Updates / Fixes by Arynn

- Fixed: Mercs randomly drop aimed weapons automatically under some weird circumstances 
- Fixed: Merc are now a little more "talkactive"
- Update: New option screen with "Next" and "Prev" button. This allows "unlimited" of options in the option screen
- New: New "Forced turn base mode" option in the option screen and also available via keyboard shortcut (CTRL+ALT+SHIFT+T) in tactical.
This forces the game to go in turn based mode when there are enemies in the sector.

INFO: There is a new STI Graphic (OPTIONSCREENADDONS2.sti) which is needed for the updated option screen.
You can download the file from http://ja2.h758491.serverkompetenz.net/Wanne/NewOptionScreen/OPTIONSCREENADDONS2.sti
Put this file in your Data\Interface folder. If I build a new release I will upload the file to SVN GameDir and then remove it from my private download folder.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-02-28 09:16:25 +00:00
parent a64a66bdf3
commit c4e483539f
18 changed files with 619 additions and 278 deletions
+2
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@@ -311,6 +311,8 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_SILENT_SKYRIDER ] = FALSE;
gGameSettings.fOptions[ TOPTION_LOW_CPU_USAGE ] = FALSE;
gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] = FALSE;
gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
gGameSettings.ubSizeOfDisplayCover = 4;
gGameSettings.ubSizeOfLOS = 4;
+2
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@@ -58,6 +58,8 @@ enum
TOPTION_SILENT_SKYRIDER,
TOPTION_LOW_CPU_USAGE,
TOPTION_ENHANCED_DESC_BOX,
TOPTION_TOGGLE_TURN_MODE, // arynn : add forced turn mode
NUM_GAME_OPTIONS, //Toggle up this will be able to be Toggled by the player
+486 -252
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File diff suppressed because it is too large Load Diff
+1
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@@ -4,6 +4,7 @@
#include "MessageBoxScreen.h"
#define OPT_BUTTON_FONT FONT14ARIAL
#define OPT_BUTTON_FONT2 FONT10ARIAL //smaller button on options screen
#define OPT_BUTTON_ON_COLOR 73//FONT_MCOLOR_WHITE
#define OPT_BUTTON_OFF_COLOR 73//FONT_MCOLOR_WHITE
+17 -4
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@@ -1901,7 +1901,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
//else
if ( pSoldier->EVENT_InternalGetNewSoldierPath( sMapPos, pSoldier->usUIMovementMode, TRUE, FALSE ) )
{
pSoldier->InternalSoldierReadyWeapon( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
pSoldier->InternalDoMercBattleSound( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
}
else
{
@@ -4703,7 +4703,20 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
// ATE: make stationary if...
if ( pSoldier->flags.fNoAPToFinishMove )
{
pSoldier->SoldierGotoStationaryStance( );
// arynn : fix lower ready weapons
//previously "ready weapon" state was being dropped in a couple of cases
//the fix involves bypassing the reset animation state for the various "ready weapon" types
//since this is a reset animation function, we should be VERY specific about when and what we dont reset
UINT16 test;
test = pSoldier->usAnimState;
if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH ||
test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND ||
test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE
))
{
pSoldier->SoldierGotoStationaryStance( );
}// arynn : fix lower ready weapon end_if
}
//DEF: made it an event
@@ -5100,7 +5113,7 @@ void EndMultiSoldierSelection( BOOLEAN fAcknowledge )
}
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] && fAcknowledge )
pSoldier->InternalSoldierReadyWeapon( BATTLE_SOUND_ATTN1, BATTLE_SND_LOWER_VOLUME );
pSoldier->InternalDoMercBattleSound( BATTLE_SOUND_ATTN1, BATTLE_SND_LOWER_VOLUME );
if ( pSoldier->flags.fMercAsleep )
{
@@ -5227,7 +5240,7 @@ BOOLEAN HandleMultiSelectionMove( INT16 sDestGridNo )
if ( pSoldier->EVENT_InternalGetNewSoldierPath( sDestGridNo, pSoldier->usUIMovementMode , TRUE, pSoldier->flags.fNoAPToFinishMove ) )
{
pSoldier->InternalSoldierReadyWeapon( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
pSoldier->InternalDoMercBattleSound( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
}
else
{
+19 -2
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@@ -5729,6 +5729,8 @@ void ExitCombatMode( )
EndTopMessage( );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Exit combat mode");// arynn : add forced turn mode
// OK, we have exited combat mode.....
