debian/0000770000000000000000000000000012163714412007164 5ustar debian/sgt-puzzles.menu0000660000000000000000000000644712161455325012400 0ustar ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Black Box" command="/usr/games/sgt-blackbox" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Bridges" command="/usr/games/sgt-bridges" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Cube" command="/usr/games/sgt-cube" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Dominosa" command="/usr/games/sgt-dominosa" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Fifteen" command="/usr/games/sgt-fifteen" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Flip" command="/usr/games/sgt-flip" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Filling" command="/usr/games/sgt-filling" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Galaxies" command="/usr/games/sgt-galaxies" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Guess" command="/usr/games/sgt-guess" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Inertia" command="/usr/games/sgt-inertia" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Keen" command="/usr/games/sgt-keen" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Light Up" command="/usr/games/sgt-lightup" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Loopy" command="/usr/games/sgt-loopy" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Magnets" command="/usr/games/sgt-magnets" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Map" command="/usr/games/sgt-map" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Mines" command="/usr/games/sgt-mines" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Net" command="/usr/games/sgt-net" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Netslide" command="/usr/games/sgt-netslide" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Pattern" command="/usr/games/sgt-pattern" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Pearl" command="/usr/games/sgt-pearl" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Pegs" command="/usr/games/sgt-pegs" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Rectangles" command="/usr/games/sgt-rect" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Same Game" command="/usr/games/sgt-samegame" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Singles" command="/usr/games/sgt-singles" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Sixteen" command="/usr/games/sgt-sixteen" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Slant" command="/usr/games/sgt-slant" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Solo" command="/usr/games/sgt-solo" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Tents" command="/usr/games/sgt-tents" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Towers" command="/usr/games/sgt-towers" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Twiddle" command="/usr/games/sgt-twiddle" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Unequal" command="/usr/games/sgt-unequal" ?package(sgt-puzzles):needs="x11" section="Games/Puzzles" title="Untangle" command="/usr/games/sgt-untangle" debian/sgt-puzzles.docs0000660000000000000000000000003611740365775012363 0ustar puzzles.txt doc/puzzles.txt.* debian/sgt-puzzles.links0000660000000000000000000000310012161455325012533 0ustar usr/lib/sgt-puzzles/puzzles usr/games/blackboxgame usr/lib/sgt-puzzles/puzzles usr/games/bridges usr/lib/sgt-puzzles/puzzles usr/games/cube usr/lib/sgt-puzzles/puzzles usr/games/dominosa usr/lib/sgt-puzzles/puzzles usr/games/fifteen usr/lib/sgt-puzzles/puzzles usr/games/filling usr/lib/sgt-puzzles/puzzles usr/games/flipgame usr/lib/sgt-puzzles/puzzles usr/games/galaxies usr/lib/sgt-puzzles/puzzles usr/games/guess usr/lib/sgt-puzzles/puzzles usr/games/inertia usr/lib/sgt-puzzles/puzzles usr/games/keen usr/lib/sgt-puzzles/puzzles usr/games/lightup usr/lib/sgt-puzzles/puzzles usr/games/loopy usr/lib/sgt-puzzles/puzzles usr/games/magnets usr/lib/sgt-puzzles/puzzles usr/games/map usr/lib/sgt-puzzles/puzzles usr/games/mines usr/lib/sgt-puzzles/puzzles usr/games/netgame usr/lib/sgt-puzzles/puzzles usr/games/netslide usr/lib/sgt-puzzles/puzzles usr/games/pattern usr/lib/sgt-puzzles/puzzles usr/games/pearl usr/lib/sgt-puzzles/puzzles usr/games/pegs usr/lib/sgt-puzzles/puzzles usr/games/range usr/lib/sgt-puzzles/puzzles usr/games/rect usr/lib/sgt-puzzles/puzzles usr/games/samegame usr/lib/sgt-puzzles/puzzles usr/games/signpost usr/lib/sgt-puzzles/puzzles usr/games/singles usr/lib/sgt-puzzles/puzzles usr/games/sixteen usr/lib/sgt-puzzles/puzzles usr/games/slant usr/lib/sgt-puzzles/puzzles usr/games/solo usr/lib/sgt-puzzles/puzzles usr/games/tents usr/lib/sgt-puzzles/puzzles usr/games/towers usr/lib/sgt-puzzles/puzzles usr/games/twiddle usr/lib/sgt-puzzles/puzzles usr/games/unequal usr/lib/sgt-puzzles/puzzles usr/games/untangle usr/share/sgt-puzzles/help usr/share/doc/sgt-puzzles/html debian/desktop/0000770000000000000000000000000012163714375010645 5ustar debian/desktop/sgt-range.desktop0000660000000000000000000000046512161455325014130 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-range Icon=sgt-range Type=Application Categories=Game;LogicGame; Name=Range Comment=Fill the grid so the range of each numbered square matches the number Comment[de]=Füllen des Gitters, so dass die Reichweite jedes nummerierten Quadrates zu der Zahl passt debian/desktop/sgt-unruly.desktop0000644000000000000000000000032312163712530014361 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-unruly Icon=sgt-unruly Type=Application Categories=Game;LogicGame; Name=Unruly Comment=Black and white grid puzzle Comment[de]=Schwarz-und-Weiss-Gitter-Puzzle debian/desktop/sgt-map.desktop0000660000000000000000000000075012161455325013606 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-map Icon=sgt-map Type=Application Categories=Game;LogicGame; Name=Map Comment=Colour each region with one of four colours so that no two regions sharing a boundary have the same colour Comment[fr]=Colorer chaque région d'une couleur de telle sorte que deux régions adjacentes n'ait pas la même couleur Comment[de]=Färbe jede Region mit einer der vier Farben, so dass keine zwei Regionen mit gemeinsamer Grenze die selbe Farbe haben debian/desktop/sgt-guess.desktop0000660000000000000000000000042312161455325014154 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-guess Icon=sgt-guess Type=Application Categories=Game;LogicGame; Name=Guess Comment=Game similar to the famous 'Mastermind' Comment[fr]=Jeu similaire au 'Mastermind' Comment[de]=Spiel ähnlich zum berühmten »Mastermind« debian/desktop/sgt-unequal.desktop0000660000000000000000000000054512163714375014512 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-unequal Icon=sgt-unequal Type=Application Categories=Game;LogicGame; Name=Unequal Comment=Fully populate the grid with numbers under some conditions Comment[fr]=Remplir complètement la grille de nombre sous certaines conditions Comment[de]=Bevölkere das Gitter mit Zahlen gemäß bestimmter Bedingungen debian/desktop/sgt-untangle.desktop0000660000000000000000000000052612161455325014647 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-untangle Icon=sgt-untangle Type=Application Categories=Game;LogicGame; Name=Untangle Comment=Position the points so that no line crosses another Comment[fr]=Placer les attaches de telle sorte qu'aune ligne ne se croise Comment[de]=Positioniere die Punkte, so dass sich keine Linien kreuzen debian/desktop/sgt-rect.desktop0000660000000000000000000000063312161455325013766 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-rect Icon=sgt-rect Type=Application Categories=Game;LogicGame; Name=Rectangles Comment=Subdivide the grid into rectangles of various sizes following certain rules Comment[fr]=Diviser la grille de jeu en rectangles de tailles variables en suivant certaines règles Comment[de]=Unterteile das Gitter gemäß bestimmter Regeln in Rechtecke verschiedener Größe debian/desktop/sgt-samegame.desktop0000660000000000000000000000077512161455325014617 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-samegame Icon=sgt-samegame Type=Application Categories=Game;LogicGame; Name=Same Game Comment=Clear the grid of coloured squares by highlighting contiguous regions of more than one coloured square Comment[fr]=Supprimer la grille de couleur en éclairant les régions adjacentes composées de plus d'un carré coloré Comment[de]=Bereinige das Gitter von gefärbten Qudraten durch Hervorheben zusammenhängender Gebiete von mehr als einem gefärbten Quadrat debian/desktop/sgt-pegs.desktop0000660000000000000000000000055612161455325013773 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-pegs Icon=sgt-pegs Type=Application Categories=Game;LogicGame; Name=Pegs Comment=Remove all but one of the pegs by jumping an adjacent peg over it Comment[fr]=Supprimer tous les jetons en sautant par dessus les jetons adjacents Comment[de]=Entferne alle bis auf einen Stift durch Überspringen benachbarter Stifte debian/desktop/sgt-sixteen.desktop0000660000000000000000000000055212161455325014510 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-sixteen Icon=sgt-sixteen Type=Application Categories=Game;LogicGame; Name=Sixteen Comment=Game similar to Fifteen, but with a different type of move Comment[fr]=Jeu similaire à Fifteen, mais avec un type de déplacement différent Comment[de]=Spiel ähnlich Fifteen aber mit einer anderen Art von Spielzügen debian/desktop/sgt-keen.desktop0000660000000000000000000000031112161455325013744 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-keen Icon=sgt-keen Type=Application Categories=Game;LogicGame; Name=Keen Comment=Game based on KenKen Comment[de]=Auf KenKen basierendes Puzzlespiel debian/desktop/sgt-signpost.desktop0000660000000000000000000000042612161455325014677 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-signpost Icon=sgt-signpost Type=Application Categories=Game;LogicGame; Name=Signpost Comment=Link the squares of a grid according to the arrows on them Comment[de]=Verbinde die Quadrate eines Gitter gemäß den Pfeilen darauf debian/desktop/sgt-twiddle.desktop0000660000000000000000000000044712161455325014470 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-twiddle Icon=sgt-twiddle Type=Application Categories=Game;LogicGame; Name=Twiddle Comment=Arrange the numbers into ascending order Comment[fr]=Placer les nombres dans ordre ascendant Comment[de]=Sortiere die Zahlen in absteigende Reihenfolge debian/desktop/sgt-inertia.desktop0000660000000000000000000000050012161455325014455 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-inertia Icon=sgt-inertia Type=Application Categories=Game;LogicGame; Name=Inertia Comment=Collect all the gems without running into any mines Comment[fr]=Collecter tous les gèmes sans toucher une seule mine Comment[de]=Sammle alle Edelsteine ohne in Minen zu geraten debian/desktop/sgt-fifteen.desktop0000660000000000000000000000065612161455325014456 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-fifteen Icon=sgt-fifteen Type=Application Categories=Game;LogicGame; Name=Fifteen Comment=Try to end up with the tiles in numerical order, with the space in the bottom right Comment[fr]=Essayer de tout remettre dans le bon ordre numérique, avec l'espace en bas à droite Comment[de]=Versuch, die Spielsteine in numerische Reihenfolge und einem Leerraum unten rechts anzuordnen debian/desktop/sgt-bridges.desktop0000660000000000000000000000045012161455325014445 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-bridges Icon=sgt-bridges Type=Application Categories=Game;LogicGame; Name=Bridges Comment=Connect the islands together with bridges Comment[fr]=Relier des îles ensembles suivant certaines règles Comment[de]=Verbinde die Inseln durch Brücken debian/desktop/sgt-singles.desktop0000660000000000000000000000033112161455325014470 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-singles Icon=sgt-singles Type=Application Categories=Game;LogicGame; Name=Singles Comment=Puzzle game based on Hitori Comment[de]=Auf Hitori basierendes Puzzlespiel debian/desktop/sgt-flip.desktop0000660000000000000000000000043512161455325013763 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-flip Icon=sgt-flip Type=Application Categories=Game;LogicGame; Name=Flip Comment=Light all the squares up at the same time Comment[fr]=Illuminer simultanément tous les carrés du jeu Comment[de]=Erleuchte alle Quadrate gleichzeitig debian/desktop/sgt-tents.desktop0000660000000000000000000000057412161455325014172 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-tents Icon=sgt-tents Type=Application Categories=Game;LogicGame; Name=Tents Comment=Place tents in some of the remaining squares, under some conditions Comment[fr]=Placer des tentes aux places restantes, sous certaines conditions Comment[de]=Positioniere Zelte gemäß bestimmter Bedingungen in einige der verbliebenen Quadrate debian/desktop/sgt-magnets.desktop0000660000000000000000000000030012161455325014456 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-magnets Icon=sgt-magnets Type=Application Categories=Game;LogicGame; Name=Magnets Comment=Magnets puzzle game Comment[de]=Magnetpuzzlespiel debian/desktop/sgt-net.desktop0000660000000000000000000000045212161455325013616 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-net Icon=sgt-net Type=Application Categories=Game;LogicGame; Name=Net Comment=Rotate every tile to fix the network Comment[fr]=Remetter en place les câbles pour réparer le réseau Comment[de]=Rotiere jeden Spielstein, um das Netz zu reparieren debian/desktop/sgt-solo.desktop0000660000000000000000000000030012161455325013774 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-solo Icon=sgt-solo Type=Application Categories=Game;LogicGame; Name=Solo Comment=Sudoku game Comment[fr]=Un sudoku Comment[de]=Sudoku-Spiel debian/desktop/sgt-filling.desktop0000660000000000000000000000106212161455325014452 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-filling Icon=sgt-filling Type=Application Categories=Game;LogicGame; Name=Filling Comment=Fill in digits so that each connected region of squares containing the same digit has an area equal to that digit Comment[fr]=Ajouter des chiffres de telles sortes que chaque section carré contienne le même nombre de digit que le chiffre représenté Comment[de]=Füge Ziffern ein, so dass jede zusammenhängende Region von Quadraten mit der gleichen Ziffer über ein mit der Ziffer übereinstimmendes Gebiet verfügt debian/desktop/sgt-lightup.desktop0000660000000000000000000000057712161455325014514 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-lightup Icon=sgt-lightup Type=Application Categories=Game;LogicGame; Name=Light Up Comment=Light up all the empty squares by placing light bulbs in some of them Comment[fr]=Illuminer tous les carrés vides en plaçant des sources lumineuses Comment[de]=Erleuchte alle leeren Quadrate durch Positionieren von Lampen in einige davon debian/desktop/sgt-galaxies.desktop0000660000000000000000000000066312161455325014631 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-galaxies Icon=sgt-galaxies Type=Application Categories=Game;LogicGame; Name=Galaxies Comment=Draw edges along the grid lines which divide the rectangle under certain rules Comment[fr]=Dessiner des traits sur la grille pour créer des zones rectangulaires suivant certaines règles Comment[de]=Zeichne Ecken entlang der Gitterlinien, die das Rechteck gemäß bestimmter Regeln teilen debian/desktop/sgt-cube.desktop0000660000000000000000000000060612161455325013747 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-cube Icon=sgt-cube Type=Application Categories=Game;LogicGame; Name=Cube Comment=Get all six blue squares on to the six faces of the cube at the same time Comment[fr]=Essayer d'obtenir simultanément six carrés bleus sur les six faces du cube Comment[de]=Bekomme alle sechs blauen Quadrate gleichzeitig auf die sechs Seiten des Würfels debian/desktop/sgt-mines.desktop0000660000000000000000000000044412161455325014144 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-mines Icon=sgt-mines Type=Application Categories=Game;LogicGame; Name=Mines Comment=Clear hidden mines from a minefield Comment[fr]=Nettoyer un champ de mines de ses mines cachées Comment[de]=Beseitige versteckte Minen aus einem Minenfeld debian/desktop/sgt-netslide.desktop0000660000000000000000000000062712161455325014643 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-netslide Icon=sgt-netslide Type=Application Categories=Game;LogicGame; Name=Netslide Comment=Game combining the grid generation of Net with the movement of Sixteen Comment[fr]=Jeu combinant l'outil de génération de grille de Net avec le mouvement de Sixteen Comment[de]=Spiel, dass die Gittererzeugung von Net mit den Spielzügen von Sixteen kombiniert debian/desktop/sgt-dominosa.desktop0000660000000000000000000000071112161455325014637 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-dominosa Icon=sgt-dominosa Type=Application Categories=Game;LogicGame; Name=Dominosa Comment=Reconstruct the pattern by arranging the set of dominoes to match the provided array of numbers Comment[fr]=Essayer de réobtenir le modèle de base en arrangeant les dominos présents Comment[de]=Stelle das Musters durch Anordnung von Dominos zur Übereinstimmung mit einem vorgegebenen Zahlengitter wieder her debian/desktop/sgt-pearl.desktop0000660000000000000000000000030412161455325014127 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-pearl Icon=sgt-pearl Type=Application Categories=Game;LogicGame; Name=Pearl Comment=Game based on Masyu Comment[de]=Auf Masyu basierendes Spiel debian/desktop/sgt-pattern.desktop0000660000000000000000000000045612161455325014511 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-pattern Icon=sgt-pattern Type=Application Categories=Game;LogicGame; Name=Pattern Comment=Fill in the entire grid black or white Comment[fr]=Remplir complètement la grille de noir ou de blanc Comment[de]=Färbe das gesamte Gitter schwarz oder weiß debian/desktop/sgt-slant.desktop0000660000000000000000000000056012161455325014151 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-slant Icon=sgt-slant Type=Application Categories=Game;LogicGame; Name=Slant Comment=Draw a diagonal line and choose which way each line slants Comment[fr]=Dessiner des lignes en diagonales et choisir dans quel côté celle-ci penche Comment[de]=Zeichne eine diagonale Linie und wähle die Richtung der Schrägen aus debian/desktop/sgt-towers.desktop0000660000000000000000000000034012161455325014347 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-towers Icon=sgt-towers Type=Application Categories=Game;LogicGame; Name=Towers Comment=Puzzle game based on Skyscrapers Comment[de]=Auf Skyscrapers basierendes Puzzlespiel debian/desktop/sgt-loopy.desktop0000660000000000000000000000052712161455325014175 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-loopy Icon=sgt-loopy Type=Application Categories=Game;LogicGame; Name=Loopy Comment=Draw lines around a digit according to the number in it Comment[fr]=Dessiner autour d'un digit le nombre de lignes correspondantes Comment[de]=Zeichne Linien um eine Ziffer entsprechend der enthaltenen Zahl debian/desktop/sgt-blackbox.desktop0000660000000000000000000000051512161455325014615 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-blackbox Icon=sgt-blackbox Type=Application Categories=Game;LogicGame; Name=Black Box Comment=Deduce the positions of the balls by firing lasers Comment[fr]=Déduire la position des balles en tirant un laser Comment[de]=Leite die Positionen von Bällen durch Feuern von Lasern her debian/desktop/sgt-undead.desktop0000644000000000000000000000030112163712474014266 0ustar [Desktop Entry] Version=1.0 Terminal=false Exec=sgt-undead Icon=sgt-undead Type=Application Categories=Game;LogicGame; Name=Undead Comment=Monster-placing puzzle Comment[de]=Monster-Setz-Spiel debian/control0000660000000000000000000000372012161456117010575 0ustar Source: sgt-puzzles Maintainer: Ben Hutchings Section: games Priority: extra Build-Depends: debhelper (>= 7.0.50~), halibut, libgtk2.0-dev, liblocale-po-perl, perl, po4a Standards-Version: 3.9.2 Homepage: http://www.chiark.greenend.org.uk/~sgtatham/puzzles/ Vcs-Git: http://git.decadent.org.uk/git/sgt-puzzles.git/ Vcs-Browser: http://git.decadent.org.uk/gitweb?p=sgt-puzzles.git Package: sgt-puzzles Architecture: any Depends: ${shlibs:Depends}, ${misc:Depends} Recommends: yelp | khelpcenter | www-browser Description: Simon Tatham's Portable Puzzle Collection - 1-player puzzle games Simon Tatham's Portable Puzzle Collection contains a number of popular puzzle games for one player. It currently consists of these games: . * Black Box, ball-finding puzzle * Bridges, bridge-placing puzzle * Cube, rolling cube puzzle * Dominosa, domino tiling puzzle * Fifteen, sliding block puzzle * Filling, polyomino puzzle * Flip, tile inversion puzzle * Galaxies, symmetric polyomino puzzle * Guess, combination-guessing puzzle * Inertia, gem-collecting puzzle * Keen, arithmetic Latin square puzzle * Light Up, light-bulb placing puzzle * Loopy, loop-drawing puzzle * Magnets, magnet-placing puzzle * Map, map-colouring puzzle * Mines, mine-finding puzzle * Net, network jigsaw puzzle * Netslide, toroidal sliding network puzzle * Pattern * Pearl, loop-drawing puzzle * Pegs, peg solitaire puzzle * Range, visible-distance puzzle * Rectangles * Same Game, block-clearing puzzle * Signpost, square-connecting puzzle * Singles, number-removing puzzle * Sixteen, toroidal sliding block puzzle * Slant, maze-drawing puzzle * Solo, number placement puzzle * Tents, tent-placing puzzle * Towers, tower-placing Latin square puzzle * Twiddle, rotational sliding block puzzle * Undead, monster-placing puzzle * Unequal, Latin square puzzle * Unruly, black and white grid puzzle * Untangle, planar graph layout puzzle debian/sgt-puzzles.dirs0000660000000000000000000000016211740365775012374 0ustar usr/games usr/share/applications usr/share/icons/hicolor/48x48/apps usr/share/sgt-puzzles/help usr/share/man/man6 debian/po/0000770000000000000000000000000012163712144007602 5ustar debian/po/puzzles-doc.pot.head0000660000000000000000000000040412161445120013477 0ustar # Documentation for Simon Tatham's Portable Puzzle Collection: # translation into LANGUAGE. # Copyright YEAR TRANSLATION COPYRIGHT HOLDER # This file is distributed under the same license as the English # documentation. # FIRST AUTHOR , YEAR. # debian/po/de.po0000660000000000000000000111644512163712144010547 0ustar # Documentation for Simon Tatham's Portable Puzzle Collection: # translation into German. # Copyright (C) 2009-2013 Helge Kreutzmann. # This file is distributed under the same license as the English # documentation. # Helge Kreutzmann , 2009-2013. # msgid "" msgstr "" "Project-Id-Version: sgt-puzzles\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2013-06-23 02:28+0100\n" "PO-Revision-Date: 2013-06-26 20:41+0200\n" "Last-Translator: Helge Kreutzmann \n" "Language-Team: de \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" #. type: Plain text #: puzzles.but:2 msgid "Simon Tatham's Portable Puzzle Collection" msgstr "Simon Tathams portable Puzzle-Sammlung" #. type: Plain text #: puzzles.but:5 msgid "\\cfg{winhelp-filename}{puzzles.hlp}" msgstr "\\cfg{winhelp-filename}{puzzles.hlp}" #. type: Plain text #: puzzles.but:5 msgid "\\cfg{winhelp-contents-titlepage}{Contents}" msgstr "\\cfg{winhelp-contents-titlepage}{Inhalt}" #. type: Plain text #: puzzles.but:7 msgid "\\cfg{text-filename}{puzzles.txt}" msgstr "\\cfg{text-filename}{puzzles.txt}" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-contents-filename}{index.html}" msgstr "\\cfg{html-contents-filename}{index.html}" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-template-filename}{%k.html}" msgstr "\\cfg{html-template-filename}{%k.html}" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-index-filename}{docindex.html}" msgstr "\\cfg{html-index-filename}{docindex.html}" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-leaf-level}{1}" msgstr "\\cfg{html-leaf-level}{1}" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-contents-depth-0}{1}" msgstr "\\cfg{html-contents-depth-0}{1}" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-contents-depth-1}{2}" msgstr "\\cfg{html-contents-depth-1}{2}" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-leaf-contains-contents}{true}" msgstr "\\cfg{html-leaf-contains-contents}{true}" #. type: Plain text #: puzzles.but:17 msgid "\\cfg{info-filename}{puzzles.info}" msgstr "\\cfg{info-filename}{puzzles.info}" #. type: Plain text #: puzzles.but:20 msgid "\\cfg{ps-filename}{puzzles.ps}" msgstr "\\cfg{ps-filename}{puzzles.ps}" #. type: Plain text #: puzzles.but:20 msgid "\\cfg{pdf-filename}{puzzles.pdf}" msgstr "\\cfg{pdf-filename}{puzzles.pdf}" #. type: define #: puzzles.but:21 #, no-wrap msgid "\\u00D7{x}" msgstr "\\u00D7{x}" #. type: define #: puzzles.but:23 #, no-wrap msgid "\\u2013{-}" msgstr "\\u2013{-}" #. type: define #: puzzles.but:25 #, no-wrap msgid "\\u00D7{*}" msgstr "\\u00D7{*}" #. type: define #: puzzles.but:27 #, no-wrap msgid "\\u00F7{/}" msgstr "\\u00F7{/}" #. type: define #: puzzles.but:29 #, no-wrap msgid "\\u2212{-}" msgstr "\\u2212{-}" #. type: Plain text #: puzzles.but:32 msgid "This is a collection of small one-player puzzle games." msgstr "Dies ist eine Sammlung kleiner Puzzlespiele für eine Person." #. type: Plain text #: puzzles.but:36 msgid "" "This manual is copyright 2004-2012 Simon Tatham. All rights reserved. You " "may distribute this documentation under the MIT licence. See \\k{licence} " "for the licence text in full." msgstr "" "Dieses Handbuch ist von Simon Tatham 2004-2012 urheberrechtlich geschützt. " "Alle Rechte vorbehalten. Sie können dieses Dokument unter der MIT-Lizenz " "vertreiben. Lesen Sie \\k{licence} für den kompletten Lizenztext. Die " "Übersetzung wurde von Helge Kreutzmann 2009, 2010 angefertigt und steht " "unter der gleichen Lizenz wie das Handbuch selbst." #. type: Plain text #: puzzles.but:38 msgid "" "\\cfg{html-local-head}{}" msgstr "" "\\cfg{html-local-head}{}" #. type: Plain text #: puzzles.but:40 msgid "$Id: puzzles.but 9828 2013-04-12 16:28:55Z simon $" msgstr "$Id: puzzles.but 9828 2013-04-12 16:28:55Z simon $" #. type: Plain text #: puzzles.but:42 msgid "Introduction" msgstr "Einleitung" #. type: Plain text #: puzzles.but:57 msgid "" "I wrote this collection because I thought there should be more small desktop " "toys available: little games you can pop up in a window and play for two or " "three minutes while you take a break from whatever else you were doing. And " "I was also annoyed that every time I found a good game on (say) \\i{Unix}, " "it wasn't available the next time I was sitting at a \\i{Windows} machine, " "or vice versa; so I arranged that everything in my personal puzzle " "collection will happily run on both, and have more recently done a port to " "\\i{Mac OS X} as well. When I find (or perhaps invent) further puzzle games " "that I like, they'll be added to this collection and will immediately be " "available on both platforms. And if anyone feels like writing any other " "front ends \\dash PocketPC, Mac OS pre-10, or whatever it might be \\dash " "then all the games in this framework will immediately become available on " "another platform as well." msgstr "" "Ich habe diese Sammlung geschrieben, da ich glaubte, dass es mehr Desktop-" "Spielereien geben sollte: Kleine Spiele, die Sie in einem Fenster öffnen und " "für zwei oder drei Minuten spielen können, während Sie eine Pause von Ihrer " "sonstigen Tätigkeit machen. Und ich war auch verärgert, dass jedes Mal, wenn " "ich ein gutes Spiel sagen wir unter \\i{Unix} fand es nicht verfügbar war, " "wenn ich das nächste Mal an einer \\i{Windows}-Maschine saß oder anders " "herum. Daher richtete ich es so ein, dass alles in meiner Puzzle-Sammlung " "problemlos auf beiden Plattformen laufen wird. Kürzlich habe ich auch eine " "Portierung auf \\i{Mac OS X} vorgenommen. Wenn ich weitere Puzzlespiele, die " "ich mag, finde (oder vielleicht erfinde), werden sie zu meiner Puzzle-" "Sammlung hinzugefügt und sofort auf beiden Plattformen verfügbar sein. Und " "falls jemand Lust hat, weitere Oberflächen zu schreiben \\dash PocketPC, Mac " "OS pre-10 oder was auch immer es sein mag \\dash werden alle Spiele unter " "diesem Rahmenwerk sofort auf einer weiteren Plattform zur Verfügung stehen." #. type: Plain text #: puzzles.but:63 msgid "" "The actual games in this collection were mostly not my invention; they are " "re-implementations of existing game concepts within my portable puzzle " "framework. I do not claim credit, in general, for inventing the rules of any " "of these puzzles. (I don't even claim authorship of all the code; some of " "the puzzles have been submitted by other authors.)" msgstr "" "Die einzelnen Spiele in dieser Sammlung waren größtenteils nicht meine " "Erfindung: Sie sind Neuimplementierungen von existierenden Spielkonzepten " "innerhalb meines portablen Puzzle-Rahmenwerks. Im Allgemeinen erhebe ich " "keine Urheberschaft für die Erfindung der Regeln für irgendwelche dieser " "Puzzle (und ich erhebe noch nicht mal die Autorenschaft für den gesamten " "Code; einige der Puzzle wurden von anderen Autoren eingereicht)." #. type: Plain text #: puzzles.but:68 msgid "" "This collection is distributed under the \\i{MIT licence} (see \\k" "{licence}). This means that you can do pretty much anything you like with " "the game binaries or the code, except pretending you wrote them yourself, or " "suing me if anything goes wrong." msgstr "" "Diese Sammlung wird unter der \\i{MIT-Lizenz} (siehe \\k{licence}) " "vertrieben. Das bedeutet, dass Sie so ziemlich alles mit den ausführbaren " "Programmen oder dem Code der Spiele machen können, außer zu behaupten, dass " "Sie sie selbst geschrieben haben oder mich zu verklagen, falls etwas schief " "geht." #. type: Plain text #: puzzles.but:71 msgid "" "The most recent versions, and \\i{source code}, can be found at \\I" "{website}\\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\\cw" "{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}." msgstr "" "Die neusten Versionen und der \\i{Quellcode} kann unter \\I{website}\\W" "{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\\cw{http://www.chiark." "greenend.org.uk/~sgtatham/puzzles/} gefunden werden." #. type: Plain text #: puzzles.but:75 msgid "" "Please report \\I{feedback}\\i{bugs} to \\W{mailto:anakin@pobox.com}\\cw" "{anakin@pobox.com}. You might find it helpful to read this article before " "reporting a bug:" msgstr "" "Bitte berichten Sie \\I{feedback}\\i{Fehler} (auf Englisch) an \\W{mailto:" "anakin@pobox.com}\\cw{anakin@pobox.com}. Es könnte hilfreich sein, dass Sie " "vor dem Melden des Fehler den folgenden Artikel lesen:" #. type: Plain text #: puzzles.but:77 msgid "" "\\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\\cw{http://www." "chiark.greenend.org.uk/~sgtatham/bugs.html}" msgstr "" "\\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\\cw{http://www." "chiark.greenend.org.uk/~sgtatham/bugs.html}" #. type: Plain text #: puzzles.but:80 msgid "" "\\ii{Patches} are welcome. Especially if they provide a new front end (to " "make all these games run on another platform), or a new game." msgstr "" "\\i{Patches} sind willkommen. Insbesondere wenn Sie eine neue Oberfläche (um " "alle Spiele auf einer weiteren Plattform zum Laufen zu bekommen) oder ein " "neues Spiel bereitstellen." #. type: ii{#1} #: puzzles.but:83 msgid "Common features" msgstr "Gemeinsame Funktionalitäten" #. type: Plain text #: puzzles.but:85 msgid "This chapter describes features that are common to all the games." msgstr "" "Dieses Kapitel beschreibt Funktionalitäten, die allen Spielen gemein sind." #. type: Plain text #: puzzles.but:87 msgid "\\I{controls}Common actions" msgstr "\\I{controls}Gemeinsame Aktionen" #. type: Plain text #: puzzles.but:91 msgid "" "These actions are all available from the \\I{Game menu}\\q{Game} menu and " "via \\I{keys}keyboard shortcuts, in addition to any game-specific actions." msgstr "" "Diese Aktionen sind vom Menüpunkt \\I{Game menu}\\q{Game} und über \\I" "{Tasten}Tastaturkürzel verfügbar, zusätzlich zu allen spielspezifischen " "Aktionen." #. type: Plain text #: puzzles.but:95 msgid "" "(On \\i{Mac OS X}, to conform with local user interface standards, these " "actions are situated on the \\I{File menu}\\q{File} and \\I{Edit menu}\\q" "{Edit} menus instead.)" msgstr "" "(Unter \\i{Mac OS X} befinden sich diese Aktionen unter den Menüs \\I{File " "menu}\\q{File} und \\I{Edit menu}\\q{Edit}, um den lokalen " "Benutzerschnittstellenstandards zu genügen.)" #. type: Plain text #: puzzles.but:97 msgid "\\ii\\e{New game} (\\q{N}, Ctrl+\\q{N})" msgstr "\\ii\\e{New game} (\\q{N}, Ctrl+\\q{N})" #. type: Plain text #: puzzles.but:99 msgid "Starts a new game, with a random initial state." msgstr "Beginnt ein neues Spiel, mit einem zufälligen Startzustand." #. type: Plain text #: puzzles.but:101 msgid "\\ii\\e{Restart game}" msgstr "\\ii\\e{Restart game}" #. type: Plain text #: puzzles.but:103 msgid "Resets the current game to its initial state. (This can be undone.)" msgstr "" "Setzt das aktuelle Spiel auf seinen Startzustand zurück. (Dies kann " "rückgängig gemacht werden.)" #. type: Plain text #: puzzles.but:105 msgid "\\ii\\e{Load}" msgstr "\\ii\\e{Load}" #. type: Plain text #: puzzles.but:107 msgid "Loads a saved game from a file on disk." msgstr "Lädt ein gespeichertes Spiel aus einer Datei auf der Platte." #. type: Plain text #: puzzles.but:109 msgid "\\ii\\e{Save}" msgstr "\\ii\\e{Save}" #. type: Plain text #: puzzles.but:111 msgid "Saves the current state of your game to a file on disk." msgstr "" "Speichert den aktuellen Zustand Ihres Spiels in einer Datei auf der Platte." #. type: Plain text #: puzzles.but:119 msgid "" "The Load and Save operations preserve your entire game history (so you can " "save, reload, and still Undo and Redo things you had done before saving)." msgstr "" "Die Operationen Load und Save erhalten Ihren gesamten Spielverlauf (daher " "können Sie speichern, neuladen und immer noch Aktionen, die Sie vor dem " "Speichern durchgeführt hatten, rückgängig machen (Undo) oder erneut " "ausführen (Redo))." #. type: Plain text #: puzzles.but:121 msgid "\\I{printing, on Windows}\\e{Print}" msgstr "\\I{Drucken, unter Windows}\\e{Print}" #. type: Plain text #: puzzles.but:128 msgid "" "Where supported (currently only on Windows), brings up a dialog allowing you " "to print an arbitrary number of puzzles randomly generated from the current " "parameters, optionally including the current puzzle. (Only for puzzles which " "make sense to print, of course \\dash it's hard to think of a sensible " "printable representation of Fifteen!)" msgstr "" "Wo unterstützt (derzeit nur unter Windows) wird ein Dialog gezeigt, der es " "Ihnen erlaubt, eine beliebige Anzahl von Puzzlen zu drucken, die aus den " "aktuellen Parametern generiert werden, darunter optional auch das aktuelle " "Puzzle. (Natürlich nur für Puzzles, die sinnvoll gedruckt werden können " "\\dash für Fifteen ist es schwer, eine vernünftige druckbare Darstellung zu " "ersinnen.)" #. type: Plain text #: puzzles.but:130 msgid "\\ii\\e{Undo} (\\q{U}, Ctrl+\\q{Z}, Ctrl+\\q{_})" msgstr "\\ii\\e{Undo} (\\q{U}, Ctrl+\\q{Z}, Ctrl+\\q{_})" #. type: Plain text #: puzzles.but:133 msgid "" "Undoes a single move. (You can undo moves back to the start of the session.)" msgstr "" "Setzt einen einzelnen Spielzug zurück. (Sie können Spielzüge bis zum Beginn " "der Sitzung zurücksetzen.)" #. type: Plain text #: puzzles.but:135 msgid "\\ii\\e{Redo} (\\q{R}, Ctrl+\\q{R})" msgstr "\\ii\\e{Redo} (\\q{R}, Ctrl+\\q{R})" #. type: Plain text #: puzzles.but:137 msgid "Redoes a previously undone move." msgstr "Nimmt einen vorher zurückgesetzten Spielzug wieder vor." #. type: Plain text #: puzzles.but:139 msgid "\\ii\\e{Copy}" msgstr "\\ii\\e{Copy}" #. type: Plain text #: puzzles.but:144 msgid "" "Copies the current state of your game to the clipboard in text format, so " "that you can paste it into (say) an e-mail client or a web message board if " "you're discussing the game with someone else. (Not all games support this " "feature.)" msgstr "" "Kopiert den aktuellen Zustand Ihres Spiels im Textformat in die " "Zwischenablage, so dass Sie ihn in, sagen wir, Ihren E-Mail-Client oder ein " "Web-Diskussionsforum einfügen können, falls Sie das Spiel mit jemanden " "diskutieren. (Nicht alle Spiele unterstützen diese Funktion.)" #. type: Plain text #: puzzles.but:146 msgid "\\ii\\e{Solve}" msgstr "\\ii\\e{Solve}" #. type: Plain text #: puzzles.but:156 msgid "" "Transforms the puzzle instantly into its solved state. For some games (Cube) " "this feature is not supported at all because it is of no particular use. For " "other games (such as Pattern), the solved state can be used to give you " "information, if you can't see how a solution can exist at all or you want to " "know where you made a mistake. For still other games (such as Sixteen), " "automatic solution tells you nothing about how to \\e{get} to the solution, " "but it does provide a useful way to get there quickly so that you can " "experiment with set-piece moves and transformations." msgstr "" "Überführt das Puzzle sofort in seinen gelösten Zustand. Bei einigen Spielen " "(Cube) wird diese Funktion überhaupt nicht unterstützt, da sie keinen " "besonderen Zweck erfüllt. Bei anderen Spielen (wie Pattern) kann der gelöste " "Zustand Ihnen Informationen geben, falls Sie nicht erkennen können, ob " "überhaupt eine Lösung existiert oder wo Sie einen Fehler gemacht haben. Für " "wieder andere Spiele (wie Sixteen) teilt Ihnen die automatische Lösung " "nichts darüber mit, wie Sie zu der Lösung \\e{kommen}, aber sie stellt eine " "nützliche Methode dar, schnell dorthin zu gelangen, so dass Sie mit den " "Stein-Setz-Spielzügen und Transformationen experimentieren können." #. type: Plain text #: puzzles.but:171 msgid "" "Some games (such as Solo) are capable of solving a game ID you have typed in " "from elsewhere. Other games (such as Rectangles) cannot solve a game ID they " "didn't invent themself, but when they did invent the game ID they know what " "the solution is already. Still other games (Pattern) can solve \\e{some} " "external game IDs, but only if they aren't too difficult." msgstr "" "Einige Spiele (wie Solo) sind in der Lage, eine Spiele-ID zu lösen, die Sie " "aus anderer Quelle erhalten haben. Andere Spiele (wie Rectangles) können " "keine Spiele-ID lösen, die sie nicht selbst erfunden haben, aber wenn sie " "die Spiel-ID selbst erfunden haben, kennen sie die Lösung bereits. Wieder " "andere Spiele (Pattern) können \\e{einige} externe Spiele-IDs lösen, aber " "nur falls diese nicht zu schwer sind." #. type: Plain text #: puzzles.but:171 msgid "" "The \\q{Solve} command adds the solved state to the end of the undo chain " "for the puzzle. In other words, if you want to go back to solving it " "yourself after seeing the answer, you can just press Undo." msgstr "" "Der \\q{Solve}-Befehl fügt den gelösten Zustand an das Ende der Undo-Kette " "für das Puzzle hinzu. Mit anderen Worten, falls Sie zum eigenständigen Lösen " "zurückkehren wollen, nachdem Sie die Antwort gesehen habe, wählen Sie " "einfach Undo aus." #. type: Plain text #: puzzles.but:173 msgid "\\I{exit}\\ii\\e{Quit} (\\q{Q}, Ctrl+\\q{Q})" msgstr "\\I{exit}\\ii\\e{Quit} (\\q{Q}, Ctrl+\\q{Q})" #. type: Plain text #: puzzles.but:175 msgid "Closes the application entirely." msgstr "Schließt die Anwendung komplett." #. type: Plain text #: puzzles.but:177 msgid "Specifying games with the \\ii{game ID}" msgstr "Spiele über die \\i{Spiele-ID} angeben" #. type: Plain text #: puzzles.but:181 msgid "" "There are two ways to save a game specification out of a puzzle and recreate " "it later, or recreate it in somebody else's copy of the same puzzle." msgstr "" "Es gibt zwei verschiedene Arten eine Spielspezifikation in einem Puzzle zu " "speichern und dieses später wieder herzustellen, entweder in Ihrer Umgebung " "oder in der Ausgabe des gleichen Puzzles bei einer anderen Person." #. type: Plain text #: puzzles.but:186 msgid "" "The \\q{\\i{Specific}} and \\q{\\i{Random Seed}} options from the \\I{Game " "menu}\\q{Game} menu (or the \\q{File} menu, on \\i{Mac OS X}) each show a " "piece of text (a \\q{game ID}) which is sufficient to reconstruct precisely " "the same game at a later date." msgstr "" "Die Optionen \\q{\\i{Specific}} und \\q{\\i{Random Seed}} aus dem Menü \\I" "{Game menu}\\q{Game} (oder \\q{File} unter \\i{Mac OS X}) zeigen jeweils ein " "Stück Text (eine \\q{Spiele-ID}), der ausreicht, um genau dieses Spiel zu " "einem späteren Zeitpunkt zu rekonstruieren." #. type: Plain text #: puzzles.but:192 msgid "" "You can enter either of these pieces of text back into the program (via the " "same \\q{Specific} or \\q{Random Seed} menu options) at a later point, and " "it will recreate the same game. You can also use either one as a \\i{command " "line} argument (on Windows or Unix); see \\k{common-cmdline} for more detail." msgstr "" "Sie können eines dieser Textstücke später wieder im Programm eingeben (über " "die gleiche Menüoption \\q{Specific} oder \\q{Random Seed}) und es wird das " "gleiche Spiel wieder erzeugt. Sie können auch eines davon (unter Windows " "oder Unix) als \\i{Befehlszeilen}-Argument verwenden; lesen Sie \\k{common-" "cmdline} für weitere Details." #. type: Plain text #: puzzles.but:198 msgid "" "The difference between the two forms is that a descriptive game ID is a " "literal \\e{description} of the \\i{initial state} of the game, whereas a " "random seed is just a piece of arbitrary text which was provided as input to " "the random number generator used to create the puzzle. This means that:" msgstr "" "Der Unterschied in der zwei Formen besteht darin, dass die beschreibende " "Spiele-ID eine \\e{Beschreibung} des \\i{Anfangszustand}s des Spieles ist, " "während der Zufallsstartwert lediglich ein Stück beliebiger Text ist, der " "als Eingabe für den Zufallszahlengenerator zur Erzeugung des Puzzles " "verwandt wurde. Dies bedeutet:" #. type: Plain text #: puzzles.but:204 msgid "" "Descriptive game IDs tend to be longer in many puzzles (although some, such " "as Cube (\\k{cube}), only need very short descriptions). So a random seed " "is often a \\e{quicker} way to note down the puzzle you're currently " "playing, or to tell it to somebody else so they can play the same one as you." msgstr "" "Beschreibende Spiele-IDs sind typischerweise für viele Puzzle länger (wobei " "einige, wie Cube (\\k{cube}) nur eine sehr kurze Beschreibung benötigen). " "Daher ist der Zufallsstartwert oft ein \\e{schnellerer} Weg, um das gerade " "gespielte Puzzle aufzuschreiben oder es jemanden anderen mitzuteilen, so " "dass er das gleiche wie Sie spielen kann." #. type: Plain text #: puzzles.but:213 msgid "" "Any text at all is a valid random seed. The automatically generated ones are " "fifteen-digit numbers, but anything will do; you can type in your full name, " "or a word you just made up, and a valid puzzle will be generated from it. " "This provides a way for two or more people to race to complete the same " "puzzle: you think of a random seed, then everybody types it in at the same " "time, and nobody has an advantage due to having seen the generated puzzle " "before anybody else." msgstr "" "Jeder beliebige Text ist ein gültiger Zufallsstartwert. Bei den automatisch " "generierten handelt es sich um fünfzehnstellige Zahlen, es funktioniert aber " "alles, Sie können Ihren vollständigen Namen oder ein erfundenes Wort " "eingeben und ein gültiges Puzzle wird daraus erstellt. Dies gibt zwei oder " "mehr Leuten die Möglichkeit, das gleiche Puzzle um die Wette zu lösen: Sie " "denken sich einen Zufallsstartwert aus und jeder tippt ihn zur gleichen Zeit " "ein. Damit hat keiner einen Vorteil dadurch, dass er das erstellte Puzzle " "vor jemanden anderen gesehen hat." #. type: Plain text #: puzzles.but:217 msgid "" "It is often possible to convert puzzles from other sources (such as \\q" "{nonograms} or \\q{sudoku} from newspapers) into descriptive game IDs " "suitable for use with these programs." msgstr "" "Oft ist es möglich, Puzzle aus anderen Quellen (wie \\q{Nonograms} oder \\q" "{Sudoku} aus Zeitungen) in beschreibende Spiele-IDs zu verwandeln, die mit " "diesen Programmen verwandt werden können." #. type: Plain text #: puzzles.but:225 msgid "" "Random seeds are not guaranteed to produce the same result if you use them " "with a different \\i\\e{version} of the puzzle program. This is because the " "generation algorithm might have been improved or modified in later versions " "of the code, and will therefore produce a different result when given the " "same sequence of random numbers. Use a descriptive game ID if you aren't " "sure that it will be used on the same version of the program as yours." msgstr "" "Zufallsstartwerte erzeugen nicht notwendigerweise die gleichen Ergebnisse, " "wenn sie mit einer anderen \\i\\e{Version} des Puzzle-Programms verwandt " "werden. Dies beruht darauf, dass der Erzeugungsalgorithmus in neueren " "Versionen des Codes verbessert oder verändert worden sein könnte und daher " "ein anderes Ergebnis erzeugen wird, wenn die gleiche Sequenz an Ziffern als " "Zufallszahl angegeben wird. Verwenden Sie eine beschreibende Spiele-ID, " "falls Sie sich nicht sicher sind, dass sie auf der gleichen Version des " "Programms wie der Ihren verwandt wird." #. type: Plain text #: puzzles.but:229 msgid "" "(Use the \\q{About} menu option to find out the version number of the " "program. Programs with the same version number running on different " "platforms should still be random-seed compatible.)" msgstr "" "(Verwenden Sie die Menüoption \\q{About} um die Versionsnummer des Programms " "herauszufinden. Programme mit der gleichen Versionsnummer auf verschiedenen " "Plattformen sollten im Hinblick auf die Zufallsstartwerte kompatibel sein.)" #. type: Plain text #: puzzles.but:236 msgid "" "\\I{ID format}A descriptive game ID starts with a piece of text which " "encodes the \\i\\e{parameters} of the current game (such as grid size). Then " "there is a colon, and after that is the description of the game's initial " "state. A random seed starts with a similar string of parameters, but then it " "contains a hash sign followed by arbitrary data." msgstr "" "\\I{ID-Format}Eine beschreibende Spiele-ID beginnt mit einem Stück Text, der " "die \\i\\e{Parameter} des aktuellen Spiels kodiert (wie beispielsweise die " "Gittergröße). Dann folgt ein Doppelpunkt und danach eine Beschreibung des " "Anfangszustandes des Spieles. Ein Zufallsstartwert beginnt mit einer " "ähnlichen Zeichenkette, enthält dann aber ein Rautezeichen gefolgt von " "beliebigen Daten." #. type: Plain text #: puzzles.but:242 msgid "" "If you enter a descriptive game ID, the program will not be able to show you " "the random seed which generated it, since it wasn't generated \\e{from} a " "random seed. If you \\e{enter} a random seed, however, the program will be " "able to show you the descriptive game ID derived from that random seed." msgstr "" "Falls Sie eine beschreibende Spiele-ID eingeben wird das Programm nicht in " "der Lage sein, Ihnen den erzeugenden Zufallsstartwert anzuzeigen, da es " "nicht \\e{aus} einem Zufallsstartwert erzeugt wurde. Falls Sie allerdings " "einen Zufallsstartwert \\e{eingeben}, wird das Programm in der Lage sein, " "Ihnen den daraus abgeleiteten Zufallsstartwert anzuzeigen." #. type: Plain text #: puzzles.but:250 msgid "" "Note that the game parameter strings are not always identical between the " "two forms. For some games, there will be parameter data provided with the " "random seed which is not included in the descriptive game ID. This is " "because that parameter information is only relevant when \\e{generating} " "puzzle grids, and is not important when playing them. Thus, for example, the " "difficulty level in Solo (\\k{solo}) is not mentioned in the descriptive " "game ID." msgstr "" "Beachten Sie, dass die Spieleparameterzeichenketten sich in den zwei Formen " "unterscheiden können. Bei einigen Spielen werden beim Zufallsstartwert " "zusätzliche Parameterdaten angegeben werden, die bei der beschreibenden " "Spiele-ID entfallen. Dies kommt daher, dass diese Parameterinformationen nur " "zur \\e{Erstellung} von Gittern, aber nicht beim Spielen relevant sind. So " "wird beispielsweise der Schwierigkeitsgrad von Solo (\\k{solo}) in der " "beschreibenden Spiele-ID nicht erwähnt." #. type: Plain text #: puzzles.but:260 msgid "" "These additional parameters are also not set permanently if you type in a " "game ID. For example, suppose you have Solo set to \\q{Advanced} difficulty " "level, and then a friend wants your help with a \\q{Trivial} puzzle; so the " "friend reads out a random seed specifying \\q{Trivial} difficulty, and you " "type it in. The program will generate you the same \\q{Trivial} grid which " "your friend was having trouble with, but once you have finished playing it, " "when you ask for a new game it will automatically go back to the \\q" "{Advanced} difficulty which it was previously set on." msgstr "" "Diese zusätzlichen Parameter werden auch nicht permanent gesetzt, falls Sie " "eine Spiele-ID eingeben. Nehmen wir beispielsweise an, Sie haben den " "Schwierigkeitsgrad \\q{Advanced} in Solo eingestellt und ein Freund bittet " "Sie um Unterstützung bei einem Spiel der Schwierigkeit \\q{Trivial}. Er " "liest daher einen einen Zufallsstartwert unter Benutzung der Schwierigkeit " "\\q{Trivial} aus und Sie geben diesen ein. Das Programm wird Ihnen das " "gleiche Gitter mit der Schwierigkeit \\q{Trivial} erstellen, mit dem Ihr " "Freund Probleme hatte, aber sobald Sie es zuende gespielt haben und ein " "neues Spiel beginnen, wird wieder automatisch auf die Schwierigkeit \\q" "{Advanced} zurückgeschaltet, die vorher eingestellt worden war." #. type: Plain text #: puzzles.but:262 msgid "The \\q{Type} menu" msgstr "Das Menü \\q{Type} " #. type: Plain text #: puzzles.but:266 msgid "" "The \\I{Type menu}\\q{Type} menu, if present, may contain a list of \\i" "{preset} game settings. Selecting one of these will start a new random game " "with the parameters specified." msgstr "" "Das Menü \\I{Type menu}\\q{Type} kann, falls vorhanden, eine Liste der \\i" "{voreingestellten} Spieleeinstellungen enthalten. Wird eines dieser Einträge " "ausgewählt, wird ein neues Spiel mit den angegebenen Parametern gestartet." #. type: Plain text #: puzzles.but:271 msgid "" "The \\q{Type} menu may also contain a \\q{\\i{Custom}} option which allows " "you to fine-tune game \\i{parameters}. The parameters available are specific " "to each game and are described in the following sections." msgstr "" "Das Menü \\q{Type} kann auch eine Option \\q{\\i{Custom}} enthalten, die es " "Ihnen erlaubt, die \\i{Parameter} des Spiels im Detail einzustellen. Die " "Parameter sind spielspezifisch und werden in den folgenden Abschnitten " "beschrieben." #. type: Plain text #: puzzles.but:273 msgid "Specifying game parameters on the \\i{command line}" msgstr "Spieleparameter auf der \\i{Befehlszeile} eingeben" #. type: Plain text #: puzzles.but:275 msgid "(This section does not apply to the \\i{Mac OS X} version.)" msgstr "(Dieser Abschnitt betrifft nicht die \\i{Mac OS X}-Version.)" #. type: Plain text #: puzzles.but:281 msgid "" "The games in this collection deliberately do not ever save information on to " "the computer they run on: they have no high score tables and no saved " "preferences. (This is because I expect at least some people to play them at " "work, and those people will probably appreciate leaving as little evidence " "as possible!)" msgstr "" "Die Spiele in dieser Sammlung speichern absichtlich niemals Informationen " "auf dem Computer, auf dem sie ausgeführt werden: sie haben keine Bestenliste " "und keine abgespeicherten Voreinstellungen. (Dies kommt daher, dass ich " "annehme, dass einige Personen sie auf der Arbeit spielen werden und diese " "Personen möchten wahrscheinlich so wenige Nachweise wie möglich " "hinterlassen!)" #. type: Plain text #: puzzles.but:285 msgid "" "However, if you do want to arrange for one of these games to \\I{default " "parameters, specifying}default to a particular set of parameters, you can " "specify them on the command line." msgstr "" "Falls Sie allerdings eines dieser Spiele mit einem \\I{Standardparameter, " "angeben}vorgegebenen Satz an bestimmten Parametern starten möchten, können " "Sie diese auf der Befehlszeile angeben." #. type: Plain text #: puzzles.but:293 msgid "" "The easiest way to do this is to set up the parameters you want using the \\q" "{Type} menu (see \\k{common-type}), and then to select \\q{Random Seed} from " "the \\q{Game} or \\q{File} menu (see \\k{common-id}). The text in the \\q" "{Game ID} box will be composed of two parts, separated by a hash. The first " "of these parts represents the game parameters (the size of the playing area, " "for example, and anything else you set using the \\q{Type} menu)." msgstr "" "Am einfachsten erfolgt dies, indem Sie die gewünschten Parameter mit dem " "Menü \\q{Type} einrichten (siehe \\k{common-type}) und dann \\q{Random Seed} " "aus dem Menü \\q{Game} oder \\q{File} (siehe \\k{common-id}) auswählen. Der " "Text in dem Kasten \\q{Game ID} wird dann aus zwei Teilen bestehen, getrennt " "durch eine Raute. Der erste dieser Teile stellt die Spieleparameter dar " "(beispielsweise die Größe des Spielbereichs, und alles was Sie über das Menü " "\\q{Type} eingestellt haben)." #. type: Plain text #: puzzles.but:296 msgid "" "If you run the game with just that parameter text on the command line, it " "will start up with the settings you specified." msgstr "" "Falls Sie das Spiel mit genau diesem Parametertext auf der Befehlszeile " "ausführen, wird es mit den von Ihnen angegebenen Einstellungen gestartet." #. type: Plain text #: puzzles.but:302 msgid "" "For example: if you run Cube (see \\k{cube}), select \\q{Octahedron} from " "the \\q{Type} menu, and then go to the game ID selection, you will see a " "string of the form \\cq{o2x2#338686542711620}. Take only the part before the " "hash (\\cq{o2x2}), and start Cube with that text on the command line: " "\\cq{PREFIX-cube o2x2}." msgstr "" "Beispiel: Sie führen Cube aus (siehe \\k{cube}), wählen \\q{Octahedron} aus " "dem Menü \\q{Type} aus und gehen dann zu der Auswahl der Spiele-ID. Dort " "sehen Sie eine Zeichenkette der Form \\cq{o2x2#338686542711620}. Verwenden " "Sie nur den Teil vor der Raute (\\cq{o2x2}) und starten Sie Cube mit diesem " "Text auf der Befehlszeile: \\cq{PREFIX-cube o2x2}." #. type: Plain text #: puzzles.but:307 msgid "" "If you copy the \\e{entire} game ID on to the command line, the game will " "start up in the specific game that was described. This is occasionally a " "more convenient way to start a particular game ID than by pasting it into " "the game ID selection box." msgstr "" "Falls Sie die \\e{gesamte} Spiele-ID auf der Befehlszeile angeben wird das " "Spiel mit dem speziellen beschriebenen Spiel gestartet. Dies ist manchmal " "der bequemere Weg eine bestimmte Spiele-ID zu starten, statt diese in den " "Auswahlkasten für die Spiele-ID einzufügen." #. type: Plain text #: puzzles.but:312 msgid "" "(You could also retrieve the encoded game parameters using the \\q{Specific} " "menu option instead of \\q{Random Seed}, but if you do then some options, " "such as the difficulty level in Solo, will be missing. See \\k{common-id} " "for more details on this.)" msgstr "" "(Sie können die kodierten Spieleparameter auch aus der Menüoption \\q" "{Specific} statt \\q{Random Seed} auslesen, allerdings werden dann einige " "Parameter, wie der Schwierigkeitsgrad in Solo, fehlen. Lesen Sie \\k{common-" "id} für weitere Details darüber.)" #. type: Plain text #: puzzles.but:314 msgid "\\i{Unix} \\i{command-line} options" msgstr "\\i{Unix} \\i{Befehlszeilenoptionen}" #. type: Plain text #: puzzles.but:316 msgid "(This section only applies to the Unix port.)" msgstr "(Dieser Abschnitt betrifft nur die Unix-Portierung.)" #. type: Plain text #: puzzles.but:319 msgid "" "In addition to being able to specify game parameters on the command line " "(see \\k{common-cmdline}), there are various other options:" msgstr "" "Zusätzlich zu der Möglichkeit, die Spieleparameter auf der Befehlszeile zu " "übergeben (siehe \\k{common-cmdline}) gibt es verschiedene andere Optionen:" #. type: cw{#1} #: puzzles.but:321 msgid "--game" msgstr "--game" #. type: cw{#1} #: puzzles.but:323 msgid "--load" msgstr "--load" #. type: Plain text #: puzzles.but:328 msgid "" "These options respectively determine whether the command-line argument is " "treated as specifying game parameters or a \\i{save} file to \\i{load}. Only " "one should be specified. If neither of these options is specified, a guess " "is made based on the format of the argument." msgstr "" "Diese Optionen bestimmen, ob das angegebene Befehlszeilenargument als " "spezieller Spieleparameter oder als eine zuvor \\i{gespeicherte} und jetzt " "zu \\i{ladende} (\\q{--load}) Datei betrachtet wird. Nur eine der beiden " "Parameter sollte angegeben werden. Falls keine der Optionen angegeben ist, " "wird basierend auf dem Format des Arguments der zutreffende Fall erraten." #. type: Plain text #: puzzles.but:330 msgid "\\cw{--generate }\\e{n}" msgstr "\\cw{--generate }\\e{n}" #. type: Plain text #: puzzles.but:335 msgid "" "If this option is specified, instead of a puzzle being displayed, a number " "of descriptive game IDs will be \\I{generating game IDs}invented and printed " "on standard output. This is useful for gaining access to the game generation " "algorithms without necessarily using the frontend." msgstr "" "Falls diese Option angegeben wird, dann werden eine Reihe von beschreibenden " "Spiele-IDs \\I{Erzeugen von Spiele-IDs}ausgedacht und auf der " "Standardausgabe ausgegeben. Dies ist hilfreich, um Zugriff auf die " "Spieleerzeugungsalgorithmen zu erhalten, ohne notwendigerweise die " "Oberfläche zu verwenden." #. type: Plain text #: puzzles.but:346 msgid "" "If game parameters are specified on the command-line, they will be used to " "generate the game IDs; otherwise a default set of parameters will be used." msgstr "" "Falls auf der Befehlszeile Spieleparameter angegeben sind, werden diese zur " "Erzeugung von Spiele-IDs verwandt; andernfalls wird ein voreingestellter " "Satz an Parametern verwandt." #. type: Plain text #: puzzles.but:346 msgid "" "The most common use of this option is in conjunction with \\c{--print}, in " "which case its behaviour is slightly different; see below." msgstr "" "Der häufigste Einsatzfall dieser Option besteht im Zusammenhang mit der " "Option \\c{--print}. Dabei unterscheidet sich das Verhalten etwas, siehe " "unten." #. type: Plain text #: puzzles.but:348 msgid "\\I{printing, on Unix}\\cw{--print }\\e{w}\\cw{x}\\e{h}" msgstr "\\I{Drucken, unter Unix}\\cw{--print }\\e{w}\\cw{x}\\e{h}" #. type: Plain text #: puzzles.but:352 msgid "" "If this option is specified, instead of a puzzle being displayed, a printed " "representation of one or more unsolved puzzles is sent to standard output, " "in \\i{PostScript} format." msgstr "" "Falls diese Option angegeben wird, wird eine gedruckte Darstellung eines " "oder mehrerer ungelöster Puzzles im \\i{PostScript}-Format auf die " "Standardausgabe gesandt, anstatt dass das Puzzle angezeigt wird." #. type: Plain text #: puzzles.but:376 msgid "" "On each page of puzzles, there will be \\e{w} across and \\e{h} down. If " "there are more puzzles than \\e{w}\\by\\e{h}, more than one page will be " "printed." msgstr "" "Auf jeder Seite mit Puzzlen wird es \\e{w} quer und \\e{h} nach unten geben. " "Falls es mehr Puzzle als \\e{w}\\by\\e{h} gibt wird mehr als eine Seite " "gedruckt." #. type: Plain text #: puzzles.but:376 puzzles.but:399 msgid "" "If \\c{--generate} has also been specified, the invented game IDs will be " "used to generate the printed output. Otherwise, a list of game IDs is " "expected on standard input (which can be descriptive or random seeds; see \\k" "{common-id}), in the same format produced by \\c{--generate}." msgstr "" "Falls auch \\c{--generate} angegeben wurde, werden die ausgedachten Spiele-" "IDs zur Erzeugung der gedruckten Ausgabe verwandt. Andernfalls wird auf der " "Standardeingabe eine Liste von Spiele-IDs im gleichen Format, wie das von \\c" "{--generate} erzeugte, erwartet (diese können beschreibend oder mit " "Zufallsstartwert sein, siehe \\k{common-id})." #. type: Plain text #: puzzles.but:376 puzzles.but:399 msgid "For example:" msgstr "Zum Beispiel:" #. type: c #: puzzles.but:376 #, no-wrap msgid "PREFIX-net --generate 12 --print 2x3 7x7w | lpr" msgstr "PREFIX-net --generate 12 --print 2x3 7x7w | lpr" #. type: Plain text #: puzzles.but:376 msgid "" "will generate two pages of printed Net puzzles (each of which will have a " "7\\by\\.7 wrapping grid), and pipe the output to the \\c{lpr} command, which " "on many systems will send them to an actual printer." msgstr "" "Wird zwei Seiten an gedruckten Net-Puzzlen (jedes wird ein 7\\by\\.7 Umlauf-" "Gitter enthalten) erstellen und diese über eine Pipe an den \\c{lpr}-Befehl " "senden, der die Ausgabe auf vielen Systemen auf den eigentlichen Drucker " "schicken wird." #. type: Plain text #: puzzles.but:376 msgid "There are various other options which affect printing; see below." msgstr "" "Es gibt verschiedene weitere Optionen mit Auswirkungen auf das Drucken, " "siehe unten." #. type: Plain text #: puzzles.but:378 msgid "\\cw{--save }\\e{file-prefix} [ \\cw{--save-suffix }\\e{file-suffix} ]" msgstr "\\cw{--save }\\e{file-prefix} [ \\cw{--save-suffix }\\e{file-suffix} ]" #. type: Plain text #: puzzles.but:382 msgid "" "If this option is specified, instead of a puzzle being displayed, saved-game " "files for one or more unsolved puzzles are written to files constructed from " "the supplied prefix and/or suffix." msgstr "" "Falls diese Option angegeben wird, werden statt der Anzeige eines Puzzles " "die gespeicherten Spieledateien für ein oder mehrere Puzzles in Dateien " "geschrieben, die aus den angegebenen Prä- und/oder Suffixen konstruiert " "werden." #. type: c #: puzzles.but:399 #, no-wrap msgid "PREFIX-net --generate 12 --save game --save-suffix .sav" msgstr "PREFIX-net --generate 12 --save game --save-suffix .sav" #. type: Plain text #: puzzles.but:399 msgid "" "will generate twelve Net saved-game files with the names \\cw{game0.sav} to " "\\cw{game11.sav}." msgstr "" "wird zwölf gespeicherte Spieledateien für Net mit den Namen \\cw{game0.sav} " "bis \\cw{game11.sav} erstellen." #. type: cw{#1} #: puzzles.but:401 msgid "--version" msgstr "--version" #. type: Plain text #: puzzles.but:403 msgid "Prints version information about the game, and then quits." msgstr "" "Gibt nur die Versionsinformationen über das Spiel aus und wird dann beendet." #. type: Plain text #: puzzles.but:406 msgid "" "The following options are only meaningful if \\c{--print} is also specified:" msgstr "" "Die folgenden Optionen sind nur von Bedeutung, falls auch \\c{--print} " "angegeben wird:" #. type: cw{#1} #: puzzles.but:408 msgid "--with-solutions" msgstr "--with-solutions" #. type: Plain text #: puzzles.but:411 msgid "" "The set of pages filled with unsolved puzzles will be followed by the " "solutions to those puzzles." msgstr "" "Die mit ungelösten Puzzlen gefüllte Seite wird von den Lösungen zu diesen " "Puzzlen gefolgt." #. type: Plain text #: puzzles.but:413 msgid "\\cw{--scale }\\e{n}" msgstr "\\cw{--scale }\\e{n}" #. type: Plain text #: puzzles.but:416 msgid "" "Adjusts how big each puzzle is when printed. Larger numbers make puzzles " "bigger; the default is 1.0." msgstr "" "Passt die Größe jedes Puzzles im Ausdruck an. Größere Zahlen vergrößern die " "Puzzle; der Standardwert ist 1.0." #. type: cw{#1} #: puzzles.but:418 msgid "--colour" msgstr "--colour" #. type: Plain text #: puzzles.but:421 msgid "" "Puzzles will be printed in colour, rather than in black and white (if " "supported by the puzzle)." msgstr "" "Die Puzzles werden in Farbe statt schwarz-weiß ausgedruckt (falls dies vom " "Puzzle unterstützt wird)." #. type: Plain text #: puzzles.but:424 msgid "\\i{Net}" msgstr "\\i{Net}" #. type: Plain text #: puzzles.but:426 msgid "\\cfg{winhelp-topic}{games.net}" msgstr "\\cfg{winhelp-topic}{games.net}" #. type: Plain text #: puzzles.but:429 msgid "" "(\\e{Note:} the \\i{Windows} version of this game is called \\i\\cw{NETGAME." "EXE} to avoid clashing with Windows's own \\cw{NET.EXE}.)" msgstr "" "(\\e{Hinweis:} die \\i{Windows}-Version dieses Spieles heißt \\i\\cw{NETGAME." "EXE}, um Konflikte mit Windows eigenem \\cw{NET.EXE} zu vermeiden." #. type: Plain text #: puzzles.but:441 msgid "" "I originally saw this in the form of a Flash game called \\i{FreeNet} \\k" "{FreeNet}, written by Pavils Jurjans; there are several other " "implementations under the name \\i{NetWalk}. The computer prepares a network " "by connecting up the centres of squares in a grid, and then shuffles the " "network by rotating every tile randomly. Your job is to rotate it all back " "into place. The successful solution will be an entirely connected network, " "with no closed loops. \\#{The latter clause means that there are no closed " "paths within the network. Could this be clearer? \"No closed paths\"?} As a " "visual aid, all tiles which are connected to the one in the middle are " "highlighted." msgstr "" "Ursprünglich habe ich dies in der Form eines von Pavils Jurjans " "geschriebenen Flash-Spiels Namens \\i{FreeNet} \\k{FreeNet} gesehen. Es gibt " "mehrere weitere Implementationen unter dem Namen \\i{NetWalk}. Der Computer " "bereitet ein Netz vor, indem er die Zentren von Quadraten zu einem Gitter " "anordnet und dann das Netz durcheinanderwürfelt, in dem er jede Kachel " "zufällig dreht. Ihre Aufgabe besteht darin, sie alle wieder zurückzudrehen. " "Die erfolgreiche Lösung ergibt ein komplett verbundenes Netz ohne " "geschlossene Schleifen. \\#{Letzterer Abschnitt bedeutet, dass es im Netz " "keine geschlossenen Pfade gibt. Kann das deutlicher sein? \"Keine " "geschlossenen Pfade\"?} Als optisches Hilfsmittel werden alle Kacheln, die " "mit der Kachel in der Mitte verbunden sind, hervorgehoben." #. type: Plain text #: puzzles.but:443 msgid "" "\\W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\\cw{http://www.jurjans.lv/" "stuff/net/FreeNet.htm}" msgstr "" "\\W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\\cw{http://www.jurjans.lv/" "stuff/net/FreeNet.htm}" #. type: Plain text #: puzzles.but:445 msgid "\\i{Net controls}" msgstr "\\i{Net-Steuerung}" #. type: IM{#1} #: puzzles.but:446 puzzles.but:447 puzzles.but:448 msgid "Net controls" msgstr "Net-Steuerung" #. type: IM #: puzzles.but:446 #, no-wrap msgid "controls, for Net" msgstr "Steuerung, von Net" #. type: IM #: puzzles.but:447 #, no-wrap msgid "keys, for Net" msgstr "Tasten, für Net" #. type: IM #: puzzles.but:448 #, no-wrap msgid "shortcuts (keyboard), for Net" msgstr "Tastaturkürzel, für Net" #. type: Plain text #: puzzles.but:452 msgid "" "This game can be played with either the keyboard or the mouse. The controls " "are:" msgstr "" "Dieses Spiel kann entweder mit der Tastatur oder mit der Maus gespielt " "werden. Die Steuerungen sind:" #. type: Plain text #: puzzles.but:454 msgid "\\e{Select tile}: mouse pointer, arrow keys" msgstr "\\e{Kachel auswählen}: Mauszeiger, Pfeiltasten" #. type: Plain text #: puzzles.but:456 msgid "\\e{Rotate tile anticlockwise}: left mouse button, \\q{A} key" msgstr "" "\\e{Kachel gegen den Uhrzeigersinn drehen}: linke Maustaste, Taste \\q{A}" #. type: Plain text #: puzzles.but:458 msgid "\\e{Rotate tile clockwise}: right mouse button, \\q{D} key" msgstr "\\e{Kachel im Uhrzeigersinn drehen}: rechte Maustaste, Taste \\q{D}" #. type: Plain text #: puzzles.but:460 msgid "\\e{Rotate tile by 180 degrees}: \\q{F} key" msgstr "\\e{Kachel um 180 Grad drehen}: Taste \\q{F}" #. type: Plain text #: puzzles.but:462 msgid "" "\\e{Lock (or unlock) tile}: middle mouse button, shift-click, \\q{S} key" msgstr "" "\\e{Kachel sperren (oder entsperren)}: Mittlere Maustaste, Umschalt-Klick, " "Taste \\q{S}" #. type: Plain text #: puzzles.but:466 msgid "" "You can lock a tile once you're sure of its orientation. You can also unlock " "it again, but while it's locked you can't accidentally turn it." msgstr "" "Sie können Kacheln sperren, sobald Sie sich über deren Orientierung sicher " "sind. Sie können sie auch wieder entsperren, aber im gesperrten Zustand " "können Sie sie nicht versehentlich drehen." #. type: Plain text #: puzzles.but:469 msgid "" "The following controls are not necessary to complete the game, but may be " "useful:" msgstr "" "Die folgenden Steuerungen sind für das Beenden des Spiels nicht notwendig, " "könnten aber hilfreich sein:" #. type: Plain text #: puzzles.but:471 msgid "\\e{Shift grid}: Shift + arrow keys" msgstr "\\e{Gitter verschieben}: Umschalt + Pfeiltasten" #. type: Plain text #: puzzles.but:474 msgid "" "On grids that wrap, you can move the origin of the grid, so that tiles that " "were on opposite sides of the grid can be seen together." msgstr "" "Bei umlaufenden Gittern können Sie den Ursprung des Gitters verschieben, so " "dass Kacheln, die auf gegenüberliegenden Seiten des Gitters waren, zusammen " "gesehen werden können." #. type: Plain text #: puzzles.but:476 msgid "\\e{Move centre}: Ctrl + arrow keys" msgstr "\\e{Zentrum bewegen}: Strg + Pfeiltasten" #. type: Plain text #: puzzles.but:481 msgid "" "You can change which tile is used as the source of highlighting. (It " "doesn't ultimately matter which tile this is, as every tile will be " "connected to every other tile in a correct solution, but it may be helpful " "in the intermediate stages of solving the puzzle.)" msgstr "" "Sie könne die Kachel ändern, auf die sich die Hervorhebung bezieht. (Es " "macht letztendlich keinen Unterschied, welche Kachel dies ist, da in der " "korrekten Lösung jede Kachel mit jeder anderen Kachel verbunden ist, es kann " "aber für die Zwischenstufen beim Lösen des Puzzles hilfreich sein.)" #. type: Plain text #: puzzles.but:483 msgid "\\e{Jumble tiles}: \\q{J} key" msgstr "\\e{Kacheln durcheinanderwürfeln}: \\q{J}-Taste" #. type: Plain text #: puzzles.but:486 msgid "This key turns all tiles that are not locked to random orientations." msgstr "" "Diese Taste dreht alle nicht gesperrten Kacheln in eine zufällige Richtung." #. type: Plain text #: puzzles.but:488 puzzles.but:577 puzzles.but:623 puzzles.but:664 #: puzzles.but:722 puzzles.but:796 puzzles.but:903 puzzles.but:995 #: puzzles.but:1187 puzzles.but:1260 puzzles.but:1333 puzzles.but:1401 #: puzzles.but:1456 puzzles.but:1500 puzzles.but:1643 puzzles.but:1708 #: puzzles.but:1779 puzzles.but:1875 puzzles.but:1950 puzzles.but:2089 #: puzzles.but:2198 puzzles.but:2320 puzzles.but:2394 puzzles.but:2452 #: puzzles.but:2545 puzzles.but:2635 puzzles.but:2693 puzzles.but:2752 #: puzzles.but:2838 puzzles.but:2903 puzzles.but:2970 puzzles.but:3045 #: puzzles.but:3091 msgid "(All the actions described in \\k{common-actions} are also available.)" msgstr "" "(Alle in \\k{common-actions} beschriebene Aktionen sind auch verfügbar.)" #. type: Plain text #: puzzles.but:490 msgid "\\I{parameters, for Net}Net parameters" msgstr "\\I{Parameter, für Net}Net-Parameter" #. type: Plain text #: puzzles.but:493 puzzles.but:582 puzzles.but:801 puzzles.but:1192 #: puzzles.but:1265 puzzles.but:1406 puzzles.but:1461 puzzles.but:1648 #: puzzles.but:1713 puzzles.but:1784 puzzles.but:1880 puzzles.but:1955 #: puzzles.but:2038 puzzles.but:2094 puzzles.but:2203 puzzles.but:2325 #: puzzles.but:2399 puzzles.but:2550 puzzles.but:2640 puzzles.but:2698 #: puzzles.but:2757 puzzles.but:2843 puzzles.but:2908 puzzles.but:2975 #: puzzles.but:3050 puzzles.but:3096 msgid "" "These parameters are available from the \\q{Custom...