Merge branch 'master' into jgrpp

# Conflicts:
#	src/openttd.cpp
#	src/script/api/script_text.cpp
#	src/settings_type.h
pull/661/head
Jonathan G Rennison 2 months ago
commit 55410152a2

@ -30,7 +30,7 @@
#include "safeguards.h"
void DrawEngineList(VehicleType type, const Rect &r, const GUIEngineList &eng_list, uint16_t min, uint16_t max, EngineID selected_id, bool show_count, GroupID selected_group);
void DrawEngineList(VehicleType type, const Rect &r, const GUIEngineList &eng_list, const Scrollbar &sb, EngineID selected_id, bool show_count, GroupID selected_group);
static bool EngineNumberSorter(const GUIEngineListItem &a, const GUIEngineListItem &b)
{
@ -487,11 +487,9 @@ public:
case WID_RV_LEFT_MATRIX:
case WID_RV_RIGHT_MATRIX: {
int side = (widget == WID_RV_LEFT_MATRIX) ? 0 : 1;
EngineID start = static_cast<EngineID>(this->vscroll[side]->GetPosition()); // what is the offset for the start (scrolling)
EngineID end = static_cast<EngineID>(std::min<size_t>(this->vscroll[side]->GetCapacity() + start, this->engines[side].size()));
/* Do the actual drawing */
DrawEngineList((VehicleType)this->window_number, r, this->engines[side], start, end, this->sel_engine[side], side == 0, this->sel_group);
DrawEngineList((VehicleType)this->window_number, r, this->engines[side], *this->vscroll[side], this->sel_engine[side], side == 0, this->sel_group);
break;
}
}

@ -1218,18 +1218,16 @@ int DrawVehiclePurchaseInfo(int left, int right, int y, EngineID engine_number,
* @param type Type of vehicle (VEH_*)
* @param r The Rect of the list
* @param eng_list What engines to draw
* @param min where to start in the list
* @param max where in the list to end
* @param sb Scrollbar of list.
* @param selected_id what engine to highlight as selected, if any
* @param show_count Whether to show the amount of engines or not
* @param selected_group the group to list the engines of
*/
void DrawEngineList(VehicleType type, const Rect &r, const GUIEngineList &eng_list, uint16_t min, uint16_t max, EngineID selected_id, bool show_count, GroupID selected_group)
void DrawEngineList(VehicleType type, const Rect &r, const GUIEngineList &eng_list, const Scrollbar &sb, EngineID selected_id, bool show_count, GroupID selected_group)
{
static const int sprite_y_offsets[] = { -1, -1, -2, -2 };
/* Obligatory sanity checks! */
assert(max <= eng_list.size());
auto [first, last] = sb.GetVisibleRangeIterators(eng_list);
bool rtl = _current_text_dir == TD_RTL;
int step_size = GetEngineListHeight(type);
@ -1248,9 +1246,8 @@ void DrawEngineList(VehicleType type, const Rect &r, const GUIEngineList &eng_li
replace_icon = GetSpriteSize(SPR_GROUP_REPLACE_ACTIVE);
uint biggest_num_engines = 0;
for (auto i = min; i < max; i++) {
const auto &item = eng_list[i];
const uint num_engines = GetGroupNumEngines(_local_company, selected_group, item.engine_id);
for (auto it = first; it != last; ++it) {
const uint num_engines = GetGroupNumEngines(_local_company, selected_group, it->engine_id);
biggest_num_engines = std::max(biggest_num_engines, num_engines);
}
@ -1268,8 +1265,8 @@ void DrawEngineList(VehicleType type, const Rect &r, const GUIEngineList &eng_li
int replace_icon_y_offset = (ir.Height() - replace_icon.height) / 2;
int y = ir.top;
for (; min < max; min++, y += step_size) {
const auto &item = eng_list[min];
for (auto it = first; it != last; ++it) {
const auto &item = *it;
uint indent = item.indent * WidgetDimensions::scaled.hsep_indent;
bool has_variants = (item.flags & EngineDisplayFlags::HasVariants) != EngineDisplayFlags::None;
bool is_folded = (item.flags & EngineDisplayFlags::IsFolded) != EngineDisplayFlags::None;
@ -1305,10 +1302,11 @@ void DrawEngineList(VehicleType type, const Rect &r, const GUIEngineList &eng_li
/* Draw tree lines */
Rect fr = ir.Indent(indent - WidgetDimensions::scaled.hsep_indent, rtl).WithWidth(circle_width, rtl);
int ycenter = y + normal_text_y_offset + GetCharacterHeight(FS_NORMAL) / 2;
bool continues = (min + 1U) < eng_list.size() && eng_list[min + 1].indent == item.indent;
bool continues = std::next(it) != std::end(eng_list) && std::next(it)->indent == item.indent;
GfxDrawLine(fr.left + circle_width / 2, y - WidgetDimensions::scaled.matrix.top, fr.left + circle_width / 2, continues ? y - WidgetDimensions::scaled.matrix.top + step_size - 1 : ycenter, linecolour, WidgetDimensions::scaled.fullbevel.top);
GfxDrawLine(fr.left + circle_width / 2, ycenter, fr.right, ycenter, linecolour, WidgetDimensions::scaled.fullbevel.top);
}
y += step_size;
}
}
@ -2083,8 +2081,7 @@ struct BuildVehicleWindow : BuildVehicleWindowBase {
this->vehicle_type,
r,
this->eng_list,
this->vscroll->GetPosition(),
static_cast<uint16_t>(std::min<size_t>(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), this->eng_list.size())),
*this->vscroll,
this->sel_engine,
false,
DEFAULT_GROUP
@ -3037,9 +3034,7 @@ struct BuildVehicleWindowTrainAdvanced final : BuildVehicleWindowBase {
switch (widget) {
case WID_BV_LIST_LOCO: {
DrawEngineList(this->vehicle_type, r,
this->loco.eng_list, this->loco.vscroll->GetPosition(),
std::min<uint16_t>(this->loco.vscroll->GetPosition() + this->loco.vscroll->GetCapacity(),
static_cast<uint16_t>(this->loco.eng_list.size())), this->loco.sel_engine, false,
this->loco.eng_list, *(this->loco.vscroll), this->loco.sel_engine, false,
DEFAULT_GROUP);
break;
}
@ -3051,9 +3046,7 @@ struct BuildVehicleWindowTrainAdvanced final : BuildVehicleWindowBase {
case WID_BV_LIST_WAGON: {
DrawEngineList(this->vehicle_type, r,
this->wagon.eng_list, this->wagon.vscroll->GetPosition(),
std::min<uint16_t>(this->wagon.vscroll->GetPosition() + this->wagon.vscroll->GetCapacity(),
static_cast<uint16_t>(this->wagon.eng_list.size())), this->wagon.sel_engine, false,
this->wagon.eng_list, *(this->wagon.vscroll), this->wagon.sel_engine, false,
DEFAULT_GROUP);
break;
}

