aboutsummaryrefslogtreecommitdiff
path: root/po/du/minetest.po
blob: 55b231e1dc78dfaf900d23c39a8d3688d0f11ae3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
# SOME DESCRIPTIVE TITLE. DUTCH TRANSLATION
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: minetest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2013-06-24 00:07+0000\n"
"PO-Revision-Date: 2013-04-18 15:28+0100\n"
"Last-Translator: LS-Steeef \n"
"Language-Team: \n"
"Language: dutch\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.5.5\n"

#: src/client.cpp:2877
msgid "Item textures..."
msgstr ""

#: src/game.cpp:959
msgid "Loading..."
msgstr ""

#: src/game.cpp:1019
msgid "Creating server...."
msgstr ""

#: src/game.cpp:1035
msgid "Creating client..."
msgstr ""

#: src/game.cpp:1050
msgid "Resolving address..."
msgstr ""

#: src/game.cpp:1126
msgid "Connecting to server..."
msgstr ""

#: src/game.cpp:1223
msgid "Item definitions..."
msgstr ""

#: src/game.cpp:1230
msgid "Node definitions..."
msgstr ""

#: src/game.cpp:1237
msgid "Media..."
msgstr ""

#: src/game.cpp:3418
msgid "Shutting down stuff..."
msgstr ""

#: src/game.cpp:3448 src/guiConfigureWorld.cpp:397
msgid ""
"\n"
"Check debug.txt for details."
msgstr ""
"\n"
"Check debug.txt for details."

#: src/guiConfigureWorld.cpp:184
msgid "enabled"
msgstr "ingeschakeld"

#: src/guiConfigureWorld.cpp:194
msgid "Enable All"
msgstr "Allen inschakelen"

#: src/guiConfigureWorld.cpp:203
msgid "Disable All"
msgstr "Allen uitschakelen"

#: src/guiConfigureWorld.cpp:211
msgid "depends on:"
msgstr "heeft nodig:"

#: src/guiConfigureWorld.cpp:224
msgid "is required by:"
msgstr "is benodigd voor:"

#: src/guiConfigureWorld.cpp:246 src/guiCreateWorld.cpp:178
#: src/guiKeyChangeMenu.cpp:195 src/keycode.cpp:223
msgid "Cancel"
msgstr "Annuleer"

#: src/guiConfigureWorld.cpp:253 src/guiKeyChangeMenu.cpp:187
msgid "Save"
msgstr "Bewaar"

#: src/guiConfigureWorld.cpp:374
msgid "Configuration saved.  "
msgstr "Instellingen bewaard."

#: src/guiConfigureWorld.cpp:386
msgid "Warning: Configuration not consistent.  "
msgstr "Waarschuwing: Instellingen niet consistent."

#: src/guiConfirmMenu.cpp:119
msgid "Yes"
msgstr "Ja"

#: src/guiConfirmMenu.cpp:127
msgid "No"
msgstr "Nee"

#: src/guiCreateWorld.cpp:123
msgid "World name"
msgstr "Naam wereld"

#: src/guiCreateWorld.cpp:146
msgid "Game"
msgstr "Spel"

#: src/guiCreateWorld.cpp:170
msgid "Create"
msgstr "Maak aan"

#: src/guiDeathScreen.cpp:96
msgid "You died."
msgstr "Je bent gestorven."

#: src/guiDeathScreen.cpp:104
msgid "Respawn"
msgstr "Respawn"

#: src/guiFormSpecMenu.cpp:585
msgid "Left click: Move all items, Right click: Move single item"
msgstr ""
"Linkermuisknop: Verplaats alle items. Rechtermuisknop: Verplaats één item."

#: src/guiFormSpecMenu.cpp:611 src/guiMessageMenu.cpp:107
#: src/guiTextInputMenu.cpp:133
msgid "Proceed"
msgstr "Volgende"

#: src/guiKeyChangeMenu.cpp:121
msgid "Keybindings. (If this menu screws up, remove stuff from minetest.conf)"
msgstr "Sneltoetsen."

#: src/guiKeyChangeMenu.cpp:161
msgid "\"Use\" = climb down"
msgstr "\"Use\" = Omlaag klimmen"

#: src/guiKeyChangeMenu.cpp:176
msgid "Double tap \"jump\" to toggle fly"
msgstr "Dubbelklik op \"jump\" om te vliegen"

#: src/guiKeyChangeMenu.cpp:290
msgid "Key already in use"
msgstr "Toets is al in gebruik"

#: src/guiKeyChangeMenu.cpp:372
msgid "press key"
msgstr "druk op"

#: src/guiKeyChangeMenu.cpp:400
msgid "Forward"
msgstr "Vooruit"

#: src/guiKeyChangeMenu.cpp:401
msgid "Backward"
msgstr "Achteruit"

#: src/guiKeyChangeMenu.cpp:402 src/keycode.cpp:228
msgid "Left"
msgstr "Links"

#: src/guiKeyChangeMenu.cpp:403 src/keycode.cpp:228
msgid "Right"
msgstr "Rechts"

#: src/guiKeyChangeMenu.cpp:404
msgid "Use"
msgstr "Gebruikwn"

