mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
Merge remote-tracking branch 'origin/master' into vulkan2
This commit is contained in:
commit
62fa74485d
88 changed files with 3782 additions and 3440 deletions
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@ -1269,6 +1269,11 @@ public:
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return fabs(Z() - checkz) < EQUAL_EPSILON;
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}
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double RenderRadius() const
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{
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return MAX(radius, renderradius);
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}
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DVector3 PosRelative(int grp) const;
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DVector3 PosRelative(const AActor *other) const;
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DVector3 PosRelative(sector_t *sec) const;
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|
|
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@ -73,7 +73,6 @@ static void CT_BackSpace ();
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static void ShoveChatStr (const char *str, uint8_t who);
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static bool DoSubstitution (FString &out, const char *in);
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static int CharLen;
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static TArray<uint8_t> ChatQueue;
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CVAR (String, chatmacro1, "I'm ready to kick butt!", CVAR_ARCHIVE)
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@ -113,7 +112,6 @@ CVAR (Bool, chat_substitution, false, CVAR_ARCHIVE)
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void CT_Init ()
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{
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ChatQueue.Clear();
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CharLen = 0;
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chatmodeon = 0;
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}
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@ -290,7 +288,7 @@ void CT_Drawer (void)
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static void CT_AddChar (int c)
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{
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if (CharLen < QUEUESIZE-2)
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if (ChatQueue.Size() < QUEUESIZE-2)
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{
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int size;
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auto encode = MakeUTF8(c, &size);
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@ -300,7 +298,6 @@ static void CT_AddChar (int c)
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{
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ChatQueue.Push(encode[i]);
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}
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CharLen++;
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}
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}
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}
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@ -314,12 +311,11 @@ static void CT_AddChar (int c)
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static void CT_BackSpace ()
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{
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if (CharLen)
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if (ChatQueue.Size())
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{
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int endpos = ChatQueue.Size() - 1;
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while (endpos > 0 && ChatQueue[endpos] >= 0x80 && ChatQueue[endpos] < 0xc0) endpos--;
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ChatQueue.Clamp(endpos);
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CharLen--;
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}
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}
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@ -388,6 +388,47 @@ void DBaseStatusBar::SetSize(int reltop, int hres, int vres, int hhres, int hvre
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SetDrawSize(reltop, hres, vres);
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}
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static void ST_CalcCleanFacs(int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany)
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{
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float ratio;
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int cwidth;
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int cheight;
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int cx1, cy1, cx2, cy2;
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|
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ratio = ActiveRatio(realwidth, realheight);
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if (AspectTallerThanWide(ratio))
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{
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cwidth = realwidth;
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cheight = realheight * AspectMultiplier(ratio) / 48;
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}
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else
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{
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cwidth = realwidth * AspectMultiplier(ratio) / 48;
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cheight = realheight;
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}
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// Use whichever pair of cwidth/cheight or width/height that produces less difference
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// between CleanXfac and CleanYfac.
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cx1 = MAX(cwidth / designwidth, 1);
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cy1 = MAX(cheight / designheight, 1);
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cx2 = MAX(realwidth / designwidth, 1);
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cy2 = MAX(realheight / designheight, 1);
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if (abs(cx1 - cy1) <= abs(cx2 - cy2) || MAX(cx1, cx2) >= 4)
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{ // e.g. 640x360 looks better with this.
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*cleanx = cx1;
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*cleany = cy1;
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}
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else
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{ // e.g. 720x480 looks better with this.
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*cleanx = cx2;
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*cleany = cy2;
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||||
}
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|
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if (*cleanx < *cleany)
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*cleany = *cleanx;
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else
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*cleanx = *cleany;
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}
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void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres)
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{
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ValidateResolution(hres, vres);
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|
@ -396,7 +437,7 @@ void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres)
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HorizontalResolution = hres;
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VerticalResolution = vres;
|
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int x, y;
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V_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y);
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ST_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y);
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defaultScale = { (double)x, (double)y };
|
||||
|
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SetScale(); // recalculate positioning info.
|
||||
|
|
|
@ -201,6 +201,7 @@ void HU_DrawScores (player_t *player)
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|
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void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheight)
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{
|
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displayFont = NewSmallFont;
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maxnamewidth = displayFont->StringWidth("Name");
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maxscorewidth = 0;
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maxiconheight = 0;
|
||||
|
|
|
@ -495,7 +495,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
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// at sector_t->touching_thinglist) are broken. When a node is
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// added, new sector links are created.
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touching_sectorlist = P_CreateSecNodeList(this, radius, ctx != nullptr? ctx->sector_list : nullptr, §or_t::touching_thinglist); // Attach to thing
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if (renderradius >= 0) touching_rendersectors = P_CreateSecNodeList(this, MAX(radius, renderradius), ctx != nullptr ? ctx->render_list : nullptr, §or_t::touching_renderthings);
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if (renderradius >= 0) touching_rendersectors = P_CreateSecNodeList(this, RenderRadius(), ctx != nullptr ? ctx->render_list : nullptr, §or_t::touching_renderthings);
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else
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||||
{
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touching_rendersectors = nullptr;
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||||
|
|
|
@ -82,7 +82,6 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, bool fullscreen) :
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gl_RenderState.Reset();
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GLRenderer = nullptr;
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InitPalette();
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}
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|
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OpenGLFrameBuffer::~OpenGLFrameBuffer()
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|
|
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@ -157,7 +157,8 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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float x = (float)self->X();
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float y = (float)self->Y();
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float z = (float)self->Center();
|
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float radiusSquared = (float)(self->renderradius * self->renderradius);
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float actorradius = (float)self->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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dl_validcount++;
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BSPWalkCircle(self->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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@ -172,7 +173,7 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + self->renderradius);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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|
|
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@ -120,7 +120,8 @@ void PolyModelRenderer::AddLights(AActor *actor)
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float x = (float)actor->X();
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float y = (float)actor->Y();
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->renderradius);
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float actorradius = (float)actor->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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@ -132,7 +133,7 @@ void PolyModelRenderer::AddLights(AActor *actor)
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + actor->renderradius);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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|
|
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@ -161,7 +161,8 @@ namespace swrenderer
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float x = (float)actor->X();
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float y = (float)actor->Y();
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->renderradius);
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float actorradius = (float)actor->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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@ -173,7 +174,7 @@ namespace swrenderer
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + actor->renderradius);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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|
|
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@ -2105,7 +2105,7 @@ static void freeMDI(struct _mdi *mdi) {
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free(mdi->tmp_info);
|
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_WM_free_reverb(mdi->reverb);
|
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free(mdi->mix_buffer);
|
||||
free(mdi);
|
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delete mdi;
|
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}
|
||||
|
||||
static int *WM_Mix_Linear(midi * handle, int * buffer, unsigned long int count)
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|
|
|
@ -90,7 +90,7 @@ static BOOL CALLBACK GetDisplayDeviceNameMonitorEnumProc(HMONITOR hMonitor, HDC,
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|
||||
// This assumes the monitors are returned by EnumDisplayMonitors in the
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// order they're found in the Direct3D9 adapters list. Fingers crossed...
