1# libdoom: Text Strings 2# 3# Do not change the order of these definitions! 4# 5 6Header { Version = 5; } 7 8Text { 9 ID = "D_DEVSTR"; 10 Text = "Development mode ON.\n"; 11} 12 13Text { 14 ID = "D_CDROM"; 15 Text = "CD-ROM Version: default.cfg from c:\\doomdata\n"; 16} 17 18Text { 19 ID = "PRESSKEY"; 20 Text = "Press a key."; 21} 22 23Text { 24 ID = "PRESSYN"; 25 Text = "Press %1 or %2."; 26} 27 28Text { 29 ID = "QUITMSG"; 30 Text = "Are you sure you want to\nquit this great game?"; 31} 32 33Text { 34 ID = "LOADNET"; 35 Text = "You can't load while in a net game!"; 36} 37 38Text { 39 ID = "QLOADNET"; 40 Text = "You can't load during a netgame!"; 41} 42 43Text { 44 ID = "QSAVESPOT"; 45 Text = "You haven't picked a quicksave slot yet!"; 46} 47 48Text { 49 ID = "SAVEDEAD"; 50 Text = "You can't save if you aren't playing!"; 51} 52 53Text { 54 ID = "QSPROMPT"; 55 Text = "Really save over the game in slot %s named\n\n'%s' ?"; 56} 57 58Text { 59 ID = "QLPROMPT"; 60 Text = "Really load the game in slot %s named\n\n'%s' ?"; 61} 62 63Text { 64 ID = "NEWGAME"; 65 Text = "You can't start a new game\nwhile in a network game."; 66} 67 68Text { 69 ID = "NIGHTMARE"; 70 Text = "Are you sure? This skill level\nisn't even remotely fair."; 71} 72 73Text { 74 ID = "SWSTRING"; 75 Text = "This is the shareware version of doom.\n\nYou need to order the entire trilogy."; 76} 77 78Text { 79 ID = "MSGOFF"; 80 Text = "Messages OFF"; 81} 82 83Text { 84 ID = "MSGON"; 85 Text = "Messages ON"; 86} 87 88Text { 89 ID = "NETEND"; 90 Text = "You can't end a netgame!"; 91} 92 93Text { 94 ID = "ENDGAME"; 95 Text = "Are you sure you want to end the game?"; 96} 97 98Text { 99 ID = "DOSY"; 100 Text = "(Press %1 to quit)"; 101} 102 103Text { 104 ID = "DETAILHI"; 105 Text = "High detail"; 106} 107 108Text { 109 ID = "DETAILLO"; 110 Text = "Low detail"; 111} 112 113Text { 114 ID = "GAMMALVL0"; 115 Text = "Gamma correction OFF"; 116} 117 118Text { 119 ID = "GAMMALVL1"; 120 Text = "Gamma correction level 1"; 121} 122 123Text { 124 ID = "GAMMALVL2"; 125 Text = "Gamma correction level 2"; 126} 127 128Text { 129 ID = "GAMMALVL3"; 130 Text = "Gamma correction level 3"; 131} 132 133Text { 134 ID = "GAMMALVL4"; 135 Text = "Gamma correction level 4"; 136} 137 138Text { 139 ID = "EMPTYSTRING"; 140 Text = "Empty slot"; 141} 142 143Text { 144 ID = "GOTARMOR"; 145 Text = "Picked up the armor."; 146} 147 148Text { 149 ID = "GOTMEGA"; 150 Text = "Picked up the MegaArmor!"; 151} 152 153Text { 154 ID = "GOTHTHBONUS"; 155 Text = "Picked up a health bonus."; 156} 157 158Text { 159 ID = "GOTARMBONUS"; 160 Text = "Picked up an armor bonus."; 161} 162 163Text { 164 ID = "GOTSTIM"; 165 Text = "Picked up a stimpack."; 166} 167 168Text { 169 ID = "GOTMEDINEED"; 170 Text = "Picked up a medikit that you REALLY need!"; 171} 172 173Text { 174 ID = "GOTMEDIKIT"; 175 Text = "Picked up a medikit."; 176} 177 178Text { 179 ID = "GOTSUPER"; 180 Text = "Supercharge!"; 181} 182 183Text { 184 ID = "GOTBLUECARD"; 185 Text = "Picked up a blue keycard."; 186} 187 188Text { 189 ID = "GOTYELWCARD"; 190 Text = "Picked up a yellow keycard."; 191} 192 193Text { 194 ID = "GOTREDCARD"; 195 Text = "Picked up a red keycard."; 196} 197 198Text { 199 ID = "GOTBLUESKUL"; 200 Text = "Picked up a blue skull key."; 201} 202 203Text { 204 ID = "GOTYELWSKUL"; 205 Text = "Picked up a yellow skull key."; 206} 207 208Text { 209 ID = "GOTREDSKULL"; 210 Text = "Picked up a red skull key."; 211} 212 213Text { 214 ID = "GOTINVUL"; 215 Text = "Invulnerability!"; 216} 217 218Text { 219 ID = "GOTBERSERK"; 220 Text = "Berserk!"; 221} 222 223Text { 224 ID = "GOTINVIS"; 225 Text = "Partial Invisibility"; 226} 227 228Text { 229 ID = "GOTSUIT"; 230 Text = "Radiation Shielding Suit"; 231} 232 233Text { 234 ID = "GOTMAP"; 235 Text = "Computer Area Map"; 236} 237 238Text { 239 ID = "GOTVISOR"; 240 Text = "Light Amplification Visor"; 241} 242 243Text { 244 ID = "GOTMSPHERE"; 245 Text = "MegaSphere!"; 246} 247 248Text { 249 ID = "GOTCLIP"; 250 Text = "Picked up a clip."; 251} 252 253Text { 254 ID = "GOTCLIPBOX"; 255 Text = "Picked up a box of bullets."; 256} 257 258Text { 259 ID = "GOTROCKET"; 260 Text = "Picked up a rocket."; 261} 262 263Text { 264 ID = "GOTROCKBOX"; 265 Text = "Picked up a box of rockets."; 266} 267 268Text { 269 ID = "GOTCELL"; 270 Text = "Picked up an energy cell."; 271} 272 273Text { 274 ID = "GOTCELLBOX"; 275 Text = "Picked up an energy cell pack."; 276} 277 278Text { 279 ID = "GOTSHELLS"; 280 Text = "Picked up 4 shotgun shells."; 281} 282 283Text { 284 ID = "GOTSHELLBOX"; 285 Text = "Picked up a box of shotgun shells."; 286} 287 288Text { 289 ID = "GOTBACKPACK"; 290 Text = "Picked up a backpack full of ammo!"; 291} 292 293Text { 294 ID = "GOTBFG9000"; 295 Text = "You got the BFG9000! Oh, yes."; 