@ -285,7 +285,7 @@ STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS :{BLACK}Título
STR_TOOLTIP_SHADE :{BLACK}Encolher janela - mostrar apenas a barra de título
STR_TOOLTIP_DEBUG :{BLACK}Mostrar informação de depuração de NewGRF
STR_TOOLTIP_DEFSIZE :{BLACK}Redimensionar a janela para o tamanho padrão. Ctrl+Clique para salvar o tamanho atual como padrão
STR_TOOLTIP_STICKY :{BLACK}Marcar esta janela para não ser fechada pela tecla 'Fechar Todas as Janelas'. Ctrl+Clique para salvar o estado como padrão
STR_TOOLTIP_STICKY :{BLACK}Fixar esta janela para ela não ser fechada pela tecla 'Fechar Todas as Janelas'. Use Ctrl+Clique para salvar o estado como padrão
STR_TOOLTIP_RESIZE :{BLACK}Clique e arraste para redimensionar esta janela
STR_TOOLTIP_TOGGLE_LARGE_SMALL_WINDOW :{BLACK}Alternar entre janela grande/pequena
STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST :{BLACK}Barra de rolagem - desloca a lista para cima/baixo
@ -302,8 +302,8 @@ STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT :{BLACK}Mostrar
###length VEHICLE_TYPES
STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN_TOOLTIP :{BLACK}Ativando este botão, os veículos ferroviários ocultos também serão mostrados
STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE_TOOLTIP :{BLACK}Ativando este botão, os veículos rodoviários ocultos também serão mostrados
STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Ativando esse botão, as embarcações ocultas também serão mostradas
STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT_TOOLTIP :{BLACK}Ativando esse botão, as aeronaves ocultas também serão mostradas
STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Ativando este botão, as embarcações ocultas também serão mostradas
STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT_TOOLTIP :{BLACK}Ativando este botão, as aeronaves ocultas também serão mostradas
# Query window
STR_BUTTON_DEFAULT :{BLACK}Padrão
@ -382,7 +382,7 @@ STR_GOTO_ORDER_VIEW_TOOLTIP :{BLACK}Abrir a
###length 31
STR_TOOLBAR_TOOLTIP_PAUSE_GAME :{BLACK}Pausar jogo
STR_TOOLBAR_TOOLTIP_FORWARD :{BLACK}Acelerar o jogo
STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Opções e definições
STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Opções e configurações
STR_TOOLBAR_TOOLTIP_SAVE_GAME_ABANDON_GAME :{BLACK}Salvar, abrir ou abandonar jogo, sair do OpenTTD
STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Abrir mapa, nova visualização, fluxo de cargas ou lista de sinais
STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Abrir lista de localidades ou encontrar localidade
@ -881,7 +881,7 @@ STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_OIL :{BIG_FONT}{BLAC
STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_FARM :{BIG_FONT}{BLACK}Métodos agrícolas aperfeiçoados na {INDUSTRY} deverão duplicar a produção!
STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH :{BIG_FONT}{BLACK}Produção de {STRING} {G nos na} {INDUSTRY} aumenta {COMMA}%!
STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_GENERAL :{BIG_FONT}{BLACK}A produção de {INDUSTRY} foi reduzida em 50%
STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_FARM :{BIG_FONT}{BLACK}Infestação de insetos causa destruição {G no na} {INDUSTRY}!{}Produção diminui em 50%
STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_FARM :{BIG_FONT}{BLACK}Infestação de insetos causa destruição {G no na} {INDUSTRY}!{}Produção diminui 50%
STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH :{BIG_FONT}{BLACK}Produção de {STRING} {G nos na} {INDUSTRY} diminui {COMMA}%!
###length VEHICLE_TYPES
@ -936,10 +936,10 @@ STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES :{BIG_FONT}{BLAC
# Extra view window
STR_EXTRA_VIEWPORT_TITLE :{WHITE}Janela de visualização {COMMA}
STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}Trocar de visualização
STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}Mudar a visualização
STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Copiar a localização da visualização principal para esta visualização
STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Colar da visualização principal
STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Colar a localização desta janela de visualização para a visualização principal
STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Mudar a visualização principal
STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Copiar a localização desta visualização para a visualização principal
# Game options window
STR_GAME_OPTIONS_CAPTION :{WHITE}Opções do Jogo
@ -1037,16 +1037,16 @@ STR_GAME_OPTIONS_RESOLUTION_OTHER :outra
STR_GAME_OPTIONS_RESOLUTION_ITEM :{NUM}x{NUM}
STR_GAME_OPTIONS_VIDEO_ACCELERATION :{BLACK}Aceleração de hardware
STR_GAME_OPTIONS_VIDEO_ACCELERATION_TOOLTIP :{BLACK}Marque esta caixa para permitir que o OpenTTD tente usar a aceleração de hardware. Qualquer mudança nesta configuração será aplicada somente após reiniciar o jogo
STR_GAME_OPTIONS_VIDEO_ACCELERATION_TOOLTIP :{BLACK}Marque esta caixa para permitir que o OpenTTD tente usar aceleração de hardware. Se modificada, esta configuração terá efeito somente após reiniciar o jogo
STR_GAME_OPTIONS_VIDEO_ACCELERATION_RESTART :{WHITE}A configuração terá efeito somente após reiniciar o jogo
STR_GAME_OPTIONS_VIDEO_VSYNC :{BLACK}VSync
STR_GAME_OPTIONS_VIDEO_VSYNC_TOOLTIP :{BLACK}Marque esta caixa para ativar v-sync na tela. Se modificada, esta configuração só terá efeito quado o jogo for reiniciado. Só funciona com aceleração de hardware habilitada
STR_GAME_OPTIONS_VIDEO_VSYNC_TOOLTIP :{BLACK}Marque esta caixa para ativar v-sync na tela. Se modificada, esta configuração terá efeito somente após reiniciar o jogo. Só funciona com aceleração de hardware habilitada
STR_GAME_OPTIONS_VIDEO_DRIVER_INFO :{BLACK}"Driver" atual: {STRING}
STR_GAME_OPTIONS_GUI_SCALE_FRAME :{BLACK}Tamanho da interface
STR_GAME_OPTIONS_GUI_SCALE_TOOLTIP :{BLACK}Arraste o controle deslizante para definir o tamanho da interface. Ctrl+Arrastar para fazer um ajuste contínuo
STR_GAME_OPTIONS_GUI_SCALE_TOOLTIP :{BLACK}Arraste o controle deslizante para definir o tamanho da interface. Ctrl+Arrastar para um ajuste contínuo
STR_GAME_OPTIONS_GUI_SCALE_AUTO :{BLACK}Detetar automaticamente o tamanho
STR_GAME_OPTIONS_GUI_SCALE_AUTO_TOOLTIP :{BLACK}Marque esta caixa para detetar automaticamente o tamanho da interface
@ -1056,7 +1056,7 @@ STR_GAME_OPTIONS_GUI_SCALE_BEVELS_TOOLTIP :{BLACK}Marque e
STR_GAME_OPTIONS_GUI_FONT_SPRITE :{BLACK}Usar a fonte sprite tradicional
STR_GAME_OPTIONS_GUI_FONT_SPRITE_TOOLTIP :{BLACK}Marque esta caixa se preferir usar o tipo de fonte tradicional de tamanho fixo.
STR_GAME_OPTIONS_GUI_FONT_AA :{BLACK}Fontes com bordas suaves
STR_GAME_OPTIONS_GUI_FONT_AA_TOOLTIP :{BLACK}Marque esta caixa para fontes redimensionáveis com bordas suaves.
STR_GAME_OPTIONS_GUI_FONT_AA_TOOLTIP :{BLACK}Marque esta caixa para fontes redimensionáveis com contornos suaves.
STR_GAME_OPTIONS_GUI_SCALE_1X :1x
STR_GAME_OPTIONS_GUI_SCALE_2X :2x
@ -1066,7 +1066,7 @@ STR_GAME_OPTIONS_GUI_SCALE_5X :5x
STR_GAME_OPTIONS_PARTICIPATE_SURVEY_FRAME :{BLACK}Pesquisa automatizada
STR_GAME_OPTIONS_PARTICIPATE_SURVEY :{BLACK}Participar de pesquisa automatizada
STR_GAME_OPTIONS_PARTICIPATE_SURVEY_TOOLTIP :{BLACK}Quando ativado, o OpenTTD transmitirá uma pesquisa ao sair de um jogo
STR_GAME_OPTIONS_PARTICIPATE_SURVEY_TOOLTIP :{BLACK}Quando ativado, o OpenTTD enviará uma pesquisa ao sair de um jogo
STR_GAME_OPTIONS_PARTICIPATE_SURVEY_LINK :{BLACK}Sobre pesquisa e privacidade
STR_GAME_OPTIONS_PARTICIPATE_SURVEY_LINK_TOOLTIP :{BLACK}Isso abre um navegador com mais informações sobre a pesquisa automatizada
STR_GAME_OPTIONS_PARTICIPATE_SURVEY_PREVIEW :{BLACK}Pré-visualizar resultado da pesquisa
@ -1075,20 +1075,20 @@ STR_GAME_OPTIONS_PARTICIPATE_SURVEY_PREVIEW_TOOLTIP :{BLACK}Mostrar
STR_GAME_OPTIONS_GRAPHICS :{BLACK}Gráficos
STR_GAME_OPTIONS_REFRESH_RATE :{BLACK}Taxa de atualização da tela
STR_GAME_OPTIONS_REFRESH_RATE_TOOLTIP :{BLACK}Selecionar qual taxa de atualização da tela usar
STR_GAME_OPTIONS_REFRESH_RATE_TOOLTIP :{BLACK}Selecione qual taxa de atualização da tela será usada
STR_GAME_OPTIONS_REFRESH_RATE_ITEM :{NUM}Hz
STR_GAME_OPTIONS_REFRESH_RATE_WARNING :{WHITE}Taxas de atualização superiores a 60Hz podem afetar o desempenho.
STR_GAME_OPTIONS_REFRESH_RATE_WARNING :{WHITE}Taxas de atualização superiores a 60Hz podem interferir no desempenho.
STR_GAME_OPTIONS_BASE_GRF :{BLACK}Conjunto de gráficos base
STR_GAME_OPTIONS_BASE_GRF_TOOLTIP :{BLACK}Selecionar qual conjunto de gráficos base usar (não pode ser alterado no jogo, só a partir do menu principal)
STR_GAME_OPTIONS_BASE_GRF_TOOLTIP :{BLACK}Selecione qual conjunto de gráficos base usar (não pode ser alterado no jogo, só a partir do menu principal)
STR_GAME_OPTIONS_BASE_GRF_DESCRIPTION_TOOLTIP :{BLACK}Informações adicionais sobre o conjunto de gráficos base
STR_GAME_OPTIONS_BASE_SFX :{BLACK}Conjunto de sons base
STR_GAME_OPTIONS_BASE_SFX_TOOLTIP :{BLACK}Selecionar qual conjunto de sons base usar (não pode ser alterado no jogo, só a partir do menu principal)
STR_GAME_OPTIONS_BASE_SFX_TOOLTIP :{BLACK}Selecione qual conjunto de sons base usar (não pode ser alterado no jogo, só a partir do menu principal)
STR_GAME_OPTIONS_BASE_SFX_DESCRIPTION_TOOLTIP :{BLACK}Informações sobre o conjunto de sons base
STR_GAME_OPTIONS_BASE_MUSIC :{BLACK}Conjunto de músicas base
STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}Selecionar qual conjunto de músicas base usar
STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}Selecione qual conjunto de músicas base usar
STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP :{BLACK}Informação adicional sobre o conjunto de músicas base
STR_GAME_OPTIONS_SOCIAL_PLUGINS_NONE :{LTBLUE}(não exitem plugins para integrar com as plataformas sociais instaladas)
@ -1098,7 +1098,7 @@ STR_GAME_OPTIONS_SOCIAL_PLUGIN_PLATFORM :{BLACK}Platafor
STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE :{BLACK}Estado do plugin:
STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE_RUNNING :{GREEN}Executando
STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE_FAILED :{RED}Falha na inicialização
STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE_FAILED :{RED}Falha ao inicializar
STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE_PLATFORM_NOT_RUNNING :{ORANGE}{STRING} não executando
STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE_UNLOADED :{RED}Descarregado
STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE_DUPLICATE :{RED}Plugin duplicado
@ -1107,7 +1107,7 @@ STR_GAME_OPTIONS_SOCIAL_PLUGIN_STATE_INVALID_SIGNATURE :{RED}Assinatura
STR_BASESET_STATUS :{STRING} {RED}({NUM} arquivo{P "" s} em falta/corrompido{P "" s})
STR_ERROR_RESOLUTION_LIST_FAILED :{WHITE}Falha ao obter a lista de resoluções suportadas
STR_ERROR_RESOLUTION_LIST_FAILED :{WHITE}Falha ao obter uma lista de resoluções suportadas
STR_ERROR_FULLSCREEN_FAILED :{WHITE}Modo de tela cheia falhou
# Custom currency window
@ -1189,7 +1189,7 @@ STR_SUBSIDY_X4 :x4
STR_CLIMATE_TEMPERATE_LANDSCAPE :Clima temperado
STR_CLIMATE_SUB_ARCTIC_LANDSCAPE :Clima subárctico
STR_CLIMATE_SUB_TROPICAL_LANDSCAPE :Clima subtropical
STR_CLIMATE_TOYLAND_LANDSCAPE :"Clima" Terra dos Brinquedos
STR_CLIMATE_TOYLAND_LANDSCAPE :Paisagem Terra dos Brinquedos
###length 7
STR_TERRAIN_TYPE_VERY_FLAT :Muito Plano
@ -1211,27 +1211,27 @@ STR_WARNING_NO_SUITABLE_AI :{WHITE}Não exi
# Settings tree window
STR_CONFIG_SETTING_TREE_CAPTION :{WHITE}Configurações
STR_CONFIG_SETTING_FILTER_TITLE :{BLACK}Filtro:
STR_CONFIG_SETTING_EXPAND_ALL :{BLACK}Expandir todas
STR_CONFIG_SETTING_COLLAPSE_ALL :{BLACK}Colapsar todas
STR_CONFIG_SETTING_EXPAND_ALL :{BLACK}Expandir tudo
STR_CONFIG_SETTING_COLLAPSE_ALL :{BLACK}Colapsar tudo
STR_CONFIG_SETTING_RESET_ALL :{BLACK}Restaurar todos os valores
STR_CONFIG_SETTING_NO_EXPLANATION_AVAILABLE_HELPTEXT :(sem explicação disponível)
STR_CONFIG_SETTING_VALUE :{PUSH_COLOUR}{ORANGE}{STRING}{POP_COLOUR}
STR_CONFIG_SETTING_DEFAULT_VALUE :{LTBLUE}Valor padrão: {ORANGE}{STRING}
STR_CONFIG_SETTING_TYPE :{LTBLUE}Tipo de configuração: {ORANGE}{STRING}
STR_CONFIG_SETTING_TYPE_CLIENT :Configuração de cliente (não é incluída em jogos salvos; afeta todos os jogos)
STR_CONFIG_SETTING_TYPE_CLIENT :Configuração de cliente (não é armazenada em jogos salvos; afeta todos os jogos)
STR_CONFIG_SETTING_TYPE_GAME_MENU :Configuração do jogo (armazenado no jogo salvo; afeta apenas novos jogos)
STR_CONFIG_SETTING_TYPE_GAME_INGAME :Configuração do jogo (armazenado no jogo salvo; afeta apenas o jogo atual)
STR_CONFIG_SETTING_TYPE_COMPANY_MENU :Configurações da empresa (armazenadas no jogo salvo; afeta apenas novos jogos)
STR_CONFIG_SETTING_TYPE_COMPANY_INGAME :Configurações da empresa (armazenadas no jogo salvo; afeta apenas a empresa atual)
STR_CONFIG_SETTING_TYPE_COMPANY_MENU :Configuração da empresa (armazenada no jogo salvo; afeta apenas novos jogos)
STR_CONFIG_SETTING_TYPE_COMPANY_INGAME :Configuração da empresa (armazenada no jogo salvo; afeta apenas a empresa atual)
STR_CONFIG_SETTING_RESET_ALL_CONFIRMATION_DIALOG_CAPTION :{WHITE}Cuidado!
STR_CONFIG_SETTING_RESET_ALL_CONFIRMATION_DIALOG_TEXT :{WHITE}Essa ação irá restaurar todas as configurações para os valores padrão.{}Tem certeza que deseja continuar?
STR_CONFIG_SETTING_RESET_ALL_CONFIRMATION_DIALOG_TEXT :{WHITE}Esta ação irá restaurar todas as configurações do jogo para os seus valores padrão.{}Você tem certeza que deseja continuar?
STR_CONFIG_SETTING_RESTRICT_CATEGORY :{BLACK}Categoria:
STR_CONFIG_SETTING_RESTRICT_TYPE :{BLACK}Tipo:
STR_CONFIG_SETTING_RESTRICT_DROPDOWN_HELPTEXT :{BLACK}Restringe a lista abaixo usando filtros pré-definidos
STR_CONFIG_SETTING_RESTRICT_BASIC :Básico (mostrar apenas as configurações importantes)
STR_CONFIG_SETTING_RESTRICT_ADVANCED :Avançado (mostra a maioria das definições)
STR_CONFIG_SETTING_RESTRICT_ALL :Especialista (mostrar todas as definições, incluindo as estranhas)
STR_CONFIG_SETTING_RESTRICT_ADVANCED :Avançado (mostrar a maioria das configurações)
STR_CONFIG_SETTING_RESTRICT_ALL :Especialista (mostrar todas as configurações, incluindo as estranhas)
STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT :Configurações com um valor diferente do padrão
STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_NEW :Configurações com um valor diferente das preferências para novos jogos
@ -1262,7 +1262,7 @@ STR_CONFIG_SETTING_COMPANIES_ALL :Todas as empres
###length 3
STR_CONFIG_SETTING_NONE :Nenhum
STR_CONFIG_SETTING_ORIGINAL :Original
STR_CONFIG_SETTING_REALISTIC :Realístico
STR_CONFIG_SETTING_REALISTIC :Realista
###length 3
STR_CONFIG_SETTING_HORIZONTAL_POS_LEFT :Esquerda
@ -1271,7 +1271,7 @@ STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :Direita
STR_CONFIG_SETTING_SECONDS_VALUE :{COMMA}{NBSP}segundo{P 0 "" s}
STR_CONFIG_SETTING_INFINITE_MONEY :Dinheiro infinito: {STRING}
STR_CONFIG_SETTING_INFINITE_MONEY :Dinheiro ilimitado: {STRING}
STR_CONFIG_SETTING_INFINITE_MONEY_HELPTEXT :Permite gastos ilimitados e desabilita a falência de empresas
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Valor máximo do empréstimo inicial: {STRING}
@ -1320,7 +1320,7 @@ STR_CONFIG_SETTING_CITY_APPROVAL :Atitude da auto
STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Define de que forma o ruído sonoro e os danos ambientais causados pelas empresas afetam a sua classificação na localidade e as futuras ações de construção na localidade
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT :Limite de altura do mapa: {STRING}
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT :Define a altura máxima do terreno do mapa. Com "(auto)" um bom valor será escolhido após a geração do terreno
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT :Define a altura máxima do terreno do mapa. Com "(automático)" um valor adequado será escolhido após a geração do terreno
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_VALUE :{NUM}
###setting-zero-is-special
STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_AUTO :(automático)
@ -1333,7 +1333,7 @@ STR_CONFIG_SETTING_CATCHMENT :Permitir áreas
STR_CONFIG_SETTING_CATCHMENT_HELPTEXT :Usa área de abrangência de tamanhos diferentes para diferentes tipos de estações e aeroportos
STR_CONFIG_SETTING_SERVE_NEUTRAL_INDUSTRIES :Estações de empresas podem servir indústrias com estações neutras anexadas: {STRING}
STR_CONFIG_SETTING_SERVE_NEUTRAL_INDUSTRIES_HELPTEXT :Se ativado, indústrias com estações incluídas (como as Petrolíferas) podem ser servidas por estações da empresa que estão nas redondezas. Quando desativado, essas indústrias só podem ser servidas pela sua própria estação. Qualquer estação da empresa nas redondezas não poderá servir as indústrias e a estação incluída não poderá servir outra entidade senão a própria indústria
STR_CONFIG_SETTING_SERVE_NEUTRAL_INDUSTRIES_HELPTEXT :Quando ativado, indústrias com estações incluídas (como as Petrolíferas) podem ser servidas por estações da empresa construídas nas proximidades. Quando desativado, essas indústrias só podem ser servidas pela sua própria estação. Qualquer estação da empresa nas redondezas não poderá servir a indústria e a estação incluída não poderá atender outra senão a própria indústria
STR_CONFIG_SETTING_EXTRADYNAMITE :Permitir a remoção de mais estradas, pontes e túneis das cidades: {STRING}
STR_CONFIG_SETTING_EXTRADYNAMITE_HELPTEXT :Torna mais fácil remover edifícios e infraestruturas das localidades
@ -1365,7 +1365,7 @@ STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS :Permitir a uni
STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS_HELPTEXT :Permite adicionar partes a uma estação sem tocar diretamente nas partes já existentes usando Ctrl+Clique quando for adicionar partes novas
STR_CONFIG_SETTING_INFLATION :Inflação: {STRING}
STR_CONFIG_SETTING_INFLATION_HELPTEXT :Permitir inflação na economia, na qual os custos aumentam ligeiramente mais depressa do que os recebimentos
STR_CONFIG_SETTING_INFLATION_HELPTEXT :Permitir inflação na economia, na qual os custos aumentam ligeiramente mais depressa do que as receitas
STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH :Comprimento máximo de pontes: {STRING}
STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH_HELPTEXT :Comprimento máximo para construção de pontes
@ -1387,7 +1387,7 @@ STR_CONFIG_SETTING_INDUSTRY_PLATFORM :Área plana ao
STR_CONFIG_SETTING_INDUSTRY_PLATFORM_HELPTEXT :Quantidade de terreno plano à volta de uma indústria. Isto garante que um espaço vazio permanecerá disponível em torno da indústria para a construção de linhas, etc.
STR_CONFIG_SETTING_MULTIPINDTOWN :Permitir várias indústrias semelhantes por localidade: {STRING}
STR_CONFIG_SETTING_MULTIPINDTOWN_HELPTEXT :Normalmente, localidades não aceitam mais de uma indústria de cada tipo. Se ativado, permite várias indústrias do mesmo tipo na mesma localidade
STR_CONFIG_SETTING_MULTIPINDTOWN_HELPTEXT :Normalmente, localidades não aceitam mais de uma indústria de cada tipo. Com esta configuração, será possível existir várias indústrias do mesmo tipo na mesma localidade
STR_CONFIG_SETTING_SIGNALSIDE :Mostrar sinais: {STRING}
STR_CONFIG_SETTING_SIGNALSIDE_HELPTEXT :Escolher em que lado da via colocar sinais
@ -1401,8 +1401,8 @@ STR_CONFIG_SETTING_SHOWFINANCES :Mostrar janela
STR_CONFIG_SETTING_SHOWFINANCES_PERIOD :Mostrar janela de finanças no fim do período: {STRING}
###length 2
STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Se ativado, a janela de finanças é aberta ao final de cada ano para permitir uma inspeção fácil do estado financeiro da empresa
STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT_PERIOD :Se ativado, a janela de finanças é aberta no final de cada período permitindo uma inspeção fácil do estado financeiro da empresa
STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Se ativado, a janela de finanças é aberta ao final de cada ano, permitindo uma inspeção fácil do estado financeiro da empresa
STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT_PERIOD :Se ativado, a janela de finanças é aberta no final de cada período, permitindo uma inspeção fácil do estado financeiro da empresa
STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT :Novas ordens são 'sem parar' por padrão: {STRING}
STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT_HELPTEXT :Normalmente, um veículo irá parar em cada estação por onde passa. Ativando esta configuração, o veículo passará por todas as estações na sua rota, sem parar, até o destino final. Esta opção define somente um modo padrão para novas ordens. Ordens individuais podem ser definidas explicitamente para qualquer um dos dois comportamentos
@ -1415,7 +1415,7 @@ STR_CONFIG_SETTING_STOP_LOCATION_MIDDLE :meio
STR_CONFIG_SETTING_STOP_LOCATION_FAR_END :fim
STR_CONFIG_SETTING_AUTOSCROLL :Mover a janela quando o cursor está na borda do mapa: {STRING}
STR_CONFIG_SETTING_AUTOSCROLL_HELPTEXT :Quando ativado, a visualização irá se mover quando o mouse se aproximar das bordas da janela
STR_CONFIG_SETTING_AUTOSCROLL_HELPTEXT :Quando ativado, as visualizações começarão a se mover quando o mouse se aproximar das bordas da janela
###length 4
STR_CONFIG_SETTING_AUTOSCROLL_DISABLED :Desativado
STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT_FULLSCREEN :Visualização principal, apenas em tela cheia
@ -1455,8 +1455,8 @@ STR_CONFIG_SETTING_PLANE_CRASHES_NONE :Nenhum
STR_CONFIG_SETTING_PLANE_CRASHES_REDUCED :Reduzido
STR_CONFIG_SETTING_PLANE_CRASHES_NORMAL :Normal
STR_CONFIG_SETTING_CROSSING_WITH_COMPETITOR :Permitir passagens de nível nas estradas ou trilhos de outras empresas: {STRING}
STR_CONFIG_SETTING_CROSSING_WITH_COMPETITOR_HELPTEXT :Permitir a construção de passagens de nível nas estradas ou trilhos de outras empresas
STR_CONFIG_SETTING_CROSSING_WITH_COMPETITOR :Permitir passagens de nível com estradas ou trilhos dos concorrentes: {STRING}
STR_CONFIG_SETTING_CROSSING_WITH_COMPETITOR_HELPTEXT :Permitir a construção de passagens de nível nas estradas ou trilhos que pertencem aos concorrentes
STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD :Permitir estações de passagem nas estradas das localidades: {STRING}
STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD_HELPTEXT :Permitir a construção de estações de passagem nas estradas que pertencem às localidades
@ -1474,7 +1474,7 @@ STR_CONFIG_SETTING_COMPANY_STARTING_COLOUR_SECONDARY :Cor inicial sec
STR_CONFIG_SETTING_COMPANY_STARTING_COLOUR_SECONDARY_HELPTEXT :Escolher a cor inicial secundária para a empresa, se um NewGRF precisar usá-la.
STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Aeroportos nunca expiram: {STRING}
STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Se ativado, cada tipo de aeroporto ficará disponível para sempre após a sua introdução
STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Quando ativada, esta configuração torna cada tipo de aeroporto disponível para sempre após a sua introdução
STR_CONFIG_SETTING_WARN_LOST_VEHICLE :Avisar se o veículo está perdido: {STRING}
STR_CONFIG_SETTING_WARN_LOST_VEHICLE_HELPTEXT :Mostrar mensagens sobre veículos que não conseguem encontrar um caminho para o destino ordenado
@ -1492,7 +1492,7 @@ STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Quando ativado,
STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT_PERIOD :Quando ativado, uma mensagem é enviada quando um veículo não gerou qualquer lucro durante um período
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Veículos nunca saem de linha: {STRING}
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Quanto ativado, todos os modelos de veículos permanecerão disponíveis para sempre após a sua introdução
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Quando ativado, todos os modelos de veículos permanecerão disponíveis para sempre após a sua introdução
STR_CONFIG_SETTING_TIMEKEEPING_UNITS :Unidades de tempo: {STRING}
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Selecionar as unidades de tempo para o jogo. Isto não pode ser alterado posteriormente.{}{}O modo clássico no OpenTTD é baseado em um calendário, em que um ano é composto de 12 meses e cada mês tem 28-31 dias.{}{}No tempo baseado no relógio de parede, a produção de carga e as finanças são baseadas em incrementos de um minuto, que tem aproximadamente a mesma duração de um mês de 30 dias no modo baseado em calendário. Esses incrementos são agrupados em períodos de 12 minutos, equivalentes a um ano no modo baseado em calendário.{}{}Nos dois modos, há sempre um calendário clássico, que é usado para datas de introdução de veículos, casas e outras infraestruturas.
@ -1543,7 +1543,7 @@ STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Espessura da li
STR_CONFIG_SETTING_SHOW_NEWGRF_NAME :Mostrar o nome do NewGRF na janela de comprar veículos: {STRING}
STR_CONFIG_SETTING_SHOW_NEWGRF_NAME_HELPTEXT :Adiciona uma linha à janela de aquisição de veículos, mostrando a qual NewGRF pertence o veículo selecionado.
STR_CONFIG_SETTING_SHOW_CARGO_IN_LISTS :Mostrar as cargas que os veículos podem transportar nas janelas de listagem {STRING}
STR_CONFIG_SETTING_SHOW_CARGO_IN_LISTS_HELPTEXT :Se ativado, a carga transportável do veículo aparecerá acima dele nas listas de veículos
STR_CONFIG_SETTING_SHOW_CARGO_IN_LISTS_HELPTEXT :Se ativado, a carga transportável pelo veículo aparecerá acima dele nas listas de veículos
STR_CONFIG_SETTING_LANDSCAPE :Clima: {STRING}
STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Os climas definem a jogabilidade básica com diferentes cargas e requerimentos para o crescimento das localidades. NewGRFs e Scripts de Jogo permitem um controle mais fino
@ -1645,17 +1645,17 @@ STR_CONFIG_SETTING_SCROLLMODE_RMB_LOCKED :Mover mapa com
STR_CONFIG_SETTING_SCROLLMODE_RMB :Mover mapa com Botão Direito Mouse
STR_CONFIG_SETTING_SCROLLMODE_LMB :Move mapa com Botão Esquerdo Mouse
STR_CONFIG_SETTING_SMOOTH_SCROLLING :Suavizar rolamento da visualização: {STRING}
STR_CONFIG_SETTING_SMOOTH_SCROLLING_HELPTEXT :Controla como a visualização principal se move para uma localização específica ao clicar no minimapa ou ao dar um comando para ir a um objeto específico no mapa. Se ativado, a visualização principal se move suavemente, se desativado a visualização salta diretamente para o ponto escolhido
STR_CONFIG_SETTING_SMOOTH_SCROLLING :Suavizar deslocamento da visualização: {STRING}
STR_CONFIG_SETTING_SMOOTH_SCROLLING_HELPTEXT :Controla como a visualização principal se move para uma localização específica ao clicar no minimapa ou quando é dado um comando para ir até um objeto específico no mapa. Se ativado, a visualização principal se move suavemente, se desativado a visualização salta diretamente para o ponto escolhido
STR_CONFIG_SETTING_MEASURE_TOOLTIP :Mostrar medidas quando usar as ferramentas de construção: {STRING}
STR_CONFIG_SETTING_MEASURE_TOOLTIP_HELPTEXT :Mostrar as distâncias em quadrados e diferenças de altura quando Clicar+Arrastar nas ações de construção
STR_CONFIG_SETTING_MEASURE_TOOLTIP_HELPTEXT :Mostrar distâncias em quadrados e diferenças de altura quando Clicar+Arrastar nas ações de construção
STR_CONFIG_SETTING_LIVERIES :Mostrar pinturas específicas do tipo de veículo: {STRING}
STR_CONFIG_SETTING_LIVERIES_HELPTEXT :Controla a utilização de pinturas específicas por tipo de veículo (em vez de pinturas por empresa)
###length 3
STR_CONFIG_SETTING_LIVERIES_NONE :Nenhum
STR_CONFIG_SETTING_LIVERIES_OWN :Minha empresa
STR_CONFIG_SETTING_LIVERIES_OWN :Própria empresa
STR_CONFIG_SETTING_LIVERIES_ALL :Todas as empresas
STR_CONFIG_SETTING_PREFER_TEAMCHAT :Preferir chat de equipe com <ENTER>: {STRING}
@ -1686,8 +1686,8 @@ STR_CONFIG_SETTING_USE_RELAY_SERVICE_NEVER :Nunca
STR_CONFIG_SETTING_USE_RELAY_SERVICE_ASK :Perguntar
STR_CONFIG_SETTING_USE_RELAY_SERVICE_ALLOW :Permitir
STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU :Simulação de clique com botão direito: {STRING}
STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_HELPTEXT :Selecionar o método para simular os cliques do botão direito do mouse
STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU :Emulação de clique com botão direito: {STRING}
STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_HELPTEXT :Selecionar o método para emular os cliques do botão direito do mouse
###length 3
STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_COMMAND :Command+Clique
STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_CONTROL :Ctrl+Clique
@ -1698,7 +1698,7 @@ STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_HELPTEXT :Fecha uma janel
###length 3
STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_NO :Não
STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_YES :Sim
STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_YES_EXCEPT_STICKY :Sim, exceto as aderidas
STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_YES_EXCEPT_STICKY :Sim, exceto fixadas
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :Usar o formato de data {STRING} ao salvar os arquivos de jogos
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :Formato da data nos nomes dos jogos salvos
@ -1801,19 +1801,19 @@ STR_CONFIG_SETTING_MAX_SHIPS :Número máximo
STR_CONFIG_SETTING_MAX_SHIPS_HELPTEXT :Número máximo de embarcações que uma empresa pode ter
STR_CONFIG_SETTING_AI_BUILDS_TRAINS :Desativar trens para o computador: {STRING}
STR_CONFIG_SETTING_AI_BUILDS_TRAINS_HELPTEXT :Se ativado, não permite que jogadores controlados pelo computador construam trens
STR_CONFIG_SETTING_AI_BUILDS_TRAINS_HELPTEXT :Quando ativada, esta configuração não permite a construção de trens por um competidor controlado por IA
STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES :Desativar veículos rodoviários para o computador: {STRING}
STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES_HELPTEXT :Se ativado, não permite a construção de veículos rodoviários por um jogador controlado pelo computador
STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES_HELPTEXT :Quando ativada, esta configuração não permite a construção de veículos rodoviários por um competidor controlado por IA
STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT :Desativar aeronaves para o computador: {STRING}
STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :Se ativado, não permite a construção de aeronaves por um jogador controlado pelo computador
STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :Quando ativada, esta configuração não permite a construção de aeronaves por um competidor controlado por IA
STR_CONFIG_SETTING_AI_BUILDS_SHIPS :Desativar embarcação para o computador: {STRING}
STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :Se ativado, não permite que jogadores controlados pelo computador construam embarcações
STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :Quando ativada, esta configuração não permite a construção de embarcações por um competidor controlado por IA
STR_CONFIG_SETTING_AI_IN_MULTIPLAYER :Permitir IA's em multijogador: {STRING}
STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Permite que jogadores controlados pelo computador participem de jogos multijogador
STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Permite que competidores controlados por IA participem de jogos multijogador
STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :#opcodes antes de scripts serem suspensos: {STRING}
STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Número máximo de passos computacionais que um script pode executar em um turno
@ -1840,25 +1840,25 @@ STR_CONFIG_SETTING_NOSERVICE :Desativar manut
STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :Quando ativado, veículos não recebem manutenção se não puderem quebrar
STR_CONFIG_SETTING_STATION_LENGTH_LOADING_PENALTY :Penalidade de velocidade de carregamento para trens que são mais longos que a estação: {STRING}
STR_CONFIG_SETTING_STATION_LENGTH_LOADING_PENALTY_HELPTEXT :Quando ativado, os trens que são muito compridos para a estação demoram mais tempo para carregar do que um trem que cabe na estação. Esta definição não afeta a geração de rotas.
STR_CONFIG_SETTING_STATION_LENGTH_LOADING_PENALTY_HELPTEXT :Quando ativado, os trens que são muito compridos para a estação demoram mais tempo para carregar do que um trem que cabe na estação. Esta configuração não afeta a geração de rotas.
STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Ativar limites de velocidade para vagões: {STRING}
STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :Quando ativado, aplica os limites de velocidade dos vagões para definir a velocidade máxima de um trem
STR_CONFIG_SETTING_DISABLE_ELRAILS :Desativar ferrovias elétricas: {STRING}
STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Se ativado, essa configuração desativa a necessidade de eletrificar os trilhos para que locomotivas elétricas possam utilizá-los
STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Quando ativada, esta configuração desativa a necessidade de eletrificar os trilhos para que locomotivas elétricas possam utilizá-los
STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN :Chegada do primeiro veículo à estação do jogador: {STRING}
STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN_HELPTEXT :Mostrar um jornal quando o primeiro veículo chegar a uma estação nova do jogador
STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER :Chegada do primeiro veículo na estação concorrente: {STRING}
STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER :Chegada do primeiro veículo à estação de um concorrente: {STRING}
STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER_HELPTEXT :Mostrar um jornal quando o primeiro veículo chegar a uma estação nova de um concorrente
STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS :Acidentes / desastres: {STRING}
STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS_HELPTEXT :Mostrar um jornal quando ocorrem acidentes ou desastres
STR_CONFIG_SETTING_NEWS_ACCIDENT_OTHER :Acidentes de veículos dos concorrentes: {STRING}
STR_CONFIG_SETTING_NEWS_ACCIDENT_OTHER_HELPTEXT :Mostrar um jornal para os concorrentes sobre veículos acidentados
STR_CONFIG_SETTING_NEWS_ACCIDENT_OTHER_HELPTEXT :Mostrar um jornal sobre veículos acidentados para concorrentes
STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION :Informações da empresa: {STRING}
STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION_HELPTEXT :Mostrar um jornal quando uma nova empresa é criada ou quando empresas estão à beira da falência
@ -1953,13 +1953,13 @@ STR_CONFIG_SETTING_TOWN_LAYOUT_RANDOM :Aleatório
STR_CONFIG_SETTING_ALLOW_TOWN_ROADS :Localidades podem construir estradas: {STRING}
STR_CONFIG_SETTING_ALLOW_TOWN_ROADS_HELPTEXT :Permitir que localidades construam estradas para crescimento. Desative para prevenir a construção de estradas pelas autoridades locais
STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :Localidades podem construir passagens de nível: {STRING}
STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :Se ativado, permite que as localidades construam ruas que atravessam ferrovias
STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :Quando ativada, esta configuração permite que as localidades construam passagens de nível
STR_CONFIG_SETTING_NOISE_LEVEL :Limitar a localização do aeroporto em função do nível de ruído: {STRING}
STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :Permitir que as localidades impeçam a construção de aeroportos em função da aceitação do nível de ruído, que é baseado no total de habitantes da localidade e no tamanho e distância do aeroporto. Se esta definição estiver desativada, as localidades permitirão apenas dois aeroportos, a menos que a atitude da autoridade local esteja definida como "Permissiva"
STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :Permitir que as localidades impeçam a construção de aeroportos em função da aceitação do nível de ruído, que é baseado no total de habitantes da localidade e no tamanho e distância do aeroporto. Se esta configuração estiver desativada, as localidades permitirão apenas dois aeroportos, a menos que a atitude da autoridade local esteja definida como "Permissiva"
STR_CONFIG_SETTING_TOWN_FOUNDING :Fundar localidades no jogo: {STRING}
STR_CONFIG_SETTING_TOWN_FOUNDING_HELPTEXT :Se ativado, permite aos jogadores fundar novas localidades no jogo
STR_CONFIG_SETTING_TOWN_FOUNDING_HELPTEXT :Quando ativada, esta configuração permite aos jogadores fundar novas localidades no jogo
###length 3
STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :Proibido
STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :Permitido
@ -1983,13 +1983,13 @@ STR_CONFIG_SETTING_TOOLBAR_POS :Posição da ba
STR_CONFIG_SETTING_TOOLBAR_POS_HELPTEXT :Posição horizontal da barra de ferramentas principal na parte superior da tela
STR_CONFIG_SETTING_STATUSBAR_POS :Posição da barra de status: {STRING}
STR_CONFIG_SETTING_STATUSBAR_POS_HELPTEXT :Posição horizontal da barra de status na parte inferior da tela
STR_CONFIG_SETTING_SNAP_RADIUS :Distância mínima para adesão automática entre as janelas: {STRING}
STR_CONFIG_SETTING_SNAP_RADIUS_HELPTEXT :Distância entre janelas antes que a janela que está a ser movida seja automaticamente alinhada com as janelas mais próximas
STR_CONFIG_SETTING_SNAP_RADIUS :Distância para alinhamento de janelas: {STRING}
STR_CONFIG_SETTING_SNAP_RADIUS_HELPTEXT :Distância entre janelas para que a janela que está sendo movida se alinhe automaticamente às janelas mais próximas
STR_CONFIG_SETTING_SNAP_RADIUS_VALUE :{COMMA} pixel{P 0 "" s}
###setting-zero-is-special
STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED :Desativado
STR_CONFIG_SETTING_SOFT_LIMIT :Número máximo de janelas livres: {STRING}
STR_CONFIG_SETTING_SOFT_LIMIT_HELPTEXT :Número de janelas abertas não aderidas antes que as janelas antigas sejam automaticamente fechadas, liberando espaço para novas janelas
STR_CONFIG_SETTING_SOFT_LIMIT :Número máximo de janelas não fixadas: {STRING}
STR_CONFIG_SETTING_SOFT_LIMIT_HELPTEXT :Número de janelas não fixadas abertas antes que as janelas antigas sejam automaticamente fechadas, liberando espaço para novas janelas
STR_CONFIG_SETTING_SOFT_LIMIT_VALUE :{COMMA}
###setting-zero-is-special
STR_CONFIG_SETTING_SOFT_LIMIT_DISABLED :desativado
@ -2129,7 +2129,7 @@ STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :Indústrias
STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :Distribuição de Carga
STR_CONFIG_SETTING_ENVIRONMENT_TREES :Árvores
STR_CONFIG_SETTING_AI :Competidores
STR_CONFIG_SETTING_AI_NPC :Jogadores IA
STR_CONFIG_SETTING_AI_NPC :Competidores IA
STR_CONFIG_SETTING_NETWORK :Rede
STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS :Gerador de rotas para os trens: {STRING}
@ -2144,7 +2144,7 @@ STR_CONFIG_SETTING_REVERSE_AT_SIGNALS_HELPTEXT :Permitir que os
STR_CONFIG_SETTING_PATHFINDER_NPF :NPF
STR_CONFIG_SETTING_PATHFINDER_YAPF :YAPF {BLUE}(Recomendado)
STR_CONFIG_SETTING_QUERY_CAPTION :{WHITE}Alterar valor
STR_CONFIG_SETTING_QUERY_CAPTION :{WHITE}Alterar valor da definição
# Config errors
STR_CONFIG_ERROR :{WHITE}Erro no arquivo de configuração...
@ -2477,7 +2477,7 @@ STR_NETWORK_CLIENT_LIST_SERVER_NAME_QUERY_CAPTION :Nome do servido
STR_NETWORK_CLIENT_LIST_SERVER_VISIBILITY :{BLACK}Visibilidade
STR_NETWORK_CLIENT_LIST_SERVER_VISIBILITY_TOOLTIP :{BLACK}Se outras pessoas podem ver seu servidor na lista pública
STR_NETWORK_CLIENT_LIST_SERVER_INVITE_CODE :{BLACK}Código de convite
STR_NETWORK_CLIENT_LIST_SERVER_INVITE_CODE_TOOLTIP :{BLACK}Código de convite que outros jogadores podem usar para se juntar a esse servidor
STR_NETWORK_CLIENT_LIST_SERVER_INVITE_CODE_TOOLTIP :{BLACK}Código de convite que outros jogadores podem usar para acessar este servidor
STR_NETWORK_CLIENT_LIST_SERVER_CONNECTION_TYPE :{BLACK}Tipo de conexão
STR_NETWORK_CLIENT_LIST_SERVER_CONNECTION_TYPE_TOOLTIP :{BLACK}Se e como seu servidor pode ser acessado por outros
STR_NETWORK_CLIENT_LIST_PLAYER :{BLACK}Jogador
@ -2525,7 +2525,7 @@ STR_NETWORK_ASK_RELAY_YES_ONCE :{BLACK}Sim, ape
STR_NETWORK_ASK_RELAY_YES_ALWAYS :{BLACK}Sim, não perguntar novamente
STR_NETWORK_ASK_SURVEY_CAPTION :Participar de pesquisa automatizada?
STR_NETWORK_ASK_SURVEY_TEXT :Você gostaria de participar da pesquisa automatizada?{}O OpenTTD transmitirá uma pesquisa ao sair do jogo.{}Você pode alterar isso a qualquer momento em "Opções do jogo".
STR_NETWORK_ASK_SURVEY_TEXT :Você gostaria de participar da pesquisa automatizada?{}O OpenTTD enviará uma pesquisa ao sair de um jogo.{}Você pode alterar isso a qualquer momento em "Opções do jogo".
STR_NETWORK_ASK_SURVEY_PREVIEW :Pré-visualizar resultado da pesquisa
STR_NETWORK_ASK_SURVEY_LINK :Sobre pesquisa e privacidade
STR_NETWORK_ASK_SURVEY_NO :Não
@ -3668,7 +3668,7 @@ STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{PUSH_COLOUR}{Y
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{PUSH_COLOUR}{YELLOW}Financiar a construção de novos edifícios na localidade.{}Produz um aumento temporário no crescimento desta localidade.{}{POP_COLOUR}Custo: {CURRENCY_LONG}
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_EXCLUSIVE_TRANSPORT_MONTHS :{PUSH_COLOUR}{YELLOW}Comprar os direitos exclusivos de transporte na localidade por 12 meses.{}A autoridade local não permitirá que passageiros e cargas usem as estações dos concorrentes. Um suborno bem sucedido feito por um concorrente irá cancelar este contrato.{}{POP_COLOUR}Custo: {CURRENCY_LONG}
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_EXCLUSIVE_TRANSPORT_MINUTES :{PUSH_COLOUR}{YELLOW}Comprar os direitos exclusivos de transporte na localidade por 12 minutos.{}A autoridade local não permitirá que passageiros e cargas usem as estações dos concorrentes. Um suborno bem sucedido feito por um concorrente irá cancelar este contrato.{}{POP_COLOUR}Custo: {CURRENCY_LONG}
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{PUSH_COLOUR}{YELLOW}Subornar a autoridade local para aumentar a sua avaliação e anular o direito exclusivo de transporte da concorrência, correndo o risco de uma penalidade severa se for apanhado.{}{POP_COLOUR}Custo: {CURRENCY_LONG}
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{PUSH_COLOUR}{YELLOW}Subornar a autoridade local para aumentar a sua avaliação e anular um direito exclusivo de transporte de um concorrente, correndo o risco de uma penalidade severa se for apanhado.{}{POP_COLOUR}Custo: {CURRENCY_LONG}
# Goal window
STR_GOALS_CAPTION :{WHITE}{COMPANY} - Objetivos
@ -4614,7 +4614,7 @@ STR_ORDER_GO_TO_NEAREST_DEPOT :Ir para o depó
STR_ORDER_GO_TO_NEAREST_HANGAR :Ir para o hangar mais próximo
STR_ORDER_CONDITIONAL :Saltar ordem condicional
STR_ORDER_SHARE :Compartilhar ordens
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Inserir uma nova ordem antes da ordem selecionada ou adicionar no final da lista. Ctrl+Clique em uma estação para 'carga completa de qualquer carga', em um ponto de controle para inverter a definição padrão 'sem parar' ou em um depósito para 'desagrupar'. Clique em outro veículo para copiar suas ordens ou Ctrl+Clique para compartilhar as ordens. Uma ordem de depósito desativa a manutenção automática do veículo
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Inserir uma nova ordem antes da ordem selecionada ou adicionar no final da lista. Ctrl+Clique em uma estação para 'carga completa de qualquer carga', em um ponto de controle para inverter a configuração padrão 'sem parar' ou em um depósito para 'desagrupar'. Clique em outro veículo para copiar suas ordens ou Ctrl+Clique para compartilhar as ordens. Uma ordem de depósito desativa a manutenção automática do veículo
STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Mostrar todos os veículos que compartilham essa programação
@ -4767,7 +4767,7 @@ STR_DATE_YEAR_TOOLTIP :{BLACK}Selecion
STR_AI_DEBUG :{WHITE}Depuração de IA/Script do Jogo
STR_AI_DEBUG_NAME_AND_VERSION :{BLACK}{STRING} (v{NUM})
STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Nome do script
STR_AI_DEBUG_SETTINGS :{BLACK}Definições
STR_AI_DEBUG_SETTINGS :{BLACK}Configurações
STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Alterar as configurações do script
STR_AI_DEBUG_RELOAD :{BLACK}Recarregar IA
STR_AI_DEBUG_RELOAD_TOOLTIP :{BLACK}Interromper a IA, recarregar o script e reiniciar a IA
@ -4796,7 +4796,7 @@ STR_AI_CONFIG_HUMAN_PLAYER :Jogador humano
STR_AI_CONFIG_RANDOM_AI :IA aleatória
STR_AI_CONFIG_NONE :(nenhum)
STR_AI_CONFIG_NAME_VERSION :{STRING} {YELLOW}v{NUM}
STR_AI_CONFIG_MAX_COMPETITORS :{LTBLUE}Número máx. de competidores: {ORANGE}{COMMA}
STR_AI_CONFIG_MAX_COMPETITORS :{LTBLUE}Número máximo de competidores: {ORANGE}{COMMA}
STR_AI_CONFIG_COMPETITORS_INTERVAL :{LTBLUE}Intervalo entre o início dos competidores: {ORANGE}{COMMA} minuto{P "" s}
STR_AI_CONFIG_MOVE_UP :{BLACK}Mover para cima

