
For example, a grfname would be 'openttd' (without .grf, lowercase), and the
SpriteID 3, to override the 3rd sprite in openttd.grf with a 32bpp version.
The format of this PNG can be almost anything, but we advise to use RGBA
format. Alpha-channel is fully supported.
As the core of OpenTTD is 8bpp, and because you of course want company colours
in your images, you will need to add a mask for every sprite that needs colour
remapping. The name is simular as above, only you have to put a 'm' behind the
SpriteID. This image should be a 8bpp palette image, where the palette is the
OpenTTD palette. Upon load of the PNG, the mask is loaded too, and overrides
the RGB (not the Alpha) of the original PNG image, and replacing it with a
8bpp color remapped and converted to 32bpp.
Another thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
y_offs. This to define the x- and y-offset, of course. Use the tool we supply
to add this information. Sadly enough most graphical editors trashes those
chunks upon save, so you have to readd it every time you save your image.
Your images should be the same as the grf, in size.

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@ -1,6 +1,6 @@
OpenTTD's known bugs
Last updated: 2012-04-15
Release version: 1.2.0
Last updated: 2012-05-16
Release version: 1.2.1-RC1
------------------------------------------------------------------------

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@ -1,3 +1,9 @@
openttd (1.2.1~RC1) unstable; urgency=low
* New upstream release 1.2.1-RC1
-- Matthijs Kooijman <matthijs@stdin.nl> Wed, 16 Apr 2012 22:00:00 +0200
openttd (1.2.0) unstable; urgency=low
* New upstream release 1.2.0

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@ -1,6 +1,6 @@
@echo off
set OPENTTD_VERSION=1.2.0
set OPENTTD_VERSION=1.2.1-RC1
set OPENSFX_VERSION=0.8.0
set NOSOUND_VERSION=0.8.0
set OPENGFX_VERSION=1.2.0

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@ -1,9 +1,9 @@
# Version numbers to update
!define APPV_MAJOR 1
!define APPV_MINOR 2
!define APPV_MAINT 0
!define APPV_BUILD 8
!define APPV_EXTRA ""
!define APPV_MAINT 1
!define APPV_BUILD 0
!define APPV_EXTRA "-RC1"
!define APPNAME "OpenTTD" ; Define application name
!define APPVERSION "${APPV_MAJOR}.${APPV_MINOR}.${APPV_MAINT}${APPV_EXTRA}" ; Define application version
@ -143,9 +143,6 @@ Section "!OpenTTD" Section1
File ${PATH_ROOT}docs\multiplayer.txt
Push "$INSTDIR\docs\multiplayer.txt"
Call unix2dos
File ${PATH_ROOT}docs\32bpp.txt
Push "$INSTDIR\docs\32bpp.txt"
Call unix2dos
; Copy the rest of the stuff
SetOutPath "$INSTDIR\"
@ -217,7 +214,6 @@ Section "!OpenTTD" Section1
CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Known-bugs.lnk" "$INSTDIR\known-bugs.txt"
CreateDirectory "$SMPROGRAMS\$SHORTCUTS\Docs"
CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Docs\Multiplayer.lnk" "$INSTDIR\docs\multiplayer.txt"
CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Docs\32bpp.lnk" "$INSTDIR\docs\32bpp.txt"
CreateDirectory "$SMPROGRAMS\$SHORTCUTS\Scripts"
CreateShortCut "$SMPROGRAMS\$SHORTCUTS\Scripts\Readme.lnk" "$INSTDIR\scripts\readme.txt"
!insertmacro MUI_STARTMENU_WRITE_END

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@ -1,6 +1,6 @@
OpenTTD readme
Last updated: 2012-04-15
Release version: 1.2.0
Last updated: 2012-05-16
Release version: 1.2.1-RC1
------------------------------------------------------------------------
@ -80,8 +80,10 @@ After you have done all that you can report the bug. Please include the
following information in your bug report:
* OpenTTD version (PLEASE test the latest SVN/nightly build)
* Bug details, including instructions how to reproduce it
* Platform (Win32, Linux, FreeBSD, ...) and compiler (including version) if
* Platform (Windows, Linux, FreeBSD, ...) and compiler (including version) if
you compiled OpenTTD yourself.
* The processor architecture of your OS (32 bits Windows, 64 bits Windows,
Linux on an ARM, Mac OS X on a PowerPC, ...)