#: src/guiKeyChangeMenu.cpp:405
msgid "Jump"
msgstr "Springen"

#: src/guiKeyChangeMenu.cpp:406
msgid "Sneak"
msgstr "Kruipen"

#: src/guiKeyChangeMenu.cpp:407
msgid "Drop"
msgstr "Weggooien"

#: src/guiKeyChangeMenu.cpp:408
msgid "Inventory"
msgstr "Rugzak"

#: src/guiKeyChangeMenu.cpp:409
msgid "Chat"
msgstr "Chat"

#: src/guiKeyChangeMenu.cpp:410
msgid "Command"
msgstr "Opdracht"

#: src/guiKeyChangeMenu.cpp:411
msgid "Console"
msgstr "Console"

#: src/guiKeyChangeMenu.cpp:412
msgid "Toggle fly"
msgstr "Vliegen aan/uit"

#: src/guiKeyChangeMenu.cpp:413
msgid "Toggle fast"
msgstr "Snel bewegen aan/uit"

#: src/guiKeyChangeMenu.cpp:414
msgid "Toggle noclip"
msgstr "Noclip aan/uit"

#: src/guiKeyChangeMenu.cpp:415
msgid "Range select"
msgstr "Range instellen"

#: src/guiKeyChangeMenu.cpp:416
msgid "Print stacks"
msgstr "Print stacks"

#: src/guiMainMenu.cpp:92
msgid "Cannot create world: Name contains invalid characters"
msgstr "Kan geen nieuwe wereld aanmaken: de naam bevat onjuiste tekens."

#: src/guiMainMenu.cpp:103
msgid "Cannot create world: A world by this name already exists"
msgstr "Kan geen nieuwe wereld aanmaken: De naam bestaat al."

#: src/guiMainMenu.cpp:285
msgid "Singleplayer"
msgstr "Singleplayer"

#: src/guiMainMenu.cpp:288
msgid "Multiplayer"
msgstr "Multiplayer"

#: src/guiMainMenu.cpp:291
msgid "Advanced"
msgstr "Geavanceerd"

#: src/guiMainMenu.cpp:294
msgid "Settings"
msgstr "Instellingen"

#: src/guiMainMenu.cpp:297
msgid "Credits"
msgstr "Credits"

#: src/guiMainMenu.cpp:330
msgid "Select World:"
msgstr "Selecteer Wereld:"

#: src/guiMainMenu.cpp:360 src/guiMainMenu.cpp:578 src/keycode.cpp:229
msgid "Delete"
msgstr "Verwijderen"

#: src/guiMainMenu.cpp:369
msgid "New"
msgstr "Nieuw"

#: src/guiMainMenu.cpp:379
msgid "Configure"
msgstr "Instellingen"

#: src/guiMainMenu.cpp:396 src/keycode.cpp:248
msgid "Play"
msgstr "Speel!"

#: src/guiMainMenu.cpp:409 src/guiMainMenu.cpp:699
msgid "Creative Mode"
msgstr "Creative Modus"

#: src/guiMainMenu.cpp:417 src/guiMainMenu.cpp:707
msgid "Enable Damage"
msgstr "Schade inschakelen"

#: src/guiMainMenu.cpp:459 src/guiMainMenu.cpp:614
msgid "Name/Password"
msgstr "Naam/Wachtwoord"

#: src/guiMainMenu.cpp:498 src/guiMainMenu.cpp:519 src/guiMainMenu.cpp:1324
msgid "Favorites:"
msgstr "Favourieten:"

#: src/guiMainMenu.cpp:508 src/guiMainMenu.cpp:1338
msgid "Public Server List:"
msgstr "Publieke Server lijst:"

#: src/guiMainMenu.cpp:532 src/guiMainMenu.cpp:643
msgid "Address/Port"
msgstr "IP-Adres/Poort"

#: src/guiMainMenu.cpp:560 src/guiMainMenu.cpp:1323
msgid "Show Public"
msgstr "Publieke server"

#: src/guiMainMenu.cpp:567 src/guiMainMenu.cpp:1337
msgid "Show Favorites"
msgstr "Favourieten"

#: src/guiMainMenu.cpp:591
msgid "Connect"
msgstr "Verbinden"

#: src/guiMainMenu.cpp:668
msgid "Leave address blank to start a local server."
msgstr "Laat het adres leeg om een lokale server te starten."

#: src/guiMainMenu.cpp:678
msgid "Start Game / Connect"
msgstr "Start het spel / Verbind"

#: src/guiMainMenu.cpp:716
msgid "Public"
msgstr "Publiek"

#: src/guiMainMenu.cpp:726 src/guiMainMenu.cpp:1245
msgid "Delete world"
msgstr "Verwijder wereld"

#: src/guiMainMenu.cpp:735
msgid "Create world"
msgstr "Maak wereld aan"

#: src/guiMainMenu.cpp:773
msgid "Fancy trees"
msgstr "Mooie bomen"

#: src/guiMainMenu.cpp:781
msgid "Smooth Lighting"
msgstr "Mooie verlichting"

#: src/guiMainMenu.cpp:789
msgid "3D Clouds"
msgstr "3D wolken"