296} 297 298Text { 299 ID = "GOTCHAINGUN"; 300 Text = "You got the chaingun!"; 301} 302 303Text { 304 ID = "GOTCHAINSAW"; 305 Text = "A chainsaw! Find some meat!"; 306} 307 308Text { 309 ID = "GOTLAUNCHER"; 310 Text = "You got the rocket launcher!"; 311} 312 313Text { 314 ID = "GOTPLASMA"; 315 Text = "You got the plasma gun!"; 316} 317 318Text { 319 ID = "GOTSHOTGUN"; 320 Text = "You got the shotgun!"; 321} 322 323Text { 324 ID = "GOTSHOTGUN2"; 325 Text = "You got the super shotgun!"; 326} 327 328Text { 329 ID = "PD_BLUEO"; 330 Text = "You need a %1 to activate this object"; 331} 332 333Text { 334 ID = "PD_REDO"; 335 Text = "You need a %1 to activate this object"; 336} 337 338Text { 339 ID = "PD_YELLOWO"; 340 Text = "You need a %1 to activate this object"; 341} 342 343Text { 344 ID = "PD_BLUEK"; 345 Text = "You need a %1 to open this door"; 346} 347 348Text { 349 ID = "PD_REDK"; 350 Text = "You need a %1 to open this door"; 351} 352 353Text { 354 ID = "PD_YELLOWK"; 355 Text = "You need a %1 to open this door"; 356} 357 358Text { 359 ID = "GGSAVED"; 360 Text = "Game saved."; 361} 362 363Text { 364 ID = "HUSTR_MSGU"; 365 Text = "[Message unsent]"; 366} 367 368Text { 369 ID = "HUSTR_E1M1"; 370 Text = "E1M1: Hangar"; 371} 372 373Text { 374 ID = "HUSTR_E1M2"; 375 Text = "E1M2: Nuclear Plant"; 376} 377 378Text { 379 ID = "HUSTR_E1M3"; 380 Text = "E1M3: Toxin Refinery"; 381} 382 383Text { 384 ID = "HUSTR_E1M4"; 385 Text = "E1M4: Command Control"; 386} 387 388Text { 389 ID = "HUSTR_E1M5"; 390 Text = "E1M5: Phobos Lab"; 391} 392 393Text { 394 ID = "HUSTR_E1M6"; 395 Text = "E1M6: Central Processing"; 396} 397 398Text { 399 ID = "HUSTR_E1M7"; 400 Text = "E1M7: Computer Station"; 401} 402 403Text { 404 ID = "HUSTR_E1M8"; 405 Text = "E1M8: Phobos Anomaly"; 406} 407 408Text { 409 ID = "HUSTR_E1M9"; 410 Text = "E1M9: Military Base"; 411} 412 413Text { 414 ID = "HUSTR_E2M1"; 415 Text = "E2M1: Deimos Anomaly"; 416} 417 418Text { 419 ID = "HUSTR_E2M2"; 420 Text = "E2M2: Containment Area"; 421} 422 423Text { 424 ID = "HUSTR_E2M3"; 425 Text = "E2M3: Refinery"; 426} 427 428Text { 429 ID = "HUSTR_E2M4"; 430 Text = "E2M4: Deimos Lab"; 431} 432 433Text { 434 ID = "HUSTR_E2M5"; 435 Text = "E2M5: Command Center"; 436} 437 438Text { 439 ID = "HUSTR_E2M6"; 440 Text = "E2M6: Halls of the Damned"; 441} 442 443Text { 444 ID = "HUSTR_E2M7"; 445 Text = "E2M7: Spawning Vats"; 446} 447 448Text { 449 ID = "HUSTR_E2M8"; 450 Text = "E2M8: Tower of Babel"; 451} 452 453Text { 454 ID = "HUSTR_E2M9"; 455 Text = "E2M9: Fortress of Mystery"; 456} 457 458Text { 459 ID = "HUSTR_E3M1"; 460 Text = "E3M1: Hell Keep"; 461} 462 463Text { 464 ID = "HUSTR_E3M2"; 465 Text = "E3M2: Slough of Despair"; 466} 467 468Text { 469 ID = "HUSTR_E3M3"; 470 Text = "E3M3: Pandemonium"; 471} 472 473Text { 474 ID = "HUSTR_E3M4"; 475 Text = "E3M4: House of Pain"; 476} 477 478Text { 479 ID = "HUSTR_E3M5"; 480 Text = "E3M5: Unholy Cathedral"; 481} 482 483Text { 484 ID = "HUSTR_E3M6"; 485 Text = "E3M6: Mt. Erebus"; 486} 487 488Text { 489 ID = "HUSTR_E3M7"; 490 Text = "E3M7: Limbo"; 491} 492 493Text { 494 ID = "HUSTR_E3M8"; 495 Text = "E3M8: Dis"; 496} 497 498Text { 499 ID = "HUSTR_E3M9"; 500 Text = "E3M9: Warrens"; 501} 502 503Text { 504 ID = "HUSTR_E4M1"; 505 Text = "E4M1: Hell Beneath"; 506} 507 508Text { 509 ID = "HUSTR_E4M2"; 510 Text = "E4M2: Perfect Hatred"; 511} 512 513Text { 514 ID = "HUSTR_E4M3"; 515 Text = "E4M3: Sever The Wicked"; 516} 517 518Text { 519 ID = "HUSTR_E4M4"; 520 Text = "E4M4: Unruly Evil"; 521} 522 523Text { 524 ID = "HUSTR_E4M5"; 525 Text = "E4M5: They Will Repent"; 526} 527 528Text { 529 ID = "HUSTR_E4M6"; 530 Text = "E4M6: Against Thee Wickedly"; 531} 532 533Text { 534 ID = "HUSTR_E4M7"; 535 Text = "E4M7: And Hell Followed"; 536} 537 538Text { 539 ID = "HUSTR_E4M8"; 540 Text = "E4M8: Unto The Cruel"; 541} 542 543Text { 544 ID = "HUSTR_E4M9"; 545 Text = "E4M9: Fear"; 546} 547 548Text { 549 ID = "HUSTR_1"; 550 Text = "Map 1: Entryway"; 551} 552 553Text { 554 ID = "HUSTR_2"; 555 Text = "Map 2: Underhalls"; 556} 557 558Text { 559 ID = "HUSTR_3"; 560 Text = "Map 3: The gantlet"; 561} 562 563Text { 564 ID = "HUSTR_4"; 565 Text = "Map 4: The focus"; 566} 567 568Text { 569 ID = "HUSTR_5"; 570 Text = "Map 5: The Waste Tunnels"; 571} 572 573Text { 574 ID = "HUSTR_6"; 575 Text = "Map 6: The Crusher"; 576} 577 578Text { 579 ID = "HUSTR_7"; 580 Text = "Map 7: Dead Simple"; 581} 582 583Text { 584 ID = "HUSTR_8"; 585 Text = "Map 8: Tricks and Traps"; 586} 587 588Text { 589 ID = "HUSTR_9"; 590 Text = "Map 9: The Pit"; 591} 592 593Text { 594 ID = "HUSTR_10"; 595 Text = "Map 10: Refueling Base"; 596} 597 598Text { 599 ID = "HUSTR_11"; 600 Text = "Map 11: 'O' of Destruction!"; 601} 602 603Text { 604 ID = "HUSTR_12"; 605 Text = "Map 12: The Factory"; 606} 607 