TombEngine/Scripts/SystemStrings.lua

142 lines
4.3 KiB
Lua
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--[[
NOTE: It's possible to expand string entry tables with extra language variations
corresponding to languages in the table at the end of this file.
--]]
local strings =
{
actions_accelerate = { "Accelerate" },
actions_action = { "Action" },
actions_backward = { "Backward" },
actions_brake = { "Brake/Dismount" },
actions_crouch = { "Crouch" },
actions_deselect = { "Deselect" },
actions_draw = { "Draw" },
actions_fire = { "Fire" },
actions_flare = { "Flare" },
actions_forward = { "Forward" },
actions_inventory = { "Inventory" },
actions_jump = { "Jump" },
actions_large_medipack = { "Large Medipack" },
actions_left = { "Left" },
actions_load = { "Load" },
actions_look = { "Look" },
actions_next_weapon = { "Next Weapon" },
actions_pause = { "Pause" },
actions_previous_weapon = { "Previous Weapon" },
actions_reverse = { "Reverse" },
actions_right = { "Right" },
actions_roll = { "Roll" },
actions_save = { "Save" },
actions_select = { "Select" },
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actions_slow = { "Slower" },
actions_small_medipack = { "Small Medipack" },
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actions_speed = { "Faster" },
actions_sprint = { "Sprint" },
actions_step_left = { "Step Left" },
actions_step_right = { "Step Right" },
actions_walk = { "Walk" },
actions_weapon_1 = { "Weapon 1" },
actions_weapon_10 = { "Weapon 10" },
actions_weapon_2 = { "Weapon 2" },
actions_weapon_3 = { "Weapon 3" },
actions_weapon_4 = { "Weapon 4" },
actions_weapon_5 = { "Weapon 5" },
actions_weapon_6 = { "Weapon 6" },
actions_weapon_7 = { "Weapon 7" },
actions_weapon_8 = { "Weapon 8" },
actions_weapon_9 = { "Weapon 9" },
all = { "All" },
Renderer refactor (#1287) * Fixed vertex effects for statics * WIP implementing SMAA antialiasing * Fixed double drawing of additive faces * SMAA working, need to tune it * Cleaned SMAA code, ready for test * Formatting * Renderer cleaning Tier 1 * Renamed Renderer11 to Renderer; Forced DX11 hardware support; Removed m_ from private fields in Renderer class; Refactored render targets: optional depth buffer creation; Back buffer now is a RenderTarget2D; * Converting constexpr and defines to enum classes * Converting enum to enum classes, tier 2; * Converting constexpr to enum classes, tier 3 * Cleaned enums and constants; Renamed some files; * Fixed shaders; Renamed AlphaTestModes; * Cleaned shaders directory; Reverted hardware version to DX10.1 (we'll upgrade it again in the next releases); * Renamed private fields; Refactored quad vertex buffer for sprites; Refactored HUD renderer structure; Minor fixes; * Deleted some files * Removed reference to RendererQuad.h * New renderer transparency, for rooms now * Continue work * Implemented WOIT for alpha blending; Started renderer refactoring; * Removed redundant DirectX api calls * Added G-Buffer with normals and depth * Refactored and optimized particle enemies (rats, bats, locusts, beetles); Extended G-Buffer to effects, rats, bats, locusts, beetles, gunshells, debris; Extended animated textures sequence to 256; Fixed normal mapping for items and statics; * Removed WOIT code; Removed write to depth map in opaque pass (it's already done in depth pre-pass); Cleaned debris rendering code; * Removed legacy render targets; Added dual paraboloid mapping for ambient light (to finish the light shader): Minor cleanups; * Implement additive debug triangles * Unhardcode value * Finished room ambient code, commented for now (need to write a gaussian filter); * Fixed wrong constant buffer slot in SMAA * Renamed draw effects functions; Moved prepare sprites function before the draw code; Restored additive drawing; Restored alpha blend faces collect; * Enhance visual debug object API * Partially restored sprites drawing * Rename local variables * Improve spheres * Update names * Rename function * Remove unneeded parameter * Formatting * Cleaned and optimized drawing of opaque/additive sprites * Removed legacy alpha blend code; Added drawing of alpha blended faces for rooms; * Completed drawing of non commutative objects; FIxed compilation; Removed old files; * Refactored debug statistics for renderer * Fixed FPS calculation * Removed not used render targets and shaders * Added base post-process framework; Added monochrome and sepia effects; * SSAO