#: src/guiMainMenu.cpp:797
msgid "Opaque water"
msgstr "Doorzichtig water"

#: src/guiMainMenu.cpp:809
msgid "Mip-Mapping"
msgstr "Mip-Mapping"

#: src/guiMainMenu.cpp:818
msgid "Anisotropic Filtering"
msgstr "Bi-Linear Filtering"

#: src/guiMainMenu.cpp:827
msgid "Bi-Linear Filtering"
msgstr "Bi-Linear Filtering"

#: src/guiMainMenu.cpp:836
msgid "Tri-Linear Filtering"
msgstr "Tri-Linear Filtering"

#: src/guiMainMenu.cpp:846
msgid "Shaders"
msgstr "Shaders"

#: src/guiMainMenu.cpp:855
msgid "Preload item visuals"
msgstr "Preload item visuals"

#: src/guiMainMenu.cpp:864
msgid "Enable Particles"
msgstr "Enable Particles"

#: src/guiMainMenu.cpp:873
msgid "Finite liquid"
msgstr "Finite liquid"

#: src/guiMainMenu.cpp:885
msgid "Change keys"
msgstr "Sneltoetsen veranderen"

#: src/guiMainMenu.cpp:1211 src/guiMainMenu.cpp:1372
msgid "Address required."
msgstr "IP-adres nodig."

#: src/guiMainMenu.cpp:1231
msgid "Cannot delete world: Nothing selected"
msgstr "Kan niets verwijderen: Geen wereld geselecteerd."

#: src/guiMainMenu.cpp:1246
msgid "Files to be deleted"
msgstr "Deze bestanden worden verwijderd"

#: src/guiMainMenu.cpp:1267
msgid "Cannot create world: No games found"
msgstr "Kan geen wereld aanmaken: Geen games gevonden"

#: src/guiMainMenu.cpp:1286
msgid "Cannot configure world: Nothing selected"
msgstr "Kan instellingen niet aanpassen: Niets geselecteerd"

#: src/guiMainMenu.cpp:1428
msgid "Failed to delete all world files"
msgstr "Niet alle bestanden zijn verwijderd"

#: src/guiPasswordChange.cpp:107
msgid "Old Password"
msgstr "Huidig wachtwoord"

#: src/guiPasswordChange.cpp:125
msgid "New Password"
msgstr "Nieuw wachtwoord"

#: src/guiPasswordChange.cpp:142
msgid "Confirm Password"
msgstr "Herhaal wachtwoord"

#: src/guiPasswordChange.cpp:160
msgid "Change"
msgstr "Veranderen"

#: src/guiPasswordChange.cpp:169
msgid "Passwords do not match!"
msgstr "Wachtwoorden zijn niet gelijk!"

#: src/guiPauseMenu.cpp:122
msgid "Continue"
msgstr "Volgende"

#: src/guiPauseMenu.cpp:133
msgid "Change Password"
msgstr "Verander wachtwoord"

#: src/guiPauseMenu.cpp:143
msgid "Sound Volume"
msgstr "Volume"

#: src/guiPauseMenu.cpp:152
msgid "Exit to Menu"
msgstr "Exit naar menu"

#: src/guiPauseMenu.cpp:161
msgid "Exit to OS"
msgstr "Afsluiten"

#: src/guiPauseMenu.cpp:170
msgid ""
"Default Controls:\n"
"- WASD: move\n"
"- Space: jump/climb\n"
"- Shift: sneak/go down\n"
"- Q: drop item\n"
"- I: inventory\n"
"- Mouse: turn/look\n"
"- Mouse left: dig/punch\n"
"- Mouse right: place/use\n"
"- Mouse wheel: select item\n"
"- T: chat\n"
msgstr ""

#: src/guiVolumeChange.cpp:107
msgid "Sound Volume: "
msgstr "Volume:"

#: src/guiVolumeChange.cpp:121
msgid "Exit"
msgstr "Exit"

#: src/keycode.cpp:223
msgid "Left Button"
msgstr "Linkermuisknop"

#: src/keycode.cpp:223
msgid "Middle Button"
msgstr "Muiswielknop"

#: src/keycode.cpp:223
msgid "Right Button"
msgstr "Rechtmuisknop"

#: src/keycode.cpp:223
msgid "X Button 1"
msgstr "X knop 1"

#: src/keycode.cpp:224
msgid "Back"
msgstr "Terug"

#: src/keycode.cpp:224
msgid "Clear"
msgstr "Wissen"

#: src/keycode.cpp:224
msgid "Return"
msgstr "Return"

#: src/keycode.cpp:224
msgid "Tab"
msgstr "Tab"

#: src/keycode.cpp:224
msgid "X Button 2"
msgstr "X knop 2"

#: src/keycode.cpp:225
msgid "Capital"
msgstr "Kapitaal"

#: src/keycode.cpp:225
msgid "Control"
msgstr "Control"

#: src/keycode.cpp:225
msgid "Kana"
msgstr "Kana"

#: src/keycode.cpp:225
msgid "Menu"
msgstr "Menu"

#: src/keycode.cpp:225
msgid "Pause"
msgstr "Pauze"

