Merge branch 'master' into jgrpp

# Conflicts:
#	src/group_cmd.cpp
#	src/lang/korean.txt
#	src/lang/simplified_chinese.txt
#	src/script/api/script_rail.cpp
#	src/tunnelbridge_cmd.cpp
pull/480/head
Jonathan G Rennison 1 year ago
commit a9100e93cb

@ -1169,7 +1169,7 @@ struct AIDebugWindow : public Window {
TextColour colour;
switch (log->type[pos]) {
case ScriptLog::LOG_SQ_INFO: colour = TC_BLACK; break;
case ScriptLog::LOG_SQ_ERROR: colour = TC_RED; break;
case ScriptLog::LOG_SQ_ERROR: colour = TC_WHITE; break;
case ScriptLog::LOG_INFO: colour = TC_BLACK; break;
case ScriptLog::LOG_WARNING: colour = TC_YELLOW; break;
case ScriptLog::LOG_ERROR: colour = TC_RED; break;

@ -421,6 +421,7 @@ CommandCost CopyHeadSpecificThings(Vehicle *old_head, Vehicle *new_head, DoComma
if (cost.Succeeded() && old_head != new_head && (flags & DC_EXEC) != 0) {
/* Copy other things which cannot be copied by a command and which shall not stay resetted from the build vehicle command */
new_head->CopyVehicleConfigAndStatistics(old_head);
GroupStatistics::AddProfitLastYear(new_head);
/* Switch vehicle windows/news to the new vehicle, so they are not closed/deleted when the old vehicle is sold */
ChangeVehicleViewports(old_head->index, new_head->index);

@ -139,6 +139,23 @@ private:
this->SetWidgetDirty(WID_BBS_BRIDGE_LIST);
}
/**
* Get the StringID to draw in the selection list and set the appropriate DParams.
* @param bridge_data the bridge to get the StringID of.
* @return the StringID.
*/
StringID GetBridgeSelectString(const BuildBridgeData &bridge_data) const
{
SetDParam(0, bridge_data.spec->material);
SetDParam(1, bridge_data.spec->speed);
SetDParam(2, bridge_data.cost);
/* If the bridge has no meaningful speed limit, don't display it. */
if (bridge_data.spec->speed == UINT16_MAX) {
return _game_mode == GM_EDITOR ? STR_SELECT_BRIDGE_INFO_NAME : STR_SELECT_BRIDGE_INFO_NAME_COST;
}
return _game_mode == GM_EDITOR ? STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED : STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST;
}
public:
BuildBridgeWindow(WindowDesc *desc, TileIndex start, TileIndex end, uint32 br_type, GUIBridgeList *bl) : Window(desc),
start_tile(start),
@ -191,14 +208,9 @@ public:
case WID_BBS_BRIDGE_LIST: {
Dimension sprite_dim = {0, 0}; // Biggest bridge sprite dimension
Dimension text_dim = {0, 0}; // Biggest text dimension
for (int i = 0; i < (int)this->bridges->size(); i++) {
const BridgeSpec *b = this->bridges->at(i).spec;
sprite_dim = maxdim(sprite_dim, GetSpriteSize(b->sprite));
SetDParam(2, this->bridges->at(i).cost);
SetDParam(1, b->speed);
SetDParam(0, b->material);
text_dim = maxdim(text_dim, GetStringBoundingBox(_game_mode == GM_EDITOR ? STR_SELECT_BRIDGE_SCENEDIT_INFO : STR_SELECT_BRIDGE_INFO));
for (const BuildBridgeData &bridge_data : *this->bridges) {
sprite_dim = maxdim(sprite_dim, GetSpriteSize(bridge_data.spec->sprite));
text_dim = maxdim(text_dim, GetStringBoundingBox(GetBridgeSelectString(bridge_data)));
}
sprite_dim.height++; // Sprite is rendered one pixel down in the matrix field.
text_dim.height++; // Allowing the bottom row pixels to be rendered on the edge of the matrix field.
@ -232,15 +244,10 @@ public:
case WID_BBS_BRIDGE_LIST: {
Rect tr = r.WithHeight(this->resize.step_height).Shrink(WidgetDimensions::scaled.matrix);
for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < (int)this->bridges->size(); i++) {
const BridgeSpec *b = this->bridges->at(i).spec;
SetDParam(2, this->bridges->at(i).cost);
SetDParam(1, b->speed);
SetDParam(0, b->material);
const BuildBridgeData &bridge_data = this->bridges->at(i);
const BridgeSpec *b = bridge_data.spec;
DrawSprite(b->sprite, b->pal, tr.left, tr.bottom - GetSpriteSize(b->sprite).height);
DrawStringMultiLine(tr.Indent(this->bridgetext_offset, false),
_game_mode == GM_EDITOR ? STR_SELECT_BRIDGE_SCENEDIT_INFO : STR_SELECT_BRIDGE_INFO);
DrawStringMultiLine(tr.Indent(this->bridgetext_offset, false), GetBridgeSelectString(bridge_data));
tr = tr.Translate(0, this->resize.step_height);
}
break;

@ -1603,8 +1603,7 @@ struct BuildVehicleWindow : BuildVehicleWindowBase {
{
std::vector<EngineID> variants;
EngineID sel_id = INVALID_ENGINE;
int num_engines = 0;
int num_wagons = 0;
size_t num_engines = 0;
list.clear();
@ -1625,12 +1624,7 @@ struct BuildVehicleWindow : BuildVehicleWindowBase {
list.emplace_back(eid, e->info.variant_id, e->display_flags, 0);
if (rvi->railveh_type != RAILVEH_WAGON) {
num_engines++;
} else {
num_wagons++;
}
if (rvi->railveh_type != RAILVEH_WAGON) num_engines++;
if (e->info.variant_id != eid && e->info.variant_id != INVALID_ENGINE) variants.push_back(e->info.variant_id);
if (eid == this->sel_engine) sel_id = eid;
}
@ -1640,6 +1634,7 @@ struct BuildVehicleWindow : BuildVehicleWindowBase {
if (std::find(list.begin(), list.end(), variant) == list.end()) {
const Engine *e = Engine::Get(variant);
list.emplace_back(variant, e->info.variant_id, e->display_flags | EngineDisplayFlags::Shaded, 0);
if (e->u.rail.railveh_type != RAILVEH_WAGON) num_engines++;
}
}
@ -1657,7 +1652,7 @@ struct BuildVehicleWindow : BuildVehicleWindowBase {
EngList_SortPartial(&list, _engine_sort_functions[0][this->sort_criteria], 0, num_engines);
/* and finally sort wagons */
EngList_SortPartial(&list, _engine_sort_functions[0][this->sort_criteria], num_engines, num_wagons);
EngList_SortPartial(&list, _engine_sort_functions[0][this->sort_criteria], num_engines, list.size() - num_engines);
}
/* Figure out what road vehicle EngineIDs to put in the list */

@ -1271,7 +1271,7 @@ DEF_CONSOLE_CMD(ConRestart)
/* Don't copy the _newgame pointers to the real pointers, so call SwitchToMode directly */
_settings_game.game_creation.map_x = MapLogX();
_settings_game.game_creation.map_y = FindFirstBit(MapSizeY());
_settings_game.game_creation.map_y = MapLogY();
_switch_mode = SM_RESTARTGAME;
return true;
}
@ -1288,7 +1288,7 @@ DEF_CONSOLE_CMD(ConReload)
/* Don't copy the _newgame pointers to the real pointers, so call SwitchToMode directly */
_settings_game.game_creation.map_x = MapLogX();
_settings_game.game_creation.map_y = FindFirstBit(MapSizeY());
_settings_game.game_creation.map_y = MapLogY();
_switch_mode = SM_RELOADGAME;
return true;
}

@ -336,7 +336,7 @@ void EngList_Sort(GUIEngineList *el, EngList_SortTypeFunction compare)
* @param begin start of sorting
* @param num_items count of items to be sorted
*/
void EngList_SortPartial(GUIEngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items)
void EngList_SortPartial(GUIEngineList *el, EngList_SortTypeFunction compare, size_t begin, size_t num_items)
{
if (num_items < 2) return;
assert(begin < el->size());

@ -32,7 +32,7 @@ typedef GUIList<GUIEngineListItem, CargoID> GUIEngineList;
typedef bool EngList_SortTypeFunction(const GUIEngineListItem&, const GUIEngineListItem&); ///< argument type for #EngList_Sort.
void EngList_Sort(GUIEngineList *el, EngList_SortTypeFunction compare);
void EngList_SortPartial(GUIEngineList *el, EngList_SortTypeFunction compare, uint begin, uint num_items);
void EngList_SortPartial(GUIEngineList *el, EngList_SortTypeFunction compare, size_t begin, size_t num_items);
StringID GetEngineCategoryName(EngineID engine);
StringID GetEngineInfoString(EngineID engine);

@ -23,15 +23,14 @@ extern GroupPool _group_pool; ///< Pool of groups.
/** Statistics and caches on the vehicles in a group. */
struct GroupStatistics {
uint16 num_vehicle; ///< Number of vehicles.
Money profit_last_year; ///< Sum of profits for all vehicles.
Money profit_last_year_min_age; ///< Sum of profits for vehicles considered for profit statistics.
uint16 *num_engines; ///< Caches the number of engines of each type the company owns.
uint16 num_vehicle; ///< Number of vehicles.
uint16 num_vehicle_min_age; ///< Number of vehicles considered for profit statistics;
bool autoreplace_defined; ///< Are any autoreplace rules set?
bool autoreplace_finished; ///< Have all autoreplacement finished?
uint16 num_profit_vehicle; ///< Number of vehicles considered for profit statistics;
Money profit_last_year; ///< Sum of profits for all vehicles.
GroupStatistics();
~GroupStatistics();
@ -39,8 +38,10 @@ struct GroupStatistics {
void ClearProfits()
{
this->num_profit_vehicle = 0;
this->profit_last_year = 0;
this->num_vehicle_min_age = 0;
this->profit_last_year_min_age = 0;
}
void ClearAutoreplace()
@ -55,7 +56,8 @@ struct GroupStatistics {
static void CountVehicle(const Vehicle *v, int delta);
static void CountEngine(const Vehicle *v, int delta);
static void VehicleReachedProfitAge(const Vehicle *v);
static void AddProfitLastYear(const Vehicle *v);
static void VehicleReachedMinAge(const Vehicle *v);
static void UpdateProfits();
static void UpdateAfterLoad();
@ -108,8 +110,8 @@ static inline bool IsTopLevelGroupID(GroupID index)
uint GetGroupNumEngines(CompanyID company, GroupID id_g, EngineID id_e);
uint GetGroupNumVehicle(CompanyID company, GroupID id_g, VehicleType type);
uint GetGroupNumProfitVehicle(CompanyID company, GroupID id_g, VehicleType type);
Money GetGroupProfitLastYear(CompanyID company, GroupID id_g, VehicleType type);
uint GetGroupNumVehicleMinAge(CompanyID company, GroupID id_g, VehicleType type);
Money GetGroupProfitLastYearMinAge(CompanyID company, GroupID id_g, VehicleType type);
void SetTrainGroupID(Train *v, GroupID grp);
void UpdateTrainGroupID(Train *v);