// Reset some flags for no aps to move, etc
@@ -5746,7 +5748,21 @@ void ExitCombatMode( )
if ( pSoldier->flags.fNoAPToFinishMove && pSoldier->stats.bLife >= OKLIFE )
{
pSoldier->AdjustNoAPToFinishMove( FALSE );
pSoldier->SoldierGotoStationaryStance( );
// arynn : fix lower ready weapons
//previously "ready weapon" state was being dropped in a couple of cases
//the fix involves bypassing the reset animation state for the various "ready weapon" types
//since this is a reset animation function, we should be VERY specific about when and what we dont reset
UINT16 test;
test = pSoldier->usAnimState;
if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH ||
test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND ||
test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE
))
{
pSoldier->SoldierGotoStationaryStance( );
}// arynn : fix lower ready weapon end_if
}
//Cancel pending events
@@ -6082,7 +6098,8 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
// If we have reach a point where a cons. number of turns gone by....
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
//if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])// arynn : add forced turn mode
{
if(is_networked && !getReal)//hayden
+19 -6
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@@ -23,6 +23,10 @@
#include "Exit Grids.h"
#endif
#include "GameSettings.h" // arynn : add forced turn mode
#include "font control.h" // arynn : add forced turn mode
#include "message.h" // arynn : add forced turn mode
#include "connect.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -1522,12 +1526,21 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDir
// If he's an enemy... set presence
if ( !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum ) )
{
// ATE: Added if not bloodcats
// only do this once they are seen.....
if ( pSoldier->ubBodyType != BLOODCAT )
{
SetEnemyPresence( );
}
// ATE: Added if not bloodcats
// only do this once they are seen.....
if ( pSoldier->ubBodyType != BLOODCAT )
{
SetEnemyPresence( );
// arynn : add forced turn mode : note not for bloodcats..
if ( gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode Active, Entering Combat" );
if( Random( 100 ) >= Random( 100 ) ) // give a chance for either to go first
EnterCombatMode( OUR_TEAM );
else
EnterCombatMode( ENEMY_TEAM );
}// arynn : add forced turn mode
}
}
}
+25 -4
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@@ -205,6 +205,7 @@ void ToggleWireFrame();
void RefreshSoldier();
void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette );
void TeleportSelectedSoldier();
void ToggleTurnMode();// arynn : add forced turn mode
void ToggleTreeTops();
void ToggleZBuffer();
void TogglePlanningMode();
@@ -3662,9 +3663,16 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
ToggleTreeTops();
break;
case 'T':
//resort Team by ubID
SortSquadByID(MercPtrs[gusSelectedSoldier]->bTeam);
case 'T':
if ( fCtrl && fShift && fAlt && !is_networked)// arynn : add forced turn mode
{
ToggleTurnMode();
}
else
{
//resort Team by ubID
SortSquadByID(MercPtrs[gusSelectedSoldier]->bTeam);
}
break;
case '=':
@@ -4519,7 +4527,20 @@ void TeleportSelectedSoldier()
}
}
void ToggleTurnMode()// arynn : add forced turn mode
{
if ( !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode" );
gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = TRUE;
EnterCombatMode( OUR_TEAM ); // arynn : randomize ? i'm leaving this for now due to "i made the call, i get dibs"
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Normal turn mode");
gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
}
}// arynn : add forced turn mode
void ToggleTreeTops()
{
+2
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@@ -1356,6 +1356,8 @@ enum
OPT_SAVE_GAME,
OPT_LOAD_GAME,
OPT_MAIN_MENU,
OPT_NEXT,
OPT_PREV,
OPT_DONE,
OPT_SOUND_FX,
OPT_SPEECH,
+5 -1
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@@ -4186,6 +4186,8 @@ STR16 zOptionsText[] =
L"保存游戏", //"Save Game",
L"载入游戏", //"Load Game",
L"退出", //"Quit",
L"Next",
L"Prev",
L"完成", //"Done",
//Text above the slider bars
@@ -4408,6 +4410,7 @@ STR16 zOptionsToggleText[] =
L"沉默的Skyrider", //"Silent Skyrider",
L"降低CPU的使用率", //"Low CPU usage",
L"Enhanced Description Box",
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -4446,7 +4449,7 @@ STR16 zOptionsScreenHelpText[] =
L"打开这个选项,使用铁血联盟1代的佣兵选择方式。",
//Show movement path
//L"Turn this ON to display movement paths in Real-time (or leave it off and use the SHIFT key when you do want them displayed).",
//L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|H|I|F|T key when you do want them displayed).",
L"打开这个选项,会实时显示移动路径(关闭此选项。如果你想要显示路径的话,使用SHIFT键)。",
//show misses
@@ -4519,6 +4522,7 @@ STR16 zOptionsScreenHelpText[] =
//L"When ON, game will run with much lower CPU usage.",
L"当打开时,游戏将使用更少的CPU资源。",
L"When ON, enhanced descriptions will be shown for items and weapons.",
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};
+5 -1
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@@ -3490,6 +3490,8 @@ STR16 zOptionsText[] =
L"Spel Bewaren",
L"Spel Laden",
L"Stop",
L"Next",
L"Prev",
L"OK",
//Text above the slider bars
@@ -3676,6 +3678,7 @@ STR16 zOptionsToggleText[] =
L"Silent Skyrider",
L"Low CPU Usage",
L"Enhanced Description Box",
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -3706,7 +3709,7 @@ STR16 zOptionsScreenHelpText[] =
L"Schakel deze optie IN als je karakters wil selecteren zoals in de vorige JAGGED ALLIANCE (methode is tegengesteld dus).",
//Show movement path
L"Schakel deze optie IN om bewegingspaden te tonen in real-time (schakel het uit en gebruik dan de SHIFT-toets om paden te tonen).",
L"Schakel deze optie IN om bewegingspaden te tonen in real-time (schakel het uit en gebruik dan de |S|H|I|F|T-toets om paden te tonen).",
//show misses
L"Schakel IN om het spel de plaats van inslag van je kogels te tonen wanneer je \"mist\".",
@@ -3757,6 +3760,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, Skyrider will not talk anymore.",
L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};
+5 -1
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@@ -3503,6 +3503,8 @@ STR16 zOptionsText[] =
L"Save Game",
L"Load Game",
L"Quit",
L"Next",
L"Prev",
L"Done",
//Text above the slider bars
@@ -3689,6 +3691,7 @@ STR16 zOptionsToggleText[] =
L"Silent Skyrider",
L"Low CPU usage",
L"Enhanced Description Box",
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -3719,7 +3722,7 @@ STR16 zOptionsScreenHelpText[] =
L"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).",
//Show movement path
L"Turn this ON to display movement paths in Real-time (or leave it off and use the SHIFT key when you do want them displayed).",
L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|H|I|F|T key when you do want them displayed).",
//show misses
L"Turn ON to have the game show you where your bullets ended up when you \"miss\".",
@@ -3770,6 +3773,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, Skyrider will not talk anymore.",
L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};
+5 -1
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@@ -3504,6 +3504,8 @@ STR16 zOptionsText[] =
L"Sauvegarder",
L"Charger partie",
L"Quitter",
L"Next",
L"Prev",
L"OK",
//Text above the slider bars
@@ -3690,6 +3692,7 @@ STR16 zOptionsToggleText[] =
L"Silence Skyrider !",
L"Faible consommation processeur",
L"EDB (mod rajoutant info utiles)",
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -3720,7 +3723,7 @@ STR16 zOptionsScreenHelpText[] =
L"Activez cette option pour retrouver vos automatismes de la version précédente.",
//Show movement path
L"Activez cette option pour afficher le chemin suivi par les mercenaires. \nVous pouvez la désactiver et utiliser la touche MAJ en cours de jeu.",
L"Activez cette option pour afficher le chemin suivi par les mercenaires. \nVous pouvez la désactiver et utiliser la touche |M|A|J en cours de jeu.",
//show misses
L"Activez cette option pour voir où atterrissent tous vos tirs.",
@@ -3771,6 +3774,7 @@ STR16 zOptionsScreenHelpText[] =
L"Si activé, les confirmations insistantes de Skyrider cessent.",
L"Si activé, le jeu restreint l'utilisation du processeur.",
L"Si activé, l'EDB sera affiché pour les armes et objets.",
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};
+7 -3
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@@ -3310,7 +3310,9 @@ STR16 zOptionsText[] =
//button Text
L"Spiel sichern",
L"Spiel laden",
L"Spiel beenden",
L"Spiel beenden",
L"Nächste",
L"Vorherige",
L"Fertig",
//Text above the slider bars
L"Effekte",
@@ -3494,7 +3496,8 @@ STR16 zOptionsToggleText[] =
L"Automatisch speichern",
L"Stummer Skyrider",
L"Niedrige CPU Belastung",
L"Enhanced Description Box",
L"Erweiterte Gegenstandsinfo (EDB)",
L"Erzwungender Runden-Modus",
};
//This is the help text associated with the above toggles.
@@ -3525,7 +3528,7 @@ STR16 zOptionsScreenHelpText[] =
L"Mit dieser Option funktioniert die Auswahl der Söldner so wie in früheren JAGGED ALLIANCE-Spielen (also genau andersherum als jetzt).",
//Show movement path
L"Diese Funktion ANschalten, um die geplanten Wege der Söldner in Echtzeit anzuzeigen\n(oder abgeschaltet lassen und bei gewünschter Anzeige die SHIFT-Taste drücken).",
L"Diese Funktion ANschalten, um die geplanten Wege der Söldner in Echtzeit anzuzeigen\n(oder abgeschaltet lassen und bei gewünschter Anzeige die |S|H|I|F|T-Taste drücken).",
//show misses
L"Mit dieser Option zeigt Ihnen das Spiel, wo Ihre Kugeln hinfliegen, wenn Sie \"nicht treffen\".",
@@ -3576,6 +3579,7 @@ STR16 zOptionsScreenHelpText[] =
L"Wenn diese Funktion aktiviert ist, wird Skyrider nichts mehr sprechen.",
L"Wenn diese Funktion aktiviert ist, wird das Spiel mit viel geringerer CPU Belastung laufen.",
L"Wenn diese Funktion aktiviert ist, werden erweiterte Beschreibungen zu den Waffen und Gegenständen angezeigt.",
L"Wenn diese Funktion aktiviert ist und noch Gegner im Sektor sind, bleibt das Spiel im Runden-Mods bis alle Feinde tot sind (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).",
};
STR16 gzGIOScreenText[] =
+5 -1
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@@ -3485,6 +3485,8 @@ STR16 zOptionsText[] =
L"Salva partita",
L"Carica partita",
L"Abbandona",
L"Next",
L"Prev",
L"Fine",
//Text above the slider bars
@@ -3669,6 +3671,7 @@ STR16 zOptionsToggleText[] =
L"Silent Skyrider",
L"Low CPU usage",
L"Enhanced Description Box",
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -3699,7 +3702,7 @@ STR16 zOptionsScreenHelpText[] =
L"Attivate questa opzione per selezionare i personaggi e muoverli come nel vecchio JA (dato che la funzione è stata invertita).",
//Show movement path
L"Attivate questa opzione per visualizzare i sentieri di movimento in tempo reale (oppure disattivatela utilizzando il tasto MAIUSC).",