#: src/keycode.cpp:225
msgid "Shift"
msgstr "Shift"

#: src/keycode.cpp:226
msgid "Convert"
msgstr "Converteren"

#: src/keycode.cpp:226
msgid "Escape"
msgstr "Escape"

#: src/keycode.cpp:226
msgid "Final"
msgstr "Final"

#: src/keycode.cpp:226
msgid "Junja"
msgstr "Junja"

#: src/keycode.cpp:226
msgid "Kanji"
msgstr "Kanji"

#: src/keycode.cpp:226
msgid "Nonconvert"
msgstr "Nonconvert"

#: src/keycode.cpp:227
msgid "Accept"
msgstr "Accepteren"

#: src/keycode.cpp:227
msgid "End"
msgstr "End"

#: src/keycode.cpp:227
msgid "Home"
msgstr "Home"

#: src/keycode.cpp:227
msgid "Mode Change"
msgstr "Modus veranderen"

#: src/keycode.cpp:227
msgid "Next"
msgstr "Volgende"

#: src/keycode.cpp:227
msgid "Prior"
msgstr "Eerste"

#: src/keycode.cpp:227
msgid "Space"
msgstr "Spatie"

#: src/keycode.cpp:228
msgid "Down"
msgstr "Omlaag"

#: src/keycode.cpp:228
msgid "Execute"
msgstr "Uitvoeren"

#: src/keycode.cpp:228
msgid "Print"
msgstr "Print"

#: src/keycode.cpp:228
msgid "Select"
msgstr "Selecteren"

#: src/keycode.cpp:228
msgid "Up"
msgstr "Omhoog"

#: src/keycode.cpp:229
msgid "Help"
msgstr "Help"

#: src/keycode.cpp:229
msgid "Insert"
msgstr "Insert"

#: src/keycode.cpp:229
msgid "Snapshot"
msgstr "Screenshot"

#: src/keycode.cpp:232
msgid "Left Windows"
msgstr "Linker Windowstoets"

#: src/keycode.cpp:233
msgid "Apps"
msgstr "Apps"

#: src/keycode.cpp:233
msgid "Numpad 0"
msgstr "Numpad 0"

#: src/keycode.cpp:233
msgid "Numpad 1"
msgstr "Numpad 1"

#: src/keycode.cpp:233
msgid "Right Windows"
msgstr "Rechter Windowstoets"

#: src/keycode.cpp:233
msgid "Sleep"
msgstr "Slaapknop"

#: src/keycode.cpp:234
msgid "Numpad 2"
msgstr "Numpad 2"

#: src/keycode.cpp:234
msgid "Numpad 3"
msgstr "Numpad 3"

#: src/keycode.cpp:234
msgid "Numpad 4"
msgstr "Numpad 4"

#: src/keycode.cpp:234
msgid "Numpad 5"
msgstr "Numpad 5"

#: src/keycode.cpp:234
msgid "Numpad 6"
msgstr "Numpad 6"

#: src/keycode.cpp:234
msgid "Numpad 7"
msgstr "Numpad 7"

#: src/keycode.cpp:235
msgid "Numpad *"
msgstr "Numpad *"

#: src/keycode.cpp:235
msgid "Numpad +"
msgstr "Numpad +"

#: src/keycode.cpp:235
msgid "Numpad -"
msgstr "Numpad -"

#: src/keycode.cpp:235
msgid "Numpad /"
msgstr "Numpad /"

#: src/keycode.cpp:235
msgid "Numpad 8"
msgstr "Numpad 8"

#: src/keycode.cpp:235
msgid "Numpad 9"
msgstr "Numpad 9"

#: src/keycode.cpp:239
msgid "Num Lock"
msgstr "Num Lock"

#: src/keycode.cpp:239
msgid "Scroll Lock"
msgstr "Scroll Lock"

#: src/keycode.cpp:240
msgid "Left Shift"
msgstr "Linker Shift"

#: src/keycode.cpp:240
msgid "Right Shift"
msgstr "Rechter Shift"

#: src/keycode.cpp:241
msgid "Left Control"
msgstr "Linker Ctrl"

#: src/keycode.cpp:241
msgid "Left Menu"
msgstr "Linker Menu"

#: src/keycode.cpp:241
msgid "Right Control"
msgstr "Rechter Ctrl"

#: src/keycode.cpp:241
msgid "Right Menu"
msgstr "Rechter Menu"

#: src/keycode.cpp:243
msgid "Comma"
msgstr "Komma"

#: src/keycode.cpp:243
msgid "Minus"
msgstr "Min"

#: src/keycode.cpp:243
msgid "Period"
msgstr "Punt"

#: src/keycode.cpp:243
msgid "Plus"
msgstr "Plus"

#: src/keycode.cpp:247
msgid "Attn"
msgstr "Attn"

#: src/keycode.cpp:247
msgid "CrSel"
msgstr "CrSel"

#: src/keycode.cpp:248
msgid "Erase OEF"
msgstr "Erase OEF"

#: src/keycode.cpp:248
msgid "ExSel"
msgstr "ExSel"

#: src/keycode.cpp:248
msgid "OEM Clear"
msgstr "OEM Clear"

#: src/keycode.cpp:248
msgid "PA1"
msgstr "PA1"

#: src/keycode.cpp:248
msgid "Zoom"
msgstr "Zoom"

#: src/main.cpp:1680
msgid "Main Menu"
msgstr "Hoofdmenu"

#: src/main.cpp:2040
msgid "Failed to initialize world"
msgstr "Laden van wereld is mislukt"

#: src/main.cpp:2053
msgid "No world selected and no address provided. Nothing to do."
msgstr "Geen wereld en adres geselecteerd. Niks te doen."