608Text { 609 ID = "HUSTR_13"; 610 Text = "Map 13: Downtown"; 611} 612 613Text { 614 ID = "HUSTR_14"; 615 Text = "Map 14: The Inmost Dens"; 616} 617 618Text { 619 ID = "HUSTR_15"; 620 Text = "Map 15: Industrial Zone"; 621} 622 623Text { 624 ID = "HUSTR_16"; 625 Text = "Map 16: Suburbs"; 626} 627 628Text { 629 ID = "HUSTR_17"; 630 Text = "Map 17: Tenements"; 631} 632 633Text { 634 ID = "HUSTR_18"; 635 Text = "Map 18: The Courtyard"; 636} 637 638Text { 639 ID = "HUSTR_19"; 640 Text = "Map 19: The citadel"; 641} 642 643Text { 644 ID = "HUSTR_20"; 645 Text = "Map 20: Gotcha!"; 646} 647 648Text { 649 ID = "HUSTR_21"; 650 Text = "Map 21: Nirvana"; 651} 652 653Text { 654 ID = "HUSTR_22"; 655 Text = "Map 22: The Catacombs"; 656} 657 658Text { 659 ID = "HUSTR_23"; 660 Text = "Map 23: Barrels o' Fun"; 661} 662 663Text { 664 ID = "HUSTR_24"; 665 Text = "Map 24: The Chasm"; 666} 667 668Text { 669 ID = "HUSTR_25"; 670 Text = "Map 25: Bloodfalls"; 671} 672 673Text { 674 ID = "HUSTR_26"; 675 Text = "Map 26: The Abandoned Mines"; 676} 677 678Text { 679 ID = "HUSTR_27"; 680 Text = "Map 27: Monster Condo"; 681} 682 683Text { 684 ID = "HUSTR_28"; 685 Text = "Map 28: The Spirit World"; 686} 687 688Text { 689 ID = "HUSTR_29"; 690 Text = "Map 29: The Living End"; 691} 692 693Text { 694 ID = "HUSTR_30"; 695 Text = "Map 30: Icon of Sin"; 696} 697 698Text { 699 ID = "HUSTR_31"; 700 Text = "Map 31: Wolfenstein"; 701} 702 703Text { 704 ID = "HUSTR_32"; 705 Text = "Map 32: Grosse"; 706} 707 708Text { 709 ID = "PHUSTR_1"; 710 Text = "Map 1: Congo"; 711} 712 713Text { 714 ID = "PHUSTR_2"; 715 Text = "Map 2: Well of Souls"; 716} 717 718Text { 719 ID = "PHUSTR_3"; 720 Text = "Map 3: Aztec"; 721} 722 723Text { 724 ID = "PHUSTR_4"; 725 Text = "Map 4: Caged"; 726} 727 728Text { 729 ID = "PHUSTR_5"; 730 Text = "Map 5: Ghost Town"; 731} 732 733Text { 734 ID = "PHUSTR_6"; 735 Text = "Map 6: Baron's Lair"; 736} 737 738Text { 739 ID = "PHUSTR_7"; 740 Text = "Map 7: Caughtyard"; 741} 742 743Text { 744 ID = "PHUSTR_8"; 745 Text = "Map 8: Realm"; 746} 747 748Text { 749 ID = "PHUSTR_9"; 750 Text = "Map 9: Abattoire"; 751} 752 753Text { 754 ID = "PHUSTR_10"; 755 Text = "Map 10: Onslaught"; 756} 757 758Text { 759 ID = "PHUSTR_11"; 760 Text = "Map 11: Hunted"; 761} 762 763Text { 764 ID = "PHUSTR_12"; 765 Text = "Map 12: Speed"; 766} 767 768Text { 769 ID = "PHUSTR_13"; 770 Text = "Map 13: The Crypt"; 771} 772 773Text { 774 ID = "PHUSTR_14"; 775 Text = "Map 14: Genesis"; 776} 777 778Text { 779 ID = "PHUSTR_15"; 780 Text = "Map 15: The Twilight"; 781} 782 783Text { 784 ID = "PHUSTR_16"; 785 Text = "Map 16: The Omen"; 786} 787 788Text { 789 ID = "PHUSTR_17"; 790 Text = "Map 17: Compound"; 791} 792 793Text { 794 ID = "PHUSTR_18"; 795 Text = "Map 18: Neurosphere"; 796} 797 798Text { 799 ID = "PHUSTR_19"; 800 Text = "Map 19: Nme"; 801} 802 803Text { 804 ID = "PHUSTR_20"; 805 Text = "Map 20: The Death Domain"; 806} 807 808Text { 809 ID = "PHUSTR_21"; 810 Text = "Map 21: Slayer"; 811} 812 813Text { 814 ID = "PHUSTR_22"; 815 Text = "Map 22: Impossible Mission"; 816} 817 818Text { 819 ID = "PHUSTR_23"; 820 Text = "Map 23: Tombstone"; 821} 822 823Text { 824 ID = "PHUSTR_24"; 825 Text = "Map 24: The Final Frontier"; 826} 827 828Text { 829 ID = "PHUSTR_25"; 830 Text = "Map 25: The Temple of Darkness"; 831} 832 833Text { 834 ID = "PHUSTR_26"; 835 Text = "Map 26: Bunker"; 836} 837 838Text { 839 ID = "PHUSTR_27"; 840 Text = "Map 27: Anti-Christ"; 841} 842 843Text { 844 ID = "PHUSTR_28"; 845 Text = "Map 28: The Sewers"; 846} 847 848Text { 849 ID = "PHUSTR_29"; 850 Text = "Map 29: Odyssey of Noises"; 851} 852 853Text { 854 ID = "PHUSTR_30"; 855 Text = "Map 30: The Gateway of Hell"; 856} 857 858Text { 859 ID = "PHUSTR_31"; 860 Text = "Map 31: Cyberden"; 861} 862 863Text { 864 ID = "PHUSTR_32"; 865 Text = "Map 32: Go 2 It"; 866} 867 868Text { 869 ID = "THUSTR_1"; 870 Text = "Map 1: System Control"; 871} 872 873Text { 874 ID = "THUSTR_2"; 875 Text = "Map 2: Human BBQ"; 876} 877 878Text { 879 ID = "THUSTR_3"; 880 Text = "Map 3: Power Control"; 881} 882 883Text { 884 ID = "THUSTR_4"; 885 Text = "Map 4: Wormhole"; 886} 887 888Text { 889 ID = "THUSTR_5"; 890 Text = "Map 5: Hanger"; 891} 892 893Text { 894 ID = "THUSTR_6"; 895 Text = "Map 6: Open Season"; 896} 897 898Text { 899 ID = "THUSTR_7"; 900 Text = "Map 7: Prison"; 901} 902 903Text { 904 ID = "THUSTR_8"; 905 Text = "Map 8: Metal"; 906} 907 908Text { 909 ID = "THUSTR_9"; 910 Text = "Map 9: Stronghold"; 911} 912 913Text { 914 ID = "THUSTR_10"; 915 Text = "Map 10: Redemption"; 916} 917 918Text { 919 ID = "THUSTR_11"; 920 Text = "Map 11: Storage Facility"; 921} 922 923Text { 924 ID = "THUSTR_12"; 925 Text = "Map 12: Crater"; 926} 927 928Text { 929 ID = "THUSTR_13"; 930 Text = "Map 13: Nukage Processing"; 931} 932 933Text { 934 ID = "THUSTR_14"; 935 Text = "Map 14: Steel Works"; 936} 937 938Text { 939 ID = "THUSTR_15"; 940 Text = "Map 15: Dead Zone"; 941} 942 943Text { 944 ID = "THUSTR_16"; 945 Text = "Map 16: Deepest Reaches"; 946} 947 948Text { 949 ID = "THUSTR_17"; 950 Text = "Map 17: Processing Area"; 951} 952 953Text { 954 ID = "THUSTR_18"; 955 Text = "Map 18: Mill"; 956} 957 958Text { 959 ID = "THUSTR_19"; 960 Text = "Map 19: Shipping/Respawning"; 961} 962 963Text { 964 ID = "THUSTR_20"; 965 Text = "Map 20: Central Processing"; 966} 967 968Text { 969 ID = "THUSTR_21"; 970 Text = "Map 21: Administration Center"; 971} 972 973Text { 974 ID = "THUSTR_22"; 975 Text = "Map 22: Habitat"; 976} 977 978Text { 979 ID = "THUSTR_23"; 980 Text = "Map 23: Lunar Mining Project"; 981} 982 983Text { 984 ID = "THUSTR_24"; 985 Text = "Map 24: Quarry"; 986} 987 988Text { 989 ID = "THUSTR_25"; 990 Text = "Map 25: Baron's Den"; 991} 992 993Text { 994 ID = "THUSTR_26"; 995 Text = "Map 26: Ballistyx"; 996} 997 998Text { 999 ID = "THUSTR_27"; 1000 Text = "Map 27: Mount Pain"; 1001} 1002 1003Text { 1004 ID = "THUSTR_28"; 1005 Text = "Map 28: Heck"; 1006} 1007 1008Text { 1009 ID = "THUSTR_29"; 1010 Text = "Map 29: River Styx"; 1011} 1012 1013Text { 1014 ID = "THUSTR_30"; 1015 Text = "Map 30: Last Call"; 1016} 1017 1018Text { 1019 ID = "THUSTR_31"; 1020 Text = "Map 31: Pharaoh"; 1021} 1022 1023Text { 1024 ID = "THUSTR_32"; 1025 Text = "Map 32: Caribbean"; 1026} 1027 1028Text { 1029 ID = "HUSTR_CHATMACRO0"; 1030 Text = "No"; 1031} 1032 1033Text { 1034 ID = "HUSTR_CHATMACRO1"; 1035 Text = "I'm ready to kick butt!"; 1036} 1037 1038Text { 1039 ID = "HUSTR_CHATMACRO2"; 1040 Text = "I'm OK."; 1041} 1042 1043Text { 1044 ID = "HUSTR_CHATMACRO3"; 1045 Text = "I'm not looking too good!"; 1046} 1047 1048Text { 1049 ID = "HUSTR_CHATMACRO4"; 1050 Text = "Help!"; 1051} 1052 1053Text { 1054 ID = "HUSTR_CHATMACRO5"; 1055 Text = "You suck!"; 1056} 1057 1058Text { 1059 ID = "HUSTR_CHATMACRO6"; 1060 Text = "Next time, scumbag..."; 1061} 1062 1063Text { 1064 ID = "HUSTR_CHATMACRO7"; 1065 Text = "Come here!"; 1066} 1067 1068Text { 1069 ID = "HUSTR_CHATMACRO8"; 1070 Text = "I'll take care of it."; 1071} 1072 1073Text { 1074 ID = "HUSTR_CHATMACRO9"; 1075 Text = "Yes"; 1076} 1077 1078Text { 1079 ID = "HUSTR_TALKTOSELF1"; 1080 Text = "You mumble to yourself"; 1081} 1082 1083Text { 1084 ID = "HUSTR_TALKTOSELF2"; 1085 Text = "Who's there?"; 1086} 1087 1088Text { 1089 ID = "HUSTR_TALKTOSELF3"; 1090 Text = "You scare yourself"; 1091} 1092 1093Text { 1094 ID = "HUSTR_TALKTOSELF4"; 1095 Text = "You start to rave"; 1096} 1097 1098Text { 1099 ID = "HUSTR_TALKTOSELF5"; 1100 Text = "You've lost it..."; 1101} 1102 1103Text { 1104 ID = "HUSTR_MESSAGESENT"; 1105 Text = "[Message Sent]"; 1106} 1107 1108Text { 1109 ID = "HUSTR_PLRGREEN"; 1110 Text = "Green: "; 1111} 1112 1113Text { 1114 ID = "HUSTR_PLRINDIGO"; 1115 Text = "Indigo: "; 1116} 1117 1118Text { 1119 ID = "HUSTR_PLRBROWN"; 1120 Text = "Brown: "; 1121} 1122 1123Text { 1124 ID = "HUSTR_PLRRED"; 1125 Text = "Red: "; 1126} 1127 1128Text { 1129 ID = "AMSTR_FOLLOWON"; 1130 Text = "Follow Mode ON"; 1131} 1132 1133Text { 1134 ID = "AMSTR_FOLLOWOFF"; 1135 Text = "Follow Mode OFF"; 1136} 1137 1138Text { 1139 ID = "AMSTR_GRIDON"; 1140 Text = "Grid ON"; 1141} 1142 1143Text { 1144 ID = "AMSTR_GRIDOFF"; 1145 Text = "Grid OFF"; 1146} 1147 1148Text { 1149 ID = "AMSTR_MARKEDSPOT"; 1150 Text = "Marked Spot"; 1151} 1152 1153Text { 1154 ID = "AMSTR_MARKSCLEARED"; 1155 Text = "All Marks Cleared"; 1156} 1157 1158Text { 1159 ID = "STSTR_MUS"; 1160 Text = "Music Change"; 1161} 1162 1163Text { 1164 ID = "STSTR_NOMUS"; 1165 Text = "Impossible selection"; 1166} 1167 1168Text { 1169 ID = "STSTR_DQDON"; 1170 Text = "Degreelessness Mode On"; 1171} 1172 1173Text { 1174 ID = "STSTR_DQDOFF"; 1175 Text = "Degreelessness Mode Off"; 1176} 1177 1178Text { 1179 ID = "STSTR_KFAADDED"; 1180 Text = "Very Happy Ammo added"; 1181} 1182 1183Text { 1184 ID = "STSTR_FAADDED"; 1185 Text = "Ammo (no keys) added"; 1186} 1187 1188Text { 1189 ID = "STSTR_NCON"; 1190 Text = "No clipping mode ON"; 1191} 1192 1193Text { 1194 ID = "STSTR_NCOFF"; 1195 Text = "No clipping mode OFF"; 1196} 1197 1198Text { 1199 ID = "STSTR_BEHOLD"; 1200 Text = "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"; 1201} 1202 1203Text { 1204 ID = "STSTR_BEHOLDX"; 1205 Text = "Power-up toggled"; 1206} 1207 1208Text { 1209 ID = "STSTR_CHOPPERS"; 1210 Text = "... doesn't suck - GM"; 1211} 1212 1213Text { 1214 ID = "STSTR_CLEV"; 1215 Text = "Changing map..."; 1216} 1217 1218Text { 1219 ID = "E1TEXT"; 1220 Text = "Once you beat the big badasses and\n 1221 clean out the moon base you're supposed\n 1222 to win, aren't you? Aren't you? Where's\n 1223 your fat reward and ticket home? What\n 1224 the hell is this? It's not supposed to\n 1225 end this way!