* Attach a saved game *and* a screenshot if possible
* If this bug only occurred recently please note the last version without
the bug and the first version including the bug. That way we can fix it
@ -145,9 +147,9 @@ will not be able to reproduce the desync and thus will be unable to fix it.
3.0) Supported platforms
---- -------------------
OpenTTD has been ported to several platforms and operating systems. It shouldn't
be very difficult to port it to a new platform. The currently working platforms
are:
OpenTTD has been ported to several platforms and operating systems. It should
not be very difficult to port it to a new platform. The currently working
platforms are:
BeOS - SDL or Allegro
DOS - Allegro
@ -168,7 +170,7 @@ be installed, or you have downloaded an installer, which will automatically
extract OpenTTD in the given directory.
OpenTTD looks in multiple locations to find the required data files (described
in section 4.2). Installing any 3rd party files into a "shared" location has
in section 4.2). Installing any 3rd party files into a 'shared' location has
the advantage that you only need to do this step once, rather than copying the
data files into all OpenTTD versions you have.
Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
@ -177,15 +179,16 @@ shared directories, savegames will reside in the save/ directory next to the
openttd.cfg file there.
If you want savegames and screenshots in the directory where the OpenTTD binary
resides, simply have your config file in that location. But if you remove this
config file, savegames will still be in this directory (see notes in section 4.2)
config file, savegames will still be in this directory (see notes in
section 4.2 'OpenTTD directories')
OpenTTD comes without AIs, so if you want to play with AIs you have to download
them. The easiest way is via the "Check Online Content" button in the main menu.
them. The easiest way is via the 'Check Online Content' button in the main menu.
You can select some AIs that you think are compatible with your playing style.
Another way is manually downloading the AIs from the forum although then you
need to make sure that you install all the required AI libraries too; they get
automatically selected (and downloaded) if you get the AIs via the "Check
Online Content". If you do not have an AI but have configured OpenTTD to start
automatically selected (and downloaded) if you get the AIs via the 'Check
Online Content'. If you do not have an AI but have configured OpenTTD to start
an AI a message will be shown that the 'dummy' AI has been started.
4.1) (Required) 3rd party files
@ -198,7 +201,7 @@ For OpenTTD you need to acquire some third party data files. For this you have
the choice of using the original Transport Tycoon Deluxe data files or a set
of free data files.
Do NOT copy files included with OpenTTD into "shared" directories (explained in
Do NOT copy files included with OpenTTD into 'shared' directories (explained in
the following sections) as sooner or later you will run into graphical glitches
when using other versions of the game.
@ -239,7 +242,7 @@ not work.
If you want AIs use the in-game content downloader. If for some reason that is
not possible or you want to use an AI that has not been uploaded to the content
download system download the tar file and place it in the ai/ directory. If the
AI needs libraries you'll have to download those too and put them in the
AI needs libraries you will have to download those too and put them in the
ai/library/ directory. All AIs and AI Libraries that have been uploaded to
the content download system can be found at http://noai.openttd.org/downloads/
The AIs and libraries can be found their in the form of .tar.gz packages.
@ -247,20 +250,32 @@ OpenTTD can read inside tar files but it does not extract .tar.gz files by
itself.
To figure out which libraries you need for an AI you have to start the AI and
wait for an error message to pop up. The error message will tell you
"couldn't find library 'lib-name'". Download that library and try again.
'could not find library "lib-name"'. Download that library and try again.
4.1.5) Game scripts
------ ------------
If you want an extra challenge in OpenTTD you can download so-called game
scripts via the in-game content downloader. These game scripts have varying
functionality, though they can generally influence town growth, subsidies, add
goals to reach or provide a different ranking system.
If you download a game script manually you have to follow the same rules as for
AIs, except that game scripts are placed in the game/ directory instead of the
ai/ directory.
4.2) OpenTTD directories
---- -------------------
OpenTTD uses its own directory to store its required 3rd party base set files (see section
4.1 "Required 3rd party files") and non-compulsory extension and configuration files. See
below for their proper place within this OpenTTD main data directory.
OpenTTD uses its own directory to store its required 3rd party base set files
(see section 4.1 'Required 3rd party files') and non-compulsory extension and
configuration files. See below for their proper place within this OpenTTD main
data directory.