@ -51,8 +51,9 @@ GroupStatistics::~GroupStatistics()
void GroupStatistics::Clear()
{
this->num_vehicle = 0;
this->num_profit_vehicle = 0;
this->profit_last_year = 0;
this->num_vehicle_min_age = 0;
this->profit_last_year_min_age = 0;
/* This is also called when NewGRF change. So the number of engines might have changed. Reallocate. */
free(this->num_engines);
@ -147,13 +148,15 @@ void GroupStatistics::Clear()
GroupStatistics &stats = GroupStatistics::Get(v);
stats_all.num_vehicle += delta;
stats_all.profit_last_year += v->GetDisplayProfitLastYear() * delta;
stats.num_vehicle += delta;
stats.profit_last_year += v->GetDisplayProfitLastYear() * delta;
if (v->age > VEHICLE_PROFIT_MIN_AGE) {
stats_all.num_profit_vehicle += delta;
stats_all.profit_last_year += v->GetDisplayProfitLastYear() * delta;
stats.num_profit_vehicle += delta;
stats.profit_last_year += v->GetDisplayProfitLastYear() * delta;
stats_all.num_vehicle_min_age += delta;
stats_all.profit_last_year_min_age += v->GetDisplayProfitLastYear() * delta;
stats.num_vehicle_min_age += delta;
stats.profit_last_year_min_age += v->GetDisplayProfitLastYear() * delta;
}
}
@ -173,19 +176,31 @@ void GroupStatistics::Clear()
}
/**
* Add a vehicle to the profit sum of its group.
* Add a vehicle's last year profit to the profit sum of its group.
*/
/* static */ void GroupStatistics::VehicleReachedProfitAge(const Vehicle *v)
/* static */ void GroupStatistics::AddProfitLastYear(const Vehicle *v)
{
GroupStatistics &stats_all = GroupStatistics::GetAllGroup(v);
GroupStatistics &stats = GroupStatistics::Get(v);
stats_all.num_profit_vehicle++;
stats_all.profit_last_year += v->GetDisplayProfitLastYear();
stats.num_profit_vehicle++;
stats.profit_last_year += v->GetDisplayProfitLastYear();
}
/**
* Add a vehicle to the profit sum of its group.
*/
/* static */ void GroupStatistics::VehicleReachedMinAge(const Vehicle *v)
{
GroupStatistics &stats_all = GroupStatistics::GetAllGroup(v);
GroupStatistics &stats = GroupStatistics::Get(v);
stats_all.num_vehicle_min_age++;
stats_all.profit_last_year_min_age += v->GetDisplayProfitLastYear();
stats.num_vehicle_min_age++;
stats.profit_last_year_min_age += v->GetDisplayProfitLastYear();
}
/**
* Recompute the profits for all groups.
*/
@ -205,7 +220,10 @@ void GroupStatistics::Clear()
}
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->IsPrimaryVehicle() && v->age > VEHICLE_PROFIT_MIN_AGE && !HasBit(v->subtype, GVSF_VIRTUAL)) GroupStatistics::VehicleReachedProfitAge(v);
if (v->IsPrimaryVehicle() && !HasBit(v->subtype, GVSF_VIRTUAL)) {
GroupStatistics::AddProfitLastYear(v);
if (v->age > VEHICLE_PROFIT_MIN_AGE) GroupStatistics::VehicleReachedMinAge(v);
}
}
}
@ -1002,30 +1020,30 @@ uint GetGroupNumVehicle(CompanyID company, GroupID id_g, VehicleType type)
* @param type The vehicle type of the group
* @return The number of vehicles above profit minimum age in the group
*/
uint GetGroupNumProfitVehicle(CompanyID company, GroupID id_g, VehicleType type)
uint GetGroupNumVehicleMinAge(CompanyID company, GroupID id_g, VehicleType type)
{
uint count = 0;
IterateDescendantsOfGroup(id_g, [&](Group *g) {
count += GroupStatistics::Get(company, g->index, type).num_profit_vehicle;
count += GroupStatistics::Get(company, g->index, type).num_vehicle_min_age;
});
return count + GroupStatistics::Get(company, id_g, type).num_profit_vehicle;
return count + GroupStatistics::Get(company, id_g, type).num_vehicle_min_age;
}
/**
* Get last year's profit for the group with GroupID
* id_g and its sub-groups.
* Get last year's profit of vehicles above minimum age
* for the group with GroupID id_g and its sub-groups.
* @param company The company the group belongs to
* @param id_g The GroupID of the group used
* @param type The vehicle type of the group
* @return Last year's profit for the group
* @return Last year's profit of vehicles above minimum age for the group
*/
Money GetGroupProfitLastYear(CompanyID company, GroupID id_g, VehicleType type)
Money GetGroupProfitLastYearMinAge(CompanyID company, GroupID id_g, VehicleType type)
{
Money sum = 0;
IterateDescendantsOfGroup(id_g, [&](Group *g) {
sum += GroupStatistics::Get(company, g->index, type).profit_last_year;
sum += GroupStatistics::Get(company, g->index, type).profit_last_year_min_age;
});
return sum + GroupStatistics::Get(company, id_g, type).profit_last_year;
return sum + GroupStatistics::Get(company, id_g, type).profit_last_year_min_age;
}
void RemoveAllGroupsForCompany(const CompanyID company)

@ -336,13 +336,13 @@ private:
/* draw the profit icon */
x = rtl ? x - WidgetDimensions::scaled.hsep_normal - this->column_size[VGC_PROFIT].width : x + WidgetDimensions::scaled.hsep_normal + this->column_size[VGC_AUTOREPLACE].width;
SpriteID spr;
uint num_profit_vehicle = GetGroupNumProfitVehicle(this->vli.company, g_id, this->vli.vtype);
Money profit_last_year = GetGroupProfitLastYear(this->vli.company, g_id, this->vli.vtype);
if (num_profit_vehicle == 0) {
uint num_vehicle_min_age = GetGroupNumVehicleMinAge(this->vli.company, g_id, this->vli.vtype);
Money profit_last_year_min_age = GetGroupProfitLastYearMinAge(this->vli.company, g_id, this->vli.vtype);
if (num_vehicle_min_age == 0) {
spr = SPR_PROFIT_NA;
} else if (profit_last_year < 0) {
} else if (profit_last_year_min_age < 0) {
spr = SPR_PROFIT_NEGATIVE;
} else if (profit_last_year < VEHICLE_PROFIT_THRESHOLD * num_profit_vehicle) {
} else if (profit_last_year_min_age < VEHICLE_PROFIT_THRESHOLD * num_vehicle_min_age) {
spr = SPR_PROFIT_SOME;
} else {
spr = SPR_PROFIT_LOT;

@ -1493,7 +1493,7 @@ static uint CalculateCoverageLine(uint coverage, uint edge_multiplier)
}
/* The amount of land we have is the map size minus the first (sea) layer. */
uint land_tiles = MapSizeX() * MapSizeY() - histogram[0];
uint land_tiles = MapSize() - histogram[0];
int best_score = land_tiles;
/* Our goal is the coverage amount of the land-mass. */

@ -2494,8 +2494,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Verhoog
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Kies Spoor Brug
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selekteer Pad Brug
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brugkeuring - klik op jou verkose brug om dit te bou
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Kabelstut, Staal
STR_BRIDGE_NAME_GIRDER_STEEL :Balk, Staal
STR_BRIDGE_NAME_CANTILEVER_STEEL :Vrydraer, Staal