@ -1117,6 +1117,8 @@ STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Decrease
STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Increase the amount of your currency for one Pound (£)
STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Set the exchange rate of your currency for one Pound (£)
STR_CURRENCY_SEPARATOR :{LTBLUE}Separator: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Set the separator for your currency
STR_CURRENCY_PREFIX :{LTBLUE}Prefix: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Set the prefix string for your currency
@ -1272,10 +1274,10 @@ STR_CONFIG_SETTING_INFINITE_MONEY :Infinite money:
STR_CONFIG_SETTING_INFINITE_MONEY_HELPTEXT :Allow unlimited spending and disable bankruptcy of companies
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Maximum initial loan: {STRING}
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximum amount a company can loan (without taking inflation into account)
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximum amount a company can loan (without taking inflation into account). If set to "No loan", no money will be available unless provided by a Game Script or the "Infinite money" setting.
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_VALUE :{CURRENCY_LONG}
###setting-zero-is-special
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_DISABLED :No loan {RED}Requires Game Script to provide initial funds
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_DISABLED :No loan
STR_CONFIG_SETTING_INTEREST_RATE :Interest rate: {STRING}
STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Loan interest rate; also controls inflation, if enabled
@ -1492,7 +1494,7 @@ STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Vehicles never
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :When enabled, all vehicle models remain available forever after their introduction
STR_CONFIG_SETTING_TIMEKEEPING_UNITS :Timekeeping: {STRING}
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Select the timekeeping units of the game. This cannot be changed later.{}{}Calendar-based is the classic OpenTTD experience, with a year consisting of 12 months, and each month having 28-31 days.{}{}In Wallclock-based time, vehicle movement, cargo production, and financials are instead based on one-minute increments, which is about as long as a 30 day month takes in Calendar-based mode. These are grouped into 12-minute periods, equivalent to a year in Calendar-based mode.{}{}In either mode there is always a classic calendar, which is used for introduction dates of vehicles, houses, and other infrastructure.
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Select the timekeeping units of the game. This cannot be changed later.{}{}Calendar-based is the classic OpenTTD experience, with a year consisting of 12 months, and each month having 28-31 days.{}{}In Wallclock-based time, cargo production and financials are instead based on one-minute increments, which is about as long as a 30 day month takes in Calendar-based mode. These are grouped into 12-minute periods, equivalent to a year in Calendar-based mode.{}{}In either mode there is always a classic calendar, which is used for introduction dates of vehicles, houses, and other infrastructure.
###length 2
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_CALENDAR :Calendar
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_WALLCLOCK :Wallclock
@ -5808,6 +5810,10 @@ STR_TOWN_NAME :{TOWN}
STR_VEHICLE_NAME :{VEHICLE}
STR_WAYPOINT_NAME :{WAYPOINT}
STR_CURRENCY_SHORT_KILO :{NBSP}k
STR_CURRENCY_SHORT_MEGA :{NBSP}m
STR_CURRENCY_SHORT_GIGA :{NBSP}bn
STR_CURRENCY_SHORT_TERA :{NBSP}tn
STR_JUST_CARGO :{CARGO_LONG}
STR_JUST_RIGHT_ARROW :{RIGHT_ARROW}

@ -1703,9 +1703,9 @@ STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_YES_EXCEPT_STICKY :Oui, sauf les f
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :Utiliser le format de date {STRING} pour le nom des sauvegardes
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :Format de la date dans les noms des fichiers de sauvegarde
###length 3
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_LONG :Long (31 Déc 2008)
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_SHORT :Court (31-12-2008)
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_ISO :ISO (2008-12-31)
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_LONG :Long (31 Déc 2023)
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_SHORT :Court (31-12-2023)
STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_ISO :ISO (2023-12-31)
STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME :Pause automatique en début de nouvelle partie{NBSP}: {STRING}
STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME_HELPTEXT :Lorsqu'il est activé, la partie sera mise en pause automatiquement au démarrage, afin de permettre une étude approfondie de la carte
@ -2252,7 +2252,7 @@ STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}Modifier
STR_CHEAT_CHANGE_DATE :{LTBLUE}Changer la date{NBSP}: {ORANGE}{DATE_SHORT}
STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}Modifier l'année courante
STR_CHEAT_SETUP_PROD :{LTBLUE}Permettre la modification des valeurs de production{NBSP}: {ORANGE}{STRING}
STR_CHEAT_STATION_RATING :{LTBLUE}Fixer la qualité de service de la station à 100 % : {ORANGE}{STRING}
STR_CHEAT_STATION_RATING :{LTBLUE}Fixer la qualité de service de la station à 100% : {ORANGE}{STRING}
# Livery window
STR_LIVERY_CAPTION :{WHITE}{COMPANY} - Couleur
@ -2264,14 +2264,14 @@ STR_LIVERY_SHIP_TOOLTIP :{BLACK}Montrer
STR_LIVERY_AIRCRAFT_TOOLTIP :{BLACK}Montrer les livrées d'aéronefs
STR_LIVERY_TRAIN_GROUP_TOOLTIP :{BLACK}Afficher les couleurs des groupes de trains
STR_LIVERY_ROAD_VEHICLE_GROUP_TOOLTIP :{BLACK}Afficher les couleurs des groupes de véhicules
STR_LIVERY_SHIP_GROUP_TOOLTIP :{BLACK}Afficher les couleurs des groupes de bateaux
STR_LIVERY_SHIP_GROUP_TOOLTIP :{BLACK}Afficher les couleurs des groupes de naivres
STR_LIVERY_AIRCRAFT_GROUP_TOOLTIP :{BLACK}Afficher les couleurs des groupes d'avions
STR_LIVERY_PRIMARY_TOOLTIP :{BLACK}Choisir la couleur primaire de la livrée sélectionnée. Ctrl-clic pour appliquer cette couleur à toutes les livrées.
STR_LIVERY_SECONDARY_TOOLTIP :{BLACK}Choisir la couleur secondaire de la livrée sélectionnée. Ctrl-clic pour appliquer cette couleur à toutes les livrées.
STR_LIVERY_PANEL_TOOLTIP :{BLACK}Sélectionner la livrée à modifier ou plusieurs d'entre elles par Ctrl-clic. Cliquer sur la case à cocher pour en activer l'utilisation ou non.
STR_LIVERY_TRAIN_GROUP_EMPTY :Aucun groupe de trains
STR_LIVERY_ROAD_VEHICLE_GROUP_EMPTY :Aucun groupe de véhicules
STR_LIVERY_SHIP_GROUP_EMPTY :Aucun groupe de bateaux
STR_LIVERY_SHIP_GROUP_EMPTY :Aucun groupe de navires
STR_LIVERY_AIRCRAFT_GROUP_EMPTY :Aucun groupe d'avions
###length 23
@ -3906,7 +3906,7 @@ STR_COMPANY_VIEW_HOSTILE_TAKEOVER_BUTTON :{BLACK}Rachat d
STR_COMPANY_VIEW_HOSTILE_TAKEOVER_TOOLTIP :{BLACK}Racheter de force cette compagnie
STR_COMPANY_VIEW_NEW_FACE_BUTTON :{BLACK}Nouveau visage
STR_COMPANY_VIEW_NEW_FACE_TOOLTIP :{BLACK}Choix d'un nouveau visage pour le P.D.G.
STR_COMPANY_VIEW_NEW_FACE_TOOLTIP :{BLACK}Choisir un nouveau visage pour le P.D.G.
STR_COMPANY_VIEW_COLOUR_SCHEME_BUTTON :{BLACK}Couleur
STR_COMPANY_VIEW_COLOUR_SCHEME_TOOLTIP :{BLACK}Changer la couleur des véhicules
STR_COMPANY_VIEW_COMPANY_NAME_BUTTON :{BLACK}Nom de la société
@ -4112,7 +4112,7 @@ STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_BUTTON :{BLACK}Acheter
###length VEHICLE_TYPES
STR_BUY_VEHICLE_TRAIN_BUY_REFIT_VEHICLE_BUTTON :Achat et réaménagement du véhicule
STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_REFIT_VEHICLE_BUTTON :{BLACK}Acheter et réaménager
STR_BUY_VEHICLE_SHIP_BUY_REFIT_VEHICLE_BUTTON :Acheter et réaménager le bateau
STR_BUY_VEHICLE_SHIP_BUY_REFIT_VEHICLE_BUTTON :{BLACK}Acheter et réaménager le navire
STR_BUY_VEHICLE_AIRCRAFT_BUY_REFIT_VEHICLE_BUTTON :{BLACK}Acheter et réaménager
###length VEHICLE_TYPES
@ -4219,7 +4219,7 @@ STR_DEPOT_CLONE_AIRCRAFT :{BLACK}Copier u
###length VEHICLE_TYPES
STR_DEPOT_CLONE_TRAIN_DEPOT_INFO :{BLACK}Acheter une copie d'un train et de ses wagons. Cliquer ici puis sur un train dans ou hors d'un dépôt.{}Ctrl-clic pour partager les ordres.{}Shift-clic pour afficher seulement le coût estimé.
STR_DEPOT_CLONE_ROAD_VEHICLE_DEPOT_INFO :{BLACK}Acheter une copie d'un véhicule routier. Cliquer ici puis sur un véhicule routier dans ou hors d'un dépôt.{}Ctrl-clic pour partager les ordres.{}Shift-clic pour afficher seulement le coût estimé.
STR_DEPOT_CLONE_SHIP_DEPOT_INFO :{BLACK}Acheter une copie du bateau. Cliquer sur ce bouton et sur un bateau dans ou en dehors du dépôt. Ctrl+Clic pour partager les ordres. Utiliser Shift pour afficher le coût estimé seulement.
STR_DEPOT_CLONE_SHIP_DEPOT_INFO :{BLACK}Acheter une copie du navire. Cliquer sur ce bouton et sur un navire dans ou en dehors du dépôt. Ctrl+Clic pour partager les ordres. Utiliser Shift pour afficher le coût estimé seulement.
STR_DEPOT_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW :{BLACK}Acheter une copie d'un aéronef. Cliquer ici puis sur un aéronef dans ou hors d'un hangar.{}Ctrl-clic pour partager les ordres.{}Shift-clic pour afficher seulement le coût estimé.
###length VEHICLE_TYPES