The main OpenTTD directories can be found in various locations, depending on your operating
system:
The main OpenTTD directories can be found in various locations, depending on
your operating system:
1. The current working directory (from where you started OpenTTD)
For non-Windows operating systems OpenTTD will not scan for files in this
directory if it is your personal directory, i.e. "~/", or when it is the
root directory, i.e. "/".
directory if it is your personal directory, i.e. '~/', or when it is the
root directory, i.e. '/'.
2. Your personal directory
Windows: C:\My Documents\OpenTTD (95, 98, ME)
C:\Documents and Settings\<username>\My Documents\OpenTTD (2000, XP)
@ -278,11 +293,11 @@ system:
5. The installation directory (Linux only)
Linux: /usr/share/games/openttd
6. The application bundle (Mac OSX only)
It includes the OpenTTD files (grf+lng) and it will work as long as they aren't
touched
It includes the OpenTTD files (grf+lng) and it will work as long as they
are not touched
Different types of data or extensions go into different subdirectories of the chosen main
OpenTTD directory:
Different types of data or extensions go into different subdirectories of the
chosen main OpenTTD directory:
Config File: (no subdirectory)
Screenshots: (no subdirectory)
Base Graphics: baseset (or a subdirectory thereof)
@ -298,21 +313,24 @@ OpenTTD directory:
Automatic Savegames: save/autosave
Scenarios: scenario
The (automatically created) directory content_download is for OpenTTD's internal use and
no files should be added to it or its subdirectories manually.
The (automatically created) directory content_download is for OpenTTD's internal
use and no files should be added to it or its subdirectories manually.
Notes:
- Linux in the previous list means .deb, but most paths should be similar for others.
- Linux in the previous list means .deb, but most paths should be similar for
others.
- The previous search order is also used for NewGRFs and openttd.cfg.
- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3, 5 order.
- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
5 order.
- Savegames will be relative to the config file only if there is no save/
directory in paths with higher priority than the config file path, but
autosaves and screenshots will always be relative to the config file.
The preferred setup:
Place 3rd party files in shared directory (or in personal directory if you don't
have write access on shared directory) and have your openttd.cfg config file in
personal directory (where the game will then also place savegames and screenshots).
Place 3rd party files in shared directory (or in personal directory if you do
not have write access on shared directory) and have your openttd.cfg config
file in personal directory (where the game will then also place savegames and
screenshots).
4.3) Portable installations (portable media)
---- ---------------------------------------
@ -334,12 +352,10 @@ makes it easy to bundle files belonging to the same script, NewGRF or base
set. Music sets are the only exception as they cannot be stored in a tar
file due to being played by external applications.
OpenTTD sees each tar archive as the 'root' of its search path. This means
that having a file with the same path in two different tar files means that
one cannot be opened, after all only one file will be found first. This is
done to make it possible to have the large 32bpp zoomed graphics in a separate
file to the (relatively small) unzoomed 8bpp NewGRF. As such it is advisable
to put an uniquely named folder in the root of the tar and put all the
OpenTTD sees each tar archive as the 'root' of its search path. This means that
having a file with the same path in two different tar files means that one
cannot be opened, after all only one file will be found first. As such it is
advisable to put an uniquely named folder in the root of the tar and put all the
content in that folder. For example, all downloaded content has a path that
concatenates the name of the content and the version, which makes the path
unique. For custom tar files it is advised to do this as well.
@ -405,7 +421,7 @@ OpenTTD in debug mode.
6.0) Configuration file
---- ------------------
The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
.INI format. It's mostly undocumented. Almost all settings can be changed
.INI format. It is mostly undocumented. Almost all settings can be changed
ingame by using the 'Advanced Settings' window.
When you cannot find openttd.cfg you should look in the directories as
described in section 4.2. If you do not have an openttd.cfg OpenTTD will
@ -429,24 +445,24 @@ Windows:
Please read the Makefile for more information.
Solaris, FreeBSD, OpenBSD:
Use "gmake", but do a "./configure" before the first build.
Use 'gmake', but do a './configure' before the first build.
Linux/Unix:
OpenTTD can be built with GNU "make". On non-GNU systems it's called "gmake".
However, for the first build one has to do a "./configure" first.
OpenTTD can be built with GNU 'make'. On non-GNU systems it is called 'gmake'.
However, for the first build one has to do a './configure' first.
MacOS X:
Use "make" or Xcode (which will then call make for you)
Use 'make' or Xcode (which will then call make for you)
This will give you a binary for your CPU type (PPC/Intel)
However, for the first build one has to do a "./configure" first.
