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# ; New string compiler test file ; ; Source files MUST be standard ASCII text files. Each line MUST be ; terminated with either a CR,LF or CR or LF sequence. ; ; Ampersand, double quote, hash mark and greater/less than symbols ; are reserved characters. ; ; Rules : ; ; Anything between a pair of hash marks (including hash marks) is ; treated as comment text and discarded. Hash marked blocks have ; highest priority and are ALWAYS processed even within quote markers. ; ; Anything between a pair of double quotes excepting hash markers is ; regarded as text to be compiled into the output data file. ; ; Any control characters (hex value < 20Hex) and space and commas ; (when not enclosed between two quote markers), are treated as ; white space and discarded. ; ; Less than symbol starts a string block. ; ; First non white space string MUST be a four digit HEX number. This ; is called the derivative string number. ; ; Second non white space string is string block name. These string ; block names can only include digits, alphabetic letters and ; underscores. ; ; Up to terminating greater than symbol are double quoted string ; blocks which must be equal in number to the derivative string ; number. These strings may be ANY length. ; ; Look at the standard string definition STRING_TEST. This creates ; space for eight derivative strings all associated with the label ; STRING_TEST. Each derivate string is selected when the appropriate ; spoken language is selected in the application program. ; ; As a default the first string in the derivative list is ALWAYS ; English. Subsequent derivative strings will be language variants ; defined in the same order for each derivative string set. ; ; Command line syntax : ; ; SRCCOMP <source file> <output header file> ; <output data file> <output index file> ; ; ALL file names MUST be specified as above! ; ALL file types are assumed and must NOT be specified on command line! ; ; <source file> type .SRC ; <output header file> type .H ; <output data file> type .DAT ; <output index file> type .IDX ; ; File names may include full DOS path specifications. # # ; STRING_NULL - Mandatory - Must be included exactly as below !! # <0001 STRING_NULL "Null String"> # ; STRING_TEST - Mandatory - Must be included exactly as below !! # <0008 STRING_TEST "Test001","Test002","Test003","Test004", "Test005","Test006","Test007","Test008"> # ; Start placing your own strings here # <0001 STRING_FONT_NAME "Current font "> <0001 STRING_HELP_WINDOW_WINDOWS "Windows"> <0001 STRING_HELP_WINDOW_INFO_ON_OFF "I - Info window on/off"> <0001 STRING_HELP_WINDOW_HELP_ON_OFF "H - Help window on/off"> <0001 STRING_HELP_WINDOW_GRID "Grid"> <0001 STRING_HELP_WINDOW_GRID_ON_OFF "G - Grid on/off"> <0001 STRING_HELP_WINDOW_SHOW_GRID_ON_OFF "Shift G - Show grid on/off"> <0001 STRING_HELP_WINDOW_DECREASE_GRID "Keypad / - Decrease grid size"> <0001 STRING_HELP_WINDOW_INCREASE_GRID "Keypad * - Increase grid size"> <0001 STRING_HELP_WINDOW_LINE "Line Drawing"> <0001 STRING_HELP_WINDOW_NEW_LINE "L - New line"> <0001 STRING_HELP_WINDOW_INSERT_VERTEX "V - Insert vertex"> <0001 STRING_HELP_WINDOW_VIEW "View"> <0001 STRING_HELP_WINDOW_TOP "T - Top view"> <0001 STRING_HELP_WINDOW_FRONT "F - Front view"> <0001 STRING_HELP_WINDOW_SIDE "S - Side view"> <0001 STRING_HELP_WINDOW_ALL "A - All views"> <0001 STRING_HELP_WINDOW_ZOOM_OUT "Keypad - - Zoom out"> <0001 STRING_HELP_WINDOW_ZOOM_IN "Keypad + - Zoom in"> <0001 STRING_HELP_WINDOW_MODES "Edit modes"> <0001 STRING_HELP_WINDOW_VERTICES "F5 - Vertices"> <0001 STRING_HELP_WINDOW_OBJECTS "F6 - Objects"> <0001 STRING_HELP_WINDOW_SECTORS "F7 - Sectors"> <0001 STRING_HELP_WINDOW_EDITING "Editing"> <0001 STRING_HELP_WINDOW_ROTATE "R - Rotate"> <0001 STRING_HELP_WINDOW_MIRROR_VERTICAL "F9 - Mirror vertical"> <0001 STRING_HELP_WINDOW_MIRROR_HORIZONTAL "F10 - Mirror horizontal"> <0001 STRING_HELP_WINDOW_SNAP_TO_GRID "F8 - Snap to grid"> <0001 STRING_HELP_WINDOW_REVERSE_SURFACE "F12 - Reverse surface"> <0001 STRING_HELP_WINDOW_SECTOR_HEIGHTS "Sector Heights"> <0001 STRING_HELP_WINDOW_SECTOR_HEIGHTS_1 "1 - Floor and walls"> <0001 STRING_HELP_WINDOW_SECTOR_HEIGHTS_2 "2 - Ceiling and walls"> <0001 STRING_HELP_WINDOW_SECTOR_HEIGHTS_3 "3 - Floor"> <0001 STRING_HELP_WINDOW_SECTOR_HEIGHTS_4 "4 - Ceiling"> <0001 STRING_HELP_WINDOW_SECTOR_HEIGHTS_5 "5 - Clone"> <0001 STRING_HELP_WINDOW_DELETE "^D - Delete"> <0001 STRING_HELP_WINDOW_SAVE "^S - Save"> <0001 STRING_ERROR_OPEN_SURFACE_AREA "Can't open surface area!"> <0001 STRING_ERROR_OPEN_MOBILE_AREA "Can't open mobile area!"> <0001 STRING_ERROR_NOT_FOUND "not found.\nExit program?"> <0001 STRING_ERROR_CANT_CREATE_FILE "Can't create file."> <0001 STRING_ERROR_EXIT "Are you sure you want to exit map edit?"> <0001 STRING_ERROR_NEW_MOBILE_AREA "Can't find a valid area to add mobile!"> <0001 STRING_ERROR_OPEN_NODE "Can't open node. (increase base memory)"> <0001 STRING_ERROR_NODE_LIST_NOT_ENOUGH_MEMORY "Not enough base memory for node list"> <0001 STRING_ERROR_INVALID_MOBILE "Invalid mobile value"> <0001 STRING_ERROR_INVALID_MONSTER "Invalid mobile (monster) value"> <0001 STRING_ERROR_INVALID_FLOOR "Invalid floor value"> <0001 STRING_ERROR_INVALID_SURFACE "Invalid surface value"> <0001 STRING_ERR_PROP_NOT_ENOUGH_MEMORY "Not enough base memory to initialise properties!"> <0001 STRING_ERROR_NEW_SURFACE_AREA "Can't find a valid area to add surface!"> <0001 STRING_ERROR_ROTATE "If you rotate a surface thats part of a sector a crash may occur.\nClick ok if you want to rotate any surfaces that are ok."> <0001 STRING_ERROR_MIRROR "If you mirror a surface thats part of a sector a crash may occur.\nClick ok if you want to mirror any surfaces that are ok."> <0001 STRING_MOBILE_STATUS_GROUND "Mobile attached to ground."> <0001 STRING_MOBILE_STATUS_CEILING "Mobile attached to ceiling."> <0001 STRING_MOBILE_STATUS_NOTHING "Mobile attached to nothing."> <0001 STRING_MOBILE_STATUS_DONT_DISPLAY "Don't display"> <0001 STRING_MOBILE_STATUS_SOUND_DELAY "Sound delay"> <0001 STRING_MOBILE_STATUS_ALIEN_SENSOR "Alien sensor"> <0001 STRING_MOBILE_STATUS_MARKER_EXTREMITY "Extremity Marker"> <0001 STRING_MOBILE_STATUS_MARKER_KEY "Key Marker"> <0001 STRING_DOOR_STATUS_SWING_LEFT "Swing door - left side"> <0001 STRING_DOOR_STATUS_SWING_RIGHT "Swing door - right side"> <0001 STRING_DOOR_STATUS_SWING_DOUBLE "Swing door - double"> <0001 STRING_DOOR_STATUS_SLIDE_UP "Slide up door"> <0001 STRING_DOOR_STATUS_SLIDE_DOWN "Slide down door"> <0001 STRING_DOOR_STATUS_SLIDE_DOUBLEV "Slide double door vertical"> <0001 STRING_DOOR_STATUS_SLIDE_LEFT "Slide left door"> <0001 STRING_DOOR_STATUS_SLIDE_RIGHT "Slide right door"> <0001 STRING_DOOR_STATUS_SLIDE_DOUBLEH "Slide double door horizontal"> <0001 STRING_DOOR_STATUS_SECRET "Secret door"> <0001 STRING_DOOR_STATUS_START_OPEN "Start open"> <0001 STRING_DOOR_STATUS_AUTOMATIC "Automatic"> <0001 STRING_DOOR_STATUS_LOCKED "Locked"> <0001 STRING_STEPS_STATUS_ABOVEL "Left - Walls above step"> <0001 STRING_STEPS_STATUS_BELOWL "Left - Wall below step"> <0001 STRING_STEPS_STATUS_ABOVER "Right - Walls above step"> <0001 STRING_STEPS_STATUS_BELOWR "Right - Wall below step"> <0001 STRING_SECTOR_STATUS_CLONE "Clone floor"> <0001 STRING_SECTOR_STATUS_EXIT "Exit"> <0001 STRING_SECTOR_STATUS_ENTRY "Entry"> <0001 STRING_SECTOR_STATUS_TOP "Lift start top"> <0001 STRING_SECTOR_STATUS_TRAP "Trap door"> <0001 STRING_SECTOR_STATUS_TRAPEXP "Trap door explode"> <0001 STRING_SECTOR_STATUS_START_NOT_MOVING "Start not moving"> <0001 STRING_SECTOR_STATUS_LIFT_ONCE "Lift activate once"> <0001 STRING_SECTOR_STATUS_RADIATION "Radiation"> <0001 STRING_SECTOR_STATUS_GAS "Gas"> <0001 STRING_SECTOR_STATUS_PULSE "Depth cue pulse"> <0001 STRING_SECTOR_STATUS_FLICK "Depth cue flicker"> <0001 STRING_SECTOR_STATUS_CHANGE1 "Flick on / Pulse time"> <0001 STRING_SECTOR_STATUS_CHANGE2 "Flick off"> <0001 STRING_SECTOR_STATUS_OUTSIDE "Outside"> <0001 STRING_SECTOR_STATUS_DEPTH1 "None"> <0001 STRING_SECTOR_STATUS_DEPTH2 "r95 g0 b0"> <0001 STRING_SECTOR_STATUS_DEPTH3 "r95 g30 b30"> <0001 STRING_SECTOR_STATUS_DEPTH4 "r95 g60 b60"> <0001 STRING_SECTOR_STATUS_DEPTH5 "r95 g60 b0"> <0001 STRING_SECTOR_STATUS_DEPTH6 "r95 g70 b30"> <0001 STRING_SECTOR_STATUS_DEPTH7 "r95 g80 b60"> <0001 STRING_SECTOR_STATUS_DEPTH8 "r56 g65 b95"> <0001 STRING_SECTOR_STATUS_DEPTH9 "r60 g95 b60"> <0001 STRING_SECTOR_STATUS_DEPTH10 "r30 g95 b30"> <0001 STRING_MONSTER_STATUS_WINDOW_HIT_POINTS "Hit points"> <0001 STRING_MONSTER_STATUS_WINDOW_TYPE "Data for this type of monster"> <0001 STRING_MONSTER_STATUS_WINDOW_SPEED "Speed"> <0001 STRING_MONSTER_STATUS_WINDOW_RSPEED "Rotation speed"> <0001 STRING_MONSTER_STATUS_WINDOW_FIRE "Time between shots"> <0001 STRING_MONSTER_STATUS_WINDOW_BULLET "Bullet hit points"> <0001 STRING_MONSTER_STATUS_WINDOW_MONSTER "Data specific to each monster"> <0001 STRING_MONSTER_STATUS_WINDOW_CIRCLE "Circle at end of path"> <0001 STRING_MONSTER_STATUS_WINDOW_DROP "Drop Ambush"> <0001 STRING_MONSTER_STATUS_WINDOW_SNIPPER "Sniper"> <0001 STRING_MONSTER_STATUS_WINDOW_ALIEN "Alien Type"> <0001 STRING_MONSTER_STATUS_WINDOW_HUMAN "Human Type"> <0001 