} option on the \\q" "{Type} menu." msgstr "" "Diese Parameter sind von der Option \\q{Custom...} im Menü \\q{Type} " "verfügbar." #. type: Plain text #: puzzles.but:495 puzzles.but:803 puzzles.but:1122 puzzles.but:1194 #: puzzles.but:1267 puzzles.but:1408 puzzles.but:1650 puzzles.but:1715 #: puzzles.but:1786 puzzles.but:1882 puzzles.but:1957 puzzles.but:2040 #: puzzles.but:2096 puzzles.but:2205 puzzles.but:2401 puzzles.but:2700 #: puzzles.but:2759 puzzles.but:2845 puzzles.but:2910 puzzles.but:3052 #: puzzles.but:3098 msgid "\\e{Width}, \\e{Height}" msgstr "\\e{Width} (Breite), \\e{Height} (Höhe)" #. type: Plain text #: puzzles.but:497 msgid "Size of grid in tiles." msgstr "Größe des Gitters in Kacheln." #. type: e{#1} #: puzzles.but:499 msgid "Walls wrap around" msgstr "Walls wrap around" #. type: Plain text #: puzzles.but:502 msgid "" "If checked, flow can pass from the left edge to the right edge, and from top " "to bottom, and vice versa." msgstr "" "Falls ausgewählt kann der Fluss von der linken Ecke zu der rechten Ecke und " "von oben nach unten (und andersherum) passieren." #. type: e{#1} #: puzzles.but:504 msgid "Barrier probability" msgstr "Barrierenwahrscheinlichkeit" #. type: Plain text #: puzzles.but:509 msgid "" "A number between 0.0 and 1.0 controlling whether an immovable barrier is " "placed between two tiles to prevent flow between them (a higher number gives " "more barriers). Since barriers are immovable, they act as constraints on the " "solution (i.e., hints)." msgstr "" "Eine Zahl zwischen 0.0 und 1.0 die steuert, ob eine unüberwindbare Barriere " "zwischen zwei Kacheln platziert wird, um den Fluss zwischen ihnen zu " "verhindern (eine höhere Zahl ergibt mehr Barrieren). Da Barrieren nicht " "verschoben werden können, dienen sie als Randbedingungen für die Lösung (d." "h. Tipps)." #. type: Plain text #: puzzles.but:524 msgid "" "The grid generation in Net has been carefully arranged so that the barriers " "are independent of the rest of the grid. This means that if you note down " "the random seed used to generate the current puzzle (see \\k{common-id}), " "change the \\e{Barrier probability} parameter, and then re-enter the same " "random seed, you should see exactly the same starting grid, with the only " "change being the number of barriers. So if you're stuck on a particular grid " "and need a hint, you could start up another instance of Net, set up the same " "parameters but a higher barrier probability, and enter the game seed from " "the original Net window." msgstr "" "Die Gitter-Erzeugung in Net wurde sorgfältig so arrangiert, dass die " "Barrieren unabhängig vom Rest des Gitters sind. Das bedeutet, dass Sie sich " "den Zufallsstartwert für das aktuelle Puzzle aufschreiben können (siehe \\k" "{common-id}), den Parameter für die \\e{Barrierenwahrscheinlichkeit} ändern " "und dann den Zufallsstartwert erneut eingeben sollten Sie genau das gleiche " "Startgitter sehen, wobei die einzige Änderung die Anzahl von Barrieren ist. " "Falls Sie daher bei einem bestimmten Gitter festhängen und eine Hilfe " "benötigen, könnten Sie eine weitere Instanz von Net starten, die gleichen " "Spieleparameter aber mit einer höheren Barrierenwahrscheinlichkeit " "einrichten und den Zufallsstartwert von dem ursprünglichen Net-Fenster " "eingeben." #. type: e{#1} #: puzzles.but:526 puzzles.but:833 puzzles.but:1470 msgid "Ensure unique solution" msgstr "Ensure unique solution" #. type: Plain text #: puzzles.but:533 msgid "" "Normally, Net will make sure that the puzzles it presents have only one " "solution. Puzzles with ambiguous sections can be more difficult and more " "subtle, so if you like you can turn off this feature and risk having " "ambiguous puzzles. (Also, finding \\e{all} the possible solutions can be an " "additional challenge for an advanced player.)" msgstr "" "Normalerweise wird Net sicherstellen, dass die vorgestellten Puzzle nur eine " "einzige Lösung haben. Puzzle mit mehrdeutigen Abschnitten können schwieriger " "und subtiler sein, falls Sie dies mögen, können Sie daher diese " "Funktionalität abschalten und mit dem Risiko leben, mehrdeutige Puzzle zu " "erhalten. (Für fortgeschrittene Spieler kann es auch eine zusätzliche " "Herausforderung sein, \\e{alle} möglichen Lösungen zu finden.)" #. type: Plain text #: puzzles.but:536 msgid "\\i{Cube}" msgstr "\\i{Cube}" #. type: Plain text #: puzzles.but:538 msgid "\\cfg{winhelp-topic}{games.cube}" msgstr "\\cfg{winhelp-topic}{games.cube}" #. type: Plain text #: puzzles.but:550 msgid "" "This is another one I originally saw as a web game. This one was a Java game " "\\k{cube-java-game}, by Paul Scott. You have a grid of 16 squares, six of " "which are blue; on one square rests a cube. Your move is to use the arrow " "keys to roll the cube through 90 degrees so that it moves to an adjacent " "square. If you roll the cube on to a blue square, the blue square is picked " "up on one face of the cube; if you roll a blue face of the cube on to a non-" "blue square, the blueness is put down again. (In general, whenever you roll " "the cube, the two faces that come into contact swap colours.) Your job is to " "get all six blue squares on to the six faces of the cube at the same time. " "Count your moves and try to do it in as few as possible." msgstr "" "Dies ist ein weiteres Spiel, das ich ursprünglich als Web-Spiel sah. Dies " "war ein Java-Spiel \\k{cube-java-game} von Paul Scott. Sie haben ein Gitter " "von 16 Quadraten von denen sechs blau sind. Auf einem Quadrat ruht ein " "Würfel. Ihr Spielzug besteht darin, den Würfel mit den Pfeiltasten um 90 " "Grad zu rollen, so dass er sich auf ein benachbartes Quadrat bewegt. Falls " "Sie den Würfel auf ein blaues Quadrat rollen, wird das blaue Quadrat auf der " "einen Seite des Würfels aufgenommen; falls Sie eine blaue Seite des Würfels " "auf ein nicht blaues Quadrat rollen, wird die blaue Farbe wieder auf das " "Quadrat abgelegt. (Allgemeiner gesagt, tauschen die Würfelseite und das " "Quadrat, auf dem der Würfel nach dem Rollen liegt, ihre Farben). Ihre " "Aufgabe besteht darin, alle sechs blauen Quadrate gleichzeitig auf die sechs " "Seiten des Würfels zu bekommen. Zählen Sie Ihre Spielzüge und versuchen Sie, " "die Lösung mit so wenig Spielzügen wie möglich zu erreichen." #. type: Plain text #: puzzles.but:555 msgid "" "Unlike the original Java game, my version has an additional feature: once " "you've mastered the game with a cube rolling on a square grid, you can " "change to a triangular grid and roll any of a tetrahedron, an octahedron or " "an icosahedron." msgstr "" "Anders als das ursprüngliche Java-Spiel hat meine Version eine zusätzliche " "Funktionalität: Sobald Sie das Spiel mit einem Würfel, der auf einem " "Quadratgitter rollt, geschafft haben, können Sie das auf ein dreieckiges " "Gitter umschalten und entweder einen Tetraeder, einen Oktaeder oder einen " "Ikosaeder rollen." #. type: Plain text #: puzzles.but:557 msgid "" "\\W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\\cw{http://www3." "sympatico.ca/paulscott/cube/cube.htm}" msgstr "" "\\W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\\cw{http://www3." "sympatico.ca/paulscott/cube/cube.htm}" #. type: Plain text #: puzzles.but:559 msgid "\\i{Cube controls}" msgstr "\\i{Cube-Steuerung}" #. type: IM{#1} #: puzzles.but:560 puzzles.but:561 puzzles.but:562 msgid "Cube controls" msgstr "Cube-Steuerung" #. type: IM #: puzzles.but:560 #, no-wrap msgid "controls, for Cube" msgstr "Steuerung, von Cube" #. type: IM #: puzzles.but:561 #, no-wrap msgid "keys, for Cube" msgstr "Tasten, für Cube" #. type: IM #: puzzles.but:562 #, no-wrap msgid "shortcuts (keyboard), for Cube" msgstr "Tastaturkürzel, für Cube" #. type: Plain text #: puzzles.but:565 puzzles.but:1173 puzzles.but:1248 puzzles.but:1306 msgid "This game can be played with either the keyboard or the mouse." msgstr "" "Dieses Spiel kann entweder mit der Tastatur oder der Maus gespielt werden." #. type: Plain text #: puzzles.but:568 msgid "" "Left-clicking anywhere on the window will move the cube (or other solid) " "towards the mouse pointer." msgstr "" "Durch Linksklick an einer beliebigen Stelle im Fenster wird der Würfel (oder " "anderer Körper) zum Mauszeiger hin bewegt." #. type: Plain text #: puzzles.but:575 msgid "" "The arrow keys can also used to roll the cube on its square grid in the four " "cardinal directions. On the triangular grids, the mapping of arrow keys to " "directions is more approximate. Vertical movement is disallowed where it " "doesn't make sense. The four keys surrounding the arrow keys on the numeric " "keypad (\\q{7}, \\q{9}, \\q{1}, \\q{3}) can be used for diagonal movement." msgstr "" "Die Pfeiltasten können auch dazu verwandt werden, den Würfel auf seinem " "Quadratgitter in die vier Hauptrichtungen zu rollen. Auf den dreieckigen " "Gittern ist die Abbildung der Pfeiltasten auf die Richtungen eher ungefähr. " "Vertikale Bewegungen sind nicht erlaubt, falls sie keinen Sinn ergeben. Die " "vier Tasten, die sich um die Pfeiltasten im numerischen Zahlenblock befinden " "(\\q{7}, \\q{9}, \\q{1}, \\q{3}) können für diagonale Bewegungen verwandt " "werden." #. type: Plain text #: puzzles.but:579 msgid "\\I{parameters, for Cube}Cube parameters" msgstr "\\I{Parameter, für Cube}Cube-Parameter" #. type: e{#1} #: puzzles.but:584 msgid "Type of solid" msgstr "Art des Körpers" #. type: Plain text #: puzzles.but:587 msgid "" "Selects the solid to roll (and hence the shape of the grid): tetrahedron, " "cube, octahedron, or icosahedron." msgstr "" "Wählt die Art des zu rollenden Körpers (und damit die Form des Gitters) aus: " "Tetraeder, Würfel, Oktaeder oder Ikosaeder." #. type: Plain text #: puzzles.but:589 msgid "\\e{Width / top}, \\e{Height / bottom}" msgstr "\\e{Breite / oben}, \\e{Höhe / unten}" #. type: Plain text #: puzzles.but:593 msgid "" "On a square grid, horizontal and vertical dimensions. On a triangular grid, " "the number of triangles on the top and bottom rows respectively." msgstr "" "Auf einem Quadratgitter die horizontalen und vertikalen Dimensionen. Auf " "einem Dreiecksgitter jeweils die Anzahl der Dreiecke in der obersten und " "untersten Reihe." #. type: Plain text #: puzzles.but:596 msgid "\\i{Fifteen}" msgstr "\\i{Fifteen}" #. type: Plain text #: puzzles.but:598 msgid "\\cfg{winhelp-topic}{games.fifteen}" msgstr "\\cfg{winhelp-topic}{games.fifteen}" #. type: Plain text #: puzzles.but:606 msgid "" "The old ones are the best: this is the good old \\q{\\i{15-puzzle}} with " "sliding tiles. You have a 4\\by\\.4 square grid; 15 squares contain numbered " "tiles, and the sixteenth is empty. Your move is to choose a tile next to the " "empty space, and slide it into the space. The aim is to end up with the " "tiles in numerical order, with the space in the bottom right (so that the " "top row reads 1,2,3,4 and the bottom row reads 13,14,15,\\e{space})." msgstr "" "Die alten sind die besten: Dies ist das gute alte \\q{\\i{15er-Puzzle}} mit " "verschiebbaren Platten. Sie verfügen über ein 4\\by\\.4 Quadratgitter; 15 " "Quadrate enthalten Platten mit Nummer und das sechzehnte Quadrat ist leer. " "Sie wählen eine Platte neben dem Leerraum aus und verschieben sie auf den " "Leerraum. Das Ziel besteht darin, die Platten am Ende in numerischer " "Reihenfolge anzuordnen, wobei der Leerraum sich unten rechts befindet (so " "dass in der obersten Zeile 1,2,3,4 und in der untersten Zeile 13,14,15,\\e" "{Leerraum} steht)." #. type: Plain text #: puzzles.but:608 msgid "\\i{Fifteen controls}" msgstr "\\i{Fifteen-Steuerung}" #. type: IM{#1} #: puzzles.but:609 puzzles.but:610 puzzles.but:611 msgid "Fifteen controls" msgstr "Fifteen-Steuerung" #. type: IM #: puzzles.but:609 #, no-wrap msgid "controls, for Fifteen" msgstr "Steuerung, von Fifteen" #. type: IM #: puzzles.but:610 #, no-wrap msgid "keys, for Fifteen" msgstr "Tasten, für Fifteen" #. type: IM #: puzzles.but:611 #, no-wrap msgid "shortcuts (keyboard), for Fifteen" msgstr "Tastaturkürzel, für Fifteen" #. type: Plain text #: puzzles.but:614 msgid "This game can be controlled with the mouse or the keyboard." msgstr "Dieses Spiel kann mit der Maus oder der Tastatur gespielt werden." #. type: Plain text #: puzzles.but:618 msgid "" "A left-click with the mouse in the row or column containing the empty space " "will move as many tiles as necessary to move the space to the mouse pointer." msgstr "" "Ein Linksklick mit der Maus in die Zeile oder Spalte, die den Leerraum " "enthält, bewegt so viele Platten wie notwendig, um den Leerraum zum " "Mauszeiger zu bewegen." #. type: Plain text #: puzzles.but:621 msgid "" "The arrow keys will move a tile adjacent to the space in the direction " "indicated (moving the space in the \\e{opposite} direction)." msgstr "" "Die Pfeiltasten bewegen eine Platte, die neben dem Leerraum liegt, in die " "angegebene Richtung (und damit den Leerraum in die \\e{entgegengesetzte} " "Richtung)." #. type: Plain text #: puzzles.but:625 msgid "\\I{parameters, for Fifteen}Fifteen parameters" msgstr "\\I{Parameter, für Fifteen}Fifteen-Parameter" #. type: Plain text #: puzzles.but:629 msgid "" "The only options available from the \\q{Custom...} option on the \\q{Type} " "menu are \\e{Width} and \\e{Height}, which are self-explanatory. (Once " "you've changed these, it's not a \\q{15-puzzle} any more, of course!)" msgstr "" "Die einzigen unter \\q{Custom...} im Menü \\q{Type} verfügbaren Optionen " "sind die \\e{Width} (Breite) und \\e{Height} (Höhe), die selbsterklärend " "sind. (Sobald Sie diese ändern, ist es natürlich kein \\q{15er Puzzle} mehr!)" #. type: Plain text #: puzzles.but:632 msgid "\\i{Sixteen}" msgstr "\\i{Sixteen}" #. type: Plain text #: puzzles.but:634 msgid "\\cfg{winhelp-topic}{games.sixteen}" msgstr "\\cfg{winhelp-topic}{games.sixteen}" #. type: Plain text #: puzzles.but:644 msgid "" "Another sliding tile puzzle, visually similar to Fifteen (see \\k{fifteen}) " "but with a different type of move. This time, there is no hole: all 16 " "squares on the grid contain numbered squares. Your move is to shift an " "entire row left or right, or shift an entire column up or down; every time " "you do that, the tile you shift off the grid re-appears at the other end of " "the same row, in the space you just vacated. To win, arrange the tiles into " "numerical order (1,2,3,4 on the top row, 13,14,15,16 on the bottom). When " "you've done that, try playing on different sizes of grid." msgstr "" "Ein weiteres Puzzle mit verschiebbaren Platten, visuell sehr ähnlich zu " "Fifteen (siehe\\k{fifteen})), aber mit einer anderen Art von Spielzügen. " "Diesmal gibt es kein Loch: Alle 16 Quadrate auf dem Gitter enthalten " "nummerierte Quadrate. Ihr Spielzug besteht darin, eine gesamte Zeile nach " "links oder rechts zu verschieben oder eine gesamte Spalte nach oben oder " "unten zu verschieben. Jedesmal, wenn Sie dies tun, erscheint die Platte, die " "Sie vom Gitter verschieben am anderen Ende der gleichen Zeile am Platz, den " "Sie gerade freigelegt haben. Um zu gewinnen, müssen Sie die Platten in " "numerischer Reihenfolge anordnen (1,2,3,4 in der obersten Reihe und " "13,14,15,16 in der untersten). Wenn Sie das erreicht haben, versuchen Sie " "auf einer anderen Gittergröße zu spielen." #. type: Plain text #: puzzles.but:652 msgid "" "I \\e{might} have invented this game myself, though only by accident if so " "(and I'm sure other people have independently invented it). I thought I was " "imitating a screensaver I'd seen, but I have a feeling that the screensaver " "might actually have been a Fifteen-type puzzle rather than this slightly " "different kind. So this might be the one thing in my puzzle collection which " "represents creativity on my part rather than just engineering." msgstr "" "Ich \\e{könnte} das Spiel selbst erfunden haben, allerdings dann nur " "versehentlich (und ich bin mir sicher, unabhängig davon haben andere Leute " "es auch erfunden). Ich dachte, ich imitierte einen Bildschirmschoner, den " "ich gesehen hatte, aber ich denke, dass der Bildschirmschoner tatsächlich " "ein Fifteen-artiges Puzzle statt dieses leicht verschiedene gewesen sein " "könnte. Daher könnte dies das einzige Ding in meiner Puzzle-Sammlung sein, " "das Kreativität von meiner Seite statt reiner Umsetzungsarbeit zeigt." #. type: Plain text #: puzzles.but:654 msgid "\\I{controls, for Sixteen}Sixteen controls" msgstr "\\I{Steuerung, von Sixteen}Sixteen-Steuerung" #. type: Plain text #: puzzles.but:658 msgid "" "Left-clicking on an arrow will move the appropriate row or column in the " "direction indicated. Right-clicking will move it in the opposite direction." msgstr "" "Durch Linksklick auf einen Pfeil wird die zugehörige Zeile oder Spalte in " "die angezeigte Richtung bewegt. Durch Rechtsklick wird sie in die " "entgegengesetzte Richtung bewegt." #. type: Plain text #: puzzles.but:662 msgid "" "Alternatively, use the cursor keys to move the position indicator around the " "edge of the grid, and use the return key to move the row/column in the " "direction indicated." msgstr "" "Verwenden Sie alternativ die Pfeiltasten, um den Positionsanzeiger um den " "Rand des Gitters zu bewegen und verwenden Sie die Eingabetaste, um die Zeile/" "Spalte in die angegebene Richtung zu bewegen." #. type: Plain text #: puzzles.but:666 msgid "\\I{parameters, for Sixteen}Sixteen parameters" msgstr "\\I{Parameter, für Sixteen}Sixteen-Parameter" #. type: Plain text #: puzzles.but:669 msgid "" "The parameters available from the \\q{Custom...} option on the \\q{Type} " "menu are:" msgstr "" "Die von der Option \\q{Custom...} im Menü \\q{Type} verfügbaren Parameter " "lauten:" #. type: Plain text #: puzzles.but:671 msgid "\\e{Width} and \\e{Height}, which are self-explanatory." msgstr "\\e{Width} (Breite) und \\e{Height} (Höhe) sind selbsterklärend." #. type: Plain text #: puzzles.but:681 msgid "" "You can ask for a limited shuffling operation to be performed on the grid. " "By default, Sixteen will shuffle the grid in such a way that any arrangement " "is about as probable as any other. You can override this by requesting a " "precise number of shuffling moves to be performed. Typically your aim is " "then to determine the precise set of shuffling moves and invert them " "exactly, so that you answer (say) a four-move shuffle with a four-move " "solution. Note that the more moves you ask for, the more likely it is that " "solutions shorter than the target length will turn out to be possible." msgstr "" "Sie können darum bitten, dass auf dem Gitter nur eine begrenzte Vermischungs-" "Operation durchgeführt wird. Standardmäßig wird Sixteen das Gitter so " "vermischen, dass jede Anordnung gleich wahrscheinlich ist. Sie können dieses " "Verhalten ändern, indem Sie eine genaue Anzahl an Vermischungsspielzüge " "angeben, die ausgeführt werden sollen. Typischerweise besteht dann Ihr Ziel " "darin, die genaue Menge an Vermischungsspielzügen zu bestimmen und diese " "dann genau zu invertieren, so dass Sie beispielsweise eine vierzügige " "Vermischung mit einer vierzügigen Lösung beantworten. Beachten Sie, dass bei " "einer größeren Anzahl an Spielzügen die Wahrscheinlichkeit steigt, dass " "Lösungen kürzer als die Zielanzahl möglich werden." #. type: Plain text #: puzzles.but:684 msgid "\\i{Twiddle}" msgstr "\\i{Twiddle}" #. type: Plain text #: puzzles.but:686 msgid "\\cfg{winhelp-topic}{games.twiddle}" msgstr "\\cfg{winhelp-topic}{games.twiddle}" #. type: Plain text #: puzzles.but:691 msgid "" "Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen (see \\k" "{sixteen}): you are given a grid of square tiles, each containing a number, " "and your aim is to arrange the numbers into ascending order." msgstr "" "Twiddle ist ein Platten-Neuanordnungspuzzle, visuell ähnlich zu Sixteen " "(siehe \\k{sixteen}). Sie bekommen ein Gitter von quadratischen Kacheln, die " "jede eine Zahl enthalten und Ihr Ziel besteht darin, diese in aufsteigender " "Reihenfolge anzuordnen." #. type: Plain text #: puzzles.but:696 msgid "" "In basic Twiddle, your move is to rotate a square group of four tiles about " "their common centre. (Orientation is not significant in the basic puzzle, " "although you can select it.) On more advanced settings, you can rotate a " "larger square group of tiles." msgstr "" "In der grundlegenden Variante besteht Ihr Spielzug in Twiddle darin, eine " "Gruppe von vier Platten um ihr gemeinsames Zentrum zu rotieren. (In der " "grundlegenden Variante des Puzzles ist die Ausrichtung nicht wichtig; Sie " "können dies aber auswählen). Bei fortgeschritteneren Einstellungen können " "Sie auch größere Quadratgruppen von Platten rotieren." #. type: Plain text #: puzzles.but:701 msgid "" "I first saw this type of puzzle in the GameCube game \\q{Metroid Prime 2}. " "In the Main Gyro Chamber in that game, there is a puzzle you solve to unlock " "a door, which is a special case of Twiddle. I developed this game as a " "generalisation of that puzzle." msgstr "" "Ich habe diese Art von Puzzlen das erste Mal in dem GameCube-Spiel \\q" "{Metroid Prime 2} gesehen. In der Haupt-Gyro-Kammer dieses Spiels gibt es " "ein Puzzle, das Sie lösen müssen, um eine Tür zu entsperren, was einen " "Spezialfall von Twiddle darstellt. Ich entwickelte dieses Spiel als " "Verallgemeinerung dieses Puzzles." #. type: Plain text #: puzzles.but:703 msgid "\\I{controls, for Twiddle}Twiddle controls" msgstr "\\I{Steuerung, von Twiddle}Twiddle-Steuerung" #. type: Plain text #: puzzles.but:708 msgid "" "To play Twiddle, click the mouse in the centre of the square group you wish " "to rotate. In the basic mode, you rotate a 2\\by\\.2 square, which means you " "have to click at a corner point where four tiles meet." msgstr "" "Um Twiddle zu spielen, klicken Sie mit der Maus in das Zentrum der " "Quadratgruppe, die Sie rotieren möchten. Im grundlegenden Modus rotieren Sie " "ein 2\\by\\.2-Gitter, was bedeutet, dass Sie auf den Eckpunkt klicken " "müssen, an dem sich die vier Platten treffen." #. type: Plain text #: puzzles.but:712 msgid "" "In more advanced modes you might be rotating 3\\by\\.3 or even more at a " "time; if the size of the square is odd then you simply click in the centre " "tile of the square you want to rotate." msgstr "" "In fortgeschritteneren Modi könnten Sie 3\\by\\.3 oder sogar mehr auf einmal " "rotieren; falls die Anzahl der Quadrate ungerade ist, klicken Sie einfach in " "das Zentrum des Quadrates, das Sie rotieren möchten." #. type: Plain text #: puzzles.but:715 msgid "" "Clicking with the left mouse button rotates the group anticlockwise. " "Clicking with the right button rotates it clockwise." msgstr "" "Durch einen Klick mit der linken Maustaste rotieren Sie die Gruppe gegen den " "Uhrzeigersinn. Durch einen Klick mit der rechten Taste rotieren Sie sie im " "Uhrzeigersinn." #. type: Plain text #: puzzles.but:720 msgid "" "You can also move an outline square around the grid with the cursor keys; " "the square is the size above (2\\by\\.2 by default, or larger). Pressing " "the return key or space bar will rotate the current square anticlockwise or " "clockwise respectively." msgstr "" "Sie können auch ein Umrissquadrat über das Gitter mit den Pfeiltasten " "bewegen. Das Quadrat hat die oben genannte Größe (standardmäßig 2\\by\\.2 " "oder größer). Durch die Eingabe- oder Leertaste wird das aktuelle Quadrat " "gegen oder respektive mit dem Uhrzeigersinn gedreht." #. type: Plain text #: puzzles.but:724 msgid "\\I{parameters, for Twiddle}Twiddle parameters" msgstr "\\I{Parameter, für Twiddle}Twiddle-Parameter" #. type: Plain text #: puzzles.but:727 msgid "" "Twiddle provides several configuration options via the \\q{Custom} option on " "the \\q{Type} menu:" msgstr "" "Twiddle stellt mehrere Konfigurationsmöglichkeiten über die Option \\q" "{Custom} im Menü \\q{Type} bereit:" #. type: Plain text #: puzzles.but:729 msgid "You can configure the width and height of the puzzle grid." msgstr "Sie können die Höhe und die Breite des Puzzle-Gitters konfigurieren." #. type: Plain text #: puzzles.but:731 msgid "You can configure the size of square block that rotates at a time." msgstr "" "Sie können die Größe des Quadratblocks, der auf einmal rotiert, " "konfigurieren." #. type: Plain text #: puzzles.but:737 msgid "" "You can ask for every square in the grid to be distinguishable (the " "default), or you can ask for a simplified puzzle in which there are groups " "of identical numbers. In the simplified puzzle your aim is just to arrange " "all the 1s into the first row, all the 2s into the second row, and so on." msgstr "" "Sie können einstellen, dass jedes Quadrat im Gitter unterscheidbar sein soll " "(dies ist die Voreinstellung) oder Sie können ein vereinfachtes Puzzle " "einstellen, bei dem es Gruppen mit identischen Zahlen gibt. Im vereinfachten " "Puzzle besteht Ihr Ziel darin, alle 1en in die erste Zeile zu bringen, alle " "2en in die zweite usw." #. type: Plain text #: puzzles.but:742 msgid "" "You can configure whether the orientation of tiles matters. If you ask for " "an orientable puzzle, each tile will have a triangle drawn in it. All the " "triangles must be pointing upwards to complete the puzzle." msgstr "" "Sie können einstellen, ob die Orientierung der Platten relevant ist. Falls " "Sie ein orientierbares Puzzle einstellen, wird auf jede Platte ein Dreieck " "gezeichnet. Alle Dreiecke müssen nach oben zeigen, um das Puzzle zu lösen." #. type: Plain text #: puzzles.but:752 msgid "" "You can ask for a limited shuffling operation to be performed on the grid. " "By default, Twiddle will shuffle the grid so much that any arrangement is " "about as probable as any other. You can override this by requesting a " "precise number of shuffling moves to be performed. Typically your aim is " "then to determine the precise set of shuffling moves and invert them " "exactly, so that you answer (say) a four-move shuffle with a four-move " "solution. Note that the more moves you ask for, the more likely it is that " "solutions shorter than the target length will turn out to be possible." msgstr "" "Sie können um eine begrenzte Vermischungsoperation auf dem Gitter bitten. " "Standardmäßig vermischt Twiddle das Gitter so, dass jede Anordnung " "gleichwahrscheinlich ist. Sie können dies ändern, indem Sie um eine genaue " "Anzahl an auszuführenden Vermischungs-Spielzügen bitten. Typischerweise " "Typischerweise besteht dann Ihr Ziel darin, die genaue Menge an " "Vermischungsspielzügen zu bestimmen und diese dann genau zu invertieren, so " "dass Sie beispielsweise eine vierzügige Vermischung mit einer vierzügigen " "Lösung beantworten. Beachten Sie, dass bei einer größeren Anzahl an " "Spielzügen die Wahrscheinlichkeit steigt, dass Lösungen kürzer als die " "Zielanzahl möglich werden." #. type: Plain text #: puzzles.but:755 msgid "\\i{Rectangles}" msgstr "\\i{Rectangles}" #. type: Plain text #: puzzles.but:757 msgid "\\cfg{winhelp-topic}{games.rectangles}" msgstr "\\cfg{winhelp-topic}{games.rectangles}" #. type: Plain text #: puzzles.but:763 msgid "" "You have a grid of squares, with numbers written in some (but not all) of " "the squares. Your task is to subdivide the grid into rectangles of various " "sizes, such that (a) every rectangle contains exactly one numbered square, " "and (b) the area of each rectangle is equal to the number written in its " "numbered square." msgstr "" "Sie verfügen über ein Gitter von Quadraten, bei denen auf einigen (aber " "nicht allen) Quadraten Nummern aufgebracht sind. Ihre Aufgabe besteht darin, " "das Gitter in Rechtecke verschiedener Größe zu unterteilen, so dass (a) " "jedes Rechteck genau ein nummeriertes Quadrat enthält und (b) die Größe des " "Rechtecks mit der Zahl auf dem nummerierten Quadrat übereinstimmt." #. type: Plain text #: puzzles.but:772 msgid "" "Credit for this game goes to the Japanese puzzle magazine \\i{Nikoli} \\k" "{nikoli-rect}; I've also seen a Palm implementation at \\i{Puzzle Palace} \\k" "{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version " "automatically generates random grids of any size you like. The quality of " "puzzle design is therefore not quite as good as hand-crafted puzzles would " "be, but on the plus side you get an inexhaustible supply of puzzles tailored " "to your own specification." msgstr "" "Die Danksagung für dieses Spiel geht an das japanische Puzzlemagazin \\i" "{Nikoli} \\k{nikoli-rect}; ich habe auch eine Palm-Implementierung im \\i" "{Puzzle Palace} \\k{puzzle-palace-rect} gesehen. Anders als bei der " "Implementierung von Puzzle Palace generiert meine Version automatisch Gitter " "in jeder Größe, die Sie wünschen. Die Qualität des Puzzle-Designs ist daher " "nicht ganz so gut wie bei handerstellten Puzzlen, aber auf der Haben-Seite " "erhalten Sie einen nicht endenden Vorrat von Puzzles, angepasst an Ihre " "eigenen Spezifikationen." #. type: Plain text #: puzzles.but:774 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\\cw{http://www." "nikoli.co.jp/puzzles/7/index_text-e.htm}" msgstr "" "\\W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\\cw{http://www." "nikoli.co.jp/puzzles/7/index_text-e.htm}" #. type: Plain text #: puzzles.but:776 msgid "" "\\W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\\cw{http://www." "puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}" msgstr "" "\\W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\\cw{http://www." "puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}" #. type: Plain text #: puzzles.but:778 msgid "\\I{controls, for Rectangles}Rectangles controls" msgstr "\\I{Steuerung, von Rectangles}Rectangles-Steuerung" #. type: Plain text #: puzzles.but:780 msgid "This game is played with the mouse or cursor keys." msgstr "Dieses Spiel wird mit der Maus oder den Pfeiltasten gespielt." #. type: Plain text #: puzzles.but:785 msgid "" "Left-click any edge to toggle it on or off, or left-click and drag to draw " "an entire rectangle (or line) on the grid in one go (removing any existing " "edges within that rectangle). Right-clicking and dragging will allow you to " "erase the contents of a rectangle without affecting its edges." msgstr "" "Klicken Sie links auf eine Ecke, um Sie ein- oder auszuschalten oder klicken " "Sie links und ziehen Sie, um das gesamte Rechteck (oder eine Linie) auf dem " "Gitter in einem Durchlauf zu zeichnen (und dabei alle existierenden Ecken " "innerhalb des Rechtecks zu entfernen). Durch Rechtsklick und Ziehen können " "Sie den Inhalt eines Rechtecks löschen, ohne seine Ecken zu beeinflussen." #. type: Plain text #: puzzles.but:792 msgid "" "Alternatively, use the cursor keys to move the position indicator around the " "board. Pressing the return key then allows you to use the cursor keys to " "drag a rectangle out from that position, and pressing the return key again " "completes the rectangle. Using the space bar instead of the return key " "allows you to erase the contents of a rectangle without affecting its edges, " "as above." msgstr "" "Alternativ verwenden Sie die Pfeiltasten, um den Positionsanzeiger über das " "Brett zu bewegen. Durch Drücken der Eingabetaste können Sie dann mit den " "Pfeiltasten ein Rechteck von dieser Position aus ziehen und durch erneutes " "Drücken der Eingabetaste das Rechteck abschließen. Verwenden Sie die " "Leertaste statt der Eingabetaste, um den Inhalt eines Rechtecks zu löschen, " "ohne dessen Ecken zu beeinflussen, wie oben." #. type: Plain text #: puzzles.but:794 msgid "When a rectangle of the correct size is completed, it will be shaded." msgstr "" "Wenn ein Rechteck der korrekten Größe fertiggestellt ist, wir es schattiert." #. type: Plain text #: puzzles.but:798 msgid "\\I{parameters, for Rectangles}Rectangles parameters" msgstr "\\I{Parameter, für Rectangles}Rectangles-Parameter" #. type: Plain text #: puzzles.but:805 msgid "Size of grid, in squares." msgstr "Größe des Gitters, in Quadraten." #. type: e{#1} #: puzzles.but:807 msgid "Expansion factor" msgstr "Expansion factor" #. type: Plain text #: puzzles.but:813 msgid "" "This is a mechanism for changing the type of grids generated by the program. " "Some people prefer a grid containing a few large rectangles to one " "containing many small ones. So you can ask Rectangles to essentially " "generate a \\e{smaller} grid than the size you specified, and then to expand " "it by adding rows and columns." msgstr "" "Dies ist ein Mechanismus, um die Art der vom Programm erzeugten Gitter zu " "ändern. Einige Leute bevorzugen ein Gitter, das wenige große Rechtecke " "enthält, gegenüber Gittern mit vielen kleinen. Daher können Sie Rectangles " "auffordern, ein \\e{kleineres} Gitter als die angegebene Größe zu erstellen " "und es dann durch Hinzunahme von Spalten und Zeilen zu vergrößern." #. type: Plain text #: puzzles.but:831 msgid "" "The default expansion factor of zero means that Rectangles will simply " "generate a grid of the size you ask for, and do nothing further. If you set " "an expansion factor of (say) 0.5, it means that each dimension of the grid " "will be expanded to half again as big after generation. In other words, the " "initial grid will be 2/3 the size in each dimension, and will be expanded to " "its full size without adding any more rectangles." msgstr "" "Der standardmäßige Ausdehnungsfaktor von Null bedeutet, dass Rectangles " "einfach ein Gitter in der von Ihnen angeforderten Größe erstellt und nichts " "weiter unternimmt. Falls Sie einen Ausdehnungsfaktor von beispielsweise 0.5 " "setzen, bedeutet dies, dass jede Dimension des Gitters nach der Erstellung " "um die Hälfte vergrößert wird. Mit anderen Worten, das ursprüngliche Gitter " "wird 2/3 der Größe in jeder Dimension haben und wird dann auf seine " "komplette Größe ausgedehnt, ohne dass weitere Rechtecke hinzugefügt werden." #. type: Plain text #: puzzles.but:831 msgid "" "Setting an expansion factor of around 0.5 tends to make the game more " "difficult, and also (in my experience) rewards a less deductive and more " "intuitive playing style. If you set it \\e{too} high, though, the game " "simply cannot generate more than a few rectangles to cover the entire grid, " "and the game becomes trivial." msgstr "" "Das Setzen eines Ausdehnungsfaktors von ungefähr 0.5 erschwert das Spiel " "typischerweise und belohnt (in meiner Erfahrung) mit einem weniger " "erschließbaren und mehr intuitiven Spielstil. Falls Sie ihn allerdings \\e" "{zu} hoch setzen, kann das Spiel nicht mehr als ein paar Rechtecke zum " "Abdecken des gesamten Gitters erstellen und das Spiel wird trivial lösbar." #. type: Plain text #: puzzles.but:840 msgid "" "Normally, Rectangles will make sure that the puzzles it presents have only " "one solution. Puzzles with ambiguous sections can be more difficult and more " "subtle, so if you like you can turn off this feature and risk having " "ambiguous puzzles. Also, finding \\e{all} the possible solutions can be an " "additional challenge for an advanced player. Turning off this option can " "also speed up puzzle generation." msgstr "" "Normalerweise sorgt Rectangles dafür, dass die angebotenen Puzzles nicht " "mehr als eine Lösung haben. Puzzles mit mehrdeutigen Abschnitten können " "schwieriger und subtiler sein, falls Sie dies mögen können Sie daher diese " "Funktion ausschalten und riskieren, dass die Puzzles mehrdeutig sind. Auch " "kann das Finden \\e{aller} möglichen Lösungen eine zusätzliche " "Herausforderung für fortgeschrittene Spieler darstellen. Das Abschalten " "dieser Option beschleunigt auch die Erstellung von Puzzles." #. type: Plain text #: puzzles.but:843 msgid "\\i{Netslide}" msgstr "\\i{Netslide}" #. type: Plain text #: puzzles.but:845 msgid "\\cfg{winhelp-topic}{games.netslide}" msgstr "\\cfg{winhelp-topic}{games.netslide}" #. type: Plain text #: puzzles.but:850 msgid "" "This game combines the grid generation of Net (see \\k{net}) with the " "movement of Sixteen (see \\k{sixteen}): you have a Net grid, but instead of " "rotating tiles back into place you have to slide them into place by moving a " "whole row at a time." msgstr "" "Dieses Spiel kombiniert die Gittererstellung von Net (siehe \\k{net}) mit " "den Spielzügen von Sixteen (siehe \\k{sixteen}). Sie bekommen ein Net-Gitter " "aber statt Platten zurück an ihren Platz zu rotieren müssen Sie sie an ihren " "Platz verschieben, indem Sie eine ganze Zeile auf einmal bewegen." #. type: Plain text #: puzzles.but:853 msgid "" "As in Sixteen, \\I{controls, for Netslide}control is with the mouse or " "cursor keys. See \\k{sixteen-controls}." msgstr "" "Wie in Sixteen, \\I{Steuerung, für Netslide}erfolgt die Steuerung mit der " "Maus oder den Pfeiltasten. Siehe \\k{sixteen-controls}." #. type: Plain text #: puzzles.but:857 msgid "" "\\I{parameters, for Netslide}The available game parameters have similar " "meanings to those in Net (see \\k{net-params}) and Sixteen (see \\k{sixteen-" "params})." msgstr "" "\\I{Parameter, für Netslide}Die verfügbaren Spielparameter haben ähnliche " "Bedeutungen wie bei Net (siehe \\k{net-params}) und Sixteen (siehe \\k" "{sixteen-params})." #. type: Plain text #: puzzles.but:859 msgid "Netslide was contributed to this collection by Richard Boulton." msgstr "Netslide ist ein Beitrag von Richard Boulton zu dieser Sammlung." #. type: Plain text #: puzzles.but:862 msgid "\\i{Pattern}" msgstr "\\i{Pattern}" #. type: Plain text #: puzzles.but:864 msgid "\\cfg{winhelp-topic}{games.pattern}" msgstr "\\cfg{winhelp-topic}{games.pattern}" #. type: Plain text #: puzzles.but:870 msgid "" "You have a grid of squares, which must all be filled in either black or " "white. Beside each row of the grid are listed the lengths of the runs of " "black squares on that row; above each column are listed the lengths of the " "runs of black squares in that column. Your aim is to fill in the entire grid " "black or white." msgstr "" "Sie bekommen ein Gitter von Quadraten, die alle entweder mit Weiß oder mit " "Schwarz ausgefüllt werden müssen. Neben jeder Zeile des Gitters sind die " "Längen der Läufe von schwarzen Quadraten in dieser Zeile angegeben, oberhalb " "jeder Spalte sind die Längen der Läufe von schwarzen Quadraten in dieser " "Spalte angegeben. Ihr Ziel besteht darin, das gesamte Gitter schwarz oder " "weiß einzufärben." #. type: Plain text #: puzzles.but:874 msgid "" "I first saw this puzzle form around 1995, under the name \\q{\\i" "{nonograms}}. I've seen it in various places since then, under different " "names." msgstr "" "Ich habe diese Art von Puzzle das erste Mal ungefähr 1995 gesehen, unter dem " "Namen \\q{\\i{nonograms}}. Seitdem habe ich es an verschiedenen Orten unter " "verschiedenen Namen gesehen." #. type: Plain text #: puzzles.but:882 msgid "" "Normally, puzzles of this type turn out to be a meaningful picture of " "something once you've solved them. However, since this version generates the " "puzzles automatically, they will just look like random groupings of squares. " "(One user has suggested that this is actually a \\e{good} thing, since it " "prevents you from guessing the colour of squares based on the picture, and " "forces you to use logic instead.) The advantage, though, is that you never " "run out of them." msgstr "" "Normalerweise ergeben Puzzle dieser Art ein Bild, das etwas bedeutet, wenn " "es gelöst wurde. Da diese Version allerdings die Puzzle automatisch " "generiert, werden Sie wie zufällig angeordnete Gruppierungen von Quadraten " "aussehen. (Ein Benutzer hat angedeutet, dass dies in der Tat eine \\e{gute} " "Sache sei, da es Sie davon abhält, aufgrund des Gesamtbildes die Farbe zu " "raten und Sie dazu zwingt, stattdessen die Logik anzuwenden). Der Vorteil " "besteht allerdings darin, dass Ihnen nie die Puzzle ausgehen." #. type: Plain text #: puzzles.but:884 msgid "\\I{controls, for Pattern}Pattern controls" msgstr "\\I{Steuerung, von Pattern}Pattern-Steuerung" #. type: Plain text #: puzzles.but:886 puzzles.but:1074 msgid "This game is played with the mouse." msgstr "Dieses Spiel wird mit der Maus gespielt." #. type: Plain text #: puzzles.but:891 msgid "" "Left-click in a square to colour it black. Right-click to colour it white. " "If you make a mistake, you can middle-click, or hold down Shift while " "clicking with any button, to colour the square in the default grey (meaning " "\\q{undecided}) again." msgstr "" "Ein Linksklick in ein Quadrat färbt es schwarz. Ein Rechtsklick färbt es " "weiß. Falls Sie einen Fehler gemacht haben, können Sie einen Mittelklick " "durchführen oder die Umschalttaste gedrückt halten, während Sie mit einer " "beliebigen Taste klicken, um das Quadrat in das vorgegebene Grau zu färben " "(was bedeutet, dass es wieder \\q{unentschieden} ist)." #. type: Plain text #: puzzles.but:897 msgid "" "You can click and drag with the left or right mouse button to colour a " "vertical or horizontal line of squares black or white at a time " "(respectively). If you click and drag with the middle button, or with Shift " "held down, you can colour a whole rectangle of squares grey." msgstr "" "Sie können mit der linken oder rechten Maustaste klicken und ziehen, um eine " "vertikale oder horizontale Linie von Quadraten auf einmal schwarz oder " "respektive weiß zu färben. Falls Sie mit der mittleren Maustaste klicken und " "ziehen oder mit gedrückt gehaltener Umschalttaste, können Sie ein gesamtes " "Rechteck an Quadraten grau färben." #. type: Plain text #: puzzles.but:901 msgid "" "You can also move around the grid with the cursor keys. Pressing the return " "key will cycle the current cell through empty, then black, then white, then " "empty, and the space bar does the same cycle in reverse." msgstr "" "Sie können sich mit den Pfeiltasten über das Gitter bewegen. Durch Drücken " "der Eingabetaste wird die aktuelle Zelle nacheinander von leer zu schwarz zu " "weiß wieder zu leer umgeschaltet; die Leertaste ermöglicht dies in " "umgedrehter Reihenfolge." #. type: Plain text #: puzzles.but:905 msgid "\\I{parameters, for Pattern}Pattern parameters" msgstr "\\I{Parameter, für Pattern}Pattern-Parameter" #. type: Plain text #: puzzles.but:908 msgid "" "The only options available from the \\q{Custom...} option on the \\q{Type} " "menu are \\e{Width} and \\e{Height}, which are self-explanatory." msgstr "" "Die einzigen unter der Option \\q{Custom...} im Menü \\q{Type} verfügbaren " "Optionen sind \\e{Width} (Breite) und \\e{Height} (Höhe), die " "selbsterklärend sind." #. type: Plain text #: puzzles.but:911 msgid "\\i{Solo}" msgstr "\\i{Solo}" #. type: Plain text #: puzzles.but:913 msgid "\\cfg{winhelp-topic}{games.solo}" msgstr "\\cfg{winhelp-topic}{games.solo}" #. type: Plain text #: puzzles.but:917 msgid "" "You have a square grid, which is divided into as many equally sized sub-" "blocks as the grid has rows. Each square must be filled in with a digit from " "1 to the size of the grid, in such a way that" msgstr "" "Sie bekommen ein Quadratgitter, das in so viele gleichgroße Unterblöcke " "zerteilt ist, wie das Gitter Spalten hat. Jedes Quadrat muss mit einer " "Ziffer von 1 bis zu der Größe des Gitters befüllt werden, so dass" #. type: Plain text #: puzzles.but:919 msgid "every row contains only one occurrence of each digit" msgstr "jede Zeile jede Ziffer nur einmal erhält," #. type: Plain text #: puzzles.but:921 msgid "every column contains only one occurrence of each digit" msgstr "jede Spalte jede Ziffer nur einmal erhält und" #. type: Plain text #: puzzles.but:923 msgid "every block contains only one occurrence of each digit." msgstr "jeder Block jede Ziffer nur einmal erhält." #. type: Plain text #: puzzles.but:926 msgid "" "(optionally, by default off) each of the square's two main diagonals " "contains only one occurrence of each digit." msgstr "" "Optional (und standardmäßig deaktiviert) jede der Hauptdiagonalen des " "Quadrats jede Ziffer nur einmal erhält." #. type: Plain text #: puzzles.but:929 msgid "" "You are given some of the numbers as clues; your aim is to place the rest of " "the numbers correctly." msgstr "" "Sie bekommen einige Zahlen als Hinweise; Ihr Ziel besteht darin, die " "restlichen Zahlen korrekt zu platzieren." #. type: Plain text #: puzzles.but:937 msgid "" "Under the default settings, the sub-blocks are square or rectangular. The " "default puzzle size is 3\\by\\.3 (a 9\\by\\.9 actual grid, divided into nine " "3\\by\\.3 blocks). You can also select sizes with rectangular blocks instead " "of square ones, such as 2\\by\\.3 (a 6\\by\\.6 grid divided into six 3\\by" "\\.2 blocks). Alternatively, you can select \\q{jigsaw} mode, in which the " "sub-blocks are arbitrary shapes which differ between individual puzzles." msgstr "" "Bei den Standardeinstellungen sind die Unterblöcke Quadrate oder Rechtecke. " "Die Standardpuzzlegröße ist 3\\by\\.3 (ein Gitter von tatsächlich 9\\by\\.9, " "eingeteilt in neun 3\\.by\\.3 Blöcke). Sie können auch Größen mit " "rechteckigen statt quadratischen Blöcken auswählen, wie beispielsweise 2\\by" "\\.3 (ein 6\\by\\.6 Gitter unterteilt in sechs 3\\by\\.2 Blöcke). Alternativ " "können Sie den \\q{Jigsaw}-Modus auswählen, bei dem die Unterblöcke " "beliebige Formen haben, die sich zwischen den einzelnen Puzzlen " "unterscheiden." #. type: Plain text #: puzzles.but:944 msgid "" "Another available mode is \\q{killer}. In this mode, clues are not given in " "the form of filled-in squares; instead, the grid is divided into \\q{cages} " "by coloured lines, and for each cage the game tells you what the sum of all " "the digits in that cage should be. Also, no digit may appear more than once " "within a cage, even if the cage crosses the boundaries of existing regions." msgstr "" "Ein weiterer verfügbarer Modus ist \\q{killer}. In diesem Modus werden die " "Hinweise nicht in der Form vorbefüllter Quadrate gegeben, stattdessen ist " "das Gitter durch farbige Linien in \\q{Käfige} eingeteilt und für jeden " "Käfig informiert Sie das Spiel, was die Summe aller Ziffern in diesem Käfig " "sein soll. Auch darf keine Ziffer mehr als einmal in einem Käfig auftauchen, " "selbst wenn der Käfig die Grenzen existierender Regionen überschreitet." #. type: Plain text #: puzzles.but:950 msgid "" "If you select a puzzle size which requires more than 9 digits, the " "additional digits will be letters of the alphabet. For example, if you " "select 3\\by\\.4 then the digits which go in your grid will be 1 to 9, plus " "\\cq{a}, \\cq{b} and \\cq{c}. This cannot be selected for killer puzzles." msgstr "" "Falls Sie eine Puzzlegröße wählen, bei der mehr als 9 Ziffern benötigt " "werden, sind die zusätzlichen Ziffern die Buchstaben des Alphabets. Falls " "Sie beispielsweise 3\\by\\.4 auswählen, werden die Ziffern im Gitter 1 bis 9 " "sowie \\cq{a}, \\cq{b} und \\cq{c} sein. Dies kann für killer-Puzzle nicht " "ausgewählt werden." #. type: Plain text #: puzzles.but:958 msgid "" "I first saw this puzzle in \\i{Nikoli} \\k{nikoli-solo}, although it's also " "been popularised by various newspapers under the name \\q{Sudoku} or \\q{Su " "Doku}. Howard Garns is considered the inventor of the modern form of the " "puzzle, and it was first published in \\e{Dell Pencil Puzzles and Word " "Games}. A more elaborate treatment of the history of the puzzle can be " "found on Wikipedia \\k{wikipedia-solo}." msgstr "" "Ich habe dieses Puzzle zuerst in \\i{Nikoli} \\k{nikoli-solo} gesehen, " "obwohl es auch durch verschiedene Zeitungen unter dem Namen \\q{Sudoku} oder " "\\q{Su Doku} bekannt wurde. Howard Garns wird als Erfinder der modernen Form " "des Puzzles betrachtet und es wurde zuerst in \\e{Dell Pencil Puzzles and " "Word Games} veröffentlicht. Eine tiefergehende Behandlung der Geschichte des " "Puzzles kann in Wikipedia \\k{wikipedia-solo} gefunden werden." #. type: Plain text #: puzzles.but:960 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}\\cw{http://www." "nikoli.co.jp/puzzles/1/index_text-e.htm}" msgstr "" "\\W{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}\\cw{http://www." "nikoli.co.jp/puzzles/1/index_text-e.htm}" #. type: Plain text #: puzzles.but:962 msgid "" "\\W{http://en.wikipedia.org/wiki/Sudoku}\\cw{http://en.wikipedia.org/wiki/" "Sudoku}" msgstr "" "\\W{http://de.wikipedia.org/wiki/Sudoku}\\cw{http://de.wikipedia.org/wiki/" "Sudoku}" #. type: Plain text #: puzzles.but:964 msgid "\\I{controls, for Solo}Solo controls" msgstr "\\I{Steuerung, von Solo}Solo-Steuerung" #. type: Plain text #: puzzles.but:969 msgid "" "To play Solo, simply click the mouse in any empty square and then type a " "digit or letter on the keyboard to fill that square. If you make a mistake, " "click the mouse in the incorrect square and press Space to clear it again " "(or use the Undo feature)." msgstr "" "Um Solo zu spielen, klicken Sie einfach mit der Maus in ein leeres Quadrat " "und tippen Sie dann eine Ziffer oder einen Buchstaben auf der Tastatur, um " "dieses Quadrat zu füllen. Falls Sie einen Fehler gemacht haben, klicken Sie " "mit der Maus in das fehlerhafte Quadrat und drücken Sie die Leertaste, um es " "wieder zu leeren (oder verwenden Sie die Undo-Funktion)." #. type: Plain text #: puzzles.but:974 puzzles.but:2294 puzzles.but:2521 msgid "" "If you \\e{right}-click in a square and then type a number, that number will " "be entered in the square as a \\q{pencil mark}. You can have pencil marks " "for multiple numbers in the same square. Squares containing filled-in " "numbers cannot also contain pencil marks." msgstr "" "Falls Sie in ein Quadrat \\e{rechts-}klicken und dann eine Zahl tippen, wird " "diese Zahl im Quadrat als \\q{Bleistiftmarkierung} eingetragen. Sie können " "Bleistiftmarkierungen für mehrere Zahlen im gleichen Quadrat vornehmen. " "Quadrate, in denen Zahlen eingefüllt sind können nicht auch gleichzeitig " "über Bleistiftmarkierungen verfügen." #. type: Plain text #: puzzles.but:980 puzzles.but:2300 puzzles.but:2527 puzzles.but:2617 msgid "" "The game pays no attention to pencil marks, so exactly what you use them for " "is up to you: you can use them as reminders that a particular square needs " "to be re-examined once you know more about a particular number, or you can " "use them as lists of the possible numbers in a given square, or anything " "else you feel like." msgstr "" "Das Spiel ignoriert Bleistiftmarkierungen, daher können Sie diese so " "einsetzen, wie Sie möchten: Sie können Sie als Erinnerung verwenden, dass " "ein bestimmtes Quadrat noch mal untersucht werden muss, sobald Sie mehr über " "eine bestimmte Zahl wissen, oder Sie können sie als Liste möglicher Zahlen " "für ein gegebenes Quadrat verwenden oder irgendetwas anderes, was Sie mögen." #. type: Plain text #: puzzles.but:983 puzzles.but:2303 puzzles.but:2530 puzzles.but:2620 msgid "" "To erase a single pencil mark, right-click in the square and type the same " "number again." msgstr "" "Um eine einzelne Bleistiftmarkierung zu entfernen, klicken Sie rechts in das " "Quadrat und tippen Sie die Zahl noch mal." #. type: Plain text #: puzzles.but:987 puzzles.but:2307 puzzles.but:2534 puzzles.but:2624 msgid "" "All pencil marks in a square are erased when you left-click and type a " "number, or when you left-click and press space. Right-clicking and pressing " "space will also erase pencil marks." msgstr "" "Alle Bleistiftmarkierungen in einem Quadrat werden gelöscht, wenn Sie " "linksklicken und eine Zahl eingeben oder wenn Sie linksklicken und die " "Leertaste drücken. Auch rechtsklicken und drücken der Leertaste wird die " "Bleistiftmarkierungen löschen." #. type: Plain text #: puzzles.but:993 puzzles.but:2318 msgid "" "Alternatively, use the cursor keys to move the mark around the grid. " "Pressing the return key toggles the mark (from a normal mark to a pencil " "mark), and typing a number in is entered in the square in the appropriate " "way; typing in a 0 or using the space bar will clear a filled square." msgstr "" "Verwenden Sie alternativ die Pfeiltasten, um die Markierung im Gitter zu " "bewegen. Durch Drücken der Eingabetaste schalten Sie die Markierung um (von " "normaler Markierung zur Bleistiftmarkierung). Geben Sie die Zahl ein, um " "diese in geeigneter Weise in das Quadrat einzutragen. Die Eingabe von 0 oder " "die Verwendung der Leertaste wird ein gefülltes Quadrat leeren." #. type: Plain text #: puzzles.but:997 msgid "\\I{parameters, for Solo}Solo parameters" msgstr "\\I{Parameter, für Solo}Solo-Parameter" #. type: Plain text #: puzzles.but:1003 msgid "" "Solo allows you to configure two separate dimensions of the puzzle grid on " "the \\q{Type} menu: the number of columns, and the number of rows, into " "which the main grid is divided. (The size of a block is the inverse of this: " "for example, if you select 2 columns and 3 rows, each actual block will have " "3 columns and 2 rows.)" msgstr "" "Solo erlaubt Ihnen, zwei separate Dimensionen des Puzzlegitters im Menü \\q" "{Type} zu konfigurieren: die Anzahl der Spalten und die Anzahl der Zeilen, " "in die das Hauptgitter eingeteilt wird. (Die Größe eines Blocks ist hierzu " "invers: Falls Sie beispielsweise 2 Spalten und 3 Zeilen wählen, wird jeder " "Block tatsächlich 3 Spalten und 2 Zeilen haben.)" #. type: Plain text #: puzzles.but:1009 msgid "" "If you tick the \\q{X} checkbox, Solo will apply the optional extra " "constraint that the two main diagonals of the grid also contain one of every " "digit. (This is sometimes known as \\q{Sudoku-X} in newspapers.) In this " "mode, the squares on the two main diagonals will be shaded slightly so that " "you know it's enabled." msgstr "" "Falls Sie die Auswahl \\q{X} ankreuzen, wird Solo die zusätzliche " "Randbedingung verwenden, dass die zwei Hauptdiagonalen auch jede Ziffer nur " "einmal verwenden. (In Zeitungen heißt dies manchmal \\q{Sudoku-X}). In " "diesem Modus werden die Quadrate der Hauptdiagonalen leicht schattiert, so " "dass Sie sehen können, dass der Modus aktiviert wurde." #. type: Plain text #: puzzles.but:1016 msgid "" "If you tick the \\q{Jigsaw} checkbox, Solo will generate randomly shaped sub-" "blocks. In this mode, the actual grid size will be taken to be the product " "of the numbers entered in the \\q{Columns} and \\q{Rows} boxes. There is no " "reason why you have to enter a number greater than 1 in both boxes; Jigsaw " "mode has no constraint on the grid size, and it can even be a prime number " "if you feel like it." msgstr "" "Falls Sie die Auswahl \\q{Jigsaw} ankreuzen, wird Solo zufällig generierte " "Teilblöcke erstellen. In diesem Modus wird die tatsächliche Gittergröße das " "Produkt der in die Felder \\q{Columns} und \\q{Rows} eingetragenen Werte " "darstellen. Es gibt keinen Grund, warum Sie eine Zahl größer als 1 in beide " "Felder eingeben müssen; der Jigsaw-Modus kennt keine Grenzen in der " "Gittergröße und es kann sogar eine Primzahl sein, wenn Sie dies möchten." #. type: Plain text #: puzzles.but:1021 msgid "" "If you tick the \\q{Killer} checkbox, Solo will generate a set of of cages, " "which are randomly shaped and drawn in an outline of a different colour. " "Each of these regions contains a smaller clue which shows the digit sum of " "all the squares in this region." msgstr "" "Falls Sie die Auswahl \\q{Killer} ankreuzen, wird Solo einen Satz Käfige " "generieren, die eine zufällige Form haben und als Umriss in einer anderen " "Farbe gezeichnet werden. Jeder dieser Regionen enthält einen kleineren " "Hinweis, der die Summe der Ziffern aller Quadrate in dieser Region angibt." #. type: Plain text #: puzzles.but:1027 msgid "" "You can also configure the type of symmetry shown in the generated puzzles. " "More symmetry makes the puzzles look prettier but may also make them easier, " "since the symmetry constraints can force more clues than necessary to be " "present. Completely asymmetric puzzles have the freedom to contain as few " "clues as possible." msgstr "" "Sie können auch die Art von Symmetrie im generierten Puzzle konfigurieren. " "Puzzle mit höherer Symmetrie sehen netter aus, allerdings können sie dadurch " "auch einfacher werden, da die Symmetrie-Randbedingungen mehr angezeigte " "Hilfen als notwendig erzwingen könnten. Bei komplett asymmetrische Puzzlen " "besteht die Freiheit, sowenige Hilfestellungen wie möglich zu enthalten." #. type: Plain text #: puzzles.but:1041 msgid "" "Finally, you can configure the difficulty of the generated puzzles. " "Difficulty levels are judged by the complexity of the techniques of " "deduction required to solve the puzzle: each level requires a mode of " "reasoning which was not necessary in the previous one. In particular, on " "difficulty levels \\q{Trivial} and \\q{Basic} there will be a square you can " "fill in with a single number at all times, whereas at \\q{Intermediate} " "level and beyond you will have to make partial deductions about the \\e{set} " "of squares a number could be in (or the set of numbers that could be in a " "square). \\#{Advanced, Extreme?} At \\q{Unreasonable} level, even this is " "not enough, and you will eventually have to make a guess, and then backtrack " "if it turns out to be wrong." msgstr "" "Schließlich können Sie den Schwierigkeitsgrad der generierten Puzzle " "konfigurieren. Schwierigkeitsstufen basieren auf der Komplexität der " "Techniken, die zum Lösen des Puzzles benötigt werden: Jede Stufe benötigt " "einen Schlussfolgerungsmodus, der in der vorherigen Stufe nicht notwendig " "war. Insbesondere gibt es in den Schwierigkeitsstufen \\q{Trivial} und \\q" "{Basic} ein Quadrat, in dem Sie zu allen Zeiten eine einzelne Zahl eintragen " "können, während Sie in der Stufe \\q{Intermediate} und höher " "Teilschlussfolgerungen über die \\e{Menge} aller Quadrate machen müssen, in " "denen eine Zahl sein könnte (oder der Satz an Zahlen, der in einem Quadrat " "sein könnte). \\#{Advanced, Extreme?} In der Stufe \\q{Unreasonable} ist " "selbst dies nicht genug und Sie müssen schließlich raten und falls sich die " "geratene Zahl als falsch herausstellt wieder schrittweise zurückgehen." #. type: Plain text #: puzzles.but:1047 msgid "" "Generating difficult puzzles is itself difficult: if you select one of the " "higher difficulty levels, Solo may have to make many attempts at generating " "a puzzle before it finds one hard enough for you. Be prepared to wait, " "especially if you have also configured a large puzzle size." msgstr "" "Die Erstellung schwieriger Puzzle ist selbst schwierig: Falls Sie eine der " "höheren Schwierigkeitsgrade auswählen, könnte Solo viele Versuche bei der " "Erstellung eines Puzzles machen, bevor es eines findet, das schwer genug für " "Sie ist. Seien Sie daher auf Wartezeit vorbereitet, insbesondere wenn Sie " "auch eine große Puzzlegröße ausgewählt haben." #. type: Plain text #: puzzles.but:1050 msgid "\\i{Mines}" msgstr "\\i{Mines}" #. type: Plain text #: puzzles.but:1052 msgid "\\cfg{winhelp-topic}{games.mines}" msgstr "\\cfg{winhelp-topic}{games.mines}" #. type: Plain text #: puzzles.but:1059 msgid "" "You have a grid of covered squares, some of which contain mines, but you " "don't know which. Your job is to uncover every square which does \\e{not} " "contain a mine. If you uncover a square containing a mine, you lose. If you " "uncover a square which does not contain a mine, you are told how many mines " "are contained within the eight surrounding squares." msgstr "" "Sie bekommen ein Gitter mit abgedeckten Quadraten, von denen einige Minen " "enthalten, Sie aber nicht wissen, welche. Ihr Aufgabe besteht darin, jedes " "Quadrat aufzudecken, das \\e{keine} Mine enthält. Falls Sie ein Quadrat " "aufdecken, das eine Mine enthält, dann verlieren Sie. Falls Sie ein Quadrat " "aufdecken, das keine Mine enthält, erfahren Sie, wieviele Minen sich in den " "benachbarten acht Quadraten befinden." #. type: Plain text #: puzzles.but:1062 msgid "" "This game needs no introduction; popularised by Windows, it is perhaps the " "single best known desktop puzzle game in existence." msgstr "" "Dieses Spiel muss nicht vorgestellt werden. Es wurde mit Windows populär, es " "ist vielleicht das bekannteste Desktop-Puzzle überhaupt." #. type: Plain text #: puzzles.but:1070 msgid "" "This version of it has an unusual property. By default, it will generate its " "mine positions in such a way as to ensure that you never need to \\e{guess} " "where a mine is: you will always be able to deduce it somehow. So you will " "never, as can happen in other versions, get to the last four squares and " "discover that there are two mines left but you have no way of knowing for " "sure where they are." msgstr "" "Diese Version verfügt über eine ungewöhnliche Eigenschaft. Standardmäßig " "generiert es die Minen in Positionen, bei denen sichergestellt ist, dass Sie " "nie \\e{raten} müssen, wo sich eine Mine befindet, sie können dies immer " "logisch schlussfolgern. Daher werden Sie niemals, wie das in anderen " "Versionen passieren kann, zu den letzten vier Quadraten kommen und " "entdecken, dass zwei Minen verblieben sind Sie aber keine Möglichkeit haben " "zu wissen, wo diese sind." #. type: Plain text #: puzzles.but:1072 msgid "\\I{controls, for Mines}Mines controls" msgstr "\\I{Steuerung, von Mines}Mines-Steuerung" #. type: Plain text #: puzzles.but:1076 msgid "If you left-click in a covered square, it will be uncovered." msgstr "Falls Sie auf ein bedecktes Quadrat linksklicken, wird es aufgedeckt." #. type: Plain text #: puzzles.but:1081 msgid "" "If you right-click in a covered square, it will place a flag which indicates " "that the square is believed to be a mine. Left-clicking in a marked square " "will not uncover it, for safety. You can right-click again to remove a mark " "placed in error." msgstr "" "Falls Sie auf ein bedecktes Quadrat rechtsklicken, wird eine Flagge " "platziert, die anzeigt, dass darunter eine Mine vermutet wird. Aus " "Sicherheitsgründen werden markierte Quadrate beim Linksklicken nicht " "aufgedeckt. Durch Rechtsklick können Sie aber fehlerhafte Markierungen " "wieder entfernen." #. type: Plain text #: puzzles.but:1089 msgid "" "If you left-click in an \\e{uncovered} square, it will \\q{clear around} the " "square. This means: if the square has exactly as many flags surrounding it " "as it should have mines, then all the covered squares next to it which are " "\\e{not} flagged will be uncovered. So once you think you know the location " "of all the mines around a square, you can use this function as a shortcut to " "avoid having to click on each of the remaining squares one by one." msgstr "" "Falls Sie in ein aufgedecktes Quadrat linksklicken, wird die Umgebung des " "Quadrats \\q{bereinigt}. Dies bedeutet: Falls um das Quadrat genausoviele " "Flaggen markiert wurden wie Minen vorhanden sein sollten, dann werden alle " "benachbarten abgedeckten Quadrate \\e{ohne} Flagge aufgedeckt. Sie können " "diese Funktion daher benutzen, wenn Sie glauben, dass Sie den Ort aller " "Minen rund um das Quadrat kennen, um nicht alle verbliebenen Quadrate " "einzeln durch Klicken aufdecken zu müssen." #. type: Plain text #: puzzles.but:1095 msgid "" "If you uncover a square which has \\e{no} mines in the surrounding eight " "squares, then it is obviously safe to uncover those squares in turn, and so " "on if any of them also has no surrounding mines. This will be done for you " "automatically; so sometimes when you uncover a square, a whole new area will " "open up to be explored." msgstr "" "Falls Sie ein Quadrat aufdecken, bei dem sich \\e{keine} Minen in den " "benachbarten acht Quadraten befinden, ist es offensichtlich sicher, diese " "Quadrate ebenfalls aufzudecken. Dies wird für Sie automatisch vorgenommen. " "Daher kann manchmal das Aufdecken eines einzelnen Quadrates eine ganz neues " "Gebiet zur Erforschung öffnen." #. type: Plain text #: puzzles.but:1101 msgid "" "You can also use the cursor keys to move around the minefield. Pressing the " "return key in a covered square uncovers it, and in an uncovered square will " "clear around it (so it acts as the left button), pressing the space bar in a " "covered square will place a flag (similarly, it acts as the right button)." msgstr "" "Sie können auch die Pfeiltasten zur Bewegung im Minenfeld verwenden. Ein " "verdecktes Quadrat wird mit der Eingabetaste aufgedeckt und um ein " "aufgedecktes Quadrat herum wird bereinigt (d.h. dies funktioniert wie bei " "der linken Maustaste). Durch Drücken der Leertaste auf einem verdeckten " "Quadrat wird eine Flagge angebracht (entsprechend verhält sie sich wie die " "rechten Taste)." #. type: Plain text #: puzzles.but:1103 msgid "All the actions described in \\k{common-actions} are also available." msgstr "" "Alle in \\k{common-actions} beschriebenen Aktionen sind auch verfügbar." #. type: Plain text #: puzzles.but:1111 msgid "" "Even Undo is available, although you might consider it cheating to use it. " "If you step on a mine, the program will only reveal the mine in question " "(unlike most other implementations, which reveal all of them). You can then " "Undo your fatal move and continue playing if you like. The program will " "track the number of times you died (and Undo will not reduce that counter), " "so when you get to the end of the game you know whether or not you did it " "without making any errors." msgstr "" "Sogar Undo ist verfügbar; allerdings sollten Sie dies als Schummeln " "betrachten. Falls Sie auf eine Mine treten, wird das Programm nur diese Mine " "anzeigen (anders als die meisten anderen Implementierungen, die dann alle " "Minen zeigen). Sie können Ihren fatalen Spielzug rückgängig machen und wenn " "Sie möchten weiterspielen. Das Programm merkt sich, wie häufig Sie gestorben " "sind (und Undo reduziert diese Anzahl nicht), daher wissen Sie beim " "Spielende, ob Sie es ohne Fehler geschafft haben." #. type: Plain text #: puzzles.but:1115 msgid "" "(If you really want to know the full layout of the grid, which other " "implementations will show you after you die, you can always use the Solve " "menu option.)" msgstr "" "(Falls Sie wirklich das gesamte Layout des Gitters wissen wollen, das Ihnen " "andere Implementierungen nach Ihrem Tod zeigen, können Sie stets die " "Menüoption Solve verwenden.)" #. type: Plain text #: puzzles.but:1117 msgid "\\I{parameters, for Mines}Mines parameters" msgstr "\\I{Parameter, für Mines}Mines-Parameter" #. type: Plain text #: puzzles.but:1120 msgid "" "The options available from the \\q{Custom...