To make a universal binary type "./configure --enabled-universal"
instead of "./configure".
However, for the first build one has to do a './configure' first.
To make a universal binary type './configure --enabled-universal'
instead of './configure'.
BeOS:
Use "make", but do a "./configure" before the first build.
Use 'make', but do a './configure' before the first build.
MorphOS:
Use "make". However, for the first build one has to do a "./configure" first.
Use 'make'. However, for the first build one has to do a './configure' first.
Note that you need the MorphOS SDK, latest libnix updates (else C++ parts of
OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
libpng and freetype2 developer files.
@ -458,7 +474,7 @@ OS/2:
DOS:
A build environment with DJGPP is needed as well as libraries such as
Allegro, zlib and libpng, which all can be downloaded from the DJGPP
website. Compilation is straight forward: use make, but do a "./configure"
website. Compilation is straight forward: use make, but do a './configure'
before the first build. The build binary will need cwsdpmi.exe to be in
the same directory as the openttd executable. cwsdpmi.exe can be found in
the os/dos subdirectory. If you compile with stripping turned on a binary
@ -489,7 +505,7 @@ To recompile the extra graphics needed to play with the original Transport
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
GRFCodec can be found at: http://www.openttd.org/download-grfcodec
The compilation of these extra graphics does generally not happen, unless
you remove the graphics file using "make maintainer-clean".
you remove the graphics file using 'make maintainer-clean'.
7.2) Supported compilers
---- -------------------
@ -537,7 +553,7 @@ someone else may have already started translating to the same language.
8.1) Translation
---- -----------
So, now that you've notified the development team about your intention to
So, now that you have notified the development team about your intention to
translate (You did, right? Of course you did.) you can pick up english.txt
(found in the SVN repository under /src/lang) and translate.
@ -571,17 +587,17 @@ Any missing strings are replaced with the English strings. Note that it looks
for english.txt in the lang subdirectory, which is where your language file
should also be.
That's all! You should now be able to select the language in the game options.
That is all! You should now be able to select the language in the game options.
9.0) Troubleshooting
---- ---------------
To see all startup options available to you, start OpenTTD with the
"./openttd -h" option. This might help you tweak some of the settings.
'./openttd -h' option. This might help you tweak some of the settings.
If the game is acting strange and you feel adventurous you can try the
"-d [[<name>]=[<level>]" flag, where the higher levels will give you more
debugging output. The "name" variable can help you to display only some type of
'-d [[<name>=]<level>]' flag, where the higher levels will give you more
debugging output. The 'name' variable can help you to display only some type of
debugging messages. This is mostly undocumented so best is to look in the
source code file debug.c for the various debugging types. For more information
look at http://wiki.openttd.org/index.php/Command_line.
@ -604,17 +620,17 @@ and add a suitable font for the small, medium and / or large font, e.g.:
small_font = "Tahoma"
medium_font = "Tahoma"
large_font = "Tahoma"
You should use a font name like "Tahoma" or a path to the desired font.
You should use a font name like 'Tahoma' or a path to the desired font.
Any NewGRF file used in a game is stored inside the savegame and will refuse
to load if you don't have that NewGRF file available. A list of missing files
to load if you do not have that NewGRF file available. A list of missing files
can be viewed in the NewGRF window accessible from the file load dialogue window.
You can try to obtain the missing files from that NewGRF dialogue or - if they
are not available online - you can search manually through our forum's graphics
development section (http://www.tt-forums.net/viewforum.php?f=66) or GrfCrawler
(http://grfcrawler.tt-forums.net/). Put the NewGRF files in OpenTTD's newgrf folder
(see section 4.2 "OpenTTD directories") and rescan the list of available NewGRFs.
(see section 4.2 'OpenTTD directories') and rescan the list of available NewGRFs.
Once you have all missing files, you are set to go.
