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BEE2.pot
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BEE2.pot
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# BEEMOD2 v4
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PROJECT VERSION\n"
"Report-Msgid-Bugs-To: https://github.com/BEEmod/BEE2.4/issues\n"
"POT-Creation-Date: 2024-05-28 13:22+1000\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=utf-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Generated-By: Babel 2.12.1\n"
#: loadScreen.py
msgid "Skipped!"
msgstr ""
#: loadScreen.py
msgid "Version: {ver}"
msgstr ""
#: app/optionWindow.py app/packageMan.py app/selector_win.py loadScreen.py
msgid "Cancel"
msgstr ""
#: app/paletteUI.py loadScreen.py
msgid "Clear"
msgstr ""
#: loadScreen.py
msgid "Copy"
msgstr ""
#: loadScreen.py
msgid "Show:"
msgstr ""
#: loadScreen.py
msgid "Logs - {ver}"
msgstr ""
#: loadScreen.py
msgid "Debug messages"
msgstr ""
#: loadScreen.py
msgid "Default"
msgstr ""
#: loadScreen.py
msgid "Warnings Only"
msgstr ""
#: loadScreen.py
msgid "Packages"
msgstr ""
#: loadScreen.py
msgid "Loading Objects"
msgstr ""
#: loadScreen.py
msgid "Initialising UI"
msgstr ""
#: loadScreen.py
msgid "Better Extended Editor for Portal 2"
msgstr ""
#: quote_pack.py
msgid "No Name!"
msgstr ""
#: quote_pack.py
msgid "Singleplayer"
msgstr ""
#: quote_pack.py
msgid "Cooperative"
msgstr ""
#: quote_pack.py
msgid "ATLAS (SP/Coop)"
msgstr ""
#: quote_pack.py
msgid "P-Body (SP/Coop)"
msgstr ""
#: app/CompilerPane.py quote_pack.py
msgid "Bendy"
msgstr ""
#: app/CompilerPane.py quote_pack.py
msgid "Chell"
msgstr ""
#: quote_pack.py
msgid "Human characters (Bendy and Chell)"
msgstr ""
#: quote_pack.py
msgid "AI characters (ATLAS, P-Body, or Coop)"
msgstr ""
#: quote_pack.py
msgid "Death - Generic"
msgstr ""
#: quote_pack.py
msgid "Death - Toxic Goo"
msgstr ""
#: quote_pack.py
msgid "Death - Turrets"
msgstr ""
#: quote_pack.py
msgid "Death - Crusher"
msgstr ""
#: quote_pack.py
msgid "Death - LaserField"
msgstr ""
#: quote_pack.py
msgid "Gesture - Generic"
msgstr ""
#: quote_pack.py
msgid "Gesture - Camera"
msgstr ""
#. i18n: Special token, must be exactly two lines, shown via game_text if an
#. error occurs in Coop.
#: user_errors.py
msgid ""
"Compile Error. Open the following URL\n"
"in a browser on this computer to see:"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"Invalid <code>{option}=</code>\"<code>{value}</code>\" for {kind} "
"\"<var>{id}</var>\"!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Option <code>{option}</code> is required for {kind} \"<var>{id}</var>\"!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Duplicate {kind} ID \"<var>{id}</var>\". Change the ID of one of them."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Unknown {kind} ID \"<var>{id}</var>\"."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The item \"<var>{item}</var>\" is not a {kind}!<br>Instance: "
"<code>{inst}</code>"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The instance \"<var>{inst}</var>\" does not have any connection "
"information defined!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "See the documentation"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"One or more items were placed ouside the map! Move these back inside the "
"map, or delete them. Items with no collision (like Half Walls or Logic "
"Gates) can be left when rooms are moved, look for those."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"This map has <a "
"href=\"https://developer.valvesoftware.com/wiki/Leak\">\"leaked\"</a>. "
"This is a bug in an item or style, which should be fixed. The displayed "
"line indicates the location of the leak, you may be able to resolve it by"
" removing/modifying items in that area. Please submit a bug report to the"
" author of the item so this can be resolved. Leak coordinates:"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The instance <code>{inst}</code> does not exist, meaning the map cannot "
"be compiled! Try other configurations for this item, it may be the case "
"that only some are missing."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"Bad Glass Floorbeam template! The template must have a single brush, "
"aligned along the <var>X</var> axis."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"No I/O configuration specified for special indicator item "
"\"<var>{item}</var>\"! This is required for antlines to work."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The instance named \"<var>{item}</var>\" is not recognised! If you just "
"swapped styles and exported, you will need to restart Portal 2. Otherwise"
" check the relevant package."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The instance \"<var>{inst}</var>\" is reciving inputs, but none were "
"configured in the item. Check for reuse of the instance in multiple "
"items, or restart Portal 2 if you just exported."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"No corridors were defined for the <var>{orient}_{mode}_{dir}</var> group."