} option on the \\q{Type} menu " "are:" msgstr "Die unter \\q{Custom} im Menü \\q{Type} verfügbaren Optionen sind:" #. type: Plain text #: puzzles.but:1124 puzzles.but:1196 puzzles.but:1269 puzzles.but:1717 #: puzzles.but:1788 puzzles.but:1884 puzzles.but:2042 puzzles.but:2098 #: puzzles.but:2207 puzzles.but:2403 puzzles.but:2702 puzzles.but:2847 #: puzzles.but:2912 puzzles.but:3054 msgid "Size of grid in squares." msgstr "Größe des Gitters in Quadraten" #. type: e{#1} #: puzzles.but:1126 msgid "Mines" msgstr "Mines" #. type: Plain text #: puzzles.but:1131 msgid "" "Number of mines in the grid. You can enter this as an absolute mine count, " "or alternatively you can put a \\cw{%} sign on the end in which case the " "game will arrange for that proportion of the squares in the grid to be mines." msgstr "" "Anzahl der Minen im Gitter. Sie können diese als absolute Minenzahl angeben " "oder alternativ können Sie ein \\cw{%}-Zeichen ans Ende setzen, wodurch das " "Spiel für den gewünschten Anteil an Minen auf Quadraten im Spiel sorgen wird." #. type: Plain text #: puzzles.but:1138 msgid "" "Beware of setting the mine count too high. At very high densities, the " "program may spend forever searching for a solvable grid." msgstr "" "Setzen Sie die Minenzahl nicht zu hoch. Bei sehr hohen Dichten kann das " "Programm ewig suchen, um ein lösbares Gitter zu ermitteln." #. type: e{#1} #: puzzles.but:1140 puzzles.but:1212 msgid "Ensure solubility" msgstr "Ensure solubility" #. type: Plain text #: puzzles.but:1145 msgid "" "When this option is enabled (as it is by default), Mines will ensure that " "the entire grid can be fully deduced starting from the initial open space. " "If you prefer the riskier grids generated by other implementations, you can " "switch off this option." msgstr "" "Wenn diese Option aktiviert ist (sie ist es standardmäßig) wird Mines " "sicherstellen, dass das gesamte Gitter komplett vom anfänglich offenen Platz " "aus hergeleitet werden kann. Falls Sie die riskanteren Gitter, wie sie von " "anderen Implementierungen generiert werden, bevorzugen, können Sie diese " "Option abschalten." #. type: Plain text #: puzzles.but:1148 msgid "\\i{Same Game}" msgstr "\\i{Same Game}" #. type: Plain text #: puzzles.but:1150 msgid "\\cfg{winhelp-topic}{games.samegame}" msgstr "\\cfg{winhelp-topic}{games.samegame}" #. type: Plain text #: puzzles.but:1155 msgid "" "You have a grid of coloured squares, which you have to clear by highlighting " "contiguous regions of more than one coloured square; the larger the region " "you highlight, the more points you get (and the faster you clear the arena)." msgstr "" "Sie bekommen ein Gitter farbiger Quadrate, das Sie bereinigen müssen, indem " "Sie zusammenhängende Regionen von mehr als einem gefärbtem Quadrat " "hervorheben müssen. Je größer die hervorgehobene Region, desto mehr Punkte " "bekommen Sie (und desto schneller bereinigen Sie die Arena)." #. type: Plain text #: puzzles.but:1159 msgid "" "If you clear the grid you win. If you end up with nothing but single squares " "(i.e., there are no more clickable regions left) you lose." msgstr "" "Falls Sie das gesamte Gitter bereinigen, gewinnen Sie. Falls Sie am Ende nur " "einzelne Quadrate haben (d.h. es keine klickbaren Regionen mehr gibt), " "verlieren Sie." #. type: Plain text #: puzzles.but:1163 msgid "" "Removing a region causes the rest of the grid to shuffle up: blocks that are " "suspended will fall down (first), and then empty columns are filled from the " "right." msgstr "" "Das Entfernen einer Region führt dazu, dass das Gitter " "durcheinandergewürfelt wird: Frei hängende Blöcke fallen herunter (als " "erstes) und dann werden leere Spalten von rechts aus aufgefüllt." #. type: Plain text #: puzzles.but:1165 msgid "Same Game was contributed to this collection by James Harvey." msgstr "Same Game wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:1167 msgid "\\i{Same Game controls}" msgstr "\\i{Same Game-Steuerung}" #. type: IM{#1} #: puzzles.but:1168 puzzles.but:1169 puzzles.but:1170 msgid "Same Game controls" msgstr "Same Game-Steuerung" #. type: IM #: puzzles.but:1168 #, no-wrap msgid "controls, for Same Game" msgstr "Steuerung, von Same Game" #. type: IM #: puzzles.but:1169 #, no-wrap msgid "keys, for Same Game" msgstr "Tasten, für Same Game" #. type: IM #: puzzles.but:1170 #, no-wrap msgid "shortcuts (keyboard), for Same Game" msgstr "Tastaturkürzel, für Same Game" #. type: Plain text #: puzzles.but:1176 msgid "" "If you left-click an unselected region, it becomes selected (possibly " "clearing the current selection)." msgstr "" "Falls Sie auf eine nicht ausgewählte Region linksklicken, wird sie " "ausgewählt (und möglicherweise eine bestehende Auswahl aufgehoben)." #. type: Plain text #: puzzles.but:1179 msgid "" "If you left-click the selected region, it will be removed (and the rest of " "the grid shuffled immediately)." msgstr "" "Falls Sie auf eine ausgewählte Region linksklicken wird diese entfernt (und " "der Rest des Gitters sofort durcheinandergewürfelt)." #. type: Plain text #: puzzles.but:1181 msgid "If you right-click the selected region, it will be unselected." msgstr "" "Falls Sie auf eine ausgewählte Region rechtsklicken, wird die Auswahl " "aufgehoben." #. type: Plain text #: puzzles.but:1185 msgid "" "The cursor keys move a cursor around the grid. Pressing the Space or Enter " "keys while the cursor is in an unselected region selects it; pressing Space " "or Enter again removes it as above." msgstr "" "Die Pfeiltasten bewegen den Cursor über das Gitter. Durch Drücken der " "Eingabe- oder Leertaste in einer nicht ausgewählten Region wird diese " "ausgewählt, durch Drücken der Leer- oder Eingabetaste wird diese, wie oben " "beschrieben, entfernt." #. type: Plain text #: puzzles.but:1189 msgid "\\I{parameters, for Same Game}Same Game parameters" msgstr "\\I{Parameter, für Same Game}Same Game-Parameter" #. type: e{#1} #: puzzles.but:1198 msgid "No. of colours" msgstr "No. of colours" #. type: Plain text #: puzzles.but:1202 msgid "" "Number of different colours used to fill the grid; the more colours, the " "fewer large regions of colour and thus the more difficult it is to " "successfully clear the grid." msgstr "" "Anzahl an verschiedenen Farben, die zum Auffüllen des Gitters verwandt " "werden. Je mehr Farben, desto weniger große Regionen einer Farbe existieren " "und desto schwieriger ist es, das Gitter erfolgreich zu bereinigen." #. type: e{#1} #: puzzles.but:1204 msgid "Scoring system" msgstr "Scoring system" #. type: Plain text #: puzzles.but:1210 msgid "" "Controls the precise mechanism used for scoring. With the default system, \\q" "{(n-2)^2}, only regions of three squares or more will score any points at " "all. With the alternative \\q{(n-1)^2} system, regions of two squares score " "a point each, and larger regions score relatively more points." msgstr "" "Steuert den genauen Mechanismus der Punkteverteilung. Mit dem " "Standardsystem, \\q{(n-2)^2} werden nur Regionen mit drei oder mehr " "Quadraten überhaupt Punkte liefern. Mit dem alternativen System \\q{(n-1)^2} " "bringen Regionen von zwei Quadraten jeweils einen Punkt und größere Regionen " "bringen relativ mehr Punkte." #. type: Plain text #: puzzles.but:1215 msgid "" "If this option is ticked (the default state), generated grids will be " "guaranteed to have at least one solution." msgstr "" "Falls diese Option angekreuzt ist (der Standardzustand) haben die " "generierten Gitter mindestens eine Lösung." #. type: Plain text #: puzzles.but:1227 msgid "" "If you turn it off, the game generator will not try to guarantee soluble " "grids; it will, however, still ensure that there are at least 2 squares of " "each colour on the grid at the start (since a grid with exactly one square " "of a given colour is \\e{definitely} insoluble). Grids generated with this " "option disabled may contain more large areas of contiguous colour, leading " "to opportunities for higher scores; they can also take less time to generate." msgstr "" "Falls Sie dies ausschalten, wird der Spielegenerator nicht versuchen, " "lösbare Gitter zu erzeugen; er wird allerdings sicherstellen, dass am Anfang " "mindestens zwei Quadrate im Gitter von jeder Farbe vorhanden sind (da ein " "Gitter mit genau einem Quadrat einer Farbe \\e{definitiv} unlösbar ist). " "Gitter, bei denen diese Option beim Erzeugen deaktiviert wurde, können mehr " "große Gebiete mit durchlaufender Farbe enthalten und damit zur Möglichkeit " "größerer Punktzahlen führen; sie könnten auch schneller generiert sein." #. type: Plain text #: puzzles.but:1230 msgid "\\i{Flip}" msgstr "\\i{Flip}" #. type: Plain text #: puzzles.but:1232 msgid "\\cfg{winhelp-topic}{games.flip}" msgstr "\\cfg{winhelp-topic}{games.flip}" #. type: Plain text #: puzzles.but:1237 msgid "" "You have a grid of squares, some light and some dark. Your aim is to light " "all the squares up at the same time. You can choose any square and flip its " "state from light to dark or dark to light, but when you do so, other squares " "around it change state as well." msgstr "" "Sie verfügen über ein Gitter von Quadraten, einige hell und andere dunkel. " "Ihr Ziel besteht darin, alle Quadrate gleichzeitig aufzuhellen. Sie können " "jedes Quadrat auswählen und seinen Zustand von hell auf dunkel oder " "umgekehrt umschalten. Allerdings ändern dabei auch andere benachbarte " "Quadrate ihren Zustand." #. type: Plain text #: puzzles.but:1240 msgid "" "Each square contains a small diagram showing which other squares change when " "you flip it." msgstr "" "Jedes Quadrat enthält ein kleines Diagramm, das anzeigt, welche anderen " "Quadrate sich ändern, wenn Sie es umschalten." #. type: Plain text #: puzzles.but:1242 msgid "\\i{Flip controls}" msgstr "\\i{Flip-Steuerung}" #. type: IM{#1} #: puzzles.but:1243 puzzles.but:1244 puzzles.but:1245 msgid "Flip controls" msgstr "Flip-Steuerung" #. type: IM #: puzzles.but:1243 #, no-wrap msgid "controls, for Flip" msgstr "Steuerung, von Flip" #. type: IM #: puzzles.but:1244 #, no-wrap msgid "keys, for Flip" msgstr "Tasten, für Flip" #. type: IM #: puzzles.but:1245 #, no-wrap msgid "shortcuts (keyboard), for Flip" msgstr "Tastaturkürzel, für Flip" #. type: Plain text #: puzzles.but:1252 msgid "" "Left-click in a square to flip it and its associated squares, or use the " "cursor keys to choose a square and the space bar or Enter key to flip." msgstr "" "Linksklick in ein Quadrat dreht es und seine zugehörigen Quadrate. Sie " "können auch die Pfeiltasten verwenden, um ein Quadrat auszuwählen und die " "Leer- oder Eingabetaste, um es umzudrehen." #. type: Plain text #: puzzles.but:1258 msgid "" "If you use the \\q{Solve} function on this game, it will mark some of the " "squares in red. If you click once in every square with a red mark, the game " "should be solved. (If you click in a square \\e{without} a red mark, a red " "mark will appear in it to indicate that you will need to reverse that " "operation to reach the solution.)" msgstr "" "Falls Sie die Funktion \\q{Solve} in diesem Spiel benutzen, wird sie einige " "Quadrate rot markieren. Falls Sie einmal auf jedes Quadrat mit einer roten " "Markierung klicken, sollte das Spiel gelöst sein. (Falls Sie auf ein Quadrat " "\\e{ohne} eine rote Markierung klicken, wird darin eine rote Markierung " "erscheinen, um anzudeuten, dass Sie diese Operation zurücknehmen müssen, um " "die Lösung zu erreichen.)" #. type: Plain text #: puzzles.but:1262 msgid "\\I{parameters, for flip}Flip parameters" msgstr "\\I{Parameter, für Flip}Flip-Parameter" #. type: e{#1} #: puzzles.but:1271 msgid "Shape type" msgstr "Shape type" #. type: Plain text #: puzzles.but:1278 msgid "" "This control determines the shape of the region which is flipped by clicking " "in any given square. The default setting, \\q{Crosses}, causes every square " "to flip itself and its four immediate neighbours (or three or two if it's at " "an edge or corner). The other setting, \\q{Random}, causes a random shape to " "be chosen for every square, so the game is different every time." msgstr "" "Diese Einstellung bestimmt die Form der Region, die durch Klicken in eines " "der zugehörigen Quadrate gedreht wird. \\q{Crosses} führt dazu, dass jedes " "Quadrat und seine vier direkten Nachbarn (oder drei oder zwei, falls es an " "einer Seite oder in einer Ecke ist) umgedreht werden. Die andere " "Einstellung, \\q{Random}, führt dazu, dass eine zufällige Region um jedes " "Quadrat gewählt wird, so dass das Spiel jedes mal anders ist." #. type: Plain text #: puzzles.but:1281 msgid "\\i{Guess}" msgstr "\\i{Guess}" #. type: Plain text #: puzzles.but:1283 msgid "\\cfg{winhelp-topic}{games.guess}" msgstr "\\cfg{winhelp-topic}{games.guess}" #. type: Plain text #: puzzles.but:1287 msgid "" "You have a set of coloured pegs, and have to reproduce a predetermined " "sequence of them (chosen by the computer) within a certain number of guesses." msgstr "" "Sie haben einen Satz an gefärbten Stiften und müssen eine vorgegebene " "Sequenz (die vom Computer bestimmt wird) innerhalb einer bestimmten Anzahl " "von Rateversuchen reproduzieren." #. type: Plain text #: puzzles.but:1291 msgid "" "Each guess gets marked with the number of correctly-coloured pegs in the " "correct places (in black), and also the number of correctly-coloured pegs in " "the wrong places (in white)." msgstr "" "Jede Vermutung wird mit der Anzahl der korrekt gefärbten Stifte an den " "korrekten Plätzen (in schwarz) und der Anzahl an korrekt gefärbten Stiften " "an den falschen Plätzen (in weiß) markiert." #. type: Plain text #: puzzles.but:1296 msgid "" "This game is also known (and marketed, by Hasbro, mainly) as a board game \\q" "{\\i{Mastermind}}, with 6 colours, 4 pegs per row, and 10 guesses. However, " "this version allows custom settings of number of colours (up to 10), number " "of pegs per row, and number of guesses." msgstr "" "Dieses Spiel ist auch (als von hauptsächlich Hasbro vertriebenes) Brettspiel " "\\q{\\i{Mastermind}} mit sechs Farben, vier Stiften pro Zeile und 10 " "Rateversuchen bekannt. Die Version in dieser Sammlung erlaubt allerdings die " "Anpassung der Farbanzahl (bis zu 10), der Anzahl der Stifte pro Zeile und " "der Anzahl der Rateversuche." #. type: Plain text #: puzzles.but:1298 msgid "Guess was contributed to this collection by James Harvey." msgstr "Guess wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:1300 msgid "\\i{Guess controls}" msgstr "\\i{Guess-Steuerung}" #. type: IM{#1} #: puzzles.but:1301 puzzles.but:1302 puzzles.but:1303 msgid "Guess controls" msgstr "Guess-Steuerung" #. type: IM #: puzzles.but:1301 #, no-wrap msgid "controls, for Guess" msgstr "Steuerung, von Guess" #. type: IM #: puzzles.but:1302 #, no-wrap msgid "keys, for Guess" msgstr "Tasten, für Guess" #. type: IM #: puzzles.but:1303 #, no-wrap msgid "shortcuts (keyboard), for Guess" msgstr "Tastaturkürzel, für Guess" #. type: Plain text #: puzzles.but:1311 msgid "" "With the mouse, drag a coloured peg from the tray on the left-hand side to " "its required position in the current guess; pegs may also be dragged from " "current and past guesses to copy them elsewhere. To remove a peg, drag it " "off its current position to somewhere invalid." msgstr "" "Ziehen Sie mit der Maus einen farbigen Stift von der Ablage auf der linken " "Seite an die benötigte Position für die aktuelle Vermutung; Stifte können " "auch von aktuellen und vorherigen Vermutungen als Kopie gezogen werden. Um " "einen Stift zu entfernen, ziehen Sie ihn von seiner aktuellen Position an " "eine beliebige ungültige Position." #. type: Plain text #: puzzles.but:1315 msgid "" "Right-clicking in the current guess adds a \\q{hold} marker; pegs that have " "hold markers will be automatically added to the next guess after marking." msgstr "" "Rechtsklick auf eine aktuelle Vermutung fügt eine \\q{Haltemarkierung} " "hinzu. Stifte, die über eine Haltemarkierung verfügen werden nach der " "Markierung automatisch bei der nächsten Vermutungsrunde hinzugefügt." #. type: Plain text #: puzzles.but:1321 msgid "" "Alternatively, with the keyboard, the up and down cursor keys can be used to " "select a peg colour, the left and right keys to select a peg position, and " "the space bar or Enter key to place a peg of the selected colour in the " "chosen position. \\q{D} or Backspace removes a peg, and \\q{H} adds a hold " "marker." msgstr "" "Alternativ kann auf der Tastatur mit den Hoch- und Runtertasten eine " "Stiftfarbe und mit den Rechts- und Linkstasten die Stiftposition ausgewählt " "werden. Die Leer- oder Eingabetaste platziert den Stift der gewählten Farbe " "an der gewählten Position. \\q{D} oder Rückschritt entfernt einen Stift und " "\\q{H} fügt eine Haltemarkierung hinzu." #. type: Plain text #: puzzles.but:1327 msgid "" "When the guess is complete, the smaller feedback pegs will be highlighted; " "clicking on these (or moving the peg cursor to them with the arrow keys and " "pressing the space bar or Enter key) will mark the current guess, copy any " "held pegs to the next guess, and move the \\q{current guess} marker." msgstr "" "Wenn die Vermutung komplett ist, werden die kleineren Rückmeldestifte " "hervorgehoben; durch Draufklicken (oder Bewegen der Stiftemarkierung mit den " "Pfeiltasten zu ihnen und Drücken der Leer- oder Eingabetaste) wird die die " "aktuelle Vermutung markiert, alle gehaltenen Stifte zur nächsten Vermutung " "kopiert und die \\q{aktuelle Vermutungsmarkierung} verschoben." #. type: Plain text #: puzzles.but:1331 msgid "" "If you correctly position all the pegs the solution will be displayed below; " "if you run out of guesses (or select \\q{Solve...}) the solution will also " "be revealed." msgstr "" "Falls Sie alle Stifte korrekt platzieren, wird die Lösung unten angezeigt; " "falls Ihnen die Vermutungsrunden ausgehen (oder Sie \\q{Solve...} verwenden) " "wird die Lösung auch offengelegt." #. type: Plain text #: puzzles.but:1335 msgid "\\I{parameters, for Guess}Guess parameters" msgstr "\\I{Parameter, für Guess}Guess-Parameter" #. type: Plain text #: puzzles.but:1339 msgid "" "These parameters are available from the \\q{Custom...} option on the \\q" "{Type} menu. The default game matches the parameters for the board game \\q" "{Mastermind}." msgstr "" "Diese Parameter sind von der Option \\q{Custom...} im Menü \\q{Type} " "verfügbar. Das Standardspiel stimmt mit den Parametern für das Brettspiel \\q" "{Mastermind} überein." #. type: e{#1} #: puzzles.but:1341 msgid "Colours" msgstr "Colours" #. type: Plain text #: puzzles.but:1344 msgid "" "Number of colours the solution is chosen from; from 2 to 10 (more is harder)." msgstr "" "Anzahl der Farben, aus der die Lösung ausgewählt wird, von 2 bis 10 (mehr " "sind schwieriger)." #. type: e{#1} #: puzzles.but:1346 msgid "Pegs per guess" msgstr "Pegs per guess" #. type: Plain text #: puzzles.but:1348 msgid "Number of pegs per guess (more is harder)." msgstr "Anzahl der Stifte pro Vermutung (mehr ist schwerer)" #. type: e{#1} #: puzzles.but:1350 msgid "Guesses" msgstr "Guesses" #. type: Plain text #: puzzles.but:1352 msgid "Number of guesses you have to find the solution in (fewer is harder)." msgstr "" "Anzahl der Vermutungsrunden, die Sie zum Finden der Lösung haben (weniger " "ist schwerer)" #. type: e{#1} #: puzzles.but:1354 msgid "Allow blanks" msgstr "Allow blanks" #. type: Plain text #: puzzles.but:1358 msgid "" "Allows blank pegs to be given as part of a guess (makes it easier, because " "you know that those will never be counted as part of the solution). This is " "turned off by default." msgstr "" "Erlaubt Ihnen, leere Stifte als Teil einer Vermutungsrunde anzugeben (dies " "erleichtert es, da Sie wissen, dass diese niemals als Teil einer Lösung " "gezählt werden). Dies ist standardmäßig abgeschaltet." #. type: Plain text #: puzzles.but:1361 msgid "" "Note that this doesn't allow blank pegs in the solution; if you really " "wanted that, use one extra colour." msgstr "" "Beachten Sie, dass dies keine leeren Stifte in der Lösung erlaubt; falls Sie " "das wirklich möchten, verwenden Sie eine zusätzliche Farbe." #. type: e{#1} #: puzzles.but:1363 msgid "Allow duplicates" msgstr "Allow duplicates" #. type: Plain text #: puzzles.but:1367 msgid "" "Allows the solution (and the guesses) to contain colours more than once; " "this increases the search space (making things harder), and is turned on by " "default." msgstr "" "Erlaubt, dass die Lösung (und die Vermutungsrunden) Farben mehr als einmal " "enthalten. Dies vergrößert den Suchraum (und erschwert dadurch die Lösung) " "und ist standardmäßig aktiviert." #. type: Plain text #: puzzles.but:1370 msgid "\\i{Pegs}" msgstr "\\i{Pegs}" #. type: Plain text #: puzzles.but:1372 msgid "\\cfg{winhelp-topic}{games.pegs}" msgstr "\\cfg{winhelp-topic}{games.pegs}" #. type: Plain text #: puzzles.but:1377 msgid "" "A number of pegs are placed in holes on a board. You can remove a peg by " "jumping an adjacent peg over it (horizontally or vertically) to a vacant " "hole on the other side. Your aim is to remove all but one of the pegs " "initially present." msgstr "" "Eine Reihe von Stiften in in Löchern auf einem Brett platziert. Sie können " "einen Stift entfernen, indem Sie einen benachbarten Stift (horizontal oder " "vertikal) in ein leeres Loch auf der anderen Seite darüber springen lassen " "Ihr Ziel besteht darin, alle bis auf einen der anfänglich verfügbaren Stifte " "zu entfernen." #. type: Plain text #: puzzles.but:1380 msgid "" "This game, best known as \\I{Solitaire, Peg}\\q{Peg Solitaire}, is possibly " "one of the oldest puzzle games still commonly known." msgstr "" "Dieses Spiel, am besten als \\I{Solitaire, Peg}\\q{Stifte-Solitaire} " "bekannt, ist möglicherweise eines der ältesten noch bekannten Puzzlespiele." #. type: Plain text #: puzzles.but:1382 msgid "\\i{Pegs controls}" msgstr "\\i{Pegs-Steuerung}" #. type: IM{#1} #: puzzles.but:1383 msgid "Pegs controls" msgstr "Pegs-Steuerung" #. type: IM #: puzzles.but:1383 #, no-wrap msgid "controls, for Pegs" msgstr "Steuerung, von Pegs" #. type: Plain text #: puzzles.but:1390 msgid "" "To move a peg, drag it with the mouse from its current position to its final " "position. If the final position is exactly two holes away from the initial " "position, is currently unoccupied by a peg, and there is a peg in the " "intervening square, the move will be permitted and the intervening peg will " "be removed." msgstr "" "Um einen Stift zu bewegen, ziehen Sie ihn mit der Maus von der aktuellen auf " "die endgültige Position. Falls die endgültige Position genau zwei Löcher von " "der Anfangsposition entfernt ist, in ihr kein Stift ist und sich in dem " "dazwischen liegenden Quadrat ein Stift befindet, wird der Spielzug erlaubt " "und der dazwischenliegende Stift entfernt." #. type: Plain text #: puzzles.but:1394 msgid "" "Vacant spaces which you can move a peg into are marked with holes. A space " "with no peg and no hole is not available for moving at all: it is an " "obstacle which you must work around." msgstr "" "Leerräume, in denen Sie einen Stift bewegen können, werden mit Löchern " "markiert. Ein Leerraum ohne Stift und ohne Loch ist nicht für Spielzüge " "verfügbar: Es ist ein Hindernis, um das Sie sich herumarbeiten müssen." #. type: Plain text #: puzzles.but:1399 msgid "" "You can also use the cursor keys to move a position indicator around the " "board. Pressing the return key while over a peg, followed by a cursor key, " "will jump the peg in that direction (if that is a legal move)." msgstr "" "Sie können auch die Pfeiltasten verwenden, um einen Positionsanzeiger über " "das Brett zu bewegen. Wenn Sie die Eingabetaste gefolgt von einer Pfeiltaste " "drücken, während Sie sich über einem Stift befinden, wird der Stift in die " "angegebene Richtung springen (falls das ein gültiger Spielzug ist)." #. type: Plain text #: puzzles.but:1403 msgid "\\I{parameters, for Pegs}Pegs parameters" msgstr "\\I{Parameter, für Pegs}Pegs-Parameter" #. type: Plain text #: puzzles.but:1410 msgid "Size of grid in holes." msgstr "Größe des Gitters in Löchern." #. type: e{#1} #: puzzles.but:1412 msgid "Board type" msgstr "Board type" #. type: Plain text #: puzzles.but:1419 msgid "" "Controls whether you are given a board of a standard shape or a randomly " "generated shape. The two standard shapes currently supported are \\q{Cross} " "and \\q{Octagon} (also commonly known as the English and European " "traditional board layouts respectively). Selecting \\q{Random} will give " "you a different board shape every time (but always one that is known to have " "a solution)." msgstr "" "Stellt ein, ob Sie ein Brett in der Standardform oder in einer zufällig " "erstellten Form erhalten. Die derzeit unterstützen Standardformen sind \\q" "{Cross} (Kreuz) und \\q{Octagon} (Oktaeder) (auch als englisches bzw " "europäisches Brettformat bekannt). Durch die Auswahl von \\q{Random} " "(Zufall) erhalten Sie jedes Mal eine andere Brettform (aber immer eine, von " "der eine Lösung bekannt ist)." #. type: Plain text #: puzzles.but:1422 msgid "\\i{Dominosa}" msgstr "\\i{Dominosa}" #. type: Plain text #: puzzles.but:1424 msgid "\\cfg{winhelp-topic}{games.dominosa}" msgstr "\\cfg{winhelp-topic}{games.dominosa}" #. type: Plain text #: puzzles.but:1431 msgid "" "A normal set of dominoes \\dash that is, one instance of every (unordered) " "pair of numbers from 0 to 6 \\dash has been arranged irregularly into a " "rectangle; then the number in each square has been written down and the " "dominoes themselves removed. Your task is to reconstruct the pattern by " "arranging the set of dominoes to match the provided array of numbers." msgstr "" "Ein normaler Satz Dominos \\dash d.h. jedes (ungeordnete) Paar von Zahlen " "von 0 bis 6 ist einmal vorhanden \\dash wurde unregelmäßig auf ein Rechteck " "arrangiert; dann wurde die Zahl in jedem Quadrat notiert und die Dominos " "selbst wurden entfernt. Ihre Aufgabe besteht darin, das Muster zu " "rekonstruieren, indem Sie den Satz an Dominos so arrangieren, dass Sie zu " "dem vorgegebenen Zahlenraster passen." #. type: Plain text #: puzzles.but:1434 msgid "" "This puzzle is widely credited to O. S. Adler, and takes part of its name " "from those initials." msgstr "" "Dieses Puzzle wird häufig O. S. Adler zugeschrieben und erhält einen Teil " "seines Namens aus diesen Initialen." #. type: Plain text #: puzzles.but:1436 msgid "\\i{Dominosa controls}" msgstr "\\i{Dominosa-Steuerung}" #. type: IM{#1} #: puzzles.but:1437 msgid "Dominosa controls" msgstr "Dominosa-Steuerung" #. type: IM #: puzzles.but:1437 #, no-wrap msgid "controls, for Dominosa" msgstr "Steuerung, von Dominosa" #. type: Plain text #: puzzles.but:1443 msgid "" "Left-clicking between any two adjacent numbers places a domino covering " "them, or removes one if it is already present. Trying to place a domino " "which overlaps existing dominoes will remove the ones it overlaps." msgstr "" "Klicken mit der linken Maustaste zwischen zwei benachbarten Zahlen " "positioniert einen Domino, der beide bedeckt oder entfernt diesen, falls er " "bereits vorhanden ist. Wird versucht, einen Domino zu positionieren, der " "existierende Dominos überlappt, so werden die überlappten Dominos entfernt." #. type: Plain text #: puzzles.but:1448 msgid "" "Right-clicking between two adjacent numbers draws a line between them, which " "you can use to remind yourself that you know those two numbers are \\e{not} " "covered by a single domino. Right-clicking again removes the line." msgstr "" "Durch Klicken mit der rechten Maustaste zwischen zwei benachbarte Zahlen " "wird eine Linie zwischen ihnen gezogen, die Sie dazu verwenden können, sich " "daran zu erinnern, dass diese zwei Zahlen \\e{nicht} von einem einzelnen " "Domino überdeckt werden. Durch erneutes Klicken mit der rechten Maustaste " "wird die Linie wieder entfernt." #. type: Plain text #: puzzles.but:1454 msgid "" "You can also use the cursor keys to move a cursor around the grid. When the " "cursor is half way between two adjacent numbers, pressing the return key " "will place a domino covering those numbers, or pressing the space bar will " "lay a line between the two squares. Repeating either action removes the " "domino or line." msgstr "" "Sie können auch die Pfeiltasten verwenden, um den Cursor durch das Gitter zu " "bewegen. Wenn der Cursor in der Mitte zwischen zwei benachbarten Zahlen ist, " "wird durch Drücken der Eingabetaste ein Domino platziert, der diese zwei " "Zahlen abdeckt. Wird stattdessen die Leertaste gedrückt, wird eine Linie " "zwischen den zwei Quadraten eingefügt. Durch Wiederholung einer der beiden " "Aktionen wird der Domino oder die Linie wieder entfernt." #. type: Plain text #: puzzles.but:1458 msgid "\\I{parameters, for Dominosa}Dominosa parameters" msgstr "\\I{Parameter, für Dominosa}Dominosa-Parameter" #. type: e{#1} #: puzzles.but:1463 msgid "Maximum number on dominoes" msgstr "Maximum number on dominoes" #. type: Plain text #: puzzles.but:1468 msgid "" "Controls the size of the puzzle, by controlling the size of the set of " "dominoes used to make it. Dominoes with numbers going up to N will give rise " "to an (N+2) \\by (N+1) rectangle; so, in particular, the default value of 6 " "gives an 8\\by\\.7 grid." msgstr "" "Steuert die Größe des Puzzles, indem es die Größe der Menge von hierzu " "verwandten Dominos steuert. Dominos mit Zahlen bis N ergeben ein (N+2) \\by " "(N+1)-Rechteck, damit ergibt der Vorgabewert von 6 ein 8\\by\\.7-Gitter." #. type: Plain text #: puzzles.but:1477 msgid "" "Normally, Dominosa will make sure that the puzzles it presents have only one " "solution. Puzzles with ambiguous sections can be more difficult and " "sometimes more subtle, so if you like you can turn off this feature. Also, " "finding \\e{all} the possible solutions can be an additional challenge for " "an advanced player. Turning off this option can also speed up puzzle " "generation." msgstr "" "Normalerweise stellt Dominosa sicher, dass die vorgestellten Puzzle nur eine " "Lösung haben. Puzzle mit mehrdeutigen Abschnitten können schwieriger und " "manchmal subtiler sein, falls Sie dies mögen, können Sie daher diese " "Funktion abstellen. Auch kann das Finden \\e{aller} möglicher Lösungen eine " "zusätzliche Herausforderung für den fortgeschrittenen Spieler darstellen. " "Abschalten dieser Option kann auch die Puzzleerstellung beschleunigen." #. type: Plain text #: puzzles.but:1480 msgid "\\i{Untangle}" msgstr "\\i{Untangle}" #. type: Plain text #: puzzles.but:1482 msgid "\\cfg{winhelp-topic}{games.untangle}" msgstr "\\cfg{winhelp-topic}{games.untangle}" #. type: Plain text #: puzzles.but:1486 msgid "" "You are given a number of points, some of which have lines drawn between " "them. You can move the points about arbitrarily; your aim is to position the " "points so that no line crosses another." msgstr "" "Sie bekommen eine Reihe von Punkten. Zwischen einigen davon sind Linien " "gezogen. Sie können die Punkte beliebig verschieben; Ihr Ziel besteht darin, " "die Punkte so zu positionieren, dass keine Linie eine andere Linie kreuzt." #. type: Plain text #: puzzles.but:1489 msgid "" "I originally saw this in the form of a Flash game called \\i{Planarity} \\k" "{Planarity}, written by John Tantalo." msgstr "" "Ich habe das Spiel ursprünglich als Flash-Spiel mit dem Namen \\i{Planarity} " "\\k{Planarity}, geschrieben von John Tantalo, gesehen." #. type: Plain text #: puzzles.but:1491 msgid "" "\\W{http://home.cwru.edu/~jnt5/Planarity}\\cw{http://home.cwru.edu/~jnt5/" "Planarity}" msgstr "" "\\W{http://home.cwru.edu/~jnt5/Planarity}\\cw{http://home.cwru.edu/~jnt5/" "Planarity}" #. type: Plain text #: puzzles.but:1493 msgid "\\i{Untangle controls}" msgstr "\\i{Untangle-Steuerung}" #. type: IM{#1} #: puzzles.but:1494 msgid "Untangle controls" msgstr "Untangle-Steuerung" #. type: IM #: puzzles.but:1494 #, no-wrap msgid "controls, for Untangle" msgstr "Steuerung, von Untangle" #. type: Plain text #: puzzles.but:1498 msgid "" "To move a point, click on it with the left mouse button and drag it into a " "new position." msgstr "" "Um einen Punkt zu bewegen, klicken Sie mit der linken Maustaste darauf und " "ziehen Sie ihn an seine neue Position." #. type: Plain text #: puzzles.but:1502 msgid "\\I{parameters, for Untangle}Untangle parameters" msgstr "\\I{Parameter, für Untangle}Untangle-Parameter" #. type: Plain text #: puzzles.but:1505 msgid "" "There is only one parameter available from the \\q{Custom...} option on the " "\\q{Type} menu:" msgstr "" "Es gibt nur einen über die \\q{Custom...}-Option im \\q{Type}-Menü " "verfügbaren Parameter:" #. type: e{#1} #: puzzles.but:1507 msgid "Number of points" msgstr "Number of points" #. type: Plain text #: puzzles.but:1510 msgid "" "Controls the size of the puzzle, by specifying the number of points in the " "generated graph." msgstr "" "Steuert die Größe des Puzzles, indem die Anzahl der Punkte im erstellten " "Graphen angegeben wird." #. type: Plain text #: puzzles.but:1513 msgid "\\i{Black Box}" msgstr "\\i{Black Box}" #. type: Plain text #: puzzles.but:1515 msgid "\\cfg{winhelp-topic}{games.blackbox}" msgstr "\\cfg{winhelp-topic}{games.blackbox}" #. type: Plain text #: puzzles.but:1519 msgid "" "A number of balls are hidden in a rectangular arena. You have to deduce the " "positions of the balls by firing lasers positioned at the edges of the arena " "and observing how their beams are deflected." msgstr "" "Eine Reihe von Bällen sind in einem rechteckigen Gebiet versteckt. Sie " "müssen die Position der Bälle erschließen, indem Sie Laser aus Positionen an " "den Rändern der Arena abfeuern und beobachten, wie ihre Strahlen reflektiert " "werden." #. type: Plain text #: puzzles.but:1523 msgid "" "Beams will travel straight from their origin until they hit the opposite " "side of the arena (at which point they emerge), unless affected by balls in " "one of the following ways:" msgstr "" "Strahlen laufen gradlinig von ihrem Ursprung bis sie die gegenüberliegende " "Seite der Arena treffen (wo sie wieder auftauchen), falls sie nicht in einer " "der folgenden Arten von Bällen betroffen sind:" #. type: Plain text #: puzzles.but:1527 msgid "" "A beam that hits a ball head-on is absorbed and will never re-emerge. This " "includes beams that meet a ball on the first rank of the arena." msgstr "" "Ein Strahl, der einen Ball frontal trifft, wird absorbiert und nicht wieder " "auftauchen. Dies betrifft auch Strahlen, die einen Ball in der ersten Linie " "der Arena treffen." #. type: Plain text #: puzzles.but:1530 msgid "" "A beam with a ball to its front-left square gets deflected 90 degrees to the " "right." msgstr "" "Ein Strahl mit einem Ball im Quadrat vorne links wird um 90 Grad nach rechts " "reflektiert." #. type: Plain text #: puzzles.but:1533 msgid "" "A beam with a ball to its front-right square gets similarly deflected to the " "left." msgstr "" "Ein Strahl mit einem Ball im Quadrat vorne rechts wird entsprechend nach " "links reflektiert." #. type: Plain text #: puzzles.but:1536 msgid "" "A beam that would re-emerge from its entry location is considered to be \\q" "{reflected}." msgstr "" "Ein Strahl, der an seiner Ursprungsposition wieder auftauchen würde, gilt " "als \\q{reflektiert}." #. type: Plain text #: puzzles.but:1540 msgid "" "A beam which would get deflected before entering the arena by a ball to the " "front-left or front-right of its entry point is also considered to be \\q" "{reflected}." msgstr "" "Ein Strahl, der von einem Ball links oder rechts vor dem Eintrittspunkt " "abgelenkt würde, bevor er in die Arena eintritt, wird auch als \\q" "{reflektiert} betrachtet." #. type: Plain text #: puzzles.but:1545 msgid "" "Beams that are reflected appear as a \\q{R}; beams that hit balls head-on " "appear as \\q{H}. Otherwise, a number appears at the firing point and the " "location where the beam emerges (this number is unique to that shot)." msgstr "" "Reflektierte Strahlen tauchen als \\q{R} auf; Strahlen, die Bälle frontal " "treffen, tauchen als \\q{H} auf. Andernfalls erscheint eine Nummer am " "Feuerpunkt und dem Ort, an dem der Strahl wieder auftaucht (diese Nummer ist " "eindeutig diesem Schuss zugeordnet)." #. type: Plain text #: puzzles.but:1549 msgid "" "You can place guesses as to the location of the balls, based on the entry " "and exit patterns of the beams; once you have placed enough balls a button " "appears enabling you to have your guesses checked." msgstr "" "Sie können Vermutungen über den Ort der Bälle, basierend auf den Eintritts- " "und Austrittsmuster der Strahlen, platzieren; sobald Sie genug Bälle " "platziert haben, erscheint ein Knopf, der Ihnen die Überprüfung Ihrer " "Vermutungen erlaubt." #. type: Plain text #: puzzles.but:1552 msgid "" "Here is a diagram showing how the positions of balls can create each of the " "beam behaviours shown above:" msgstr "" "Hier ist ein Diagramm, das Ihnen zeigt, wie die Positionen der Bälle jedes " "der oben beschriebenen Strahlverhalten erzeugen können:" #. type: c #: puzzles.but:1553 #, no-wrap msgid "1RHR----" msgstr "1RHR----" #. type: c #: puzzles.but:1554 #, no-wrap msgid "|..O.O...|" msgstr "|..O.O...|" #. type: c #: puzzles.but:1555 #, no-wrap msgid "2........3" msgstr "2........3" #. type: c #: puzzles.but:1556 puzzles.but:1557 puzzles.but:1575 puzzles.but:1576 #: puzzles.but:1581 puzzles.but:1582 #, no-wrap msgid "|........|" msgstr "|........|" #. type: c #: puzzles.but:1558 #, no-wrap msgid "3........|" msgstr "3........|" #. type: c #: puzzles.but:1559 #, no-wrap msgid "|......O.