@ -1200,6 +1200,7 @@ STR_CONFIG_SETTING_INFLATION_HELPTEXT :تمكين ال
STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT_HELPTEXT :الارتفاع الأقصى لبناء الجسور
STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH_HELPTEXT :الطول الأقصى لبناء الأنفاق
STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD :طريقة بناء المصانع الأولية يدوية : {STRING}
###length 3
@ -1496,6 +1497,7 @@ STR_CONFIG_SETTING_AI_IN_MULTIPLAYER :السماح ب
STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :السماح بلاعبين كمبيوترالذكاء الصناعي بالمشاركة في الالعاب الجماعية.
STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :#opcodes قبل تعليق الاسكربت: {STRING}
STR_CONFIG_SETTING_SCRIPT_MAX_MEMORY_VALUE :{COMMA} MiB
STR_CONFIG_SETTING_SERVINT_ISPERCENT :فترات الصيانة بالنسبة المئوية : {STRING}
@ -1600,6 +1602,7 @@ STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :محذور
STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :مسموح
STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :مسموح - نمط مدينة قابل للتعديل
STR_CONFIG_SETTING_TOWN_CARGOGENMODE :توليد البضائع في المدينة: {STRING}
###length 2
STR_CONFIG_SETTING_TOWN_CARGOGENMODE_ORIGINAL :تربيعي (أصلي)
STR_CONFIG_SETTING_TOWN_CARGOGENMODE_BITCOUNT :خطي
@ -1610,6 +1613,7 @@ STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_SPREAD_RAINFOREST :تنموا ول
STR_CONFIG_SETTING_TOOLBAR_POS :موقع شريط الأدوات الرئيسي: {STRING}
STR_CONFIG_SETTING_STATUSBAR_POS :موقع شريط المعلومات: {STRING}
STR_CONFIG_SETTING_SNAP_RADIUS :دائرة تثبيت النافذة: {STRING}
###setting-zero-is-special
STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED :غير مفعل
STR_CONFIG_SETTING_SOFT_LIMIT :حدود نعومة النوافذ - غير ملتصقة - :{STRING}
@ -1695,6 +1699,7 @@ STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :{ORANGE} مصا
STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :توزيع البضائع{ORANGE}
STR_CONFIG_SETTING_AI :{ORANGE}المتنافسين
STR_CONFIG_SETTING_AI_NPC :{ORANGE} لاعبين الحاسوب
STR_CONFIG_SETTING_NETWORK :{ORANGE}شبكة الاتصال
STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS :موجد الطريق- قصاص الطريق - للقطارات:{STRING}
STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES :موجد الطريق (قصاص الأثر) للعربات: {STRING}
@ -2281,8 +2286,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}زياد
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}اختر جسر السكة
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}اختر الجسر المناسب
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}بناء الجسور - اختر الجسر المفضل لديك لبنائة
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :تعليق, حديدي
STR_BRIDGE_NAME_GIRDER_STEEL :العارضة, حديدية
STR_BRIDGE_NAME_CANTILEVER_STEEL :الحامل, حديدي
@ -2625,6 +2628,7 @@ STR_FRAMERATE_AI :{BLACK} AI {N
###length 15
STR_FRAMETIME_CAPTION_GL_TRAINS : تكتكة القطار
STR_FRAMETIME_CAPTION_GL_LINKGRAPH :تأخر ارتباط الرسم البياني
STR_FRAMETIME_CAPTION_SOUND :اختلاط الصوت
STR_FRAMETIME_CAPTION_GAMESCRIPT :كتابة اللعبة
@ -2669,6 +2673,7 @@ STR_MAPGEN_NUMBER_OF_INDUSTRIES :{BLACK}عدد
STR_MAPGEN_HEIGHTMAP_HEIGHT_UP :{BLACK}قم بزيادة أقصى ارتفاع لأعلى قمة على الخريطة بواحد
STR_MAPGEN_SNOW_COVERAGE :{BLACK}تغطية الثلج:
STR_MAPGEN_SNOW_COVERAGE_DOWN :{BLACK}تقليل تغطية الثلوج بنسبة عشرة بالمائة
STR_MAPGEN_SNOW_COVERAGE_TEXT :{BLACK}{NUM}%
STR_MAPGEN_DESERT_COVERAGE :{BLACK}مدى تغطيت السحراء:
STR_MAPGEN_DESERT_COVERAGE_DOWN :{BLACK}تقليل التغطية الصحراوية بنسبة عشرة بالمائة
STR_MAPGEN_DESERT_COVERAGE_TEXT :{BLACK}{NUM}%
@ -3065,6 +3070,7 @@ STR_STATION_VIEW_FROM :{YELLOW}{CARGO_
STR_STATION_VIEW_VIA :{YELLOW}{CARGO_SHORT} من خلال {STATION}
STR_STATION_VIEW_TO :{YELLOW}{CARGO_SHORT} إلى {STATION}
STR_STATION_VIEW_TO_ANY :{RED}{CARGO_SHORT} إلى أي محطة
STR_STATION_VIEW_NONSTOP :{YELLOW}{CARGO_SHORT} بدون توقف
STR_STATION_VIEW_GROUP_V_S_D :عبر-المصدر-الوجهة
@ -3318,6 +3324,7 @@ STR_PURCHASE_INFO_COST :{BLACK}التك
STR_PURCHASE_INFO_COST_REFIT :{BLACK}التكلفة: {GOLD}{CURRENCY_LONG}{BLACK} (تكلفة التغيير: {GOLD}{CURRENCY_LONG}{BLACK})
STR_PURCHASE_INFO_WEIGHT_CWEIGHT :{BLACK}الوزن: {GOLD}{WEIGHT_SHORT} ({WEIGHT_SHORT})
STR_PURCHASE_INFO_COST_SPEED :{BLACK}التكلفة: {GOLD}{CURRENCY_LONG}{BLACK} السرعة : {GOLD}{VELOCITY}
STR_PURCHASE_INFO_COST_REFIT_SPEED :{BLACK}التكلفة: {GOLD}{CURRENCY_LONG}{BLACK} (تكلفة التغير: {GOLD}{CURRENCY_LONG}{BLACK}) السرعة: {GOLD}{VELOCITY}
STR_PURCHASE_INFO_AIRCRAFT_CAPACITY :{BLACK} السعة {GOLD}{CARGO_LONG}, {CARGO_LONG}
STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT :{BLACK} العربات ذات الطاقة: {GOLD}+{POWER}{BLACK} الوزن: {GOLD}+{WEIGHT_SHORT}
STR_PURCHASE_INFO_REFITTABLE_TO :{BLACK}يمكن تعديلها الى: {GOLD}{STRING}
@ -3343,6 +3350,7 @@ STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_BUTTON :{BLACK}شراء
###length VEHICLE_TYPES
STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_REFIT_VEHICLE_BUTTON :{BLACK}شراء العربة وتجديد بضائعها
STR_BUY_VEHICLE_SHIP_BUY_REFIT_VEHICLE_BUTTON :{BLACK}شراء وإعادة تجهيز السفينة
###length VEHICLE_TYPES
STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_TOOLTIP :{BLACK}شراء العربة الموضحة
@ -3944,6 +3952,7 @@ STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW} شاش
# AI configuration window
STR_AI_CONFIG_CAPTION_AI :{WHITE}اعدادات االذكاء الاصطناعي
STR_AI_CONFIG_CAPTION_GAMESCRIPT :{WHITE}تكوين مخطوط اللعبة
STR_AI_CONFIG_GAMELIST_TOOLTIP :{BLACK}مخطوطات اللعبة الذي سيتم تحميله في اللعبة التالية
STR_AI_CONFIG_AILIST_TOOLTIP :{BLACK}الذكاء الاصطناعي الذي سيتم تحميله في اللعبة التالية
STR_AI_CONFIG_HUMAN_PLAYER :لاعب انساني

@ -2366,8 +2366,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Seinale
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Trenbide zubia aukeratu
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Errepide zubia aukeratu
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Zubi aukerak - eraiki nahi duzun zubian klik egin
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Altzairuzko zubi esekia
STR_BRIDGE_NAME_GIRDER_STEEL :Altzairuzko habe zubia
STR_BRIDGE_NAME_CANTILEVER_STEEL :Altzairuzko mentsula zubia

@ -2842,8 +2842,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Павя
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Выберыце чыгуначны мост
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Выберыце аўтамабiльны мост
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Выбар моста — пстрыкніце па малюнку моста, які Вы хочаце пабудаваць
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Падвесны сталёвы
STR_BRIDGE_NAME_GIRDER_STEEL :Бэлечны сталёвы
STR_BRIDGE_NAME_CANTILEVER_STEEL :Кансольны сталёвы

@ -2711,8 +2711,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Aumentar
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selecionar Ponte Ferroviária
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selecionar Ponte Rodoviária
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Seleção de ponte - clique na ponte desejada para construir
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspensa, Aço
STR_BRIDGE_NAME_GIRDER_STEEL :Vigas, Aço
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantilever, Aço

@ -2410,8 +2410,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Увел
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Избери ЖП мост
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Избор на асфалтов мост
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Избиране на мост - натисни върху избрания от теб мост, за да се построи
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Висящ, Стоманен
STR_BRIDGE_NAME_GIRDER_STEEL :Гредоред, Стоманен
STR_BRIDGE_NAME_CANTILEVER_STEEL :Конзолен, Стоманен

@ -2713,8 +2713,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Augmenta
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selecciona Pont de Tren
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selecciona Pont de Carretera
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selecció de pont - clica sobre el pont triat per construir-lo
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Pont penjant d'acer
STR_BRIDGE_NAME_GIRDER_STEEL :Pont biga d'acer
STR_BRIDGE_NAME_CANTILEVER_STEEL :Pont en mènsula d'acer

@ -2636,8 +2636,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Povećaj
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Odaberi željeznički most
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Odaberi cestovni most
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Izbor mosta - klikni na most koji želiš izgraditi
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Viseći, čelični
STR_BRIDGE_NAME_GIRDER_STEEL :Noseći, čelični
STR_BRIDGE_NAME_CANTILEVER_STEEL :Konzolni, čelični

@ -3326,8 +3326,6 @@ STR_ERROR_INVALID_SIGNAL :{WHITE}Neplatn
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Zvolit železniční most
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Zvolit silniční most
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Výběr mostů - staví se kliknutím na obrázek mostu
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Zavěšený, ocelový
STR_BRIDGE_NAME_GIRDER_STEEL :Trámový, ocelový
STR_BRIDGE_NAME_CANTILEVER_STEEL :Konzolový, ocelový

@ -2670,8 +2670,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Forøg t
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Vælg jernbanebro
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Vælg vejbro
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Valg af bro - klik på din foretrukne brotype for at bygge den
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Hængebro, stål
STR_BRIDGE_NAME_GIRDER_STEEL :Bjælkebro, stål
STR_BRIDGE_NAME_CANTILEVER_STEEL :Gerberbro, stål

@ -392,7 +392,7 @@ STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Stadsont
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Industrieontwikkeling
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Wegenbouw
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}Tramsporen bouwen
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Bomen planten. Shift schakelt tussen planten/inschatting van de kosten
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Bomen planten. Ctrl selecteert het gebied diagonaal. Shift schakelt tussen planten/inschatting van de kosten
STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Bord plaatsen
STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Object plaatsen. Ctrl selecteert een diagonaal gebied. Shift+klik wisselt tussen bouwen/verwachte kosten weergeven.
@ -1941,9 +1941,9 @@ STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :'Symmetrisch' b
STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Distributiemodus voor post: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :'Symmetrisch' betekent dat ongeveer dezelfde hoeveelheid post wordt verzonden van station A naar station B als van B naar A. 'Asymmetrisch' betekent dat willekeurige hoeveelheden post in beide richtingen worden verzonden. 'Handmatig' betekent dat er geen automatische distributie plaatsvindt voor post.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Distributiemodus voor de GEPANTSERDE ladingsklasse: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :De GEPANTSERDE ladingsklasse bevat waardevolle spullen in het gematigde klimaat, diamanten in het subtropische klimaat of goud in het subarctische klimaat. NewGRF's kunnen dat veranderen. 'Symmetrisch' betekent dat ongeveer dezelfde hoeveelheid lading wordt verzonden van een station A naar station B als van B naar A. 'Asymmetrisch' betekent dat deze vracht willekeurig in beide richtingen kan worden verzonden. 'Handmatig' betekent dat er geen automatische distributie zal plaatsvinden voor die lading. Het wordt aanbevolen om dit op 'Asymmetrisch' of 'Handmatig' te zetten bij het spelen in subarctisch klimaat omdat banken geen goud terugsturen naar goudmijnen. Voor gematigd en subtropisch klimaat kun je ook 'Symmetrisch' kiezen omdat banken waardevolle spullen terug kunnen sturen naar de oorspronkelijke bank.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :De GEPANTSERDE ladingsklasse bevat waardevolle spullen in het gematigde klimaat, diamanten in het subtropische klimaat of goud in het subarctische klimaat. NewGRF's kunnen dat veranderen. 'Symmetrisch' betekent dat ongeveer dezelfde hoeveelheid lading wordt verzonden van een station A naar station B als van B naar A. 'Asymmetrisch' betekent dat deze vracht willekeurig in beide richtingen kan worden verzonden. 'Handmatig' betekent dat er geen automatische distributie zal plaatsvinden voor die lading. Het wordt aanbevolen om dit op 'Asymmetrisch' of 'Handmatig' te zetten bij het spelen in subarctisch of subtropisch klimaat omdat banken daar alleen vracht kunnen accepteren, niet versturen. Voor gematigd klimaat kun je ook 'Symmetrisch' kiezen omdat banken kostbaarheden terug kunnen sturen naar de oorspronkelijke bank.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Distributiemodus voor andere vrachtsoorten: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :'Symmetrisch' betekent dat willekeurige hoeveelheden lading in beide richtingen kunnen worden gestuurd. 'Handmatig' betekent dat er geen automatische distributie plaatsvindt voor die lading.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :'Asymmetrisch' betekent dat willekeurige hoeveelheden lading in beide richtingen kunnen worden gestuurd. 'Handmatig' betekent dat er geen automatische distributie plaatsvindt voor die lading.
###length 3
STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :Handmatig
STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :Asymmetrisch
@ -2712,8 +2712,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Dichthei
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selecteer type spoorbrug
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selecteer type wegbrug
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brugkeuze - klik op de gewenste brug om die te bouwen
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Hangend, staal
STR_BRIDGE_NAME_GIRDER_STEEL :Ligger, staal
STR_BRIDGE_NAME_CANTILEVER_STEEL :Vrijdragend, staal
@ -2833,7 +2831,7 @@ STR_OBJECT_CLASS_TRNS :Zendmasten
STR_PLANT_TREE_CAPTION :{WHITE}Bomen
STR_PLANT_TREE_TOOLTIP :{BLACK}Selecteer een soort boom om te planten. Als de tegel al bomen bevat, komen er meer bomen van verschillende typen bij, onafhankelijk van het geselecteerde type
STR_TREES_RANDOM_TYPE :{BLACK}Willekeurige soorten bomen
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Willekeurig bomen planten. Shift+klik wisselt tussen bouwen/verwachte kosten.
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Willekeurig bomen planten. Ctrl selecteert het gebied diagonaal. Shift+klik wisselt tussen bouwen/verwachte kosten.
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Willekeurige bomen
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Hiermee plant je bomen willekeurig over het landschap
STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normaal