WIP * SSAO almost working, needs tuning; Changes to G-Buffer; * Removed .cpp files in Graphics directory and moved constructors to headers; Templatized VertexBuffer class; New post-process system work in progress; New blur stage for SSAO; * SSAO at 1/4 resolution * Removed FinalPass.fx and moved pixel shader to PostProcess.fx; Added color to PostProcessVertex; Rewritten the post-process step using new system; Tweaked some variables for SSAO; Fixed drawing of render targets debug thumbnails; * Rewritten antialiasing techniques with new post-process system; Made depth target optional when creating render targets using UNKNOWN DXGI format; * Fix for empty vertex and index buffers * Encode normals to RGBA8 render target; Fixed samplers of depth texture; * Removed legacy hairs shader * Restored SSAO at fuill res for now; Fixed shaders structs; * Optimized G-Buffer shaders for speed and avoid DX log spam; Renamed updateData to UpdateData in constant buffers; * Bilateral gaussian filter for SSAO * Fixed wrong enum * Cleaning constant buffers tier 1 * Added SSAO setting * Fixed shaders * Fixed shaders * Update SystemStrings.lua * Refactored initialization code; Added read and write of ambient occlusion in Windows registry; Refactored shaders; Added LUA API for setting color scheme; Removed some old variables; * Added effect strength to post-process framework * Some shaders cleaning; Don't calculate SSAO if disabled; * Restored wireframe mode * Revert "Merge branch 'develop' into renderer_refactor" This reverts commit 4706f469822e48a97340f5c91f77e667f364c4e8, reversing changes made to bd413d00b2442d46a7a14d16e8a385120e593067. * Add negative postprocess effect * Update PostProcess.fx * Removed some DX log spam in SMAA shaders; Fixed crash while drawing alpha blended faces from static objects; * Fixed alpha blended faces drawing double sided for items and statics * Fixed flickering of alpha blended faces of rooms * Fixed gunflashes * Revert "Revert "Merge branch 'develop' into renderer_refactor"" This reverts commit 536c555b2d883d1eb95417ccb26bb259ec0e963a. * Fixed shadow mapping for point lights * Fixed bad merge in speedometer * Fix display pickup crash * Fix SSAO toggle with left key * Refactoring postprocess effect workflow - Added exclusion mode - Separated effect mode and strength to different functions - Reset postprocess on level start - Preserve postprocess on savegame reload - Enum and function renames to maintain consistency * Fix some comments * Fix display pickup drawing * Rename * Fix for lights not affecting big static objects * Fixed antialiasing for pickup objects and for inventory scene * Fixed ghost polygons bug * Fixed SSAO on surfaces with no or invalid normals * Fix merge * Bypass postprocessing if effect strength is set to 0 * Update SystemStrings.lua * Update Changes.txt * Update Changes.txt * Turn on SSAO and target highlighter by default * Remove duplicated changelog entries * Implement LARA_START_POS object handling * Update lara_initialise.cpp * Update Changes.txt * Update Changes.txt * Fixed double sided alpha blend faces again * Added things to changes.txt * Update Changes.txt * Don't use LARA_START_POSes with OCB 0 * Fixed 3D sprites like footprints * Fixed glow for statics; Fixed world position for items; * Per-triangle sorting alpha blend * Fixed missing last polygons in alpha blending * Code cleaning * Added alpha blending to rats, bats, locusts, scarabs * Restored fast alpha blend * Fixed AA in title level * Improved light collector; Added code for disable statics instancing if needed for debug; * Fixed rare wrong caustics textures sizes --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Sezz <sezzary@outlook.com> Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com> Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
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ambient_occlusion = { "Ambient Occlusion" },
ammo_used = { "Ammo Used" },
antialiasing = { "Antialiasing" },
apply = { "Apply" },
auto_monkey_swing_jump = { "Auto Monkey Jump" },
auto_targeting = { "Auto Targeting" },
back = { "Back" },
cancel = { "Cancel" },
caustics = { "Underwater Caustics" },
choose_ammo = { "Choose Ammo" },
choose_weapon = { "Choose Weapon" },
close = { "Close" },
combine = { "Combine" },
combine_with = { "Combine With" },
controls = { "Controls" },
disabled = { "Disabled" },
display = { "Display Settings" },