|" msgstr "|......O.|" #. type: c #: puzzles.but:1560 #, no-wrap msgid "H........|" msgstr "H........|" #. type: c #: puzzles.but:1561 #, no-wrap msgid "|.....O..|" msgstr "|.....O..|" #. type: c #: puzzles.but:1562 #, no-wrap msgid "12-RH---" msgstr "12-RH---" #. type: Plain text #: puzzles.but:1568 msgid "" "As shown, it is possible for a beam to receive multiple reflections before " "re-emerging (see turn 3). Similarly, a beam may be reflected (possibly more " "than once) before receiving a hit (the \\q{H} on the left side of the " "example)." msgstr "" "Wie gezeigt ist es möglich, dass ein Strahl mehrfach reflektiert wird, bevor " "er wieder auftaucht (siehe Spielschritt 3). Ähnlich kann ein Strahl " "(möglicherweise mehr als einmal) reflektiert werden, bevor er einen Treffer " "erhält (das \\q{H} auf der linken Seite im Beispiel)." #. type: Plain text #: puzzles.but:1573 msgid "" "Note that any layout with more than 4 balls may have a non-unique solution. " "The following diagram illustrates this; if you know the board contains 5 " "balls, it is impossible to determine where the fifth ball is (possible " "positions marked with an \\cw{x}):" msgstr "" "Beachten Sie, dass jede Anordnung mit mehr als vier Bällen nicht eindeutige " "Lösungen haben könnte. Das folgende Diagramm illustriert dies; falls Sie " "wissen, dass das Brett fünf Bälle enthält, ist es unmöglich, zu bestimmen, " "wo der fünfte Ball ist (mögliche Lösungen sind durch \\cw{x} gekennzeichnet):" #. type: c #: puzzles.but:1574 puzzles.but:1583 #, no-wrap msgid "--------" msgstr "--------" #. type: c #: puzzles.but:1577 puzzles.but:1580 #, no-wrap msgid "|..O..O..|" msgstr "|..O..O..|" #. type: c #: puzzles.but:1578 puzzles.but:1579 #, no-wrap msgid "|...xx...|" msgstr "|...xx...|" #. type: Plain text #: puzzles.but:1591 msgid "" "For this reason, when you have your guesses checked, the game will check " "that your solution \\e{produces the same results} as the computer's, rather " "than that your solution is identical to the computer's. So in the above " "example, you could put the fifth ball at \\e{any} of the locations marked " "with an \\cw{x}, and you would still win." msgstr "" "Aus diesem Grund testet das Spiel, wenn Sie Ihre Vermutung überprüft haben " "wollen, dass Ihre Lösung \\e{das gleiche Ergebnis} wie die des Computers " "produziert, statt zu prüfen, ob Ihre Lösung mit der des Computers " "übereinstimmt. Daher können Sie im obigen Beispiel den fünften Ball auf \\e" "{einen beliebigen} der mit \\cw{x} markierten Plätze setzen und Sie würden " "immer noch gewinnen." #. type: Plain text #: puzzles.but:1593 msgid "Black Box was contributed to this collection by James Harvey." msgstr "Black Box wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:1595 msgid "\\i{Black Box controls}" msgstr "\\i{Black Box-Steuerung}" #. type: IM{#1} #: puzzles.but:1596 puzzles.but:1597 puzzles.but:1598 msgid "Black Box controls" msgstr "Black Box-Steuerung" #. type: IM #: puzzles.but:1596 #, no-wrap msgid "controls, for Black Box" msgstr "Steuerung, von Black Box" #. type: IM #: puzzles.but:1597 #, no-wrap msgid "keys, for Black Box" msgstr "Tasten, für Black Box" #. type: IM #: puzzles.but:1598 #, no-wrap msgid "shortcuts (keyboard), for Black Box" msgstr "Tastaturkürzel, für Black Box" #. type: Plain text #: puzzles.but:1605 msgid "" "To fire a laser beam, left-click in a square around the edge of the arena. " "The results will be displayed immediately. Clicking or holding the left " "button on one of these squares will highlight the current go (or a previous " "go) to confirm the exit point for that laser, if applicable." msgstr "" "Um einen Laserstrahl abzufeuern, klicken Sie links in ein Quadrat am Rande " "der Arena. Das Ergebnis wird sofort angezeigt. Der aktuelle (oder alte) " "Durchlauf kann durch Drücken oder Halten der linken Taste hervorgehoben " "werden, um den Austrittspunkt für den Laser, falls zutreffend, zu bestätigen." #. type: Plain text #: puzzles.but:1609 msgid "" "To guess the location of a ball, left-click within the arena and a black " "circle will appear marking the guess; click again to remove the guessed ball." msgstr "" "Um den Ort eines Balles zu raten, klicken Sie links in die Arena und ein " "schwarzer Kreis markiert dort die vermutete Position; klicken Sie erneut, um " "den vermuteten Ball zu entfernen." #. type: Plain text #: puzzles.but:1614 msgid "" "Locations in the arena may be locked against modification by right-clicking; " "whole rows and columns may be similarly locked by right-clicking in the " "laser square above/below that column, or to the left/right of that row." msgstr "" "Durch Rechtsklick können Stellen in der Arena gegen Veränderungen gesperrt " "werden; ganze Zeilen und Spalten können entsprechend durch Rechtsklick im " "Laserquadrat oberhalb oder unterhalb der Spalte bzw. rechts oder links der " "Zeile gesperrt werden." #. type: Plain text #: puzzles.but:1618 msgid "" "The cursor keys may also be used to move around the grid. Pressing the Enter " "key will fire a laser or add a new ball-location guess, and pressing Space " "will lock a cell, row, or column." msgstr "" "Die Pfeiltasten können auch zu Bewegung im Gitter verwandt werden. Durch " "Drücken der Eingabetaste wird ein Laser gefeuert oder eine neue Ballort-" "Vermutung hinzugefügt und durch Drücken der Leertaste wird eine Zelle, Zeile " "oder Spalte gesperrt." #. type: Plain text #: puzzles.but:1622 msgid "" "When an appropriate number of balls have been guessed, a button will appear " "at the top-left corner of the grid; clicking that (with mouse or cursor) " "will check your guesses." msgstr "" "Wenn eine geeignete Zahl an Bällen geraten wurde erscheint ein Knopf in der " "oberen linken Ecke des Gitters; durch Anklicken (mit der Maus oder dem " "Cursor) wird Ihre Vermutung überprüft." #. type: Plain text #: puzzles.but:1631 msgid "" "If you click the \\q{check} button and your guesses are not correct, the " "game will show you the minimum information necessary to demonstrate this to " "you, so you can try again. If your ball positions are not consistent with " "the beam paths you already know about, one beam path will be circled to " "indicate that it proves you wrong. If your positions match all the existing " "beam paths but are still wrong, one new beam path will be revealed (written " "in red) which is not consistent with your current guesses." msgstr "" "Falls Sie den \\q{Check}-Knopf anklicken und Ihre Vermutungen nicht korrekt " "sind, wird das Spiel Ihnen das Minimum an Informationen zeigen, um Ihnen " "dies vorzuführen, damit Sie es erneut versuchen können. Falls Ihre " "Ballpositionen nicht mit den Ihnen bereits bekannten Strahlen konsistent " "sind, wird ein Strahl eingekreist, um Ihnen anzudeuten, dass Sie falsch " "liegen. Falls die Positionen zu allen existierenden Strahlen passt, Sie aber " "immer noch falsch liegen, wird ein neuer Strahl (angezeigt in rot) " "aufgedeckt, der nicht zu Ihrer aktuellen Vermutung passt." #. type: Plain text #: puzzles.but:1641 msgid "" "If you decide to give up completely, you can select Solve to reveal the " "actual ball positions. At this point, correctly-placed balls will be " "displayed as filled black circles, incorrectly-placed balls as filled black " "circles with red crosses, and missing balls as filled red circles. In " "addition, a red circle marks any laser you had already fired which is not " "consistent with your ball layout (just as when you press the \\q{check} " "button), and red text marks any laser you \\e{could} have fired in order to " "distinguish your ball layout from the correct one." msgstr "" "Falls Sie sich entscheiden, komplett aufzugeben, können Sie Solve anwählen, " "um die tatsächlichen Ballpositionen aufzudecken. Zu diesem Zeitpunkt werden " "korrekt positionierte Bälle als ausgefüllte schwarze Kreise dargestellt, " "inkorrekt positionierte Bälle als ausgefüllte schwarze Kreise mit roten " "Kreuzen und fehlende Bälle als ausgefüllte rote Kreise. Zusätzlich markieren " "rote Kreise alle Laser, die Sie bereits abgefeuert haben und die nicht mit " "Ihrer Ballverteilung konsistent waren (genauso wie beim Drücken des \\q" "{Check}-Knopfes), und roter Text markiert alle Laser, die Sie abgefeuert " "hätten \\e{können}, um Ihre Ballverteilung von der richtigen zu " "unterscheiden." #. type: Plain text #: puzzles.but:1645 msgid "\\I{parameters, for Black Box}Black Box parameters" msgstr "\\I{Parameter, für Black Box}Black Box-Parameter" #. type: Plain text #: puzzles.but:1653 msgid "" "Size of grid in squares. There are 2 \\by \\e{Width} \\by \\e{Height} lasers " "per grid, two per row and two per column." msgstr "" "Größe des Gitters in Quadraten. Es gibt 2 \\by \\e{Width} \\by \\e{Height} " "Laser pro Gitter, zwei pro Zeile und zwei pro Spalte." #. type: e{#1} #: puzzles.but:1655 msgid "No. of balls" msgstr "No. of balls" #. type: Plain text #: puzzles.but:1662 msgid "" "Number of balls to place in the grid. This can be a single number, or a " "range (separated with a hyphen, like \\q{2-6}), and determines the number of " "balls to place on the grid. The \\q{reveal} button is only enabled if you " "have guessed an appropriate number of balls; a guess using a different " "number to the original solution is still acceptable, if all the beam inputs " "and outputs match." msgstr "" "Anzahl der im Gitter zu positionierenden Bälle. Dies kann eine einzelne Zahl " "oder ein Bereich (getrennt durch einen Bindestrich wie \\q{2-6} sein) und " "bestimmt die Anzahl der im Gitter zu positionierenden Bälle. Der \\q{reveal}-" "Knopf wird nur aktiviert, falls Sie die entsprechende Anzahl von Bällen " "geraten haben; eine Vermutung mit einer anderen Anzahl als die ursprüngliche " "Lösung ist nur akzeptabel, falls alle Strahleingänge und -ausgänge passen." #. type: Plain text #: puzzles.but:1665 msgid "\\i{Slant}" msgstr "\\i{Slant}" #. type: Plain text #: puzzles.but:1667 msgid "\\cfg{winhelp-topic}{games.slant}" msgstr "\\cfg{winhelp-topic}{games.slant}" #. type: Plain text #: puzzles.but:1671 msgid "" "You have a grid of squares. Your aim is to draw a diagonal line through each " "square, and choose which way each line slants so that the following " "conditions are met:" msgstr "" "Sie bekommen ein Gitter von Quadraten. Ihr Ziel besteht darin, eine " "diagonale Linie durch jedes Quadrat zu zeichnen und auszuwählen, in welche " "Richtung sich jede Linie neigt, so dass die folgenden Bedingungen erfüllt " "sind:" #. type: Plain text #: puzzles.but:1673 msgid "The diagonal lines never form a loop." msgstr "Die diagonalen Linien bilden niemals eine Schleife." #. type: Plain text #: puzzles.but:1679 msgid "" "Any point with a circled number has precisely that many lines meeting at it. " "(Thus, a 4 is the centre of a cross shape, whereas a zero is the centre of a " "diamond shape \\dash or rather, a partial diamond shape, because a zero can " "never appear in the middle of the grid because that would immediately cause " "a loop.)" msgstr "" "An jedem Punkt mit einer eingekreisten Zahl treffen sich genau diese Anzahl " "an Linien. (Daher ist die 4 das Zentrum einer Kreuzform, während eine Null " "das Zentrum einer Diamantform ist \\dash oder besser, einer teilweisen " "Diamantform, da eine Null niemals in der Mitte des Gitters auftauchen darf, " "da sie sofort zu einer Schleife führen würde.)" #. type: Plain text #: puzzles.but:1681 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-slant}." msgstr "Dank für dieses Puzzle geht an \\i{Nikoli} \\k{nikoli-slant}." #. type: Plain text #: puzzles.but:1685 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\\cw{http://www.nikoli.co." "jp/puzzles/39/index.htm} (in Japanese)" msgstr "" "\\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\\cw{http://www.nikoli.co." "jp/puzzles/39/index.htm} (auf Japanisch)" #. type: Plain text #: puzzles.but:1687 msgid "\\i{Slant controls}" msgstr "\\i{Slant-Steuerung}" #. type: IM{#1} #: puzzles.but:1688 msgid "Slant controls" msgstr "Slant-Steuerung" #. type: IM #: puzzles.but:1688 #, no-wrap msgid "controls, for Slant" msgstr "Steuerung, von Slant" #. type: Plain text #: puzzles.but:1695 msgid "" "Left-clicking in a blank square will place a \\cw{\\\\} in it (a line " "leaning to the left, i.e. running from the top left of the square to the " "bottom right). Right-clicking in a blank square will place a \\cw{/} in it " "(leaning to the right, running from top right to bottom left)." msgstr "" "Durch Linksklick in ein leeres Quadrat wird dort ein \\cw{\\\\} (eine Linie, " "die sich nach links neigt, d.h. von der linken oberen in die rechte untere " "Ecke des Quadrats läuft) platziert. Durch Rechtsklick in ein leeres Quadrat " "wird dort ein \\cw{/} (Neigung nach rechts, von der rechten oberen in die " "linke untere Ecke) platziert." #. type: Plain text #: puzzles.but:1702 msgid "" "Continuing to click either button will cycle between the three possible " "square contents. Thus, if you left-click repeatedly in a blank square it " "will change from blank to \\cw{\\\\} to \\cw{/} back to blank, and if you " "right-click repeatedly the square will change from blank to \\cw{/} to \\cw" "{\\\\} back to blank. (Therefore, you can play the game entirely with one " "button if you need to.)" msgstr "" "Durch fortlaufendes Drücken eines der Knöpfe wird zyklisch zwischen den drei " "möglichen Quadratinhalten umgeschaltet. Falls Sie daher wiederholt in ein " "leeres Quadrat linksklicken wird es von leer zu \\cw{\\\\} zu \\cw{/} und " "wieder zurück zu leer umschalten und falls Sie wiederholt linksklicken wird " "das Quadrat von leer zu \\cw{/} zu \\cw{\\\\} und wieder zurück zu leer " "umschalten. (Daher können Sie falls notwendig das Spiel komplett mit einer " "Taste spielen)." #. type: Plain text #: puzzles.but:1706 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return or space keys will place a \\cw{\\\\} or a \\cw{/}, respectively, and " "will then cycle them as above." msgstr "" "Sie können auch die Pfeiltasten verwenden, um sich auf dem Gitter zu " "bewegen. Durch Drücken der Eingabe- oder Leertaste wird ein \\cw{\\\\} bzw. " "ein \\cw{/} platziert und diese dann zyklisch wie oben durchlaufen." #. type: Plain text #: puzzles.but:1710 msgid "\\I{parameters, for Slant}Slant parameters" msgstr "\\I{Parameter, für Slant}Slant-Parameter" #. type: e{#1} #: puzzles.but:1719 puzzles.but:1808 puzzles.but:1890 puzzles.but:1974 #: puzzles.but:2100 puzzles.but:2209 puzzles.but:2335 puzzles.but:2405 #: puzzles.but:2558 puzzles.but:2648 puzzles.but:2704 puzzles.but:2766 #: puzzles.but:3056 puzzles.but:3103 msgid "Difficulty" msgstr "Difficulty" #. type: Plain text #: puzzles.but:1728 msgid "" "Controls the difficulty of the generated puzzle. At Hard level, you are " "required to do deductions based on knowledge of \\e{relationships} between " "squares rather than always being able to deduce the exact contents of one " "square at a time. (For example, you might know that two squares slant in the " "same direction, even if you don't yet know what that direction is, and this " "might enable you to deduce something about still other squares.) Even at " "Hard level, guesswork and backtracking should never be necessary." msgstr "" "Steuert die Schwierigkeit des generierten Puzzles. In der Stufe Hard wird " "von Ihnen verlangt, Herleitungen basierend auf Wissen über \\e{Beziehungen} " "zwischen Quadraten zu verwenden, statt immer den Inhalt eines Quadrates auf " "einmal zu erschließen. (Beispielsweise könnten Sie wissen, dass sich zwei " "Quadrate immer in die gleiche Richtung neigen, ohne schon zu wissen, in " "welche Richtung sie es tun und dies könnte Ihnen erlauben, bereits etwas " "anderes über andere Quadrate herzuleiten.) Selbst auf der Stufe Hard sollte " "Raten und Rückverfolgung niemals notwendig sein." #. type: Plain text #: puzzles.but:1731 msgid "\\i{Light Up}" msgstr "\\i{Light Up}" #. type: Plain text #: puzzles.but:1733 msgid "\\cfg{winhelp-topic}{games.lightup}" msgstr "\\cfg{winhelp-topic}{games.lightup}" #. type: Plain text #: puzzles.but:1737 msgid "" "You have a grid of squares. Some are filled in black; some of the black " "squares are numbered. Your aim is to \\q{light up} all the empty squares by " "placing light bulbs in some of them." msgstr "" "Sie haben ein Gitter von Quadraten. Einige sind schwarz ausgefüllt, einige " "der schwarzen Quadrate sind nummeriert. Ihr Ziel besteht darin, alle leeren " "Quadrate zu \\q{erleuchten}, indem Sie in einige davon Glühbirnen platzieren." #. type: Plain text #: puzzles.but:1741 msgid "" "Each light bulb illuminates the square it is on, plus all squares in line " "with it horizontally or vertically unless a black square is blocking the way." msgstr "" "Jede Glühbirne erleuchtet das Quadrat, in dem es sich befindet, sowie alle " "Quadrate in einer Linie (sowohl horizontal als auch vertikal) soweit kein " "schwarzes Quadrat den Weg blockiert." #. type: Plain text #: puzzles.but:1743 msgid "To win the game, you must satisfy the following conditions:" msgstr "Um das Spiel zu gewinnen, müssen folgende Bedingungen erfüllt sein:" #. type: Plain text #: puzzles.but:1745 msgid "All non-black squares are lit." msgstr "Alle nicht schwarzen Quadrate müssen erleuchtet sein." #. type: Plain text #: puzzles.but:1747 msgid "No light is lit by another light." msgstr "Kein Licht wird von einem anderen Licht erleuchtet." #. type: Plain text #: puzzles.but:1750 msgid "" "All numbered black squares have exactly that number of lights adjacent to " "them (in the four squares above, below, and to the side)." msgstr "" "Jedes nummerierte schwarze Quadrat hat genau die angegebene Anzahl an " "Lichtern direkt daneben (in den vier Quadraten oberhalb, unterhalb und an " "den Seiten)." #. type: Plain text #: puzzles.but:1752 msgid "" "Non-numbered black squares may have any number of lights adjacent to them." msgstr "" "Bei nicht nummerierten schwarzen Quadraten darf eine beliebige Anzahl von " "Lichtern in der direkten Nachbarschaft sein." #. type: Plain text #: puzzles.but:1754 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-lightup}." msgstr "Dank für dieses Puzzle geht an \\i{Nikoli} \\k{nikoli-lightup}." #. type: Plain text #: puzzles.but:1756 msgid "Light Up was contributed to this collection by James Harvey." msgstr "Light Up wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:1760 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/32/index-e.htm} (beware of Flash)" msgstr "" "\\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/32/index-e.htm} (Achtung Flash)" #. type: Plain text #: puzzles.but:1762 msgid "\\i{Light Up controls}" msgstr "\\i{Light Up-Steuerung}" #. type: IM{#1} #: puzzles.but:1763 msgid "Light Up controls" msgstr "Light Up-Steuerung" #. type: IM #: puzzles.but:1763 #, no-wrap msgid "controls, for Light Up" msgstr "Steuerung, von Light Up" #. type: Plain text #: puzzles.but:1768 msgid "" "Left-clicking in a non-black square will toggle the presence of a light in " "that square. Right-clicking in a non-black square toggles a mark there to " "aid solving; it can be used to highlight squares that cannot be lit, for " "example." msgstr "" "Durch Linksklick in ein nicht schwarzes Quadrat schalten Sie die Anwesenheit " "eines Lichts an oder aus. Durch Rechtsklick auf ein nicht schwarzes Quadrat " "wird eine Markierung ein- oder ausgeschaltet, um Ihnen bei der Lösung zu " "helfen; beispielsweise kann es Quadrate hervorheben, die nicht beleuchtet " "werden können." #. type: Plain text #: puzzles.but:1770 msgid "" "You may not place a light in a marked square, nor place a mark in a lit " "square." msgstr "" "Sie dürfen weder ein Licht in ein markiertes Quadrat noch eine Markierung in " "ein beleuchtetes Quadrat setzten." #. type: Plain text #: puzzles.but:1774 msgid "" "The game will highlight obvious errors in red. Lights lit by other lights " "are highlighted in this way, as are numbered squares which do not (or " "cannot) have the right number of lights next to them." msgstr "" "Das Spiel wird offensichtliche Fehler rot markieren. Lichter, die von " "anderen Lichtern erleuchtet werden, werden so hervorgehoben, genauso wie " "nummerierte Quadrate, die nicht die richtige Anzahl an Lichtern in der " "direkten Nachbarschaft haben (oder haben können)." #. type: Plain text #: puzzles.but:1777 msgid "" "Thus, the grid is solved when all non-black squares have yellow highlights " "and there are no red lights." msgstr "" "Daher ist das Gitter gelöst, wenn alle nicht schwarzen Quadrate gelb " "hervorgehoben sind und es keine roten Lichter gibt." #. type: Plain text #: puzzles.but:1781 msgid "\\I{parameters, for Light Up}Light Up parameters" msgstr "\\I{Parameter, für Light Up}Light Up-Parameter" #. type: e{#1} #: puzzles.but:1790 msgid "%age of black squares" msgstr "%age of black squares" #. type: Plain text #: puzzles.but:1792 msgid "Rough percentage of black squares in the grid." msgstr "Grobe Prozentzahl an schwarzen Quadraten im Gitter." #. type: Plain text #: puzzles.but:1800 msgid "" "This is a hint rather than an instruction. If the grid generator is unable " "to generate a puzzle to this precise specification, it will increase the " "proportion of black squares until it can." msgstr "" "Dies ist eher ein Hinweis als eine Anweisung. Falls die Gittererzeugung " "eines Puzzles mit der präzisen Spezifikation nicht möglich ist, wird das " "Verhältnis der schwarzen Quadrate solange erhöht, bis die Gittererzeugung " "gelingt." #. type: e{#1} #: puzzles.but:1802 msgid "Symmetry" msgstr "Symmetry" #. type: Plain text #: puzzles.but:1806 msgid "" "Allows you to specify the required symmetry of the black squares in the " "grid. (This does not affect the difficulty of the puzzles noticeably.)" msgstr "" "Erlaubt Ihnen, die benötigte Symmetrie der schwarzen Quadrate im Gitter " "anzugeben. (Dies beeinflusst die Schwierigkeit des Puzzles nicht merklich.)" #. type: Plain text #: puzzles.but:1812 msgid "" "\\q{Easy} means that the puzzles should be soluble without backtracking or " "guessing, \\q{Hard} means that some guesses will probably be necessary." msgstr "" "\\q{Easy} bedeutet, dass das Spiel ohne Rückverfolgungen oder Raten gelöst " "werden kann, \\q{Hard} bedeutet, dass Raten wahrscheinlich notwendig sein " "wird." #. type: Plain text #: puzzles.but:1815 msgid "\\i{Map}" msgstr "\\i{Map}" #. type: Plain text #: puzzles.but:1817 msgid "\\cfg{winhelp-topic}{games.map}" msgstr "\\cfg{winhelp-topic}{games.map}" #. type: Plain text #: puzzles.but:1823 msgid "" "You are given a map consisting of a number of regions. Your task is to " "colour each region with one of four colours, in such a way that no two " "regions sharing a boundary have the same colour. You are provided with some " "regions already coloured, sufficient to make the remainder of the solution " "unique." msgstr "" "Sie bekommen eine Karte bestehend aus einer Anzahl an Regionen. Ihre Aufgabe " "besteht darin, jede Region in einer der vier Farben einzufärben und zwar " "derart, dass keine zwei Regionen mit gemeinsamer Grenze die gleiche Farbe " "haben. Sie erhalten bereits einige Regionen eingefärbt; ausreichend viele, " "um den Rest der Lösung eindeutig zu gestalten." #. type: Plain text #: puzzles.but:1827 msgid "" "Only regions which share a length of border are required to be different " "colours. Two regions which meet at only one \\e{point} (i.e. are diagonally " "separated) may be the same colour." msgstr "" "Nur Regionen, die ein gemeinsames Stück Grenze haben, müssen in " "verschiedenen Farben vorliegen. Zwei Regionen, die sich nur an einem \\e" "{Punkt} treffen (d.h. diagonal separiert sind) können die gleiche Farbe " "haben." #. type: Plain text #: puzzles.but:1834 msgid "" "I believe this puzzle is original; I've never seen an implementation of it " "anywhere else. The concept of a \\i{four-colouring} puzzle was suggested by " "Owen Dunn; credit must also go to Nikoli and to Verity Allan for inspiring " "the train of thought that led to me realising Owen's suggestion was a viable " "puzzle. Thanks also to Gareth Taylor for many detailed suggestions." msgstr "" "Ich bin der Meinung, dieses Puzzle ist ein Original; ich habe niemals " "irgendwo anders eine Implementierung davon gesehen. Das Konzept eines \\i" "{vier Farben}-Puzzles wurde von Owen Dunn vorgeschlagen; Dank muss auch an " "Nikoli und an Verity Allan für die Anregung des Gedankengangs gehen, der " "mich dazu brachte, Owens Vorschlag als mögliches Puzzle zu begreifen. Dank " "auch an Gareth Taylor für viele detaillierte Vorschläge." #. type: Plain text #: puzzles.but:1836 msgid "\\i{Map controls}" msgstr "\\i{Map-Steuerung}" #. type: IM{#1} #: puzzles.but:1837 msgid "Map controls" msgstr "Map-Steuerung" #. type: IM #: puzzles.but:1837 #, no-wrap msgid "controls, for Map" msgstr "Steuerung, von Map" #. type: Plain text #: puzzles.but:1842 msgid "" "To colour a region, click the left mouse button on an existing region of the " "desired colour and drag that colour into the new region." msgstr "" "Um ein Gebiet einzufärben, klicken Sie mit der linken Maustaste in ein " "existierendes Gebiet der gewünschten Farbe und ziehen Sie die Farbe in die " "neue Region." #. type: Plain text #: puzzles.but:1845 msgid "" "(The program will always ensure the starting puzzle has at least one region " "of each colour, so that this is always possible!)" msgstr "" "(Das Programm wird immer sicherstellen, dass das Startpuzzle mindestens eine " "Region in jeder Farbe hat, so dass dies immer möglich ist!)" #. type: Plain text #: puzzles.but:1848 msgid "" "If you need to clear a region, you can drag from an empty region, or from " "the puzzle boundary if there are no empty regions left." msgstr "" "Falls Sie die Farbe in einer Region entfernen möchten, können Sie von einer " "leeren Region hineinziehen oder vom Rand des Puzzles, falls keine leeren " "Regionen mehr übrig sind." #. type: Plain text #: puzzles.but:1854 msgid "" "Dragging a colour using the \\e{right} mouse button will stipple the region " "in that colour, which you can use as a note to yourself that you think the " "region \\e{might} be that colour. A region can contain stipples in multiple " "colours at once. (This is often useful at the harder difficulty levels.)" msgstr "" "Ziehen einer Farbe mit der \\e{rechten} Maustaste tüpfelt die Region in der " "Farbe. Dies können Sie als Hinweis für sich selbst verwenden, dass Sie " "denken, die Region \\e{könnte} diese Farbe haben. Eine Region kann " "gleichzeitig in mehreren Farben getüpfelt werden. (Dies ist bei höheren " "Schwierigkeitsgraden oft nützlich.)" #. type: Plain text #: puzzles.but:1866 msgid "" "You can also use the cursor keys to move around the map: the colour of the " "cursor indicates the position of the colour you would drag (which is not " "obvious if you're on a region's boundary, since it depends on the direction " "from which you approached the boundary). Pressing the return key starts a " "drag of that colour, as above, which you control with the cursor keys; " "pressing the return key again finishes the drag. The space bar can be used " "similarly to create a stippled region. Double-pressing the return key " "(without moving the cursor) will clear the region, as a drag from an empty " "region does: this is useful with the cursor mode if you have filled the " "entire map in but need to correct the layout." msgstr "" "Sie könne auch die Pfeiltasten verwenden, um sich in der Karte zu bewegen; " "die Farbe des Cursors deutet die Position der Farbe, die sie ziehen würden, " "an (die nicht offensichtlich ist, falls Sie auf der Grenze einer Region " "sind, da sie von der Richtung abhängt, von der Sie die Grenze erreicht " "haben). Durch Drücken der Eingabetaste beginnen Sie ein Ziehen dieser Farbe, " "wie oben, die Sie mit den Pfeiltasten steuern. Durch erneutes Drücken der " "Eingabetaste beenden Sie das Ziehen. Ähnlich kann die Leertaste zum Tüpfeln " "einer Region verwandt werden. Doppeltes Drücken der Eingabetaste (ohne " "Bewegen des Cursors) bereinigt die Region, wie dies auch Ziehen von einer " "leeren Region aus tut. Dies ist im Cursor-Modus nützlich, falls Sie die " "gesamte Karte ausgefüllt haben, aber die Verteilung korrigieren müssen." #. type: Plain text #: puzzles.but:1873 msgid "" "If you press L during play, the game will toggle display of a number in each " "region of the map. This is useful if you want to discuss a particular puzzle " "instance with a friend \\dash having an unambiguous name for each region is " "much easier than trying to refer to them all by names such as \\q{the one " "down and right of the brown one on the top border}." msgstr "" "Falls Sie während des Spiels L drücken, wird das Spiel eine Nummer in jeder " "Region der Karte ein- bzw. ausschalten. Dies ist nützlich, falls Sie eine " "bestimmte Puzzleinstanz mit einem Freund diskutieren möchten \\dash ein " "eindeutiger Name für jede Region ist viel einfacher als der Versuch, sie mit " "Namen der Art \\q{die Region unterhalb und rechts von der braunen oben an " "der Grenze} zu referenzieren." #. type: Plain text #: puzzles.but:1877 msgid "\\I{parameters, for Map}Map parameters" msgstr "\\I{Parameter, für Map}Map-Parameter" #. type: e{#1} #: puzzles.but:1886 msgid "Regions" msgstr "Regions" #. type: Plain text #: puzzles.but:1888 msgid "Number of regions in the generated map." msgstr "Anzahl der Regionen in der erzeugten Karte." #. type: Plain text #: puzzles.but:1896 msgid "" "In \\q{Easy} mode, there should always be at least one region whose colour " "can be determined trivially. In \\q{Normal} and \\q{Hard} modes, you will " "have to use increasingly complex logic to deduce the colour of some regions. " "However, it will always be possible without having to guess or backtrack." msgstr "" "Im Modus \\q{Easy} sollte es immer mindestens eine Region geben, dessen " "Farbe trivial ermittelt werden kann. In den Modi \\q{Normal} und \\q{Hard} " "müssen Sie zunehmend komplexe Logik verwenden, um die Farbe einiger Regionen " "zu bestimmen. Es wird allerdings immer ohne Raten oder Rückverfolgen möglich " "sein." #. type: Plain text #: puzzles.but:1905 msgid "" "In \\q{Unreasonable} mode, the program will feel free to generate puzzles " "which are as hard as it can possibly make them: the only constraint is that " "they should still have a unique solution. Solving Unreasonable puzzles may " "require guessing and backtracking." msgstr "" "Im Modus \\q{Unreasonable} wird das Programm die Freiheit einsetzen, so " "schwer wie möglich lösbare Puzzle zu generieren. Die einzige Randbedingung " "ist, dass sie immer noch eine eindeutige Lösung haben sollten. Das Lösen von " "Puzzlen dieser Schwierigkeit kann Raten und Rückverfolgung verlangen." #. type: Plain text #: puzzles.but:1908 msgid "\\i{Loopy}" msgstr "\\i{Loopy}" #. type: Plain text #: puzzles.but:1910 msgid "\\cfg{winhelp-topic}{games.loopy}" msgstr "\\cfg{winhelp-topic}{games.loopy}" #. type: Plain text #: puzzles.but:1915 msgid "" "You are given a grid of dots, marked with yellow lines to indicate which " "dots you are allowed to connect directly together. Your aim is to use some " "subset of those yellow lines to draw a single unbroken loop from dot to dot " "within the grid." msgstr "" "Ihnen wird ein Netz an Punkten zur Verfügung gestellt, die mit gelben Linien " "markiert sind, um anzuzeigen, welche Punkte Sie direkt miteinander verbinden " "dürfen. Ihr Ziel besteht darin, eine Teilmenge der gelben Linien zu " "verwenden, um innerhalb des Netzes eine einzige, nicht unterbrochene " "Schleife von Punkt zu Punkt zu zeichnen." #. type: Plain text #: puzzles.but:1920 msgid "" "Some of the spaces between the lines contain numbers. These numbers indicate " "how many of the lines around that space form part of the loop. The loop you " "draw must correctly satisfy all of these clues to be considered a correct " "solution." msgstr "" "Einige der Leerräume zwischen den Zeilen enthalten Zahlen. Diese Zahlen " "geben an, wie viele der Zeilen um diesen Leerraum herum Teil der Schleife " "sind. Die von Ihnen gezeichnete Schleife muss alle diese Hinweise korrekt " "berücksichtigen, um als korrekte Lösung betrachtet zu werden." #. type: Plain text #: puzzles.but:1924 msgid "" "In the default mode, the dots are arranged in a grid of squares; however, " "you can also play on triangular or hexagonal grids, or even more exotic ones." msgstr "" "Im Standardmodus sind die Punkte als Quadratgitter angeordnet; Sie können " "aber auch auf dreieckigen oder hexagonalen Gittern oder sogar noch " "exotischeren spielen." #. type: Plain text #: puzzles.but:1927 msgid "Credit for the basic puzzle idea goes to \\i{Nikoli} \\k{nikoli-loopy}." msgstr "" "Die Danksagung für die grundlegende Puzzle-Idee geht an \\i{Nikoli} \\k" "{nikoli-loopy}." #. type: Plain text #: puzzles.but:1931 msgid "" "Loopy was originally contributed to this collection by Mike Pinna, and " "subsequently enhanced to handle various types of non-square grid by Lambros " "Lambrou." msgstr "" "Ursprünglich steuerte Mike Pinna Loopy zu dieser Sammlung bei und Lambros " "Lambrou erweiterte es im Folgenden um den Umgang mit verschiedenen, nicht " "quadratischen Gittern." #. type: Plain text #: puzzles.but:1935 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/3/index-e.htm} (beware of Flash)" msgstr "" "\\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/3/index-e.htm} (Achtung Flash)" #. type: Plain text #: puzzles.but:1937 msgid "\\i{Loopy controls}" msgstr "\\i{Loopy-Steuerung}" #. type: IM{#1} #: puzzles.but:1938 msgid "Loopy controls" msgstr "Loopy-Steuerung" #. type: IM #: puzzles.but:1938 #, no-wrap msgid "controls, for Loopy" msgstr "Steuerung, von Loopy" #. type: Plain text #: puzzles.but:1943 msgid "" "Click the left mouse button on a yellow line to turn it black, indicating " "that you think it is part of the loop. Click again to turn the line yellow " "again (meaning you aren't sure yet)." msgstr "" "Klicken Sie mit dem linken Mausknopf auf eine gelbe Linie, um sie zu " "schwärzen und damit anzuzeigen, dass Sie glauben, diese Linie sei Teil der " "Schleife. Klicken Sie erneut darauf, um sie wieder in Gelb umzuwandeln (was " "bedeutet, dass Sie sich noch nicht sicher sind)." #. type: Plain text #: puzzles.but:1948 msgid "" "If you are sure that a particular line segment is \\e{not} part of the loop, " "you can click the right mouse button to remove it completely. Again, " "clicking a second time will turn the line back to yellow." msgstr "" "Falls Sie sich sicher sind, dass ein bestimmtes Liniensegment \\e{nicht} " "Teil der Schleife ist, können Sie mit der rechten Maustaste darauf klicken, " "um es komplett zu entfernen. Ein zweiter Klick wird die Linie wieder Gelb " "einfärben." #. type: Plain text #: puzzles.but:1952 msgid "\\I{parameters, for Loopy}Loopy parameters" msgstr "\\I{Parameter, für Loopy}Loopy-Parameter" #. type: Plain text #: puzzles.but:1962 msgid "" "Size of grid, measured in number of regions across and down. For square " "grids, it's clear how this is counted; for other types of grid you may have " "to think a bit to see how the dimensions are measured." msgstr "" "Größe des Gitters, gemessen in der Anzahl der Regionen horizontal und " "vertikal. Für quadratische Gitter ist es klar, wie dies gezählt wird; bei " "anderen Gittern müssen Sie ein bisschen Nachdenken, um zu verstehen, wie " "diese Dimensionen gemessen werden." #. type: e{#1} #: puzzles.but:1964 msgid "Grid type" msgstr "Grid type" #. type: Plain text #: puzzles.but:1972 msgid "" "Allows you to choose between a selection of types of tiling. Some have all " "the faces the same but may have multiple different types of vertex (e.g. the " "\\e{Cairo} or \\e{Kites} mode); others have all the vertices the same but " "may have different types of face (e.g. the \\e{Great Hexagonal}). The " "square, triangular and honeycomb grids are fully regular, and have all their " "vertices \\e{and} faces the same; this makes them the least confusing to " "play." msgstr "" "Erlaubt Ihnen, zwischen einer Auswahl von Kacheltypen zu wählen. Einige " "haben nur gleiche Flächen, können jedoch unterschiedliche Eckpunkte haben (z." "B der \\e{Cairo}- oder \\e{Kites}-Modus). Andere haben alle Eckpunkte " "gleich, können aber unterschiedliche Flächentypen haben (z.B \\e{Great " "Hexagonal}). Die quadratischen, dreieckigen und wabenförmigen Gitter sind " "völlig gleichmäßig und haben gleiche Eckpunkte \\e{und} Flächen; dies macht " "sie die am wenigsten Verwirrenden beim Spielen." #. type: Plain text #: puzzles.but:1978 msgid "" "Controls the difficulty of the generated puzzle. \\#{FIXME: what " "distinguishes Easy, Medium, and Hard? In particular, when are backtracking/" "guesswork required, if ever?}" msgstr "" "Steuert die Schwierigkeit des erzeugten Puzzles. \\#{FIXME: was " "unterscheidet Easy, Medium und Hard? Wann werden insbesondere backtracking/" "guessword, falls überhaupt, benötigt?}" #. type: Plain text #: puzzles.but:1981 msgid "\\i{Inertia}" msgstr "\\i{Inertia}" #. type: Plain text #: puzzles.but:1983 msgid "\\cfg{winhelp-topic}{games.inertia}" msgstr "\\cfg{winhelp-topic}{games.inertia}" #. type: Plain text #: puzzles.but:1986 msgid "" "You are a small green ball sitting in a grid full of obstacles. Your aim is " "to collect all the gems without running into any mines." msgstr "" "Sie sind ein kleiner grüner Ball, der sich in einem Gitter voller " "Hindernisse befindet. Ihr Ziel besteht darin, alle Edelsteine einzusammeln, " "ohne auf eine Mine zu treffen." #. type: Plain text #: puzzles.but:1995 msgid "" "You can move the ball in any orthogonal \\e{or diagonal} direction. Once " "the ball starts moving, it will continue until something stops it. A wall " "directly in its path will stop it (but if it is moving diagonally, it will " "move through a diagonal gap between two other walls without stopping). Also, " "some of the squares are \\q{stops}; when the ball moves on to a stop, it " "will stop moving no matter what direction it was going in. Gems do \\e{not} " "stop the ball; it picks them up and keeps on going." msgstr "" "Sie können den Ball in jede orthogonale \\e{oder diagonale} Richtung " "bewegen. Sobald der Ball sich einmal bewegt, fährt er fort, bis er gestoppt " "wird. Eine Mauer direkt im Weg stoppt ihn (falls er sich aber diagonal " "bewegt, wird er durch einen diagonalen Spalt zwischen zwei anderen Mauern " "hindurchlaufen, ohne anzuhalten). Auch sind einige der Quadrate \\q" "{Stoppquadrate}; wenn ein Ball auf diese läuft, hält er an, unabhängig " "davon, in welche Richtung er lief. Edelsteine stoppen den Ball \\e{nicht}; " "er nimmt diese auf und läuft weiter." #. type: Plain text #: puzzles.but:1999 msgid "" "Running into a mine is fatal. Even if you picked up the last gem in the same " "move which then hit a mine, the game will count you as dead rather than " "victorious." msgstr "" "Das Treffen einer Mine ist fatal. Selbst wenn Sie den letzten Edelstein im " "gleichen Spielzug aufgenommen haben und dann auf eine Mine treffen, wird das " "Spiel Sie als Tod und nicht als Sieger registrieren." #. type: Plain text #: puzzles.but:2003 msgid "" "This game was originally implemented for Windows by Ben Olmstead \\k{bem}, " "who was kind enough to release his source code on request so that it could " "be re-implemented for this collection." msgstr "" "Dieses Spiel wurde ursprünglich von Ben Olmstead \\k{bem} für Windows " "implementiert, der nett genug war, auf Nachfrage seinen Quellcode zu " "veröffentlichen, so dass das Spiel für diese Sammlung neu implementiert " "werden konnte." #. type: Plain text #: puzzles.but:2005 msgid "\\W{http://xn13.com/}\\cw{http://xn13.com/}" msgstr "\\W{http://xn13.com/}\\cw{http://xn13.com/}" #. type: Plain text #: puzzles.but:2007 msgid "\\i{Inertia controls}" msgstr "\\i{Inertia-Steuerung}" #. type: IM{#1} #: puzzles.but:2008 puzzles.but:2009 puzzles.but:2010 msgid "Inertia controls" msgstr "Inertia-Steuerung" #. type: IM #: puzzles.but:2008 #, no-wrap msgid "controls, for Inertia" msgstr "Steuerung, von Inertia" #. type: IM #: puzzles.but:2009 #, no-wrap msgid "keys, for Inertia" msgstr "Tasten, für Inertia" #. type: IM #: puzzles.but:2010 #, no-wrap msgid "shortcuts (keyboard), for Inertia" msgstr "Tastaturkürzel, für Inertia" #. type: Plain text #: puzzles.but:2016 msgid "" "You can move the ball in any of the eight directions using the numeric " "keypad. Alternatively, if you click the left mouse button on the grid, the " "ball will begin a move in the general direction of where you clicked." msgstr "" "Sie können den Ball in jede der acht Richtungen mit dem numerischen " "Tastaturfeld bewegen. Alternativ bewegt sich der Ball durch Klicken mit der " "linken Maustaste in dem Gitter in die dadurch vorgegebene Richtung." #. type: Plain text #: puzzles.but:2028 msgid "" "If you use the \\q{Solve} function on this game, the program will compute a " "path through the grid which collects all the remaining gems and returns to " "the current position. A hint arrow will appear on the ball indicating the " "direction in which you should move to begin on this path. If you then move " "in that direction, the arrow will update to indicate the next direction on " "the path. You can also press Space to automatically move in the direction of " "the hint arrow. If you move in a different direction from the one shown by " "the arrow, the hint arrows will stop appearing because you have strayed from " "the provided path; you can then use \\q{Solve} again to generate a new path " "if you want to." msgstr "" "Falls Sie die Funktion \\q{Solve} in diesem Spiel verwenden, wird das " "Programm einen Pfad durch das Gitter berechnen, auf dem alle verbliebenen " "Edelsteine einsammelt und zu der aktuellen Position zurückkehrt wird. Ein " "Hinweispfeil wird am Ball erscheinen, der die Richtung anzeigt, in die Sie " "ihn bewegen sollten, um den Pfad zu beginnen. Falls Sie ihn dann in diese " "Richtung bewegen, wird der Pfeil aktualisiert, um die nächste Richtung im " "Pfad anzuzeigen. Sie können auch die Leertaste drücken, um den Ball " "automatisch in die Richtung des Hinweispfeils zu bewegen. Falls Sie den Ball " "in eine andere Richtung als die vom Hinweispfeil angezeigte bewegen, dann " "wird der Hinweispfeil nicht mehr angezeigt, da Sie vom vorgegebenen Pfad " "abgewichen sind; Sie können dann \\q{Solve} erneut aufrufen, um einen neuen " "Pfad zu erzeugen, falls Sie dies möchten." #. type: Plain text #: puzzles.but:2033 msgid "" "All the actions described in \\k{common-actions} are also available. In " "particular, if you do run into a mine and die, you can use the Undo function " "and resume playing from before the fatal move. The game will keep track of " "the number of times you have done this." msgstr "" "Alle in \\k{common-actions} beschriebenen Aktionen sind auch verfügbar. " "Insbesondere können Sie die Undo-Funktion benutzen, falls Sie in eine Mine " "laufen und sterben, und das Spiel vor dem fatalen Spielzug fortsetzen. Das " "Spiel verfolgt mit, wie häufig Sie das gemacht haben." #. type: Plain text #: puzzles.but:2035 msgid "\\I{parameters, for Inertia}Inertia parameters" msgstr "\\I{Parameter, für Inertia}Inertia-Parameter" #. type: Plain text #: puzzles.but:2045 msgid "\\i{Tents}" msgstr "\\i{Tents}" #. type: Plain text #: puzzles.but:2047 msgid "\\cfg{winhelp-topic}{games.tents}" msgstr "\\cfg{winhelp-topic}{games.tents}" #. type: Plain text #: puzzles.but:2051 msgid "" "You have a grid of squares, some of which contain trees. Your aim is to " "place tents in some of the remaining squares, in such a way that the " "following conditions are met:" msgstr "" "Sie bekommen ein Gitter aus Quadraten, von denen auf einigen Bäume stehen. " "Ihr Ziel besteht darin, auf einige der verbliebenen Quadrate Zelte " "aufzustellen, so dass die folgenden Bedingungen erfüllt sind:" #. type: Plain text #: puzzles.but:2053 msgid "There are exactly as many tents as trees." msgstr "Es gibt genausoviele Zelte wie Bäume." #. type: Plain text #: puzzles.but:2058 msgid "" "The tents and trees can be matched up in such a way that each tent is " "directly adjacent (horizontally or vertically, but not diagonally) to its " "own tree. However, a tent may be adjacent to other trees as well as its own." msgstr "" "Die Zelte und Bäume können so zugeordnet werden, dass sich jedes Zelt " "(horizontal oder vertikal, aber nicht diagonal) neben seinem Baum befindet. " "Ein Zelt darf sich aber auch neben anderen als dem eigenen Baum befinden." #. type: Plain text #: puzzles.but:2061 msgid "No two tents are adjacent horizontally, vertically \\e{or diagonally}." msgstr "" "Keine zwei Zelte befinden sich horizontal, vertikal \\e{oder diagonal} " "nebeneinander." #. type: Plain text #: puzzles.but:2064 msgid "" "The number of tents in each row, and in each column, matches the numbers " "given round the sides of the grid." msgstr "" "Die Anzahl der Zelte in jeder Zeile und in jeder Spalte passt zu der Zahl, " "die am Rande des Gitters angegeben ist." #. type: Plain text #: puzzles.but:2068 msgid "" "This puzzle can be found in several places on the Internet, and was brought " "to my attention by e-mail. I don't know who I should credit for inventing it." msgstr "" "Dieses Puzzle kann an verschiedenen Stellen im Internet gefunden werden und " "ich wurde per E-Mail darauf aufmerksam gemacht. Ich weiß nicht, wem ich für " "die Erfindung meinen Dank aussprechen soll." #. type: Plain text #: puzzles.but:2070 msgid "\\i{Tents controls}" msgstr "\\i{Tents-Steuerung}" #. type: IM{#1} #: puzzles.but:2071 msgid "Tents controls" msgstr "Tents-Steuerung" #. type: IM #: puzzles.but:2071 #, no-wrap msgid "controls, for Tents" msgstr "Steuerung, von Tents" #. type: Plain text #: puzzles.but:2077 msgid "" "Left-clicking in a blank square will place a tent in it. Right-clicking in " "a blank square will colour it green, indicating that you are sure it \\e" "{isn't} a tent. Clicking either button in an occupied square will clear it." msgstr "" "Durch Linksklick in ein leeres Quadrat wird dort ein Zelt positioniert. " "Durch Rechtsklick in ein leeres Quadrat wird dieses grün eingefärbt, um " "anzudeuten, dass Sie sich sicher sind, dass hier \\e{kein} Zelt ist. Durch " "Klicken eines beliebigen Knopfes auf ein nicht leeres Quadrat wird dies " "bereinigt." #. type: Plain text #: puzzles.but:2082 msgid "" "If you \\e{drag} with the right button along a row or column, every blank " "square in the region you cover will be turned green, and no other squares " "will be affected. (This is useful for clearing the remainder of a row once " "you have placed all its tents.)" msgstr "" "Falls Sie mit dem rechten Knopf entlang einer Zeile oder Spalte \\e{ziehen}, " "wird jedes leere Quadrat in der überstrichenen Region grün gefärbt und alle " "anderen Quadrate bleiben unverändert. (Dies ist nützlich, wenn Sie den Rest " "einer Zeile bereinigen wollen, nachdem Sie alle Zelte gesetzt haben.)" #. type: Plain text #: puzzles.but:2087 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return key over an empty square will place a tent, and pressing the space " "bar over an empty square will colour it green; either key will clear an " "occupied square." msgstr "" "Sie können auch die Pfeiltasten verwenden, um sich im Gitter zu bewegen. " "Durch Drücken der Eingabetaste auf einem leeren Feld wird dort ein Zelt " "positioniert und durch Drücken der Leertaste auf einem leeren Feld wird dies " "grün eingefärbt; jede der beiden Tasten wird ein besetztes Quadrat " "bereinigen." #. type: Plain text #: puzzles.but:2091 msgid "\\I{parameters, for Tents}Tents parameters" msgstr "\\I{Parameter, für Tents}Tents-Parameter" #. type: Plain text #: puzzles.but:2104 msgid "" "Controls the difficulty of the generated puzzle. More difficult puzzles " "require more complex deductions, but at present none of the available " "difficulty levels requires guesswork or backtracking." msgstr "" "Steuert die Schwierigkeit der generierten Puzzles. Schwerere Puzzle " "benötigen komplexere Herleitungen, aber derzeit sollte keine der " "Schwierigkeitsstufen Raten und Rückverfolgung benötigen." #. type: Plain text #: puzzles.but:2107 msgid "\\i{Bridges}" msgstr "\\i{Bridges}" #. type: Plain text #: puzzles.but:2109 msgid "\\cfg{winhelp-topic}{games.bridges}" msgstr "\\cfg{winhelp-topic}{games.bridges}" #. type: Plain text #: puzzles.but:2113 msgid "" "You have a set of islands distributed across the playing area. Each island " "contains a number. Your aim is to connect the islands together with bridges, " "in such a way that:" msgstr "" "Sie verfügen über einen Satz von Inseln, die über das Spielfeld verteilt " "sind. Jede Insel enthält eine Nummer. Ihr Ziel besteht darin, die Inseln mit " "Brücken zu verbinden, so dass folgende Bedingungen erfüllt sind:" #. type: Plain text #: puzzles.but:2115 msgid "Bridges run horizontally or vertically." msgstr "Brücken laufen horizontal oder vertikal." #. type: Plain text #: puzzles.but:2118 msgid "" "The number of bridges terminating at any island is equal to the number " "written in that island." msgstr "" "Die Anzahl der auf einer Insel endenden Brücken stimmt mit der auf der Insel " "angegebenen Nummer überein." #. type: Plain text #: puzzles.but:2121 msgid "" "Two bridges may run in parallel between the same two islands, but no more " "than two may do so." msgstr "" "Zwei Brücken dürfen parallel zwischen den gleichen zwei Inseln laufen, aber " "nicht mehr als zwei." #. type: Plain text #: puzzles.but:2123 msgid "No bridge crosses another bridge." msgstr "Keine Brücke kreuzt eine andere Brücke." #. type: Plain text #: puzzles.but:2125 msgid "All the islands are connected together." msgstr "Alle Inseln sind mit Brücken verbunden." #. type: Plain text #: puzzles.but:2131 msgid "" "There are some configurable alternative modes, which involve changing the " "parallel-bridge limit to something other than 2, and introducing the " "additional constraint that no sequence of bridges may form a loop from one " "island back to the same island. The rules stated above are the default ones." msgstr "" "Es gibt einige konfigurierbare andere Modi, die die Begrenzung auf zwei " "parallele Brücken auf etwas anderes als zwei setzen und die zusätzliche " "Randbedingung einführen, dass keine Sequenz von Brücken eine Schleife von " "einer Insel zurück zu der gleichen Insel bilden dürfen. Die oben angegebenen " "Regeln sind die Standardregeln." #. type: Plain text #: puzzles.but:2133 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-bridges}." msgstr "Dank für dieses Puzzle geht an \\i{Nikoli} \\k{nikoli-bridges}." #. type: Plain text #: puzzles.but:2135 msgid "Bridges was contributed to this collection by James Harvey." msgstr "Bridges wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2138 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/14/index-e.htm}" msgstr "" "\\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/14/index-e.htm}" #. type: Plain text #: puzzles.but:2140 msgid "\\i{Bridges controls}" msgstr "\\i{Bridges-Steuerung}" #. type: IM{#1} #: puzzles.but:2141 msgid "Bridges controls" msgstr "Bridges-Steuerung" #. type: IM #: puzzles.but:2141 #, no-wrap msgid "controls, for Bridges" msgstr "Steuerung, von Bridges" #. type: Plain text #: puzzles.but:2149 msgid "" "To place a bridge between two islands, click the mouse down on one island " "and drag it towards the other. You do not need to drag all the way to the " "other island; you only need to move the mouse far enough for the intended " "bridge direction to be unambiguous. (So you can keep the mouse near the " "starting island and conveniently throw bridges out from it in many " "directions.)" msgstr "" "Um eine Brücke zwischen zwei Inseln zu positionieren, klicken Sie mit der " "Maus auf eine der Inseln und ziehen Sie sie dann auf die andere zu. Sie " "müssen sie nicht den ganzen Weg zur anderen Insel ziehen; Sie müssen die " "Maus nur weit genug ziehen, so dass die geplante Brückenrichtung eindeutig " "ist. (Somit können Sie die Maus in der Nähe der Startinsel belassen und " "bequem Brücken von dieser aus in viele Richtungen werfen.)" #. type: Plain text #: puzzles.but:2154 msgid "" "Doing this again when a bridge is already present will add another parallel " "bridge. If there are already as many bridges between the two islands as " "permitted by the current game rules (i.e. two by default), the same dragging " "action will remove all of them." msgstr "" "Ist bereits eine Brücke vorhanden und Sie wiederholen dies, dann wird eine " "weitere, parallele Brücke hinzugefügt. Falls bereits so viele Brücken " "zwischen zwei Inseln vorhanden sind, wie von den aktuellen Spielregeln " "erlaubt sind (d.h. standardmäßig zwei), wird die gleiche Zieh-Aktion alle " "Brücken wieder entfernen." #. type: Plain text #: puzzles.but:2158 msgid "" "If you want to remind yourself that two islands definitely \\e{do not} have " "a bridge between them, you can right-drag between them in the same way to " "draw a \\q{non-bridge} marker." msgstr "" "Falls Sie sich daran erinnern wollen, dass sich zwischen zwei Inseln " "definitiv \\e{keine} Brücke befindet, können Sie in der gleichen Weise mit " "der rechten Maustaste eine \\q{keine-Brücke}-Markierung hinziehen." #. type: Plain text #: puzzles.but:2166 msgid "" "If you think you have finished with an island (i.e. you have placed all its " "bridges and are confident that they are in the right places), you can mark " "the island as finished by left-clicking on it. This will highlight it and " "all the bridges connected to it, and you will be prevented from accidentally " "modifying any of those bridges in future. Left-clicking again on a " "highlighted island will unmark it and restore your ability to modify it." msgstr "" "Falls Sie glauben, Sie haben eine Insel abgeschlossen (d.h. Sie haben alle " "deren Brücken gesetzt und sind sich sicher, dass sie korrekt sind), können " "Sie die Insel durch Anklicken mit der rechten Maustaste als abgeschlossen " "markieren. Dies wird sie und alle daran angeschlossenen Brücken hervorheben " "und Sie davon abhalten, versehentlich in der Zukunft eine dieser Brücken zu " "verändern. Durch erneutes Klicken mit der linken Maustaste entfernen Sie die " "Markierung wieder und stellen die Möglichkeit wieder her, die Insel zu " "bearbeiten." #. type: Plain text #: puzzles.but:2173 msgid "" "You can also use the cursor keys to move around the grid: if possible the " "cursor will always move orthogonally, otherwise it will move towards the " "nearest island to the indicated direction. Pressing the return key followed " "by a cursor key will lay a bridge in that direction (if available); pressing " "the space bar followed by a cursor key will lay a \\q{non-bridge} marker." msgstr "" "Sie können auch die Pfeiltasten zur Bewegung im Gitter verwenden: Falls " "möglich, wird sich der Cursor immer orthogonal bewegen, andernfalls wird er " "sich zur Insel bewegen, die der angezeigten Richtung am nächsten liegt. " "Durch Drücken der Eingabetaste gefolgt von einer Pfeiltaste wird eine Brücke " "in diese Richtung gelegt (falls möglich). Durch Drücken der Leertaste " "gefolgt von einer Pfeiltaste wird eine \\q{keine-Brücke}-Markierung gesetzt." #. type: Plain text #: puzzles.but:2175 msgid "You can mark an island as finished by pressing the return key twice." msgstr "" "Durch zweifaches Drücken der Eingabetaste können Sie eine Insel als beendet " "markieren." #. type: Plain text #: puzzles.but:2177 msgid "Violations of the puzzle rules will be marked in red:" msgstr "Verletzungen der Puzzleregeln werden in rot markiert:" #. type: Plain text #: puzzles.but:2179 msgid "An island with too many bridges will be highlighted in red." msgstr "Eine Insel mit zu vielen Brücken wird in rot hervorgehoben." #. type: Plain text #: puzzles.but:2185 msgid "" "An island with too few bridges will be highlighted in red if it is " "definitely an error (as opposed to merely not being finished yet): if adding " "enough bridges would involve having to cross another bridge or remove a non-" "bridge marker, or if the island has been highlighted as complete." msgstr "" "Eine Insel mit zu wenigen Brücken wird in rot hervorgehoben, wenn es " "definitiv ein Fehler ist (im Gegensatz zur Situation, in der Sie einfach " "noch nicht fertig sind): Falls das Hinzufügen einer ausreichenden Anzahl an " "Brücken dazu führte, dass eine andere Brücke gekreuzt oder eine nicht-" "Brücken-Markierung entfernt würde oder falls die Insel als komplett markiert " "wurde." #. type: Plain text #: puzzles.but:2192 msgid "" "A group of islands and bridges may be highlighted in red if it is a closed " "subset of the puzzle with no way to connect it to the rest of the islands. " "For example, if you directly connect two 1s together with a bridge and they " "are not the only two islands on the grid, they will light up red to indicate " "that such a group cannot be contained in any valid solution." msgstr "" "Eine Gruppe von Inseln und Brücken kann in rot hervorgehoben werden, falls " "sie eine geschlossene Untermenge des Puzzles darstellen, die nicht mehr mit " "dem Rest der Inseln verbunden werden kann. Falls Sie beispielsweise zwei 1er-" "Inseln direkt mit einer Brücke verbinden und sie nicht die einzigen Inseln " "im Gitter sind, werden sie rot markiert, um anzuzeigen, dass eine solche " "Gruppe nicht in einer gültigen Lösung enthalten sein kann." #. type: Plain text #: puzzles.but:2196 msgid "" "If you have selected the (non-default) option to disallow loops in the " "solution, a group of bridges which forms a loop will be highlighted." msgstr "" "Falls Sie die (standardmäßig aktivierte) Option »Allow Loops« deaktiviert " "haben, wird eine Gruppe von Brücken, die eine Schleife darstellen, " "hervorgehoben. " #. type: Plain text #: puzzles.but:2200 msgid "\\I{parameters, for Bridges}Bridges parameters" msgstr "\\I{Parameter, für Bridges}Bridges-Parameter" #. type: Plain text #: puzzles.but:2211 msgid "Difficulty level of puzzle." msgstr "Schwierigkeitsgrad des Puzzles." #. type: e{#1} #: puzzles.but:2213 msgid "Allow loops" msgstr "Allow loops" #. type: Plain text #: puzzles.but:2217 msgid "" "This is set by default. If cleared, puzzles will be generated in such a way " "that they are always soluble without creating a loop, and solutions which do " "involve a loop will be disallowed." msgstr "" "Standardmäßig aktiviert. Falls entfernt, werden die Puzzles derart erzeugt, " "dass sie immer ohne die Erstellung von Schleifen lösbar sind und Lösungen, " "die eine Schleife enthalten, verboten werden." #. type: e{#1} #: puzzles.but:2219 msgid "Max. bridges per direction" msgstr "Max. bridges per direction" #. type: Plain text #: puzzles.but:2223 msgid "" "Maximum number of bridges in any particular direction. The default is 2, but " "you can change it to 1, 3 or 4. In general, fewer is easier." msgstr "" "Maximale Anzahl an Brücken in jede Richtung. Die Vorgabe ist 2 aber Sie " "können Sie auf 1, 3 oder 4 ändern. Im Allgemeinen sind weniger leichter." #. type: e{#1} #: puzzles.but:2225 msgid "%age of island squares" msgstr "%age of island squares" #. type: Plain text #: puzzles.but:2229 msgid "" "Gives a rough percentage of islands the generator will try and lay before " "finishing the puzzle. Certain layouts will not manage to lay enough islands; " "this is an upper bound." msgstr "" "Gibt eine grobe Pozentzahl von Inseln an, die der Generator vor Beenden des " "Puzzles ausprobieren und legen wird. Bestimmte Layouts werden nicht in der " "Lage sein, genügend Inseln zu legen; dies ist eine Obergrenze." #. type: e{#1} #: puzzles.but:2231 msgid "Expansion factor (%age)" msgstr "Expansion factor (%age)" #. type: Plain text #: puzzles.but:2238 msgid "" "The grid generator works by picking an existing island at random (after " "first creating an initial island somewhere). It then decides on a direction " "(at random), and then works out how far it could extend before creating " "another island. This parameter determines how likely it is to extend as far " "as it can, rather than choosing somewhere closer." msgstr "" "Der Gitter-Generator funktioniert folgendermaßen: Zuerst wird irgendwo " "zufällig eine Insel erzeugt (falls noch keine vorhanden ist) oder zufällig " "ausgewählt. Dann wird zufällig eine Richtung ausgewählt und ermittelt, wie " "weit in diese Richtung gegangen werden könnte, bevor eine neue Insel " "erstellt werden muss. Dieser Parameter bestimmt, wie wahrscheinlich es ist, " "das der Generator soweit wie möglich in eine Richtung geht, statt einen " "näheren Ort auszuwählen." #. type: Plain text #: puzzles.but:2242 msgid "" "High expansion factors usually mean easier puzzles with fewer possible " "islands; low expansion factors can create lots of tightly-packed islands." msgstr "" "Hohe Ausdehnungsfaktoren bedeuten für gewöhnlich leichtere Puzzles mit " "weniger möglichen Inseln; niedrige Ausdehnungsfaktoren können zu vielen, eng " "gepackten Inseln führen." #. type: Plain text #: puzzles.but:2245 msgid "\\i{Unequal}" msgstr "\\i{Unequal}" #. type: Plain text #: puzzles.but:2247 msgid "\\cfg{winhelp-topic}{games.unequal}" msgstr "\\cfg{winhelp-topic}{games.unequal}" #. type: Plain text #: puzzles.but:2251 msgid "" "You have a square grid; each square may contain a digit from 1 to the size " "of the grid, and some squares have clue signs between them. Your aim is to " "fully populate the grid with numbers such that:" msgstr "" "Sie bekommen ein Quadratgitter; jedes Quadrat darf eine Ziffer zwischen 1 " "und der Größe des Gitters enthalten. Zwischen einigen Quadraten befindet " "sich ein Hinweiszeichen. Ihr Ziel besteht darin, das Gitter komplett mit " "Zahlen zu befüllen, so dass:" #. type: Plain text #: puzzles.but:2253 puzzles.but:2469 msgid "Each row contains only one occurrence of each digit" msgstr "Jede Zeile jede Ziffer nur einmal enthält" #. type: Plain text #: puzzles.but:2255 puzzles.but:2471 msgid "Each column contains only one occurrence of each digit" msgstr "Jede Spalte jede Ziffer nur einmal enthält" #. type: Plain text #: puzzles.but:2257 msgid "All the clue signs are satisfied." msgstr "Alle Hinweiszeichen sind beachtet worden." #. type: Plain text #: puzzles.but:2259 msgid "There are two modes for this game, \\q{Unequal} and \\q{Adjacent}." msgstr "Es gibt zwei Modi für dieses Spiel, \\q{Unequal} und \\q{Adjacent}." #. type: Plain text #: puzzles.but:2263 msgid "" "In \\q{Unequal} mode, the clue signs are greater-than symbols indicating one " "square's value is greater than its neighbour's. In this mode not all clues " "may be visible, particularly at higher difficulty levels." msgstr "" "Im Modus \\q{Unequal} sind die Hinweiszeichen Größer-Als-Symbole, die " "angeben, dass der Wert eines Quadrats größer als der seines Nachbarn ist. In " "diesem Modus könnten nicht alle Hinweise sichtbar sein, insbesondere bei " "höheren Schwierigkeitsgraden." #. type: Plain text #: puzzles.but:2269 msgid "" "In \\q{Adjacent} mode, the clue signs are bars indicating one square's value " "is numerically adjacent (i.e. one higher or one lower) than its neighbour. " "In this mode all clues are always visible: absence of a bar thus means that " "a square's value is definitely not numerically adjacent to that neighbour's." msgstr "" "Im Modus \\q{Adjacent} sind die Hinweiszeichen senkrechte Striche, die " "angeben, dass der Wert eines Quadrats nummerisch benachbart (d.h. einen " "größer oder kleiner) zu dem des Nachbarn ist. In diesem Modus sind alle " "Hinweise immer sichtbar; Abwesenheit eines Striches bedeutet daher, dass der " "Wert eines Quadrats definitiv nicht nummerisch benachbart zu dem des " "Nachbarquadrats ist." #. type: Plain text #: puzzles.but:2273 msgid "" "In \\q{Trivial} difficulty level (available via the \\q{Custom} game type " "selector), there are no greater-than signs in \\q{Unequal} mode; the puzzle " "is to solve the \\i{Latin square} only." msgstr "" "Im Schwierigkeitsgrad \\q{Trivial} (erreichbar über die \\q{Custom}-" "Spieltypauswahl) gibt es keine Größer-als-Zeichen im \\q{Unequal}-Modus; das " "Puzzle besteht nur darin, das \\i{Lateinische Quadrat} zu lösen." #. type: Plain text #: puzzles.but:2276 msgid "" "At the time of writing, the \\q{Unequal} mode of this puzzle is appearing in " "the Guardian weekly under the name \\q{\\i{Futoshiki}}." msgstr "" "Zum Zeitpunkt des Schreibens erscheint der Modus \\q{Unequal} des Puzzles in " "der »Guardian weekly« unter dem Namen \\q{\\i{Futoshiki}}." #. type: Plain text #: puzzles.but:2278 msgid "Unequal was contributed to this collection by James Harvey." msgstr "Unequal wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2280 msgid "\\i{Unequal controls}" msgstr "\\i{Unequal-Steuerung}" #. type: IM{#1} #: puzzles.but:2281 msgid "Unequal controls" msgstr "Unequal-Steuerung" #. type: IM #: puzzles.but:2281 #, no-wrap msgid "controls, for Unequal" msgstr "Steuerung, von Unequal" #. type: Plain text #: puzzles.but:2284 msgid "Unequal shares much of its control system with Solo." msgstr "Unequal hat viel mit dem Steuersystem von Solo gemeinsam." #. type: Plain text #: puzzles.but:2289 msgid "" "To play Unequal, simply click the mouse in any empty square and then type a " "digit or letter on the keyboard to fill that square. If you make a mistake, " "click the mouse in the incorrect square and press Space to clear it again " "(or use the Undo feature)." msgstr "" "Um Unequal zu spielen, klicken Sie mit der Maus einfach in ein leeres " "Quadrat und geben mit der Tastatur eine Ziffer oder einen Buchstaben ein, um " "das Quadrat zu füllen. Falls Sie einen Fehler machen, klicken Sie mit der " "Maus in das falsch ausgefüllte Quadrat und drücken Sie die Leertaste, um es " "wieder zu leeren (oder verwenden Sie die Undo-Funktionalität)." #. type: Plain text #: puzzles.but:2312 msgid "" "As for Solo, the cursor keys can be used in conjunction with the digit keys " "to set numbers or pencil marks. You can also use the 'M' key to auto-fill " "every numeric hint, ready for removal as required, or the 'H' key to do the " "same but also to remove all obvious hints." msgstr "" "Wie bei Solo können die Pfeiltasten zusammen mit den Zifferntasten verwendet " "werden, um Nummern oder Bleistiftmarkierungen zu setzen. Sie können auch die " "»M«-Taste verwenden, um jeden Vorschlag automatisch eintragen zu lassen, der " "dann zur Entfernung (soweit notwendig) bereit steht oder die »H«-Taste, um " "das gleiche durchzuführen und zusätzlich alle offensichtlichen Vorschläge zu " "entfernen." #. type: Plain text #: puzzles.but:2322 msgid "\\I{parameters, for Unequal}Unequal parameters" msgstr "\\I{Parameter, für Unequal}Unequal-Parameter" #. type: e{#1} #: puzzles.but:2327 msgid "Mode" msgstr "Mode" #. type: Plain text #: puzzles.but:2329 msgid "Mode of the puzzle (\\q{Unequal} or \\q{Adjacent})" msgstr "Modus des Puzzles (\\q{Unequal} oder \\q{Adjacent})" #. type: e{#1} #: puzzles.but:2331 msgid "Size (s*s)" msgstr "Size (s*s)" #. type: Plain text #: puzzles.but:2333 msgid "Size of grid." msgstr "Größe des Gitters." #. type: Plain text #: puzzles.but:2342 msgid "" "Controls the difficulty of the generated puzzle. At Trivial level, there are " "no greater-than signs; the puzzle is to solve the Latin square only. At " "Recursive level (only available via the \\q{Custom} game type selector) " "backtracking will be required, but the solution should still be unique. The " "levels in between require increasingly complex reasoning to avoid having to " "backtrack." msgstr "" "Steuert die Schwierigkeit des erstellten Puzzles. Auf der Stufe Trivial gibt " "es keine Größer-als-Zeichen; das zu lösende Puzzle ist nur das lateinische " "Quadrat. In der Recursive-Stufe (nur über die \\q{Custom}-Spieltypauswahl " "verfügbar) ist Rückverfolgung notwendig, aber die Lösung sollte immer noch " "eindeutig sein. Die Stufen dazwischen benötigen zunehmend komplexe " "Schlussfolgerungen, um Rückverfolgung zu vermeiden." #. type: Plain text #: puzzles.but:2346 msgid "\\i{Galaxies}" msgstr "\\i{Galaxies}" #. type: Plain text #: puzzles.but:2348 msgid "\\cfg{winhelp-topic}{games.galaxies}" msgstr "\\cfg{winhelp-topic}{games.galaxies}" #. type: Plain text #: puzzles.but:2354 msgid "" "You have a rectangular grid containing a number of dots. Your aim is to draw " "edges along the grid lines which divide the rectangle into regions in such a " "way that every region is 180\\u00b0{-degree} rotationally symmetric, and " "contains exactly one dot which is located at its centre of symmetry." msgstr "" "Sie bekommen ein rechteckiges Gitter, das eine Anzahl von Punkten enthält. " "Ihr Ziel besteht darin, Kanten entlang der Gitterlinien zu zeichnen, so dass " "das Gitter in Regionen eingeteilt wird, die 180\\u00b0{-degree} " "rotationssymmetrisch sind und jeweils genau einen Punkt im Symmetriezentrum " "enthalten." #. type: Plain text #: puzzles.but:2358 msgid "" "This puzzle was invented by \\i{Nikoli} \\k{nikoli-galaxies}, under the name " "\\q{Tentai Show}; its name is commonly translated into English as \\q{Spiral " "Galaxies}." msgstr "" "Dieses Puzzle wurde von \\i{Nikoli} \\k{nikoli-galaxies} unter dem Namen \\q" "{Tentai Show} erfunden; der Name wird normalerweise als \\q{Spiral Galaxies} " "ins Englische übersetzt." #. type: Plain text #: puzzles.but:2360 msgid "Galaxies was contributed to this collection by James Harvey." msgstr "Galaxies wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2362 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\\cw{http://www." "nikoli.co.jp/en/puzzles/astronomical_show/}" msgstr "" "\\W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\\cw{http://www." "nikoli.co.jp/en/puzzles/astronomical_show/}" #. type: Plain text #: puzzles.but:2364 msgid "\\i{Galaxies controls}" msgstr "\\i{Galaxies-Steuerung}" #. type: IM{#1} #: puzzles.but:2365 msgid "Galaxies controls" msgstr "Galaxies-Steuerung" #. type: IM #: puzzles.but:2365 #, no-wrap msgid "controls, for Galaxies" msgstr "Steuerung, von Galaxies" #. type: Plain text #: puzzles.but:2373 msgid "" "Left-click on any grid line to draw an edge if there isn't one already, or " "to remove one if there is. When you create a valid region (one which is " "closed, contains