From 1af5513d8336fd697cd41106d8f60377042ad876 Mon Sep 17 00:00:00 2001 From: Comical Date: Sun, 2 Feb 2025 19:33:39 +0800 Subject: [PATCH 1/2] =?UTF-8?q?=E6=8F=90=E4=BA=A4Relictium=E7=9A=84?= =?UTF-8?q?=E7=BF=BB=E8=AF=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../relictium/relictium/lang/en_us.lang | 82 +++++++++++++++++++ .../relictium/relictium/lang/zh_cn.lang | 82 +++++++++++++++++++ 2 files changed, 164 insertions(+) create mode 100644 projects/1.12.2/assets/relictium/relictium/lang/en_us.lang create mode 100644 projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang diff --git a/projects/1.12.2/assets/relictium/relictium/lang/en_us.lang b/projects/1.12.2/assets/relictium/relictium/lang/en_us.lang new file mode 100644 index 000000000000..af459a495961 --- /dev/null +++ b/projects/1.12.2/assets/relictium/relictium/lang/en_us.lang @@ -0,0 +1,82 @@ +relictium.option_impact.low=Low +relictium.option_impact.medium=Medium +relictium.option_impact.high=High +relictium.option_impact.extreme=Extreme +relictium.option_impact.varies=Varies +relictium.options.pages.quality=Quality +relictium.options.pages.performance=Performance +relictium.options.pages.advanced=Advanced +relictium.options.view_distance.tooltip=The render distance controls how far away terrain will be rendered. Shorter distances mean that less terrain will be rendered, improving frame rates. +relictium.options.simulation_distance.tooltip=The simulation distance controls how far away terrain and entities will be loaded and ticked. Shorter distances can reduce the internal server's load and may improve frame rates. +relictium.options.brightness.tooltip=Controls the brightness (gamma) of the game. +relictium.options.clouds.name=Clouds +relictium.options.clouds.tooltip=Controls whether or not clouds will be visible. +relictium.options.gui_scale.tooltip=Sets the maximum scale factor to be used for the user interface. If 'auto' is used, then the largest scale factor will always be used. +relictium.options.fullscreen.tooltip=If enabled, the game will display in full-screen (if supported). +relictium.options.v_sync.tooltip=If enabled, the game's frame rate will be synchronized to the monitor's refresh rate, making for a generally smoother experience at the expense of overall input latency. This setting might reduce performance if your system is too slow. +relictium.options.fps_limit.tooltip=Limits the maximum number of frames per second. This can help reduce battery usage and general system load when multi-tasking. If V-Sync is enabled, this option will be ignored unless it is lower than your display's refresh rate. +relictium.options.view_bobbing.tooltip=If enabled, the player's view will sway and bob when moving around. Players who experience motion sickness while playing can benefit from disabling this. +relictium.options.attack_indicator.tooltip=Controls where the Attack Indicator is displayed on screen. +relictium.options.autosave_indicator.tooltip=If enabled, an indicator will be shown when the game is saving the world to disk. +relictium.options.graphics_quality.tooltip=The default graphics quality controls some legacy options and is necessary for mod compatibility. If the options below are left to \"Default\ they will use this setting. +relictium.options.clouds_quality.tooltip=Controls the quality of rendered clouds in the sky. +relictium.options.weather_quality.tooltip=Controls the quality of rain and snow effects. +relictium.options.leaves_quality.name=Leaves Quality +relictium.options.leaves_quality.tooltip=Controls the quality of leaves. +relictium.options.particle_quality.name=Particle Quality +relictium.options.particle_quality.tooltip=Controls the maximum number of particles which can be present on screen at any one time. +relictium.options.smooth_lighting.tooltip=Controls whether blocks will be smoothly lit and shaded. This slightly