#: src/main.cpp:2061
msgid "Could not find or load game \""
msgstr "Kan niet de game laden of vinden."

#: src/main.cpp:2075
msgid "Invalid gamespec."
msgstr "Onjuiste gamespec."

#: src/main.cpp:2116
msgid "Connection error (timed out?)"
msgstr "Connection error (timed out?)"

#~ msgid ""
#~ "Default Controls:\n"
#~ "- WASD: Walk\n"
#~ "- Mouse left: dig/hit\n"
#~ "- Mouse right: place/use\n"
#~ "- Mouse wheel: select item\n"
#~ "- 0...9: select item\n"
#~ "- Shift: sneak\n"
#~ "- R: Toggle viewing all loaded chunks\n"
#~ "- I: Inventory menu\n"
#~ "- ESC: This menu\n"
#~ "- T: Chat\n"
#~ msgstr ""
#~ "Default Besturing:\n"
#~ "- WASD: Lopen\n"
#~ "- Linkermuisknop: Graaf/Sla\n"
#~ "- Rechtmuisknop: Plaats/Gebruik\n"
#~ "- Muiswiel: selecteer item\n"
#~ "- 0...9: selecteer item\n"
#~ "- Shift: kruipen\n"
#~ "- R: Toggle viewing all loaded chunks\n"
#~ "- I: Rugzak\n"
#~ "- ESC: Menu\n"
#~ "- T: Chat\n"

#~ msgid ""
#~ "Warning: Some configured mods are missing.\n"
#~ "Their setting will be removed when you save the configuration.  "
#~ msgstr ""
#~ "LEt op: Sommige ingestelde mods zijn vermist.\n"
#~ "Hun instellingen worden verwijderd als je de configuratie opslaat."