@ -667,7 +683,7 @@ Thanks to:
George - Canal graphics
Andrew Parkhouse (andythenorth) - River graphics
David Dallaston (Pikka) - Tram tracks
Marcin Grzegorczyk - Foundations for tracks on slopes",
Marcin Grzegorczyk - Foundations for tracks on slopes,
Daniel Blödorn (Bluescreen) - Title game
All Translators - For their support to make OpenTTD a truly international game
Bug Reporters - Thanks for all bug reports

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@ -72,7 +72,7 @@ STR_CARGO_PLURAL_GRAIN.dat :зерню
STR_CARGO_PLURAL_GRAIN.acc :зерне
STR_CARGO_PLURAL_GRAIN.abl :зернем
STR_CARGO_PLURAL_GRAIN.pre :зерні
STR_CARGO_PLURAL_WOOD :{G=f}Драўнiна
STR_CARGO_PLURAL_WOOD :{G=f}Драўніна
STR_CARGO_PLURAL_WOOD.gen :драўніны
STR_CARGO_PLURAL_WOOD.dat :драўніне
STR_CARGO_PLURAL_WOOD.acc :драўніну
@ -90,7 +90,7 @@ STR_CARGO_PLURAL_STEEL.dat :сталі
STR_CARGO_PLURAL_STEEL.acc :сталь
STR_CARGO_PLURAL_STEEL.abl :стальлю
STR_CARGO_PLURAL_STEEL.pre :сталі
STR_CARGO_PLURAL_VALUABLES :{G=p}Каштоўнасьцi
STR_CARGO_PLURAL_VALUABLES :{G=p}Каштоўнасьці
STR_CARGO_PLURAL_VALUABLES.gen :каштоўнасьцяў
STR_CARGO_PLURAL_VALUABLES.dat :каштоўнасьцям
STR_CARGO_PLURAL_VALUABLES.acc :каштоўнасьці
@ -1362,7 +1362,7 @@ STR_NUM_CUSTOM_NUMBER :Зададзе
STR_VARIETY_NONE :Няма
STR_VARIETY_VERY_LOW :Вельмі нізкае
STR_VARIETY_LOW :Нiзкае
STR_VARIETY_LOW :Нізкае
STR_VARIETY_MEDIUM :Сярэдняе
STR_VARIETY_HIGH :Шмат
STR_VARIETY_VERY_HIGH :Вельмі шмат
@ -2403,7 +2403,7 @@ STR_STATION_BUILD_BUS_ORIENTATION :{WHITE}Кіру
STR_STATION_BUILD_BUS_ORIENTATION_TOOLTIP :{BLACK}Выберыце кірунак аўтобуснага прыпынка
STR_STATION_BUILD_TRUCK_ORIENTATION :{WHITE}Кірунак грузавога тэрмінала
STR_STATION_BUILD_TRUCK_ORIENTATION_TOOLTIP :{BLACK}Выберыце кірунак грузавога тэрмінала
STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION :{WHITE}Кірунак прыпынку пасажырскiх трамваяў
STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION :{WHITE}Кірунак прыпынку пасажырскіх трамваяў
STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION_TOOLTIP :{BLACK}Выберыце кірунак трамвайнага прыпынка
STR_STATION_BUILD_CARGO_TRAM_ORIENTATION :{WHITE}Кірунак прыпынка грузавых трамваяў
STR_STATION_BUILD_CARGO_TRAM_ORIENTATION_TOOLTIP :{BLACK}Выберыце кірунак прыпынка грузавых трамваяў
@ -2790,7 +2790,7 @@ STR_NEWGRF_SETTINGS_REMOVE :{BLACK}Выда
STR_NEWGRF_SETTINGS_REMOVE_TOOLTIP :{BLACK}Выдаліць вылучаны файл NewGRF са сьпісу
STR_NEWGRF_SETTINGS_MOVEUP :{BLACK}Уверх
STR_NEWGRF_SETTINGS_MOVEUP_TOOLTIP :{BLACK}Перамясьціць выбраны файл NewGRF вышэй
STR_NEWGRF_SETTINGS_MOVEDOWN :{BLACK}Унiз
STR_NEWGRF_SETTINGS_MOVEDOWN :{BLACK}Уніз
STR_NEWGRF_SETTINGS_MOVEDOWN_TOOLTIP :{BLACK}Перамясьціць выбраны файл NewGRF ніжэй
STR_NEWGRF_SETTINGS_FILE_TOOLTIP :{BLACK}Сьпіс устаноўленых файлаў NewGRF.