@ -265,7 +265,7 @@ STR_UNITS_MONTHS :{NUM}{NBSP}Mona
STR_UNITS_MINUTES :{NUM}{NBSP}minute{P "" n}
STR_UNITS_YEARS :{NUM}{NBSP}Jahr{P "" e}
STR_UNITS_PERIODS :{NUM}{NBSP}Zeitr{P "aum" "äume"}
STR_UNITS_PERIODS :{NUM}{NBSP}Zykl{P "us" "en"}
# Common window strings
STR_LIST_FILTER_TITLE :{BLACK}Filter:
@ -332,9 +332,9 @@ STR_SORT_BY_TYPE :Typ
STR_SORT_BY_TRANSPORTED :Transportiert
STR_SORT_BY_NUMBER :Nummer
STR_SORT_BY_PROFIT_LAST_YEAR :Gewinn im letzten Jahr
STR_SORT_BY_PROFIT_LAST_PERIOD :Gewinn im letzten Quartal
STR_SORT_BY_PROFIT_LAST_PERIOD :Gewinn im letzten Zyklus
STR_SORT_BY_PROFIT_THIS_YEAR :Gewinn in diesem Jahr
STR_SORT_BY_PROFIT_THIS_PERIOD :Gewinn in diesem Zeitraum
STR_SORT_BY_PROFIT_THIS_PERIOD :Gewinn in diesem Zyklus
STR_SORT_BY_AGE :Alter
STR_SORT_BY_RELIABILITY :Zuverlässigkeit
STR_SORT_BY_TOTAL_CAPACITY_PER_CARGOTYPE :Gesamtkapazität pro Fracht
@ -362,13 +362,13 @@ STR_SORT_BY_POPULATION :Bevölkerung
STR_SORT_BY_RATING :Bewertung
STR_SORT_BY_NUM_VEHICLES :Anzahl der Fahrzeuge
STR_SORT_BY_TOTAL_PROFIT_LAST_YEAR :Gewinn im letzten Jahr
STR_SORT_BY_TOTAL_PROFIT_LAST_PERIOD :Gesamter Gewinn im letzten Quartal
STR_SORT_BY_TOTAL_PROFIT_LAST_PERIOD :Gesamter Gewinn im letzten Zyklus
STR_SORT_BY_TOTAL_PROFIT_THIS_YEAR :Gewinn in diesem Jahr
STR_SORT_BY_TOTAL_PROFIT_THIS_PERIOD :Gesamter Gewinn in diesem Zeitraum
STR_SORT_BY_TOTAL_PROFIT_THIS_PERIOD :Gesamter Gewinn in diesem Zyklus
STR_SORT_BY_AVERAGE_PROFIT_LAST_YEAR :Durchschnittlicher Gewinn im letzten Jahr
STR_SORT_BY_AVERAGE_PROFIT_LAST_PERIOD :Durchschnittlicher Gewinn im letzten Zeitraum
STR_SORT_BY_AVERAGE_PROFIT_LAST_PERIOD :Durchschnittlicher Gewinn im letzten Zyklus
STR_SORT_BY_AVERAGE_PROFIT_THIS_YEAR :Durchschnittlicher Gewinn in diesem Jahr
STR_SORT_BY_AVERAGE_PROFIT_THIS_PERIOD :Durchschnittlicher Gewinn in diesem Zeitraum
STR_SORT_BY_AVERAGE_PROFIT_THIS_PERIOD :Durchschnittlicher Gewinn in diesem Zyklus
# Group by options for vehicle list
STR_GROUP_BY_NONE :Keine
@ -667,10 +667,10 @@ STR_PERFORMANCE_DETAIL_TOTAL :{BLACK}Gesamt:
###next-name-looks-similar
STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP_YEARS :{BLACK}Anzahl der Fahrzeuge, die im letzten Jahr einen Gewinn erzielt haben. Diese beinhaltet Straßenfahrzeuge, Züge, Schiffe und Flugzeuge
STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP_PERIODS :{BLACK}Anzahl der Fahrzeuge, die im letzten Zeitraum einen Gewinn erzielt haben. Diese beinhaltet Straßenfahrzeuge, Züge, Schiffe und Flugzeuge
STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP_PERIODS :{BLACK}Anzahl der Fahrzeuge, die im letzten Zyklus einen Gewinn erzielt haben. Dies beinhaltet Straßenfahrzeuge, Züge, Schiffe und Flugzeuge
STR_PERFORMANCE_DETAIL_STATIONS_TOOLTIP :{BLACK}Anzahl vor kurzem genutzter Stationen (wenn Stationen verschiedener Typen verbunden sind, werden sie trotzdem einzeln gezählt)
STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP_YEARS :{BLACK}Der Gewinn des unptofitabelsten Fahrzeugs. Hierbei werden nur Fahrzeuge älter als 2 Jahre mit einbezogen.
STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP_PERIODS :{BLACK}Der Gewinn des unptofitabelsten Fahrzeugs. Hierbei werden nur Fahrzeuge älter als 2 Quartale mit einbezogen.
STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP_YEARS :{BLACK}Der Gewinn des unprofitabelsten Fahrzeugs. Hierbei werden nur Fahrzeuge älter als 2 Jahre mit einbezogen.
STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP_PERIODS :{BLACK}Der Gewinn des unprofitabelsten Fahrzeugs. Hierbei werden nur Fahrzeuge älter als 2 Zyklen mit einbezogen.
STR_PERFORMANCE_DETAIL_MIN_INCOME_TOOLTIP :{BLACK}Geringste Quartalseinnahmen in den letzten 3 Jahren
STR_PERFORMANCE_DETAIL_MAX_INCOME_TOOLTIP :{BLACK}Höchste Quartalseinnahmen in den letzten 3 Jahren
STR_PERFORMANCE_DETAIL_DELIVERED_TOOLTIP :{BLACK}Im letzten Jahr gelieferte Frachteinheiten
@ -903,8 +903,8 @@ STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD :{WHITE}{VEHICLE
STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND :{WHITE}{VEHICLE} wird sehr alt und sollte dringend ersetzt werden
STR_NEWS_TRAIN_IS_STUCK :{WHITE}{VEHICLE} findet keinen Weg zum Vorankommen
STR_NEWS_VEHICLE_IS_LOST :{WHITE}{VEHICLE} hat sich verirrt
STR_NEWS_VEHICLE_UNPROFITABLE_YEAR :{WHITE} Gewinn durch {VEHICLE} betrug {CURRENCY_LONG} im letzten Jahr
STR_NEWS_VEHICLE_UNPROFITABLE_PERIOD :{WHITE}Gewinn durch {VEHICLE} betrug {CURRENCY_LONG} im letzten Zeitraum
STR_NEWS_VEHICLE_UNPROFITABLE_YEAR :{WHITE}Jahres-Gewinn durch {VEHICLE} betrug {CURRENCY_LONG}
STR_NEWS_VEHICLE_UNPROFITABLE_PERIOD :{WHITE}Zyklus-Gewinn durch {VEHICLE} betrug {CURRENCY_LONG}
STR_NEWS_AIRCRAFT_DEST_TOO_FAR :{WHITE}{VEHICLE} kann sein Ziel nicht erreichen, da es außer Reichweite liegt
STR_NEWS_ORDER_REFIT_FAILED :{WHITE}Umrüstung fehlgeschlagen bei {VEHICLE}
@ -1118,6 +1118,8 @@ STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Eigene W
STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Eigene Währung gegenüber dem Pfund (£) verbilligen
STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Umrechnungskurs der eigenen Währung gegenüber dem Pfund (£) festlegen
STR_CURRENCY_SEPARATOR :{LTBLUE}Trennzeichen: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Das Tausender-Trennzeichen für die eigene Währung festlegen
STR_CURRENCY_PREFIX :{LTBLUE}Präfix: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Das Zeichen für die eigene Währung festlegen (Prefix)
@ -1296,7 +1298,7 @@ STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER_HELPTEXT :Einstellen, wie
STR_CONFIG_SETTING_SUBSIDY_DURATION :Subventionsdauer: {STRING}
###length 2
STR_CONFIG_SETTING_SUBSIDY_DURATION_HELPTEXT :Wähle die Anzahl der Jahre, für die eine Subvention vergeben wird
STR_CONFIG_SETTING_SUBSIDY_DURATION_HELPTEXT_PERIODS :Wähle die Anzahl der Zeiträume, für die eine Subvention vergeben wird
STR_CONFIG_SETTING_SUBSIDY_DURATION_HELPTEXT_PERIODS :Wähle die Anzahl an Zyklen, für die eine Subvention vergeben wird
STR_CONFIG_SETTING_SUBSIDY_DURATION_VALUE :{UNITS_YEARS_OR_PERIODS}
###setting-zero-is-special
@ -1396,11 +1398,11 @@ STR_CONFIG_SETTING_SIGNALSIDE_RIGHT :Auf der rechten
###length 2
STR_CONFIG_SETTING_SHOWFINANCES :Zeige Firmenfinanzen am Ende des Jahres: {STRING}
STR_CONFIG_SETTING_SHOWFINANCES_PERIOD :Zeige Firmenfinanzen am Ende des Zeitraums: {STRING}
STR_CONFIG_SETTING_SHOWFINANCES_PERIOD :Zeige Firmenfinanzen am Ende jedes Zyklus: {STRING}
###length 2
STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Blende am Ende jedes Jahres automatisch die Einkommensübersicht des Unternehmes ein, um eine schnelle Übersicht über den finanziellen Status zu bekommen
STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT_PERIOD :Wenn aktiviert, erscheint das Finanz-Fenster immer am Ende des Quartals. Dies ermöglicht einen einfachen Überblick über die finanzielle Situation und Entwicklung der Firma.
STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT_PERIOD :Wenn aktiviert, erscheint das Finanz-Fenster immer am Ende jedes Zyklus. Dies ermöglicht einen einfachen Überblick über die finanzielle Situation und Entwicklung der Firma.
STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT :Aufträge standardmäßig ohne Zwischenhalt anfahren: {STRING}
STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT_HELPTEXT :Normalerweise hält ein Fahrzeug an jeder Station, die es passiert. Wird diese Einstellung aktiviert, hält das Fahrzeug nur an den Stationen, die explizit in den Aufträgen angeführt sind. Bedenke, dass dieses nur das Standard-Verhalten für neue Aufträge beschreibt. Einzelne Aufträge können explizit auf jedes gewünschte Verhalten geändert werden
@ -1487,13 +1489,13 @@ STR_CONFIG_SETTING_ORDER_REVIEW_ON :Für alle Fahrz
STR_CONFIG_SETTING_WARN_INCOME_LESS :Warnen, wenn Einnahmen eines Fahrzeuges negativ sind: {STRING}
###length 2
STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Falls aktiviert, wird eine Nachricht gesendet, falls ein Fahrzeug innerhalb eines Jahres keinen Gewinn erwirtschaftet hat
STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT_PERIOD :Falls aktiviert, wird eine Nachricht gesendet, falls ein Fahrzeug innerhalb einer Zeitspanne keinen Gewinn erwirtschaftet hat
STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT_PERIOD :Falls aktiviert, wird eine Nachricht gesendet, falls ein Fahrzeug innerhalb eines Zyklus keinen Gewinn erwirtschaftet hat
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Fahrzeuge veralten nie: {STRING}
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Erlauben, dass Fahrzeuge nach ihrem Einführungsdatum ewig verfügbar bleiben
STR_CONFIG_SETTING_TIMEKEEPING_UNITS :Zeiteinheit: {STRING}
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Wähle die Zeiteinheit des Spiels. Diese kann später nicht geändert werden.{}{}Kalender-basiert ist die klassische OpenTTD Erfahrung, in dem ein Jahr aus 12 Monaten besteht und jeder Monat 28-31 Tage hat.{}{}In Wanduhr-basierter Zeit sind Fahrzeuggeschwindigkeit, Güterproduktion und Finanzen basierend auf 1-minütigen Inkrementen, welche etwa so lang wie ein 30-tägiger Monat im Kalender-basierten Modus sind. Diese sind in 12-minütige Zeiträume gruppiert, equivalent zu einem Kalender-Jahr.{}{}In beiden Modi ist immer ein klassischer Kalender, welcher für das Einführungdatum von Fahrzeugen, Häusern und anderer Infrastruktur genutzt wird.
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Wähle die Zeitbasis des Spiels. Diese kann später nicht geändert werden.{}{}Kalender-basiert ist die klassische OpenTTD Erfahrung, in dem ein Jahr aus 12 Monaten besteht und jeder Monat 28-31 Tage hat.{}{}In Wanduhr-basierter Zeit sind Güterproduktion und Finanzen basierend auf 1-minütigen Intervallen, welche etwa so lang wie ein 30-tägiger Monat im Kalender-basierten Modus sind. Diese sind in 12-minütigen Zyklen gruppiert, equivalent zu einem Kalender-Jahr.{}{}In beiden Modi gilt immer auch ein klassischer Kalender für das Einführungdatum von Fahrzeugen, Häusern und anderer Infrastruktur.
###length 2
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_CALENDAR :Kalender
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_WALLCLOCK :Wanduhr
@ -1765,11 +1767,11 @@ STR_CONFIG_SETTING_SOUND_NEWS_HELPTEXT :Soundeffekte be
###length 2
STR_CONFIG_SETTING_SOUND_NEW_YEAR :Bericht am Jahresende: {STRING}
STR_CONFIG_SETTING_SOUND_NEW_PERIOD :Ende des Zeitraums: {STRING}
STR_CONFIG_SETTING_SOUND_NEW_PERIOD :Ende eines Zyklus: {STRING}
###length 2
STR_CONFIG_SETTING_SOUND_NEW_YEAR_HELPTEXT :Soundeffekte beim Jahresrückblick auf die Bilanzen der vergangenen Jahre abspielen
STR_CONFIG_SETTING_SOUND_NEW_PERIOD_HELPTEXT :Spiele ein Geräusch am Ende eines Quartals ab, welches die Firmenbilanz im Vergleich zum letzten Quartal wiedergibt
STR_CONFIG_SETTING_SOUND_NEW_PERIOD_HELPTEXT :Spiele ein Geräusch am Ende jedes Zyklus ab, welches die Firmenbilanz im Vergleich zum vorherigen Zyklus wiedergibt
STR_CONFIG_SETTING_SOUND_CONFIRM :Baumaßnahmen: {STRING}
STR_CONFIG_SETTING_SOUND_CONFIRM_HELPTEXT :Soundeffekte bei Baumaßnahmen oder anderen Aktionen abspielen
@ -2764,7 +2766,7 @@ STR_STATION_BUILD_COVERAGE_AREA_ON_TOOLTIP :{BLACK}Einzugsg
STR_STATION_BUILD_ACCEPTS_CARGO :{BLACK}Nimmt an: {GOLD}{CARGO_LIST}
STR_STATION_BUILD_SUPPLIES_CARGO :{BLACK}Liefert: {GOLD}{CARGO_LIST}
STR_STATION_BUILD_INFRASTRUCTURE_COST_YEAR :{BLACK}Unterhaltskosten: {GOLD}{CURRENCY_SHORT}/Jahr
STR_STATION_BUILD_INFRASTRUCTURE_COST_PERIOD :{BLACK}Wartungskosten: {GOLD}{CURRENCY_SHORT}/Quartal
STR_STATION_BUILD_INFRASTRUCTURE_COST_PERIOD :{BLACK}Wartungskosten: {GOLD}{CURRENCY_SHORT}/Zyklus
# Join station window
STR_JOIN_STATION_CAPTION :{WHITE}Verbinde mit Station
@ -3828,7 +3830,7 @@ STR_EDIT_WAYPOINT_NAME :{WHITE}Namen de
STR_FINANCES_CAPTION :{WHITE}{COMPANY} Finanzen {BLACK}{COMPANY_NUM}
STR_FINANCES_YEAR :{WHITE}{NUM}
STR_FINANCES_YEAR_CAPTION :{WHITE}Jahr
STR_FINANCES_PERIOD_CAPTION :{WHITE}Zeitraum
STR_FINANCES_PERIOD_CAPTION :{WHITE}Zyklus
###length 3
STR_FINANCES_REVENUE_TITLE :{WHITE}Einnahmen
@ -3931,7 +3933,7 @@ STR_COMPANY_INFRASTRUCTURE_VIEW_STATION_SECT :{GOLD}Stationen
STR_COMPANY_INFRASTRUCTURE_VIEW_STATIONS :{WHITE}Stationsfelder
STR_COMPANY_INFRASTRUCTURE_VIEW_AIRPORTS :{WHITE}Flughäfen
STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL_YEAR :{WHITE}{CURRENCY_LONG}/Jahr
STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL_PERIOD :{WHITE}{CURRENCY_LONG}/Zeitraum
STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL_PERIOD :{WHITE}{CURRENCY_LONG}/Zyklus
# Industry directory
STR_INDUSTRY_DIRECTORY_CAPTION :{WHITE}Industrien
@ -3993,7 +3995,7 @@ STR_VEHICLE_LIST_REPLACE_VEHICLES :Fahrzeuge erset
STR_VEHICLE_LIST_SEND_FOR_SERVICING :Zur Wartung schicken
STR_VEHICLE_LIST_CREATE_GROUP :Gruppe erstellen
STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR :{TINY_FONT}{BLACK}Gewinn im laufenden Jahr: {CURRENCY_LONG} (vergangenes Jahr: {CURRENCY_LONG})
STR_VEHICLE_LIST_PROFIT_THIS_PERIOD_LAST_PERIOD :{TINY_FONT}{BLACK}Profit in diesem Zeitraum: {CURRENCY_LONG} (letzter Zeitraum: {CURRENCY_LONG})
STR_VEHICLE_LIST_PROFIT_THIS_PERIOD_LAST_PERIOD :{TINY_FONT}{BLACK}Profit in diesem Zyklus: {CURRENCY_LONG} (letzter Zyklus: {CURRENCY_LONG})
STR_VEHICLE_LIST_CARGO :[{CARGO_LIST}]
STR_VEHICLE_LIST_NAME_AND_CARGO :{STRING} {STRING}
@ -4039,9 +4041,9 @@ STR_GROUP_REMOVE_ALL_VEHICLES :Liste leeren
STR_GROUP_RENAME_CAPTION :{BLACK}Gruppe umbenennen
STR_GROUP_PROFIT_THIS_YEAR :Gewinn dieses Jahr:
STR_GROUP_PROFIT_THIS_PERIOD :Gewinn in diesem Zeitraum:
STR_GROUP_PROFIT_THIS_PERIOD :Gewinn in diesem Zyklus:
STR_GROUP_PROFIT_LAST_YEAR :Gewinn letztes Jahr:
STR_GROUP_PROFIT_LAST_PERIOD :Gewinn im letzten Zeitraum:
STR_GROUP_PROFIT_LAST_PERIOD :Gewinn im letzten Zyklus:
STR_GROUP_OCCUPANCY :Aktuelle Nutzung:
STR_GROUP_OCCUPANCY_VALUE :{NUM}%
@ -4069,7 +4071,7 @@ STR_PURCHASE_INFO_SPEED :{BLACK}Geschwin
STR_PURCHASE_INFO_SPEED_OCEAN :{BLACK}Geschwindigkeit auf dem Meer: {GOLD}{VELOCITY}
STR_PURCHASE_INFO_SPEED_CANAL :{BLACK}Geschwindigkeit auf Kanälen und Flüssen: {GOLD}{VELOCITY}
STR_PURCHASE_INFO_RUNNINGCOST_YEAR :{BLACK}Betriebskosten: {GOLD}{CURRENCY_LONG}/Jahr
STR_PURCHASE_INFO_RUNNINGCOST_PERIOD :{BLACK}Betriebskosten: {GOLD}{CURRENCY_LONG}/Zeitraum
STR_PURCHASE_INFO_RUNNINGCOST_PERIOD :{BLACK}Betriebskosten: {GOLD}{CURRENCY_LONG}/Zyklus
STR_PURCHASE_INFO_CAPACITY :{BLACK}Kapazität: {GOLD}{CARGO_LONG} {STRING}
STR_PURCHASE_INFO_REFITTABLE :(umrüstbar)
STR_PURCHASE_INFO_DESIGNED_LIFE :{BLACK}Entworfen: {GOLD}{NUM}{BLACK} Betriebsdauer: {GOLD}{COMMA} Jahr{P "" e}
@ -4271,7 +4273,7 @@ STR_ENGINE_PREVIEW_SPEED_POWER_MAX_TE :Geschw.: {VELOC
STR_ENGINE_PREVIEW_TYPE :Flugzeugtyp: {STRING}
STR_ENGINE_PREVIEW_TYPE_RANGE :Flugzeugtyp: {STRING} Reichweite: {COMMA} Felder
STR_ENGINE_PREVIEW_RUNCOST_YEAR :Betriebskosten: {CURRENCY_LONG}/Jahr
STR_ENGINE_PREVIEW_RUNCOST_PERIOD :Betriebskosten: {CURRENCY_LONG}/Zeitraum
STR_ENGINE_PREVIEW_RUNCOST_PERIOD :Betriebskosten: {CURRENCY_LONG}/Zyklus
STR_ENGINE_PREVIEW_CAPACITY :Kapazität: {CARGO_LONG}
STR_ENGINE_PREVIEW_CAPACITY_2 :Kapazität: {CARGO_LONG}, {CARGO_LONG}
@ -4421,7 +4423,7 @@ STR_VEHICLE_DETAILS_AIRCRAFT_RENAME :{BLACK}Name des
STR_VEHICLE_INFO_AGE :{COMMA} Jahr{P "" e} ({COMMA})
STR_VEHICLE_INFO_AGE_RED :{RED}{COMMA} Jahr{P "" e} ({COMMA})
STR_VEHICLE_INFO_AGE_RUNNING_COST_YR :{BLACK}Alter: {LTBLUE}{STRING}{BLACK} Betriebskosten: {LTBLUE}{CURRENCY_LONG}/Jahr
STR_VEHICLE_INFO_AGE_RUNNING_COST_PERIOD :{BLACK}Alter: {LTBLUE}{STRING}{BLACK} Betriebskosten: {LTBLUE}{CURRENCY_LONG}/Zeitraum
STR_VEHICLE_INFO_AGE_RUNNING_COST_PERIOD :{BLACK}Alter: {LTBLUE}{STRING}{BLACK} Betriebskosten: {LTBLUE}{CURRENCY_LONG}/Zyklus
STR_VEHICLE_INFO_MAX_SPEED :{BLACK}Max. Geschw.: {LTBLUE}{VELOCITY}
STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Max. Geschw.: {LTBLUE}{VELOCITY} {BLACK}Flugzeugtyp: {LTBLUE}{STRING}
@ -4430,9 +4432,9 @@ STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED :{BLACK}Gewicht:
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :{BLACK}Gewicht: {LTBLUE}{WEIGHT_SHORT} {BLACK}Leistung: {LTBLUE}{POWER}{BLACK} Max. Geschw.: {LTBLUE}{VELOCITY} {BLACK}Max. Zugkraft: {LTBLUE}{FORCE}
STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR :{BLACK}Gewinn dieses Jahr: {LTBLUE}{CURRENCY_LONG} (letztes Jahr: {CURRENCY_LONG})
STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR_MIN_PERFORMANCE :{BLACK}Gewinn im laufenden Jahr: {LTBLUE}{CURRENCY_LONG} (vergangenes Jahr: {CURRENCY_LONG}) {BLACK}Min. Leistung: {LTBLUE}{POWER_TO_WEIGHT}
STR_VEHICLE_INFO_PROFIT_THIS_PERIOD_LAST_PERIOD :{BLACK}Gewinn in diesem Zeitraum: {LTBLUE}{CURRENCY_LONG} (im letzten Zeitraum: {CURRENCY_LONG})
STR_VEHICLE_INFO_PROFIT_THIS_PERIOD_LAST_PERIOD_MIN_PERFORMANCE :{BLACK}Gewinn in diesem Zeitraum: {LTBLUE}{CURRENCY_LONG} (im letzten Zeitraum: {CURRENCY_LONG}) {BLACK}Min. Leistung: {LTBLUE}{POWER_TO_WEIGHT}
STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR_MIN_PERFORMANCE :{BLACK}Gewinn im laufenden Jahr: {LTBLUE}{CURRENCY_LONG} (vergangenes Jahr: {CURRENCY_LONG}) {BLACK}Min. Leistungsdichte: {LTBLUE}{POWER_TO_WEIGHT}
STR_VEHICLE_INFO_PROFIT_THIS_PERIOD_LAST_PERIOD :{BLACK}Gewinn in diesem Zyklus: {LTBLUE}{CURRENCY_LONG} (im letzten Zyklus: {CURRENCY_LONG})
STR_VEHICLE_INFO_PROFIT_THIS_PERIOD_LAST_PERIOD_MIN_PERFORMANCE :{BLACK}Gewinn in diesem Zyklus: {LTBLUE}{CURRENCY_LONG} (im letzten Zyklus: {CURRENCY_LONG}) {BLACK}Min. Leistungsdichte: {LTBLUE}{POWER_TO_WEIGHT}
STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS :{BLACK}Zuverlässigkeit: {LTBLUE}{COMMA}% {BLACK}Pannen seit der letzten Wartung: {LTBLUE}{COMMA}
STR_VEHICLE_INFO_BUILT_VALUE :{LTBLUE}{ENGINE} {BLACK}Gebaut: {LTBLUE}{NUM}{BLACK} Wert: {LTBLUE}{CURRENCY_LONG}
@ -5809,6 +5811,10 @@ STR_TOWN_NAME :{TOWN}
STR_VEHICLE_NAME :{VEHICLE}
STR_WAYPOINT_NAME :{WAYPOINT}
STR_CURRENCY_SHORT_KILO :{NBSP}Tsd.
STR_CURRENCY_SHORT_MEGA :{NBSP}Mio.
STR_CURRENCY_SHORT_GIGA :{NBSP}Mrd.
STR_CURRENCY_SHORT_TERA :{NBSP}Bio.
STR_JUST_CARGO :{CARGO_LONG}
STR_JUST_RIGHT_ARROW :{RIGHT_ARROW}

@ -251,6 +251,12 @@ STR_COLOUR_WHITE :Λευκό
STR_COLOUR_RANDOM :Τυχαία
###length 17
STR_COLOUR_SECONDARY_DARK_BLUE :Σκούρο Μπλε
STR_COLOUR_SECONDARY_GREEN :Πράσινο
STR_COLOUR_SECONDARY_DARK_GREEN :Σκούρο Πράσινο
STR_COLOUR_SECONDARY_BLUE :Μπλε
STR_COLOUR_SECONDARY_CREAM :Κρεμ
STR_COLOUR_SECONDARY_BROWN :Καφέ
# Units used in OpenTTD
@ -1587,7 +1593,7 @@ STR_CONFIG_SETTING_LINKGRAPH_COLOURS_HELPTEXT :Θέσημο τ
###length 4
STR_CONFIG_SETTING_LINKGRAPH_COLOURS_GREEN_TO_RED :Πράσινο σε κόκκινο (Αρχικό)
STR_CONFIG_SETTING_LINKGRAPH_COLOURS_GREEN_TO_BLUE :Πράσινο σε μπλέ
STR_CONFIG_SETTING_LINKGRAPH_COLOURS_GREY_TO_RED :Γκρι σε μπλε
STR_CONFIG_SETTING_LINKGRAPH_COLOURS_GREY_TO_RED :Γκρι σε Κόκκινο
STR_CONFIG_SETTING_LINKGRAPH_COLOURS_GREYSCALE :Ασπρόμαυρο
STR_CONFIG_SETTING_SCROLLMODE :Συμπεριφορά κύλισης του παραθύρου εμφάνισης: {STRING}
@ -4626,10 +4632,14 @@ STR_SCREENSHOT_HEIGHTMAP_SCREENSHOT :{BLACK}Στιγ
STR_SCREENSHOT_MINIMAP_SCREENSHOT :{BLACK}Στιγμιότυπο μίνι χάρτη
# Script Parameters
STR_AI_SETTINGS_CAPTION :{WHITE}{STRING} Παράμετροι
STR_AI_SETTINGS_CAPTION_AI :AI
STR_AI_SETTINGS_CAPTION_GAMESCRIPT :Σενάριο Παιχνιδιού
STR_AI_SETTINGS_CLOSE :{BLACK}Κλείσιμο
STR_AI_SETTINGS_RESET :{BLACK}Επαναφορά
STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING}
STR_AI_SETTINGS_SETTING_DEVIATION :{STRING}: {ORANGE}[{STRING}, {STRING}]
STR_AI_SETTINGS_JUST_DEVIATION :[{STRING}, {STRING}]
# Textfile window