#~ msgid ""
#~ "Warning: Some mods are not configured yet.\n"
#~ "They will be enabled by default when you save the configuration.  "
#~ msgstr ""
#~ "Let op: Nog niet alle mods zijn geconfigueerd. \n"
#~ "De mods zullen automatisch worden ingeschakeld als je de configuratie "
#~ "bewaard."
or_rel_pos; // A dummy boolean. bool is_valid_position; while (light_sources.next(spreading_light, current)) { spreading_light--; for (direction i = 0; i < 6; i++) { // This node can't light up its light source if (current.source_direction + i == 5) { continue; } // Get the neighbor's position and block neighbor_rel_pos = current.rel_position; neighbor_block_pos = current.block_position; MapBlock *neighbor_block; if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) { neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos); if (neighbor_block == NULL) { current.block->setLightingComplete(bank, i, false); continue; } } else { neighbor_block = current.block; } // Get the neighbor itself MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos, &is_valid_position); const ContentFeatures &f = nodemgr->get(neighbor.getContent()); if (f.light_propagates) { // Light up the neighbor, if it has less light than it should. u8 neighbor_light = neighbor.getLightRaw(bank, f); if (neighbor_light < spreading_light) { neighbor.setLight(bank, spreading_light, f); neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor); light_sources.push(spreading_light, neighbor_rel_pos, neighbor_block_pos, neighbor_block, i); // The current node was modified earlier, so its block // is in modified_blocks. if (current.block != neighbor_block) { modified_blocks[neighbor_block_pos] = neighbor_block; } } } } } } struct SunlightPropagationUnit{ v2s16 relative_pos; bool is_sunlit; SunlightPropagationUnit(v2s16 relpos, bool sunlit): relative_pos(relpos), is_sunlit(sunlit) {} }; struct SunlightPropagationData{ std::vector<SunlightPropagationUnit> data; v3s16 target_block; }; /*! * Returns true if the node gets sunlight from the * node above it. * * \param pos position of the node. */ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef) { bool sunlight = true; mapblock_v3 source_block_pos; relative_v3 source_rel_pos; getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos, source_rel_pos); // If the node above has sunlight, this node also can get it. MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos); if (source_block == NULL) { // But if there is no node above, then use heuristics MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos)); if (node_block == NULL) { sunlight = false; } else { sunlight = !node_block->getIsUnderground(); } } else { bool is_valid_position; MapNode above = source_block->getNodeNoCheck(source_rel_pos, &is_valid_position); if (is_valid_position) { if (above.getContent() == CONTENT_IGNORE) { // Trust heuristics if (source_block->getIsUnderground()) { sunlight = false; } } else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) { // If the node above doesn't have sunlight, this // node is in shadow. sunlight = false; } } } return sunlight; } static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; void update_lighting_nodes(Map *map, const std::vector<std::pair<v3s16, MapNode>> &oldnodes, std::map<v3s16, MapBlock*> &modified_blocks) { const NodeDefManager *ndef = map->getNodeDefManager(); // For node getter functions bool is_valid_position; // Process each light bank separately for (LightBank bank : banks) { UnlightQueue disappearing_lights(256); ReLightQueue light_sources(256); // Nodes that are brighter than the brightest modified node was // won't change, since they didn't get their light from a // modified node. u8 min_safe_light = 0; for (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) { u8 old_light = it->second.getLight(bank, ndef); if (old_light > min_safe_light) { min_safe_light = old_light; } } // If only one node changed, even nodes with the same brightness // didn't get their light from the changed node. if (oldnodes.size() > 1) { min_safe_light++; } // For each changed node process sunlight and initialize for (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) { // Get position and block of the changed node v3s16 p = it->first; relative_v3 rel_pos; mapblock_v3 block_pos; getNodeBlockPosWithOffset(p, block_pos, rel_pos); MapBlock *block = map->getBlockNoCreateNoEx(block_pos); if (block == NULL || block->isDummy()) { continue; } // Get the new node MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position); if (!is_valid_position) { break; } // Light of the old node u8 old_light = it->second.getLight(bank, ndef); // Add the block of the added node to modified_blocks modified_blocks[block_pos] = block; // Get new light level of the node u8 new_light = 0; if (ndef->get(n).light_propagates) { if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates && is_sunlight_above(map, p, ndef)) { new_light = LIGHT_SUN; } else { new_light = ndef->get(n).light_source; for (const v3s16 &neighbor_dir : neighbor_dirs) { v3s16 p2 = p + neighbor_dir; bool is_valid; MapNode n2 = map->getNode(p2, &is_valid); if (is_valid) { u8 spread = n2.getLight(bank, ndef); // If it is sure that the neighbor won't be // unlighted, its light can spread to this node. if (spread > new_light && spread >= min_safe_light) { new_light = spread - 1; } } } } } else { // If this is an opaque node, it still can emit light. new_light = ndef->get(n).light_source; } if (new_light > 0) { light_sources.push(new_light, rel_pos, block_pos, block, 6); } if (new_light < old_light) { // The node became opaque or doesn't provide as much // light as the previous one, so it must be unlighted. // Add to unlight queue n.setLight(bank, 0, ndef); block->setNodeNoCheck(rel_pos, n); disappearing_lights.push(old_light, rel_pos, block_pos, block, 6); // Remove sunlight, if there was any if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) { for (s16 y = p.Y - 1;; y--) { v3s16 n2pos(p.X, y, p.Z); MapNode n2; n2 = map->getNode(n2pos, &is_valid_position); if (!is_valid_position) break; // If this node doesn't have sunlight, the nodes below // it don't have too. if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) { break; } // Remove sunlight and add to unlight queue. n2.setLight(LIGHTBANK_DAY, 0, ndef); map->setNode(n2pos, n2); relative_v3 rel_pos2; mapblock_v3 block_pos2; getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2); MapBlock *block2 = map->getBlockNoCreateNoEx( block_pos2); disappearing_lights.push(LIGHT_SUN, rel_pos2, block_pos2, block2, 4 /* The node above caused the change */); } } } else if (new_light > old_light) { // It is sure that the node