display_adapter = { "Display Adapter" },
distance_travelled = { "Distance Travelled" },
empty = { "Empty" },
enable_sound = { "Enable Sounds" },
enabled = { "Enabled" },
equip = { "Equip" },
examine = { "Examine" },
exit_game = { "Exit Game" },
exit_to_title = { "Exit to Title" },
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general_actions = { "General Actions" },
high = { "High" },
level_secrets_found = { "Secrets Found in Level" },
load_game = { "Load Game" },
low = { "Low" },
medium = { "Medium" },
menu_actions = { "Menu Actions" },
menu_option_looping = { "Menu Option Looping" },
menu_option_looping_all_menus = { "All Menus" },
menu_option_looping_disabled = { "Disabled" },
menu_option_looping_save_load_only = { "Save/Load Only" },
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mouse_sensitivity = { "Mouse Sensitivity" },
music_volume = { "Music Volume" },
new_game = { "New Game" },
none = { "None" },
ok = { "OK" },
options = { "Options" },
other_settings = { "Sound and Gameplay" },
output_settings = { "Output Settings" },
player = { "Player" },
quick_actions = { "Quick Actions" },
render_options = { "Render Options" },
reset_to_defaults = { "Reset to Defaults" },
reverb = { "Reverb" },
rumble = { "Rumble" },
save_game = { "Save Game" },
savegame_timestamp = { "%02d Days %02d:%02d:%02d" },
screen_resolution = { "Screen Resolution" },
select_level = { "Select Level" },
separate = { "Separate" },
sfx_volume = { "SFX Volume" },
shadows = { "Shadows" },
sound = { "Sound" },
statistics = { "Statistics" },
subtitles = { "Subtitles" },
target_highlighter = { "Target Highlighter" },
thumbstick_camera = { "Thumbstick Camera" },
time_taken = { "Time Taken" },
total_secrets_found = { "Secrets Found Total" },
use = { "Use" },
used_medipacks = { "Medipacks Used" },
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variable_framerate = { "Variable Framerate" },
vehicle_actions = { "Vehicle Actions" },
view = { "View" },
volumetric_fog = { "Volumetric Fog" },
waiting_for_input = { "Waiting For Input" },
window_title = { "TombEngine" },
windowed = { "Windowed" },
Renderer refactor (#1287) * Fixed vertex effects for statics * WIP implementing SMAA antialiasing * Fixed double drawing of additive faces * SMAA working, need to tune it * Cleaned SMAA code, ready for test * Formatting * Renderer cleaning Tier 1 * Renamed Renderer11 to Renderer; Forced DX11 hardware support; Removed m_ from private fields in Renderer class; Refactored render targets: optional depth buffer creation; Back buffer now is a RenderTarget2D; * Converting constexpr and defines to enum classes * Converting enum to enum classes, tier 2; * Converting constexpr to enum classes, tier 3 * Cleaned enums and constants; Renamed some files; * Fixed shaders; Renamed AlphaTestModes; * Cleaned shaders directory; Reverted hardware version to DX10.1 (we'll upgrade it again in the next releases); * Renamed private fields; Refactored quad vertex buffer for sprites; Refactored HUD renderer structure; Minor fixes; * Deleted some files * Removed reference to RendererQuad.h * New renderer transparency, for rooms now * Continue work * Implemented WOIT for alpha blending; Started renderer refactoring; * Removed redundant DirectX api calls * Added G-Buffer with normals and depth * Refactored and optimized particle enemies (rats, bats, locusts, beetles); Extended G-Buffer to effects, rats, bats, locusts, beetles, gunshells, debris; Extended animated textures sequence to 256; Fixed normal mapping for items and statics; * Removed WOIT code; Removed write to depth map in opaque pass (it's already done in depth pre-pass); Cleaned debris rendering code; * Removed legacy render targets; Added dual paraboloid mapping for ambient light (to finish the light shader): Minor cleanups; * Implement additive debug triangles * Unhardcode value * Finished room ambient code, commented for now (need to write a gaussian filter); * Fixed wrong constant buffer slot in SMAA * Renamed draw effects functions; Moved prepare sprites function before the draw code; Restored additive drawing; Restored alpha blend faces collect; * Enhance visual debug object API * Partially restored sprites drawing * Rename local variables * Improve spheres * Update names * Rename function * Remove unneeded parameter * Formatting * Cleaned and optimized drawing of opaque/additive sprites * Removed legacy alpha blend