@ -3619,8 +3619,10 @@ STR_ERROR_INVALID_SIGNAL :{WHITE}Invalid
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Select Rail Bridge
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Select Road Bridge
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Bridge selection - click on your preferred bridge to build it
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{0:STRING},{} {WHITE}{2:CURRENCY_LONG}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspension, Steel
STR_BRIDGE_NAME_GIRDER_STEEL :Girder, Steel
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantilever, Steel

@ -391,7 +391,7 @@ STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Town gen
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Industry generation
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Road construction
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}Tramway construction
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Plant trees. Shift toggles building/showing cost estimate
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Plant trees. Ctrl selects the area diagonally. Shift toggles building/showing cost estimate
STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Place sign
STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Place object. Ctrl selects the area diagonally. Shift toggles building/showing cost estimate
@ -1962,13 +1962,13 @@ STR_CONFIG_SETTING_LINKGRAPH_TIME :Take {STRING}{N
STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Time taken for each recalculation of a link graph component. When a recalculation is started, a thread is spawned which is allowed to run for this number of days. The shorter you set this the more likely it is that the thread is not finished when it's supposed to. Then the game stops until it is ("lag"). The longer you set it the longer it takes for the distribution to be updated when routes change.
STR_CONFIG_SETTING_DISTRIBUTION_PAX :Distribution mode for passengers: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"symmetric" means that roughly the same number of passengers will go from a station A to a station B as from B to A. "asymmetric" means that arbitrary numbers of passengers can go in either direction. "manual" means that no automatic distribution will take place for passengers.
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"Symmetric" means that roughly the same number of passengers will go from a station A to a station B as from B to A. "Asymmetric" means that arbitrary numbers of passengers can go in either direction. "Manual" means that no automatic distribution will take place for passengers.
STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Distribution mode for mail: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"symmetric" means that roughly the same amount of mail will be sent from a station A to a station B as from B to A. "asymmetric" means that arbitrary amounts of mail can be sent in either direction. "manual" means that no automatic distribution will take place for mail.
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"Symmetric" means that roughly the same amount of mail will be sent from a station A to a station B as from B to A. "Asymmetric" means that arbitrary amounts of mail can be sent in either direction. "Manual" means that no automatic distribution will take place for mail.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Distribution mode for the ARMOURED cargo class: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :The ARMOURED cargo class contains valuables in the temperate, diamonds in the subtropical or gold in subarctic climate. NewGRFs may change that. "symmetric" means that roughly the same amount of that cargo will be sent from a station A to a station B as from B to A. "asymmetric" means that arbitrary of that cargo can be sent in either direction. "manual" means that no automatic distribution will take place for that cargo. It is recommended to set this to asymmetric or manual when playing subarctic, as banks won't send any gold back to gold mines. For temperate and subtropical you can also choose symmetric as banks will send valuables back to the origin bank of some load of valuables.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :The ARMOURED cargo class contains valuables in the temperate, diamonds in the subtropical, or gold in the subarctic climate. NewGRFs may change that. "Symmetric" means that roughly the same amount of that cargo will be sent from a station A to a station B as from B to A. "Asymmetric" means that arbitrary amounts of that cargo can be sent in either direction. "Manual" means that no automatic distribution will take place for that cargo. It is recommended to set this to asymmetric or manual when playing subarctic or subtropic, as banks only receive cargo in these climates. For temperate you can also choose symmetric as banks will send valuables back to the origin bank.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Distribution mode for other cargo classes: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"asymmetric" means that arbitrary amounts of cargo can be sent in either direction. "manual" means that no automatic distribution will take place for those cargoes.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"Asymmetric" means that arbitrary amounts of cargo can be sent in either direction. "Manual" means that no automatic distribution will take place for those cargoes.
###length 3
STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manual
STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asymmetric
@ -2737,8 +2737,10 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Increase
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Select Rail Bridge
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Select Road Bridge
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Bridge selection - click on your preferred bridge to build it
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{0:STRING},{} {WHITE}{2:CURRENCY_LONG}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspension, Steel
STR_BRIDGE_NAME_GIRDER_STEEL :Girder, Steel
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantilever, Steel
@ -2858,7 +2860,7 @@ STR_OBJECT_CLASS_TRNS :Transmitters
STR_PLANT_TREE_CAPTION :{WHITE}Trees
STR_PLANT_TREE_TOOLTIP :{BLACK}Select tree type to plant. If the tile already has a tree, this will add more trees of mixed types independent of the selected type
STR_TREES_RANDOM_TYPE :{BLACK}Trees of random type
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Place trees of random type. Shift toggles building/showing cost estimate
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Place trees of random type. Ctrl selects the area diagonally. Shift toggles building/showing cost estimate
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Random Trees
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Plant trees randomly throughout the landscape
STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normal

@ -2738,8 +2738,10 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Increase
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Select Rail Bridge
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Select Road Bridge
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Bridge selection - click on your preferred bridge to build it
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{0:STRING},{} {WHITE}{2:CURRENCY_LONG}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspension, Steel
STR_BRIDGE_NAME_GIRDER_STEEL :Girder, Steel
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantilever, Steel

@ -2074,8 +2074,6 @@ STR_BUILD_SIGNAL_CAPTION :{WHITE}Elekto d
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Elektu Relan Ponton
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Elektu Vojan Ponton
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Pontelekto - klaku vian preferatan ponton por konstrui ĝin
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Ŝtala pendanta
STR_BRIDGE_NAME_GIRDER_STEEL :Ŝtala ebena
STR_BRIDGE_NAME_CANTILEVER_STEEL :Ŝtala luksa

@ -2676,8 +2676,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Suurenda
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Vali raudteesild
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Vali sillatüüp
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Silla valik - ehitamiseks klõpsi sobival sillal
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Rippsild, terasest
STR_BRIDGE_NAME_GIRDER_STEEL :Raamistikuga, terasest
STR_BRIDGE_NAME_CANTILEVER_STEEL :Konsool, terasest

@ -2245,8 +2245,6 @@ STR_BUILD_SIGNAL_CAPTION :{WHITE}Úrval a
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Vel jarnbreyta brúgv
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Vel vega brúgv
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brúgva úrval - trýst á ta brúnna tær dámar fyri at byggja hana
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Heingibrúgv, stál
STR_BRIDGE_NAME_GIRDER_STEEL :Bjálkabrúgv, stál
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantilever, stál

@ -2710,8 +2710,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Suurenna
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Valitse rautatiesilta
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Valitse maantiesilta
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Sillan valinta napsauta valittua siltaa rakentaaksesi sen
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Riippusilta, terästä
STR_BRIDGE_NAME_GIRDER_STEEL :Palkki, terästä
STR_BRIDGE_NAME_CANTILEVER_STEEL :Ulokepalkki, terästä

@ -2713,8 +2713,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Augmente
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Choisir un pont ferroviaire
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Choisir un pont routier
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Sélection de pont - Cliquer sur le type de pont désiré pour le construire.
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspendu en acier
STR_BRIDGE_NAME_GIRDER_STEEL :À poutres en acier
STR_BRIDGE_NAME_CANTILEVER_STEEL :Porte-à-faux en acier

@ -2352,8 +2352,6 @@ STR_BUILD_SIGNAL_SEMAPHORE_NORM_TOOLTIP :{BLACK}Bloksein
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selektear Spoarbrêge
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selektear brêge
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brêge seleksje - klik op de brêge dyst boue wolst
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Hingbrêge, Stiel
STR_BRIDGE_NAME_GIRDER_STEEL :Brêge mei balken, Stiel
STR_BRIDGE_NAME_CANTILEVER_STEEL :Fakwurkbrêge, Stiel

@ -2673,8 +2673,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Meudaich
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Tagh drochaid rèile
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Tagh drochaid rathaid
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Tagh drochaid - briog air an drochaid a thogras tu gus a togail
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Crochaidh, Stàilinn
STR_BRIDGE_NAME_GIRDER_STEEL :Teannadair, Stàilinn
STR_BRIDGE_NAME_CANTILEVER_STEEL :Starr-chrann, Stàillinn

@ -2710,8 +2710,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Aumentar
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selecciona ponte ferroviaria
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selecciona ponte de estrada
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selección de pontes - picha na ponte seleccionada para construíla
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Colgante, aceiro
STR_BRIDGE_NAME_GIRDER_STEEL :Vigas, aceiro
STR_BRIDGE_NAME_CANTILEVER_STEEL :Voladizo, aceiro

@ -3574,8 +3574,6 @@ STR_ERROR_INVALID_SIGNAL :{WHITE}Ungülti
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Eisenbahnbrücke auswählen
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Straßenbrücke wählen
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brückenauswahl Auf die gewünschte Brücke klicken, um sie zu bauen
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Stahlhängebrücke
STR_BRIDGE_NAME_GIRDER_STEEL :Stahlträgerbrücke
STR_BRIDGE_NAME_CANTILEVER_STEEL :Auslegerbrücke (Stahl)

@ -2815,8 +2815,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Αύξη
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Επιλογή Γέφυρας
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Επιλογή Γέφυρας Δρόμου
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Επιλογή γέφυρας - πατήστε στην γέφυρα της προτίμησής σας για κατασκευή
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Ατσάλινη, με Αναρτήσεις
STR_BRIDGE_NAME_GIRDER_STEEL :Ατσάλινη, με Δοκούς
STR_BRIDGE_NAME_CANTILEVER_STEEL :Ατσάλινη, Κρεμαστή