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if (state->curIdx == vid_adapter)
|
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if (state->curIdx == vid_adapter || state->hFoundMonitor == nullptr)
|
||||
{
|
||||
state->hFoundMonitor = hMonitor;
|
||||
|
||||
|
@ -119,7 +119,7 @@ void Win32BaseVideo::GetDisplayDeviceName()
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MonitorEnumState mes;
|
||||
|
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mes.curIdx = 1;
|
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mes.hFoundMonitor = 0;
|
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mes.hFoundMonitor = nullptr;
|
||||
|
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// Could also use EnumDisplayDevices, I guess. That might work.
|
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if (EnumDisplayMonitors(0, 0, &GetDisplayDeviceNameMonitorEnumProc, LPARAM(&mes)))
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -924,6 +924,7 @@ OptionMenu "VideoOptions" protected
|
|||
Slider "$DSPLYMNU_CONTRAST", "vid_contrast", 0.1, 3.0, 0.1
|
||||
Slider "$DSPLYMNU_SATURATION", "vid_saturation", -3.0, 3.0, 0.25, 2
|
||||
StaticText " "
|
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Option "$DSPLYMNU_WIPETYPE", "wipetype", "Wipes"
|
||||
Option "$DSPLYMNU_DRAWFUZZ", "r_drawfuzz", "Fuzziness"
|
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Option "$DSPLYMNU_OLDTRANS", "r_vanillatrans", "VanillaTrans"
|
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Slider "$DSPLYMNU_TRANSSOUL", "transsouls", 0.25, 1.0, 0.05, 2
|
||||
|
|
|
@ -211,7 +211,11 @@ class OptionMenuItemPlayerColorSlider : OptionMenuSliderBase
|
|||
return indent;
|
||||
}
|
||||
|
||||
|
||||
override bool Selectable()
|
||||
{
|
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int mycolorset = players[consoleplayer].GetColorSet();
|
||||
return (mycolorset == -1);
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
@ -408,7 +412,7 @@ class NewPlayerMenu : OptionMenu
|
|||
int mRotation;
|
||||
PlayerMenuPlayerDisplay mPlayerDisplay;
|
||||
|
||||
const PLAYERDISPLAY_X = 220;
|
||||
const PLAYERDISPLAY_X = 170;
|
||||
const PLAYERDISPLAY_Y = 60;
|
||||
const PLAYERDISPLAY_W = 144;
|
||||
const PLAYERDISPLAY_H = 160;
|
||||
|
@ -435,7 +439,7 @@ class NewPlayerMenu : OptionMenu
|
|||
|
||||
override int GetIndent()
|
||||
{
|
||||
return Super.GetIndent() - 45*CleanXfac_1;
|
||||
return Super.GetIndent() - 75*CleanXfac_1;
|
||||
}
|
||||
|
||||
|
||||
|
@ -522,6 +526,7 @@ class NewPlayerMenu : OptionMenu
|
|||
return Super.OnUIEvent(ev);
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -225,9 +225,10 @@ class OptionMenu : Menu
|
|||
|
||||
if (y <= 0)
|
||||
{
|
||||
if (mDesc.mFont && mDesc.mTitle.Length() > 0)
|
||||
let font = generic_ui || !mDesc.mFont? NewSmallFont : mDesc.mFont;
|
||||
if (font && mDesc.mTitle.Length() > 0)
|
||||
{
|
||||
y = -y + mDesc.mFont.GetHeight();
|
||||
y = -y + font.GetHeight();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -422,13 +423,14 @@ class OptionMenu : Menu
|
|||
|
||||
if (y <= 0)
|
||||
{
|
||||
if (mDesc.mFont && mDesc.mTitle.Length() > 0)
|
||||
let font = generic_ui || !mDesc.mFont? NewSmallFont : mDesc.mFont;
|
||||
if (font && mDesc.mTitle.Length() > 0)
|
||||
{
|
||||
let tt = Stringtable.Localize(mDesc.mTitle);
|
||||
screen.DrawText (mDesc.mFont, OptionMenuSettings.mTitleColor,
|
||||
(screen.GetWidth() - mDesc.mFont.StringWidth(tt) * CleanXfac_1) / 2, 10*CleanYfac_1,
|
||||
screen.DrawText (font, OptionMenuSettings.mTitleColor,
|
||||
(screen.GetWidth() - font.StringWidth(tt) * CleanXfac_1) / 2, 10*CleanYfac_1,
|
||||
tt, DTA_CleanNoMove_1, true);
|
||||
y = -y + mDesc.mFont.GetHeight();
|
||||
y = -y + font.GetHeight();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -132,7 +132,6 @@ class ListMenuItemPlayerDisplay : ListMenuItem
|
|||
{
|
||||
if (classnum < 0 || classnum >= PlayerClasses.Size ())
|
||||
{
|
||||
Console.Printf("Setting random class for %d, size = %d", classnum, PlayerClasses.Size ());
|
||||
if (mClassNum != -1)
|
||||
{
|
||||
mClassNum = -1;
|
||||
|
@ -142,7 +141,6 @@ class ListMenuItemPlayerDisplay : ListMenuItem
|
|||
}
|
||||
else if (mPlayerClass != PlayerClasses[classnum] || force)
|
||||
{
|
||||
Console.Printf("Setting class for %d", classnum);
|
||||
UpdatePlayer(classnum);
|
||||
mClassNum = classnum;
|
||||
}
|
||||
|
|
|
@ -22,7 +22,7 @@ class DeathmatchStatusScreen : StatusScreen
|
|||
acceleratestage = 0;
|
||||
displayFont = NewSmallFont;
|
||||
FontScale = max(screen.GetHeight() / 400, 1);
|
||||
RowHeight = max((displayFont.GetHeight() + 1) * FontScale, 1);
|
||||
RowHeight = int(max((displayFont.GetHeight() + 1) * FontScale, 1));
|
||||
|
||||
for(i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
|
@ -167,7 +167,7 @@ class DeathmatchStatusScreen : StatusScreen
|
|||
Vector2 readyoffset = TexMan.GetScaledOffset(readyico);
|
||||
height = int(readysize.Y - readyoffset.Y);
|
||||
maxiconheight = MAX(height, maxiconheight);
|
||||
height = displayFont.GetHeight() * FontScale;
|
||||
height = int(displayFont.GetHeight() * FontScale);
|
||||
lineheight = MAX(height, maxiconheight * CleanYfac);
|
||||
ypadding = (lineheight - height + 1) / 2;
|
||||
y += CleanYfac;
|
||||
|
@ -176,10 +176,10 @@ class DeathmatchStatusScreen : StatusScreen
|
|||
//text_color = Stringtable.Localize("$SCORE_COLOR");
|
||||
text_frags = Stringtable.Localize("$SCORE_FRAGS");
|
||||
|
||||
icon_x = 8 * FontScale;
|
||||
name_x = icon_x + maxscorewidth * FontScale;
|
||||
frags_x = name_x + (maxnamewidth + 1 + MAX(displayFont.StringWidth("XXXXXXXXXX"), displayFont.StringWidth(text_frags)) + 16) * FontScale;
|
||||
deaths_x = frags_x + ((deaths_len = displayFont.StringWidth(text_deaths)) + 16) * FontScale;
|
||||
icon_x = int(8 * FontScale);
|
||||
name_x = int(icon_x + maxscorewidth * FontScale);
|
||||
frags_x = name_x + int((maxnamewidth + 1 + MAX(displayFont.StringWidth("XXXXXXXXXX"), displayFont.StringWidth(text_frags)) + 16) * FontScale);
|
||||
deaths_x = frags_x + int(((deaths_len = displayFont.StringWidth(text_deaths)) + 16) * FontScale);
|
||||
|
||||
x = (Screen.GetWidth() - deaths_x) >> 1;
|
||||
icon_x += x;
|
||||
|
@ -190,7 +190,7 @@ class DeathmatchStatusScreen : StatusScreen
|
|||
drawTextScaled(displayFont, name_x, y, Stringtable.Localize("$SCORE_NAME"), FontScale, textcolor);
|
||||
drawTextScaled(displayFont, frags_x - displayFont.StringWidth(text_frags) * FontScale, y, text_frags, FontScale, textcolor);
|
||||
drawTextScaled(displayFont, deaths_x - deaths_len * FontScale, y, text_deaths, FontScale, textcolor);
|
||||
y += height + 6 * FontScale;
|
||||
y += height + int(6 * FontScale);
|
||||
|
||||
// Sort all players
|
||||
Array<int> sortedplayers;
|
||||
|
|
|
@ -1,65 +1,62 @@
|
|||
default,Identifier,Remarks,Filter,eng enc ena enz eni ens enj enb enl ent enw,cz,de,es,esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu,fr,hu,it,pt,ro,ru,sr,ko
|
||||
,,,,,,,,,,,,,,,,
|
||||
Picked up a blue flemkey.,GOTBLUEFLEM,,,,,Blauen Flemschlüssel genommen,,,Flemclé bleue récupérée.,,,Pegou uma flemchave azul.,,,,청색 플렘열쇠 획득.
|
||||
Picked up a yellow flemkey.,GOTYELLOWFLEM,,,,,Gelben Flemschlüssel genommen,,,Flemclé jaune récupérée.,,,Pegou uma flemchave amarela.,,,,황색 플렘열쇠 획득.
|
||||
Picked up a red flemkey.,GOTREDFLEM,,,,,Roten Flemschlüssel genommen.,,,Flemclé rouge récupérée.,,,Pegou uma flemchave vermelha.,,,,적색 플렘열쇠 획득.
|
||||
Found Ultra Goggles,GOTGOGGLES,,,,,Ultrasichtbrille gefunden,,,Ultra-lunettes récupérées.,,,Achou um Ultra Óculos.,,,,울트라 고글 사용.
|
||||
Picked up a blue flemkey.,GOTBLUEFLEM,,,,,Blauen Flemschlüssel genommen,Recogiste una flemllave azul.,,Flemclé bleue récupérée.,,,Pegou uma flemchave azul.,,Получен синий флемключ.,,청색 플렘열쇠 획득.
|
||||
Picked up a yellow flemkey.,GOTYELLOWFLEM,,,,,Gelben Flemschlüssel genommen,Recogiste una flemllave amarilla.,,Flemclé jaune récupérée.,,,Pegou uma flemchave amarela.,,Получен жёлтый флемключ.,,황색 플렘열쇠 획득.
|
||||
Picked up a red flemkey.,GOTREDFLEM,,,,,Roten Flemschlüssel genommen.,Recogiste una flemllave roja.,,Flemclé rouge récupérée.,,,Pegou uma flemchave vermelha.,,Получен красный флемключ.,,적색 플렘열쇠 획득.
|
||||
Found Ultra Goggles,GOTGOGGLES,,,,,Ultrasichtbrille gefunden,Encontraste Ultra Gafas,,Ultra-lunettes récupérées.,,,Achou um Ultra Óculos.,,Получены Ультра-очки,,울트라 고글 사용.
|
||||
You need a blue key to activate this object,PD_BLUECO,,,,,"Du brauchst einen blauen Schlüssel, um dieses Objekt zu aktivieren.",Necesitas una llave azul para activar este objeto,,Il vous faut une clé bleue pour activer cet objet.,Egy kék kulcs szükséges az objektum aktiválásához.,Ti serve una chiave blu per attivare questo oggetto,Você precisa de uma chave azul para ativar este objeto,,Для активации нужен синий ключ,Треба вам плави кључ да би активирали овај предмет,이걸 작동하려면 청색 열쇠가 필요합니다
|
||||
You need a red key to activate this object,PD_REDCO,,,,,"Du brauchst einen roten Schlüssel, um dieses Objekt zu aktivieren.",Necesitas una llave roja para activar este objeto,,Il vous faut une clé rouge pour activer cet objet.,"Piros kulcs kell, hogy aktiválhasd ezt az objektumot.",Ti serve una chiave rossa per attivare questo oggetto,Você precisa de uma chave vermelha para ativar este objeto,,Для активации нужен красный ключ,Треба вам црвени кључ да би активирали овај предмет,이걸 작동하려면 적색 열쇠가 필요합니다
|
||||
You need a yellow key to activate this object,PD_YELLOWCO,,,,,"Du brauchst einen gelben Schlüssel, um dieses Objekt zu aktivieren.",Necesitas una llave amarilla para activar este objeto,,Il vous faut une clé jaune pour activer cet objet.,Egy sárga kulccsal aktiválható ez az objektum,Ti serve una chiave gialla per attivare questo oggetto,Você precisa de uma chave amarela para ativar este objeto,,Для активации нужен жёлтый ключ,Треба вам жути кључ да би активирали овај предмет,이걸 작동하려면 황색 열쇠가 필요합니다
|
||||
You need a blue flemkey to activate this object,PD_BLUEFO,,,,,"Du brauchst einen blauen Flemschlüssel, um dieses Objekt zu aktivieren.",,,Il vous faut une flemclé bleue pour activer cet objet.,,,Você precisa de uma flemchave azul para ativar este objeto,,,,이걸 작동하려면 청색 플렘열쇠가 필요합니다
|
||||
You need a red flemkey to activate this object,PD_REDFO,,,,,"Du brauchst einen roten Flemschlüssel, um dieses Objekt zu aktivieren.",,,Il vous faut une flemclé rouge pour activer cet objet.,,,Você precisa de uma flemchave vermelha para ativar este objeto,,,,이걸 작동하려면 적색 플렘열쇠가 필요합니다
|
||||
You need a yellow flemkey to activate this object,PD_YELLOWFO,,,,,"Du brauchst einen gelben Flemschlüssel, um dieses Objekt zu aktivieren.",,,Il vous faut une flemclé jaune pour activer cet objet.,,,Você precisa de uma flemchave amarela para ativar este objeto,,,,이걸 작동하려면 황색 플렘열쇠가 필요합니다
|
||||
Picked up a zorcher.,PICKUP_PISTOL_DROPPED,,,,,Zorcher genommen.,,,Zorcheur récupéré.,,,Pegou um zorcher.,,,,자쳐 습득.
|
||||
Invincible mode on,STSTR_DQDON,,,,,Unverwundbarkeit AN,,,Mode invincible ON.,,,Modo invencível LIGADO,,,,무적모드 켬
|
||||
Invincible mode OFF,STSTR_DQDOFF,,,,,Unverwundbarkeit AUS,,,Mode invincible OFF.,,,Modo invencível DESLIGADO,,,,무적모드 끔
|
||||
Zorch and keys added,STSTR_KFAADDED,,,,,Zorch und Schlüssel hinzugefügt.,,,Zorch et clés ajoutées.,,,Zorch e chaves adicionadas,,,,저치와 열쇠
|
||||
Zorch Added,STSTR_FAADDED,,,,,Zorch hinzugefügt.,,,Zorch ajouté.,,,Zorch adicionado,,,,저치가 추가됨
|
||||
E1M1: Landing Zone,HUSTR_E1M1,,,,,E1M1: Landezone,E1M1: Zona de Aterrizaje,,E1M1: Zone D'Atterissage,E1M1: Landoló Zóna,E1M1: Zona di Atterraggio,E1M1: Zona de Pouso,,E1M1: Зона приземления,,E1M1: 착륙 지점
|
||||
You need a blue flemkey to activate this object,PD_BLUEFO,,,,,"Du brauchst einen blauen Flemschlüssel, um dieses Objekt zu aktivieren.",Necesitas una flemllave azul para activar este objeto,,Il vous faut une flemclé bleue pour activer cet objet.,,,Você precisa de uma flemchave azul para ativar este objeto,,Для активации нужен синий флемключ,,이걸 작동하려면 청색 플렘열쇠가 필요합니다
|
||||
You need a red flemkey to activate this object,PD_REDFO,,,,,"Du brauchst einen roten Flemschlüssel, um dieses Objekt zu aktivieren.",Necesitas una flemllave roja para activar este objeto,,Il vous faut une flemclé rouge pour activer cet objet.,,,Você precisa de uma flemchave vermelha para ativar este objeto,,Для активации нужен красный флемключ,,이걸 작동하려면 적색 플렘열쇠가 필요합니다
|
||||
You need a yellow flemkey to activate this object,PD_YELLOWFO,,,,,"Du brauchst einen gelben Flemschlüssel, um dieses Objekt zu aktivieren.",Necesitas unaflemllave amarilla para activar este objeto,,Il vous faut une flemclé jaune pour activer cet objet.,,,Você precisa de uma flemchave amarela para ativar este objeto,,Для активации нужен жёлтый флемключ,,이걸 작동하려면 황색 플렘열쇠가 필요합니다
|
||||
Picked up a zorcher.,PICKUP_PISTOL_DROPPED,,,,,Zorcher genommen.,Recogiste un zorcher.,,Zorcheur récupéré.,,,Pegou um zorcher.,,Получен Зорчер.,,자쳐 습득.
|
||||
Zorch and keys added,STSTR_KFAADDED,,,,,Zorch und Schlüssel hinzugefügt.,Zorch y llaves añadidas,,Zorch et clés ajoutées.,,,Zorch e chaves adicionadas,,Зорч и ключи получены,,저치와 열쇠
|
||||
E1M1: Landing Zone,HUSTR_E1M1,,,,,E1M1: Landezone,E1M1: Zona de Aterrizaje,,E1M1: Zone D'Atterissage,E1M1: Landoló Zóna,E1M1: Zona di Atterraggio,E1M1: Zona de Pouso,,E1M1: Зона высадки,,E1M1: 착륙 지점
|
||||
E1M2: Storage Facility,HUSTR_E1M2,,,,,E1M2: Lagerhalle,E1M2: Instalación de Almacenamiento,,E1M2: Centre de Stockage,,E1M2: Struttura di Immagazzinamento,E1M2: Depósito,,E1M2: Хранилище,,E1M2: 저장 시설
|
||||
E1M3: Laboratory,HUSTR_E1M3,,,,,E1M3: Labor,E1M3: Laboratorio,,E1M3: Laboratoire,,E1M3: Laboratorio,E1M3: Laboratório de Experimentos,,E1M3: Лаборатория,,E1M3: 연구소
|
||||
E1M4: Arboretum,HUSTR_E1M4,,,,,,E1M4: Arboreto,,E1M4: Arboretum,,E1M4: Arboreto,E1M4: Arvoredo,,E1M4: Дендрарий,,E1M4: 수목원
|
||||
E1M5: Caverns of Bazoik,HUSTR_E1M5,,,,,E1M5: Die Höhlen von Bazoik,E1M5: Cavernas de Bazoik,,E1M5: Cavernes de Bazoik,,E1M5: Caverne di Bazoik,E1M5: Cavernas de Bazoik,,E1M5: Каверны Базоика,,E1M5: 바조이크의 대동굴
|
||||
E2M1: Spaceport,HUSTR_E2M1,,,,,E2M1: Raumhafen,,,E2M1: Spatioport,,,E2M1: Espaçoporto,,,,E2M1: 우주공항
|
||||
E2M2: Cinema,HUSTR_E2M2,,,,,E2M2: Kino,,,E2M2: Cinéma,,,E2M2: Cinema,,,,E2M2: 극장
|
||||
E2M3: Chex Museum,HUSTR_E2M3,,,,,,,,E2M3: Musée Chex,,,E2M3: Museu Chex,,,,E2M3: 첵스 박물관
|
||||
E2M4: City Streets,HUSTR_E2M4,,,,,E2M4: städtische Straßen,,,E2M4: Rues de la Ville,,,E2M4: Ruas da Cidade,,,,E2M4: 도시 거리
|
||||
E2M5: Sewer System,HUSTR_E2M5,,,,,E2M5: Kanalisation,,,E2M5: Système d'égouts,,,E2M5: Rede de Esgoto,,,,E2M5: 하수도
|
||||
E3M1: Central Command,HUSTR_E3M1,,,,,E3M1: Kommandozentrale,,,E3M1: Commandement,,,E3M1: Comando Central,,,,E3M1: 중앙 사령부
|
||||
E3M2: United Cereals,HUSTR_E3M2,,,,,E3M2: Vereinigte Zerealien,,,E3M2: Céréales Unies,,,E3M2: Cereais Unidos,,,,E3M2: 시리얼 연합
|
||||
E3M3: Villa Chex,HUSTR_E3M3,,,,,,,,E3M3: Villa Chex,,,E3M3: Villa Chex,,,,E3M3: 책스 주택
|
||||
E3M4: Provincial Park,HUSTR_E3M4,,,,,E3M4: Provinzpark,,,E3M4: Parc Naturel,,,E3M4: Parque Natural,,,,E3M4: 주립공원
|
||||
E3M5: Meteor Spaceship,HUSTR_E3M5,,,,,E3M5: Meteor-Raumschiff,,,E3M5: Vaisseau Météore,,,E3M5: Espaçonave Meteoro,,,,E3M5: 거대 유성호
|
||||
Commonus,CC_ZOMBIE,,,,,,,,,,,,,,,커머누스
|
||||
Bipedicus,CC_SHOTGUN,,,,,,,,,,,,,,,바이피디쿠스
|
||||
Bipedicus with Armor,CC_IMP,,,,,Bipedicus mit Panzerung,,,Bipedicus avec Armure,,,Bipedicus de Armadura,,,,정예 바이피디쿠스
|
||||
Stridicus,CC_DEMON,,,,,,,,,,,,,,,스트리디쿠스
|
||||
Flem Mine,CC_LOST,,,,,,,,,,,Mina Flem,,,,플렘 지뢰
|
||||
Super Cycloptis,CC_CACO,,,,,,,,,,,,,,,슈퍼 사이클롭티스
|
||||
Maximus,CC_BARON,,,,,,,,,,,,,,,맥시무스
|
||||
The Flembomination,CC_SPIDER,,,,,Die Flembomination,,,La Flembomination,,,A Flembominação,,,,플렘보미네이션
|
||||
Lord Snotfolus,CC_CYBER,,,,,,,,Seigneur Morvator,,,Lorde Snotfolus,,,,스놋폴러스 마왕
|
||||
Chex Warrior,CC_HERO,,,,,Chex Krieger,,,Guerrier Chex,,,,,,,첵스 전사
|
||||
E1M5: Caverns of Bazoik,HUSTR_E1M5,,,,,E1M5: Die Höhlen von Bazoik,E1M5: Cavernas de Bazoik,,E1M5: Cavernes de Bazoik,,E1M5: Caverne di Bazoik,E1M5: Cavernas de Bazoik,,E1M5: Пещеры Базоика,,E1M5: 바조이크의 대동굴
|
||||
E2M1: Spaceport,HUSTR_E2M1,,,,,E2M1: Raumhafen,E2M1: Puerto Espacial,,E2M1: Spatioport,,,E2M1: Espaçoporto,,E2M1: Космодром,,E2M1: 우주공항
|
||||
E2M2: Cinema,HUSTR_E2M2,,,,,E2M2: Kino,E2M2: Cine,,E2M2: Cinéma,,,E2M2: Cinema,,E2M2: Кинотеатр,,E2M2: 극장
|
||||
E2M3: Chex Museum,HUSTR_E2M3,,,,,,E2M3: Museo de Chex,,E2M3: Musée Chex,,,E2M3: Museu Chex,,E2M3: Музей Chex,,E2M3: 첵스 박물관
|
||||
E2M4: City Streets,HUSTR_E2M4,,,,,E2M4: städtische Straßen,E2M4: Calles de la Ciudad,,E2M4: Rues de la Ville,,,E2M4: Ruas da Cidade,,E2M4: Улицы города,,E2M4: 도시 거리
|
||||
E2M5: Sewer System,HUSTR_E2M5,,,,,E2M5: Kanalisation,E2M5: Alcantarillado,,E2M5: Système d'égouts,,,E2M5: Rede de Esgoto,,E2M5: Канализация,,E2M5: 하수도
|
||||
E3M1: Central Command,HUSTR_E3M1,,,,,E3M1: Kommandozentrale,E3M1: Comando central,,E3M1: Commandement,,,E3M1: Comando Central,,E3M1: Центральное командование,,E3M1: 중앙 사령부
|
||||
E3M2: United Cereals,HUSTR_E3M2,,,,,E3M2: Vereinigte Zerealien,E3M2: Cereales unidos,,E3M2: Céréales Unies,,,E3M2: Cereais Unidos,,E3M2: Организация Объединённых Хлопьев,,E3M2: 시리얼 연합
|
||||
E3M3: Villa Chex,HUSTR_E3M3,,,,,,,,E3M3: Villa Chex,,,E3M3: Villa Chex,,E3M3: Вилла Chex,,E3M3: 책스 주택
|
||||
E3M4: Provincial Park,HUSTR_E3M4,,,,,E3M4: Provinzpark,E3M4: Parque provincial,,E3M4: Parc Naturel,,,E3M4: Parque Natural,,E3M4: Провинциальный парк,,E3M4: 주립공원
|
||||
E3M5: Meteor Spaceship,HUSTR_E3M5,,,,,E3M5: Meteor-Raumschiff,E3M5: Nave Meteoro,,E3M5: Vaisseau Météore,,,E3M5: Espaçonave Meteoro,,E3M5: Космический корабль “Метеор”,,E3M5: 거대 유성호
|
||||
Commonus,CC_ZOMBIE,,,,,,,,,,,,,Обыкновеннус,,커머누스
|
||||
Bipedicus,CC_SHOTGUN,,,,,,,,,,,,,Двуножка,,바이피디쿠스
|
||||
Bipedicus with Armor,CC_IMP,,,,,Bipedicus mit Panzerung,Bipedicus con Armadura,,Bipedicus avec Armure,,,Bipedicus de Armadura,,Бронированная двуножка,,정예 바이피디쿠스
|
||||
Stridicus,CC_DEMON,,,,,,,,,,,,,Длинноножка,,스트리디쿠스
|
||||
Flem Mine,CC_LOST,,,,,,Flem-Mina,,,,,Mina Flem,,Флем-мина,,플렘 지뢰
|
||||
Super Cycloptis,CC_CACO,,,,,,,,,,,,,Супер-циклоптис,,슈퍼 사이클롭티스
|
||||
Maximus,CC_BARON,,,,,,,,,,,,,Максимус,,맥시무스
|
||||
The Flembomination,CC_SPIDER,,,,,Die Flembomination,La Flembominación,,La Flembomination,,,A Flembominação,,Флемомерзость,,플렘보미네이션
|
||||
Lord Snotfolus,CC_CYBER,,,,,,Lord Mocofolus,,Seigneur Morvator,,,Lorde Snotfolus,,Лорд Соплезелёнус,,스놋폴러스 마왕
|
||||
Chex Warrior,CC_HERO,,,,,Chex Krieger,Guerrero Chex,,Guerrier Chex,,,,,Воин Chex,,첵스 전사
|
||||
You need a blue key to open this door,PD_BLUEC,,,,,"Du brauchst einen blauen Schlüssel, um diese Tür zu öffnen.",Necesitas una llave azul para abrir esta puerta,,Il vous faut une clé bleue pour ouvrir cette porte.,Az ajtót a kék kulcs nyitja.,Ti serve una chiave blu per aprire questa porta,Você precisa de uma chave azul para abrir essa porta,,"Нужен синий ключ, чтобы открыть",Треба вам плави кључ да би отворили ова врата,이 문을 열려면 청색 열쇠가 필요합니다
|
||||
You need a red key to open this door,PD_REDC,,,,,"Du brauchst einen roten Schlüssel, um diese Tür zu öffnen.",Necesitas una llave roja para abrir esta puerta,,Il vous faut une clé rouge pour ouvrir cette porte.,"Piros kulcs szükséges, hogy az ajtót kinyithasd.",Ti serve una chiave rossa per aprire questa porta,Você precisa de uma chave vermelha para abrir essa porta,,"Нужен красный ключ, чтобы открыть",Треба вам црвени кључ да би отворили ова врата,이 문을 열려면 적색 열쇠가 필요합니다
|
||||
You need a yellow key to open this door,PD_YELLOWC,,,,,"Du brauchst einen gelben Schlüssel, um diese Tür zu öffnen.",Necesitas una llave amarilla para abrir esta puerta,,Il vous faut une clé jaune pour ouvrir cette porte.,Kell egy sárga kulcs hogy kinyisd ezt az ajtót.,Ti serve una chiave gialla per aprire questa porta,Você precisa de uma chave amarela para abrir essa porta,,"Нужен жёлтый ключ, чтобы открыть",Треба вам жути кључ да би отворили ова врата,이 문을 열려면 황색 열쇠가 필요합니다
|
||||
You need a blue flemkey to open this door,PD_BLUEF,,,,,"Du brauchst einen blauen Flemschlüssel, um diese Tür zu öffnen.",,,Il vous faut une flemclé bleue pour ouvrir cette porte.,,,Você precisa de uma flemchave azul para ativar este objeto,,,,이 문을 열려면 청색 플렘열쇠가 필요합니다
|
||||
You need a red flemkey to open this door,PD_REDF,,,,,"Du brauchst einen roten Flemschlüssel, um diese Tür zu öffnen.",,,Il vous faut une flemclé rouge pour ouvrir cette porte.,,,Você precisa de uma flemchave vermelha para ativar este objeto,,,,이 문을 열려면 적색 플렘열쇠가 필요합니다
|
||||
You need a yellow flemkey to open this door,PD_YELLOWF,,,,,"Du brauchst einen gelben Flemschlüssel, um diese Tür zu öffnen.",,,Il vous faut une flemclé jaune pour ouvrir cette porte.,,,Você precisa de uma flemchave amarela para ativar este objeto,,,,이 문을 열려면 황색 플렘열쇠가 필요합니다
|
||||
%o sinks into some slime.,OB_SLIME,,,,,%o versank im Schleim,,,%o se noie dans la morve.,,,%o afundou na gosma.,,,,%o 는(은) 점액 속으로 가라앉았습니다.
|
||||
%o sinks into some slime.,OB_LAVA,,,,,%o versank im Schleim,,,%o se noie dans la morve.,,,%o afundou na gosma.,,,,%o 는(은) 질척하게 가라앉았습니다.
|
||||
%o was hit by inter-dimensional slime!,OB_POWERSTRAND,,,,,%o wurde von interdimensionalem Schleim getroffen,,,%o s'est fait@[e_fr] toucher par de la morve interdimensionelle!,,,%o foi atingid@[ao_ptb] por gosma interdimensional!,,,,%o 는(은) 차원균열 점액에 맞았습니다!
|
||||
%o was hit by inter-dimensional slime!,OB_KILLEDSELF,,,,,%o wurde von interdimensionalem Schleim getroffen,,,%o s'est fait@[e_fr] toucher par de la morve interdimensionelle!,,,%o foi atingid@[ao_ptb] por gosma interdimensional!,,,,%o 는(은) 모르는 사이에 점액에 당했습니다!
|
||||
%o was boogered by a stridicus.,OB_STRIDICUS,,,,,%o wurde von einem Stridicus bepopelt.,,,%o s'est fait@[e_fr] engluer par un stridicus.,,,%o foi melecad@[ao_ptb] por um stridicus.,,,,%o 는(은) 스트리디쿠스의 코딱지에 당했습니다.
|
||||
%o was gooed by a flem mine.,OB_FLEMMINE,,,,,%o wurde von einer Flem-Mine beschmiert.,,,%o s'est fait@[e_fr] éclabousser par une flem mine.,,,%o foi engosmad@[ao_ptb] por uma mina flem.,,,,%o 는(은) 플렘 지뢰에 의해 점액 범벅이 됐습니다.
|
||||
%o was slimed by a super cycloptis.,OB_SUPERCYCLOPTIS,,,,,%o wurde von einem Super Cycloptis vollgeschleimt.,,,%o s'est fait@[e_fr] gélifier par un super cycloptis.,,,%o foi lambuzad@[ao_ptb] por um super cyclóptis.,,,,%o 는(은) 슈퍼 사이클롭티스의 점액에 당했습니다.
|
||||
%o was defeated by a Maximus.,OB_MAXIMUS,,,,,%o wurde von einem Maximus besiegt.,,,%o s'est fait@[e_fr] batre par un Maximus.,,,%o foi derrotad@[ao_ptb] por um Maximus.,,,,%o 는(은) 맥시무스에게 패배했습니다.
|
||||
%o was gooed by a larva.,OB_LARVA,,,,,%o wurde von einer Larve beschmiert.,,,%o s'est fait@[e_fr] tacher par une larve.,,,%o foi engosmad@[ao_ptb] por uma larva.,,,,%o 는(은) 애벌레에 의해 점액 범벅이 됐습니다.
|
||||
%o was slimed by a Quadrumpus.,OB_QUADRUMPUS,,,,,%o wurde von einem Quadrumpus vollgeschleimt.,,,%o s'est fait@[e_fr] morver par un quadrumpus.,,,%o foi melecad@[ao_ptb] por um Quadrumpus.,,,,%o 는(은) 쿼드럼푸스의 점액에 당했습니다.
|
||||
%o was defeated by the Flembomination.,OB_FLEMBOMINATION,,,,,%o wurde von der Flembomination besiegt.,,,%o s'est fait@[e_fr] éliminer par la Flembomination.,,,%o foi derrotad@[ao_ptb] pela Flembominação.,,,,%o 는(은) 플렘보미네이션으로부터 벗어날 수 없었습니다.
|
||||
%o was defeated by Lord Snotfolus.,OB_SNOTFOLUS,,,,,%o wurde von Lord Snotfolus besiegt.,,,%o est tombé@[e_fr] face au Seigneur Morvator.,,,%o foi derrotad@[ao_ptb] pelo Lorde Snotfolus.,,,,%o 는(은) 스놋폴러스 마왕과 싸울 준비를 제대로 하지 못했습니다.
|
||||
%o was hit by %k's propulsor.,OB_MPR_SPLASH,,,,,%o wurde von %ks Propeller getroffen,,,%o s'est fait@[e_fr] propulser par %k.,,,%o foi atingid@[ao_ptb] pelo propulsor de %k.,,,,%o 는(은) %k 의 추진력에 휘말렸습니다.
|
||||
%o was lazzed by %k.,OB_MPBFG_SPLASH,,,,,%o wurde von %o weggezorcht.,,,%o est entré@[e_fr] dans la zone de zorchage large de %k.,,,%o foi LAZead@[ao_ptb] por %k.,,,,%o 는(은) %k 에게 레이져를 쐬였습니다.
|
||||
You need a blue flemkey to open this door,PD_BLUEF,,,,,"Du brauchst einen blauen Flemschlüssel, um diese Tür zu öffnen.",Necesitas una flemllave azul para abrir esta puerta,,Il vous faut une flemclé bleue pour ouvrir cette porte.,,,Você precisa de uma flemchave azul para ativar este objeto,,"Нужен синий флемключ, чтобы открыть",,이 문을 열려면 청색 플렘열쇠가 필요합니다
|
||||
You need a red flemkey to open this door,PD_REDF,,,,,"Du brauchst einen roten Flemschlüssel, um diese Tür zu öffnen.",Necesitas una flemllave roja para abrir esta puerta,,Il vous faut une flemclé rouge pour ouvrir cette porte.,,,Você precisa de uma flemchave vermelha para ativar este objeto,,"Нужен красный флемключ, чтобы открыть",,이 문을 열려면 적색 플렘열쇠가 필요합니다
|
||||
You need a yellow flemkey to open this door,PD_YELLOWF,,,,,"Du brauchst einen gelben Flemschlüssel, um diese Tür zu öffnen.",Necesitas una flemllave amarilla para abrir esta puerta,,Il vous faut une flemclé jaune pour ouvrir cette porte.,,,Você precisa de uma flemchave amarela para ativar este objeto,,"Нужен жёлтый флемключ, чтобы открыть",,이 문을 열려면 황색 플렘열쇠가 필요합니다
|
||||
%o sinks into some slime.,OB_SLIME,,,,,%o versank im Schleim,%o se hunde en lodo.,,%o se noie dans la morve.,,,%o afundou na gosma.,,Игрок %o утонул в слизи.,,%o 는(은) 점액 속으로 가라앉았습니다.
|
||||
%o sinks into some slime.,OB_LAVA,,,,,%o versank im Schleim,%o se hunde en lodo.,,%o se noie dans la morve.,,,%o afundou na gosma.,,Игрок %o утонул в слизи.,,%o 는(은) 질척하게 가라앉았습니다.
|
||||
%o was hit by inter-dimensional slime!,OB_POWERSTRAND,,,,,%o wurde von interdimensionalem Schleim getroffen,¡%o fue alcanzad@[ao_esp] por lodo interdimensional!,,%o s'est fait@[e_fr] toucher par de la morve interdimensionelle!,,,%o foi atingid@[ao_ptb] por gosma interdimensional!,,В игрока %o попала межпространственная слизь!,,%o 는(은) 차원균열 점액에 맞았습니다!
|
||||
%o was hit by inter-dimensional slime!,OB_KILLEDSELF,,,,,%o wurde von interdimensionalem Schleim getroffen,¡%o fue alcanzad@[ao_esp] por lodo interdimensional!,,%o s'est fait@[e_fr] toucher par de la morve interdimensionelle!,,,%o foi atingid@[ao_ptb] por gosma interdimensional!,,В игрока %o попала межпространственная слизь!,,%o 는(은) 모르는 사이에 점액에 당했습니다!
|
||||
%o was boogered by a stridicus.,OB_STRIDICUS,,,,,%o wurde von einem Stridicus bepopelt.,%o fue moquead@[ao_esp] por un stridicus.,,%o s'est fait@[e_fr] engluer par un stridicus.,,,%o foi melecad@[ao_ptb] por um stridicus.,,Игрока %o облепила соплями длинноножка. ,,%o 는(은) 스트리디쿠스의 코딱지에 당했습니다.
|
||||
%o was gooed by a flem mine.,OB_FLEMMINE,,,,,%o wurde von einer Flem-Mine beschmiert.,%o fue pegotead@[ao_esp] por una flem-mina.,,%o s'est fait@[e_fr] éclabousser par une flem mine.,,,%o foi engosmad@[ao_ptb] por uma mina flem.,,Игрока %o забрызгала флем-мина.,,%o 는(은) 플렘 지뢰에 의해 점액 범벅이 됐습니다.
|
||||
%o was slimed by a super cycloptis.,OB_SUPERCYCLOPTIS,,,,,%o wurde von einem Super Cycloptis vollgeschleimt.,%o fue enlodad@[ao_esp] por un super cycloptis.,,%o s'est fait@[e_fr] gélifier par un super cycloptis.,,,%o foi lambuzad@[ao_ptb] por um super cyclóptis.,,Игрока %o обслюнявил супер-циклоптис.,,%o 는(은) 슈퍼 사이클롭티스의 점액에 당했습니다.
|
||||
%o was defeated by a Maximus.,OB_MAXIMUS,,,,,%o wurde von einem Maximus besiegt.,%o fue derrotad@[ao_esp] por un Maximus.,,%o s'est fait@[e_fr] batre par un Maximus.,,,%o foi derrotad@[ao_ptb] por um Maximus.,,Игрок %o проиграл Максимусу.,,%o 는(은) 맥시무스에게 패배했습니다.
|
||||
%o was gooed by a larva.,OB_LARVA,,,,,%o wurde von einer Larve beschmiert.,%o fue pegotead@[ao_esp] por una larva.,,%o s'est fait@[e_fr] tacher par une larve.,,,%o foi engosmad@[ao_ptb] por uma larva.,,Игрока %o обслюнявила личинка.,,%o 는(은) 애벌레에 의해 점액 범벅이 됐습니다.
|
||||
%o was slimed by a Quadrumpus.,OB_QUADRUMPUS,,,,,%o wurde von einem Quadrumpus vollgeschleimt.,%o fue enlodad@[ao_esp] por un Quadrumpus.,,%o s'est fait@[e_fr] morver par un quadrumpus.,,,%o foi melecad@[ao_ptb] por um Quadrumpus.,,Игрока %o обслюнявила многоручка. ,,%o 는(은) 쿼드럼푸스의 점액에 당했습니다.
|
||||
%o was defeated by the Flembomination.,OB_FLEMBOMINATION,,,,,%o wurde von der Flembomination besiegt.,%o fue derrotad@[ao_esp] por la Flembominación.,,%o s'est fait@[e_fr] éliminer par la Flembomination.,,,%o foi derrotad@[ao_ptb] pela Flembominação.,,Игрока %o победила Флемомерзость.,,%o 는(은) 플렘보미네이션으로부터 벗어날 수 없었습니다.
|
||||
%o was defeated by Lord Snotfolus.,OB_SNOTFOLUS,,,,,%o wurde von Lord Snotfolus besiegt.,%o fue derrotad@[ao_esp] por Lord Mocofolus.,,%o est tombé@[e_fr] face au Seigneur Morvator.,,,%o foi derrotad@[ao_ptb] pelo Lorde Snotfolus.,,Игрока %o победил лорд Соплезелёнус.,,%o 는(은) 스놋폴러스 마왕과 싸울 준비를 제대로 하지 못했습니다.
|
||||
%o was hit by %k's propulsor.,OB_MPR_SPLASH,,,,,%o wurde von %ks Propeller getroffen,%o fue alcanzad@[ao_esp] por el propulsor de %k.,,%o s'est fait@[e_fr] propulser par %k.,,,%o foi atingid@[ao_ptb] pelo propulsor de %k.,,Игрок %o подстрелен из Ускорителя Зорча %k.,,%o 는(은) %k 의 추진력에 휘말렸습니다.
|
||||
%o was lazzed by %k.,OB_MPBFG_SPLASH,,,,,%o wurde von %o weggezorcht.,%o fue lazead@[ao_esp] por %k.,,%o est entré@[e_fr] dans la zone de zorchage large de %k.,,,%o foi LAZead@[ao_ptb] por %k.,,Игрок %o получил заряд из «ЗБР» игрока %k.,,%o 는(은) %k 에게 레이져를 쐬였습니다.
|
||||
"After sending the monstrous Flembrane
|
||||
back to his own dimension, you free the
|
||||
captives. Yet flemoids are everywhere!
|
||||
|
@ -88,7 +85,22 @@ Unglückicherweise hast du Recht.
|
|||
Denn als du nach Hause kommst,
|
||||
erkennst du, dass dir die Flemoiden
|
||||
gefolgt sind. Bereite dich auf Chex
|
||||
Quest 2: Terror in Chex-City vor!",,,"Ayant renvoyé la terrible Flembrane dans
|
||||
Quest 2: Terror in Chex-City vor!","Tras enviar a la monstruosa Flembrana
|
||||
de vuelta a su dimensión, liberas a los
|
||||
rehenes. ¡Pero los flemoides están por
|
||||
todas partes! Tú y los rehenes escapais
|
||||
hacia tu nave. Los flemoides cubren de
|
||||
lodo tu nave, pero escapas en órbita por
|
||||
los pelos. Durante el regreso eres
|
||||
felicitad@[ao_esp] por tu valiente
|
||||
rescate, pero mandas una advertencia...
|
||||
Queda por ver lo último de los Flemoides.
|
||||
|
||||
Desafortunadamente tienes razón. Ya que
|
||||
al llegar de vuelta a casa, te das cuenta de
|
||||
que de alguna manera los Flemoides te
|
||||
han seguido hasta aquí. ¡Preparate para
|
||||
Chex Quest 2: Terror en Chex City!",,"Ayant renvoyé la terrible Flembrane dans
|
||||
sa dimension, vous libérez les prisonniers.
|
||||
Pourtant, les flémoïdes sont partout!
|
||||
Vous aidez les prisonniers à rejoindre
|
||||
|
@ -116,7 +128,21 @@ Infelizmente, você está corret@[ao_ptb].
|
|||
Pois ao retornar para casa, você descobre
|
||||
que os flemóides te seguiram até aqui de
|
||||
alguma forma. Prepare-se para o
|
||||
Chex Quest 2: Terror em Chexópolis!",,,,"플렘브레인을 원래 차원으로 보내버린 뒤, 당신은 인질들을 풀어줬지만,
|
||||
Chex Quest 2: Terror em Chexópolis!",,"Изгнав чудовищную Флембрану назад в её
|
||||
измерение, ты освободил пленников.
|
||||
Флемоиды окружали вас со всех сторон!
|
||||
Вы с пленниками прорвались с боем к
|
||||
космическому кораблю. Флемоиды
|
||||
облепили ваш корабль, но вы спаслись
|
||||
и улетели на орбиту. По дороге домой,
|
||||
пленники поблагодарили тебя за
|
||||
освобождение, но ты предупредил их…
|
||||
Мы ещё встретимся с Флемоидами.
|
||||
|
||||
К сожалению, ты оказался прав.
|
||||
Вернувшись домой, ты обнаружил,
|
||||
что Флемоиды добрались и сюда.
|
||||
Тебя ждёт Chex Quest 2: Террор в Городе Chex!",,"플렘브레인을 원래 차원으로 보내버린 뒤, 당신은 인질들을 풀어줬지만,
|
||||
아직 플레모이드들이 사방에 있습니다! 당신과 인질들은 당신의
|
||||
우주선으로 도망갔습니다. 플레모이드들이 당신의 우주선에
|
||||
공격을 가하지만, 아슬아슬하게 궤도 밖으로 탈출하는
|
||||
|
@ -163,7 +189,23 @@ Schleims auf den Weg zum Zerealien-
|
|||
planeten.
|
||||
|
||||
Mach dich bereit für Chex Quest 3:
|
||||
Invasion!",,,"Vous zorchez les derniers flémoïdes
|
||||
Invasion!","Electrizas a los flemoides restantes que
|
||||
estaban reunidos en las alcantarillas.
|
||||
Chex City ha sido salvada. Parece que la
|
||||
amenaza Flemoide al fin ha acabado.
|
||||
|
||||
Diez años pasan en paz y prosperidad.
|
||||
Pero los flemoides no fueron derrotados
|
||||
y su deseo de controlar la dimensión de
|
||||
cereales ricos en nutrientes no ha
|
||||
disminuido. ¡Han reunido todas sus
|
||||
fuerzas, abierto un gigantesco túnel
|
||||
interdimensional en el espacio y ahora
|
||||
una gran bola de lodo se dirige derecha
|
||||
al planeta de los cereales!
|
||||
|
||||
Prepárate para
|
||||
Chex Quest 3: ¡Invasión!",,"Vous zorchez les derniers flémoïdes
|
||||
restant dans les égouts. Chex City
|
||||
est sauvée. Il semble que la menace
|
||||
flémoïde n'existe plus.
|
||||
|
@ -195,7 +237,21 @@ bola gigante de gosma está vindo direto
|
|||
para o planeta dos cereais!
|
||||
|
||||
Se prepare para o
|
||||
Chex Quest 3: A Invasão!",,,,"당신은 하수구에 모인 잔존 플레모이드들을 처리하는 데 성공했습니다.
|
||||
Chex Quest 3: A Invasão!",,"С помощью Зорчера, ты освободил
|
||||
канализацию от оставшихся флемоидов.
|
||||
Город Chex спасён. Казалось, что с
|
||||
угрозой Флемоидов наконец-то покончено.
|
||||
|
||||
Десять лет прошли в мире и процветании.
|
||||
Но Флемоиды не были побеждены, им всё
|
||||
ещё хотелось править измерением
|
||||
полезных и питательных хлопьев.
|
||||
Они собрали все силы и открыли
|
||||
громадный межпространственный
|
||||
разлом в космосе. Над планетой
|
||||
хлопьев навис огромный шар из слизи!
|
||||
|
||||
Приготовься к Chex Quest 3: Вторжение!",,"당신은 하수구에 모인 잔존 플레모이드들을 처리하는 데 성공했습니다.
|
||||
이제 책스 시티는 안전합니다. 플레모이드들의 위협도 이로써
|
||||
막을 내린 것 같습니다.
|
||||
|
||||
|
@ -232,7 +288,18 @@ wieder in die Zerealiendimension
|
|||
zurückkehren.
|
||||
|
||||
Aber falls sie das doch tun, wirst du
|
||||
bereit sein!",,,"Avec un dernier tir, vous zorchez
|
||||
bereit sein!","¡Con un último disparo, electrizas a Lord
|
||||
Mocofolus de vuelta a su dimensión!
|
||||
¡Contra viento y marea tú sol@[ao_esp] has
|
||||
detenido la invasión!
|
||||
|
||||
Realmente esperas que los Flemoides
|
||||
por fin hayan aprendido su lección y nunca
|
||||
más vuelvan a la dimension de cereales.
|
||||
|
||||
|
||||
¡Pero si lo hacen sabes que estarás
|
||||
preparad@[ao_esp] para ellos!",,"Avec un dernier tir, vous zorchez
|
||||
Seigneur Morvator dans sa propre
|
||||
dimension! Contre toute attente,
|
||||
vous avez surmonté l'invasion
|
||||
|
@ -256,13 +323,23 @@ mais voltarão para a dimensão dos cereais.
|
|||
|
||||
|
||||
Mas se voltarem, você sabe que você
|
||||
estará preparad@[ao_ptb]!",,,,"최후의 한방으로, 당신은 스놋폴러스 마왕을 원래 세계로 추방했습니다!
|
||||
estará preparad@[ao_ptb]!",,"Одним последним попаданием из Зорчера,
|
||||
ты изгнал Лорда Снотфолуса назад в его
|
||||
измерение. Всем бедам вопреки, ты
|
||||
собственноручно покончил с вторжением!
|
||||
|
||||
Ты надеешься, что теперь-то Флемоиды
|
||||
усвоят свой урок и больше не вернутся
|
||||
в измерение Хлопьев.
|
||||
|
||||
Но если всё-таки вернутся,
|
||||
ты будешь готов!",,"최후의 한방으로, 당신은 스놋폴러스 마왕을 원래 세계로 추방했습니다!
|
||||
그 모든 역경 속에서 당신은 손쉽게 모든 침공을 막아냈습니다!
|
||||
|
||||
당신은 드디어 플레모이드들이 정신을 차리고 다신
|
||||
시리얼 차원에 발을 들일 생각조차 안 하기를 바랐습니다.
|
||||
|
||||
뭐, 다시 온다 해도 당신은 항상 대비하고 있을 테지만!"
|
||||
Rescue on Bazoik,M_EPI1,,,,,Rettung auf Bazoik,,,,,,,,,,
|
||||
Terror in Chex City,M_EPI2,,,,,,,,,,,Terror em Chexópolis!,,,,"첵스 시티의 공포""에서 계속됩니다"
|
||||
Invasion!,M_EPI3,,,,,,,,,,,A Invasão!,,,,"대침공""""에서 이어집니다!"
|
||||
Rescue on Bazoik,M_EPI1,,,,,Rettung auf Bazoik,Rescate en Bazoik,,Sauvetage sur Bazoik,,,Resgate em Bazoik,,Спасение на Базоике,,
|
||||
Terror in Chex City,M_EPI2,,,,,,Terror en Chex City,,Terreur à Chex City,,,Terror em Chexópolis,,Террор в Городе Chex,,"첵스 시티의 공포""에서 계속됩니다"
|
||||
Invasion!,M_EPI3,,,,,,¡Invasión!,,,,,A Invasão!,,Вторжение!,,"대침공""""에서 이어집니다!"
|
|
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0107.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0118.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0118.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0119.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0119.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0141.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0141.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0142.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0142.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0143.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0143.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0144.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0144.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/015A.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/015A.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/015B.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/015B.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0179.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0179.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/017A.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/017A.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/017B.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/017B.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/017C.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/017C.lmp
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wadsrc_extra/static/filter/game-doom/fonts/defsmallfont/0164.lmp
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wadsrc_extra/static/filter/game-doom/fonts/defsmallfont/0164.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/00C3.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/00C3.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/00D5.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/00D5.lmp
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Reference in a new issue