code; Added drawing of alpha blended faces for rooms; * Completed drawing of non commutative objects; FIxed compilation; Removed old files; * Refactored debug statistics for renderer * Fixed FPS calculation * Removed not used render targets and shaders * Added base post-process framework; Added monochrome and sepia effects; * SSAO WIP * SSAO almost working, needs tuning; Changes to G-Buffer; * Removed .cpp files in Graphics directory and moved constructors to headers; Templatized VertexBuffer class; New post-process system work in progress; New blur stage for SSAO; * SSAO at 1/4 resolution * Removed FinalPass.fx and moved pixel shader to PostProcess.fx; Added color to PostProcessVertex; Rewritten the post-process step using new system; Tweaked some variables for SSAO; Fixed drawing of render targets debug thumbnails; * Rewritten antialiasing techniques with new post-process system; Made depth target optional when creating render targets using UNKNOWN DXGI format; * Fix for empty vertex and index buffers * Encode normals to RGBA8 render target; Fixed samplers of depth texture; * Removed legacy hairs shader * Restored SSAO at fuill res for now; Fixed shaders structs; * Optimized G-Buffer shaders for speed and avoid DX log spam; Renamed updateData to UpdateData in constant buffers; * Bilateral gaussian filter for SSAO * Fixed wrong enum * Cleaning constant buffers tier 1 * Added SSAO setting * Fixed shaders * Fixed shaders * Update SystemStrings.lua * Refactored initialization code; Added read and write of ambient occlusion in Windows registry; Refactored shaders; Added LUA API for setting color scheme; Removed some old variables; * Added effect strength to post-process framework * Some shaders cleaning; Don't calculate SSAO if disabled; * Restored wireframe mode * Revert "Merge branch 'develop' into renderer_refactor" This reverts commit 4706f469822e48a97340f5c91f77e667f364c4e8, reversing changes made to bd413d00b2442d46a7a14d16e8a385120e593067. * Add negative postprocess effect * Update PostProcess.fx * Removed some DX log spam in SMAA shaders; Fixed crash while drawing alpha blended faces from static objects; * Fixed alpha blended faces drawing double sided for items and statics * Fixed flickering of alpha blended faces of rooms * Fixed gunflashes * Revert "Revert "Merge branch 'develop' into renderer_refactor"" This reverts commit 536c555b2d883d1eb95417ccb26bb259ec0e963a. * Fixed shadow mapping for point lights * Fixed bad merge in speedometer * Fix display pickup crash * Fix SSAO toggle with left key * Refactoring postprocess effect workflow - Added exclusion mode - Separated effect mode and strength to different functions - Reset postprocess on level start - Preserve postprocess on savegame reload - Enum and function renames to maintain consistency * Fix some comments * Fix display pickup drawing * Rename * Fix for lights not affecting big static objects * Fixed antialiasing for pickup objects and for inventory scene * Fixed ghost polygons bug * Fixed SSAO on surfaces with no or invalid normals * Fix merge * Bypass postprocessing if effect strength is set to 0 * Update SystemStrings.lua * Update Changes.txt * Update Changes.txt * Turn on SSAO and target highlighter by default * Remove duplicated changelog entries * Implement LARA_START_POS object handling * Update lara_initialise.cpp * Update Changes.txt * Update Changes.txt * Fixed double sided alpha blend faces again * Added things to changes.txt * Update Changes.txt * Don't use LARA_START_POSes with OCB 0 * Fixed 3D sprites like footprints * Fixed glow for statics; Fixed world position for items; * Per-triangle sorting alpha blend * Fixed missing last polygons in alpha blending * Code cleaning * Added alpha blending to rats, bats, locusts, scarabs * Restored fast alpha blend * Fixed AA in title level * Improved light collector; Added code for disable statics instancing if needed for debug; * Fixed rare wrong caustics textures sizes --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Sezz <sezzary@outlook.com> Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com> Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
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unlimited = { "Unlimited %s" }
}
TEN.Flow.SetStrings(strings)
local languages =
{
"English",
"Italian",
"German",
"French",
"Dutch",
"Spanish",
"Japanese",
"Russian"
}
TEN.Flow.SetLanguageNames(languages)