" Try moving this door back onto a wall."
msgstr ""
#. i18n: Reference to the stylevar
#. This uses HTML syntax.
#: app/StyleVarPane.py user_errors.py
msgid "Unlock Default Items"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The map appears to be missing the {kind} door. This could be caused by an"
" export from BEE2 while the game was open - close and reopen the game if "
"that is the case. If it has been deleted, enable \"{stylevar}\" in Style "
"Properties, then add it your palette so it can be put back in the map. If"
" the door is present, this is likely an issue with the style definitions."
" "
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The map contains both singleplayer and coop entry/exit corridors. This "
"can happen if they are manually added using the \"{stylevar}\" stylevar. "
"In that case delete one of them."
msgstr ""
#. This uses HTML syntax.
#: ui_tk/corridor_selector.py user_errors.py
msgid "Entry"
msgstr ""
#. i18n: Entry door
#. This uses HTML syntax.
#: ui_tk/corridor_selector.py user_errors.py
msgid "Exit"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "\"CubeType\" test used but with no type specified!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Unrecognised special cube type \"<var>{type}</var>\"!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"Two or more cubes/droppers have the same timer value "
"(<var>{timer}</var>). These are used to link a cube and dropper item "
"together, so the cube is preplaced in the map but respawns from the "
"specified dropper."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The specified cube has a timer value <var>{timer}</var>, which does not "
"match any droppers. A dropper should be placed with a matching timer "
"value, to specify the respawn point for this preplaced cube."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"Dropper above custom cube of type <var>{type}</var> is already linked! "
"Custom cubes convertdroppers above them into their type, to allow having "
"droppers."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A cube colouriser must be placed onto a dropper or cube to set the "
"colour, it cannot be placed by itself."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"Multiple paint splats were placed on this cube, meaning it is unclear "
"which gel to start the cube painted with. Remove all but one type. If "
"you're wanting to paint the floor below the cube differently to the "
"dropper, place a different splat on the ceiling."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Superposition Entanglers must be placed on top of a single dropper."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"Superposition Entanglers must be connected to a single dropper, not any "
"other items."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Two Superposition Entanglers cannot be connected to a single dropper!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Glass / Grating item"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The custom barrier item \"<var>{name}</var>\" must be connected via "
"output to one or more regular glass or grating items. It will then change"
" the type of that barrier."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The barrier at this posiiton has been connected to multiple custom "
"barrier items. Remove all but one connection."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A Barrier Hole (\"<var>{hole}</var>\") does not have sufficent space. The"
" entire highlighted yellow area should be occupied by continous "
"glass/grating/etc which isnot itself occupied by a different hole."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A Barrier Hole (\"<var>{hole}</var>\") was misplaced. The item must be "
"placed against a glass/grating/etc sheet, which it will then cut a hole "
"into. To rotate the item properly, you may need to place it on a wall "
"with the same orientation first, then drag it onto the glass without "
"dragging it over surfaces with different orientations. Alternatively put "
"a block temporarily in the barrier's location to position the hole item, "
"then carve into the block from a side to remove it while keeping the hole"
" in the same position."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A Barrier Hole (\"<var>{hole}</var>\") was placed on top of a "
"\"<var>{barrier}</var>\" barrier, but this barrier does not support this "
"type of hole. The barrier allows ({types_barrier}), but the hole only has"
" ({types_hole}) available."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A Barrier Hole (\"<var>{hole}</var>\") was placed on top of a "
"\"<var>{barrier}</var>\" barrier, which does not allow holes."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A chain of items has multiple inputs to a single item. The chain should "
"form a single path, not have branches."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A chain of items has multiple outputs from a single item. The chain "
"should form a single path, not have branches."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"A chain of items has been constructed with a loop, but this type of item "
"does not support a loop. Break the connection at some point."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The highlighted items in this chain do not support being linked together "
"in this fashion. Check the order of connections."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"The template \"<var>{id}</var>\" has a {type} with two visgroups: "
"\"<var>{groups}</var>\". Brushes andoverlays in templates may currently "
"only use one visgroup each."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "No item ID for fizzler instance \"<var>{inst}</var>\"!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "No fizzler type for {item} (\"<var>{inst}</var>\")!"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "No model specified for one side of \"{id}\" fizzlers."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Instance lookup path \"<code>{path}</code>\" returned no instances."
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid ""
"Instance lookup path \"<code>{path}</code>\" was expected to provide one "
"instance, but it returned multiple instances:"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "<strong>No error?</strong>"
msgstr ""
#. This uses HTML syntax.
#: user_errors.py
msgid "Failed to load error!"
msgstr ""
#: app/CompilerPane.py
msgid "ATLAS"
msgstr ""
#: app/CompilerPane.py
msgid "P-Body"
msgstr ""
#: app/CompilerPane.py
msgid "Image Files"
msgstr ""
#: app/CompilerPane.py
msgid "Map Settings"
msgstr ""
#: app/CompilerPane.py
msgid "Compile Settings"
msgstr ""
#. i18n: Tooltip format for compiler limit bars.
#: app/CompilerPane.py
msgid ""
"{count}/{max} ({frac:0.##%}):\n"
"{blurb}"
msgstr ""
#: app/CompilerPane.py
msgid ""
"Options on this panel can be changed \n"
"without exporting or restarting the game."
msgstr ""
#: app/CompilerPane.py
msgid "Thumbnail"
msgstr ""
#: app/CompilerPane.py
msgid "Screenshot"
msgstr ""
#: app/CompilerPane.py
msgid "Editor View"
msgstr ""
#: app/CompilerPane.py
msgid "Custom:"
msgstr ""
#: app/CompilerPane.py
msgid "Cleanup old screenshots"
msgstr ""
#: app/CompilerPane.py
msgid ""
"Override the map image to use a screenshot automatically taken from the "
"beginning of a chamber. Press F5 to take a new screenshot. If the map has"
" not been previewed recently (within the last few hours), the default "
"PeTI screenshot will be used instead."
msgstr ""
#: app/CompilerPane.py
msgid "Use the normal editor view for the map preview image."
msgstr ""
#: app/CompilerPane.py
msgid ""
"Use a custom image for the map preview image. Click the screenshot to "
"select.\n"
"Images will be converted to JPEGs if needed."
msgstr ""
#: app/CompilerPane.py
msgid ""
"Automatically delete unused Automatic screenshots. Disable if you want to"
" keep things in \"portal2/screenshots\". "
msgstr ""
#: app/CompilerPane.py
msgid "Lighting:"
msgstr ""
#: app/CompilerPane.py
msgid "None"
msgstr ""
#: app/CompilerPane.py
msgid "Fast"
msgstr ""
#: app/CompilerPane.py
msgid "Full"
msgstr ""
#: app/CompilerPane.py
msgid ""
"{desc}\n"
"\n"
"You can hold down Shift during the start of the Lighting stage to switch "
"to {keymode} lighting on the fly."
msgstr ""
#: app/CompilerPane.py
msgid ""
"Compile with no lighting whatsoever. This significantly speeds up compile"
" times, but there will be no lights, gel will be invisible, and the map "
"will run in fullbright. \n"
"When publishing, this is ignored."
msgstr ""
#: app/CompilerPane.py
msgid ""
"Compile with lower-quality, fast lighting. This speeds up compile times, "
"but does not appear as good. Some shadows may appear wrong.\n"
"When publishing, this is ignored."
msgstr ""
#: app/CompilerPane.py
msgid ""
"Compile with high-quality lighting. This looks correct, but takes longer "
"to compute. Use if you're arranging lights.\n"
"When publishing, this is always used."
msgstr ""
#: app/CompilerPane.py
msgid "Enable packing"
msgstr ""
#: app/CompilerPane.py
msgid ""
"Disable automatically packing resources in the map. This can speed up "
"building and allows editing files and running reload commands, but can "
"cause some resources to not work correctly. Regardless of this setting, "
"packing is enabled when publishing. "
msgstr ""
#: app/CompilerPane.py
msgid "Dump packed files to:"
msgstr ""
#: app/CompilerPane.py
msgid ""
"When compiling, dump all files which were packed into the map. Useful if "
"you're intending to edit maps in Hammer."
