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wnsrc/gamemodes/helix/plugins/performance/languages/sh_english.lua

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2024-08-04 23:54:45 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
LANGUAGE = {
optGmod_mcore_test = "Multi-Core Rendering",
optdGmod_mcore_test = "Toggles Multi-Core Rendering for your game. Requires a restart.",
optMat_queue_mode = "Material queue mode",
optdMat_queue_mode = "The queue/thread mode the material system should use (-1 = default, 0 = synchronous single thread, 1 = queued single threaded, 2 = queued multithreaded).",
optCl_threaded_bone_setup = "Multi-Threaded Bone System",
optdCl_threaded_bone_setup = "Toggles parallel processing for the bone system.",
optR_decals = "Max decals",
optdR_decals = "The maximum number of decals allowed to render at any one time.",
optR_drawmodeldecals = "Model decals",
optdR_drawmodeldecals = "Whether decals should render on models or not.",
optR_maxmodeldecal = "Max model decals",
optdR_maxmodeldecal = "The maximum number of decals allowed to render on models at any one time.",
optCl_ragdoll_collide = "Clientside ragdoll collision",
optdCl_ragdoll_collide = "Whether or not clientside models should have collisions.",
optR_WaterDrawReflection = "Water Reflections",
optdR_WaterDrawReflection = "Whether the water should have reflections.",
optR_WaterDrawRefraction = "Water Refraction",
optdR_WaterDrawRefraction = "Whether the water should have refractions.",
optR_shadows = "Model shadows",
optdR_shadows = "Whether models and props should cast shadows.",
optMat_mipmaptextures = "'Mipmap' textures",
optdMat_mipmaptextures = "Increase texture quality in exchange for performance.",
optMat_filtertextures = "Filter textures",
optdMat_filtertextures = "Increase texture quality in exchange for performance.",
optMat_envmapsize = "Environment Map Size",
optdMat_envmapsize = "Adjusts the resolution of environment maps that are used for reflective surfaces.",
optCl_phys_props_enable = "Clientside physics props",
optdCl_phys_props_enable = "Toggles clientside physics props. Requires a reconnect.",
optCl_ejectbrass = "Eject Brass",
optdCl_ejectbrass = "Whether bullet shells should eject out of weapons when fired.",
optMat_filterlightmaps = "Filter lightmaps",
optdMat_filterlightmaps = "Increase light quality in exchange for performance.",
optMuzzleflash_light = "Muzzleflash light",
optdMuzzleflash_light = "Whether the muzzleflash should light up the player's viewmodel.",
optProps_break_max_pieces = "Maximum prop gibs",
optdProps_break_max_pieces = "Maximum prop breakable piece count (-1 = model default).",
optR_3dsky = "3D Skybox",
optdR_3dsky = "Whether 3D Skyboxes should render.",
optR_maxdlights = "Maximum Dynamic Lights",
optdR_maxdlights = "The maximum dynamic lights allowed to exist at any one time.",
optR_eyemove = "Eye movement",
optdR_eyemove = "Whether character and NPC eyes should move.",
optR_eyes = "Render eyes",
optdR_eyes = "Whether character and NPC eyes should render.",
optR_teeth = "Render teeth",
optdR_teeth = "Whether character and NPC teeth should render.",
optR_radiosity = "Radiosity setting",
optdR_radiosity = "The manner in which radiosity is sampled (0 = no radiosity, 1 = radiosity with ambient cube (6 samples), 2 = radiosity with 162 samples, 3 = 162 samples for static props, 6 samples for everything else).",
optR_worldlights = "World Lights",
optdR_worldlights = "The number of world lights to use per vertex.",
optRope_averagelight = "Rope Average Light",
optdRope_averagelight = "Makes ropes use average of cubemap lighting instead of max intensity.",
optRope_collide = "Rope collisions",
optdRope_collide = "Whether ropes should collide with the world.",
optRope_rendersolid = "Render ropes",
optdRope_rendersolid = "Whether ropes should render.",
optRope_smooth = "Rope Anti-Aliasing",
optdRope_smooth = "Whether ropes should have anti-aliasing measures applied on them.",
optRope_subdiv = "Rope subdivision",
optdRope_subdiv = "Rope subdivision amount.",
optViolence_ablood = "Alien Blood",
optdViolence_ablood = "Whether alien blood should render.",
optViolence_agibs = "Alien Gibs",
optdViolence_agibs = "Whether alien gibs should render.",
optViolence_hblood = "Human Blood",
optdViolence_hblood = "Whether human blood should render.",
optViolence_hgibs = "Human Gibs",
optdViolence_hgibs = "Whether human gibs should render.",
optAi_expression_optimization = "AI Expression Optimization",
optdAi_expression_optimization = "Whether NPC expressions should not render if you cannot see them.",
optCl_detaildist = "Detail Distance",
optdCl_detaildist = "Distance at which detail props are no longer visible.",
optCl_detailfade = "Detail Fade",
optdCl_detailfade = "Distance across which detail props fade in.",
optR_fastzreject = "Fast Z Reject",
optdR_fastzreject = "Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings.",
optCl_show_splashes = "Render water splashes",
optdCl_show_splashes = "Whether water splashes should render.",
optR_drawflecks = "Render flecks",
optdR_drawflecks = "Whether particles should be created when a wall is shot.",
optR_threaded_particles = "Multi-Threaded Particle System",
optdR_threaded_particles = "Toggles parallel processing for the particle system.",
optSnd_mix_async = "Multi-Threaded Sound System",
optdSnd_mix_async = "Toggles parallel processing for the sound system.",
optR_threaded_renderables = "Multi-Threaded Rendering System",
optdR_threaded_renderables = "Toggles parallel processing for the rendering system.",
optCl_forcepreload = "Force Pre-Load",
optdCl_forcepreload = "Forcefully pre-loads all content before map load, as opposed to loading things when needed."
}