Mercurial > hg > openttd
changeset 4382:2cf5172ee043 draft
(svn r6135) WebTranslator2 update to 2006-08-26 09:44:54
dutch - 28 fixed by habell (28)
german - 5 changed by Neonox (5)
portuguese - 2 fixed by izhirahider (2)
author | miham <miham@openttd.org> |
---|---|
date | Sat, 26 Aug 2006 07:45:18 +0000 |
parents | 424ca5471df1 |
children | c9177e4cdbda |
files | lang/dutch.txt lang/german.txt lang/portuguese.txt |
diffstat | 3 files changed, 36 insertions(+), 5 deletions(-) [+] |
line wrap: on
line diff
--- a/lang/dutch.txt +++ b/lang/dutch.txt @@ -718,6 +718,7 @@ STR_0298_LOAD_SCENARIO :{WHITE}Scenario openen STR_0299_SAVE_SCENARIO :{WHITE}Scenario opslaan STR_029A_PLAY_SCENARIO :{BLACK}Scenario spelen +STR_PLAY_HEIGHTMAP :{BLACK}Speel Hoogtekaart STR_PLAY_HEIGHTMAP_HINT :{BLACK}Start een nieuw spel, gebruik een hoogtekaart als landschap STR_029B_ARE_YOU_SURE_YOU_WANT_TO :{YELLOW}Weet je zeker dat je dit scenario wilt sluiten? STR_029C_QUIT_EDITOR :{WHITE}Sluit editor @@ -884,6 +885,7 @@ STR_TOWNNAME_DANISH :Deens STR_TOWNNAME_TURKISH :Turks STR_TOWNNAME_ITALIAN :Italiaans +STR_TOWNNAME_CATALAN :Catalaans ############ end of townname region STR_CURR_GBP :Pond (£) @@ -908,6 +910,7 @@ STR_CURR_PLN :Poolse Zloty (PLN) STR_CURR_ROL :Roemeense Leu (ROL) STR_CURR_RUR :Russische Rubel (RUR) +STR_CURR_SIT :Sloveense Tolar (SIT) STR_CURR_SEK :Zweedse Kronen (SEK) STR_CURR_CUSTOM :Aangepast... @@ -1045,17 +1048,23 @@ STR_CONFIG_PATCHES_LAND_GENERATOR :{LTBLUE}Land generator: {ORANGE}{STRING} STR_CONFIG_PATCHES_LAND_GENERATOR_ORIGINAL :Origineel +STR_CONFIG_PATCHES_LAND_GENERATOR_TERRA_GENESIS :Terra Genesis +STR_CONFIG_PATCHES_OIL_REF_EDGE_DISTANCE :{LTBLUE}Max afstand van de rand voor olierafinaderijen {ORANGE}{STRING} STR_CONFIG_PATCHES_SNOWLINE_HEIGHT :{LTBLUE}Sneeuwhoogte: {ORANGE}{STRING} +STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN :{LTBLUE}Ruwheid van het terrein (alleen Terra Genesis) : {ORANGE}{STRING} STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Erg vlak STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_SMOOTH :vlak STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_ROUGH :Ruig STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_ROUGH :Erg ruig +STR_CONFIG_PATCHES_TREE_PLACER :{LTBLUE}Boomplaatser alogeritme: {ORANGE}{STRING} STR_CONFIG_PATCHES_TREE_PLACER_NONE :Geen STR_CONFIG_PATCHES_TREE_PLACER_ORIGINAL :Origineel STR_CONFIG_PATCHES_TREE_PLACER_IMPROVED :Verbeterd STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION :{LTBLUE}Heightmap draaiing: {ORANGE}{STRING} STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE :Tegen de klok STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_CLOCKWISE :Met de klok mee +STR_CONFIG_PATCHES_PROGRESS_UPDATE_INTERVAL :{LTBLUE}Aanpassingsinterval van de voortgang: {ORANGE}{STRING} ms +STR_CONFIG_PATCHES_SE_FLAT_WORLD_HEIGHT :{LTBLUE}De hoogte van een plat scenario wordt: {ORANGE}{STRING} STR_CONFIG_PATCHES_STATION_SPREAD :{LTBLUE}Maximale stationsomvang: {ORANGE}{STRING} {RED}Pas op: Hoge waarde vertraagt spel STR_CONFIG_PATCHES_SERVICEATHELIPAD :{LTBLUE}Helikopters automatisch repareren op helipads: {ORANGE}{STRING} @@ -1460,6 +1469,7 @@ STR_PNGMAP_ERR_MISC :{WHITE}...er ging iets fout. Sorry. (waarschijnlijk corrupt bestand) STR_BMPMAP_ERROR :{WHITE}Kan het landschap uit de BMP niet laden... +STR_BMPMAP_ERR_IMAGE_TYPE :{WHITE}...kan dit type foto niet omzetten. ##id 0x0800 STR_0800_COST :{TINYFONT}{RED}Kosten: {CURRENCY} @@ -2894,12 +2904,16 @@ ########### String for New Landscape Generator STR_GENERATE :{WHITE}Creeër +STR_RANDOM :{BLACK}Willekeurig maken STR_RANDOM_HELP :{BLACK}Wijzig het willekeurige getal voor terrein creatie +STR_WORLD_GENERATION_CAPTION :{WHITE}Wereld maken STR_RANDOM_SEED :{BLACK}Willekeurig getal STR_RANDOM_SEED_HELP :{BLACK}Klik voor een willekeurig getal STR_LAND_GENERATOR :{BLACK}Land generator: STR_TREE_PLACER :{BLACK}Bos algoritme: +STR_HEIGHTMAP_ROTATION :{BLACK}Aantal graden hoogtekaart: STR_TERRAIN_TYPE :{BLACK}Terrein type: +STR_QUANTITY_OF_SEA_LAKES :{BLACK}Zee niveau: STR_SMOOTHNESS :{BLACK}Vlakte: STR_SNOW_LINE_HEIGHT :{BLACK}Sneeuwlijn hoogte: STR_DATE :{BLACK}Datum: @@ -2910,7 +2924,10 @@ STR_SNOW_LINE_DOWN :{BLACK}Verschuif de sneeuwlijn één naar beneden STR_SNOW_LINE_QUERY_CAPT :{WHITE}Verander sneeuwlijn hoogte STR_START_DATE_QUERY_CAPT :{WHITE}Verander begin jaar +STR_HEIGHTMAP_SCALE_WARNING_CAPTION :{WHITE}Schaal waarschuwing +STR_HEIGHTMAP_SCALE_WARNING_MESSAGE :{YELLOW}Het aanpassen van de grootte van een bronkaar is niet aan te bevelen. Toch doorgaan? STR_SNOW_LINE_HEIGHT_NUM :{NUM} +STR_HEIGHTMAP_NAME :{BLACK}Hoogtekaart naam: STR_HEIGHTMAP_SIZE :{BLACK}Grootte: {ORANGE}{NUM} x {NUM} STR_GENERATION_WORLD :{WHITE}Wereld creeren STR_GENERATION_ABORT :{BLACK}Stop @@ -2918,15 +2935,27 @@ STR_GENERATION_ABORT_MESSAGE :{YELLOW}Weet je zeker dat je de actie wilt stoppen? STR_PROGRESS :{WHITE}{NUM}% compleet STR_GENERATION_PROGRESS :{BLACK}{NUM} / {NUM} +STR_WORLD_GENERATION :{BLACK}Wereld maken STR_TREE_GENERATION :{BLACK}Bos plaatsing +STR_UNMOVABLE_GENERATION :{BLACK}Onverplaatsbare generatie STR_CLEARING_TILES :{BLACK}Ruig en +STR_SETTINGUP_GAME :{BLACK}Spel aan het instellen +STR_PREPARING_TILELOOP :{BLACK}Bezig met vlakken STR_PREPARING_GAME :{BLACK}Voorbereiden spel +STR_DIFFICULTY_TO_CUSTOM :{WHITE}Deze aktie past de moeilijkheidsgraag aan naam custom STR_SE_FLAT_WORLD :{WHITE}Vlak land +STR_SE_FLAT_WORLD_TIP :{BLACK}Genereer een platte kaart STR_SE_RANDOM_LAND :{WHITE}Willekeurig land STR_SE_NEW_WORLD :{BLACK}Creeër nieuw scenario +STR_SE_CAPTION :{WHITE}Scenario type +STR_FLAT_WORLD_HEIGHT_DOWN :{BLACK}Maak de hoogte van plat land een lager +STR_FLAT_WORLD_HEIGHT_UP :{BLACK}Maak de hoogte van plat land een hoger STR_FLAT_WORLD_HEIGHT_QUERY_CAPT :{WHITE}Verander hoogte van vlak land +STR_FLAT_WORLD_HEIGHT :{BLACK}Hoogte van platte grond: STR_FLAT_WORLD_HEIGHT_NUM :{NUM} +STR_SMALLMAP_CENTER :{BLACK}Centreerd de kleine kaart op heidige positie + ########### String for new airports STR_SMALL_AIRPORT :{BLACK}Klein STR_CITY_AIRPORT :{BLACK}Stad
--- a/lang/german.txt +++ b/lang/german.txt @@ -605,8 +605,8 @@ STR_022A_GENERATE_RANDOM_LAND :{BLACK}Erzeuge Land durch Zufall STR_022B_RESET_LANDSCAPE :{BLACK}Landfläche wiederherstellen STR_022C_RESET_LANDSCAPE :{WHITE}Landfläche wiederherstellen -STR_LOAD_GAME_HEIGHTMAP :{WHITE}Nutze Reliefkarte -STR_LOAD_SCEN_HEIGHTMAP :{BLACK}Nutze Reliefkarte +STR_LOAD_GAME_HEIGHTMAP :{WHITE}Reliefkarte nutzen +STR_LOAD_SCEN_HEIGHTMAP :{BLACK}Reliefkarte nutzen STR_022D_ARE_YOU_SURE_YOU_WANT_TO :{WHITE}Bist du sicher, dass die Landschaft zurückgesetzt werden soll? STR_022E_LANDSCAPE_GENERATION :{BLACK}Landfläche erzeugen STR_022F_TOWN_GENERATION :{BLACK}Stadt errichten @@ -719,7 +719,7 @@ STR_0298_LOAD_SCENARIO :{WHITE}Szenario laden STR_0299_SAVE_SCENARIO :{WHITE}Szenario speichern STR_029A_PLAY_SCENARIO :{BLACK}Szenario spielen -STR_PLAY_HEIGHTMAP :{BLACK}Spiele Reliefkarte +STR_PLAY_HEIGHTMAP :{BLACK}Reliefkarte spielen STR_PLAY_HEIGHTMAP_HINT :{BLACK}Ein neues Spiel mit Reliefkarte als Landschaft starten STR_029B_ARE_YOU_SURE_YOU_WANT_TO :{YELLOW}Bist du dir sicher, dass du das Szenario verlassen willst? STR_029C_QUIT_EDITOR :{WHITE}Bearbeitung beenden @@ -1795,7 +1795,7 @@ STR_400E_SELECT_NEW_GAME_TYPE :{WHITE}Neues Spiel auswählen STR_400F_SELECT_SCENARIO_GREEN_PRE :{BLACK}Wähle Szenario (grün), vorgegebens Spiel (blau), oder ein Spiel nach dem Zufallsprinzip STR_4010_GENERATE_RANDOM_NEW_GAME :Spiel nach Zufallsprinzip erstellen -STR_4011_LOAD_HEIGHTMAP :{WHITE}Lade Reliefkarte +STR_4011_LOAD_HEIGHTMAP :{WHITE}Reliefkarte laden ##id 0x4800 STR_4800_IN_THE_WAY :{WHITE}{STRING} im Weg @@ -2916,7 +2916,7 @@ STR_TERRAIN_TYPE :{BLACK}Landschaftstyp: STR_QUANTITY_OF_SEA_LAKES :{BLACK}Gewässermenge: STR_SMOOTHNESS :{BLACK}Weichheit: -STR_SNOW_LINE_HEIGHT :{BLACK}Höhe der Schneegrenze +STR_SNOW_LINE_HEIGHT :{BLACK}Schneegrenze STR_DATE :{BLACK}Datum: STR_NUMBER_OF_TOWNS :{BLACK}Städteanzahl: STR_NUMBER_OF_INDUSTRIES :{BLACK}Industriedichte:
--- a/lang/portuguese.txt +++ b/lang/portuguese.txt @@ -2910,7 +2910,9 @@ STR_GENERATION_ABORT_MESSAGE :{YELLOW}Quer mesmo cancelar a criação? STR_PROGRESS :{WHITE}{NUM}% completo STR_GENERATION_PROGRESS :{BLACK}{NUM} / {NUM} +STR_TREE_GENERATION :{BLACK}A gerar árvores STR_SETTINGUP_GAME :{BLACK}Definindo jogo +STR_PREPARING_TILELOOP :{BLACK}A preparar o terreno STR_PREPARING_GAME :{BLACK}A preparar jogo STR_DIFFICULTY_TO_CUSTOM :{WHITE}Esta acção mudou o nível de dificuldade para Personalizado STR_SE_FLAT_WORLD :{WHITE}Terra plana