@ -2541,8 +2541,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}הגדל
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}בחר סוג הגשר עליו תעבור המסילה
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}בחירת גשר לכביש
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK} בחירת סוג הגשר בחר את הסוג שברצונך לבנות
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :גשר תלוי, ברזל
STR_BRIDGE_NAME_GIRDER_STEEL :גשר קורות, ברזל
STR_BRIDGE_NAME_CANTILEVER_STEEL :גשר זיז, פלדה

@ -2776,8 +2776,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Automata
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Válassz egy vasúti hidat
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Közúti híd építése
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Híd kiválasztása - kattints arra a hídra, amit meg akarsz építeni
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Függő, acél
STR_BRIDGE_NAME_GIRDER_STEEL :Gerendás, acél
STR_BRIDGE_NAME_CANTILEVER_STEEL :Rácsos, acél

@ -2312,8 +2312,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Auka þ
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Veldu tegund brúar
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Veldu vegabrú
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brúarval - smelltu á brú að eigin vali til að reysa hana
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Hengibrú, stál
STR_BRIDGE_NAME_GIRDER_STEEL :Burðarbitabrú, stál
STR_BRIDGE_NAME_CANTILEVER_STEEL :Svifbitabrú, stál

@ -392,7 +392,7 @@ STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Pertumbu
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Membuat Industri
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Pembangunan Jalan
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}Pembangunan Jalur Tram
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Menanam Pohon. Shift untuk menampilkan perkiraan biaya
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Tanam Pohon. Ctrl untuk memilih area secara diagonal. Shift untuk menampilkan perkiraan biaya
STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Memasang pengenal
STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Tempatkan Obyek. Ctrl untuk memilih area secara diagonal. Shift untuk menampilkan perkiraan biaya
@ -1937,13 +1937,13 @@ STR_CONFIG_SETTING_LINKGRAPH_TIME :Ambil {STRING}{
STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Waktu dibutuhkan untuk setiap perhitungan dari komponen 'linkgraph'. Ketika perhitungan dimulai, ada utas 'dibuat' yang boleh dijalankan untuk jumlah hari ini. Semakin pendek anda mengatur ini lebih mungkin utas ini belum selesai ketika itu seharusnya. Kemudian permainan berhenti sampai itu ("lag"). Semakin lama anda mengatur semakin lama itu untuk distribusinya untuk memperbarui ketika rute mengganti.
STR_CONFIG_SETTING_DISTRIBUTION_PAX :Modus distribusi untuk penumpang: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"simetris" berarti kira-kira jumlah penumpang yang sama akan pergi dari stasiun A ke stasiun B sebagaimana dari B ke A. "asimetris" berarti jumlah penumpang yang pergi ke kedua arah bisa berbeda-beda. "manual" berarti bahwa tidak ada distribusi otomatis akan dilakukan untuk penumpang.
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"Simetris" berarti kira-kira jumlah penumpang sama akan pergi dari stasiun A ke stasiun B sebagaimana dari B ke A. "Asimetris" berarti jumlah penumpang pergi pada kedua arah bisa berbeda-beda. "Manual" berarti bahwa tidak ada distribusi otomatis akan dilakukan untuk penumpang.
STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Modus distribusi untuk surat: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"simetris" berarti kira-kira jumlah surat yang sama akan pergi dari stasiun A ke stasiun B sebagaimana dari B ke A. "asimetris" berarti jumlah surat yang pergi ke kedua arah bisa berbeda-beda. "manual" berarti bahwa tidak ada distribusi otomatis akan dilakukan untuk surat.
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"Simetris" berarti kira-kira jumlah surat yang sama akan dikirim dari stasiun A ke stasiun B sebagaimana dari B ke A. "Asimetris" berarti jumlah surat dikirim pada kedua arah bisa berbeda-beda. "Manual" berarti tidak ada distribusi otomatis akan dilakukan untuk surat.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Modus distribusi untuk kelas kargo BERLAPIS BAJA: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :Kelas kargo BERLAPIS BAJA meliputi barang berharga pada iklim sedang, intan pada sub tropis atau emas pada iklim sub arktik. NewGRF mungkin mengubah itu. "simetris" berarti bahwa jumlah kargo kira-kira akan terkirim sama dari stasiun A ke stasiun B sebagaimana dari B ke A. "asimetris" berarti jumlah kargo terkirim bisa berbeda pada kedua arah. "manual" berarti bahwa tidak ada distribusi otomatis akan dilakukan untuk kargo itu. Disarankan untuk memilih asimetris atau manual ketika bermain sub arktik, karena bank tidak mengirim emas kembali ke tambang emas. Untuk iklim tropis dan sub tropis anda juga bisah pilih simetris karena bank akan mengirim kembali beberapa barang berharga ke bank asalnya.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :Kelas kargo LAPIS-BAJA meliputi barang berharga pada iklim sedang, berlian pada iklim sub tropis atau emas pada iklim sub arktik. NewGRF bisa merubah ketentuan tersebut. "Simetris" berarti jumlah kargo kira-kira akan terkirim sama banyak dari stasiun A ke stasiun B sebagaimana dari B ke A. "Asimetris" berarti jumlah kargo terkirim bisa berbeda pada kedua arah. "Manual" berarti tidak ada distribusi otomatis yang akan dilakukan untuk kargo tersebut. Disarankan memilih asimetris atau manual ketika bermain pada sub arktik atau sub tropis, karena bank hanya sebagai penerima pada iklim tersebut. Untuk iklim sedang anda bisa memilih simetris karena bank akan mengirim barang berharga pula ke bank asal.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Modus distribusi untuk kelas kargo yang lain: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"asimetris" berarti jumlah kargo yang pergi ke kedua arah bisa berbeda-beda. "manual" berarti bahwa tidak ada distribusi otomatis akan dilakukan untuk kargo.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"Asimetris" berarti jumlah kargo dikirim pada kedua arah bisa berbeda-beda. "Manual" berarti tidak ada distribusi otomatis akan dilakukan untuk kargo tersebut.
###length 3
STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manual
STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asimetris
@ -2116,9 +2116,9 @@ STR_QUIT_YES :{BLACK}Ya
STR_QUIT_NO :{BLACK}Tidak
# Abandon game
STR_ABANDON_GAME_CAPTION :{WHITE}Batalkan Permainan
STR_ABANDON_GAME_CAPTION :{WHITE}Tinggalkan Permainan
STR_ABANDON_GAME_QUERY :{YELLOW}Apakah anda yakin untuk meninggalkan permainan?
STR_ABANDON_SCENARIO_QUERY :{YELLOW}Apakan anda yakin untuk mengabaikan skenario ini ?
STR_ABANDON_SCENARIO_QUERY :{YELLOW}Apakah anda yakin untuk mengabaikan skenario ini ?
# Cheat window
STR_CHEATS :{WHITE}Kode Curang
@ -2710,8 +2710,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Tambah k
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Pilih Jembatan Rel
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Pilih Jembatan
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Pilihan jembatan - Klik pada jembatan yang ingin anda bangun
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspensi, Baja
STR_BRIDGE_NAME_GIRDER_STEEL :Balok, Baja
STR_BRIDGE_NAME_CANTILEVER_STEEL :Beton, Baja
@ -2831,7 +2829,7 @@ STR_OBJECT_CLASS_TRNS :Pemancar
STR_PLANT_TREE_CAPTION :{WHITE}Pepohonan
STR_PLANT_TREE_TOOLTIP :{BLACK}Pilih jenis pohon untuk ditanam. Jika pohon sudah tertanam, ini akan menambah jenis pohon secara acak dari tipe yang sama.
STR_TREES_RANDOM_TYPE :{BLACK}Tanam pohon secara acak
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Tempatkan tipe tumbuhan secara acak. Shift untuk menampilkan perkiraan biaya
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Tanam tipe pepohonan secara acak. Ctrl untuk memilih area secara diagonal. Shift untuk menampilkan perkiraan biaya
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Pohon Acak
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Menanam pohon secara acak pada lansekap
STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normal

@ -2661,8 +2661,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Méadaig
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Roghnaigh Droichead Iarnróid
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Roghnaigh Droichead Bóthair
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Droichead a roghnú - cliceáil ar an droichead is rogha leat chun é a thógáil
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Crochta, Cruach
STR_BRIDGE_NAME_GIRDER_STEEL :Cearchaill, Cruach
STR_BRIDGE_NAME_CANTILEVER_STEEL :Starrmhaide, Cruach

@ -2753,8 +2753,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Aumenta
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Seleziona ponte ferroviario
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Seleziona ponte stradale
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selezione ponte - fare clic sul ponte desiderato per costruirlo
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Sospeso, Acciaio
STR_BRIDGE_NAME_GIRDER_STEEL :A travatura, Acciaio
STR_BRIDGE_NAME_CANTILEVER_STEEL :A mensola, Acciaio

@ -2682,8 +2682,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}ドラ
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}鉄道橋建設
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}道路橋建設
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}建設したい橋の種類をクリックしてください
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING}、{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :吊橋(S造)
STR_BRIDGE_NAME_GIRDER_STEEL :桁橋(S造)
STR_BRIDGE_NAME_CANTILEVER_STEEL :カンチレバートラス橋(S造)