L"Attivate questa opzione per visualizzare i sentieri di movimento in tempo reale (oppure disattivatela utilizzando il tasto |M|A|I|U|S|C).",
//show misses
L"Attivate per far sì che la partita vi mostri dove finiscono i proiettili quando \"sbagliate\".",
@@ -3750,6 +3753,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, Skyrider will not talk anymore.",
L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};
+4
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@@ -3497,6 +3497,8 @@ STR16 zOptionsText[] =
L"Zapisz grê",
L"Odczytaj grê",
L"Wyjœcie",
L"Next",
L"Prev",
L"OK",
//Text above the slider bars
@@ -3683,6 +3685,7 @@ STR16 zOptionsToggleText[] =
L"Cichy Skyrider",
L"Niskie obci¹¿enie procesora",
L"Rozszerzone Okno Opisu (EDB)", //Enhanced Description Box
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -3764,6 +3767,7 @@ STR16 zOptionsScreenHelpText[] =
L"Jeœli W£¥CZONE, Skyrider nie bêdzie nic mówi³.",
L"Jeœli W£¥CZONE, gra bêdzie obci¹¿a³a procesor w mniejszym stopniu.",
L"Jeœli W£¥CZONE, rozszerzone opisy bêd¹ pokazane dla przedmiotów i broni.",
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};
STR16 gzGIOScreenText[] =
+5 -1
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@@ -3499,6 +3499,8 @@ STR16 zOptionsText[] =
L"Сохранить игру",
L"Загрузить игру",
L"Выход",
L"Next",
L"Prev",
L"Готово",
//Text above the slider bars
@@ -3684,6 +3686,7 @@ STR16 zOptionsToggleText[] =
L"Молчаливый пилот вертолёта",
L"Низкая загрузка процессора",
L"Подробное описание предметов", //Enhanced Description Box
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -3714,7 +3717,7 @@ STR16 zOptionsScreenHelpText[] =
L"Если включено, то будет использоваться старый метод выбора наемников\n(для тех, кто привык к управлению предыдущих частей Jagged Alliance).",
//Show movement path
L"Если включено, то в режиме реального времени будет отображаться путь передвижения\n(если выключено, нажмите SHIFT, чтобы увидеть путь).",
L"Åñëè âêëþ÷åíî, òî â ðåæèìå ðåàëüíîãî âðåìåíè áóäåò îòîáðàæàòüñÿ ïóòü ïåðåäâèæåíèÿ\n(åñëè âûêëþ÷åíî, íàæìèòå |S|H|I|F|T, ÷òîáû óâèäåòü ïóòü).",
//show misses
L"Если включено, то камера будет отслеживать\nтраекторию пуль, прошедших мимо цели.",
@@ -3765,6 +3768,7 @@ STR16 zOptionsScreenHelpText[] =
L"Если включено, Небесный Всадник\nне будет вас раздражать болтливостью.",
L"Если включено, игра будет использовать\nменьше процессорного времени.",
L"Если включено, будет задействовано\nподробное описание предметов.", //EDB description
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};
+5 -1
View File
@@ -3502,6 +3502,8 @@ STR16 zOptionsText[] =
L"Save Game",
L"Load Game",
L"Quit",
L"Next",
L"Prev",
L"Done",
//Text above the slider bars
@@ -3688,6 +3690,7 @@ STR16 zOptionsToggleText[] =
L"Silent Skyrider",
L"Low CPU usage",
L"Enhanced Description Box",
L"Forced Turn Mode", // arynn : add forced turn mode
};
//This is the help text associated with the above toggles.
@@ -3718,7 +3721,7 @@ STR16 zOptionsScreenHelpText[] =
L"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).",
//Show movement path
L"Turn this ON to display movement paths in Real-time (or leave it off and use the SHIFT key when you do want them displayed).",
L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|H|I|F|T key when you do want them displayed).",
//show misses
L"Turn ON to have the game show you where your bullets ended up when you \"miss\".",
@@ -3769,6 +3772,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, Skyrider will not talk anymore.",
L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
};