\n\n 1226 It stinks like rotten meat, but looks\n 1227 like the lost Deimos base. Looks like\n 1228 you're stuck on The Shores of Hell.\n 1229 The only way out is through.\n\n 1230 To continue the DOOM experience, play\n 1231 The Shores of Hell and its amazing\n 1232 sequel, Inferno!\n"; 1233} 1234 1235Text { 1236 ID = "E2TEXT"; 1237 Text = "You've done it! The hideous cyber-\n 1238 demon lord that ruled the lost Deimos\n 1239 moon base has been slain and you\n 1240 are triumphant! But ... where are\n 1241 you? You clamber to the edge of the\n 1242 moon and look down to see the awful\n 1243 truth.\n\n 1244 Deimos floats above Hell itself!\n 1245 You've never heard of anyone escaping\n 1246 from Hell, but you'll make the bastards\n 1247 sorry they ever heard of you! Quickly,\n 1248 you rappel down to the surface of\n 1249 Hell.\n\n 1250 Now, it's on to the final chapter of\n 1251 DOOM! -- Inferno."; 1252} 1253 1254Text { 1255 ID = "E3TEXT"; 1256 Text = "The loathsome spiderdemon that\n 1257 masterminded the invasion of the moon\n 1258 bases and caused so much death has had\n 1259 its ass kicked for all time.\n\n 1260 A hidden doorway opens and you enter.\n 1261 You've proven too tough for Hell to\n 1262 contain, and now Hell at last plays\n 1263 fair -- for you emerge from the door\n 1264 to see the green fields of Earth!\n 1265 Home at last.\n\n 1266 You wonder what's been happening on\n 1267 Earth while you were battling evil\n 1268 unleashed. It's good that no Hell-\n 1269 spawn could have come through that\n 1270 door with you ..."; 1271} 1272 1273Text { 1274 ID = "E4TEXT"; 1275 Text = "The spider mastermind must have sent forth\n 1276 its legions of hellspawn before your\n 1277 final confrontation with that terrible\n 1278 beast from hell. But you stepped forward\n 1279 and brought forth eternal damnation and\n 1280 suffering upon the horde as a true hero\n 1281 would in the face of something so evil.\n\n 1282 Besides, someone was gonna pay for what\n 1283 happened to daisy, your pet rabbit.\n\n 1284 But now, you see spread before you more\n 1285 potential pain and gibbitude as a nation\n 1286 of demons run amok among our cities.\n\n 1287 next stop, hell on earth!"; 1288} 1289 1290Text { 1291 ID = "C1TEXT"; 1292 Text = "You have entered deeply into the infested\n 1293 starport. But something is wrong. The\n 1294 monsters have brought their own reality\n 1295 with them, and the starport's technology\n 1296 is being subverted by their presence.\n\n 1297 Ahead, you see an outpost of Hell, a\n 1298 fortified zone. If you can get past it,\n 1299 you can penetrate into the haunted heart\n 1300 of the starbase and find the controlling\n 1301 switch which holds Earth's population\n 1302 hostage."; 1303} 1304 1305Text { 1306 ID = "C2TEXT"; 1307 Text = "You have won! Your victory has enabled\n 1308 humankind to evacuate Earth and escape\n 1309 the nightmare. Now you are the only\n 1310 human left on the face of the planet.\n 1311 Cannibal mutations, carnivorous aliens,\n 1312 and evil spirits are your only neighbors.\n 1313 You sit back and wait for death, content\n 1314 that you have saved your species.\n\n 1315 But then, Earth Control beams down a\n 1316 message from space: \"Sensors have located\n 1317 the source of the alien invasion. If you\n 1318 go there, you may be able to block their\n 1319 entry. The alien base is in the heart of\n 1320 your own home city, not far from the\n 1321 starport.\" Slowly and painfully you get\n 1322 up and return to the fray."; 1323} 1324 1325Text { 1326 ID = "C3TEXT"; 1327 Text = "You are at the corrupt heart of the city,\n 1328 surrounded by the corpses of your enemies.\n 1329 You see no way to destroy the creatures'\n 1330 entryway on this side, so you clench your\n 1331 teeth and plunge through it.\n\n 1332 There must be a way to close it on the\n 1333 other side. What do you care if you've\n 1334 got to go through Hell to get to it?"; 1335} 1336 1337Text { 1338 ID = "C4TEXT"; 1339 Text = "The horrendous visage of the biggest\n 1340 demon you've ever seen crumbles before\n 1341 you, after you pump your rockets into\n 1342 his exposed brain. The monster shrivels\n 1343 up and dies, its thrashing limbs\n 1344 devastating untold miles of Hell's\n 1345 surface.\n\n 1346 You've done it. The invasion is over.\n 1347 Earth is saved. Hell is a wreck. You\n 1348 wonder where bad folks will go when they\n 1349 die, now. Wiping the sweat from your\n 1350 forehead you begin the long trek back\n 1351 home. Rebuilding Earth ought to be a\n 1352 lot more fun than ruining it was."; 1353} 1354 1355Text { 1356 ID = "C5TEXT"; 1357 Text = "Congratulations, you've found the secret\n 1358 level! Looks like it's been built by\n 1359 humans, rather than demons. You wonder\n 1360 who the inmates of this corner of Hell\n 1361 will be."; 1362} 1363 1364Text { 1365 ID = "C6TEXT"; 1366 Text = "Congratulations, you've found the\n 1367 super secret level! You'd better\n 1368 blaze through this one!