@ -400,7 +400,7 @@ STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}도시
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}산업시설을 건설합니다.
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}도로를 건설합니다.
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}전찻길 건설
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}나무를 심습니다. SHIFT 키를 누른 채로 사용하면 예상 비용을 볼 수 있습니다
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}나무를 심습니다. CTRL 키를 누른 채로 사용하면 대각선 방향의 영역을 선택할 수 있습니다. SHIFT 키를 누른 채로 사용하면 예상 비용을 볼 수 있습니다
STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}팻말을 답니다.
STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}오브젝트를 설치합니다. CTRL 키를 누르면 대각선 방향의 영역을 선택할 수 있습니다. SHIFT 키를 누른 채로 사용하면 예상 비용을 볼 수 있습니다
STR_SCENEDIT_TOOLBAR_PLACE_HOUSE :건물 건설
@ -2354,7 +2354,7 @@ STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"대칭"은 A
STR_CONFIG_SETTING_DISTRIBUTION_MAIL :우편에 대한 분배 형식: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"대칭"은 A역에서 B역으로 가려는 우편물의 수가 B에서 A로 가려는 우편물의 수와 비슷하다는 뜻입니다. "비대칭"은 우편물이 아무 방향이나 임의의 양만큼 가게 됨을 뜻합니다. "수동"은 자동적인 우편물 분배가 일어나지 않고 기존 방식을 사용하겠음을 뜻합니다.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :귀금속 화물에 대한 분배 형식: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :귀금속 화물은 온대 기후의 귀금속, 아열대 기후의 다이아몬드 또는 아한대 기후의 금을 말합니다. NewGRF을 사용하면 달라질 수 있습니다. "대칭"은 A역에서 B역으로 가려는 화물의 수가 B에서 A로 가려는 화물의 수와 비슷하다는 뜻입니다. "비대칭"은 화물이 아무 방향이나 임의의 양만큼 가게 됨을 뜻합니다. "수동"은 자동적인 화물 분배가 일어나지 않고 기존 방식을 사용하겠음을 뜻합니다. 아한대 기후에서는 대칭으로 설정하면 은행이 금광으로 금을 보내지 않으려 하기 때문에 비대칭이나 수동으로 설정하는 것을 추천합니다. 온대 기후나 아열대 기후에서는 은행이 일부 적재한 귀금속을 원래 은행으로 보내려고 하기 때문에 대칭을 선택해도 됩니다.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :귀금속 화물은 온대 기후의 귀금속, 아열대 기후의 다이아몬드 또는 아한대 기후의 금을 말합니다. NewGRF을 사용하면 달라질 수 있습니다. "대칭"은 A역에서 B역으로 가려는 화물의 수가 B에서 A로 가려는 화물의 수와 비슷하다는 뜻입니다. "비대칭"은 화물이 아무 방향이나 임의의 양만큼 가게 됨을 뜻합니다. "수동"은 자동적인 화물 분배가 일어나지 않고 기존 방식을 사용하겠음을 뜻합니다. 아한대나 아열대 기후에서는 대칭으로 설정하면 은행이 금을 받기만 하기 때문에 비대칭이나 수동으로 설정하는 것을 추천합니다. 온대 기후에서는 은행이 귀금속을 원래 은행으로 보내려고 하기 때문에 대칭을 선택해도 됩니다.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :다른 화물에 대한 분배 형식: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"비대칭"은 화물이 아무 방향이나 임의의 양만큼 가게 됨을 뜻합니다. "수동"은 자동적인 화물 분배가 일어나지 않고 기존 방식을 사용하겠음을 뜻합니다. 특별한 이유가 없는 한, "비대칭"이나 "수동"으로 설정하십시오.
###length 5
@ -3621,8 +3621,6 @@ STR_ERROR_INVALID_SIGNAL :{WHITE}유효
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}철교 선택
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}다리 종류를 선택하세요
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}다리 건설 - 원하는 다리 종류를 선택하세요
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING}{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING}{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :강철 현수교
STR_BRIDGE_NAME_GIRDER_STEEL :강철 거더교
STR_BRIDGE_NAME_CANTILEVER_STEEL :강철 캔틸레버교
@ -3776,7 +3774,7 @@ STR_SELECT_TOWN_LIST_ITEM :{BLACK}{TOWN}
STR_PLANT_TREE_CAPTION :{WHITE}나무
STR_PLANT_TREE_TOOLTIP :{BLACK}심고싶은 나무의 종류를 선택합니다. 이미 나무가 심어져있는 경우에는 선택한 나무의 크기를 키웁니다
STR_TREES_RANDOM_TYPE :{BLACK}여러 종류의 나무 같이 심기
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}여러 종류의 나무를 심습니다. SHIFT 키를 이용하면 예상 비용을 볼 수 있습니다
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}여러 종류의 나무를 심습니다. CTRL 키를 누르면 대각선 방향의 영역을 선택할 수 있습니다. SHIFT 키를 이용하면 예상 비용을 볼 수 있습니다
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}무작위로 나무 심기
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}전 지역에 걸쳐 무작위로 나무를 심습니다
STR_TREES_REMOVE_TREES_BUTTON :{BLACK}모든 나무 제거하기

@ -2678,8 +2678,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Augere i
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Eligere Pontem Ferriviarium
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Eligere Pontem Viarium
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Electio pontium - preme in pontem delectum ut struatur
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Pendulus, Chalybeius
STR_BRIDGE_NAME_GIRDER_STEEL :Trabum, Chalybeius
STR_BRIDGE_NAME_CANTILEVER_STEEL :Prominens, Chalybeius

@ -2714,8 +2714,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Palielin
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Izvēlēties dzelzceļa tiltu
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Izvēlēties tiltu
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Tiltu izvēle - klikšķināt uz vēlamo tiltu, lai to uzbūvētu
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Vanšu, tērauda
STR_BRIDGE_NAME_GIRDER_STEEL :Siju, tērauda
STR_BRIDGE_NAME_CANTILEVER_STEEL :Izgriežamais, tērauda

@ -2881,8 +2881,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Padidint
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Pasirinkite geležinkelio tilto tipą
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Pasirinkite automobilių tilto tipą
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Tilto statyba — spragtelkite ant pageidaujamo tilto
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Kabantis plieninis
STR_BRIDGE_NAME_GIRDER_STEEL :Plieno sijų
STR_BRIDGE_NAME_CANTILEVER_STEEL :Gembinis plieninis

@ -2710,8 +2710,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Setzt Si
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Zuchbréck auswielen
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Stroossebréck auswielen
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Bréckenauswiel - Wiel deng Bréck aus
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Stolen Hängebréck
STR_BRIDGE_NAME_GIRDER_STEEL :Stoldréier Bréck
STR_BRIDGE_NAME_CANTILEVER_STEEL :Fräidroend Stolbréck

@ -2206,8 +2206,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Tinggika
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Pilih Jambatan Keretapi
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Pilih Jambatan Jalanraya
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Pilihan jambatan - klik di jambatan pilihan anda untuk membinanya
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Tergantung, Keluli
STR_BRIDGE_NAME_GIRDER_STEEL :Berpalang, Keluli
STR_BRIDGE_NAME_CANTILEVER_STEEL :Kantilever, keluli

@ -860,7 +860,6 @@ STR_NETWORK_SERVER_MESSAGE :*** {1:STRING}
# Signal window
# Bridge selection window
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
# Road construction toolbar

@ -1209,8 +1209,6 @@ STR_NETWORK_SERVER_MESSAGE :*** {1:STRING}
# Signal window
# Bridge selection window
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_WOODEN :लाकडी

@ -2680,8 +2680,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Øk sign
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Velg jernbanebrotype
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Velg veibrotype
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brovalg - klikk på broen du vil ha for å bygge den.
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Hengebro, stål
STR_BRIDGE_NAME_GIRDER_STEEL :Bjelker, stål
STR_BRIDGE_NAME_CANTILEVER_STEEL :Frittbærende, stål

@ -2375,8 +2375,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Auk tett
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Vel jernbanebrutype
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Vel type bru
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Bruval - klikk på brua du vil ha for å byggje ho
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Hengjebru, stål
STR_BRIDGE_NAME_GIRDER_STEEL :Bjelkar, stål
STR_BRIDGE_NAME_CANTILEVER_STEEL :Frittberande, stål

@ -2177,8 +2177,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}زیاد
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}انتخب پل راه آهن
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}ساخت پل ماشین رو
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK} ساخت پل - بر روی پل مورد نظر خود کلیک کنید تا ساخته شود
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :معلق، فولادی
STR_BRIDGE_NAME_GIRDER_STEEL :پیوسته، فولادی
STR_BRIDGE_NAME_CANTILEVER_STEEL :پایه دار، فولادی

@ -3092,8 +3092,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Zwiększ
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Wybierz rodzaj mostu kolejowego
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Wybierz most drogowy
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Wybór mostu - kliknij na wybranym moście, aby go zbudować
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Podwieszany, stalowy
STR_BRIDGE_NAME_GIRDER_STEEL :Dźwigarowy, stalowy
STR_BRIDGE_NAME_CANTILEVER_STEEL :Wspornikowy, stalowy

@ -2713,8 +2713,10 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Aumentar
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Seleccione Ponte Ferroviária
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Seleccionar Ponte Rodoviária
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selecção de ponte - clique na ponte desejada para a construir
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{0:STRING},{} {WHITE}{2:CURRENCY_LONG}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspensa, Aço
STR_BRIDGE_NAME_GIRDER_STEEL :Viga, Aço
STR_BRIDGE_NAME_CANTILEVER_STEEL :Consola, Aço