@ -352,7 +352,7 @@ STR_TOOLTIP_RESIZE :{BLACK}Fogd és
STR_TOOLTIP_TOGGLE_LARGE_SMALL_WINDOW :{BLACK}Kicsi/nagy ablakméret közötti váltás
STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST :{BLACK}Görgetősáv - fel/le görgeti a listát
STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST :{BLACK}Görgetősáv - jobbra/balra görgeti a listát
STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Építmények lerombolása egy mezőről. Ctrl lenyomásával átlós terület jelölhető ki. Shift lenyomásával megmutatja a becsült költséget
STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Építmények lerombolása egy mezőről. Ctrl+kattintás+húzással átlós terület jelölhető ki. Shift lenyomásával megmutatja a becsült költséget
# Show engines button
###length VEHICLE_TYPES
@ -446,32 +446,32 @@ STR_TOOLBAR_TOOLTIP_PAUSE_GAME :{BLACK}Játék
STR_TOOLBAR_TOOLTIP_FORWARD :{BLACK}Játék gyorsítása
STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Alapbeállítások és beállítások
STR_TOOLBAR_TOOLTIP_SAVE_GAME_ABANDON_GAME :{BLACK}Játék mentése vagy játék elhagyása, kilépés
STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Térkép, extra látkép, rakományáramlás és feliratok listája
STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Településlista mutatása
STR_TOOLBAR_TOOLTIP_DISPLAY_SUBSIDIES :{BLACK}Támogatások megjelenítése
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_STATIONS :{BLACK}Állomások listája
STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Térkép, extra látkép, rakományáramlás és feliratlista megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Településlista megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_SUBSIDIES :{BLACK}Támogatások megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_STATIONS :{BLACK}Állomáslista megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_FINANCES :{BLACK}Pénzügyi adatok megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_GENERAL :{BLACK}Általános adatok
STR_TOOLBAR_TOOLTIP_DISPLAY_STORY_BOOK :{BLACK}Napló
STR_TOOLBAR_TOOLTIP_DISPLAY_GOALS_LIST :{BLACK}Célok listája
STR_TOOLBAR_TOOLTIP_DISPLAY_GRAPHS :{BLACK}Vállalati grafikonok és rakományok szállítási díja
STR_TOOLBAR_TOOLTIP_DISPLAY_STORY_BOOK :{BLACK}Napló megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_GOALS_LIST :{BLACK}Céllista megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_GRAPHS :{BLACK}Vállalati grafikonok és rakományszállítási díjak megnyitása
STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_LEAGUE :{BLACK}A vállalatok helyezése
STR_TOOLBAR_TOOLTIP_FUND_CONSTRUCTION_OF_NEW :{BLACK}Gazdasági épületek listázása, ipari lánc megnyitása, vagy új gazdasági épületek építése
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_TRAINS :{BLACK}Vonatok listája. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_ROAD_VEHICLES :{BLACK}Közúti járművek listája. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_SHIPS :{BLACK}Hajók listája. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT :{BLACK}Repülőgépek listája. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN :{BLACK}Közelítés
STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT :{BLACK}Távolítás
STR_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Vasúti pálya építése
STR_TOOLBAR_TOOLTIP_BUILD_ROADS :{BLACK}Út építése
STR_TOOLBAR_TOOLTIP_BUILD_TRAMWAYS :{BLACK}Villamospálya építése
STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS :{BLACK}Vízi út építése
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_TRAINS :{BLACK}Vonatlista megnyitása. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_ROAD_VEHICLES :{BLACK}Közúti járműlista megnyitása. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_SHIPS :{BLACK}Hajóista megnyitása. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT :{BLACK}Repülőgéplista megnyitása. Ctrl+kattintással válszthatsz a csoport- vagy járműlista között
STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN :{BLACK}Nagyítás
STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT :{BLACK}Kicsinyítés
STR_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Vasúti infrastruktúra építése
STR_TOOLBAR_TOOLTIP_BUILD_ROADS :{BLACK}Közúti infrastruktúra építése
STR_TOOLBAR_TOOLTIP_BUILD_TRAMWAYS :{BLACK}Villamos infrastruktúra építése
STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS :{BLACK}Vízi úti infrastruktúra építése
STR_TOOLBAR_TOOLTIP_BUILD_AIRPORTS :{BLACK}Repülőtér építése
STR_TOOLBAR_TOOLTIP_LANDSCAPING :{BLACK}Nyisd meg a tájrendező ablakot a talaj emeléséhez vagy süllyesztéséhez, faültetéshez stb.
STR_TOOLBAR_TOOLTIP_LANDSCAPING :{BLACK}Tájszerkesztő, faültető vagy feliratlétrehozó menü megnyitása
STR_TOOLBAR_TOOLTIP_SHOW_SOUND_MUSIC_WINDOW :{BLACK}Hang/zene beállításai
STR_TOOLBAR_TOOLTIP_SHOW_LAST_MESSAGE_NEWS :{BLACK}Legutóbbi üzenet/újsághír megmutatása, üzenetelőzmények vagy minden üzenet törlése
STR_TOOLBAR_TOOLTIP_LAND_BLOCK_INFORMATION :{BLACK}Terület-információ, konzol, képmentések, az OpenTTD-ről és fejlesztői eszközök
STR_TOOLBAR_TOOLTIP_LAND_BLOCK_INFORMATION :{BLACK}Terület-információ, képernyőmentések, OpenTTD névjegy vagy fejlesztői eszközök megnyitása
STR_TOOLBAR_TOOLTIP_SWITCH_TOOLBAR :{BLACK}Eszköztár váltás
# Extra tooltips for the scenario editor toolbar
@ -481,12 +481,12 @@ STR_SCENEDIT_TOOLBAR_SCENARIO_EDITOR :{YELLOW}Pályas
STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD :{BLACK}A kezdődátum hátrébb állítása egy évvel
STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD :{BLACK}A kezdődátum előrébb állítása egy évvel
STR_SCENEDIT_TOOLBAR_TOOLTIP_SET_DATE :{BLACK}Kattints ide a kezdődátum beírásához
STR_SCENEDIT_TOOLBAR_TOOLTIP_DISPLAY_MAP_TOWN_DIRECTORY :{BLACK}Térkép, városlista
STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION :{BLACK}Táj szerkesztése
STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Település-generálás
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Gazdasági épület-generálás
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Út építése
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}Villamospálya építése
STR_SCENEDIT_TOOLBAR_TOOLTIP_DISPLAY_MAP_TOWN_DIRECTORY :{BLACK}Térkép, extra látkép, feliratok listája, városlista és gazdasági épületlista
STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION :{BLACK}Tájszerkesztő megnyitása vagy új világ létrehozása
STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Települések építése vagy generálása
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Gazdasági épületek építése vagy generálása
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Közúti infrastruktúra építése
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}Villamos infrastruktúra építése
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Faültetés. Ctrl lenyomásával átlós terület jelölhető ki. Shift lenyomásával megmutatja a becsült építési költséget.
STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Felirat lerakása
STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Objektum építése. Ctrl lenyomásával átlós terület jelölhető ki. Shift lenyomásával megmutatja a becsült építési költséget.
@ -503,12 +503,12 @@ STR_SCENEDIT_FILE_MENU_QUIT :Kilépés
# Settings menu
###length 16
STR_SETTINGS_MENU_GAME_OPTIONS :Alapbeállítások
STR_SETTINGS_MENU_GAME_OPTIONS :Játékbeállítások
STR_SETTINGS_MENU_CONFIG_SETTINGS_TREE :Beállítások
STR_SETTINGS_MENU_AI_SETTINGS :MI Beállítások
STR_SETTINGS_MENU_GAMESCRIPT_SETTINGS :Játékszkript beállítások
STR_SETTINGS_MENU_NEWGRF_SETTINGS :NewGRF beállítások
STR_SETTINGS_MENU_SANDBOX_OPTIONS :Homokozó mód beállításai
STR_SETTINGS_MENU_SANDBOX_OPTIONS :Homokozó mód beállítások
STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :Átlátszósági beállítások
STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :Városnevek mutatása
STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :Állomásnevek mutatása
@ -1005,7 +1005,7 @@ STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Fő néz
STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}A látkép pozícióját a fő nézetre másolja
# Game options window
STR_GAME_OPTIONS_CAPTION :{WHITE}Alapbeállítások
STR_GAME_OPTIONS_CAPTION :{WHITE}Játékbeállítások
STR_GAME_OPTIONS_TAB_GENERAL :Általános
STR_GAME_OPTIONS_TAB_GENERAL_TT :{BLACK}Általános beállítások módosítása
@ -1089,7 +1089,7 @@ STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_120_MINUTES :120 percenként
STR_GAME_OPTIONS_LANGUAGE :{BLACK}Nyelv
STR_GAME_OPTIONS_LANGUAGE_TOOLTIP :{BLACK}Válassz nyelvet
STR_GAME_OPTIONS_LANGUAGE_PERCENTAGE :{STRING} ({NUM}% teljesítve)
STR_GAME_OPTIONS_LANGUAGE_PERCENTAGE :{STRING} ({NUM}% lefordítva)
STR_GAME_OPTIONS_FULLSCREEN :{BLACK}Teljes képernyő
STR_GAME_OPTIONS_FULLSCREEN_TOOLTIP :{BLACK}Jelöld be ezt, ha teljes képernyős módban szeretnél játszani az OpenTTD-vel
@ -1109,7 +1109,7 @@ STR_GAME_OPTIONS_VIDEO_VSYNC_TOOLTIP :{BLACK}Jelöld
STR_GAME_OPTIONS_VIDEO_DRIVER_INFO :{BLACK}Jelenlegi meghajtó: {STRING}
STR_GAME_OPTIONS_GUI_SCALE_FRAME :{BLACK}Felület mérete
STR_GAME_OPTIONS_GUI_SCALE_TOOLTIP :{BLACK}Használd a csúszkát a felület méretének beállításához. Ctrl nyomva tartásával további folyamatos állítás
STR_GAME_OPTIONS_GUI_SCALE_TOOLTIP :{BLACK}Használd a csúszkát a felület méretének beállításához. Ctrl+húzás a finom állításhoz
STR_GAME_OPTIONS_GUI_SCALE_AUTO :{BLACK}Méret automatikus felismerése
STR_GAME_OPTIONS_GUI_SCALE_AUTO_TOOLTIP :{BLACK}Jelöld be ezt, a felület méretének automatikus felismeréséhez
@ -1618,7 +1618,7 @@ STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL :Eredeti
STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS :TerraGenesis
STR_CONFIG_SETTING_TERRAIN_TYPE :Tereptípus: {STRING}
STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT :A térkép domborzata
STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT :A dombok és hegyek magasságának beállítása
STR_CONFIG_SETTING_INDUSTRY_DENSITY :Gazdasági épületek száma: {STRING}
STR_CONFIG_SETTING_INDUSTRY_DENSITY_HELPTEXT :Mennyi gazdasági épület legyen, és mennyire legyenek fenntartva a játék folyamán
@ -1638,7 +1638,7 @@ STR_CONFIG_SETTING_DESERT_COVERAGE_HELPTEXT :Beállíthatod,
STR_CONFIG_SETTING_DESERT_COVERAGE_VALUE :{NUM}%
STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN :A terep durvasága: {STRING}
STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :(csak TerraGenesis esetén) Kiválaszthatod a hegyek mennyiségét: a sima térképeken kevesebb, de kiterjedtebb hegy van, míg a durva térképeken sok hegy van, amik kissé ismétlődőnek tűnhetnek.
STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :A dombok mennyiségének beállítása. A sima térképeken kevesebb, de nagyobb dombok vannak, míg a durva térképeken sok kisebb domb van, amik kissé ismétlődőnek tűnhetnek.
###length 4
STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Nagyon sima
STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH :Sima
@ -1895,7 +1895,7 @@ STR_CONFIG_SETTING_SERVINT_AIRCRAFT :Alapértelmezet
STR_CONFIG_SETTING_SERVINT_AIRCRAFT_HELPTEXT :Alapértelmezett javítási intervallum beállítása új repülőgépeknek, ha nincs külön javítási intervallum beállítva a járműre
STR_CONFIG_SETTING_SERVINT_SHIPS :Alapértelmezett javítási intervallum hajóknak: {STRING}
STR_CONFIG_SETTING_SERVINT_SHIPS_HELPTEXT :Alapértelmezett javítási intervallum beállítása új hajóknak, ha nincs külön javítási intervallum beállítva a járműre
STR_CONFIG_SETTING_SERVINT_VALUE :{COMMA}{NBSP}nap/%
STR_CONFIG_SETTING_SERVINT_VALUE :{COMMA}{NBSP}Nap/Perc/%
###setting-zero-is-special
STR_CONFIG_SETTING_SERVINT_DISABLED :kikapcsolva
@ -2266,14 +2266,14 @@ STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE :{BLACK}Szubarkt
STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE :{BLACK}Szubtrópusi táj kiválasztása
STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE :{BLACK}Játékvilág táj kiválasztása
STR_INTRO_TOOLTIP_GAME_OPTIONS :{BLACK}A játék alapvető beállításainak (pl. nyelv, grafikus alapcsomag, stb.) megjelenítése
STR_INTRO_TOOLTIP_HIGHSCORE :{BLACK}Rekord tábla megjelenítése
STR_INTRO_TOOLTIP_GAME_OPTIONS :{BLACK}A játékbeállítások megnyitása
STR_INTRO_TOOLTIP_HIGHSCORE :{BLACK}Rekord tábla megnyitása
STR_INTRO_TOOLTIP_HELP :{BLACK}Férj hozzá a dokumentációhoz és az online tartalmakhoz
STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE :{BLACK}A beállítások megjelenítése
STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}NewGRF beállítások megjelenítése
STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE :{BLACK}A beállítások megnyitása
STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}NewGRF beállítások megnyitása
STR_INTRO_TOOLTIP_ONLINE_CONTENT :{BLACK}Új és frissített tartalmak megtekintése és letöltése
STR_INTRO_TOOLTIP_AI_SETTINGS :{BLACK}MI beállítások megjelenítése
STR_INTRO_TOOLTIP_GAMESCRIPT_SETTINGS :{BLACK}Játékszkript beállítások megjelenítése
STR_INTRO_TOOLTIP_AI_SETTINGS :{BLACK}MI beállítások megnyitása
STR_INTRO_TOOLTIP_GAMESCRIPT_SETTINGS :{BLACK}Játékszkript beállítások megnyitása
STR_INTRO_TOOLTIP_QUIT :{BLACK}Kilépés az OpenTTD-ből
STR_INTRO_BASESET :{BLACK}A jelenleg kiválasztott grafikus alapcsomagból {NUM} sprite hiányzik. Frissítsd a grafikus alapcsomagot!
@ -2304,7 +2304,7 @@ STR_HELP_WINDOW_BUGTRACKER :{BLACK}Hiba jel
STR_HELP_WINDOW_COMMUNITY :{BLACK}Közösség
# Cheat window
STR_CHEATS :{WHITE}Csalások
STR_CHEATS :{WHITE}Homokozó mód beállítások
STR_CHEAT_MONEY :{LTBLUE}Tőkeemelés {CURRENCY_LONG}
STR_CHEAT_CHANGE_COMPANY :{LTBLUE}Irányított vállalat: {ORANGE}{COMMA}
STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}Csodabuldózer (lerombol gazdasági épületeket, mozgathatatlan objektumokat): {ORANGE}{STRING}
@ -2493,7 +2493,7 @@ STR_NETWORK_START_SERVER_NEW_GAME_NAME_TOOLTIP :{BLACK}A játé
STR_NETWORK_START_SERVER_SET_PASSWORD :{BLACK}Jelszó beállítása
STR_NETWORK_START_SERVER_PASSWORD_TOOLTIP :{BLACK}Védd le a játékodat jelszóval, ha nem akarod hogy illetéktelenek csatlakozzanak
STR_NETWORK_START_SERVER_VISIBILITY_LABEL :{BLACK}Láthatóság
STR_NETWORK_START_SERVER_VISIBILITY_LABEL :{BLACK}Láthatóság:
STR_NETWORK_START_SERVER_VISIBILITY_TOOLTIP :{BLACK}Mások láthassák-e a szerveredet a publikus listában
STR_NETWORK_START_SERVER_CLIENTS_SELECT :{BLACK}{NUM} kliens
STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS :{BLACK}Játékosok max. száma:
@ -2588,7 +2588,7 @@ STR_NETWORK_ASK_RELAY_YES_ONCE :{BLACK}Igen, mo
STR_NETWORK_ASK_RELAY_YES_ALWAYS :{BLACK}Igen, ne kérdezd újra
STR_NETWORK_ASK_SURVEY_CAPTION :Részvétel automata felmérésben?
STR_NETWORK_ASK_SURVEY_TEXT :Szeretnél részt venni az automata felmérésben?{}Az OpenTTD a játékból kilépéskor egy felmérést fog továbbítani.{}Ezt a beállítást bármikor megváltoztathatod a "Játék beállítások" menüpontban.
STR_NETWORK_ASK_SURVEY_TEXT :Szeretnél részt venni az automata felmérésben?{}Az OpenTTD a játékból kilépéskor egy felmérést fog továbbítani.{}Ezt a beállítást bármikor megváltoztathatod a "Játékbeállítások" menüpontban.
STR_NETWORK_ASK_SURVEY_PREVIEW :Felmérés eredményének előnézete
STR_NETWORK_ASK_SURVEY_LINK :Felmérésről és titoktartásról
STR_NETWORK_ASK_SURVEY_NO :Nem
@ -2906,7 +2906,7 @@ STR_BUILD_SIGNAL_ELECTRIC_EXIT_TOOLTIP :{BLACK}Kijárat
STR_BUILD_SIGNAL_ELECTRIC_COMBO_TOOLTIP :{BLACK}Kombinált jelző (fény){}A kombinált jelző voltaképpen egy kijárati- és egy bejárati jelző egybeépítve. Segítségével komoly váltókörzetek építhetőek bejárati jelzőkből
STR_BUILD_SIGNAL_ELECTRIC_PBS_TOOLTIP :{BLACK}Irányjelző (fény){}Egy irányjelző lehetővé teszi, hogy amennyiben a vonatok le tudnak foglalni maguknak egy biztonságos vágányutat a következő jelzőig, több vonat is beléphessen ugyanabba a jelzőblokkba. Az irányjelzők mellett hátulról is el lehet haladni
STR_BUILD_SIGNAL_ELECTRIC_PBS_OWAY_TOOLTIP :{BLACK}Egyirányú irányjelző (fény){}Egy irányjelző lehetővé teszi, hogy amennyiben a vonatok le tudnak foglalni maguknak egy biztonságos vágányutat a következő jelzőig, több vonat is beléphessen ugyanabba a jelzőblokkba. Az egyirányú jelzők mellett nem lehet hátulról elhaladni
STR_BUILD_SIGNAL_CONVERT_TOOLTIP :{BLACK}Jelző átalakítás{}Amikor ki van jelölve, egy meglévő jelzőre való kattintással átkonvertálja a kiválasztott jelzőtípusra és -variációra, CTRL+kattintás a variációt fogja változtatni. Shift+kattintással megmutatja a becsült átalakítási költséget
STR_BUILD_SIGNAL_CONVERT_TOOLTIP :{BLACK}Jelző átalakítás{}Amikor ki van jelölve, egy meglévő jelzőre való kattintással átalakítja a kiválasztott jelzőtípusra és -változatra, Ctrl+kattintás a változatok között fog váltani. Shift+kattintással megmutatja a becsült átalakítási költséget
STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_TOOLTIP :{BLACK}Automata jelzőtelepítés esetén a jelzők távolsága
STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_DECREASE_TOOLTIP :{BLACK}Automata jelzőtelepítés esetén a jelzők távolságának csökkentése
STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Automata jelzőtelepítés esetén a jelzők távolságának növelése
@ -2977,11 +2977,11 @@ STR_WATERWAYS_TOOLBAR_CAPTION_SE :{WHITE}Vízi ut
STR_WATERWAYS_TOOLBAR_BUILD_CANALS_TOOLTIP :{BLACK}Csatorna építése. Shift lenyomásával megmutatja a becsült építési költséget
STR_WATERWAYS_TOOLBAR_BUILD_LOCKS_TOOLTIP :{BLACK}Zsilip építése. Shift lenyomásával megmutatja a várható építési költséget
STR_WATERWAYS_TOOLBAR_BUILD_DEPOT_TOOLTIP :{BLACK}Dokk építése (hajók vételére és karbantartására). Shift lenyomásával megmutatja a becsült építési költséget
STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Kikötő építése. A Ctrl lenyomásával egyesítheted más állomásokkal. Shift lenyomásával megmutatja a becsült építési költséget
STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Kikötő építése. Ctrl+kattintással egyesítheted más állomásokkal. Shift lenyomásával megmutatja a becsült építési költséget
STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Bója lerakása, amit a hajók útirányjelző pontként használhatnak. Shift lenyomásával megmutatja a becsült építési költséget
STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}Csatornahíd építése. Shift lenyomásával megmutatja a várható építési költséget
STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Vizi terület definiálása.{}Csatornát készít, kivéve ha tengerszinten Ctrl gombot lenyomva használod, ekkor elárasztja a területet
STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Folyók elhelyezése
STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Csatorna építése. Ctrl+kattintással elárasztja a területet tengervízzel a tengerszinten
STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Folyók elhelyezése. Ctrl+kattintással átlós terület jelölhető ki
# Ship depot construction window
STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Dokk helyzete
@ -3038,7 +3038,7 @@ STR_OBJECT_CLASS_TRNS :Adótornyok
STR_PLANT_TREE_CAPTION :{WHITE}Fák
STR_PLANT_TREE_TOOLTIP :{BLACK}Ültetendő fa kiválasztása. Ha már van fa a mezőn, akkor újabb fák ültetése a kiválasztott fatípustól függetlenül
STR_TREES_RANDOM_TYPE :{BLACK}Véletlenszerű fafélék
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Véletlenszerűen kiválasztott fákat helyez el. Ctrl lenyomásával átlós terület jelölhető ki. Shift lenyomásával megmutatja a becsült építési költséget.
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Véletlenszerűen kiválasztott fákat helyez el. Ctrl+kattintás+húzással átlós terület jelölhető ki. Shift lenyomásával megmutatja a becsült építési költséget.
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Véletlenszerű fák
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Véletlenszerűen fákat ültet a térképre
STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normál
@ -3131,7 +3131,7 @@ STR_INDUSTRY_CARGOES_SELECT_INDUSTRY_TOOLTIP :{BLACK}Válaszd
# Land area window
STR_LAND_AREA_INFORMATION_CAPTION :{WHITE}Terület-információ
STR_LAND_AREA_INFORMATION_LOCATION_TOOLTIP :{BLACK}A főnézetet a csempére állítja. Ctrl+Klikk megnyit egy új főnézetet a csempén.
STR_LAND_AREA_INFORMATION_LOCATION_TOOLTIP :{BLACK}A fő nézetet a csempére állítja. Ctrl+kattintás esetén új látképet nyit a csempe pozíciójára
STR_LAND_AREA_INFORMATION_COST_TO_CLEAR_N_A :{BLACK}{LTBLUE}Nem lehet lerombolni
STR_LAND_AREA_INFORMATION_COST_TO_CLEAR :{BLACK}A megtisztítás költsége: {RED}{CURRENCY_LONG}
STR_LAND_AREA_INFORMATION_REVENUE_WHEN_CLEARED :{BLACK}Bevétel lerombolás esetén: {LTBLUE}{CURRENCY_LONG}
@ -3143,7 +3143,7 @@ STR_LAND_AREA_INFORMATION_RAIL_OWNER :{BLACK}A vasút
STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY :{BLACK}Helyi önkormányzat: {LTBLUE}{STRING}
STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE :Nincs
STR_LAND_AREA_INFORMATION_LANDINFO_COORDS :{BLACK}Koordináták: {LTBLUE}{NUM} x {NUM} x {NUM} ({STRING})
STR_LAND_AREA_INFORMATION_BUILD_DATE :{BLACK}Épült: {LTBLUE}{DATE_LONG}
STR_LAND_AREA_INFORMATION_BUILD_DATE :{BLACK}Épült/felújítva: {LTBLUE}{DATE_LONG}
STR_LAND_AREA_INFORMATION_STATION_CLASS :{BLACK}Állomás osztálya: {LTBLUE}{STRING}
STR_LAND_AREA_INFORMATION_STATION_TYPE :{BLACK}Állomás típusa: {LTBLUE}{STRING}
STR_LAND_AREA_INFORMATION_AIRPORT_CLASS :{BLACK}Repülőtér osztály: {LTBLUE}{STRING}
@ -3378,11 +3378,11 @@ STR_MAPGEN_VARIETY :{BLACK}Változa
STR_MAPGEN_GENERATE :{WHITE}Generál
STR_MAPGEN_GENERATE_TOOLTIP :{BLACK}Készíts egy világot és játssz OpenTTD-t!
STR_MAPGEN_NEWGRF_SETTINGS :NewGRF Beállítások
STR_MAPGEN_NEWGRF_SETTINGS_TOOLTIP :{BLACK}NewGRF beállítások megjelenítése
STR_MAPGEN_NEWGRF_SETTINGS_TOOLTIP :{BLACK}NewGRF beállítások megnyitása
STR_MAPGEN_AI_SETTINGS :{BLACK}MI Beállítások
STR_MAPGEN_AI_SETTINGS_TOOLTIP :{BLACK}MI beállítások megjelenítése
STR_MAPGEN_AI_SETTINGS_TOOLTIP :{BLACK}MI beállítások megnyitása
STR_MAPGEN_GS_SETTINGS :{BLACK}Játékszkript Beállítások
STR_MAPGEN_GS_SETTINGS_TOOLTIP :{BLACK}Játékszkript beállítások megjelenítése
STR_MAPGEN_GS_SETTINGS_TOOLTIP :{BLACK}Játékszkript beállítások megnyitása
###length 21
STR_MAPGEN_TOWN_NAME_ORIGINAL_ENGLISH :Angol (Eredeti)
@ -4288,7 +4288,7 @@ STR_DEPOT_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW :{BLACK}Ide katt
###length VEHICLE_TYPES
STR_DEPOT_TRAIN_LOCATION_TOOLTIP :{BLACK}A fő nézetet a járműtelepre állítja. Ctrl+kattintás esetén új látképet nyit a járműtelep pozíciójára
STR_DEPOT_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}A fő nézetet a garázsra állítja. Ctrl+kattintás esetén új látképet nyit a garázs pozíciójára
STR_DEPOT_SHIP_LOCATION_TOOLTIP :{BLACK}A fő nézetet a dokkra állítja. Ctrl+kattintás esetén új látképet nyit a dokk pozíciójára
STR_DEPOT_SHIP_LOCATION_TOOLTIP :{BLACK}A fő nézetet a dokkra állítja. Ctrl+kattintással új látképet nyit a dokk pozíciójára
STR_DEPOT_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}A fő nézetet a hangárra állítja. Ctrl+kattintás esetén új látképet nyit a hangár pozíciójára
###length VEHICLE_TYPES
@ -4562,7 +4562,7 @@ STR_REFIT_NEW_CAPACITY_COST_OF_REFIT :{BLACK}Új kapa
STR_REFIT_NEW_CAPACITY_INCOME_FROM_REFIT :{BLACK}Új kapacitás: {GOLD}{CARGO_LONG}{}{BLACK}Bevétel átalakításból: {GREEN}{CURRENCY_LONG}
STR_REFIT_NEW_CAPACITY_COST_OF_AIRCRAFT_REFIT :{BLACK}Új kapacitás: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Átalakítás költsége: {RED}{CURRENCY_LONG}
STR_REFIT_NEW_CAPACITY_INCOME_FROM_AIRCRAFT_REFIT :{BLACK}Új kapacitás: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Bevétel átalakításból: {GREEN}{CURRENCY_LONG}
STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}Átalakítandó járművek kiválasztása. Egérrel húzva több jármű választható ki. Üres helyre kattintva az egész jármű jelölhető ki. Ctrl+Kattintással a jármű és az azt követő szerelvény jelölhető ki
STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}Átalakítandó járművek kiválasztása. Ctrk+húzással több jármű választható ki. Üres helyre kattintva az egész jármű jelölhető ki. Ctrl+kattintással a jármű és az azt követő szerelvény jelölhető ki
###length VEHICLE_TYPES
STR_REFIT_TRAIN_LIST_TOOLTIP :{BLACK}Vonat által szállítandó rakomány kiválasztása
@ -4654,9 +4654,9 @@ STR_ORDER_CONDITIONAL_COMPARATOR_TOOLTIP :{BLACK}Hogyan v
STR_ORDER_CONDITIONAL_COMPARATOR_EQUALS :egyenlő
STR_ORDER_CONDITIONAL_COMPARATOR_NOT_EQUALS :nem egyenlő
STR_ORDER_CONDITIONAL_COMPARATOR_LESS_THAN :kevesebb, mint
STR_ORDER_CONDITIONAL_COMPARATOR_LESS_EQUALS :nem több, mint
STR_ORDER_CONDITIONAL_COMPARATOR_LESS_EQUALS :kevesebb vagy egyenlő, mint
STR_ORDER_CONDITIONAL_COMPARATOR_MORE_THAN :több, mint
STR_ORDER_CONDITIONAL_COMPARATOR_MORE_EQUALS :nem kevesebb, mint
STR_ORDER_CONDITIONAL_COMPARATOR_MORE_EQUALS :több vagy egyenlő, mint
STR_ORDER_CONDITIONAL_COMPARATOR_IS_TRUE :igaz
STR_ORDER_CONDITIONAL_COMPARATOR_IS_FALSE :hamis
@ -4793,13 +4793,13 @@ STR_TIMETABLE_CHANGE_TIME :{BLACK}Idő meg
STR_TIMETABLE_WAIT_TIME_TOOLTIP :{BLACK}A kijelölt utasítás végrehajtási idejét változtatja meg. Ctrl+kattintással beállítod az időt az összes utasításhoz.
STR_TIMETABLE_CLEAR_TIME :{BLACK}Idő törlése
STR_TIMETABLE_CLEAR_TIME_TOOLTIP :{BLACK}A kijelölt menetrendi sorhoz tartozó végrehajtási idő törlése. Ctrl+Klikkel kitörlöd az időt az összes utasításnál.
STR_TIMETABLE_CLEAR_TIME_TOOLTIP :{BLACK}A kijelölt utasításhoz tartozó idő törlése. Ctrl+kattintás az összes utasításból törli az időt
STR_TIMETABLE_CHANGE_SPEED :{BLACK}Sebességkorlátozás megváltoztatása
STR_TIMETABLE_CHANGE_SPEED_TOOLTIP :{BLACK}Kijelölt utasítás sebességkorlátozásának megváltoztatása. Ctrl+kattintással beállítható a sebesség az összes utasítás számára
STR_TIMETABLE_CLEAR_SPEED :{BLACK}Sebességkorlátozás törlése
STR_TIMETABLE_CLEAR_SPEED_TOOLTIP :{BLACK}Sebességkorlátozás törlése a kijelölt utasításból. Ctrl+kattintással kitörlöd a sebességet az összes utasításból.
STR_TIMETABLE_CLEAR_SPEED_TOOLTIP :{BLACK}Sebességkorlátozás törlése a kijelölt utasításból. Ctrl+kattintás az összes utasításból törli a sebességkorlátozást
STR_TIMETABLE_RESET_LATENESS :{BLACK}Késés nullázása
STR_TIMETABLE_RESET_LATENESS_TOOLTIP :{BLACK}Késés-számláló nullázása, azaz a jármű pontos lesz. Ctrl+kattintással az egész csoportot nullázhatod, vagyis a legutolsó pont időben lesz a többi pedig korán
@ -4844,7 +4844,7 @@ STR_AI_DEBUG_CONTINUE :{BLACK}Folytat
STR_AI_DEBUG_CONTINUE_TOOLTIP :{BLACK}Játék folytatása és MI visszakapcsolása
STR_AI_DEBUG_SELECT_AI_TOOLTIP :{BLACK}A MI kimeneti nyomonkövetésének megtekintése. Ctrl+Kattintás új ablakban történő megnyitáshoz
STR_AI_GAME_SCRIPT :{BLACK}Játékszkript
STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Játékszkript napló ellenőrzése
STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Játékszkript napló ellenőrzése. Ctrl+kattintás új ablakban történő megnyitáshoz
STR_ERROR_AI_NO_AI_FOUND :Nincs MI, amit be lehetne tölteni.{}A jelenlegi MI csak dísz és nem fog semmit csinálni.{}MI-k letöltéséhez használd a tartalomletöltő rendszert
STR_ERROR_AI_PLEASE_REPORT_CRASH :{WHITE}Az egyik futó szkript futása közben hiba történt. Kérjük jelezd ezt a szkript készítőjének az MI / Játékzkript nyomkövetés ablakról készített képernyőmentéssel