\n"; 1369} 1370 1371Text { 1372 ID = "P1TEXT"; 1373 Text = "You gloat over the steaming carcass of the\n 1374 Guardian. With its death, you've wrested\n 1375 the Accelerator from the stinking claws\n 1376 of Hell. You relax and glance around the\n 1377 room. Damn! There was supposed to be at\n 1378 least one working prototype, but you can't\n 1379 see it. The demons must have taken it.\n\n 1380 You must find the prototype, or all your\n 1381 struggles will have been wasted. Keep\n 1382 moving, keep fighting, keep killing.\n 1383 Oh yes, keep living, too."; 1384} 1385 1386Text { 1387 ID = "P2TEXT"; 1388 Text = "Even the deadly Arch-Vile labyrinth could\n 1389 not stop you, and you've gotten to the\n 1390 prototype Accelerator which is soon\n 1391 efficiently and permanently deactivated.\n\n 1392 You're good at that kind of thing."; 1393} 1394 1395Text { 1396 ID = "P3TEXT"; 1397 Text = "You've bashed and battered your way into\n 1398 the heart of the devil-hive. Time for a\n 1399 Search-and-Destroy mission, aimed at the\n 1400 Gatekeeper, whose foul offspring is\n 1401 cascading to Earth. Yeah, he's bad. But\n 1402 you know who's worse!\n\n 1403 Grinning evilly, you check your gear, and\n 1404 get ready to give the bastard a little Hell\n 1405 of your own making!"; 1406} 1407 1408Text { 1409 ID = "P4TEXT"; 1410 Text = "The Gatekeeper's evil face is splattered\n 1411 all over the place. As its tattered corpse\n 1412 collapses, an inverted Gate forms and\n 1413 sucks down the shards of the last\n 1414 prototype Accelerator, not to mention the\n 1415 few remaining demons. You're done. Hell\n 1416 has gone back to pounding bad dead folks\n 1417 instead of good live ones. Remember to\n 1418 tell your grandkids to put a rocket\n 1419 launcher in your coffin. If you go to Hell\n 1420 when you die, you'll need it for some\n 1421 final cleaning-up..."; 1422} 1423 1424Text { 1425 ID = "P5TEXT"; 1426 Text = "You've found the second-hardest level we\n 1427 got. Hope you have a saved game a level or\n 1428 two previous. If not, be prepared to die\n 1429 aplenty. For master marines only."; 1430} 1431 1432Text { 1433 ID = "P6TEXT"; 1434 Text = "Betcha wondered just what WAS the hardest\n 1435 level we had ready for ya? Now you know.\n 1436 No one gets out alive."; 1437} 1438 1439Text { 1440 ID = "T1TEXT"; 1441 Text = "You've fought your way out of the infested\n 1442 experimental labs. It seems that UAC has\n 1443 once again gulped it down. With their\n 1444 high turnover, it must be hard for poor\n 1445 old UAC to buy corporate health insurance\n 1446 nowadays...\n\n 1447 Ahead lies the military complex, now\n 1448 swarming with diseased horrors hot to get\n 1449 their teeth into you. With luck, the\n 1450 complex still has some warlike ordnance\n 1451 laying around."; 1452} 1453 1454Text { 1455 ID = "T2TEXT"; 1456 Text = "You hear the grinding of heavy machinery\n 1457 ahead. You sure hope they're not stamping\n 1458 out new hellspawn but you're ready to\n 1459 ream out a whole herd if you have to.\n 1460 They might be planning a blood feast but\n 1461 you feel about as mean as two thousand\n 1462 maniacs packed into one mad killer.\n\n 1463 You don't plan to go down easy."; 1464} 1465 1466Text { 1467 ID = "T3TEXT"; 1468 Text = "The vista opening ahead looks real damn\n 1469 familiar. Smells familiar, too -- like\n 1470 fried excrement. You didn't like this\n 1471 place before, and you sure as hell ain't\n 1472 planning to like it now. The more you\n 1473 brood on it, the madder you get.\n 1474 Hefting your gun, an evil grin trickles\n 1475 onto your face. Time to take some names."; 1476} 1477 1478Text { 1479 ID = "T4TEXT"; 1480 Text = "Suddenly, all is silent, from one horizon\n 1481 to the other. The agonizing echo of Hell\n 1482 fades away, the nightmare sky turns to\n 1483 blue, the heaps of monster corpses start\n 1484 to evaporate along with the evil stench\n 1485 that filled the air. Jeeze, maybe you've\n 1486 done it. Have you really won?\n\n 1487 Something rumbles in the distance.\n 1488 A blue light begins to glow inside the\n 1489 ruined skull of the demon-spitter."; 1490} 1491 1492Text { 1493 ID = "T5TEXT"; 1494 Text = "What now? Looks totally different. Kind\n 1495 of like King Tut's condo. Well,\n 1496 whatever's here can't be any worse\n 1497 than usual. Can it? Or maybe it's best\n 1498 to let sleeping gods lie..."; 1499} 1500 1501Text { 1502 ID = "T6TEXT"; 1503 Text = "Time for a vacation. You've burst the\n 1504 bowels of hell and by golly you're ready\n 1505 for a break. You mutter to yourself,\n 1506 \"Maybe someone else can kick Hell's ass\n 1507 next time around\". Ahead lies a quiet town,\n 1508 with peaceful flowing water, quaint\n 1509 buildings, and presumably no Hellspawn.\n\n 1510 As you step off the transport, you hear\n 1511 the stomp of a cyberdemon's iron shoe."; 1512} 1513 1514Text { 1515 ID = "CC_ZOMBIE"; 1516 Text = "Zombieman"; 1517} 1518 1519Text { 1520 ID = "CC_SHOTGUN"; 1521 Text = "Shotgun Guy"; 1522} 1523 1524Text { 1525 ID = "CC_HEAVY"; 1526 Text = "Heavy Weapon Dude"; 1527} 1528 1529Text { 1530 ID = "CC_IMP"; 1531 Text = "Imp"; 1532} 1533 1534Text { 1535 ID = "CC_DEMON"; 1536 Text = "Demon"; 1537} 1538 1539Text { 1540 ID = "CC_LOST"; 1541 Text = "Lost Soul"; 1542} 1543 1544Text { 1545 ID = "CC_CACO"; 1546 Text = "Cacodemon"; 1547} 1548 1549Text { 1550 ID = "CC_HELL"; 1551 Text = "Hell Knight"; 1552} 1553 1554Text { 1555 ID = "CC_BARON"; 1556 Text = "Baron of Hell"; 1557} 1558 1559Text { 1560 ID = "CC_ARACH"; 1561 Text = "Arachnotron"; 1562} 1563 1564Text { 1565 ID = "CC_PAIN"; 1566 Text = "Pain Elemental"; 1567} 1568 1569Text { 1570 ID = "CC_REVEN"; 1571 Text = "Revenant"; 1572} 1573 1574Text { 1575 ID = "CC_MANCU"; 1576 Text = "Mancubus"; 1577} 1578 1579Text { 1580 ID = "CC_ARCH"; 1581 Text = "Arch-Vile"; 1582} 1583 1584Text { 1585 ID = "CC_SPIDER"; 1586 Text = "The Spider Mastermind"; 1587} 1588 1589Text { 1590 ID = "CC_CYBER"; 1591 Text = "The Cyberdemon"; 1592} 1593 1594Text { 1595 ID = "CC_HERO"; 1596 Text = "Our hero"; 1597} 1598 1599Text { 1600 ID = "QUITMESSAGE1"; 1601 Text = "Please don't leave, there's more\ndemons to toast!"; 1602} 1603 1604Text { 1605 ID = "QUITMESSAGE2"; 1606 Text = "Let's beat it -- this is turning\ninto a bloodbath!"; 1607} 1608 1609Text { 1610 ID = "QUITMESSAGE3"; 1611 Text = "I wouldn't leave if I were you.\nWindows is much worse."; 1612} 1613 1614Text { 1615 ID = "QUITMESSAGE4"; 1616 Text = "You're trying to say you like Windows\nbetter than me, right?"; 1617} 1618 1619Text { 1620 ID = "QUITMESSAGE5"; 1621 Text = "Don't leave yet -- there's a\ndemon around that corner!"; 1622} 1623 1624Text { 1625 ID = "QUITMESSAGE6"; 1626 Text = "Ya know, next time you come in here\nI'm gonna toast ya."; 1627} 1628 1629Text { 1630 ID = "QUITMESSAGE7"; 1631 Text = "Go ahead and leave. See if I care."; 1632} 1633 1634Text { 1635 ID = "QUITMESSAGE8"; 1636 Text = "You want to quit?\nThen, thou hast lost an eighth!"; 1637} 1638 1639Text { 1640 ID = "QUITMESSAGE9"; 1641 Text = "Don't go now, there's a \nDimensional Shambler waiting\n 1642 at the Windows desktop!"; 1643} 1644 1645Text { 1646 ID = "QUITMESSAGE10"; 1647 Text = "Get outta here and go back\nto your boring programs."; 1648} 1649 1650Text { 1651 ID = "QUITMESSAGE11"; 1652 Text = "If i were your boss, I'd \n deathmatch ya in a minute!"; 1653} 1654 1655Text { 1656 ID = "QUITMESSAGE12"; 1657 Text = "Look, bud. you leave now\nand you forfeit your body count!"; 1658} 1659 1660Text { 1661 ID = "QUITMESSAGE13"; 1662 Text = "Just leave. when you come\nback, I'll be waiting with a bat."; 1663} 1664 1665Text { 1666 ID = "QUITMESSAGE14"; 1667 Text = "You're lucky I don't smack\nyou for thinking about leaving."; 1668} 1669 1670Text { 1671 ID = "QUITMESSAGE15"; 1672 Text = "Prescience of mind is\nno substitute for courage."; 1673} 1674 1675Text { 1676 ID = "QUITMESSAGE16"; 1677 Text = "Tired you may be...\nbut the only tired spawn\nis dead spawn."; 1678} 1679 1680Text { 1681 ID = "QUITMESSAGE17"; 1682 Text = "Return as an apostate to be\neternally welcomed."; 1683} 1684 1685Text { 1686 ID = "QUITMESSAGE18"; 1687 Text = "To abandon the cause\ncan only presage disaster."; 1688} 1689 1690Text { 1691 ID = "QUITMESSAGE19"; 1692 Text = "Death becomes you:\nplease return...."; 1693} 1694 1695Text { 1696 ID = "QUITMESSAGE20"; 1697 Text = "Dost the demesne win?\nDost its inhabitants prevail?\n 1698 Is this the end?"; 1699} 1700 1701Text { 1702 ID = "QUITMESSAGE21"; 1703 Text = "To quit is to lose."; 1704} 1705 1706Text { 1707 ID = "QUITMESSAGE22"; 1708 Text = "Escape if you will, but these\ndark corridors haunt you forever..."; 1709} 1710 1711Text { 1712 ID = "JOINNET"; 1713 Text = "You're already in a network game!"; 1714} 1715 1716Text { 1717 ID = "SAVENET"; 1718 Text = "You can't save while in a net game!"; 1719} 1720 1721Text { 1722 ID = "CLNETLOAD"; 1723 Text = "Server loading saved game..."; 1724} 1725 1726Text { 1727 ID = "LOADMISSING"; 1728 Text = "You weren't in the server's savegame."; 1729} 1730 1731Text { 1732 ID = "FINALEFLAT_E1"; 1733 Text = "FLOOR4_8"; 1734} 1735 1736Text { 1737 ID = "FINALEFLAT_E2"; 1738 Text = "SFLR6_1"; 1739} 1740 1741Text { 1742 ID = "FINALEFLAT_E3"; 1743 Text = "MFLR8_4"; 1744} 1745 1746Text { 1747 ID = "FINALEFLAT_E4"; 1748 Text = "MFLR8_3"; 1749} 1750 1751Text { 1752 ID = "FINALEFLAT_C2"; 1753 Text = "RROCK14"; 1754} 1755 1756Text { 1757 ID = "FINALEFLAT_C1"; 1758 Text = "SLIME16"; 1759} 1760 1761Text { 1762 ID = "FINALEFLAT_C3"; 1763 Text = "RROCK07"; 1764} 1765 1766Text { 1767 ID = "FINALEFLAT_C4"; 1768 Text = "RROCK17"; 1769} 1770 1771Text { 1772 ID = "FINALEFLAT_C5"; 1773 Text = "RROCK13"; 1774} 1775 1776Text { 1777 ID = "FINALEFLAT_C6"; 1778 Text = "RROCK19"; 1779} 1780 1781Text { 1782 ID = "ASK_EPISODE"; 1783 Text = "Choose Episode:"; 1784} 1785 1786Text { 1787 ID = "EPISODE1"; 1788 Text = "Knee-Deep In The Dead"; 1789} 1790 1791Text { 1792 ID = "EPISODE2"; 1793 Text = "The Shores Of Hell"; 1794} 1795 1796Text { 1797 ID = "EPISODE3"; 1798 Text = "Inferno"; 1799} 1800 1801Text { 1802 ID = "EPISODE4"; 1803 Text = "Thy Flesh Consumed"; 1804} 1805 1806Text { 1807 ID = "KILLMSG_SUICIDE"; 1808 Text = "%1 commits suicide!"; 1809} 1810 1811Text { 1812 ID = "KILLMSG_WEAPON0"; 1813 Text = "%1 beat %2 with bare hands!"; 1814} 1815 1816Text { 1817 ID = "KILLMSG_PISTOL"; 1818 Text = "%2 was gunned down by %1."; 1819} 1820 1821Text { 1822 ID = "KILLMSG_SHOTGUN"; 1823 Text = "%1 shot %2 to bloody bits."; 1824} 1825 1826Text { 1827 ID = "KILLMSG_CHAINGUN"; 1828 Text = "%2 was poisoned by %1's lead."; 1829} 1830 1831Text { 1832 ID = "KILLMSG_MISSILE"; 1833 Text = "%2 rode %1's rocket. Splat!"; 1834} 1835 1836Text { 1837 ID = "KILLMSG_PLASMA"; 1838 Text = "%2 got burnt in %1's plasma."; 1839} 1840 1841Text { 1842 ID = "KILLMSG_BFG"; 1843 Text = "%2 was scorched by %1's BFG!"; 1844} 1845 1846Text { 1847 ID = "KILLMSG_CHAINSAW"; 1848 Text = "%1 slaughtered %2 with a buzz!"; 1849} 1850 1851Text { 1852 ID = "KILLMSG_SUPERSHOTGUN"; 1853 Text = "%1 blasted %2 to tiny bits."; 1854} 1855 1856Text { 1857 ID = "KILLMSG_STOMP"; 1858 Text = "%1 stomped %2!!"; 1859} 1860 1861Text { 1862 ID = "AMSTR_ROTATEON"; 1863 Text = "Rotate mode ON"; 1864} 1865 1866Text { 1867 ID = "AMSTR_ROTATEOFF"; 1868 Text = "Rotate mode OFF"; 1869} 1870 1871Text { 1872 ID = "WEAPON1"; 1873 Text = "Fist"; 1874} 1875 1876Text { 1877 ID = "WEAPON2"; 1878 Text = "Pistol"; 1879} 1880 1881Text { 1882 ID = "WEAPON3"; 1883 Text = "Shotgun"; 1884} 1885 1886Text { 1887 ID = "WEAPON4"; 1888 Text = "Chaingun"; 1889} 1890 1891Text { 1892 ID = "WEAPON5"; 1893 Text = "Rocket Launcher"; 1894} 1895 1896Text { 1897 ID = "WEAPON6"; 1898 Text = "Plasma Rifle"; 1899} 1900 1901Text { 1902 ID = "WEAPON7"; 1903 Text = "BFG 9000"; 1904} 1905 1906Text { 1907 ID = "WEAPON8"; 1908 Text = "Chainsaw"; 1909} 1910 1911Text { 1912 ID = "WEAPON9"; 1913 Text = "Super Shotgun"; 1914} 1915 1916Text { 1917 ID = "SKILL1"; 1918 Text = "I'm too young to die."; 1919} 1920 1921Text { 1922 ID = "SKILL2"; 1923 Text = "Hey, not too rough."; 1924} 1925 1926Text { 1927 ID = "SKILL3"; 1928 Text = "Hurt me plenty."; 1929} 1930 1931Text { 1932 ID = "SKILL4"; 1933 Text = "Ultra-Violence."; 1934} 1935 1936Text { 1937 ID = "SKILL5"; 1938 Text = "Nightmare!"; 1939} 1940 1941Text { 1942 ID = "KEY1"; 1943 Text = "Blue Keycard"; 1944} 1945 1946Text { 1947 ID = "KEY2"; 1948 Text = "Yellow Keycard"; 1949} 1950 1951Text { 1952 ID = "KEY3"; 1953 Text = "Red Keycard"; 1954} 1955 1956Text { 1957 ID = "KEY4"; 1958 Text = "Blue Skull Key"; 1959} 1960 1961Text { 1962 ID = "KEY5"; 1963 Text = "Yellow Skull Key"; 1964} 1965 1966Text { 1967 ID = "KEY6"; 1968 Text = "Red Skull Key"; 1969} 1970 1971Text { 1972 ID = "SAVEOUTMAP"; 1973 Text = "You can't save if you aren't in a map!"; 1974} 1975 1976Text { 1977 ID = "ENDNOGAME"; 1978 Text = "You can't end a game that hasn't even begun!"; 1979} 1980 1981Text { 1982 ID = "SUICIDEOUTMAP"; 1983 Text = "You can't suicide if you aren't in a map!"; 1984} 1985 1986Text { 1987 ID = "SUICIDEASK"; 1988 Text = "Are you sure you want to suicide?"; 1989} 1990 1991Text { 1992 ID = "PICKGAMETYPE"; 1993 Text = "Choose game type"; 1994} 1995 1996Text { 1997 ID = "SINGLEPLAYER"; 1998 Text = "Singleplayer"; 1999} 2000 2001Text { 2002 ID = "MULTIPLAYER"; 2003 Text = "Multiplayer"; 2004} 2005 2006Text { 2007 ID = "NOTDESIGNEDFOR"; 2008 Text = "Not designed for %1."; 2009} 2010 2011Text { 2012 ID = "GAMESETUP"; 2013 Text = "Game Setup"; 2014} 2015 2016Text { 2017 ID = "PLAYERSETUP"; 2018 Text = "Player Setup"; 2019} 2020 2021Text { 2022 ID = "DISCONNECT"; 2023 Text = "Really disconnect?"; 2024} 2025 2026Text { 2027 ID = "DELETESAVEGAME_CONFIRM"; 2028 Text = "Really delete save game\n\n'%s'?"; 2029} 2030 2031Text { 2032 ID = "REBORNLOAD_CONFIRM"; 2033 Text = "Load save game\n\n'%s'?"; 2034} 2035 2036Text { 2037 ID = "HUSTR_31B"; 2038 Text = "Map 31: IDKFA"; 2039} 2040 2041Text { 2042 ID = "HUSTR_32B"; 2043 Text = "Map 32: Keen"; 2044} 2045 2046Text { 2047 ID = "HUSTR_33"; 2048 Text = "Map 33: Betray"; 2049} 2050