@ -392,7 +392,7 @@ STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Generare
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Generare industrii
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Construcţii rutiere
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}Construcție tramvai
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Plantează arbori. Shift comută între plantare/afişare cost estimat
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Plantează arbori. Ctrl selectează zona în diagonală. Shift comută între plantare/afişare cost estimat
STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Plasează semn
STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Plasați obiectul. Ctrl selectează zona în diagonală. Shift comută construirea/afișarea estimării costurilor
@ -1937,13 +1937,13 @@ STR_CONFIG_SETTING_LINKGRAPH_TIME :Acordă {STRING
STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Timpul necesar pentru fiecare recalculare a unei componente a graficului de legătură. Când se începe o recalculare, este generat un fir de execuție căruia i se permite să ruleze pentru acest număr de zile. Cu cât setați acest lucru mai scurt, cu atât este mai probabil ca firul să nu fie terminat atunci când trebuie. Apoi jocul se oprește până când este ("lag"). Cu cât îl setați mai mult, cu atât este nevoie de mai mult pentru ca distribuția să fie actualizată când se schimbă rutele.
STR_CONFIG_SETTING_DISTRIBUTION_PAX :Modalitatea de distribuire a pasagerilor: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"simetric" înseamnă că aproximativ același număr de pasageri va fi transportat din stația A spre stația B, precum de la B la A. "asimetric" presupune transportul unui număr arbitrar de pasageri în fiecare direcție. "manual" înseamnă că repartizarea pasagerilor nu va fi automatizată.
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"Simetric" înseamnă că aproximativ același număr de pasageri va fi transportat din stația A spre stația B, precum de la B la A. "Asimetric" presupune transportul unui număr arbitrar de pasageri în fiecare direcție. "Manual" înseamnă că repartizarea pasagerilor nu va fi automatizată.
STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Modalitatea de distribuire a poştei: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"simetric" înseamnă că aproximativ aceeași cantitate de poștă va fi expediată din stația A spre stația B, precum de la B la A. "asimetric" presupune expedierea de cantități arbitrare de poștă în fiecare direcție. "manual" înseamnă că repartizarea poștei nu va fi automatizată.
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"Simetric" înseamnă că aproximativ aceeași cantitate de poștă va fi expediată din stația A spre stația B, precum de la B la A. "Asimetric" presupune expedierea de cantități arbitrare de poștă în fiecare direcție. "Manual" înseamnă că repartizarea poștei nu va fi automatizată.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Modalitatea de distribuire pentru clasa de cargo BLINDAT: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :Clasa de marfă ARMORED conține obiecte de valoare în climat temperat, diamante în climat subtropical sau aur în climat subarctic. NewGRF-urile pot schimba asta. „simetric” înseamnă că aproximativ aceeași cantitate din acea marfă va fi trimisă de la o stație A la o stație B ca de la B la A. „asimetric” înseamnă că cantități arbitrare ale acelei mărfuri pot fi trimise în ambele direcții. „manual” înseamnă că nu va avea loc nicio distribuție automată pentru acea marfă. Este recomandat să setați acest lucru la asimetric sau manual atunci când jucați subarctic, deoarece băncile nu vor trimite aur înapoi la minele de aur. Pentru cele temperate și subtropicale, puteți alege și simetric, deoarece băncile vor trimite obiectele de valoare înapoi la banca de origine a unei încărcături de obiecte de valoare.
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :Clasa de marfă ARMORED conține obiecte de valoare în climat temperat, diamante în climat subtropical sau aur în climat subarctic. NewGRF-urile pot schimba asta. „Simetric” înseamnă că aproximativ aceeași cantitate din acea marfă va fi trimisă de la o stație A la o stație B ca de la B la A. „Asimetric” înseamnă că cantități arbitrare ale acelei mărfuri pot fi trimise în ambele direcții. „Manual” înseamnă că nu va avea loc nicio distribuție automată pentru acea marfă. Este recomandat să setați acest lucru la asimetric sau manual atunci când jucați subarctic sau subtropical, deoarece băncile doar primesc bunuri in aceste climate. Pentru climatul temperat, puteți alege și simetric, deoarece băncile vor trimite obiectele de valoare înapoi la banca de origine a unei încărcături.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Modalitatea de distribuire pentru alte clase de cargo: {STRING}
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"asimetric" înseamnă că pot fi trimise cantități diferite de marfă în ambele direcții. "manual" înseamnă că nu se va face distribuție automată pentru acele mărfuri.
STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"Asimetric" înseamnă că pot fi trimise cantități diferite de marfă în ambele direcții. "Manual" înseamnă că nu se va face distribuție automată pentru acele mărfuri.
###length 3
STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manual
STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asimetric
@ -2710,8 +2710,10 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Creşte
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Alege pod de cale ferată
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Alege pod rutier
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Alegere pod - click pe podul preferat pentru a-l construi
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{0:STRING},{} {WHITE}{2:CURRENCY_LONG}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Suspensie, Oţel
STR_BRIDGE_NAME_GIRDER_STEEL :Grindă, Oţel
STR_BRIDGE_NAME_CANTILEVER_STEEL :Arc, Oţel
@ -2831,7 +2833,7 @@ STR_OBJECT_CLASS_TRNS :Transmiţătoar
STR_PLANT_TREE_CAPTION :{WHITE}Arbori
STR_PLANT_TREE_TOOLTIP :{BLACK}Alege specia de arbori de plantat. Dacă există deja un arbore în locația dorită, se vor adăuga arbori de tip mixt, indiferent de specia selectată
STR_TREES_RANDOM_TYPE :{BLACK}Arbori din specii aleatoare
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Plantează arbori din diverse specii la întâmplare. Shift comută între plantare/afişare cost estimat
STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Plantează arbori din diverse specii la întâmplare. Ctrl selectează zona în diagonală. Shift comută între plantare/afişare cost estimat
STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Arbori aleatori
STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Plantează aleator arbori pe uscat
STR_TREES_MODE_NORMAL_BUTTON :{BLACK}Normal

@ -2887,8 +2887,10 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Увел
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Выберите железнодорожный мост
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Выберите тип моста
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Выбор моста - щёлкните по изображению моста, который вы хотите построить
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING}{}{VELOCITY}; {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{0:STRING},{} {WHITE}{2:CURRENCY_LONG}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Висячий стальной
STR_BRIDGE_NAME_GIRDER_STEEL :Балочный стальной
STR_BRIDGE_NAME_CANTILEVER_STEEL :Консольный стальной

@ -2905,8 +2905,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Povećav
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Izbor železničkog mosta
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Izbor drumskog mosta
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Izbor mosta - gradnja se potvrđuje klikom na željeni most
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Viseći, čelični
STR_BRIDGE_NAME_GIRDER_STEEL :Gredni, čelični
STR_BRIDGE_NAME_CANTILEVER_STEEL :Obešeni, čelični

@ -399,7 +399,7 @@ STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}生成
STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}生成工业
STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}公路建设
STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION :{BLACK}电车道建设
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}植树。Shift显示预计花费。
STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}植树。按 Ctrl 沿对角线建造,按 Shift 显示预计花费。
STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}放置标志
STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}放置物体按住Ctrl可沿对角线选择区域按住Shift键操作显示预计费用
STR_SCENEDIT_TOOLBAR_PLACE_HOUSE :{BLACK}放置房屋
@ -2346,8 +2346,8 @@ STR_CONFIG_SETTING_LINKGRAPH_TIME :容许系统用
STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :当刷新货物分配图时,系统会创建一条线程。此处设定的数值即该线程的持续时间。{}赋值越小,线程越有可能在应当停止的时候还未完成,游戏会暂停运作至线程完成工作。相反,赋值越大,则货物分配功能需要较长时间反映线路网变动的影晌。
STR_CONFIG_SETTING_LINKGRAPH_NOT_DAYLENGTH_SCALED :不以日长因子对分配图重计算时间缩放:{STRING}
STR_CONFIG_SETTING_LINKGRAPH_NOT_DAYLENGTH_SCALED_HELPTEXT :当启用时,分配图重计算间隔和时间将以未经缩放的单位运算。
STR_CONFIG_SETTING_DISTRIBUTION_PAX :客分配方式:{STRING}
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :假设有交通路线连接甲、乙两站。“对称”指甲站往乙站的客数量与乙站往甲站的乘客数量大致相同。“不对称”指任何一站往另一站的乘客数量皆由系统随意决定。“手动”指系统不会自动分配乘客的目的地。
STR_CONFIG_SETTING_DISTRIBUTION_PAX :客分配方式:{STRING}
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :假设有交通路线连接甲、乙两站。“对称”指甲站往乙站的客数量与乙站往甲站的乘客数量大致相同。“不对称”指任何一站往另一站的乘客数量皆由系统随意决定。“手动”指系统不会自动分配乘客的目的地。
STR_CONFIG_SETTING_DISTRIBUTION_MAIL :邮件分配方式:{STRING}
STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :假设有交通路线连接甲、乙两站。“对称”指甲站往乙站的邮件数量与乙站往甲站的邮件数量大致相同。“不对称”指任何一站往另一站的邮件数量皆由系统随意决定。“手动”指系统不会自动分配邮件的目的地。
STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :装甲货物分配方式:{STRING}
@ -3618,8 +3618,6 @@ STR_ERROR_INVALID_SIGNAL :{WHITE}非法
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}选择铁道桥
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}选择公路桥梁
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}选择桥梁 - 点击选择喜欢的桥梁进行建设
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING}{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :钢制悬索
STR_BRIDGE_NAME_GIRDER_STEEL :钢制桁桥
STR_BRIDGE_NAME_CANTILEVER_STEEL :钢制悬臂
@ -3773,7 +3771,7 @@ STR_SELECT_TOWN_LIST_ITEM :{BLACK}{TOWN}
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 键沿对角线建造,按住 Shift 键可以显示所需资金
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_REMOVE_TREES_BUTTON :{BLACK}移除所有树木

@ -2780,8 +2780,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Zvýšit
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Vyber železničný most
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Vyber cestný most
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Výber mostu - pre postavanie zvoľ typ mostu
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Závesný oceľový
STR_BRIDGE_NAME_GIRDER_STEEL :Pilierový oceľový
STR_BRIDGE_NAME_CANTILEVER_STEEL :Visutý oceľový

@ -2618,8 +2618,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Povečaj
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Izberi železniski most
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Izberi cestni most
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Izbira mostu - klikni na željeni most za izgradnjo
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Viseč, Jeklen
STR_BRIDGE_NAME_GIRDER_STEEL :Nosilni, Jeklen
STR_BRIDGE_NAME_CANTILEVER_STEEL :Nosilni križi, Jeklen

@ -2713,8 +2713,10 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Incremen
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selección de Puente de Ferrocarril
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selección de Cuente de Carretera
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selección de puente - Clica en el puente elegido para construirlo
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING},{} {VELOCITY}
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{0:STRING},{} {WHITE}{2:CURRENCY_LONG}
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Colgante, Acero
STR_BRIDGE_NAME_GIRDER_STEEL :Tirantes, Acero
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantiléver, Acero

@ -2713,8 +2713,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Aumentar
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selección de puente de ferrocarril
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selección de puente de carretera
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selección de puente. Clic para construir
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Colgante (acero)
STR_BRIDGE_NAME_GIRDER_STEEL :Vigas (acero)
STR_BRIDGE_NAME_CANTILEVER_STEEL :Voladizo (acero)

@ -2710,8 +2710,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Öka avs
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Välj järnvägsbro
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Välj vägbro
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Välj bro - klicka på önskad bro för att bygga den
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Hängbro, Stål
STR_BRIDGE_NAME_GIRDER_STEEL :Balkbro, Stål
STR_BRIDGE_NAME_CANTILEVER_STEEL :Konsolbro, Stål

@ -2398,8 +2398,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_DECREASE_TOOLTIP :{BLACK}சி
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}இரயில்வே பாலத்தினை தேர்ந்தெடு
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}சாலைப் பாலத்தினை தேர்ந்தெடு
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}பாலம் தேர்ந்தெடுத்தல் - தேவையான பாலத்தினைக் கட்ட அதனினை சொடுக்கவும்
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :தொங்குபாலம், எஃகு
STR_BRIDGE_NAME_GIRDER_STEEL :உத்திரம்பாலம் , எஃகு
STR_BRIDGE_NAME_CANTILEVER_STEEL :நெடுங்கைபாலம், எஃகு

@ -2513,8 +2513,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}เพ
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}เลือกสะพานรถไฟ
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}เลือกสะพานสำหรับรถยนต์
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}เลือกสะพาน - คลิกสะพานที่ท่านชื่นชอบเพื่อก่อสร้าง
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :สะพานแขวนแบบคอนกรีต
STR_BRIDGE_NAME_GIRDER_STEEL :สะพานนั่งร้านแบบเหล็กกล้า
STR_BRIDGE_NAME_CANTILEVER_STEEL :สะพานคานแบบเหล็กกล้า

@ -2709,8 +2709,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}增加 (
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}選擇鐵路橋樑
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}選擇道路橋樑
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}選擇橋樑 - 點選想建的橋樑即可建造
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING}{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :吊橋,鋼製
STR_BRIDGE_NAME_GIRDER_STEEL :桁橋,鋼製
STR_BRIDGE_NAME_CANTILEVER_STEEL :懸臂橋,鋼製

@ -2712,8 +2712,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Sinyal s
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Tren Köprüsü Seç
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Köprü Seç
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Köprü seçimi - tercih ettiğiniz köprüyü yapmak için tıklayın
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Çelik, Asma
STR_BRIDGE_NAME_GIRDER_STEEL :Çelik, Kirişli
STR_BRIDGE_NAME_CANTILEVER_STEEL :Çelik, Ağ

@ -2841,8 +2841,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Збіл
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Виберіть міст
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Виберіть дорожній міст
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Вибір мосту - натисніть на міст, який бажаєте збудувати
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Підвісний сталевий
STR_BRIDGE_NAME_GIRDER_STEEL :Балочний сталевий
STR_BRIDGE_NAME_CANTILEVER_STEEL :Каркасний сталевий

@ -2046,8 +2046,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}کھین
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}ریل کا پل منتخب کریں
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}سڑک کا پل منتخب کریں
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}پل کا انتخاب - تعمیر کرنے کے لئے اپنی مرضی کے پل پر کلک کریں
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :لٹکا ہوا، سٹیل کا
STR_BRIDGE_NAME_GIRDER_STEEL :گارڈر، سٹیل کا
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantilever، سٹیل

@ -2712,8 +2712,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Tăng m
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Chọn Loại Cầu Tàu Hỏa
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Chọn Loại Cầu Đường Bộ
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Chọn cầu - chọn loại cầu bạn muốn xây dựng
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Cầu treo thép
STR_BRIDGE_NAME_GIRDER_STEEL :Cầu dầm thép
STR_BRIDGE_NAME_CANTILEVER_STEEL :Cầu dầm chìa thép

@ -2461,8 +2461,6 @@ STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Cynyddu
STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Dewiswch Bont Rheilffordd
STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Dewiswch Bont Ffordd
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Dewis pont - cliciwch ar y eich dewis i'w hadeiladu
STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG}
STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY}
STR_BRIDGE_NAME_SUSPENSION_STEEL :Crog, Dur
STR_BRIDGE_NAME_GIRDER_STEEL :Hytrawst, Dur
STR_BRIDGE_NAME_CANTILEVER_STEEL :Canttilifer, Dur

@ -2150,7 +2150,7 @@ static ChangeInfoResult BridgeChangeInfo(uint brid, int numinfo, int prop, const
case 0x0A: // Maximum length
bridge->max_length = buf->ReadByte();
if (bridge->max_length > 16) bridge->max_length = 0xFFFF;
if (bridge->max_length > 16) bridge->max_length = UINT16_MAX;
break;
case 0x0B: // Cost factor
@ -2159,6 +2159,7 @@ static ChangeInfoResult BridgeChangeInfo(uint brid, int numinfo, int prop, const
case 0x0C: // Maximum speed
bridge->speed = buf->ReadWord();
if (bridge->speed == 0) bridge->speed = UINT16_MAX;
break;
case 0x0D: { // Bridge sprite tables

@ -48,9 +48,7 @@ void FixOldMapArray()
{
/* TTO/TTD/TTDP savegames could have buoys at tile 0
* (without assigned station struct) */
MemSetT(&_m[0], 0);
SetTileType(0, MP_WATER);
SetTileOwner(0, OWNER_WATER);
MakeSea(0);
}
static void FixTTDMapArray()
@ -1468,8 +1466,7 @@ static bool LoadOldGameDifficulty(LoadgameState *ls, int num)
static bool LoadOldMapPart1(LoadgameState *ls, int num)
{
if (_savegame_type == SGT_TTO) {
MemSetT(_m, 0, OLD_MAP_SIZE);
MemSetT(_me, 0, OLD_MAP_SIZE);
AllocateMap(OLD_MAP_SIZE, OLD_MAP_SIZE);
}
for (uint i = 0; i < OLD_MAP_SIZE; i++) {

@ -276,11 +276,11 @@
if (tile - from == 1) {
if (to - tile == 1) return (GetRailTracks(tile) & RAILTRACK_NE_SW) != 0;
if (to - tile == ::MapSizeX()) return (GetRailTracks(tile) & RAILTRACK_NE_SE) != 0;
} else if (tile - from == ::MapSizeX()) {
if (to - tile == ScriptMap::GetMapSizeX()) return (GetRailTracks(tile) & RAILTRACK_NE_SE) != 0;
} else if (tile - from == ScriptMap::GetMapSizeX()) {
if (tile - to == 1) return (GetRailTracks(tile) & RAILTRACK_NW_NE) != 0;
if (to - tile == 1) return (GetRailTracks(tile) & RAILTRACK_NW_SW) != 0;
if (to - tile == ::MapSizeX()) return (GetRailTracks(tile) & RAILTRACK_NW_SE) != 0;
if (to - tile == ScriptMap::GetMapSizeX()) return (GetRailTracks(tile) & RAILTRACK_NW_SE) != 0;
} else {
return (GetRailTracks(tile) & RAILTRACK_SW_SE) != 0;
}
@ -301,7 +301,7 @@ static uint32 SimulateDrag(TileIndex from, TileIndex tile, TileIndex *to)
*to -= Clamp((int)::TileX(*to) - (int)::TileX(tile), -1, 1);
} else if (::TileX(from) == ::TileX(*to)) {
p2 |= (TRACK_Y << 6);
*to -= ::MapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
*to -= ScriptMap::GetMapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
} else if (::TileY(from) < ::TileY(tile)) {
if (::TileX(*to) < ::TileX(tile)) {
p2 |= (TRACK_UPPER << 6);
@ -311,7 +311,7 @@ static uint32 SimulateDrag(TileIndex from, TileIndex tile, TileIndex *to)
if (diag_offset != 0) {
*to -= Clamp((int)::TileX(*to) - (int)::TileX(tile), -1, 1);
} else {
*to -= ::MapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
*to -= ScriptMap::GetMapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
}
} else if (::TileY(from) > ::TileY(tile)) {
if (::TileX(*to) < ::TileX(tile)) {
@ -322,7 +322,7 @@ static uint32 SimulateDrag(TileIndex from, TileIndex tile, TileIndex *to)
if (diag_offset != 0) {
*to -= Clamp((int)::TileX(*to) - (int)::TileX(tile), -1, 1);
} else {
*to -= ::MapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
*to -= ScriptMap::GetMapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
}
} else if (::TileX(from) < ::TileX(tile)) {
if (::TileY(*to) < ::TileY(tile)) {
@ -333,7 +333,7 @@ static uint32 SimulateDrag(TileIndex from, TileIndex tile, TileIndex *to)
if (diag_offset == 0) {
*to -= Clamp((int)::TileX(*to) - (int)::TileX(tile), -1, 1);
} else {
*to -= ::MapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
*to -= ScriptMap::GetMapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
}
} else if (::TileX(from) > ::TileX(tile)) {
if (::TileY(*to) < ::TileY(tile)) {
@ -344,7 +344,7 @@ static uint32 SimulateDrag(TileIndex from, TileIndex tile, TileIndex *to)
if (diag_offset == 0) {
*to -= Clamp((int)::TileX(*to) - (int)::TileX(tile), -1, 1);
} else {
*to -= ::MapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
*to -= ScriptMap::GetMapSizeX() * Clamp((int)::TileY(*to) - (int)::TileY(tile), -1, 1);
}
}
return p2;

@ -250,7 +250,7 @@
/* static */ bool ScriptTile::RaiseTile(TileIndex tile, int32 slope)
{
EnforcePrecondition(false, ScriptObject::GetCompany() != OWNER_DEITY);
EnforcePrecondition(false, tile < ::MapSize());
EnforcePrecondition(false, tile < ScriptMap::GetMapSize());
return ScriptObject::DoCommand(tile, slope, 1, CMD_TERRAFORM_LAND);
}
@ -258,7 +258,7 @@
/* static */ bool ScriptTile::LowerTile(TileIndex tile, int32 slope)
{
EnforcePrecondition(false, ScriptObject::GetCompany() != OWNER_DEITY);
EnforcePrecondition(false, tile < ::MapSize());
EnforcePrecondition(false, tile < ScriptMap::GetMapSize());
return ScriptObject::DoCommand(tile, slope, 0, CMD_TERRAFORM_LAND);
}
@ -266,8 +266,8 @@
/* static */ bool ScriptTile::LevelTiles(TileIndex start_tile, TileIndex end_tile)
{
EnforcePrecondition(false, ScriptObject::GetCompany() != OWNER_DEITY);
EnforcePrecondition(false, start_tile < ::MapSize());
EnforcePrecondition(false, end_tile < ::MapSize());
EnforcePrecondition(false, start_tile < ScriptMap::GetMapSize());
EnforcePrecondition(false, end_tile < ScriptMap::GetMapSize());
return ScriptObject::DoCommand(end_tile, start_tile, LM_LEVEL << 1, CMD_LEVEL_LAND);
}

@ -12,6 +12,7 @@
#include "script_cargo.hpp"
#include "script_gamesettings.hpp"
#include "script_group.hpp"
#include "script_map.hpp"
#include "../script_instance.hpp"
#include "../../string_func.h"
#include "../../strings_func.h"
@ -255,8 +256,8 @@
const Vehicle *v = ::Vehicle::Get(vehicle_id);
if (v->type == VEH_AIRCRAFT) {
uint x = Clamp(v->x_pos / TILE_SIZE, 0, ::MapSizeX() - 2);
uint y = Clamp(v->y_pos / TILE_SIZE, 0, ::MapSizeY() - 2);
uint x = Clamp(v->x_pos / TILE_SIZE, 0, ScriptMap::GetMapSizeX() - 2);
uint y = Clamp(v->y_pos / TILE_SIZE, 0, ScriptMap::GetMapSizeY() - 2);
return ::TileXY(x, y);
}

@ -2655,6 +2655,8 @@ static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
if (!IsTunnel(tile)) {
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
/* road speed special-cases 0 as unlimited, hides display of limit etc. */
if (spd == UINT16_MAX) spd = 0;
if (road_rt != INVALID_ROADTYPE && (td->road_speed == 0 || spd < td->road_speed)) td->road_speed = spd;
if (tram_rt != INVALID_ROADTYPE && (td->tram_speed == 0 || spd < td->tram_speed)) td->tram_speed = spd;
}
@ -2674,6 +2676,8 @@ static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
if (!IsTunnel(tile)) {
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
/* rail speed special-cases 0 as unlimited, hides display of limit etc. */
if (spd == UINT16_MAX) spd = 0;
if (td->rail_speed == 0 || spd < td->rail_speed) {
td->rail_speed = spd;
}

@ -2343,7 +2343,7 @@ void AgeVehicle(Vehicle *v)
if (v->age < MAX_DAY) {
v->age++;
if (v->IsPrimaryVehicle() && v->age == VEHICLE_PROFIT_MIN_AGE + 1) GroupStatistics::VehicleReachedProfitAge(v);
if (v->IsPrimaryVehicle() && v->age == VEHICLE_PROFIT_MIN_AGE + 1) GroupStatistics::VehicleReachedMinAge(v);
}
if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return;

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