mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 13:53:45 +03:00
102 lines
5.8 KiB
Lua
102 lines
5.8 KiB
Lua
|
|
--[[
|
||
|
|
| 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."
|
||
|
|
}
|