increases the amount of time needed to re-build a chunk, but doesn't affect frame rates. +relictium.options.biome_blend.name=Biome Blend +relictium.options.biome_blend.value=%s block(s) +relictium.options.biome_blend.tooltip=Controls the range which biomes will be sampled for block colorization. Higher values greatly increase the amount of time it takes to build chunks for diminishing improvements in quality. +relictium.options.entity_distance.name=Entity Distance +relictium.options.entity_distance.tooltip=Controls how far away entities can render from the player. Higher values increase the render distance at the expense of frame rates. +relictium.options.entity_shadows.tooltip=If enabled, basic shadows will be rendered beneath mobs and other entities. +relictium.options.vignette.name=Vignette +relictium.options.vignette.tooltip=If enabled, a vignette effect will be rendered on the player's view. This is very unlikely to make a difference to frame rates unless you are fill-rate limited. +relictium.options.mipmap_levels.tooltip=Controls the number of mipmaps which will be used for block model textures. Higher values provide better rendering of blocks in the distance, but may adversely affect performance with many animated textures. +relictium.options.use_chunk_multidraw.name=Use Chunk Multi-Draw +relictium.options.use_chunk_multidraw.tooltip=Multi-draw allows multiple chunks to be rendered with fewer draw calls, greatly reducing CPU overhead when rendering the world while also potentially allowing for more efficient GPU utilization. This optimization may cause issues with some graphics drivers, so you should try disabling it if you are experiencing glitches. +relictium.options.use_vertex_objects.name=Use Vertex Array Objects +relictium.options.use_vertex_objects.tooltip=Helps to improve performance by moving information about how vertex data should be rendered into the driver, allowing it to better optimize for repeated rendering of the same objects. There is generally no reason to disable this unless you're using incompatible mods. +relictium.options.use_block_face_culling.name=Use Block Face Culling +relictium.options.use_block_face_culling.tooltip=If enabled, only the sides of blocks which are facing the camera will be submitted for rendering. This can eliminate a large number of block faces very early in the rendering process, saving memory bandwidth and time on the GPU. Some resource packs may have issues with this option, so try disabling it if you're seeing holes in blocks. +relictium.options.use_compact_vertex_format.name=Use Compact Vertex Format +relictium.options.use_compact_vertex_format.tooltip=If enabled, a more compact vertex format will be used for rendering chunks. This can reduce graphics memory usage and bandwidth requirements significantly, especially for integrated graphics cards, but can cause z-fighting with some resource packs due to how it reduces the precision of position and texture coordinate attributes. +relictium.options.use_fog_occlusion.name=Use Fog Occlusion +relictium.options.use_fog_occlusion.tooltip=If enabled, chunks which are determined to be fully hidden by fog effects will not be rendered, helping to improve performance. The improvement can be more dramatic when fog effects are heavier (such as while underwater), but it may cause undesirable visual artifacts between the sky and fog in some scenarios. +relictium.options.use_entity_culling.name=Use Entity Culling +relictium.options.use_entity_culling.tooltip=If enabled, entities determined not to be in any visible chunks will be skipped during rendering. This can help improve performance by avoiding the rendering of entities located underground or behind walls. +relictium.options.use_particle_culling.name=Use Particle Culling +relictium.options.use_particle_culling.tooltip=If enabled, only particles which are determined to be visible will be rendered. This can provide a significant improvement to frame rates when many particles are nearby. +relictium.options.animate_only_visible_textures.name=Animate Only Visible Textures +relictium.options.animate_only_visible_textures.tooltip=If enabled, only animated textures determined to be visible will be updated. This can provide a significant boost to frame rates on some hardware, especially with heavier resource packs. If you experience issues with some textures not being animated, try disabling this option. +relictium.options.translucency_sorting.name=Translucency Sorting +relictium.options.translucency_sorting.tooltip=If enabled, translucent blocks will be sorted correctly from back to front to provide better rendering, especially when multiple translucent blocks are in view and layered. This is a bit of an expensive operation. +relictium.options.cpu_render_ahead_limit.name=CPU Render-Ahead Limit +relictium.options.cpu_render_ahead_limit.tooltip=Specifies the maximum number of frames the CPU can be waiting on the GPU to finish rendering. Very low or high values may create frame rate instability. +relictium.options.cpu_render_ahead_limit.value=%s frame(s) +relictium.options.allow_direct_memory_access.name=Allow Direct Memory Access +relictium.options.allow_direct_memory_access.tooltip=If enabled, some critical code paths will be allowed to use direct memory access for performance. This often greatly reduces CPU overhead for chunk and entity rendering, but can make it harder to diagnose some bugs and crashes. You should only disable this if you've been asked to or otherwise know what you're doing. +relictium.options.ignore_driver_blacklist.name=Ignore Driver Blacklist +relictium.options.ignore_driver_blacklist.tooltip=If enabled, known incompatibilities with your hardware/driver configuration will be ignored, allowing you to enable options that may cause issues with your game. You should generally not touch this option unless you know exactly what you are doing. After changing this option, you must save, close, and then re-open the settings screen. +relictium.options.enable_memory_tracing.name=Enable Memory Tracing +relictium.options.enable_memory_tracing.tooltip=Debugging feature. If enabled, stack traces will be collected alongside memory allocations to help improve diagnostic information when memory leaks are detected. +relictium.options.performance_impact_string=Performance Impact: %s +relictium.options.use_persistent_mapping.name=Use Persistent Mapping +relictium.options.use_persistent_mapping.tooltip=If enabled, a small amount of memory will be persistently mapped for speeding up chunk updates and entity rendering.\n\nRequires OpenGL 4.4 or ARB_buffer_storage. +relictium.options.chunk_memory_allocator.name=Chunk Memory Allocator +relictium.options.chunk_memory_allocator.tooltip=Selects the memory allocator that will be used for chunk rendering.\n- ASYNC: Fastest option, works well with most modern graphics drivers.\n- SWAP: Fallback option for older graphics drivers. May increase memory usage significantly. +relictium.options.chunk_memory_allocator.async=Async +relictium.options.chunk_memory_allocator.swap=Swap +relictium.options.chunk_update_threads.name=Chunk Update Threads +relictium.options.chunk_update_threads.tooltip=Specifies the number of threads to use for chunk building. Using more threads can speed up chunk loading and update speed, but may negatively impact frame times. +relictium.options.always_defer_chunk_updates.name=Always Defer Chunk Updates +relictium.options.always_defer_chunk_updates.tooltip=If enabled, rendering will never wait for chunk updates to finish, even if they are important. This can greatly improve frame rates in some scenarios, but it may create significant visual lag in the world. +relictium.options.use_no_error_context.name=Use No Error Context +relictium.options.use_no_error_context.tooltip=If enabled, the OpenGL context will be created with error checking disabled. This may slightly improve performance, but it also increases the risk that the game will crash instead of gracefully handling OpenGL errors. You should disable this option if you are experiencing sudden unexplained crashes. +relictium.options.threads.value=%s thread(s) +relictium.options.default=Default +relictium.options.buttons.undo=Undo +relictium.options.buttons.apply=Apply +relictium.options.buttons.donate=Buy coffee for JellySquid!" \ No newline at end of file diff --git a/projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang b/projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang new file mode 100644 index 000000000000..a6638581a751 --- /dev/null +++ b/projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang @@ -0,0 +1,82 @@ +relictium.option_impact.low=低 +relictium.option_impact.medium=中 +relictium.option_impact.high=高 +relictium.option_impact.extreme=极高 +relictium.option_impact.varies=视情况而定 +relictium.options.pages.quality=质量 +relictium.options.pages.performance=性能 +relictium.options.pages.advanced=级 +relictium.options.view_distance.tooltip=渲染距离 - 控制地形的渲染距离。距离越短,地形渲染越少,帧率(FPS)提升越明显。 +relictium.options.simulation_distance.tooltip=模拟距离 - 控制地形和实体加载和更新的距离。更短的距离可以减少内部服务器的负载并可以提高帧率(TPS)。 +relictium.options.brightness.tooltip=控制游戏的亮度(伽玛值)。 +relictium.options.clouds.name=云 +relictium.options.clouds.tooltip=云层显示 +relictium.options.gui_scale.tooltip=设置要用于用户界面的最大缩放倍率。如果设为“自动(0)”,则始终使用最大的缩放倍率。 +relictium.options.fullscreen.tooltip=如果启用,游戏将以全屏显示(如果支持)。 +relictium.options.v_sync.tooltip=如果启用,游戏的帧率(FPS)将与显示器的刷新率同步,从而以整体输入延迟为代价获得更流畅的体验。如果你的系统性能较差,此设置反而可能会降低帧率。 +relictium.options.fps_limit.tooltip=限制帧率(FPS)。这有助于减少多任务处理时的电池使用量和一般系统负载。如果启用了垂直同步,除非它低于显示器的刷新率,否则将忽略此选项。 +relictium.options.view_bobbing.tooltip=如果启用,玩家的视野会在移动时不断摇晃。在游戏时感到晕眩的玩家可以从禁用此功能中受益。 +relictium.options.attack_indicator.tooltip=控制攻击指示器在屏幕上的显示位置。 +relictium.options.autosave_indicator.tooltip=如果启用,当游戏将存档保存到硬盘时将显示一个提示。 +relictium.options.graphics_quality.tooltip=默认图形质量控制一些传统选项,并且是模组兼容性所必需的。如果下面的选项保留为“默认”,则它们将使用此设置。 +relictium.options.clouds_quality.tooltip=控制天空中云渲染的质量。 +relictium.options.weather_quality.tooltip=控制雨雪效果的质量。 +relictium.options.leaves_quality.name=树叶质量 +relictium.options.leaves_quality.tooltip=控制树叶的质量。 +relictium.options.particle_quality.name=粒子效果 +relictium.options.particle_quality.tooltip=控制同一时刻可以出现在屏幕上的最大粒子数。 +relictium.options.smooth_lighting.tooltip=控制方块是否平滑光照和渲染。这会略微增加重新构建区块所需的时间,但不会影响帧率(FPS)。 +relictium.options.biome_blend.name=生物群系过渡混合 +relictium.options.biome_blend.value=%s方块 +relictium.options.biome_blend.tooltip=控制用于进行方块着色的生物群系采样的范围。较高的值会大大增加构建区块所需的时间,但画质提升有限 +relictium.options.entity_distance.name=实体显示距离 +relictium.options.entity_distance.tooltip=控制实体最多可以离玩家多远渲染。较高的值会以帧率(FPS)为代价增加渲染距离。 +relictium.options.entity_shadows.tooltip=如果启用,将在生物和其他实体下方渲染简单阴影。 +relictium.options.vignette.name=晕影 +relictium.options.vignette.tooltip=如果启用,将在玩家的画面上显示晕影效果。除非你的显卡像素填充率有限,否则这不太可能对帧率产生影响。 +relictium.options.mipmap_levels.tooltip=控制将用于方块模型纹理的MipMap的数量。较高的值可以更好地渲染远处的方块,但可能会对许多纹理动画的性能产生不利影响。 +relictium.options.use_chunk_multidraw.name=使用区块多重绘制 +relictium.options.use_chunk_multidraw.tooltip=多重绘制功能可通过减少绘制调用来批量渲染多个区块,从而大幅降低渲染世界时的CPU占用,同时可能提升GPU利用率。该优化可能导致部分显卡驱动兼容性问题,若遇到显示异常可尝试禁用此选项。 +relictium.options.use_vertex_objects.name=使用顶点数组对象 +relictium.options.use_vertex_objects.tooltip=通过将顶点数据的渲染信息转移至驱动程序处理,可提升运行性能。该功能可使驱动程序更好地优化重复渲染相同物体的性能,通常情况下无需禁用此功能,除非您正在使用不兼容的模组。 +relictium.options.use_block_face_culling.name=使用方块面剔除 +relictium.options.use_block_face_culling.tooltip=如果启用,则只会渲染面向相机一侧的方块面。这可以在渲染过程的早期消除大量方块面,从而节省GPU上的内存带宽和时间。某些资源包可能会在此选项上出现问题,因此如果你在方块中看到空洞,请尝试禁用它。 +relictium.options.use_compact_vertex_format.name=使用紧凑顶点格式 +relictium.options.use_compact_vertex_format.tooltip=启用后,将使用更紧凑的顶点格式渲染区块。该模式可显著降低显存占用与带宽需求(对集成显卡尤为有效),但可能因降低顶点位置与纹理坐标属性的精度,导致部分资源包出现冲突(Z-fighting)。 +relictium.options.use_fog_occlusion.name=启用雾效遮挡 +relictium.options.use_fog_occlusion.tooltip=启用后,被雾效完全遮蔽的区块将停止渲染,从而提升性能。此优化在雾效浓厚时(例如在水下时)效果尤为显著,但可能导致天空与雾效交界处出现视觉瑕疵。 +relictium.options.use_entity_culling.name=使用实体剔除 +relictium.options.use_entity_culling.tooltip=如果启用,则在渲染期间将跳过确定不在任何可见区块中的实体。这可以通过避免渲染位于地下或墙后的实体来帮助提高性能。 +relictium.options.use_particle_culling.name=使用粒子剔除 +relictium.options.use_particle_culling.tooltip=如果启用,则只会渲染确定为可见的粒子。当附近有许多粒子时,这可以显著提高帧率。 +relictium.options.animate_only_visible_textures.name=仅可见纹理有动画 +relictium.options.animate_only_visible_textures.tooltip=如果启用,则只会更新确定为可见的纹理动画。这可以显著提高某些硬件的帧率(FPS),尤其是对于大型的资源包。如果你遇到某些纹理失去动画的问题,请尝试禁用此选项。 +relictium.options.translucency_sorting.name=半透明渲染排序 +relictium.options.translucency_sorting.tooltip=启用后,半透明方块(如玻璃、水)将按从后到前的顺序正确排序,显著改善多层透明效果渲染质量(推荐搭配光影模组使用)。此功能会额外消耗GPU资源,在复杂建筑场景中建议根据帧率表现动态调整。 +relictium.options.cpu_render_ahead_limit.name=CPU预渲染限制 +relictium.options.cpu_render_ahead_limit.tooltip=指定CPU可以在GPU上等待完成渲染的最大帧数。非常低或非常高的值都可能会导致帧率(FPS)不稳定。 +relictium.options.cpu_render_ahead_limit.value=%s帧 +relictium.options.allow_direct_memory_access.name=允许直接内存访问 +relictium.options.allow_direct_memory_access.tooltip=如果启用,将允许某些关键代码路径使用直接内存访问来提高性能。这通常会大大减少区块和实体渲染的CPU开销,但会使诊断某些错误和崩溃变得更加困难。只有你被要求这么做或知道你在做什么,才应该禁用它。 +relictium.options.ignore_driver_blacklist.name=忽略驱动黑名单 +relictium.options.ignore_driver_blacklist.tooltip=如果启用,与您的硬件/驱动程序配置的已知不兼容性将被忽略,从而允许您启用可能导致游戏问题的选项。除非您确切知道自己在做什么,否则通常不应启用此选项。更改此选项后,您必须保存、关闭,然后重新打开设置屏幕。 +relictium.options.enable_memory_tracing.name=用内存跟踪 +relictium.options.enable_memory_tracing.tooltip=调试功能。如果启用,堆栈跟踪将与内存分配一起收集,以帮助在检测到内存泄漏时改进诊断信息。 +relictium.options.performance_impact_string=性能影响:%s +relictium.options.use_persistent_mapping.name=使用持久映射 +relictium.options.use_persistent_mapping.tooltip=如果启用,少量内存将被持久映射为区块上传的暂存缓冲区,有助于减少加载或更新区块时的CPU开销和帧时间不稳定。\n需要OpenGL 4.4或ARB_buffer_storage拓展。 +relictium.options.chunk_memory_allocator.name=区块内存分配器 +relictium.options.chunk_memory_allocator.tooltip=选择将用于区块渲染的内存分配器。\n1、Async:最快,适用于大多数现代图形驱动程序。\n2、Swap:旧图形驱动程序的兼容选项。可能会显著增加内存使用量。 +relictium.options.chunk_memory_allocator.async=Async +relictium.options.chunk_memory_allocator.swap=Swap +relictium.options.chunk_update_threads.name=区块更新线程 +relictium.options.chunk_update_threads.tooltip=指定用于区块构建的线程数。使用更多线程可以加快区块加载和更新的速度,但可能会对帧时间产生负面影响。 +relictium.options.always_defer_chunk_updates.name=始终推迟区块更新 +relictium.options.always_defer_chunk_updates.tooltip=如果启用,渲染将永远不会等待区块更新完成,即使它们很重要。这在某些情况下可以极大地提高帧率(FPS),但可能会在游戏时产生明显的视觉滞后。 +relictium.options.use_no_error_context.name=禁用OpenGL错误检查 +relictium.options.use_no_error_context.tooltip=如果启用,OpenGL上下文将创建时禁用错误检查。这可能会略微提高性能,但也增加了游戏崩溃而不是优雅处理OpenGL错误的风险。如果你遇到突发的无法解释的崩溃,应该禁用此选项。 +relictium.options.threads.value=%s线程 +relictium.options.default=默认 +relictium.options.buttons.undo=撤销 +relictium.options.buttons.apply=应用 +relictium.options.buttons.donate=给JellySquid买杯咖啡! \ No newline at end of file From 0aec1fe62765c8ee7bce4509ea9545ed1f05c545 Mon Sep 17 00:00:00 2001 From: Comical Date: Sun, 2 Feb 2025 19:46:59 +0800 Subject: [PATCH 2/2] =?UTF-8?q?=E6=9B=B4=E6=94=B9=E9=94=99=E8=AF=AF?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang b/projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang index a6638581a751..3a508174c536 100644 --- a/projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang +++ b/projects/1.12.2/assets/relictium/relictium/lang/zh_cn.lang @@ -5,7 +5,7 @@ relictium.option_impact.extreme=极高 relictium.option_impact.varies=视情况而定 relictium.options.pages.quality=质量 relictium.options.pages.performance=性能 -relictium.options.pages.advanced=级 +relictium.options.pages.advanced=高级 relictium.options.view_distance.tooltip=渲染距离 - 控制地形的渲染距离。距离越短,地形渲染越少,帧率(FPS)提升越明显。 relictium.options.simulation_distance.tooltip=模拟距离 - 控制地形和实体加载和更新的距离。更短的距离可以减少内部服务器的负载并可以提高帧率(TPS)。 relictium.options.brightness.tooltip=控制游戏的亮度(伽玛值)。