provides more light than the previous // one, unlighting is not necessary. // Propagate sunlight if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) { for (s16 y = p.Y - 1;; y--) { v3s16 n2pos(p.X, y, p.Z); MapNode n2; n2 = map->getNode(n2pos, &is_valid_position); if (!is_valid_position) break; // This should not happen, but if the node has sunlight // then the iteration should stop. if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) { break; } // If the node terminates sunlight, stop. if (!ndef->get(n2).sunlight_propagates) { break; } relative_v3 rel_pos2; mapblock_v3 block_pos2; getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2); MapBlock *block2 = map->getBlockNoCreateNoEx( block_pos2); // Mark node for lighting. light_sources.push(LIGHT_SUN, rel_pos2, block_pos2, block2, 4); } } } } // Remove lights unspread_light(map, ndef, bank, disappearing_lights, light_sources, modified_blocks); // Initialize light values for light spreading. for (u8 i = 0; i <= LIGHT_SUN; i++) { const std::vector<ChangingLight> &lights = light_sources.lights[i]; for (std::vector<ChangingLight>::const_iterator it = lights.begin(); it < lights.end(); ++it) { MapNode n = it->block->getNodeNoCheck(it->rel_position, &is_valid_position); n.setLight(bank, i, ndef); it->block->setNodeNoCheck(it->rel_position, n); } } // Spread lights. spread_light(map, ndef, bank, light_sources, modified_blocks); } } /*! * Borders of a map block in relative node coordinates. * Compatible with type 'direction'. */ const VoxelArea block_borders[] = { VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+ VoxelArea(v3s16(0, 15, 0), v3s16(15, 15, 15)), //Y+ VoxelArea(v3s16(0, 0, 15), v3s16(15, 15, 15)), //Z+ VoxelArea(v3s16(0, 0, 0), v3s16(15, 15, 0)), //Z- VoxelArea(v3s16(0, 0, 0), v3s16(15, 0, 15)), //Y- VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X- }; /*! * Returns true if: * -the node has unloaded neighbors * -the node doesn't have light * -the node's light is the same as the maximum of * its light source and its brightest neighbor minus one. * . */ bool is_light_locally_correct(Map *map, const NodeDefManager *ndef, LightBank bank, v3s16 pos) { bool is_valid_position; MapNode n = map->getNode(pos, &is_valid_position); const ContentFeatures &f = ndef->get(n); if (f.param_type != CPT_LIGHT) { return true; } u8 light = n.getLightNoChecks(bank, &f); assert(f.light_source <= LIGHT_MAX); u8 brightest_neighbor = f.light_source + 1; for (const v3s16 &neighbor_dir : neighbor_dirs) { MapNode n2 = map->getNode(pos + neighbor_dir, &is_valid_position); u8 light2 = n2.getLight(bank, ndef); if (brightest_neighbor < light2) { brightest_neighbor = light2; } } assert(light <= LIGHT_SUN); return brightest_neighbor == light + 1; } void update_block_border_lighting(Map *map, MapBlock *block, std::map<v3s16, MapBlock*> &modified_blocks) { const NodeDefManager *ndef = map->getNodeDefManager(); bool is_valid_position; for (LightBank bank : banks) { // Since invalid light is not common, do not allocate // memory if not needed. UnlightQueue disappearing_lights(0); ReLightQueue light_sources(0); // Get incorrect lights for (direction d = 0; d < 6; d++) { // For each direction // Get neighbor block v3s16 otherpos = block->getPos() + neighbor_dirs[d]; MapBlock *other = map->getBlockNoCreateNoEx(otherpos); if (other == NULL) { continue; } // Only update if lighting was not completed. if (block->isLightingComplete(bank, d) && other->isLightingComplete(bank, 5 - d)) continue; // Reset flags block->setLightingComplete(bank, d, true); other->setLightingComplete(bank, 5 - d, true); // The two blocks and their connecting surfaces MapBlock *blocks[] = {block, other}; VoxelArea areas[] = {block_borders[d], block_borders[5 - d]}; // For both blocks for (u8 blocknum = 0; blocknum < 2; blocknum++) { MapBlock *b = blocks[blocknum]; VoxelArea a = areas[blocknum]; // For all nodes for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++) for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) { MapNode n = b->getNodeNoCheck(x, y, z, &is_valid_position); u8 light = n.getLight(bank, ndef); // Sunlight is fixed if (light < LIGHT_SUN) { // Unlight if not correct if (!is_light_locally_correct(map, ndef, bank, v3s16(x, y, z) + b->getPosRelative())) { // Initialize for unlighting n.setLight(bank, 0, ndef); b->setNodeNoCheck(x, y, z, n); modified_blocks[b->getPos()]=b; disappearing_lights.push(light, relative_v3(x, y, z), b->getPos(), b, 6); } } } } } // Remove lights unspread_light(map, ndef, bank, disappearing_lights, light_sources, modified_blocks); // Initialize light values for light spreading. for (u8 i = 0; i <= LIGHT_SUN; i++) { const std::vector<ChangingLight> &lights = light_sources.lights[i]; for (std::vector<ChangingLight>::const_iterator it = lights.begin(); it < lights.end(); ++it) { MapNode n = it->block->getNodeNoCheck(it->rel_position, &is_valid_position); n.setLight(bank, i, ndef); it->block->setNodeNoCheck(it->rel_position, n); } } // Spread lights. spread_light(map, ndef, bank, light_sources, modified_blocks); } } /*! * Resets the lighting of the given VoxelManipulator to * complete darkness and full sunlight. * Operates in one map sector. * * \param offset contains the least x and z node coordinates * of the map sector. * \param light incoming sunlight, light[x][z] is true if there * is sunlight above the voxel manipulator at the given x-z coordinates. * The array's indices are relative node coordinates in the sector. * After the procedure returns, this contains outgoing light at * the bottom of the voxel manipulator. */ void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) { // Distance in array between two nodes on top of each other. s16 ystride = vm->m_area.getExtent().X; // Cache the ignore node. MapNode ignore = MapNode(CONTENT_IGNORE); // For each column of nodes: for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { // Position of the column on the map. v2s16 realpos = offset + v2s16(x, z); // Array indices in the voxel manipulator s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y, realpos.Y); s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y, realpos.Y); // True if the current node has sunlight. bool lig = light[z][x]; // For each node, downwards: for (s32 i = maxindex; i >= minindex; i -= ystride) { MapNode *n; if (vm->m_flags[i] & VOXELFLAG_NO_DATA) n = &ignore; else n = &vm->m_data[i]; // Ignore IGNORE nodes, these are not generated yet. if(n->getContent() == CONTENT_IGNORE) continue; const ContentFeatures &f = ndef->get(n->getContent()); if (lig && !f.sunlight_propagates) // Sunlight is stopped. lig = false; // Reset light