STRING_MONSTER_STATUS_WINDOW_AALIEN "Attack Alien"> <0001 STRING_MONSTER_STATUS_WINDOW_AHUMAN "Attack Human"> <0001 STRING_MONSTER_STATUS_WINDOW_APLAYER "Attack Player"> <0001 STRING_MONSTER_STATUS_WINDOW_SWITCH "Activate Switches"> <0001 STRING_MONSTER_STATUS_WINDOW_ATTACK "Attack Types"> <0001 STRING_MONSTER_STATUS_WINDOW_STANDARD "Standard"> <0001 STRING_MONSTER_STATUS_WINDOW_FLANKER "Soldier - Flanker"> <0001 STRING_MONSTER_STATUS_WINDOW_ZIGZAG "Soldier - ZigZag"> <0001 STRING_MONSTER_STATUS_WINDOW_SHIELDS "Soldier - Shields"> <0001 STRING_MONSTER_STATUS_WINDOW_POUNCER "Soldier - Pouncer"> <0001 STRING_MONSTER_STATUS_WINDOW_GRENADES "Sergeant - Grenades"> <0001 STRING_MONSTER_STATUS_WINDOW_JETPAC "Sergeant - JetPac"> <0001 STRING_MONSTER_STATUS_WINDOW_CLOAK "Sergeant - Cloak"> <0001 STRING_MONSTER_STATUS_WINDOW_BOMB "Master - Bomb"> <0001 STRING_MONSTER_STATUS_WINDOW_ENERGY_WAVE "Master - Energy Wave"> <0001 STRING_MONSTER_STATUS_WINDOW_YQUEEN "Special - Young Queen"> <0001 STRING_MONSTER_STATUS_WINDOW_MQUEEN "Special - Mature Queen"> <0001 STRING_MONSTER_STATUS_WINDOW_BROOD "Special - Brood Master"> <0001 STRING_MONSTER_STATUS_WINDOW_NYMPH "Special - Nymph"> <0001 STRING_MONSTER_STATUS_WINDOW_COLONIAL "Special - Colonial Master"> <0001 STRING_MONSTER_STATUS_WINDOW_COLLECT "Collectable"> <0001 STRING_SWITCH_STATUS_USWITCH "Used as switch"> <0001 STRING_SWITCH_STATUS_ODOOR "Open Door"> <0001 STRING_SWITCH_STATUS_AMONSTER "Activate monster"> <0001 STRING_SWITCH_STATUS_ALIFT "Activate Sector (Lift, Moving floor, Lights)"> <0001 STRING_SWITCH_STATUS_CDOOR "Close Door"> <0001 STRING_SWITCH_STATUS_SWITCH "Disable Switch"> <0001 STRING_SWITCH_STATUS_END_MISSION "End Mission"> <0001 STRING_SURFACE_STATUS_ANIMATE "Animated"> <0001 STRING_SURFACE_STATUS_LADDER "Ladder"> <0001 STRING_SURFACE_STATUS_SHOOT "Shoot"> <0001 STRING_SURFACE_STATUS_SHOOT_ANIMATE "Shoot animated"> <0001 STRING_SURFACE_STATUS_SHOOT_SWITCH "Shoot switch"> <0001 STRING_SURFACE_STATUS_TILE_WDEFAULT "Tile across default"> <0001 STRING_SURFACE_STATUS_TILE_WPERSONAL "Tile across by"> <0001 STRING_SURFACE_STATUS_TILE_HDEFAULT "Tile heigh default"> <0001 STRING_SURFACE_STATUS_TILE_HPERSONAL "Tile heigh by"> <0001 STRING_SURFACE_STATUS_TILE_LOWER "Lower texture tiles"> <0001 STRING_SURFACE_STATUS_TILE_UPPER "Upper texture tiles"> <0001 STRING_SURFACE_STATUS_LOWER_TEXTURE "Lower texture"> <0001 STRING_SURFACE_STATUS_UPPER_TEXTURE "Upper texture"> <0001 STRING_SOUNDFX_WINDOW_NONE "None"> <0001 STRING_SOUNDFX_WINDOW_BLANK ""> <0001 STRING_MONSTER_SOUNDFX_WINDOW_GENERAL "General"> <0001 STRING_MONSTER_SOUNDFX_WINDOW_SHOT "Shot"> <0001 STRING_MONSTER_SOUNDFX_WINDOW_DIE "Die"> <0001 STRING_MONSTER_SOUNDFX_WINDOW_NONE "None"> <0001 STRING_SECTOR_SOUNDFX_WINDOW_BACKGROUND "Background"> <0001 STRING_SECTOR_SOUNDFX_WINDOW_ACTIVE "Active"> <0001 STRING_SECTOR_SOUNDFX_WINDOW_WALK "Walk"> <0001 STRING_SECTOR_SOUNDFX_WINDOW_NONE "None"> # ; End placing your own strings here # # ; STRING_MAX - Mandatory - Must be included exactly as below !! # <0001 STRING_MAX "Max String">