msgstr ""
#: app/CompilerPane.py
msgid "Last Compile:"
msgstr ""
#: app/CompilerPane.py
msgid "Entity"
msgstr ""
#. i18n: Progress bar description
#: app/CompilerPane.py
msgid ""
"Entities are the things in the map that have functionality. Removing "
"complex moving items will help reduce this. Items have their entity count"
" listed in the item description window.\n"
"\n"
"This isn't completely accurate, some entity types are counted here but "
"don't affect the ingame limit, while others may generate additional "
"entities at runtime."
msgstr ""
#: app/CompilerPane.py
msgid "Overlay"
msgstr ""
#. i18n: Progress bar description
#: app/CompilerPane.py
msgid ""
"Overlays are smaller images affixed to surfaces, like signs or indicator "
"lights. Hiding complex antlines or setting them to signage will reduce "
"this."
msgstr ""
#: app/CompilerPane.py
msgid ""
"Refresh the compile progress bars. Press after a compile has been "
"performed to show the new values."
msgstr ""
#: app/CompilerPane.py
msgid "Brush"
msgstr ""
#: app/CompilerPane.py
msgid ""
"Brushes form the walls or other parts of the test chamber. If this is "
"high, it may help to reduce the size of the map or remove intricate "
"shapes."
msgstr ""
#: app/CompilerPane.py
msgid "Voicelines:"
msgstr ""
#: app/CompilerPane.py
msgid "Use voiceline priorities"
msgstr ""
#: app/CompilerPane.py
msgid ""
"Only choose the highest-priority voicelines. This means more generic "
"lines will only be chosen if few test elements are in the map. If "
"disabled a random applicable lines will be used."
msgstr ""
#: app/CompilerPane.py
msgid "Spawn at:"
msgstr ""
#: app/CompilerPane.py
msgid "Entry Door"
msgstr ""
#: app/CompilerPane.py
msgid "Elevator"
msgstr ""
#: app/CompilerPane.py
msgid ""
"When previewing in SP, spawn inside the entry elevator. Use this to "
"examine the entry and exit corridors.\n"
"\n"
"You can hold down Shift during the start of the Geometry stage to quickly"
" swap which location you spawn at on the fly."
msgstr ""
#: app/CompilerPane.py
msgid ""
"When previewing in SP, spawn just before the entry door.\n"
"\n"
"You can hold down Shift during the start of the Geometry stage to quickly"
" swap which location you spawn at on the fly."
msgstr ""
#: app/CompilerPane.py
msgid "Player Model (SP):"
msgstr ""
#: app/CompilerPane.py
msgid "Compile Options"
msgstr ""
#: app/CompilerPane.py
msgid "Compiler Options - {ver}"
msgstr ""
#: app/StyleVarPane.py
msgid "Multiverse Cave"
msgstr ""
#: app/StyleVarPane.py
msgid "Play the Workshop Cave Johnson lines on map start."
msgstr ""
#: app/StyleVarPane.py
msgid "Suppress Mid-Chamber Dialogue"
msgstr ""
#: app/StyleVarPane.py
msgid "Disable all voicelines other than entry and exit lines."
msgstr ""
#: app/StyleVarPane.py
msgid ""
"Allow placing and deleting the mandatory Entry/Exit Doors and Large "
"Observation Room. Use with caution, this can have weird results!"
msgstr ""
#: app/StyleVarPane.py
msgid "Allow Adding Goo Mist"
msgstr ""
#: app/StyleVarPane.py
msgid ""
"Add mist particles above Toxic Goo in certain styles. This can increase "
"the entity count significantly with large, complex goo pits, so disable "
"if needed."
msgstr ""
#: app/StyleVarPane.py
msgid "Light Reversible Excursion Funnels"
msgstr ""
#: app/StyleVarPane.py
msgid ""
"Funnels emit a small amount of light. However, if multiple funnels are "
"near each other and can reverse polarity, this can cause lighting issues."
" Disable this to prevent that by disabling lights. Non-reversible Funnels"
" do not have this issue."
msgstr ""
#: app/StyleVarPane.py
msgid "Enable Shape Framing"
msgstr ""
#: app/StyleVarPane.py
msgid ""
"After 10 shape-type antlines are used, the signs repeat. With this "
"enabled, colored frames will be added to distinguish them."
msgstr ""
#. i18n: StyleVar default value.
#: app/StyleVarPane.py
msgid "Default: Off"
msgstr ""
#: app/StyleVarPane.py
msgid "Default: On"
msgstr ""
#. i18n: Tooltip when specific styles are used
#: app/StyleVarPane.py
msgid "Style: {styles}"
msgid_plural "Styles: {styles}"
msgstr[0] ""
msgstr[1] ""
#. i18n: StyleVar which is totally unstyled.
#: app/StyleVarPane.py
msgid "Styles: Unstyled"
msgstr ""
#. i18n: StyleVar which matches all styles.
#: app/StyleVarPane.py
msgid "Styles: All"
msgstr ""
#. i18n: Order of lines in the tooltip.
#: app/StyleVarPane.py
msgid ""
"{desc}\n"
"{defaults}\n"
"{styles}"
msgstr ""
#: app/StyleVarPane.py
msgid ", "
msgstr ""
#: app/StyleVarPane.py
msgid "All:"
msgstr ""
#: app/StyleVarPane.py
msgid "Selected Style:"
msgstr ""
#: app/StyleVarPane.py
msgid "Other Styles:"
msgstr ""
#: app/StyleVarPane.py
msgid "No Options!"
msgstr ""
#: app/StyleVarPane.py
msgid "None!"
msgstr ""
#: app/SubPane.py
msgid "Hide/Show the \"{window}\" window."
msgstr ""
#: app/UI.py
msgid "Selected Items and Style successfully exported!"
msgstr ""
#: app/UI.py
msgid "BEE2 - Export Complete"
msgstr ""
#: app/UI.py
msgid "BEEMOD {version} - {game}"
msgstr ""
#: app/UI.py
msgid "{n} option"
msgid_plural "{n} options"
msgstr[0] ""
msgstr[1] ""
#: app/UI.py
msgid "Select Skyboxes"
msgstr ""
#: app/UI.py
msgid ""
"The skybox decides what the area outside the chamber is like. It chooses "
"the colour of sky (seen in some items), the style of bottomless pit (if "
"present), as well as color of \"fog\" (seen in larger chambers)."
msgstr ""
#: app/UI.py
msgid "3D Skybox"
msgstr ""
#: app/UI.py
msgid "Fog Color"
msgstr ""
#: app/UI.py
msgid "Select Additional Voice Lines"
msgstr ""
#: app/UI.py
msgid ""
"Voice lines choose which extra voices play as the player enters or exits "
"a chamber. They are chosen based on which items are present in the map. "
"The additional \"Multiverse\" Cave lines are controlled separately in "
"Style Properties."
msgstr ""
#: app/UI.py
msgid "Add no extra voice lines, only Multiverse Cave if enabled."
msgstr ""
#: app/UI.py
msgid "<Multiverse Cave only>"
msgstr ""
#: app/UI.py
msgid "Characters"
msgstr ""
#: app/UI.py
msgid "Turret Shoot Monitor"
msgstr ""
#: app/UI.py
msgid "Monitor Visuals"
msgstr ""
#: app/UI.py
msgid "Select Style"
msgstr ""
#: app/UI.py
msgid ""
"The Style controls many aspects of the map. It decides the materials used"
" for walls, the appearance of entrances and exits, the design for most "
"items as well as other settings.\n"
"\n"
"The style broadly defines the time period a chamber is set in."
msgstr ""
#: app/UI.py
msgid "Elevator Videos"
msgstr ""
#: app/UI.py packages/corridor.py
msgid "Corridor"
msgstr ""
#: app/UI.py
msgid "Select Elevator Video"
msgstr ""
#: app/UI.py
msgid ""
"Set the video played on the video screens in modern Aperture elevator "
"rooms. Not all styles feature these. If set to \"None\", a random video "
"will be selected each time the map is played, like in the default PeTI."
msgstr ""
#: app/UI.py
msgid "This style does not have a elevator video screen."
msgstr ""
#. i18n: Text when elevators are not present in the style.
#: app/UI.py
msgid "<Not Present>"
msgstr ""
#: app/UI.py
msgid "Random"
msgstr ""
#: app/UI.py
msgid "Choose a random video."
msgstr ""
#: app/UI.py
msgid "Multiple Orientations"
msgstr ""
#: app/UI.py
msgid "Music: "
msgstr ""
#: app/UI.py
msgid "{down_arrow} Use Suggested {down_arrow}"
msgstr ""
#: app/UI.py
msgid "Style: "
msgstr ""
#: app/UI.py
msgid "Voice: "
msgstr ""
#: app/UI.py
msgid "Skybox: "
msgstr ""
#: app/UI.py
msgid "Elev Vid: "
msgstr ""
#: app/UI.py
msgid "Corridor: "
msgstr ""