@ -1117,6 +1117,8 @@ STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Setz de
STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Setz de Betrag Suen dee fir 1 Pond (£) gebraucht gëtt erop
STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Setzt de Wiesselcours fir deng Währung fir 1 Pond (£)
STR_CURRENCY_SEPARATOR :{LTBLUE}Separator: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Setz de Separator fir deng Wähung
STR_CURRENCY_PREFIX :{LTBLUE}Prefix: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Setzt de Prefix fir deng Währung
@ -1272,10 +1274,10 @@ STR_CONFIG_SETTING_INFINITE_MONEY :Endlos Geld: {S
STR_CONFIG_SETTING_INFINITE_MONEY_HELPTEXT :Erlaab fir endlos Geld auszeginn an schalt de Bankrott vu Firmen aus
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Maximalen Ufanksloun: {STRING}
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximalwäert den eng Firma kann léinen (ouni Inflatioun matzerechnen)
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximalwäert den eng Firma ka léinen (ouni Inflatioun matzerechnen). Wann "keen Kredit" gewielt gouf, gëtt et kee Geld ausser e Game Script, oder d'"Endlos geld" Astellung gëtt es.
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_VALUE :{CURRENCY_LONG}
###setting-zero-is-special
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_DISABLED :Kee Kredit {RED}Spill-Script muss am Ufank e Geldbetrag zur Verfügung ginn
STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_DISABLED :Kee Kredit
STR_CONFIG_SETTING_INTEREST_RATE :Zënssaz: {STRING}
STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Zënssaz; kontrolléiert och d'Inflatioun wann ugeschalt
@ -1492,7 +1494,7 @@ STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Gefierer lafen
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Wann ugeschalt, bleiwen all Modeller vu Gefierer éiweg verfügbar
STR_CONFIG_SETTING_TIMEKEEPING_UNITS :Zäitmiessung: {STRING}
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Wiel d'Zäitmiessungsuniten déi am Spill benotzt ginn. Dat kann spéider net méi geännert ginn.{}{}Kalennerbaséiert ass d'standart OpenTTD Erfahrung, wou all Joer 12 Méint huet an all Mount 28-31 Deeg.{}{}Wann d'Auer un der Mauer ausgewielt gëtt, si Gefierbewegungen, Wuereproduktioun an finanziell Saachen op 1-Minut-Schrëtt baséiert, wat ongeféiert esou laang ass wéi en 30 Deeg Mount am kalennerbaséierte Modus. Déi si gruppéiert an 12-Minute Perdioden, equivalent zu engem Joer am kalennerbaséierte Modus.{}{}An béide Modi gëtt et emmer e klassesche Kalenner de gebraucht fir d'Aféirungsdaten fir Gefier, Häiser an aner Infrastrukturen.
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :Wiel d'Zäitmiessungsuniten déi am Spill benotzt ginn. Dat kann spéider net méi geännert ginn.{}{}Kalennerbaséiert ass d'standart OpenTTD Erfahrung, wou all Joer 12 Méint huet an all Mount 28-31 Deeg.{}{}Wann d'Auer un der Mauer ausgewielt gëtt, Wuereproduktioun an finanziell Saachen op 1-Minut-Schrëtt baséiert, wat ongeféiert esou laang ass wéi en 30 Deeg Mount am kalennerbaséierte Modus. Déi si gruppéiert an 12-Minute Perdioden, equivalent zu engem Joer am kalennerbaséierte Modus.{}{}An béide Modi gëtt et emmer e klassesche Kalenner de gebraucht fir d'Aféirungsdaten fir Gefier, Häiser an aner Infrastrukturen.
###length 2
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_CALENDAR :Kalenner
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_WALLCLOCK :Auer un der Mauer
@ -4382,22 +4384,22 @@ STR_VEHICLE_STATUS_WAITING_UNBUNCHING :{LTBLUE}Warden
STR_VEHICLE_STATUS_CRASHED :{RED}Accident!
STR_VEHICLE_STATUS_BROKEN_DOWN :{RED}Pann
STR_VEHICLE_STATUS_STOPPED :{RED}Gestoppt
STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}Stoppt, {VELOCITY}
STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}{VELOCITY} - Am gaang ze stoppen
STR_VEHICLE_STATUS_TRAIN_NO_POWER :{RED}Keng Energie
STR_VEHICLE_STATUS_TRAIN_STUCK :{ORANGE}Waard op en fräie Wee
STR_VEHICLE_STATUS_AIRCRAFT_TOO_FAR :{ORANGE}Ze wäit op nächst Destinatioun
STR_VEHICLE_STATUS_HEADING_FOR_STATION_VEL :{LTBLUE}Ennerwee op {STATION}, {VELOCITY}
STR_VEHICLE_STATUS_NO_ORDERS_VEL :{LTBLUE}Keng Opträg, {VELOCITY}
STR_VEHICLE_STATUS_HEADING_FOR_WAYPOINT_VEL :{LTBLUE}Ennerwee op {WAYPOINT}, {VELOCITY}
STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_VEL :{ORANGE}Ennerwee an den {DEPOT}, {VELOCITY}
STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_SERVICE_VEL :{LTBLUE}Revisioun am {DEPOT}, {VELOCITY}
STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_UNBUNCH_VEL :{LTBLUE}Verspreeën a Revisioun am Schapp {DEPOT}, {VELOCITY}
STR_VEHICLE_STATUS_HEADING_FOR_STATION_VEL :{LTBLUE}{1:VELOCITY} - Ennerwee op {0:STATION}
STR_VEHICLE_STATUS_NO_ORDERS_VEL :{LTBLUE}{VELOCITY} - Keng Opträg
STR_VEHICLE_STATUS_HEADING_FOR_WAYPOINT_VEL :{LTBLUE}{1:VELOCITY} - Ennerwee op {0:WAYPOINT}
STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_VEL :{ORANGE}{1:VELOCITY} - Ennerwee an den {0:DEPOT}
STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_SERVICE_VEL :{LTBLUE}{1:VELOCITY} - Revisoun am {0:DEPOT}
STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_UNBUNCH_VEL :{LTBLUE}{1:VELOCITY} - Verspreeën a Revisioun am Schapp {0:DEPOT}
STR_VEHICLE_STATUS_CANNOT_REACH_STATION_VEL :{LTBLUE}Kann {STATION} net erreechen, {VELOCITY}
STR_VEHICLE_STATUS_CANNOT_REACH_WAYPOINT_VEL :{LTBLUE}Kann {WAYPOINT} net erreechen, {VELOCITY}
STR_VEHICLE_STATUS_CANNOT_REACH_DEPOT_VEL :{ORANGE}Kann {DEPOT} net erreechen, {VELOCITY}
STR_VEHICLE_STATUS_CANNOT_REACH_DEPOT_SERVICE_VEL :{LTBLUE}Kann den {DEPOT} net erreechen, {VELOCITY}
STR_VEHICLE_STATUS_CANNOT_REACH_STATION_VEL :{LTBLUE}{1:VELOCITY} - Kann {0:STATION} net erreechen
STR_VEHICLE_STATUS_CANNOT_REACH_WAYPOINT_VEL :{LTBLUE}{1:VELOCITY} - Kann {0:WAYPOINT} net erreechen
STR_VEHICLE_STATUS_CANNOT_REACH_DEPOT_VEL :{ORANGE}{1:VELOCITY} - Kann {0:DEPOT} net erreechen,
STR_VEHICLE_STATUS_CANNOT_REACH_DEPOT_SERVICE_VEL :{LTBLUE}{1:VELOCITY} - Kann den {0:DEPOT} net erreechen
# Vehicle stopped/started animations
###length 2
@ -4611,7 +4613,7 @@ STR_ORDER_GO_TO_NEAREST_DEPOT :Géi an den noo
STR_ORDER_GO_TO_NEAREST_HANGAR :Géi an den noosten Hangar
STR_ORDER_CONDITIONAL :Bedéngten Optragssprong
STR_ORDER_SHARE :Opträg deelen
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Setzt en neien Optrag firun den ungewielten Optrag, oder un d'Enn vun der Lëscht. Ctrl+Klick op eng Statioun fir 'voll belueden mat all Wueren', op e Weepunkt fir den 'non-stop Standard' emzeschalten, oder op e Schapp fir eng 'Revisioun'. Klick op e Gefier fir seng Opträg ze kopéieren oder Ctrl+Klick fir seng Opträg ze deelen. En Depot Optrag schalt d'automatesch Revisioun vum Gefier aus
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Setzt en neien Optrag firun den ungewielten Optrag, oder un d'Enn vun der Lëscht. Ctrl+Klick op eng Statioun fir 'voll belueden mat all Wueren', op e Weepunkt fir den 'non-stop Standard' emzeschalten, oder op e Schapp fir ze 'verspreeën'. Klick op e Gefier fir seng Opträg ze kopéieren oder Ctrl+Klick fir seng Opträg ze deelen. En Depot Optrag schalt d'automatesch Revisioun vum Gefier aus
STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Weis all Gefierer déi dësen Plang deelen
@ -5808,6 +5810,10 @@ STR_TOWN_NAME :{TOWN}
STR_VEHICLE_NAME :{VEHICLE}
STR_WAYPOINT_NAME :{WAYPOINT}
STR_CURRENCY_SHORT_KILO :{NBSP}k
STR_CURRENCY_SHORT_MEGA :{NBSP}m
STR_CURRENCY_SHORT_GIGA :{NBSP}mia
STR_CURRENCY_SHORT_TERA :{NBSP}bn
STR_JUST_CARGO :{CARGO_LONG}
STR_JUST_RIGHT_ARROW :{RIGHT_ARROW}

@ -1500,9 +1500,9 @@ STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Ustal ku
STR_CURRENCY_SEPARATOR :{LTBLUE}Separator: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Ustaw separator dla twojej waluty
STR_CURRENCY_PREFIX :{LTBLUE}Prefiks: {ORANGE}{STRING}
STR_CURRENCY_PREFIX :{LTBLUE}Przedrostek: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Ustaw przedrostek dla swojej waluty
STR_CURRENCY_SUFFIX :{LTBLUE}Sufiks: {ORANGE}{STRING}
STR_CURRENCY_SUFFIX :{LTBLUE}Przyrostek: {ORANGE}{STRING}
STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP :{BLACK}Ustaw symbol dla twojej waluty
STR_CURRENCY_SWITCH_TO_EURO :{LTBLUE}Przejście na euro: {ORANGE}w {NUM} roku
@ -6251,10 +6251,10 @@ STR_TOWN_NAME :{TOWN}
STR_VEHICLE_NAME :{VEHICLE}
STR_WAYPOINT_NAME :{WAYPOINT}
STR_CURRENCY_SHORT_KILO :{NBSP}k
STR_CURRENCY_SHORT_MEGA :{NBSP}m
STR_CURRENCY_SHORT_KILO :{NBSP}tys.
STR_CURRENCY_SHORT_MEGA :{NBSP}mln
STR_CURRENCY_SHORT_GIGA :{NBSP}mld
STR_CURRENCY_SHORT_TERA :{NBSP}tn
STR_CURRENCY_SHORT_TERA :{NBSP}bln
STR_JUST_CARGO :{CARGO_LONG}
STR_JUST_RIGHT_ARROW :{RIGHT_ARROW}

@ -1494,7 +1494,7 @@ STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :载具永不过
STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :启用时,所有载具一经面世,就可以永远选择购买使用。
STR_CONFIG_SETTING_TIMEKEEPING_UNITS :时间模式:{STRING}
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :选择游戏的计时模式。 请注意此项无法在游戏进行时更改{}{}日历模式为经典的 OpenTTD 体验,在此模式中,一年由 12 个月组成,每个月有 28-31 天。{}{}在挂钟模式中,车辆移动、货物生产和财务计算等都以分钟为单位,一分钟约等于日历模式中的一个月,即 30 天。此模式下每12分钟即日历模式下的一年。{}{}两种模式都包含一个用来记录载具、房屋与其他基础设施引入日期的计时器。
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_HELPTEXT :选择游戏的计时模式。 请注意此项无法在游戏进行时更改{}{}日历模式为经典的 OpenTTD 体验,在此模式中,一年由 12 个月组成,每个月有 28-31 天。{}{}在挂钟模式中,车辆移动、货物生产和财务计算等都以分钟为单位,一分钟约等于日历模式中的一个月,即 30 天。此模式下每 12 分钟即日历模式下的一年。{}{}两种模式都包含一个用来记录载具、房屋与其他基础设施引入日期的计时器。
###length 2
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_CALENDAR :日历
STR_CONFIG_SETTING_TIMEKEEPING_UNITS_WALLCLOCK :挂钟
@ -2791,7 +2791,7 @@ STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_STATION :{BLACK}建设
STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_SIGNALS :{BLACK}建设铁路信号。建筑时按住 <Ctrl> 键单击以对信号应用不同风格样式。{}在建设时拖拽以在拖拽区间内按照设定的信号间距均匀建设信号。按住 <Ctrl> 键拖拽以按设定的检举建设信号至下一个岔道 / 车站 / 信号。按住 <Shift> 以显示预计费用。
STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_BRIDGE :{BLACK}建设铁路桥梁。按住 <Shift> 键显示预计费用。
STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TUNNEL :{BLACK}建设铁路隧道。按住 <Shift> 键以显示预计费用。
STR_RAIL_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR :{BLACK}切换建设/拆除轨道、信号灯、路点和车站。按住 Ctrl 键可在移除路点和车站时同时移除轨道。
STR_RAIL_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR :{BLACK}切换建筑 / 拆除铁轨、信号机、路点以及车站。按住 <Ctrl> 键点选以同时移除路点及车站中的铁轨
STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL :{BLACK}转换/升级 铁路类型。按住 Shift 键显示预计费用。
STR_RAIL_NAME_RAILROAD :铁路
@ -2914,7 +2914,7 @@ STR_WATERWAYS_TOOLBAR_BUILD_CANALS_TOOLTIP :{BLACK}修建
STR_WATERWAYS_TOOLBAR_BUILD_LOCKS_TOOLTIP :{BLACK}建设船闸。按住 <Shift> 键点选以显示预计费用。
STR_WATERWAYS_TOOLBAR_BUILD_DEPOT_TOOLTIP :{BLACK}建造船坞(可以购买或保养船只),按住 <Shift> 键以显示预计费用。
STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}建造码头。按住 <Ctrl> 键以合并车站,按住 Shift 键以显示预计费用。
STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}放置一个浮标,该浮标可以用作路点,按住 Shift 键操作可以显示所需资金
STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}放置一个浮标,可以用作路点。按住 <Shift> 键操作以显示预计费用
STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}建设渡槽,按住 Shift 键操作可以显示所需资金
STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}修建运河。在海平面按住 <Ctrl> 键则会淹没周围土地。
STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}放置河流。按住 <Ctrl> 键以沿对角线放置。
@ -2974,7 +2974,7 @@ STR_OBJECT_CLASS_TRNS :发射机
STR_PLANT_TREE_CAPTION :{WHITE}树木
STR_PLANT_TREE_TOOLTIP :{BLACK}选择要种植的树木类型。如果格子内已经有树木,将种植随机类型的树木
STR_TREES_RANDOM_TYPE :{BLACK}随机类型的树木
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}种植随机类型的树木。按 Ctrl 键沿对角线建造,按住 Shift 键可以显示所需资金
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}种植随机类型的树木。按 <Ctrl> 键操作以沿对角线建造,按住 <Shift> 键以显示预计费用
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}随机树木
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}随机地种植一些树木
STR_TREES_MODE_NORMAL_BUTTON :{BLACK}正常
@ -3877,10 +3877,10 @@ STR_COMPANY_VIEW_PRESIDENT_MANAGER_TITLE :{WHITE}{PRESIDE
STR_COMPANY_VIEW_INAUGURATED_TITLE :{GOLD}开业时间:{WHITE}{NUM}
STR_COMPANY_VIEW_COLOUR_SCHEME_TITLE :{GOLD}色彩方案:
STR_COMPANY_VIEW_VEHICLES_TITLE :{GOLD}载具总数:
STR_COMPANY_VIEW_TRAINS :{WHITE}{COMMA} 列火车
STR_COMPANY_VIEW_ROAD_VEHICLES :{WHITE}{COMMA} 辆汽车
STR_COMPANY_VIEW_AIRCRAFT :{WHITE}{COMMA} 架飞机
STR_COMPANY_VIEW_SHIPS :{WHITE}{COMMA} 艘轮船
STR_COMPANY_VIEW_TRAINS :{WHITE}列车 {COMMA} 列
STR_COMPANY_VIEW_ROAD_VEHICLES :{WHITE}车辆 {COMMA} 辆
STR_COMPANY_VIEW_AIRCRAFT :{WHITE}飞机 {COMMA} 架
STR_COMPANY_VIEW_SHIPS :{WHITE}船舶 {COMMA} 艘
STR_COMPANY_VIEW_VEHICLES_NONE :{WHITE}无
STR_COMPANY_VIEW_COMPANY_VALUE :{GOLD}公司市值:{WHITE}{CURRENCY_LONG}
STR_COMPANY_VIEW_INFRASTRUCTURE :{GOLD}基建设施:
@ -4498,7 +4498,7 @@ STR_REFIT_NEW_CAPACITY_COST_OF_REFIT :{BLACK}新的
STR_REFIT_NEW_CAPACITY_INCOME_FROM_REFIT :{BLACK}新装载量: {GOLD}{CARGO_LONG}{}{BLACK}改装后收入: {GREEN}{CURRENCY_LONG}
STR_REFIT_NEW_CAPACITY_COST_OF_AIRCRAFT_REFIT :{BLACK}新的运载类型: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}改装所需: {RED}{CURRENCY_LONG}
STR_REFIT_NEW_CAPACITY_INCOME_FROM_AIRCRAFT_REFIT :{BLACK}新装载量: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}改装后收入: {GREEN}{CURRENCY_LONG}
STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}请选择要改装的车辆. 拖动鼠标可多选.点击空白区域选择整辆列车. Ctrl+左键 选定该车厢及其之后车厢。
STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}选择改装的车厢。按 <Ctrl> 键拖曳以选择多节车厢。点选空白的区域以选择整列列车。按 <Ctrl> 键选择车厢以选择该车厢及其之后的车厢
###length VEHICLE_TYPES
STR_REFIT_TRAIN_LIST_TOOLTIP :{BLACK}选择希望列车装载的货物类型
@ -4613,7 +4613,7 @@ STR_ORDER_GO_TO_NEAREST_DEPOT :前往最近的
STR_ORDER_GO_TO_NEAREST_HANGAR :前往最近的机库
STR_ORDER_CONDITIONAL :条件性命令跳过
STR_ORDER_SHARE :共享调度计划
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}在调度列表的结尾或选定项目前{}增加一条新指令按住Ctrl使命令为“装满任意货物”{}路点命令为“不停车”{}车库命令为“保养”
STR_ORDERS_GO_TO_TOOLTIP :{BLACK}在选定的指令前插入新指令,或者添加新指令至计划末尾。按 <Ctrl> 键点选车站、路点或车库以分别应用“满载任意一种货物”、“不停车前往”以及“班次均匀”。点击另一辆载具以复制其调度计划,按住 <Ctrl> 点选则可共享调度计划。如果调度计划上有任何指令涉及车库,则该载具不会自行维护。
STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}显示所有共享此调度计划的{}车辆/船只/飞机

@ -1056,6 +1056,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
/* As we skipped switch-mode, update the time we "switched". */
_switch_mode_time = std::chrono::steady_clock::now();
_switch_mode_time_valid = true;
ShowClientList();

@ -771,6 +771,10 @@ int openttd_main(int argc, char *argv[])
SetSelfAsMainThread();
PerThreadSetup();
SlXvSetStaticCurrentVersions();
_switch_mode_time = std::chrono::steady_clock::now();
_switch_mode_time_valid = true;
std::string musicdriver;
std::string sounddriver;
std::string videodriver;

@ -252,7 +252,7 @@ public:
path_found = pf.FindPath(v);
Node *node = pf.GetBestNode();
if (attempt == 0 && !path_found) continue; // Try again with restricted search area.
if (!path_found || node == nullptr) GetRandomFollowUpTrackdir(v, src_tile, trackdir, true);
if (!path_found || node == nullptr) return GetRandomFollowUpTrackdir(v, src_tile, trackdir, true);
/* Return only the path within the current water region if an intermediate destination was returned. If not, cache the entire path
* to the final destination tile. The low-level pathfinder might actually prefer a different docking tile in a nearby region. Without

@ -163,17 +163,19 @@ SQInteger ScriptText::_set(HSQUIRRELVM vm)
std::string ScriptText::GetEncodedText()
{
static StringIDList seen_ids;
int param_count = 0;
seen_ids.clear();
std::string result;
auto output = std::back_inserter(result);
if (this->GetActiveInstance()->IsTextParamMismatchAllowed()) {
static StringIDList seen_ids;
seen_ids.clear();
this->_GetEncodedTextTraditional(output, param_count, seen_ids);
} else {
static ScriptTextList seen_texts;
seen_texts.clear();
ParamList params;
this->_FillParamList(params);
this->_GetEncodedText(output, param_count, seen_ids, params);
this->_FillParamList(params, seen_texts);
this->_GetEncodedText(output, param_count, params);
}
if (param_count > SCRIPT_TEXT_MAX_PARAMETERS) throw Script_FatalError(fmt::format("{}: Too many parameters", GetGameStringName(this->string)));
return result;
@ -274,14 +276,19 @@ void ScriptText::_GetEncodedTextTraditional(std::back_insert_iterator<std::strin
seen_ids.pop_back();
}
void ScriptText::_FillParamList(ParamList &params)
void ScriptText::_FillParamList(ParamList &params, ScriptTextList &seen_texts)
{
if (std::find(seen_texts.begin(), seen_texts.end(), this) != seen_texts.end()) throw Script_FatalError(fmt::format("{}: Circular reference detected", GetGameStringName(this->string)));
seen_texts.push_back(this);
for (int i = 0; i < this->paramc; i++) {
Param *p = &this->param[i];
params.emplace_back(this->string, i, p);
if (!std::holds_alternative<ScriptTextRef>(*p)) continue;
std::get<ScriptTextRef>(*p)->_FillParamList(params);
std::get<ScriptTextRef>(*p)->_FillParamList(params, seen_texts);
}
seen_texts.pop_back();
}
void ScriptText::ParamCheck::Encode(std::back_insert_iterator<std::string> &output)
@ -293,13 +300,10 @@ void ScriptText::ParamCheck::Encode(std::back_insert_iterator<std::string> &outp
this->used = true;
}
void ScriptText::_GetEncodedText(std::back_insert_iterator<std::string> &output, int &param_count, StringIDList &seen_ids, ParamSpan args)
void ScriptText::_GetEncodedText(std::back_insert_iterator<std::string> &output, int &param_count, ParamSpan args)
{
const std::string &name = GetGameStringName(this->string);
if (std::find(seen_ids.begin(), seen_ids.end(), this->string) != seen_ids.end()) throw Script_FatalError(fmt::format("{}: Circular reference detected", name));
seen_ids.push_back(this->string);
Utf8Encode(output, SCC_ENCODED);
fmt::format_to(output, "{:X}", this->string);
@ -337,7 +341,7 @@ void ScriptText::_GetEncodedText(std::back_insert_iterator<std::string> &output,
int count = 0;
fmt::format_to(output, ":");
ScriptTextRef &ref = std::get<ScriptTextRef>(*p.param);
ref->_GetEncodedText(output, count, seen_ids, args.subspan(idx));
ref->_GetEncodedText(output, count, args.subspan(idx));
p.used = true;
if (++count != cur_param.consumes) {
ScriptLog::Error(fmt::format("{}({}): {{{}}} expects {} to be consumed, but {} consumes {}", name, param_count + 1, cur_param.cmd, cur_param.consumes - 1, GetGameStringName(ref->string), count - 1));
@ -358,8 +362,6 @@ void ScriptText::_GetEncodedText(std::back_insert_iterator<std::string> &output,
param_count += cur_param.consumes;
}
seen_ids.pop_back();
}
const std::string Text::GetDecodedText()

@ -130,6 +130,7 @@ public:
private:
using ScriptTextRef = ScriptObjectRef<ScriptText>;
using StringIDList = std::vector<StringID>;
using ScriptTextList = std::vector<ScriptText *>;
using Param = std::variant<SQInteger, std::string, ScriptTextRef>;
struct ParamCheck {
@ -157,17 +158,18 @@ private:
* The parameters are added as _GetEncodedText used to encode them
* before the addition of parameter validation.
* @param params The list of parameters to fill.
* @param seen_texts The list of seen ScriptText.
*/
void _FillParamList(ParamList &params);
void _FillParamList(ParamList &params, ScriptTextList &seen_texts);
/**
* Internal function for recursive calling this function over multiple
* instances, while writing in the same buffer.
* @param output The output to write the encoded text to.
* @param param_count The number of parameters that are in the string.
* @param seen_ids The list of seen StringID.
* @param param_count The number of parameters that are consumed by the string.
* @param args The parameters to be consumed.
*/
void _GetEncodedText(std::back_insert_iterator<std::string> &output, int &param_count, StringIDList &seen_ids, ParamSpan args);
void _GetEncodedText(std::back_insert_iterator<std::string> &output, int &param_count, ParamSpan args);
void _GetEncodedTextTraditional(std::back_insert_iterator<std::string> &output, int &param_count, StringIDList &seen_ids);