n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f); n->setLight(LIGHTBANK_NIGHT, 0, f); } // Output outgoing light. light[z][x] = lig; } } /*! * Returns incoming sunlight for one map block. * If block above is not found, it is loaded. * * \param pos position of the map block that gets the sunlight. * \param light incoming sunlight, light[z][x] is true if there * is sunlight above the block at the given z-x relative * node coordinates. */ void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos, const NodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) { mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0); // Get or load source block. // It might take a while to load, but correcting incorrect // sunlight may be even slower. MapBlock *source_block = map->emergeBlock(source_block_pos, false); // Trust only generated blocks. if (source_block == NULL || source_block->isDummy() || !source_block->isGenerated()) { // But if there is no block above, then use heuristics bool sunlight = true; MapBlock *node_block = map->getBlockNoCreateNoEx(pos); if (node_block == NULL) // This should not happen. sunlight = false; else sunlight = !node_block->getIsUnderground(); for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) light[z][x] = sunlight; } else { // Dummy boolean, the position is valid. bool is_valid_position; // For each column: for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { // Get the bottom block. MapNode above = source_block->getNodeNoCheck(x, 0, z, &is_valid_position); light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN; } } } /*! * Propagates sunlight down in a given map block. * * \param data contains incoming sunlight and shadow and * the coordinates of the target block. * \param unlight propagated shadow is inserted here * \param relight propagated sunlight is inserted here * * \returns true if the block was modified, false otherwise. */ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef, SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight) { bool modified = false; // Get the block. MapBlock *block = map->getBlockNoCreateNoEx(data->target_block); if (block == NULL || block->isDummy()) { // The work is done if the block does not contain data. data->data.clear(); return false; } // Dummy boolean bool is_valid; // For each changing column of nodes: size_t index; for (index = 0; index < data->data.size(); index++) { SunlightPropagationUnit it = data->data[index]; // Relative position of the currently inspected node. relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1, it.relative_pos.Y); if (it.is_sunlit) { // Propagate sunlight. // For each node downwards: for (; current_pos.Y >= 0; current_pos.Y--) { MapNode n = block->getNodeNoCheck(current_pos, &is_valid); const ContentFeatures &f = ndef->get(n); if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN && f.sunlight_propagates) { // This node gets sunlight. n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f); block->setNodeNoCheck(current_pos, n); modified = true; relight->push(LIGHT_SUN, current_pos, data->target_block, block, 4); } else { // Light already valid, propagation stopped. break; } } } else { // Propagate shadow. // For each node downwards: for (; current_pos.Y >= 0; current_pos.Y--) { MapNode n = block->getNodeNoCheck(current_pos, &is_valid); const ContentFeatures &f = ndef->get(n); if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) { // The sunlight is no longer valid. n.setLight(LIGHTBANK_DAY, 0, f); block->setNodeNoCheck(current_pos, n); modified = true; unlight->push(LIGHT_SUN, current_pos, data->target_block, block, 4); } else { // Reached shadow, propagation stopped. break; } } } if (current_pos.Y >= 0) { // Propagation stopped, remove from data. data->data[index] = data->data.back(); data->data.pop_back(); index--; } } return modified; } /*! * Borders of a map block in relative node coordinates. * The areas do not overlap. * Compatible with type 'direction'. */ const VoxelArea block_pad[] = { VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+ VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+ VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+ VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)), //Z- VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)), //Y- VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X- }; /*! * The common part of bulk light updates - it is always executed. * The procedure takes the nodes that should be unlit, and the * full modified area. * * The procedure handles the correction of all lighting except * direct sunlight spreading. * * \param minblock least coordinates of the changed area in block * coordinates * \param maxblock greatest coordinates of the changed area in block * coordinates * \param unlight the first queue is for day light, the second is for * night light. Contains all nodes on the borders that need to be unlit. * \param relight the first queue is for day light, the second is for * night light. Contains nodes that were not modified, but got sunlight * because the changes. * \param modified_blocks the procedure adds all modified blocks to * this map */ void finish_bulk_light_update(Map *map, mapblock_v3 minblock, mapblock_v3 maxblock, UnlightQueue unlight[2], ReLightQueue relight[2], std::map<v3s16, MapBlock*> *modified_blocks) { const NodeDefManager *ndef = map->getNodeDefManager(); // dummy boolean bool is_valid; // --- STEP 1: Do unlighting for (size_t bank = 0; bank < 2; bank++) { LightBank b = banks[bank]; unspread_light(map, ndef, b, unlight[bank], relight[bank], *modified_blocks); } // --- STEP 2: Get all newly inserted light sources // For each block: v3s16 blockpos; v3s16 relpos; for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++) for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++) for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) { MapBlock *block = map->getBlockNoCreateNoEx(blockpos); if (!block || block->isDummy()) // Skip not existing blocks continue; // For each node in the block: for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++) for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++) for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) { MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid); const ContentFeatures &f = ndef->get(node); // For each light bank for (size_t b = 0; b < 2; b++) { LightBank bank = banks[b]; u8 light = f.param_type == CPT_LIGHT ? node.getLightNoChecks(bank, &f): f.light_source; if (light > 1) relight[b].push(light, relpos, blockpos, block, 6); } // end of banks } // end of nodes } // end of blocks // --- STEP 3: do light spreading // For each light bank: