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ui_mm_modded_exes.xml
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881 lines (823 loc) · 33.7 KB
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<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="ui_mm_title_modded_exes">
<text>Modded Exes</text>
</string>
<string id="ui_mm_menu_modded_exes">
<text>Modded Exes</text>
</string>
<string id="ui_mm_lst_ON">
<text>ON</text>
</string>
<string id="ui_mm_lst_OFF">
<text>OFF</text>
</string>
<string id="ui_mm_modded_exes_color_a">
<text>Opacity</text>
</string>
<string id="ui_mm_modded_exes_color_r">
<text>Red</text>
</string>
<string id="ui_mm_modded_exes_color_g">
<text>Green</text>
</string>
<string id="ui_mm_modded_exes_color_b">
<text>Blue</text>
</string>
<!-- Visual -->
<string id="ui_mm_menu_visual">
<text>Visual</text>
</string>
<!-- UI/HUD -->
<string id="ui_mm_menu_ui_hud">
<text>UI/HUD</text>
</string>
<string id="ui_mm_ui_hud_modded_exes">
<text>UI/HUD</text>
</string>
<string id="ui_mm_modded_exes_visual_ui_hud_g_draw_pickup_item_names">
<text>Draw pickup item names (g_draw_pickup_item_names)</text>
</string>
<string id="ui_mm_modded_exes_visual_ui_hud_use_english_text_for_missing_translations">
<text>Use English Text For Missing Translations (use_english_text_for_missing_translations)</text>
</string>
<!-- Crosshair -->
<string id="ui_mm_crosshair_modded_exes">
<text>Crosshair</text>
</string>
<string id="ui_mm_menu_crosshair">
<text>Crosshair</text>
</string>
<string id="ui_mm_camera_modded_exes">
<text>Camera</text>
</string>
<string id="ui_mm_weapon_modded_exes">
<text>Weapon</text>
</string>
<string id="ui_mm_device_modded_exes">
<text>Device</text>
</string>
<string id="ui_mm_near_modded_exes">
<text>Near</text>
</string>
<string id="ui_mm_far_modded_exes">
<text>Far</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_show_always">
<text>Always show crosshair (g_crosshair_show_always)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_independent">
<text>Draw separate crosshairs (g_crosshair_*_independent)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_show">
<text>Show crosshair (g_crosshair_*)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_recon">
<text>Show recon (g_crosshair_*_recon)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_recon_max_opacity">
<text>Maximum recon opacity (g_crosshair_*_recon_max_opacity)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_line">
<text>Show aiming line (g_crosshair_*_line)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_use_shader">
<text>Use shader crosshair (g_crosshair_*_use_shader)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_shader">
<text>Crosshair shader (g_crosshair_*_shader)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_texture">
<text>Crosshair texture (g_crosshair_*_texture)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_size">
<text>Crosshair size (g_crosshair_*_size)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_depth">
<text>Distance limit for sizing (g_crosshair_*_depth)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_distance_lerp">
<text>Animate crosshair position (g_crosshair_*_distance_lerp)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_distance_lerp_rate">
<text>Crosshair position animation speed (g_crosshair_*_distance_lerp_rate)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_occluded_opacity">
<text>Crosshair opacity when obscured by an object (g_crosshair_*_occluded_opacity)</text>
</string>
<string id="ui_mm_modded_exes_visual_crosshair_g_crosshair_occlusion_fade_rate">
<text>Crosshair opacity animation speed (g_crosshair_*_occlusion_fade_rate)</text>
</string>
<!-- Shader Scopes -->
<string id="ui_mm_menu_3d_scopes">
<text>Shader Scopes</text>
</string>
<string id="ui_mm_3d_scopes_modded_exes">
<text>Shader Scopes</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_r__3Dfakescope">
<text>3D Shader Scopes Enable (r__3Dfakescope)</text>
</string>
<string id="ui_mm_2d_scopes_modded_exes">
<text>2D Shader Scopes</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_sds_enable">
<text>2D Shader Scopes Enable (sds_enable)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_sds_speed_enable">
<text>Mouse Sensitivity Change On Zoom (sds_speed_enable)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_sds_zoom_enable">
<text>Correct Zoom Factor (sds_zoom_enable)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_new_zoom_enable">
<text>Smooth Zoom Change (new_zoom_enable)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_new_zoom_delta_algorithm">
<text>New Zoom Delta Algorithm (new_zoom_delta_algorithm)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_new_zoom_delta_algorithm_desc">
<text>Changes zoom levels of a scope to have same Visual zoom change between levels</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_zoom_step_count">
<text>Smooth Zoom Step Count (zoom_step_count)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_blur_inner">
<text>Blur Inside Scope (scope_blur_inner)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_blur_outer">
<text>Blur Outside Scope (scope_blur_outer)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_brightness">
<text>Outside Brightness (scope_brightness)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_ca">
<text>Chromatic Abberation (scope_ca)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_fog_radius">
<text>Fog Radius (scope_fog_radius)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_fog_interp">
<text>Fog Travel Speed (scope_fog_interp)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_fog_sharp">
<text>Fog Sharpness (scope_fog_sharp)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_fog_swayAim">
<text>Fog Sway with Mouse (scope_fog_swayAim)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_fog_swayMove">
<text>Fog Sway with Movement (scope_fog_swayMove)</text>
</string>
<string id="ui_mm_modded_exes_visual_3d_scopes_scope_fog_travel">
<text>Fog Max Travel Distance (scope_fog_travel)</text>
</string>
<!-- Particles -->
<string id="ui_mm_particles_modded_exes">
<text>Particles</text>
</string>
<string id="ui_mm_menu_particles">
<text>Particles</text>
</string>
<string id="ui_mm_modded_exes_visual_particles_particle_update_mod">
<text>Particle update rate (1 - 30hz, 0.5 - 60hz, etc) (particle_update_mod)</text>
</string>
<string id="ui_mm_modded_exes_visual_particles_render_short_tracers">
<text>Cap and render tracers to their minimum length (render_short_tracers)</text>
</string>
<string id="ui_mm_modded_exes_visual_particles_allow_silencer_hide_tracer">
<text>Allow silencers to hide tracers (allow_silencer_hide_tracer)</text>
</string>
<!-- Wallmarks -->
<string id="ui_mm_wallmarks_modded_exes">
<text>Wallmarks</text>
</string>
<string id="ui_mm_menu_wallmarks">
<text>Wallmarks</text>
</string>
<string id="ui_mm_modded_exes_visual_wallmarks_g_wallmark_range_static">
<text>Static wallmark range (g_wallmark_range_static)</text>
</string>
<string id="ui_mm_modded_exes_visual_wallmarks_g_wallmark_range_skeleton">
<text>Skeletal wallmark range (g_wallmark_range_skeleton)</text>
</string>
<!-- HDR10 -->
<string id="ui_mm_menu_hdr10">
<text>HDR 10</text>
</string>
<string id="ui_mm_hdr10_modded_exes">
<text>HDR 10</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_enabled">
<text>Enable HDR10 (Requires Restart) (r4_hdr10_on)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_enabled_desc">
<text>HDR10 is incompatible with MSAA, enabling HDR will disable MSAA</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_whitepoint_nits">
<text>White Point (nits) (r4_hdr10_whitepoint_nits)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_whitepoint_nits_desc">
<text>The maximum luminance of your monitor. DisplayHDR 400 = 400 nits, HDR Peak 1000 = 1000 nits</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_ui_nits">
<text>UI Brightness (nits) (r4_hdr10_ui_nits)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_ui_nits_desc">
<text>The maximum luminance of the UI. Use a value at or below the monitor peak that is comfortable.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_pda_intensity">
<text>PDA Intensity (r4_hdr10_pda_intensity)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_pda_intensity_desc">
<text>Intensity (1 = 100%, 0 = 0%) of the PDA's display. Adjust if the PDA's display is too bright.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_colorspace">
<text>Color Space (r4_hdr10_colorspace)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_colorspace_desc">
<text>The target color space to render to. If your monitor has good coverage of a larger color space (DCI-P3 or Rec.2020) use one of those over sRGB.</text>
</string>
<string id="ui_mm_lst_hdr10_colorspace_rec709">
<text>Rec.709 (sRGB)</text>
</string>
<string id="ui_mm_lst_hdr10_colorspace_p3d65">
<text>P3-D65 (DCI-P3)</text>
</string>
<string id="ui_mm_lst_hdr10_colorspace_rec2020">
<text>Rec.2020</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_tonemapper">
<text>Tonemapper (r4_hdr10_tonemapper)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_tonemapper_desc">
<text>The tonemapping operator to use. The tonemapper determines the look and contrast of the image.</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_aces_narkowicz">
<text>ACES (Narkowicz)</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_aces_hill">
<text>ACES (Hill)</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_agx_normal">
<text>AgX (Normal)</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_agx_punchy">
<text>AgX (Punchy)</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_uchimura">
<text>Uchimura</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_stevem">
<text>SteveM</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_uncharted2">
<text>Uncharted 2</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_reinhard1">
<text>Reinhard (Lw = 2.0)</text>
</string>
<string id="ui_mm_lst_hdr10_tonemapper_reinhard2">
<text>Reinhard (Lw = 3.0)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_tonemap_mode">
<text>Tonemapping Mode (r4_hdr10_tonemap_mode)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_tonemap_mode_desc">
<text>Whether the tonemapper operates on color or luminance. Luminance mode prevents hue shifts but can look flat compared to color mode.</text>
</string>
<string id="ui_mm_lst_hdr10_tonemap_mode_luminance">
<text>Luminance</text>
</string>
<string id="ui_mm_lst_hdr10_tonemap_mode_color">
<text>Color</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_brightness">
<text>Brightness (r4_hdr10_brightness)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_brightness_desc">
<text>Adjusts the lift of the image. Primarily affects shadows. Adjust if the image is too bright or dark.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_gamma">
<text>Gamma (r4_hdr10_gamma)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_gamma_desc">
<text>Adjusts the gamma of the image. Primarily affects midtones. Adjust if the image is too bright or dark.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_exposure">
<text>Exposure (r4_hdr10_exposure)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_exposure_desc">
<text>Adjusts the gain of the image. Primarily affects highlights. Adjust if the image is too bright or dark.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_contrast">
<text>Contrast (r4_hdr10_contrast)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_contrast_desc">
<text>Adjusts the contrast of the image.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_contrast_middle_gray">
<text>Contrast Middle-Gray (r4_hdr10_contrast_middle_gray)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_contrast_middle_gray_desc">
<text>The fixed point for contrast adjustments. Lower values make the contrast setting affect dark regions less and bright regions more, higher values do the opposite.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_saturation">
<text>Saturation (r4_hdr10_saturation)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_saturation_desc">
<text>Adjusts image saturation.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_ui_saturation">
<text>UI Saturation (r4_hdr10_ui_saturation)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_ui_saturation_desc">
<text>Adjusts UI saturation weighted by transparency. This is a corrective factor that is proportional to the element's transparency.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_on">
<text>Bloom (r4_hdr10_bloom_on)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_on_desc">
<text>Turns the HDR bloom on or off. Disable the old bloom with 'r2_ls_bloom_threshold 1'. Can affect performance.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_blur_passes">
<text>Bloom Blur Passes (r4_hdr10_bloom_blur_passes)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_blur_passes_desc">
<text>Determines how large the bloom is. Larger values increase the size of the bloom effect. Can affect performance.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_blur_scale">
<text>Bloom Blur Scale (r4_hdr10_bloom_blur_scale)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_blur_scale_desc">
<text>Fine-grained adjustment of the bloom radius.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_intensity">
<text>Bloom Intensity (r4_hdr10_bloom_intensity)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_bloom_intensity_desc">
<text>Adjusts the strength of the bloom. Larger values are more hazy.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_on">
<text>Lens Flare (r4_hdr10_flare_on)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_on_desc">
<text>Turns the HDR lens flare on or off. Can affect performance.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_threshold">
<text>Lens Flare Threshold (r4_hdr10_flare_threshold)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_threshold_desc">
<text>Sets the minimum brightness something must be to create a lens flare</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_power">
<text>Lens Flare Power (r4_hdr10_flare_power)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_power_desc">
<text>Adjusts the overall strength of the lens flare effect.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghosts">
<text>Lens Flare Ghosts (r4_hdr10_flare_ghosts)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghosts_desc">
<text>Adjusts the number of lens ghosts created by the lens flare effect. Can affect performance.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghost_dispersal">
<text>Lens Flare Ghost Dispersal (r4_hdr10_flare_ghost_dispersal)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghost_dispersal_desc">
<text>Adjusts the scale and spacing of lens ghosts created by the lens flare effect.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_center_falloff">
<text>Lens Flare Center Falloff (r4_hdr10_flare_center_falloff)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_center_falloff_desc">
<text>Adjusts the falloff radius (from the center of the screen) of image contribution to lens flares. Smaller values cause more of the image to create intense lens flares.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_halo_scale">
<text>Lens Flare Halo Scale (r4_hdr10_flare_halo_scale)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_halo_scale_desc">
<text>Adjusts the scale of the lens halo reflections. Larger values can place the halo outside the bounds of the screen.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_halo_ca">
<text>Lens Flare Halo Chromatic Aberration (r4_hdr10_flare_halo_ca)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_halo_ca_desc">
<text>Adjusts the amount of chromatic aberration on lens halos.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghost_ca">
<text>Lens Flare Ghost Chromatic Aberration (r4_hdr10_flare_ghost_ca)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghost_ca_desc">
<text>Adjusts the amount of chromatic aberration on lens ghosts.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_blur_passes">
<text>Lens Flare Blur Passes (r4_hdr10_flare_blur_passes)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_blur_passes_desc">
<text>Adjusts the amount of blur applied to lens flares. Can affect performance.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_blur_scale">
<text>Lens Flare Blur Scale (r4_hdr10_flare_blur_scale)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_blur_scale_desc">
<text>Fine-grained adjustment of the lens flare blur radius.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghost_intensity">
<text>Lens Flare Ghost Intensity (r4_hdr10_flare_ghost_intensity)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_ghost_intensity_desc">
<text>Adjusts the strength of lens ghosts.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_halo_intensity">
<text>Lens Flare Halo Intensity (r4_hdr10_flare_halo_intensity)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_flare_halo_intensity_desc">
<text>Adjusts the strength of lens halos.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_on">
<text>Sun (r4_hdr10_sun_on)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_on_desc">
<text>Enables or disables the HDR sun rendering which takes better advantage of bloom and lens flares.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_intensity">
<text>Sun Intensity (r4_hdr10_sun_intensity)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_intensity_desc">
<text>Adjusts the brightness of the HDR sun.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_inner_radius">
<text>Sun Inner Radius (r4_hdr10_sun_inner_radius)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_inner_radius_desc">
<text>Adjusts the inner radius of the HDR sun rendering. The inner radius is the region of full intensity.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_outer_radius">
<text>Sun Outer Radius (r4_hdr10_sun_outer_radius)</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_sun_outer_radius_desc">
<text>Adjusts the outer radius of the HDR sun rendering. The outer radius fades between full intensity and 0.</text>
</string>
<string id="ui_mm_modded_exes_visual_hdr10_live_editing">
<text>Setup</text>
</string>
<!-- Sound -->
<string id="ui_mm_menu_sound">
<text>Sound</text>
</string>
<string id="ui_mm_sound_modded_exes">
<text>Sound</text>
</string>
<string id="ui_mm_menu_doppler">
<text>Doppler Effect</text>
</string>
<string id="ui_mm_doppler_modded_exes">
<text>Doppler Effect</text>
</string>
<string id="ui_mm_modded_exes_sound_doppler_snd_doppler_power">
<text>Doppler Effect Strength (snd_doppler_power)</text>
</string>
<string id="ui_mm_modded_exes_sound_doppler_snd_doppler_smoothing">
<text>Doppler Effect Smoothing (snd_doppler_smoothing)</text>
</string>
<string id="ui_mm_menu_sound_delay">
<text>Distance Delay</text>
</string>
<string id="ui_mm_sound_delay_modded_exes">
<text>Distance Delay</text>
</string>
<string id="ui_mm_modded_exes_sound_sound_delay_snd_distance_based_delay_power">
<text>Distance Based Delay Strength (snd_distance_based_delay_power)</text>
</string>
<string id="ui_mm_modded_exes_sound_sound_delay_snd_distance_based_delay_min_distance">
<text>Minimum Distance To Trigger Delay (snd_distance_based_delay_min_distance)</text>
</string>
<string id="ui_mm_modded_exes_sound_sound_delay_snd_pitch_variation_power">
<text>Pitch Variation Strength (snd_pitch_variation_power)</text>
</string>
<string id="ui_mm_modded_exes_sound_sound_delay_snd_efx_environment_change_time">
<text>Change Between Sound Environments Time (snd_efx_environment_change_time)</text>
</string>
<!-- Control -->
<string id="ui_mm_menu_control">
<text>Control</text>
</string>
<!-- Keyboard -->
<string id="ui_mm_menu_keyboard">
<text>Keyboard</text>
</string>
<string id="ui_mm_keyboard_modded_exes">
<text>Keyboard</text>
</string>
<string id="ui_mm_modded_exes_control_keyboard_use_separate_ubgl_keybind">
<text>Use Separate UBGL Keybind (use_separate_ubgl_keybind)</text>
</string>
<!-- Mouse -->
<string id="ui_mm_menu_mouse">
<text>Mouse</text>
</string>
<string id="ui_mm_mouse_modded_exes">
<text>Mouse</text>
</string>
<string id="ui_mm_modded_exes_control_mouse_mouse_sens_vertical">
<text>Vertical Mouse Sensitivity Factor (mouse_sens_vertical)</text>
</string>
<string id="ui_mm_modded_exes_control_mouse_mouse_wheel_change_weapon">
<text>Change weapons with mouse wheel (mouse_wheel_change_weapon)</text>
</string>
<string id="ui_mm_modded_exes_control_mouse_mouse_wheel_invert_zoom">
<text>Invert mouse wheel zoom (mouse_wheel_invert_zoom)</text>
</string>
<string id="ui_mm_modded_exes_control_mouse_mouse_wheel_invert_change_weapon">
<text>Invert mouse wheel change weapons (mouse_wheel_invert_change_weapon)</text>
</string>
<!-- Camera -->
<string id="ui_mm_menu_camera">
<text>Camera</text>
</string>
<string id="ui_mm_camera_modded_exes">
<text>Camera</text>
</string>
<string id="ui_mm_modded_exes_control_camera_freelook_cam_limit">
<text>Freelook angle limit (freelook_cam_limit)</text>
</string>
<string id="ui_mm_modded_exes_control_camera_freelook_while_reloading">
<text>Allows freelook during reload animations (freelook_while_reloading)</text>
</string>
<!-- PDA -->
<string id="ui_mm_menu_pda">
<text>PDA</text>
</string>
<string id="ui_mm_pda_modded_exes">
<text>PDA</text>
</string>
<string id="ui_mm_modded_exes_control_pda_pda_map_zoom_in_to_mouse">
<text>Map Zoom In Relative To Mouse (pda_map_zoom_in_to_mouse)</text>
</string>
<string id="ui_mm_modded_exes_control_pda_pda_map_zoom_out_to_mouse">
<text>Map Zoom Out Relative To Mouse (pda_map_zoom_out_to_mouse)</text>
</string>
<!-- Gameplay -->
<string id="ui_mm_menu_gameplay">
<text>Gameplay</text>
</string>
<string id="ui_mm_gameplay_modded_exes">
<text>Gameplay</text>
</string>
<!-- Gameplay General -->
<string id="ui_mm_menu_gameplay_general">
<text>General</text>
</string>
<string id="ui_mm_gameplay_general_modded_exes">
<text>General</text>
</string>
<string id="ui_mm_modded_exes_gameplay_gameplay_general_g_progressive_stamina_cost">
<text>Progressive stamina cost (g_progressive_stamina_cost)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_gameplay_general_g_progressive_stamina_cost_desc">
<text>Stamina will drain linearly with current weight instead of cutoff point</text>
</string>
<string id="ui_mm_modded_exes_gameplay_gameplay_general_g_auto_reload">
<text>Automatically reload weapon when ammo is depleted (g_auto_reload)</text>
</string>
<!-- Aim -->
<string id="ui_mm_menu_aim">
<text>Aim</text>
</string>
<string id="ui_mm_aim_modded_exes">
<text>Aim</text>
</string>
<string id="ui_mm_modded_exes_gameplay_aim_aimmode_remember">
<text>Aimmode remember (aimmode_remember)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_aim_allow_outfit_control_inertion_factor">
<text>Enable outfits affecting mouse sensitivity (allow_outfit_control_inertion_factor)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_aim_allow_weapon_control_inertion_factor">
<text>Enable weapons affecting mouse sensitivity (allow_weapon_control_inertion_factor)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_aim_fix_avelocity_spread">
<text>Fix moving the camera not affecting accuracy (fix_avelocity_spread)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_aim_apply_pdm_to_ads">
<text>Apply PDM (handling) values when ADS (apply_pdm_to_ads)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_aim_smooth_ads_transition">
<text>Smoothly apply the ADS accuracy bonus (smooth_ads_transition)</text>
</string>
<!-- 3D Ballistics -->
<string id="ui_mm_menu_3d_ballistics">
<text>3D Ballistics</text>
</string>
<string id="ui_mm_3d_ballistics_modded_exes">
<text>3D Ballistics</text>
</string>
<string id="ui_mm_modded_exes_gameplay_3d_ballistics_g_firepos">
<text>Fire bullets from gun barrel while unaimed (g_firepos)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_3d_ballistics_g_firepos_zoom">
<text>Fire bullets from gun barrel while aiming (g_firepos_zoom)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_3d_ballistics_g_aimpos">
<text>Aim bullets along gun barrel while unaimed (g_aimpos)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_3d_ballistics_g_aimpos_zoom">
<text>Aim bullets along gun barrel while aiming (g_aimpos_zoom)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_3d_ballistics_g_firedir_third_person">
<text>Use first-person firing direction when in third-person (g_firedir_third_person)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_3d_ballistics_g_nearwall">
<text>Weapon near-wall offset behaviour (g_nearwall)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_3d_ballistics_g_nearwall_trace">
<text>Near-wall trace origin (g_nearwall_trace)</text>
</string>
<string id="ui_mm_lst_nearwall_hud_fov">
<text>HUD FOV</text>
</string>
<string id="ui_mm_lst_nearwall_position">
<text>Position</text>
</string>
<string id="ui_mm_lst_nearwall_camera">
<text>Camera</text>
</string>
<string id="ui_mm_lst_nearwall_item">
<text>Item</text>
</string>
<!-- Launchers -->
<string id="ui_mm_menu_launchers">
<text>Launchers</text>
</string>
<string id="ui_mm_launchers_modded_exes">
<text>Launchers</text>
</string>
<string id="ui_mm_modded_exes_gameplay_launchers_g_fire_reloads_ubgl">
<text>Reload under-barrel launchers with fire input (g_fire_reloads_ubgl)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_launchers_g_launcher_dynamic_range">
<text>Apply launcher assist while unaimed (g_launcher_dynamic_range)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_launchers_g_launcher_dynamic_range_zoom">
<text>Apply launcher assist while aimed (g_launcher_dynamic_range_zoom)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_launchers_g_launcher_dynamic_range_mode">
<text>Target dynamic objects with launcher assist (g_launcher_dynamic_range_mode)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_launchers_g_launcher_dynamic_range_max">
<text>Maximum launcher assist range (g_launcher_dynamic_range_max)</text>
</string>
<!-- First Person Death -->
<string id="ui_mm_menu_first_person_death">
<text>First Person Death</text>
</string>
<string id="ui_mm_first_person_death_modded_exes">
<text>First Person Death</text>
</string>
<string id="ui_mm_modded_exes_gameplay_first_person_death_first_person_death">
<text>First Person Death Camera (first_person_death)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_first_person_death_first_person_death_position_smoothing">
<text>FPD Camera Position Change Smoothing (first_person_death_position_smoothing)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_first_person_death_first_person_death_direction_smoothing">
<text>FPD Camera Direction Change Smoothing (first_person_death_direction_smoothing)</text>
</string>
<!-- Stalkers -->
<string id="ui_mm_menu_stalkers">
<text>Stalkers</text>
</string>
<string id="ui_mm_stalkers_modded_exes">
<text>Stalkers</text>
</string>
<string id="ui_mm_modded_exes_gameplay_stalkers_g_npcs_look_at_actor">
<text>Stalkers look at player when upclose (g_npcs_look_at_actor)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_stalkers_g_npcs_look_at_actor_min_distance">
<text>Minimum distance to start looking (g_npcs_look_at_actor_min_distance)</text>
</string>
<!-- Monsters -->
<string id="ui_mm_menu_monsters">
<text>Monsters</text>
</string>
<string id="ui_mm_monsters_modded_exes">
<text>Monsters</text>
</string>
<string id="ui_mm_modded_exes_gameplay_monsters_heat_vision_zombie_cold">
<text>Cold zombies in Heat Vision (heat_vision_zombie_cold)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_monsters_pseudogiant_can_damage_objects_on_stomp">
<text>Pseudogiant Damage Objects On Stomp (pseudogiant_can_damage_objects_on_stomp)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_monsters_telekinetic_objects_include_corpses">
<text>Poltergeists and Burers throw Corpses (telekinetic_objects_include_corpses)</text>
</string>
<string id="ui_mm_modded_exes_gameplay_monsters_monster_stuck_fix">
<text>Monster stuck fix (BAD FOR FPS) (monster_stuck_fix)</text>
</string>
<!-- Saves -->
<string id="ui_mm_saves_modded_exes">
<text>Saves</text>
</string>
<string id="ui_mm_menu_saves">
<text
>Saves</text>
</string>
<!-- Crash Saves -->
<string id="ui_mm_crash_saves_modded_exes">
<text>Crash Saves</text>
</string>
<string id="ui_mm_menu_crash_saves">
<text>Crash Saves</text>
</string>
<string id="ui_mm_modded_exes_saves_crash_saves_crash_save">
<text>Crash Saves Enable (crash_save)</text>
</string>
<string id="ui_mm_modded_exes_saves_crash_saves_crash_save_count">
<text>Crash Saves Count (crash_save_count)</text>
</string>
<!-- Debugging -->
<string id="ui_mm_menu_debug">
<text>Debug</text>
</string>
<string id="ui_mm_debug_modded_exes">
<text>Debug</text>
</string>
<!-- Logging -->
<string id="ui_mm_menu_logging">
<text>Logging</text>
</string>
<string id="ui_mm_logging_modded_exes">
<text>Logging</text>
</string>
<string id="ui_mm_modded_exes_debug_logging_string_table_error_msg">
<text>Log missing translation strings (string_table_error_msg)</text>
</string>
<string id="ui_mm_modded_exes_debug_logging_log_timestamps">
<text>Timestamps in logs (log_timestamps)</text>
</string>
<string id="ui_mm_modded_exes_debug_logging_print_bone_warnings">
<text>Print invalid bone warnings (print_bone_warnings)</text>
</string>
<string id="ui_mm_modded_exes_debug_logging_print_dltx_warnings">
<text>Print DLTX failed override warnings (print_dltx_warnings)</text>
</string>
<!-- Errors -->
<string id="ui_mm_menu_errors">
<text>Errors</text>
</string>
<string id="ui_mm_errors_modded_exes">
<text>Errors</text>
</string>
<string id="ui_mm_modded_exes_debug_errors_hanging_lamp_ignore_match_configuration">
<text>Don't crash on "no renderer type set for hanging-lamp" (hanging_lamp_ignore_match_configuration)</text>
</string>
<!-- Optimizations -->
<string id="ui_mm_menu_optimizations">
<text>Optimizations</text>
</string>
<string id="ui_mm_optimizations_modded_exes">
<text>Optimizations</text>
</string>
<string id="ui_mm_modded_exes_optimizations_mt_update_weapon_sounds">
<text>Update weapon sounds on separate thread (mt_update_weapon_sounds)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_spawn_antifreeze">
<text>Spawn antifreeze (spawn_antifreeze)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_spawn_antifreeze_desc">
<text>Puts spawning of entities procedure into separate thread, doesn't completely eliminate freezes but tries to minimize them</text>
</string>
<string id="ui_mm_modded_exes_optimizations_r__optimize_calculate_bones">
<text>Optimize bone calculations (r__optimize_calculate_bones)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_r__optimize_calculate_bones_desc">
<text>Skeleton models that are not in players view or far away from view won't have animation updates to save CPU resources</text>
</string>
<string id="ui_mm_modded_exes_optimizations_ik_calc_ssa">
<text>Maximum Screen Space Area (ik_calc_ssa)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_ik_calc_ssa_desc">
<text>Objects with area below this number will be optimized. Bigger number will result in more aggressive optimizations and might lead to visual bugs</text>
</string>
<string id="ui_mm_modded_exes_optimizations_ik_always_calc_dist">
<text>Distance to always perform bone calculations (ik_always_calc_dist)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_spawn_antifreeze_batch">
<text>Spawn antifreeze batch size (spawn_antifreeze_batch)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_spawn_antifreeze_batch_desc">
<text>Amount of spawn events to process each frame</text>
</string>
<string id="ui_mm_modded_exes_optimizations_lua_gcstep">
<text>Lua Garbage Collection Step (lua_gcstep)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_mouse_buffer_size">
<text>Mouse Input Buffer Size (mouse_buffer_size)</text>
</string>
<string id="ui_mm_modded_exes_optimizations_keyboard_buffer_size">
<text>Keyboard Input Buffer Size (keyboard_buffer_size)</text>
</string>
</string_table>