@ -93,33 +93,33 @@ enum RightClickClose : uint8_t {
/** Settings related to the difficulty of the game */
struct DifficultySettings {
byte competitor_start_time; ///< Unused value, used to load old savegames.
byte competitor_intelligence; ///< Unused value, used to load old savegames.
byte max_no_competitors; ///< the number of competitors (AIs)
uint16_t competitors_interval; ///< the interval (in minutes) between adding competitors
byte number_towns; ///< the amount of towns
byte industry_density; ///< The industry density. @see IndustryDensity
uint32_t max_loan; ///< the maximum initial loan
byte initial_interest; ///< amount of interest (to pay over the loan)
byte vehicle_costs; ///< amount of money spent on vehicle running cost
uint8_t vehicle_costs_in_depot; ///< amount of money spent on vehicle running cost when in depot
uint8_t vehicle_costs_when_stopped; ///< amount of money spent on vehicle running cost when vehicle is stopped
byte competitor_speed; ///< the speed at which the AI builds
byte vehicle_breakdowns; ///< likelihood of vehicles breaking down
byte subsidy_multiplier; ///< payment multiplier for subsidized deliveries
uint16_t subsidy_duration; ///< duration of subsidies
byte construction_cost; ///< how expensive is building
byte terrain_type; ///< the mountainousness of the landscape
byte quantity_sea_lakes; ///< the amount of seas/lakes
bool economy; ///< how volatile is the economy
bool line_reverse_mode; ///< reversing at stations or not
bool disasters; ///< are disasters enabled
byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
bool infinite_money; ///< whether spending money despite negative balance is allowed
bool money_cheat_in_multiplayer; ///< is the money cheat permitted for non-admin multiplayer clients
bool rename_towns_in_multiplayer; ///< is renaming towns permitted for non-admin multiplayer clients
bool override_town_settings_in_multiplayer; ///< is overriding town settings permitted for non-admin multiplayer clients
uint8_t competitor_start_time; ///< Unused value, used to load old savegames.
uint8_t competitor_intelligence; ///< Unused value, used to load old savegames.
uint8_t max_no_competitors; ///< the number of competitors (AIs)
uint16_t competitors_interval; ///< the interval (in minutes) between adding competitors
uint8_t number_towns; ///< the amount of towns
uint8_t industry_density; ///< The industry density. @see IndustryDensity
uint32_t max_loan; ///< the maximum initial loan
uint8_t initial_interest; ///< amount of interest (to pay over the loan)
uint8_t vehicle_costs; ///< amount of money spent on vehicle running cost
uint8_t vehicle_costs_in_depot; ///< amount of money spent on vehicle running cost when in depot
uint8_t vehicle_costs_when_stopped; ///< amount of money spent on vehicle running cost when vehicle is stopped
uint8_t competitor_speed; ///< the speed at which the AI builds
uint8_t vehicle_breakdowns; ///< likelihood of vehicles breaking down
uint8_t subsidy_multiplier; ///< payment multiplier for subsidized deliveries
uint16_t subsidy_duration; ///< duration of subsidies
uint8_t construction_cost; ///< how expensive is building
uint8_t terrain_type; ///< the mountainousness of the landscape
uint8_t quantity_sea_lakes; ///< the amount of seas/lakes
bool economy; ///< how volatile is the economy
bool line_reverse_mode; ///< reversing at stations or not
bool disasters; ///< are disasters enabled
uint8_t town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
bool infinite_money; ///< whether spending money despite negative balance is allowed
bool money_cheat_in_multiplayer; ///< is the money cheat permitted for non-admin multiplayer clients
bool rename_towns_in_multiplayer; ///< is renaming towns permitted for non-admin multiplayer clients
bool override_town_settings_in_multiplayer; ///< is overriding town settings permitted for non-admin multiplayer clients
};
/** Settings relating to viewport/smallmap scrolling. */
@ -162,186 +162,186 @@ struct TimeSettings {
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
struct GUISettings : public TimeSettings {
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
bool restriction_wait_vehicle_warn; ///< if a vehicle is waiting for an extended time due to a routing restriction, show a warning
uint8_t order_review_system; ///< perform order reviews on vehicles
uint8_t no_depot_order_warn; ///< if a non-air vehicle doesn't have at least one depot order, show a warning
bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
bool show_finances; ///< show finances at end of year
bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
bool new_nonstop; ///< ttdpatch compatible nonstop handling
uint8_t stop_location; ///< what is the default stop location of trains?
uint8_t auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
byte errmsg_duration; ///< duration of error message
uint16_t hover_delay_ms; ///< time required to activate a hover event, in milliseconds
bool instant_tile_tooltip; ///< don't require a right click to activate a hover event to show a tooltip for an in-game tile (e.g. industry).
uint8_t town_name_tooltip_mode; ///< when to display town names when hovering over roads and houses. (0 = never, 1 = only if town names are hidden, 2 = always)
bool industry_tooltip_show; ///< whether to display tooltips, when hovering over industry tiles.
bool industry_tooltip_show_name; ///< whether to display the name of the industry, when hovering over one of its tiles.
bool industry_tooltip_show_required; ///< whether to display cargoes required by the industry, when hovering over one of its tiles.
bool industry_tooltip_show_stockpiled; ///< whether to display cargoes stockpiled by the industry, when hovering over one of its tiles.
bool industry_tooltip_show_produced; ///< whether to display cargoes produced by the industry, when hovering over one of its tiles.
uint8_t depot_tooltip_mode; ///< Display mode for depot viewport tooltips. (0 = never, 1 = just a total number of vehicles, 2 = total number of vehicles in the depot along with a breakdown of numbers)
uint8_t waypoint_viewport_tooltip_name; ///< Show the name of the waypoint or buoy in a viewport tooltip. (0 = never, 1 = only if waypoint names are hidden, 2 = always)
uint8_t station_viewport_tooltip_name; ///< Show the name of the station in a viewport tooltip. (0 = never, 1 = only if station names are hidden, 2 = always)
bool station_viewport_tooltip_cargo; ///< Show a list of cargo details at the station in a viewport tooltip.
uint8_t station_rating_tooltip_mode; ///< Station rating tooltip mode
bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
uint8_t smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
uint8_t scroll_mode; ///< viewport scroll mode
bool smooth_scroll; ///< smooth scroll viewports
bool measure_tooltip; ///< show a permanent tooltip when dragging tools
byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
uint8_t advanced_vehicle_list; ///< use the "advanced" vehicle list
uint8_t loading_indicators; ///< show loading indicators
uint8_t default_rail_type; ///< the default rail type for the rail GUI
uint8_t default_road_type; ///< the default road/tram types for the road/tram GUI
uint8_t toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
uint8_t statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
uint8_t window_snap_radius; ///< windows snap at each other if closer than this
uint8_t window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
ZoomLevel zoom_min; ///< minimum zoom out level
ZoomLevel zoom_max; ///< maximum zoom out level
ZoomLevel sprite_zoom_min; ///< maximum zoom level at which higher-resolution alternative sprites will be used (if available) instead of scaling a lower resolution sprite
uint32_t autosave_interval; ///< how often should we do autosaves?
bool autosave_realtime; ///< autosaves based on real elapsed time (with pause handling)
bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8_t date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
byte max_num_lt_autosaves; ///< controls how many long-term autosavegames are made before the game starts to overwrite (names them 0 to max_num_lt_autosaves - 1)
uint8_t savegame_overwrite_confirm; ///< Mode for when to warn about overwriting an existing savegame
bool population_in_label; ///< show the population of a town in its label?
bool city_in_label; ///< show cities in label?
uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
uint8_t scrollwheel_scrolling; ///< scrolling using the scroll wheel?
uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
bool show_slopes_on_viewport_map; ///< use slope orientation to render the ground
bool show_height_on_viewport_map; ///< use height for shading when rendering the ground
uint32_t default_viewport_map_mode; ///< the mode to use by default when a viewport is in map mode, 0=owner, 1=industry, 2=vegetation
uint32_t action_when_viewport_map_is_dblclicked; ///< what to do when a doubleclick occurs on the viewport map
uint32_t show_scrolling_viewport_on_map; ///< when a no map viewport is scrolled, its location is marked on the other map viewports
bool show_bridges_on_map; ///< bridges are rendered on a viewport in map mode
bool show_tunnels_on_map; ///< tunnels are rendered on a viewport in map mode
bool use_owner_colour_for_tunnelbridge; ///< bridges and tunnels are rendered with their owner's colour
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
uint8_t max_departures; ///< maximum number of departures to show per station
uint16_t max_departure_time; ///< maximum time in advance to show departures (days)
uint16_t max_departure_time_minutes; ///< maximum time in advance to show departures (minutes)
uint16_t departure_calc_frequency; ///< how often to calculate departures (in ticks)
bool departure_show_vehicle; ///< whether to show vehicle names with departures
bool departure_show_group; ///< whether to show group names with departures
bool departure_show_company; ///< whether to show company names with departures
bool departure_show_vehicle_type; ///< whether to show vehicle type icons with departures
bool departure_show_vehicle_color; ///< whether to show vehicle type icons in silver instead of orange
bool departure_larger_font; ///< whether to show the calling at list in a larger font
bool departure_destination_type; ///< whether to show destination types for ports and airports
bool departure_show_both; ///< whether to show departure and arrival times on the same line
bool departure_only_passengers; ///< whether to only show passenger services
bool departure_smart_terminus; ///< whether to only show passenger services
uint8_t departure_conditionals; ///< how to handle conditional orders
bool departure_show_all_stops; ///< whether to show stops regardless of loading/unloading done at them
bool departure_merge_identical; ///< whether to merge identical departures
RightClickClose right_click_wnd_close; ///< close window with right click
bool pause_on_newgame; ///< whether to start new games paused or not
SignalGUISettings signal_gui_mode; ///< select which signal types are shown in the signal GUI
SignalCycleSettings cycle_signal_types; ///< Which signal types to cycle with the build signal tool.
SignalType default_signal_type; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
CalTime::Year coloured_news_year; ///< when does newspaper become coloured?
bool override_time_settings; ///< Whether to override time display settings stored in savegame.
bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
bool timetable_leftover_ticks; ///< whether to show leftover ticks after converting to minutes/days, in the timetable
bool timetable_start_text_entry; ///< whether to enter timetable start times as text (hhmm format)
uint8_t date_with_time; ///< whether to show the month and year with the time
bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
bool auto_euro; ///< automatically switch to euro in 2002
byte drag_signals_density; ///< many signals density
bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
bool drag_signals_skip_stations; ///< continue past station/waypoint tiles when auto-fill dragging signals
CalTime::Year semaphore_build_before; ///< build semaphore signals automatically before this year
byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
bool show_track_reservation; ///< highlight reserved tracks.
byte station_numtracks; ///< the number of platforms to default on for rail stations
byte station_platlength; ///< the platform length, in tiles, for rail stations
bool station_dragdrop; ///< whether drag and drop is enabled for stations
bool station_show_coverage; ///< whether to highlight coverage area
bool persistent_buildingtools; ///< keep the building tools active after usage
uint32_t last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
byte missing_strings_threshold; ///< the number of missing strings before showing the warning
uint8_t graph_line_thickness; ///< the thickness of the lines in the various graph guis
bool show_train_length_in_details; ///< show train length in vehicle details window top widget
bool show_train_weight_ratios_in_details; ///< show train weight ratios in vehicle details window top widget
bool show_vehicle_group_in_details; ///< show vehicle group in vehicle details window top widget
bool show_restricted_signal_recolour; ///< Show restricted electric signals with recoloured signal post
uint8_t show_all_signal_default; ///< Show all signals using the default sprite
bool show_adv_tracerestrict_features; ///< Show advanced trace restrict features in UI
bool show_progsig_ui; ///< Show programmable pre-signals feature in UI
bool show_noentrysig_ui; ///< Show no-entry signals feature in UI
uint8_t osk_activation; ///< Mouse gesture to trigger the OSK.
Colours starting_colour; ///< default color scheme for the company to start a new game with
Colours starting_colour_secondary; ///< default secondary color scheme for the company to start a new game with
bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
bool show_cargo_in_vehicle_lists; ///< Show the cargoes the vehicles can carry in the list windows
bool show_wagon_intro_year; ///< Show the introduction year for wagons in the build vehicle window
bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
uint16_t refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
uint16_t fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
uint8_t show_vehicle_route_mode; ///< How to show a vehicle's route when one of its windows is focused
bool show_vehicle_route; ///< Show route lines when vehicles route overlay is being shown
bool show_vehicle_route_steps; ///< Show route step markers when vehicles route overlay is being shown
uint8_t dash_level_of_route_lines; ///< the dash level passed to GfxDrawLine() (plain if 0)
bool show_vehicle_list_company_colour; ///< show the company colour of vehicles which have an owner different to the owner of the vehicle list
bool enable_single_veh_shared_order_gui; ///< enable showing a single vehicle in the shared order GUI window
bool show_adv_load_mode_features; ///< enable advanced loading mode features in UI
bool disable_top_veh_list_mass_actions; ///< disable mass actions buttons for non-group vehicle lists
bool adv_sig_bridge_tun_modes; ///< Enable advanced modes for signals on bridges/tunnels.
bool sort_track_types_by_speed; ///< Sorts track types by compatibility first, and speed next, instead of newGRF slot
bool show_depot_sell_gui; ///< Show go to depot and sell in UI
bool open_vehicle_gui_clone_share; ///< Open vehicle GUI when share-cloning vehicle from depot GUI
uint8_t linkgraph_colours; ///< linkgraph overlay colours
uint8_t vehicle_names; ///< Vehicle naming scheme
bool shade_trees_on_slopes; ///< Shade trees on slopes
uint8_t demolish_confirm_mode; ///< Demolition confirmation mode
bool dual_pane_train_purchase_window; ///< Dual pane train purchase window
bool dual_pane_train_purchase_window_dual_buttons; ///< Dual pane train purchase window: dual buttons
bool allow_hiding_waypoint_labels; ///< Allow hiding waypoint viewport labels
uint8_t disable_water_animation; ///< Disable water animation depending on zoom level
bool show_order_occupancy_by_default; ///< Show order occupancy by default in vehicle order window
bool show_group_hierarchy_name; ///< Show the full hierarchy in group names
bool show_vehicle_group_hierarchy_name; ///< Show the full group hierarchy in vehicle names
bool show_order_number_vehicle_view; ///< Show order number in vehicle view window
bool show_speed_first_vehicle_view; ///< Show speed before destination in vehicle view window
bool hide_default_stop_location; ///< Hide default stop location for orders
bool show_rail_polyline_tool; ///< Show rail polyline tool
bool show_running_costs_calendar_year; ///< Show vehicle running costs in calendar years
uint16_t console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
uint16_t console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
uint8_t station_gui_group_order; ///< the order of grouping cargo entries in the station gui
uint8_t station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
uint8_t station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
uint16_t network_chat_box_width_pct; ///< width of the chat box in percent
uint8_t network_chat_box_height; ///< height of the chat box in lines
uint16_t network_chat_timeout; ///< timeout of chat messages in seconds
uint8_t developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
bool show_date_in_logs; ///< whether to show dates in console logs
bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
bool ai_developer_tools; ///< activate AI/GS developer tools
bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
uint8_t settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
uint8_t newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
bool console_show_unlisted; ///< whether to show unlisted console commands
bool newgrf_disable_big_gui; ///< whether to disable "big GUI" NewGRFs
bool scale_bevels; ///< bevels are scaled with GUI scale.
bool bigger_main_toolbar; ///< bigger main toolbar.
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
bool lost_vehicle_warn; ///< if a vehicle can't find its destination, show a warning
bool restriction_wait_vehicle_warn; ///< if a vehicle is waiting for an extended time due to a routing restriction, show a warning
uint8_t order_review_system; ///< perform order reviews on vehicles
uint8_t no_depot_order_warn; ///< if a non-air vehicle doesn't have at least one depot order, show a warning
bool vehicle_income_warn; ///< if a vehicle isn't generating income, show a warning
bool show_finances; ///< show finances at end of year
bool sg_new_nonstop; ///< ttdpatch compatible nonstop handling read from pre v93 savegames
bool new_nonstop; ///< ttdpatch compatible nonstop handling
uint8_t stop_location; ///< what is the default stop location of trains?
uint8_t auto_scrolling; ///< scroll when moving mouse to the edge (see #ViewportAutoscrolling)
uint8_t errmsg_duration; ///< duration of error message
uint16_t hover_delay_ms; ///< time required to activate a hover event, in milliseconds
bool instant_tile_tooltip; ///< don't require a right click to activate a hover event to show a tooltip for an in-game tile (e.g. industry).
uint8_t town_name_tooltip_mode; ///< when to display town names when hovering over roads and houses. (0 = never, 1 = only if town names are hidden, 2 = always)
bool industry_tooltip_show; ///< whether to display tooltips, when hovering over industry tiles.
bool industry_tooltip_show_name; ///< whether to display the name of the industry, when hovering over one of its tiles.
bool industry_tooltip_show_required; ///< whether to display cargoes required by the industry, when hovering over one of its tiles.
bool industry_tooltip_show_stockpiled; ///< whether to display cargoes stockpiled by the industry, when hovering over one of its tiles.
bool industry_tooltip_show_produced; ///< whether to display cargoes produced by the industry, when hovering over one of its tiles.
uint8_t depot_tooltip_mode; ///< Display mode for depot viewport tooltips. (0 = never, 1 = just a total number of vehicles, 2 = total number of vehicles in the depot along with a breakdown of numbers)
uint8_t waypoint_viewport_tooltip_name; ///< Show the name of the waypoint or buoy in a viewport tooltip. (0 = never, 1 = only if waypoint names are hidden, 2 = always)
uint8_t station_viewport_tooltip_name; ///< Show the name of the station in a viewport tooltip. (0 = never, 1 = only if station names are hidden, 2 = always)
bool station_viewport_tooltip_cargo; ///< Show a list of cargo details at the station in a viewport tooltip.
uint8_t station_rating_tooltip_mode; ///< Station rating tooltip mode
bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
uint8_t smallmap_land_colour; ///< colour used for land and heightmap at the smallmap
uint8_t scroll_mode; ///< viewport scroll mode
bool smooth_scroll; ///< smooth scroll viewports
bool measure_tooltip; ///< show a permanent tooltip when dragging tools
uint8_t liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
uint8_t advanced_vehicle_list; ///< use the "advanced" vehicle list
uint8_t loading_indicators; ///< show loading indicators
uint8_t default_rail_type; ///< the default rail type for the rail GUI
uint8_t default_road_type; ///< the default road/tram types for the road/tram GUI
uint8_t toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
uint8_t statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
uint8_t window_snap_radius; ///< windows snap at each other if closer than this
uint8_t window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
ZoomLevel zoom_min; ///< minimum zoom out level
ZoomLevel zoom_max; ///< maximum zoom out level
ZoomLevel sprite_zoom_min; ///< maximum zoom level at which higher-resolution alternative sprites will be used (if available) instead of scaling a lower resolution sprite
uint32_t autosave_interval; ///< how often should we do autosaves?
bool autosave_realtime; ///< autosaves based on real elapsed time (with pause handling)
bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8_t date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
uint8_t max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
uint8_t max_num_lt_autosaves; ///< controls how many long-term autosavegames are made before the game starts to overwrite (names them 0 to max_num_lt_autosaves - 1)
uint8_t savegame_overwrite_confirm; ///< Mode for when to warn about overwriting an existing savegame
bool population_in_label; ///< show the population of a town in its label?
bool city_in_label; ///< show cities in label?
uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
uint8_t scrollwheel_scrolling; ///< scrolling using the scroll wheel?
uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
bool show_slopes_on_viewport_map; ///< use slope orientation to render the ground
bool show_height_on_viewport_map; ///< use height for shading when rendering the ground
uint32_t default_viewport_map_mode; ///< the mode to use by default when a viewport is in map mode, 0=owner, 1=industry, 2=vegetation
uint32_t action_when_viewport_map_is_dblclicked; ///< what to do when a doubleclick occurs on the viewport map
uint32_t show_scrolling_viewport_on_map; ///< when a no map viewport is scrolled, its location is marked on the other map viewports
bool show_bridges_on_map; ///< bridges are rendered on a viewport in map mode
bool show_tunnels_on_map; ///< tunnels are rendered on a viewport in map mode
bool use_owner_colour_for_tunnelbridge; ///< bridges and tunnels are rendered with their owner's colour
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
uint8_t max_departures; ///< maximum number of departures to show per station
uint16_t max_departure_time; ///< maximum time in advance to show departures (days)
uint16_t max_departure_time_minutes; ///< maximum time in advance to show departures (minutes)
uint16_t departure_calc_frequency; ///< how often to calculate departures (in ticks)
bool departure_show_vehicle; ///< whether to show vehicle names with departures
bool departure_show_group; ///< whether to show group names with departures
bool departure_show_company; ///< whether to show company names with departures
bool departure_show_vehicle_type; ///< whether to show vehicle type icons with departures
bool departure_show_vehicle_color; ///< whether to show vehicle type icons in silver instead of orange
bool departure_larger_font; ///< whether to show the calling at list in a larger font
bool departure_destination_type; ///< whether to show destination types for ports and airports
bool departure_show_both; ///< whether to show departure and arrival times on the same line
bool departure_only_passengers; ///< whether to only show passenger services
bool departure_smart_terminus; ///< whether to only show passenger services
uint8_t departure_conditionals; ///< how to handle conditional orders
bool departure_show_all_stops; ///< whether to show stops regardless of loading/unloading done at them
bool departure_merge_identical; ///< whether to merge identical departures
RightClickClose right_click_wnd_close; ///< close window with right click
bool pause_on_newgame; ///< whether to start new games paused or not
SignalGUISettings signal_gui_mode; ///< select which signal types are shown in the signal GUI
SignalCycleSettings cycle_signal_types; ///< Which signal types to cycle with the build signal tool.
SignalType default_signal_type; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
CalTime::Year coloured_news_year; ///< when does newspaper become coloured?
bool override_time_settings; ///< Whether to override time display settings stored in savegame.
bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days
bool timetable_leftover_ticks; ///< whether to show leftover ticks after converting to minutes/days, in the timetable
bool timetable_start_text_entry; ///< whether to enter timetable start times as text (hhmm format)
uint8_t date_with_time; ///< whether to show the month and year with the time
bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
bool auto_euro; ///< automatically switch to euro in 2002
uint8_t drag_signals_density; ///< many signals density
bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
bool drag_signals_skip_stations; ///< continue past station/waypoint tiles when auto-fill dragging signals
CalTime::Year semaphore_build_before; ///< build semaphore signals automatically before this year
uint8_t news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
bool show_track_reservation; ///< highlight reserved tracks.
uint8_t station_numtracks; ///< the number of platforms to default on for rail stations
uint8_t station_platlength; ///< the platform length, in tiles, for rail stations
bool station_dragdrop; ///< whether drag and drop is enabled for stations
bool station_show_coverage; ///< whether to highlight coverage area
bool persistent_buildingtools; ///< keep the building tools active after usage
uint32_t last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
uint8_t missing_strings_threshold; ///< the number of missing strings before showing the warning
uint8_t graph_line_thickness; ///< the thickness of the lines in the various graph guis
bool show_train_length_in_details; ///< show train length in vehicle details window top widget
bool show_train_weight_ratios_in_details; ///< show train weight ratios in vehicle details window top widget
bool show_vehicle_group_in_details; ///< show vehicle group in vehicle details window top widget
bool show_restricted_signal_recolour; ///< Show restricted electric signals with recoloured signal post
uint8_t show_all_signal_default; ///< Show all signals using the default sprite
bool show_adv_tracerestrict_features; ///< Show advanced trace restrict features in UI
bool show_progsig_ui; ///< Show programmable pre-signals feature in UI
bool show_noentrysig_ui; ///< Show no-entry signals feature in UI
uint8_t osk_activation; ///< Mouse gesture to trigger the OSK.
Colours starting_colour; ///< default color scheme for the company to start a new game with
Colours starting_colour_secondary; ///< default secondary color scheme for the company to start a new game with
bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
bool show_cargo_in_vehicle_lists; ///< Show the cargoes the vehicles can carry in the list windows
bool show_wagon_intro_year; ///< Show the introduction year for wagons in the build vehicle window
bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
uint16_t refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
uint16_t fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
uint8_t show_vehicle_route_mode; ///< How to show a vehicle's route when one of its windows is focused
bool show_vehicle_route; ///< Show route lines when vehicles route overlay is being shown
bool show_vehicle_route_steps; ///< Show route step markers when vehicles route overlay is being shown
uint8_t dash_level_of_route_lines; ///< the dash level passed to GfxDrawLine() (plain if 0)
bool show_vehicle_list_company_colour; ///< show the company colour of vehicles which have an owner different to the owner of the vehicle list
bool enable_single_veh_shared_order_gui; ///< enable showing a single vehicle in the shared order GUI window
bool show_adv_load_mode_features; ///< enable advanced loading mode features in UI
bool disable_top_veh_list_mass_actions; ///< disable mass actions buttons for non-group vehicle lists
bool adv_sig_bridge_tun_modes; ///< Enable advanced modes for signals on bridges/tunnels.
bool sort_track_types_by_speed; ///< Sorts track types by compatibility first, and speed next, instead of newGRF slot
bool show_depot_sell_gui; ///< Show go to depot and sell in UI
bool open_vehicle_gui_clone_share; ///< Open vehicle GUI when share-cloning vehicle from depot GUI
uint8_t linkgraph_colours; ///< linkgraph overlay colours
uint8_t vehicle_names; ///< Vehicle naming scheme
bool shade_trees_on_slopes; ///< Shade trees on slopes
uint8_t demolish_confirm_mode; ///< Demolition confirmation mode
bool dual_pane_train_purchase_window; ///< Dual pane train purchase window
bool dual_pane_train_purchase_window_dual_buttons; ///< Dual pane train purchase window: dual buttons
bool allow_hiding_waypoint_labels; ///< Allow hiding waypoint viewport labels
uint8_t disable_water_animation; ///< Disable water animation depending on zoom level
bool show_order_occupancy_by_default; ///< Show order occupancy by default in vehicle order window
bool show_group_hierarchy_name; ///< Show the full hierarchy in group names
bool show_vehicle_group_hierarchy_name; ///< Show the full group hierarchy in vehicle names
bool show_order_number_vehicle_view; ///< Show order number in vehicle view window
bool show_speed_first_vehicle_view; ///< Show speed before destination in vehicle view window
bool hide_default_stop_location; ///< Hide default stop location for orders
bool show_rail_polyline_tool; ///< Show rail polyline tool
bool show_running_costs_calendar_year; ///< Show vehicle running costs in calendar years
uint16_t console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
uint16_t console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
uint8_t station_gui_group_order; ///< the order of grouping cargo entries in the station gui
uint8_t station_gui_sort_by; ///< sort cargo entries in the station gui by station name or amount
uint8_t station_gui_sort_order; ///< the sort order of entries in the station gui - ascending or descending
uint16_t network_chat_box_width_pct; ///< width of the chat box in percent
uint8_t network_chat_box_height; ///< height of the chat box in lines
uint16_t network_chat_timeout; ///< timeout of chat messages in seconds
uint8_t developer; ///< print non-fatal warnings in console (>= 1), copy debug output to console (== 2)
bool show_date_in_logs; ///< whether to show dates in console logs
bool newgrf_developer_tools; ///< activate NewGRF developer tools and allow modifying NewGRFs in an existing game
bool ai_developer_tools; ///< activate AI/GS developer tools
bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game
uint8_t settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode
bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list
uint8_t newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information
bool console_show_unlisted; ///< whether to show unlisted console commands
bool newgrf_disable_big_gui; ///< whether to disable "big GUI" NewGRFs
bool scale_bevels; ///< bevels are scaled with GUI scale.
bool bigger_main_toolbar; ///< bigger main toolbar.
/**
* Returns true when the user has sufficient privileges to edit newgrfs on a running game
@ -378,14 +378,14 @@ struct MusicSettings {
/** Settings related to currency/unit systems. */
struct LocaleSettings {
byte currency; ///< currency we currently use
byte units_velocity; ///< unit system for velocity of trains and road vehicles
byte units_velocity_nautical; ///< unit system for velocity of ships and aircraft
byte units_power; ///< unit system for power
byte units_weight; ///< unit system for weight
byte units_volume; ///< unit system for volume
byte units_force; ///< unit system for force
byte units_height; ///< unit system for height
uint8_t currency; ///< currency we currently use
uint8_t units_velocity; ///< unit system for velocity of trains and road vehicles
uint8_t units_velocity_nautical; ///< unit system for velocity of ships and aircraft
uint8_t units_power; ///< unit system for power
uint8_t units_weight; ///< unit system for weight
uint8_t units_volume; ///< unit system for volume
uint8_t units_force; ///< unit system for force
uint8_t units_height; ///< unit system for height
std::string digit_group_separator; ///< thousand separator for non-currencies
std::string digit_group_separator_currency; ///< thousand separator for currencies
std::string digit_decimal_separator; ///< decimal separator
@ -467,35 +467,35 @@ struct GameCreationSettings {
CalTime::Year ending_year; ///< scoring end date
uint8_t map_x; ///< X size of map
uint8_t map_y; ///< Y size of map
byte land_generator; ///< the landscape generator
byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
byte snow_line_height; ///< the configured snow line height (deduced from "snow_coverage")
byte snow_coverage; ///< the amount of snow coverage on the map
byte rainforest_line_height; ///< the configured rainforest line height
byte desert_coverage; ///< the amount of desert coverage on the map
byte climate_threshold_mode; ///< climate threshold mode
byte heightmap_height; ///< highest mountain for heightmap (towards what it scales)
byte tgen_smoothness; ///< how rough is the terrain from 0-3
byte tree_placer; ///< the tree placer algorithm
byte heightmap_rotation; ///< rotation director for the heightmap
byte se_flat_world_height; ///< land height a flat world gets in SE
byte town_name; ///< the town name generator used for town names
byte landscape; ///< the landscape we're currently in
byte water_borders; ///< bitset of the borders that are water
uint8_t land_generator; ///< the landscape generator
uint8_t oil_refinery_limit; ///< distance oil refineries allowed from map edge
uint8_t snow_line_height; ///< the configured snow line height (deduced from "snow_coverage")
uint8_t snow_coverage; ///< the amount of snow coverage on the map
uint8_t rainforest_line_height; ///< the configured rainforest line height
uint8_t desert_coverage; ///< the amount of desert coverage on the map
uint8_t climate_threshold_mode; ///< climate threshold mode
uint8_t heightmap_height; ///< highest mountain for heightmap (towards what it scales)
uint8_t tgen_smoothness; ///< how rough is the terrain from 0-3
uint8_t tree_placer; ///< the tree placer algorithm
uint8_t heightmap_rotation; ///< rotation director for the heightmap
uint8_t se_flat_world_height; ///< land height a flat world gets in SE
uint8_t town_name; ///< the town name generator used for town names
uint8_t landscape; ///< the landscape we're currently in
uint8_t water_borders; ///< bitset of the borders that are water
uint16_t custom_town_number; ///< manually entered number of towns
uint16_t custom_industry_number; ///< manually entered number of industries
byte variety; ///< variety level applied to TGP
byte custom_terrain_type; ///< manually entered height for TGP to aim for
byte custom_sea_level; ///< manually entered percentage of water in the map
byte min_river_length; ///< the minimum river length
byte river_route_random; ///< the amount of randomicity for the route finding
byte amount_of_rivers; ///< the amount of rivers
bool rivers_top_of_hill; ///< do rivers require starting near the tops of hills?
uint8_t variety; ///< variety level applied to TGP
uint8_t custom_terrain_type; ///< manually entered height for TGP to aim for
uint8_t custom_sea_level; ///< manually entered percentage of water in the map
uint8_t min_river_length; ///< the minimum river length
uint8_t river_route_random; ///< the amount of randomicity for the route finding
uint8_t amount_of_rivers; ///< the amount of rivers
bool rivers_top_of_hill; ///< do rivers require starting near the tops of hills?
uint8_t river_tropics_width; ///< the configured width of tropics around rivers
uint8_t lake_tropics_width; ///< the configured width of tropics around lakes
uint8_t coast_tropics_width; ///< the configured width of tropics around coasts
uint8_t lake_size; ///< how large can lakes get?
bool lakes_allowed_in_deserts; ///< are lakes allowed in deserts?
bool lakes_allowed_in_deserts; ///< are lakes allowed in deserts?
uint8_t amount_of_rocks; ///< the amount of rocks
uint8_t height_affects_rocks; ///< the affect that map height has on rocks
uint8_t build_public_roads; ///< build public roads connecting towns
@ -504,41 +504,41 @@ struct GameCreationSettings {
/** Settings related to construction in-game */
struct ConstructionSettings {
uint8_t map_height_limit; ///< the maximum allowed heightlevel
bool build_on_slopes; ///< allow building on slopes
bool autoslope; ///< allow terraforming under things
bool build_on_slopes; ///< allow building on slopes
bool autoslope; ///< allow terraforming under things
uint16_t max_bridge_length; ///< maximum length of bridges
byte max_bridge_height; ///< maximum height of bridges
uint8_t max_bridge_height; ///< maximum height of bridges
uint16_t max_tunnel_length; ///< maximum length of tunnels
byte train_signal_side; ///< show signals on left / driving / right side
bool extra_dynamite; ///< extra dynamite
bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
bool crossing_with_competitor; ///< allow building of level crossings with competitor roads or rails
uint8_t train_signal_side; ///< show signals on left / driving / right side
bool extra_dynamite; ///< extra dynamite
bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
bool road_stop_on_competitor_road; ///< allow building of drive-through road stops on roads owned by competitors
bool crossing_with_competitor; ///< allow building of level crossings with competitor roads or rails
uint8_t raw_industry_construction; ///< type of (raw) industry construction (none, "normal", prospecting)
uint8_t industry_platform; ///< the amount of flat land around an industry
bool freeform_edges; ///< allow terraforming the tiles at the map edges
bool flood_from_edges; ///< whether water floods from map edges
bool freeform_edges; ///< allow terraforming the tiles at the map edges
bool flood_from_edges; ///< whether water floods from map edges
uint8_t map_edge_mode; ///< map edge mode
uint8_t extra_tree_placement; ///< (dis)allow building extra trees in-game
uint8_t trees_around_snow_line_range; ///< range around snowline for mixed and arctic forest.
bool trees_around_snow_line_enabled; ///< enable mixed and arctic forest around snowline, and no trees above snowline
bool trees_around_snow_line_enabled; ///< enable mixed and arctic forest around snowline, and no trees above snowline
uint8_t trees_around_snow_line_dynamic_range; ///< how much of the snow line dynamic range to use as the snowline for arctic tree placement
uint8_t command_pause_level; ///< level/amount of commands that can't be executed while paused
uint16_t maximum_signal_evaluations; ///< maximum number of programmable pre-signals which may be evaluated in one pass
bool enable_build_river; ///< enable building rivers in-game
bool enable_remove_water; ///< enable removing sea and rivers in-game
bool enable_build_river; ///< enable building rivers in-game
bool enable_remove_water; ///< enable removing sea and rivers in-game
uint8_t road_custom_bridge_heads; ///< allow construction of road custom bridge heads
bool chunnel; ///< allow construction of tunnels under water
bool chunnel; ///< allow construction of tunnels under water
uint8_t rail_custom_bridge_heads; ///< allow construction of rail custom bridge heads
bool allow_grf_objects_under_bridges; ///< allow all NewGRF objects under bridges
bool allow_stations_under_bridges; ///< allow NewGRF rail station/waypoint tiles that do not specify clearance under bridges
bool allow_road_stops_under_bridges; ///< allow road/tram stops under bridges
bool allow_docks_under_bridges; ///< allow docks under bridges
byte purchase_land_permitted; ///< whether and how purchasing land is permitted
bool build_object_area_permitted; ///< whether building objects by area is permitted
bool allow_grf_objects_under_bridges;///< allow all NewGRF objects under bridges
bool allow_stations_under_bridges; ///< allow NewGRF rail station/waypoint tiles that do not specify clearance under bridges
bool allow_road_stops_under_bridges; ///< allow road/tram stops under bridges
bool allow_docks_under_bridges; ///< allow docks under bridges
uint8_t purchase_land_permitted; ///< whether and how purchasing land is permitted
bool build_object_area_permitted; ///< whether building objects by area is permitted
CalTime::Year no_expire_objects_after; ///< do not expire objects after this year
bool ignore_object_intro_dates; ///< allow players to build objects before their introduction dates (does not include during map generation)
bool convert_town_road_no_houses; ///< allow converting town roads to a type which does not allow houses
bool ignore_object_intro_dates; ///< allow players to build objects before their introduction dates (does not include during map generation)
bool convert_town_road_no_houses; ///< allow converting town roads to a type which does not allow houses
uint32_t terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames?
uint16_t terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed?
@ -552,7 +552,7 @@ struct ConstructionSettings {
uint16_t build_object_frame_burst; ///< how many tiles may, over a short period, have objects built on them?
uint8_t tree_growth_rate; ///< tree growth rate
byte old_simulated_wormhole_signals; ///< moved to company settings: simulate signals in tunnel
uint8_t old_simulated_wormhole_signals; ///< moved to company settings: simulate signals in tunnel
};
/** Settings related to the AI. */
@ -645,20 +645,20 @@ struct PathfinderSettings {
uint8_t pathfinder_for_trains; ///< the pathfinder to use for trains
uint8_t pathfinder_for_roadvehs; ///< the pathfinder to use for roadvehicles
uint8_t pathfinder_for_ships; ///< the pathfinder to use for ships
bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
bool new_pathfinding_all; ///< use the newest pathfinding algorithm for all
bool roadveh_queue; ///< buggy road vehicle queueing
bool forbid_90_deg; ///< forbid trains to make 90 deg turns
bool back_of_one_way_pbs_waiting_point;///< whether the back of one-way PBS signals is a safe waiting point
bool roadveh_queue; ///< buggy road vehicle queueing
bool forbid_90_deg; ///< forbid trains to make 90 deg turns
bool back_of_one_way_pbs_waiting_point;///< whether the back of one-way PBS signals is a safe waiting point
uint8_t reroute_rv_on_layout_change; ///< whether to re-route road vehicles when the layout changes
bool reverse_at_signals; ///< whether to reverse at signals at all
byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
bool reverse_at_signals; ///< whether to reverse at signals at all
uint8_t wait_oneway_signal; ///< waitingtime in days before a oneway signal
uint8_t wait_twoway_signal; ///< waitingtime in days before a twoway signal
bool reserve_paths; ///< always reserve paths regardless of signal type.
byte wait_for_pbs_path; ///< how long to wait for a path reservation.
byte path_backoff_interval; ///< ticks between checks for a free path.
bool reserve_paths; ///< always reserve paths regardless of signal type.
uint8_t wait_for_pbs_path; ///< how long to wait for a path reservation.
uint8_t path_backoff_interval; ///< ticks between checks for a free path.
NPFSettings npf; ///< pathfinder settings for the new pathfinder
YAPFSettings yapf; ///< pathfinder settings for the yet another pathfinder
@ -686,62 +686,62 @@ struct VehicleSettings {
uint8_t train_acceleration_model; ///< realistic acceleration for trains
uint8_t train_braking_model; ///< braking model for trains
uint8_t realistic_braking_aspect_limited; ///< realistic braking lookahead is aspect limited
bool limit_train_acceleration; ///< when using realistic braking, also limit train acceleration
bool limit_train_acceleration; ///< when using realistic braking, also limit train acceleration
uint8_t roadveh_acceleration_model; ///< realistic acceleration for road vehicles
uint8_t train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration
uint8_t roadveh_slope_steepness; ///< Steepness of hills for road vehicles when using realistic acceleration
bool wagon_speed_limits; ///< enable wagon speed limits
bool train_speed_adaptation; ///< Faster trains slow down when behind slower trains
bool slow_road_vehicles_in_curves; ///< Road vehicles slow down in curves.
bool disable_elrails; ///< when true, the elrails are disabled
UnitID max_trains; ///< max trains in game per company
UnitID max_roadveh; ///< max trucks in game per company
UnitID max_aircraft; ///< max planes in game per company
UnitID max_ships; ///< max ships in game per company
bool wagon_speed_limits; ///< enable wagon speed limits
bool train_speed_adaptation; ///< Faster trains slow down when behind slower trains
bool slow_road_vehicles_in_curves; ///< Road vehicles slow down in curves.
bool disable_elrails; ///< when true, the elrails are disabled
UnitID max_trains; ///< max trains in game per company
UnitID max_roadveh; ///< max trucks in game per company
UnitID max_aircraft; ///< max planes in game per company
UnitID max_ships; ///< max ships in game per company
uint8_t plane_speed; ///< divisor for speed of aircraft
uint8_t freight_trains; ///< value to multiply the weight of cargo by
bool dynamic_engines; ///< enable dynamic allocation of engine data
bool never_expire_vehicles; ///< never expire vehicles
bool dynamic_engines; ///< enable dynamic allocation of engine data
bool never_expire_vehicles; ///< never expire vehicles
CalTime::Year no_expire_vehicles_after; ///< do not expire vehicles after this year
CalTime::Year no_introduce_vehicles_after; ///< do not introduce vehicles after this year
byte extend_vehicle_life; ///< extend vehicle life by this many years
byte road_side; ///< the side of the road vehicles drive on
uint8_t extend_vehicle_life; ///< extend vehicle life by this many years
uint8_t road_side; ///< the side of the road vehicles drive on
uint8_t plane_crashes; ///< number of plane crashes, 0 = none, 1 = reduced, 2 = normal
bool adjacent_crossings; ///< enable closing of adjacent level crossings
bool safer_crossings; ///< enable safer level crossings
bool improved_breakdowns; ///< different types, chances and severities of breakdowns
bool pay_for_repair; ///< pay for repairing vehicle
bool adjacent_crossings; ///< enable closing of adjacent level crossings
bool safer_crossings; ///< enable safer level crossings
bool improved_breakdowns; ///< different types, chances and severities of breakdowns
bool pay_for_repair; ///< pay for repairing vehicle
uint8_t repair_cost; ///< cost of repairing vehicle
bool ship_collision_avoidance; ///< ships try to avoid colliding with each other
bool no_train_crash_other_company; ///< trains cannot crash with trains from other companies
bool roadveh_articulated_overtaking; ///< enable articulated road vehicles overtaking other vehicles
bool roadveh_cant_quantum_tunnel; ///< enable or disable vehicles quantum tunelling through over vehicles when blocked
bool drive_through_train_depot; ///< enable drive-through train depot emulation
bool ship_collision_avoidance; ///< ships try to avoid colliding with each other
bool no_train_crash_other_company; ///< trains cannot crash with trains from other companies
bool roadveh_articulated_overtaking; ///< enable articulated road vehicles overtaking other vehicles
bool roadveh_cant_quantum_tunnel; ///< enable or disable vehicles quantum tunelling through over vehicles when blocked
bool drive_through_train_depot; ///< enable drive-through train depot emulation
uint16_t through_load_speed_limit; ///< maximum speed for through load
uint16_t rail_depot_speed_limit; ///< maximum speed entering/existing rail depots
bool non_leading_engines_keep_name; ///< allow engines moved to a non-leading position to retain their custom name
bool non_leading_engines_keep_name; ///< allow engines moved to a non-leading position to retain their custom name
};
/** Settings related to the economy. */
struct EconomySettings {
bool inflation; ///< disable inflation
bool inflation_fixed_dates; ///< whether inflation is applied between fixed dates
bool bribe; ///< enable bribing the local authority
bool inflation; ///< disable inflation
bool inflation_fixed_dates; ///< whether inflation is applied between fixed dates
bool bribe; ///< enable bribing the local authority
EconomyType type; ///< economy type (original/smooth/frozen)
bool allow_shares; ///< allow the buying/selling of shares
bool allow_shares; ///< allow the buying/selling of shares
uint8_t min_years_for_shares; ///< minimum age of a company for it to trade shares
uint8_t feeder_payment_share; ///< percentage of leg payment to virtually pay in feeder systems
byte dist_local_authority; ///< distance for town local authority, default 20
bool exclusive_rights; ///< allow buying exclusive rights
bool fund_buildings; ///< allow funding new buildings
bool fund_roads; ///< allow funding local road reconstruction
bool give_money; ///< allow giving other companies money
bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
bool multiple_industry_per_town; ///< allow many industries of the same type per town
bool spawn_primary_industry_only; ///< only spawn primary industried
uint8_t dist_local_authority; ///< distance for town local authority, default 20
bool exclusive_rights; ///< allow buying exclusive rights
bool fund_buildings; ///< allow funding new buildings
bool fund_roads; ///< allow funding local road reconstruction
bool give_money; ///< allow giving other companies money
bool mod_road_rebuild; ///< roadworks remove unnecessary RoadBits
bool multiple_industry_per_town; ///< allow many industries of the same type per town
bool spawn_primary_industry_only; ///< only spawn primary industried
int8_t town_growth_rate; ///< town growth rate
uint8_t town_growth_cargo_transported; ///< percentage of town growth rate which depends on proportion of transported cargo in the last month
bool town_zone_calc_mode; ///< calc mode for town zones
bool town_zone_calc_mode; ///< calc mode for town zones
uint16_t town_zone_0_mult; ///< multiplier for the size of town zone 0
uint16_t town_zone_1_mult; ///< multiplier for the size of town zone 1
uint16_t town_zone_2_mult; ///< multiplier for the size of town zone 2
@ -756,22 +756,22 @@ struct EconomySettings {
uint8_t initial_city_size; ///< multiplier for the initial size of the cities compared to towns
TownLayout town_layout; ///< select town layout, @see TownLayout
TownCargoGenMode town_cargogen_mode; ///< algorithm for generating cargo from houses, @see TownCargoGenMode
bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
uint16_t town_min_distance; ///< minimum distance between towns
bool allow_town_roads; ///< towns are allowed to build roads (always allowed when generating world / in SE)
uint16_t town_min_distance; ///< minimum distance between towns
uint8_t max_town_heightlevel; ///< maximum height level for towns
uint16_t min_town_land_area; ///< minimum contiguous lang area for towns.
uint16_t min_city_land_area; ///< minimum contiguous lang area for cities.
TownFounding found_town; ///< town founding.
bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
bool station_noise_level; ///< build new airports when the town noise level is still within accepted limits
uint16_t town_noise_population[3]; ///< population to base decision on noise evaluation (@see town_council_tolerance)
bool infrastructure_sharing[4]; ///< enable infrastructure sharing for rail/road/water/air
uint sharing_fee[4]; ///< fees for infrastructure sharing for rail/road/water/air
bool sharing_payment_in_debt; ///< allow fee payment for companies with more loan than money (switch off to prevent MP exploits)
bool allow_town_level_crossings; ///< towns are allowed to build level crossings
bool infrastructure_sharing[4]; ///< enable infrastructure sharing for rail/road/water/air
uint sharing_fee[4]; ///< fees for infrastructure sharing for rail/road/water/air
bool sharing_payment_in_debt; ///< allow fee payment for companies with more loan than money (switch off to prevent MP exploits)
bool allow_town_level_crossings; ///< towns are allowed to build level crossings
TownTunnelMode town_build_tunnels; ///< if/when towns are allowed to build road tunnels
uint8_t town_max_road_slope; ///< maximum number of consecutive sloped road tiles which towns are allowed to build
bool allow_town_bridges; ///< towns are allowed to build bridges
bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
bool allow_town_bridges; ///< towns are allowed to build bridges
bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure
TimekeepingUnits timekeeping_units; ///< time units to use for the game economy, either calendar or wallclock
uint16_t minutes_per_calendar_year; ///< minutes per calendar year. Special value 0 means that calendar time is frozen.
uint16_t town_cargo_scale; ///< scale cargo production of towns by this percentage.
@ -780,7 +780,7 @@ struct EconomySettings {
CargoScalingMode industry_cargo_scale_mode; ///< industry mode for town cargo.
uint8_t day_length_factor; ///< factor which the length of day is multiplied
uint16_t random_road_reconstruction; ///< chance out of 1000 per tile loop for towns to start random road re-construction
bool disable_inflation_newgrf_flag; ///< Disable NewGRF inflation flag
bool disable_inflation_newgrf_flag; ///< Disable NewGRF inflation flag
CargoPaymentAlgorithm payment_algorithm; ///< Cargo payment algorithm
TickRateMode tick_rate; ///< Tick rate mode
};
@ -817,16 +817,16 @@ struct LinkGraphSettings {
/** Settings related to stations. */
struct StationSettings {
bool modified_catchment; ///< different-size catchment areas
bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
bool distant_join_stations; ///< allow to join non-adjacent stations
bool never_expire_airports; ///< never expire airports
byte station_spread; ///< amount a station may spread
byte catchment_increase; ///< amount by which station catchment is increased
bool cargo_class_rating_wait_time; ///< station rating tolerance to time since last cargo pickup depends on cargo class
bool station_size_rating_cargo_amount; ///< station rating tolerance to waiting cargo amount depends on station size
StationDelivery station_delivery_mode; ///< method to use for distributing cargo from stations to accepting industries
bool modified_catchment; ///< different-size catchment areas
bool serve_neutral_industries; ///< company stations can serve industries with attached neutral stations
bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
bool distant_join_stations; ///< allow to join non-adjacent stations
bool never_expire_airports; ///< never expire airports
uint8_t station_spread; ///< amount a station may spread
uint8_t catchment_increase; ///< amount by which station catchment is increased
bool cargo_class_rating_wait_time; ///< station rating tolerance to time since last cargo pickup depends on cargo class
bool station_size_rating_cargo_amount; ///< station rating tolerance to waiting cargo amount depends on station size
StationDelivery station_delivery_mode; ///< method to use for distributing cargo from stations to accepting industries
};
/** Default settings for vehicles. */
@ -856,7 +856,7 @@ struct CompanySettings {
bool remain_if_next_order_same_station; ///< if the next order is for the same station, start loading/unloading again instead of leaving.
uint16_t default_sched_dispatch_duration;///< default scheduled dispatch duration
byte old_simulated_wormhole_signals; ///< no longer needs a setting: tunnel/bridge signal simulation spacing
uint8_t old_simulated_wormhole_signals; ///< no longer needs a setting: tunnel/bridge signal simulation spacing
};
/** Debug settings. */

@ -9,6 +9,7 @@
#include "stdafx.h"
#include "train.h"
#include "vehicle_func.h"
#include "vehiclelist.h"
#include "vehiclelist_func.h"
#include "group.h"
@ -60,6 +61,38 @@ bool VehicleListIdentifier::UnpackIfValid(uint32_t data)
return result;
}
/** Data for building a depot vehicle list. */
struct BuildDepotVehicleListData
{
VehicleList *engines; ///< Pointer to list to add vehicles to.
VehicleList *wagons; ///< Pointer to list to add wagons to (can be nullptr).
bool individual_wagons; ///< If true add every wagon to \a wagons which is not attached to an engine. If false only add the first wagon of every row.
};
/**
* Add vehicles to a depot vehicle list.
* @param v The found vehicle.
* @param data The depot vehicle list data.
* @return Always nullptr.
*/
static Vehicle *BuildDepotVehicleListProc(Vehicle *v, void *data)
{
auto bdvld = static_cast<BuildDepotVehicleListData *>(data);
if (HasBit(v->subtype, GVSF_VIRTUAL) || !v->IsInDepot()) return nullptr;
if (v->type == VEH_TRAIN) {
const Train *t = Train::From(v);
if (t->IsArticulatedPart() || t->IsRearDualheaded()) return nullptr;
if (bdvld->wagons != nullptr && t->First()->IsFreeWagon()) {
if (bdvld->individual_wagons || t->IsFreeWagon()) bdvld->wagons->push_back(t);
return nullptr;
}
}
if (v->IsPrimaryVehicle()) bdvld->engines->push_back(v);
return nullptr;
};
/**
* Generate a list of vehicles inside a depot.
* @param type Type of vehicle
@ -73,32 +106,8 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
engines->clear();
if (wagons != nullptr && wagons != engines) wagons->clear();
for (const Vehicle *v : Vehicle::IterateType(type)) {
/* General tests for all vehicle types */
if (v->tile != tile) continue;
if (HasBit(v->subtype, GVSF_VIRTUAL)) continue;
switch (type) {
case VEH_TRAIN: {
const Train *t = Train::From(v);
if (t->IsArticulatedPart() || t->IsRearDualheaded()) continue;
if (!t->IsInDepot()) continue;
if (wagons != nullptr && t->First()->IsFreeWagon()) {
if (individual_wagons || t->IsFreeWagon()) wagons->push_back(t);
continue;
}
if (!t->IsPrimaryVehicle()) continue;
break;
}
default:
if (!v->IsPrimaryVehicle()) continue;
if (!v->IsInDepot()) continue;
break;
}
engines->push_back(v);
}
BuildDepotVehicleListData bdvld{engines, wagons, individual_wagons};
FindVehicleOnPos(tile, type, &bdvld, BuildDepotVehicleListProc);
/* Ensure the lists are not wasting too much space. If the lists are fresh
* (i.e. built within a command) then this will actually do nothing. */

@ -862,6 +862,20 @@ public:
int GetScrolledRowFromWidget(int clickpos, const Window * const w, WidgetID widget, int padding = 0, int line_height = -1) const;
/**
* Get a pair of iterators for the range of visible elements in a container.
* @param container Container of elements represented by the scrollbar.
* @returns Pair of iterators of visible elements.
*/
template <typename Tcontainer>
auto GetVisibleRangeIterators(Tcontainer &container) const
{
assert(this->GetCount() == container.size()); // Scrollbar and container size must match.
auto first = std::next(std::begin(container), this->GetPosition());
auto last = std::next(first, std::min<size_t>(this->GetCapacity(), this->GetCount() - this->GetPosition()));
return std::make_pair(first, last);
}
/**
* Return an iterator pointing to the element of a scrolled widget that a user clicked in.
* @param container Container of elements represented by the scrollbar.

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