@ -3019,14 +3019,14 @@ STR_GOAL_QUESTION_BUTTON_YES :Так
STR_GOAL_QUESTION_BUTTON_DECLINE :Адхіліць
STR_GOAL_QUESTION_BUTTON_ACCEPT :Прыняць
STR_GOAL_QUESTION_BUTTON_IGNORE :Iґнараваць
STR_GOAL_QUESTION_BUTTON_RETRY :Спрабаваць iзноў
STR_GOAL_QUESTION_BUTTON_RETRY :Спрабаваць ізноў
STR_GOAL_QUESTION_BUTTON_PREVIOUS :Папярэднi
STR_GOAL_QUESTION_BUTTON_NEXT :Наступны
STR_GOAL_QUESTION_BUTTON_STOP :Спыніць
STR_GOAL_QUESTION_BUTTON_START :Пачаць
STR_GOAL_QUESTION_BUTTON_GO :Iсьцi
STR_GOAL_QUESTION_BUTTON_CONTINUE :Працягнуць
STR_GOAL_QUESTION_BUTTON_RESTART :Пачаць iзноў
STR_GOAL_QUESTION_BUTTON_RESTART :Пачаць ізноў
STR_GOAL_QUESTION_BUTTON_POSTPONE :Адкласьцi
STR_GOAL_QUESTION_BUTTON_SURRENDER :Здацца
STR_GOAL_QUESTION_BUTTON_CLOSE :Закрыць
@ -3369,9 +3369,9 @@ STR_DEPOT_SELL_ALL_BUTTON_ROAD_VEHICLE_TOOLTIP :{BLACK}Прад
STR_DEPOT_SELL_ALL_BUTTON_SHIP_TOOLTIP :{BLACK}Прадаць усе караблi ў доку
STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TOOLTIP :{BLACK}Прадаць увесь авiятранспарт у анґары
STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP :{BLACK}Аўтазамена ўсiх цягнiкоў у дэпо
STR_DEPOT_AUTOREPLACE_ROAD_VEHICLE_TOOLTIP :{BLACK}Аўтазамена ўсiх аўтамабiляў у гаражы
STR_DEPOT_AUTOREPLACE_SHIP_TOOLTIP :{BLACK}Аўтазамена ўсiх караблёў у доку
STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP :{BLACK}Аўтазамена ўсіх цягнiкоў у дэпо
STR_DEPOT_AUTOREPLACE_ROAD_VEHICLE_TOOLTIP :{BLACK}Аўтазамена ўсіх аўтамабіляў у гаражы
STR_DEPOT_AUTOREPLACE_SHIP_TOOLTIP :{BLACK}Аўтазамена ўсіх караблёў у доку
STR_DEPOT_AUTOREPLACE_AIRCRAFT_TOOLTIP :{BLACK}Аўтазамена ўсяго авiятранспарту ў анґары
STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON :{BLACK}Новы цягнік
@ -3404,14 +3404,14 @@ STR_DEPOT_VEHICLE_ORDER_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Атры
STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TOOLTIP :{BLACK}Атрымаць сьпіс караблёў, якія маюць у заданьнях гэты док
STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TOOLTIP :{BLACK}Атрымаць сьпіс авiятранспарту, які мае ў заданьнях гэты анґар
STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP :{BLACK}Націсьніце для спыненьня ўсiх цягнiкоў у дэпо
STR_DEPOT_MASS_STOP_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Націсьніце для спыненьня ўсiх аўтамабiляў у гаражы
STR_DEPOT_MASS_STOP_DEPOT_SHIP_TOOLTIP :{BLACK}Націсьніце для спыненьня ўсiх караблёў у доку
STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP :{BLACK}Націсьніце для спыненьня ўсіх цягнікоў у дэпо
STR_DEPOT_MASS_STOP_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Націсьніце для спыненьня ўсіх аўтамабіляў у гаражы
STR_DEPOT_MASS_STOP_DEPOT_SHIP_TOOLTIP :{BLACK}Націсьніце для спыненьня ўсіх караблёў у доку
STR_DEPOT_MASS_STOP_HANGAR_TOOLTIP :{BLACK}Націсьніце для спыненьня ўсяго авiятранспарту ў анґары
STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP :{BLACK}Націсьніце для запуску ўсiх цягнiкоў у дэпо
STR_DEPOT_MASS_START_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Націсьніце для запуску ўсiх аўтамабiляў у гаражы
STR_DEPOT_MASS_START_DEPOT_SHIP_TOOLTIP :{BLACK}Націсьніце для запуску ўсiх караблёў у доку
STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP :{BLACK}Націсьніце для запуску ўсіх цягнікоў у дэпо
STR_DEPOT_MASS_START_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Націсьніце для запуску ўсіх аўтамабіляў у гаражы
STR_DEPOT_MASS_START_DEPOT_SHIP_TOOLTIP :{BLACK}Націсьніце для запуску ўсіх караблёў у доку
STR_DEPOT_MASS_START_HANGAR_TOOLTIP :{BLACK}Націсьніце для запуску ўсяго авiятранспарту ў анґары
STR_DEPOT_SELL_CONFIRMATION_TEXT :{YELLOW}Увесь транспарт у дэпо будзе прададзены. Вы ўпэўнены?
@ -3890,7 +3890,7 @@ STR_AI_CONFIG_NONE :(няма)
STR_AI_CONFIG_MOVE_UP :{BLACK}Уверх
STR_AI_CONFIG_MOVE_UP_TOOLTIP :{BLACK}Перамясьціць гэты модуль ШI ўверх па сьпісе
STR_AI_CONFIG_MOVE_DOWN :{BLACK}Унiз
STR_AI_CONFIG_MOVE_DOWN :{BLACK}Уніз
STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}Перамясьціць гэты модуль ШI ўніз па сьпісе
STR_AI_CONFIG_GAMESCRIPT :{SILVER}Гульнёвы скрыпт

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@ -2625,7 +2625,7 @@ STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED :{ORANGE}{CARGO_
STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{GREEN} (piegādāts)
STR_TOWN_VIEW_TOWN_GROWS_EVERY :{BLACK}Pilsēta aug katr{P 0 u as u} {ORANGE}{COMMA}{BLACK} dien{P u as u}
STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}Pilsēta aug katr{P 0 u as u} {ORANGE}{COMMA}{BLACK} dien{P u as u} (finansēta)
STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}Pilsēta {RED}neaug{BLACK}
STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}Pilsēta {RED}neattīstās{BLACK}
STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Trokšņu ierobežojums pilsētā: {ORANGE}{COMMA}{BLACK} maks.: {ORANGE}{COMMA}
STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Centrēt galveno skatu uz pilsētu. Ctrl+klikšķis atvērs skatu uz pilsētu jaunā skatlaukā
STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Pašvaldība

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@ -3551,14 +3551,14 @@ STR_ORDERS_DELETE_BUTTON :{BLACK}Удал
STR_ORDERS_DELETE_TOOLTIP :{BLACK}Удалить выделенное задание
STR_ORDERS_DELETE_ALL_TOOLTIP :{BLACK}Удалить все задания
STR_ORDERS_STOP_SHARING_BUTTON :{BLACK}Индивидуальный список
STR_ORDERS_STOP_SHARING_TOOLTIP :{BLACK}Сделать общий список заданий индивидуальным. Ctrl+щелчок очистит список заданий данного транспорта.
STR_ORDERS_STOP_SHARING_TOOLTIP :{BLACK}Сделать общий маршрут индивидуальным. Ctrl+щелчок очистит список заданий данного транспорта.
STR_ORDERS_GO_TO_BUTTON :{BLACK}Следовать
STR_ORDER_GO_TO_NEAREST_DEPOT :Идти к ближайшему депо
STR_ORDER_GO_TO_NEAREST_HANGAR :Идти к ближайшему ангару
STR_ORDER_CONDITIONAL :Условный переход к заданию
STR_ORDER_SHARE :Общий список заданий
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Вставить новое задание перед выделенным, либо в конец списка. Зажатый Ctrl добавляет на станциях «полную погрузку любым грузом», на точках пути - «без остановки», на депо - «прохождение ТО». «Общий список заданий» или Ctrl+щелчок создаст общий список заданий с ТС, на которое вы укажете. Щелчок по любому ТС скопирует его задания. Если в списке заданий есть депо, автоматическое ТО для этого ТС отключается.
STR_ORDER_SHARE :Общий маршрут
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Вставить новое задание перед выделенным, либо в конец списка. Зажатый Ctrl добавляет на станциях «полную погрузку любым грузом», на точках пути - «без остановки», на депо - «прохождение ТО». «Общий маршрут» или Ctrl+щелчок создаст общий маршрут с ТС, на которое вы укажете. Щелчок по любому ТС скопирует его задания. Если в списке заданий есть депо, автоматическое ТО для этого ТС отключается.
STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Показать весь транспорт с общим маршрутом
@ -4157,11 +4157,11 @@ STR_ERROR_CAN_T_SKIP_ORDER :{WHITE}Не у
STR_ERROR_CAN_T_SKIP_TO_ORDER :{WHITE}Не удалось перейти к выделенному заданию...
STR_ERROR_CAN_T_COPY_SHARE_ORDER :{WHITE}... ТС не может достигнуть всех станций
STR_ERROR_CAN_T_ADD_ORDER :{WHITE}... ТС не может достигнуть этой станции
STR_ERROR_CAN_T_ADD_ORDER_SHARED :{WHITE}... ТС с общим заданием не может достигнуть этой станции
STR_ERROR_CAN_T_ADD_ORDER_SHARED :{WHITE}...ТС с общим маршрутом не может достигнуть этой станции
STR_ERROR_CAN_T_SHARE_ORDER_LIST :{WHITE}Невозможно использовать общий список заданий
STR_ERROR_CAN_T_STOP_SHARING_ORDER_LIST :{WHITE}Невозможно создать индивидуальный список заданий...
STR_ERROR_CAN_T_COPY_ORDER_LIST :{WHITE}Невозможно скопировать список заданий
STR_ERROR_CAN_T_SHARE_ORDER_LIST :{WHITE}Невозможно использовать общий маршрут...
STR_ERROR_CAN_T_STOP_SHARING_ORDER_LIST :{WHITE}Невозможно создать индивидуальный маршрут...
STR_ERROR_CAN_T_COPY_ORDER_LIST :{WHITE}Невозможно скопировать маршрут
STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION :{WHITE}... слишком далеко от предыдущей точки
STR_ERROR_AIRCRAFT_NOT_ENOUGH_RANGE :{WHITE}... дальность полёта воздушного судна недостаточна

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@ -2315,7 +2315,7 @@ STR_LAI_BRIDGE_DESCRIPTION_RAIL_WOODEN :Järnvägsbro a
STR_LAI_BRIDGE_DESCRIPTION_RAIL_CONCRETE :Järnvägsbro av betong
STR_LAI_BRIDGE_DESCRIPTION_RAIL_TUBULAR_STEEL :Järnvägsrörbro
STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_STEEL :Hängbro av stål med vägbana
STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_STEEL :Stålhängbro för vägbana
STR_LAI_BRIDGE_DESCRIPTION_ROAD_GIRDER_STEEL :Vägbro med stålbalkar
STR_LAI_BRIDGE_DESCRIPTION_ROAD_CANTILEVER_STEEL :Vägbro med utskjutande stålstöd
STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_CONCRETE :Väghängbro av armerad betong
@ -3662,8 +3662,8 @@ STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{1:STRIN
STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}Inte tillåtet när spelet är pausat
# Local authority errors
STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}{TOWN} de lokala myndigheterna tillåter inte detta
STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}{TOWN} de lokala myndigheterna tillåter inte att en till flygplats byggs i staden
STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}De lokala myndigheterna i {TOWN} tillåter inte detta
STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}De lokala myndigheterna i {TOWN} tillåter inte att ytterligare en flygplats byggs i staden
STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}{TOWN}'s lokala myndigheter vägrar ge tillåtelse att bygga en flygplats på grund av ljudproblem
STR_ERROR_BRIBE_FAILED :{WHITE}Ditt mutningsförsök upptäcktes av en regional granskare
@ -3718,6 +3718,7 @@ STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... kan
STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... kan bara byggas i regnskogsområden
STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}... kan bara byggas i ökenområden
STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}... kan bara byggas i städer (ersätter hus)
STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER :{WHITE}... kan bara byggas nära stadskärnor
STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS :{WHITE}... kan bara byggas i låglandsområden
STR_ERROR_CAN_ONLY_BE_POSITIONED :{WHITE}... kan bara placeras nära kartans kant
STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED :{WHITE}... skog kan bara planteras ovanför snögränsen

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@ -15,6 +15,10 @@
* functions may still be available if you return an older API version
* in GetAPIVersion() in info.nut.
*
* \b 1.2.1
*
* No changes
*
* \b 1.2.0
*
* API additions:

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@ -15,6 +15,10 @@
* functions may still be available if you return an older API version
* in GetAPIVersion() in info.nut.
*
* \b 1.2.1
*
* No changes
*
* \b 1.2.0
* \li First stable release with the NoGo framework.
*/