exactly one dot, is 180\\u00b0{-degree} symmetric about " "that dot, and contains no extraneous edges inside it) it will be highlighted " "automatically; so your aim is to have the whole grid highlighted in that way." msgstr "" "Klicken Sie links auf jede Gitterlinie, um eine Kante zu zeichnen, falls " "noch keine vorhanden ist oder diese zu entfernen. Wenn Sie eine gültige " "Region erstellt haben (d.h. die Region ist geschlossen, enthält genau einen " "Punkt, ist um diesen 180\\u00b0{-degree} symmetrisch und enthält keine " "fehlerhaften Kanten) wird sie automatisch hervorgehoben; Ihr Ziel besteht " "darin, das gesamte Gitter auf diese Weise hervorgehoben zu bekommen." #. type: Plain text #: puzzles.but:2385 msgid "" "During solving, you might know that a particular grid square belongs to a " "specific dot, but not be sure of where the edges go and which other squares " "are connected to the dot. In order to mark this so you don't forget, you can " "right-click on the dot and drag, which will create an arrow marker pointing " "at the dot. Drop that in a square of your choice and it will remind you " "which dot it's associated with. You can also right-click on existing arrows " "to pick them up and move them, or destroy them by dropping them off the edge " "of the grid. (Also, if you're not sure which dot an arrow is pointing at, " "you can pick it up and move it around to make it clearer. It will swivel " "constantly as you drag it, to stay pointed at its parent dot.)" msgstr "" "Beim Lösen könnte es sein, dass Sie wissen, dass ein bestimmtes " "Gitterquadrat zu einem bestimmten Punkt gehört, ohne dass Sie sich sicher " "sind, wo die Kanten liegen und welche anderen Quadrate mit dem Punkt " "verbunden sind. Um dies zu markieren (damit sie es nicht vergessen) können " "Sie rechts auf den Punkt klicken und ziehen, womit eine Pfeilmarkierung, die " "auf den Punkt zeigt, erstellt wird. Lassen Sie diese in ein Quadrat Ihrer " "Wahl fallen und Sie werden daran erinnert, zu welchem Punkt es zugeordnet " "ist. Sie können auf bestehende Pfeile auch rechtsklicken, um sie aufzunehmen " "und zu bewegen, oder sie durch Ziehen über den Rand des Spielfeldes zu " "zerstören. (Falls Sie sich nicht sicher sind, zu welchem Punkt ein Pfeil " "zeigt, können Sie ihn auch aufnehmen und herumbewegen, um die klar zu " "stellen. Er wird sich ständig drehen, während Sie ihn ziehen, um weiterhin " "auf den Elternpunkt zu zeigen." #. type: Plain text #: puzzles.but:2392 msgid "" "You can also use the cursor keys to move around the grid squares and lines. " "Pressing the return key when over a grid line will draw or clear its edge, " "as above. Pressing the return key when over a dot will pick up an arrow, to " "be dropped the next time the return key is pressed; this can also be used to " "move existing arrows around, removing them by dropping them on a dot or " "another arrow." msgstr "" "Sie können auch die Pfeiltasten verwenden, um sich auf den Gitterquadraten " "und -linen zu bewegen. Durch Drücken der Eingabetaste über einer Gitterlinie " "wird wie oben eine Kante eingefügt oder entfernt. Durch Drücken der " "Eingabetaste über einem Punkt wird ein Pfeil aufgenommen, der dann beim " "nächsten Drücken der Eingabetaste wieder abgelegt wird. Dies kann auch dazu " "verwandt werden, bestehende Pfeile herumzubewegen und sie durch Ablegen auf " "einen Punkt oder einen anderen Pfeil zu entfernen." #. type: Plain text #: puzzles.but:2396 msgid "\\I{parameters, for Galaxies}Galaxies parameters" msgstr "\\I{Parameter, für Galaxies}Galaxies-Parameter" #. type: Plain text #: puzzles.but:2409 msgid "" "Controls the difficulty of the generated puzzle. More difficult puzzles " "require more complex deductions, and the \\q{Unreasonable} difficulty level " "may require backtracking." msgstr "" "Steuert die Schwierigkeit des erstellten Puzzles. Schwierigere Puzzle " "verlangen komplexere Schlüsse und bei der Schwierigkeitsstufe \\q" "{Unreasonable} könnte Rückverfolgung notwendig sein." #. type: Plain text #: puzzles.but:2413 msgid "\\i{Filling}" msgstr "\\i{Filling}" #. type: Plain text #: puzzles.but:2415 msgid "\\cfg{winhelp-topic}{games.filling}" msgstr "\\cfg{winhelp-topic}{games.filling}" #. type: Plain text #: puzzles.but:2420 msgid "" "You have a grid of squares, some of which contain digits, and the rest of " "which are empty. Your job is to fill in digits in the empty squares, in such " "a way that each connected region of squares all containing the same digit " "has an area equal to that digit." msgstr "" "Sie bekommen ein Gitter an Quadraten, von denen einige Ziffern enthalten und " "der Rest leer ist. Ihre Aufgabe besteht darin, Ziffern in die leeren " "Quadrate dergestalt einzufügen, dass jede zusammenhängende Region an " "Quadraten, die die gleiche Ziffer enthalten, ein Fläche abdeckt, die der " "Ziffer entspricht." #. type: Plain text #: puzzles.but:2423 msgid "" "(\\q{Connected region}, for the purposes of this game, does not count " "diagonally separated squares as adjacent.)" msgstr "" "(Für die Zwecke dieses Spiels zählen diagonal getrennte Quadrate bei den \\q" "{verbundenen Regionen} nicht als benachbart.)" #. type: Plain text #: puzzles.but:2428 msgid "" "For example, it follows that no square can contain a zero, and that two " "adjacent squares can not both contain a one. No region has an area greater " "than 9 (because then its area would not be a single digit)." msgstr "" "Daraus folgt beispielsweise, dass kein Quadrat eine Null enthalten kann und " "zwei benachbarte Quadrate keine Eins. Keine Region hat ein Gebiet größer als " "9 (da dann sein Gebiet nicht eine einzelne Ziffer wäre)." #. type: Plain text #: puzzles.but:2430 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-fillomino}." msgstr "Dank für dieses Puzzle geht an \\i{Nikoli} \\k{nikoli-fillomino}." #. type: Plain text #: puzzles.but:2432 msgid "Filling was contributed to this collection by Jonas K\\u00F6{oe}lker." msgstr "" "Filling wurde von Jonas K\\u00F6{oe}lker zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2435 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\\cw{http://www.nikoli.co." "jp/en/puzzles/fillomino/}" msgstr "" "\\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\\cw{http://www.nikoli.co." "jp/en/puzzles/fillomino/}" #. type: Plain text #: puzzles.but:2437 msgid "\\I{controls, for Filling}Filling controls" msgstr "\\I{Steuerung, von Filling}Filling-Steuerung" #. type: Plain text #: puzzles.but:2444 msgid "" "To play Filling, simply click the mouse in any empty square and then type a " "digit on the keyboard to fill that square. By dragging the mouse, you can " "select multiple squares to fill with a single keypress. If you make a " "mistake, click the mouse in the incorrect square and press 0, Space, " "Backspace or Enter to clear it again (or use the Undo feature)." msgstr "" "Um Filling zu spielen, klicken Sie einfach mit der Maus in ein leeres " "Quadrat und tippen Sie eine Ziffer auf der Tastatur, um es zu füllen. Durch " "Ziehen mit der Maus können sie mehrere Quadrate auswählen, um sie durch eine " "einzige Tastatureingabe zu füllen. Falls Sie einen Fehler machen, klicken " "Sie mit der Maus in das inkorrekte Quadrat und drücken 0, die Leer-, " "Rückschritt- oder Eingabetaste, um das Feld wieder zu leeren (oder verwenden " "Sie die Undo-Funktion)." #. type: Plain text #: puzzles.but:2450 msgid "" "You can also move around the grid with the cursor keys; typing a digit will " "fill the square containing the cursor with that number, or typing 0, Space, " "or Enter will clear it. You can also select multiple squares for numbering " "or clearing by using the return key, before typing a digit to fill in the " "highlighted squares (as above)." msgstr "" "Sie können sich im Gitter auch mit den Pfeiltasten bewegen. Durch Drücken " "einer Ziffer wird das Quadrat unter dem Cursor mit der Zahl gefüllt, durch " "Drücken der 0, Leer-, Rückschritt- oder Eingabetaste wird es wieder " "bereinigt. Sie können auch mehrere Quadrate zur Nummerierung oder " "Bereinigung auswählen, indem Sie vor der Eingabe der Ziffer in ein " "hervorgehobenes Quadrat die Eingabetaste drücken (wie oben)." #. type: Plain text #: puzzles.but:2454 msgid "\\I{parameters, for Filling}Filling parameters" msgstr "\\I{Parameter, für Filling}Filling-Parameter" #. type: Plain text #: puzzles.but:2457 msgid "" "Filling allows you to configure the number of rows and columns of the grid, " "through the \\q{Type} menu." msgstr "" "Bei Filling können Sie die Anzahl der Zeilen und Spalten des Gitters mittels " "des \\q{Type}-Menüs einstellen." #. type: Plain text #: puzzles.but:2460 msgid "\\i{Keen}" msgstr "\\i{Keen}" #. type: Plain text #: puzzles.but:2462 msgid "\\cfg{winhelp-topic}{games.keen}" msgstr "\\cfg{winhelp-topic}{games.keen}" #. type: Plain text #: puzzles.but:2467 msgid "" "You have a square grid; each square may contain a digit from 1 to the size " "of the grid. The grid is divided into blocks of varying shape and size, with " "arithmetic clues written in them. Your aim is to fully populate the grid " "with digits such that:" msgstr "" "Sie bekommen ein Quadratgitter; jedes Quadrat darf eine Ziffer zwischen 1 " "und der Größe des Gitters enthalten. Das Gitter ist in Blöcke verschiedener " "Form und Größe eingeteilt, in denen sich arithmetische Hinweise befinden. " "Ihr Ziel besteht darin, das Gitter komplett mit Zahlen zu befüllen, so dass:" #. type: Plain text #: puzzles.but:2475 msgid "" "The digits in each block can be combined to form the number stated in the " "clue, using the arithmetic operation given in the clue. That is:" msgstr "" "Die Ziffern in jedem Block kombiniert werden können, um die im Hinweis " "angegebene Nummer mit dem im Hinweis gegebenen arithmetischen Operator zu " "bilden. Dies heißt:" #. type: Plain text #: puzzles.but:2502 msgid "" "An addition clue means that the sum of the digits in the block must be the " "given number. For example, \\q{15+} means the contents of the block adds up " "to fifteen." msgstr "" "Ein Additionshinweis bedeutet, dass die Summe der Ziffern in den Blöcken " "eine gegebene Nummer sein muss. Beispielsweise bedeutet \\q{15+}, dass die " "Summe der Blöcke 15 ergibt." #. type: Plain text #: puzzles.but:2502 msgid "" "A multiplication clue (e.g. \\q{60\\times}), similarly, means that the " "product of the digits in the block must be the given number." msgstr "" "Ein Multiplikationshinweis (z.B. \\q{60\\times}) bedeutet entsprechend, dass " "das Produkt der Ziffern in dem Block die angegebene Zahl ergeben muss." #. type: Plain text #: puzzles.but:2502 msgid "" "A subtraction clue will always be written in a block of size two, and it " "means that one of the digits in the block is greater than the other by the " "given amount. For example, \\q{2\\minus} means that one of the digits in the " "block is 2 more than the other, or equivalently that one digit minus the " "other one is 2. The two digits could be either way round, though." msgstr "" "Ein Subtraktionshinweis wird immer in einen Block der Größe zwei geschrieben " "und bedeutet, dass eine der Ziffern in dem Block um den angegeben Wert " "größer als die andere sein muss. Beispielsweise bedeutet \\q{2\\minus}, dass " "eine der Ziffern im Block um zwei größer ist als die andere, oder " "äquivalent, dass eine Ziffer minus der anderen zwei beträgt. Die zwei " "Ziffern können in dem Block aber beliebig verteilt sein." #. type: Plain text #: puzzles.but:2502 msgid "" "A division clue (e.g. \\q{3\\divide}), similarly, is always in a block of " "size two and means that one digit divided by the other is equal to the given " "amount." msgstr "" "Ein Divisionshinweis (z.B. \\q{3\\divide}) befindet sich entsprechend immer " "in einem Block der Größe zwei und bedeutet, dass eine Ziffer geteilt durch " "die andere identisch zu der angegebenen Zahl ist." #. type: Plain text #: puzzles.but:2502 msgid "" "Note that a block may contain the same digit more than once (provided the " "identical ones are not in the same row and column). This rule is precisely " "the opposite of the rule in Solo's \\q{Killer} mode (see \\k{solo})." msgstr "" "Beachten Sie, dass ein Block die gleiche Ziffer mehr als einmal beinhalten " "darf (vorausgesetzt, dass die identischen sich nicht in der gleichen Zeile " "und Spalte befinden). Diese Regel ist genau das Gegenteil der Regel im Modus " "\\q{Killer} von Solo (siehe \\k{solo})." #. type: Plain text #: puzzles.but:2504 msgid "This puzzle appears in the Times under the name \\q{\\i{KenKen}}." msgstr "Dieses Puzzle erscheint in der Times unter dem Namen \\q{\\i{KenKen}}." #. type: Plain text #: puzzles.but:2507 msgid "\\i{Keen controls}" msgstr "\\i{Keen-Steuerung}" #. type: IM{#1} #: puzzles.but:2508 msgid "Keen controls" msgstr "Keen-Steuerung" #. type: IM #: puzzles.but:2508 #, no-wrap msgid "controls, for Keen" msgstr "Steuerung, von Keen" #. type: Plain text #: puzzles.but:2511 msgid "Keen shares much of its control system with Solo (and Unequal)." msgstr "Keen hat viel mit dem Steuersystem von Solo (und Unequal) gemeinsam." #. type: Plain text #: puzzles.but:2516 msgid "" "To play Keen, simply click the mouse in any empty square and then type a " "digit on the keyboard to fill that square. If you make a mistake, click the " "mouse in the incorrect square and press Space to clear it again (or use the " "Undo feature)." msgstr "" "Um Keen zu spielen, klicken Sie einfach mit der Maus in ein leeres Quadrat " "und tippen Sie dann eine Ziffer auf der Tastatur, um dieses Quadrat zu " "füllen. Falls Sie einen Fehler gemacht haben, klicken Sie mit der Maus in " "das fehlerhafte Quadrat und drücken Sie die Leertaste, um es wieder zu " "leeren (oder verwenden Sie die Undo-Funktion)." #. type: Plain text #: puzzles.but:2540 puzzles.but:2630 msgid "" "As for Solo, the cursor keys can be used in conjunction with the digit keys " "to set numbers or pencil marks. Use the cursor keys to move a highlight " "around the grid, and type a digit to enter it in the highlighted square. " "Pressing return toggles the highlight into a mode in which you can enter or " "remove pencil marks." msgstr "" "Wie bei Solo können die Pfeiltasten zusammen mit den Zifferntasten verwendet " "werden, um Nummern oder Bleistiftmarkierungen zu setzen. Verwenden Sie die " "Pfeiltasten, um eine Hervorhebung über das Gitter zu bewegen und geben Sie " "eine Ziffer in das hervorgehobene Quadrat ein. Durch Drücken der " "Eingabetaste schalten Sie in einen Modus um, in dem Sie statt der " "Hervorhebung Bleistiftmarkierungen eingeben oder entfernen können." #. type: Plain text #: puzzles.but:2543 puzzles.but:2633 msgid "" "Pressing M will fill in a full set of pencil marks in every square that does " "not have a main digit in it." msgstr "" "Durch Drücken von »M« wird ein kompletter Satz an Bleistiftmarkierungen in " "jedes Quadrat, das noch keine Hauptziffer enthält, eingefügt." #. type: Plain text #: puzzles.but:2547 msgid "\\I{parameters, for Keen}Keen parameters" msgstr "\\I{Parameter, für Keen}Keen-Parameter" #. type: e{#1} #: puzzles.but:2552 puzzles.but:2642 msgid "Grid size" msgstr "Grid size" #. type: Plain text #: puzzles.but:2556 puzzles.but:2646 msgid "" "Specifies the size of the grid. Lower limit is 3; upper limit is 9 (because " "the user interface would become more difficult with \\q{digits} bigger than " "9!)." msgstr "" "Legt die Größe des Gitters fest. Die untere Grenze ist 3; die obere Grenze " "ist 9 (da die Benutzerschnittstelle mit \\q{Ziffern} größer als 9 schwerer " "würde!)." #. type: Plain text #: puzzles.but:2563 puzzles.but:2653 msgid "" "Controls the difficulty of the generated puzzle. At Unreasonable level, some " "backtracking will be required, but the solution should still be unique. The " "remaining levels require increasingly complex reasoning to avoid having to " "backtrack." msgstr "" "Steuert die Schwierigkeit des erstellten Puzzles. In der Stufe " "»Unreasonable« wird Rückverfolgung benötigt, die Lösung sollte aber immer " "noch eindeutig sein. Die Stufen dazwischen benötigen zunehmend komplexe " "Schlussfolgerungen, um Rückverfolgung zu vermeiden." #. type: Plain text #: puzzles.but:2566 msgid "\\i{Towers}" msgstr "\\i{Towers}" #. type: Plain text #: puzzles.but:2568 msgid "\\cfg{winhelp-topic}{games.towers}" msgstr "\\cfg{winhelp-topic}{games.towers}" #. type: Plain text #: puzzles.but:2572 msgid "" "You have a square grid. On each square of the grid you can build a tower, " "with its height ranging from 1 to the size of the grid. Around the edge of " "the grid are some numeric clues." msgstr "" "Sie bekommen ein Quadratgitter. In jedem Quadrat des Gitters können Sie " "einen Turm bauen, wobei die Höhe von 1 bis zu der Gittergröße variiert. Um " "den Rand des Gitters herum befinden sich ein paar nummerische Hinweise." #. type: Plain text #: puzzles.but:2574 msgid "Your task is to build a tower on every square, in such a way that:" msgstr "" "Ihre Aufgabe besteht darin, in jedem Quadrat einen Turm zu bauen, so dass" #. type: Plain text #: puzzles.but:2576 msgid "Each row contains every possible height of tower once" msgstr "jede Zeile jede mögliche Höhe eines Turms einmal enthält" #. type: Plain text #: puzzles.but:2578 msgid "Each column contains every possible height of tower once" msgstr "jede Spalte jede mögliche Höhe eines Turms einmal enthält" #. type: Plain text #: puzzles.but:2586 msgid "" "Each numeric clue describes the number of towers that can be seen if you " "look into the square from that direction, assuming that shorter towers are " "hidden behind taller ones. For example, in a 5\\by\\.5 grid, a clue marked " "\\q{5} indicates that the five tower heights must appear in increasing order " "(otherwise you would not be able to see all five towers), whereas a clue " "marked \\q{1} indicates that the tallest tower (the one marked 5) must come " "first." msgstr "" "jeder numerische Hinweis die Anzahl der Türme beschreibt, die gesehen " "werden, wenn das Quadrat von dieser Seite aus betrachtet wird, wobei " "angenommen wird, dass niedriegere Türme hinter größeren Türmen versteckt " "sind. In einem 5\\by\\.5-Gitter bedeutet ein Hinweis \\q{5}, dass die fünf " "Türme in ansteigender Größe auftauchen müssen (andernfalls könnten nicht " "alle fünf Türme gesehen werden), während ein Hinweis \\q{1} anzeigt, dass " "der höchste Turm (der mit 5 markiert ist) als erstes kommen muss." #. type: Plain text #: puzzles.but:2590 msgid "" "In harder or larger puzzles, some towers will be specified for you as well " "as the clues round the edge, and some edge clues may be missing." msgstr "" "In schwierigeren oder größeren Puzzlen werden neben den Hinweisen an den " "Seiten auch einige Türme spezifiziert und einige Hinweise an den Rändern " "könnten fehlen." #. type: Plain text #: puzzles.but:2593 msgid "" "This puzzle appears on the web under various names, particularly \\q{\\i" "{Skyscrapers}}, but I don't know who first invented it." msgstr "" "Das Puzzle erscheint im Web unter verschiedenen Namen, insbesondere \\q{\\i" "{Skyscrapers}}, aber ich weiß nicht, wer es erfunden hat." #. type: Plain text #: puzzles.but:2596 msgid "\\i{Towers controls}" msgstr "\\i{Towers-Steuerung}" #. type: IM{#1} #: puzzles.but:2597 msgid "Towers controls" msgstr "Towers-Steuerung" #. type: IM #: puzzles.but:2597 #, no-wrap msgid "controls, for Towers" msgstr "Steuerung, von Towers" #. type: Plain text #: puzzles.but:2600 msgid "Towers shares much of its control system with Solo, Unequal and Keen." msgstr "" "Towers hat viel mit dem Steuersystem von Solo, Unequal und Keen gemeinsam." #. type: Plain text #: puzzles.but:2606 msgid "" "To play Towers, simply click the mouse in any empty square and then type a " "digit on the keyboard to fill that square with a tower of the given height. " "If you make a mistake, click the mouse in the incorrect square and press " "Space to clear it again (or use the Undo feature)." msgstr "" "Um Towers zu spielen, klicken Sie einfach mit der Maus in ein leeres Quadrat " "und tippen Sie dann eine Ziffer auf der Tastatur, um dieses Quadrat mit " "einem Turm dieser Höhe zu füllen. Falls Sie einen Fehler gemacht haben, " "klicken Sie mit der Maus in das fehlerhafte Quadrat und drücken Sie die " "Leertaste, um es wieder zu leeren (oder verwenden Sie die Undo-Funktion)." #. type: Plain text #: puzzles.but:2611 msgid "" "If you \\e{right}-click in a square and then type a number, that number will " "be entered in the square as a \\q{pencil mark}. You can have pencil marks " "for multiple numbers in the same square. A square containing a tower cannot " "also contain pencil marks." msgstr "" "Falls Sie in ein Quadrat \\e{rechts-}klicken und dann eine Zahl tippen, wird " "diese Zahl im Quadrat als \\q{Bleistiftmarkierung} eingetragen. Sie können " "Bleistiftmarkierungen für mehrere Zahlen im gleichen Quadrat vornehmen. " "Quadrate, in denen sich ein Turm befindet können nicht auch gleichzeitig " "über Bleistiftmarkierungen verfügen." #. type: Plain text #: puzzles.but:2637 msgid "\\I{parameters, for Towers}Towers parameters" msgstr "\\I{Parameter, für Towers}Towers-Parameter" #. type: Plain text #: puzzles.but:2656 msgid "\\i{Singles}" msgstr "\\i{Singles}" #. type: Plain text #: puzzles.but:2658 msgid "\\cfg{winhelp-topic}{games.singles}" msgstr "\\cfg{winhelp-topic}{games.singles}" #. type: Plain text #: puzzles.but:2662 msgid "" "You have a grid of white squares, all of which contain numbers. Your task is " "to colour some of the squares black (removing the number) so as to satisfy " "all of the following conditions:" msgstr "" "Sie bekommen ein Gitter aus weißen Quadraten, das alle Zahlen enthält. Ihre " "Aufgabe besteht darin, einige davon schwarz zu färben (und damit die Zahl zu " "entfernen), so dass die folgenden Bedingungen alle erfüllt sind:" #. type: Plain text #: puzzles.but:2664 msgid "No number occurs more than once in any row or column." msgstr "Keine Zahl erscheint mehr als einmal in einer Spalte oder Zeile." #. type: Plain text #: puzzles.but:2667 msgid "" "No black square is horizontally or vertically adjacent to any other black " "square." msgstr "" "Kein schwarzes Quadrat ist horizontal oder vertikal zu einem anderen " "schwarzen Quadrat benachbart." #. type: Plain text #: puzzles.but:2670 msgid "" "The remaining white squares must all form one contiguous region (connected " "by edges, not just touching at corners)." msgstr "" "Die verbleibenden weißen Quadrate müssen alle eine kontinuierliche Region " "bilden (verbunden über Kanten, nicht nur Berührungen an Ecken)." #. type: Plain text #: puzzles.but:2673 msgid "" "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-hitori} who call it \\i" "{Hitori}." msgstr "" "Dank für dieses Puzzle geht an \\i{Nikoli} \\k{nikoli-hitori}, die es \\i" "{Hitori} nannten." #. type: Plain text #: puzzles.but:2675 msgid "Singles was contributed to this collection by James Harvey." msgstr "Singles wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2679 msgid "" "\\W{http://www.nikoli.com/en/puzzles/hitori/index.html}\\cw{http://www." "nikoli.com/en/puzzles/hitori/index.html} (beware of Flash)" msgstr "" "\\W{http://www.nikoli.com/en/puzzles/hitori/index.html}\\cw{http://www." "nikoli.com/en/puzzles/hitori/index.html} (Achtung Flash)" #. type: Plain text #: puzzles.but:2681 msgid "\\i{Singles controls}" msgstr "\\i{Singles-Steuerung}" #. type: IM{#1} #: puzzles.but:2682 msgid "Singles controls" msgstr "Singles-Steuerung" #. type: IM #: puzzles.but:2682 #, no-wrap msgid "controls, for Singles" msgstr "Steuerung, von Singles" #. type: Plain text #: puzzles.but:2687 msgid "" "Left-clicking on an empty square will colour it black; left-clicking again " "will restore the number. Right-clicking will add a circle (useful for " "indicating that a cell is definitely not black)." msgstr "" "Durch Linksklick auf ein leeres Quadrat wird es schwarz gefärbt; durch " "erneuten Linksklick wird die Zahl wieder angezeigt. Rechtsklick ergänzt " "einen Kreis (nützlich um anzuzeigen, dass eine Zelle definitiv nicht schwarz " "ist)." #. type: Plain text #: puzzles.but:2691 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return or space keys will turn a square black or add a circle respectively, " "and pressing the key again will restore the number or remove the circle." msgstr "" "Sie können auch die Pfeiltasten verwenden, um sich auf dem Gitter zu " "bewegen. Durch Drücken der Eingabe- oder Leertaste wird ein Quadrat schwarz " "gefärbt oder respektive ein Kreis hinzugefügt und durch erneutes Drücken der " "Taste wird wieder die Zahl gezeigt oder der Kreis entfernt." #. type: Plain text #: puzzles.but:2695 msgid "\\I{parameters, for Singles}Singles parameters" msgstr "\\I{Parameter, für Singles}Singles-Parameter" #. type: Plain text #: puzzles.but:2706 puzzles.but:3058 puzzles.but:3105 msgid "Controls the difficulty of the generated puzzle." msgstr "Steuert die Schwierigkeit des erstellten Puzzles." #. type: Plain text #: puzzles.but:2709 msgid "\\i{Magnets}" msgstr "\\i{Magnets}" #. type: Plain text #: puzzles.but:2711 msgid "\\cfg{winhelp-topic}{games.magnets}" msgstr "\\cfg{winhelp-topic}{games.magnets}" #. type: Plain text #: puzzles.but:2718 msgid "" "A rectangular grid has been filled with a mixture of magnets (that is, " "dominoes with one positive end and one negative end) and blank dominoes " "(that is, dominoes with two neutral poles). These dominoes are initially " "only seen in silhouette. Around the grid are placed a number of clues " "indicating the number of positive and negative poles contained in certain " "columns and rows." msgstr "" "Ein rechteckiges Gitter wurde mit einer Mischung von Magneten (d.h. Dominos " "mit einem positiven und einem negativen Ende) und leeren Dominos (d.h. " "Dominos mit zwei neutralen Polen) gefüllt. Diese Dominos sind anfangs nur " "als Silhouette sichtbar. Um das Gitter herum werden eine Reihe von Hinweisen " "platziert, die die Anzahl an positiven und negativen Polen in bestimmten " "Zeilen und Spalten angeben." #. type: Plain text #: puzzles.but:2723 msgid "" "Your aim is to correctly place the magnets and blank dominoes such that all " "the clues are satisfied, with the additional constraint that no two similar " "magnetic poles may be orthogonally adjacent (since they repel). Neutral " "poles do not repel, and can be adjacent to any other pole." msgstr "" "Ihr Ziel besteht darin, unter Beachtung aller Hinweise die Magnete und " "leeren Dominos korrekt zu setzen. Weitere Randbedingung ist, dass zwei " "gleiche Magnetpole nicht gegenüberliegend benachbart sein dürfen (da sie " "sich abstoßen). Neutrale Pole stoßen sich nicht ab und können neben jedem " "anderen Pol liegen." #. type: Plain text #: puzzles.but:2725 msgid "Credit for this puzzle goes to \\i{Janko} \\k{janko-magnets}." msgstr "Dank für dieses Puzzle geht an \\i{Janko} \\k{janko-magnets}." #. type: Plain text #: puzzles.but:2727 msgid "Magnets was contributed to this collection by James Harvey." msgstr "Magnets wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2730 msgid "" "\\W{http://www.janko.at/Raetsel/Magnete/index.htm}\\cw{http://www.janko.at/" "Raetsel/Magnete/index.htm}" msgstr "" "\\W{http://www.janko.at/Raetsel/Magnete/index.htm}\\cw{http://www.janko.at/" "Raetsel/Magnete/index.htm}" #. type: Plain text #: puzzles.but:2732 msgid "\\i{Magnets controls}" msgstr "\\i{Magnets-Steuerung}" #. type: IM{#1} #: puzzles.but:2733 msgid "Magnets controls" msgstr "Magnets-Steuerung" #. type: IM #: puzzles.but:2733 #, no-wrap msgid "controls, for Magnets" msgstr "Steuerung, von Magnets" #. type: Plain text #: puzzles.but:2739 msgid "" "Left-clicking on an empty square places a magnet at that position with the " "positive pole on the square and the negative pole on the other half of the " "magnet; left-clicking again reverses the polarity, and a third click removes " "the magnet." msgstr "" "Durch Linksklick auf ein leeres Quadrat wird ein Magnet auf dieser Position " "platziert, wobei der positive Pol auf dem Quadrat liegt und der negative auf " "der anderen Hälfte des Magneten; durch erneuten Linksklick wird die " "Polarität vertauscht. Ein dritter Linksklick entfernt den Magnet." #. type: Plain text #: puzzles.but:2744 msgid "" "Right-clicking on an empty square places a blank domino there. Right-" "clicking again places two question marks on the domino, signifying \\q{this " "cannot be blank} (which can be useful to note deductions while solving), and " "right-clicking again empties the domino." msgstr "" "Rechtsklick auf ein leeres Quadrat platziert dort einen Domino. Ein erneuter " "Rechtsklick platziert dort zwei Fragezeichen, die signalisieren, dass \\q" "{dies nicht leer sein kann} (das kann ein hilfreicher Hinweis während des " "Lösens sein) und ein weiterer Rechtsklick leert das Domino wieder." #. type: Plain text #: puzzles.but:2750 msgid "" "You can also use the cursor keys to move a cursor around the grid. Pressing " "the return key will lay a domino with a positive pole at that position; " "pressing again reverses the polarity and then removes the domino, as with " "left-clicking. Using the space bar allows placement of blank dominoes and " "cannot-be-blank hints, as for right-clicking." msgstr "" "Sie können auch die Pfeiltasten verwenden, um den Cursor über das Gitter zu " "bewegen. Durch Drücken der Eingabetaste wird ein Domino mit einem positiven " "Pol an dieser Position abgelegt; durch erneutes Drücken wird die Polarität " "umgedreht und entfernt dann das Domino, wie beim Linksklick. Durch Drücken " "der Eingabetaste wird, wie beim Rechtklick, ein leeres Domino platziert und " "das Feld als nicht leer/sicher belegt markiert." #. type: Plain text #: puzzles.but:2754 msgid "\\I{parameters, for Magnets}Magnets parameters" msgstr "\\I{Parameter, für Magnets}Magnets-Parameter" #. type: Plain text #: puzzles.but:2762 msgid "" "Size of grid in squares. There will be half \\e{Width} \\by \\e{Height} " "dominoes in the grid: if this number is odd then one square will be blank." msgstr "" "Größe des Gitters in Quadraten. Es gibt 0.5 \\by \\e{Width} \\by \\e{Height} " "Dominos pro Gitter: Falls diese Zahl ungerade ist, bleibt ein Quadrat leer." #. type: Plain text #: puzzles.but:2764 msgid "(Grids with at least one odd dimension tend to be easier to solve.)" msgstr "" "(Gitter mit mindestens einer ungeraden Dimension sind tendenziell leichter " "zu lösen.)" #. type: Plain text #: puzzles.but:2770 msgid "" "Controls the difficulty of the generated puzzle. At Tricky level, you are " "required to make more deductions about empty dominoes and row/column counts." msgstr "" "Steuert die Schwierigkeit des erstellten Puzzles. Auf der Stufe »Tricky« " "müssen Sie schwierigere Schlussfolgerungen über leere Dominos und Anzahl von " "Spalten/Zeilen machen." #. type: e{#1} #: puzzles.but:2772 msgid "Strip clues" msgstr "Strip clues" #. type: Plain text #: puzzles.but:2775 msgid "" "If true, some of the clues around the grid are removed at generation time, " "making the puzzle more difficult." msgstr "" "Falls wahr, werden zum Erstellzeitpunkt einige der Hinweise im Gitter " "entfernt, wodurch das Puzzle schwieriger wird." #. type: Plain text #: puzzles.but:2778 msgid "\\i{Signpost}" msgstr "\\i{Signpost}" #. type: Plain text #: puzzles.but:2780 msgid "\\cfg{winhelp-topic}{games.signpost}" msgstr "\\cfg{winhelp-topic}{games.signpost}" #. type: Plain text #: puzzles.but:2790 msgid "" "You have a grid of squares; each square (except the last one) contains an " "arrow, and some squares also contain numbers. Your job is to connect the " "squares to form a continuous list of numbers starting at 1 and linked in the " "direction of the arrows \\dash so the arrow inside the square with the " "number 1 will point to the square containing the number 2, which will point " "to the square containing the number 3, etc. Each square can be any distance " "away from the previous one, as long as it is somewhere in the direction of " "the arrow." msgstr "" "Sie haben ein Gitter von Quadraten. Jedes Quadrat (außer dem letzten) " "enthält einen Pfeil und einige Quadrate enthalten Zahlen. Ihre Aufgabe " "besteht darin, die Quadrate zu verbinden, um eine fortlaufende Liste von " "Zahlen, beginnend mit 1 und verbunden in der Richtung der Pfeile, zu " "erstellen, so dass der Pfeil innerhalb des Quadrats mit der Zahl 1 auf das " "Quadrat mit der Nummer 2 zeigt, das wiederum auf das Quadrat mit der Zahl 3 " "zeigt usw. Jedes Quadrat kann eine beliebige Distanz vom vorherigen entfernt " "sein, solange es irgendwo in der Richtung des Pfeils liegt." #. type: Plain text #: puzzles.but:2793 msgid "" "By convention the first and last numbers are shown; one or more interim " "numbers may also appear at the beginning." msgstr "" "Konventionsgemäß werden die erste und die letzte Zahl angezeigt. Anfangs mag " "auch eine oder mehrere Zahlen in der Mitte erscheinen." #. type: Plain text #: puzzles.but:2796 msgid "" "Credit for this puzzle goes to \\i{Janko} \\k{janko-arrowpath}, who call it " "\\q{Pfeilpfad} (\\q{arrow path})." msgstr "" "Dank für dieses Puzzle geht an \\i{Janko} \\k{janko-arrowpath}, der es \\i" "{Pfeilpfad} nannte." #. type: Plain text #: puzzles.but:2798 msgid "Signpost was contributed to this collection by James Harvey." msgstr "Signpost wurde von James Harvey zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2801 msgid "" "\\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\\cw{http://janko.at/Raetsel/" "Pfeilpfad/index.htm}" msgstr "" "\\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\\cw{http://janko.at/Raetsel/" "Pfeilpfad/index.htm}" #. type: Plain text #: puzzles.but:2803 msgid "\\I{controls, for Signpost}Signpost controls" msgstr "\\I{Steuerung, von Signpost}Signpost-Steuerung" #. type: Plain text #: puzzles.but:2808 msgid "" "To play Signpost, you connect squares together by dragging from one square " "to another, indicating that they are adjacent in the sequence. Drag with the " "left button from a square to its successor, or with the right button from a " "square to its predecessor." msgstr "" "Um Signpost zu spielen, verbinden Sie Quadrate, indem Sie von einem Quadrat " "zu einem anderen ziehen und damit anzeigen, dass sie aufeinander folgen. " "Ziehen Sie mit dem linken Knopf von einem Quadrat zu seinem Nachfolger oder " "mit dem rechten Knopf von einem Quadrat zu seinem Vorgänger." #. type: Plain text #: puzzles.but:2816 msgid "" "If you connect together two squares in this way and one of them has a number " "in it, the appropriate number will appear in the other square. If you " "connect two non-numbered squares, they will be assigned temporary algebraic " "labels: on the first occasion, they will be labelled \\cq{a} and \\cq{a+1}, " "and then \\cq{b} and \\cq{b+1}, and so on. Connecting more squares on to the " "ends of such a chain will cause them all to be labelled with the same letter." msgstr "" "Falls Sie zwei Quadrate auf diese Art verbinden und eines eine Zahl enthält, " "wird die entsprechende Zahl im anderen Quadrat auftauchen. Falls Sie zwei " "Quadrate ohne Zahl verbinden, erhalten Sie temporäre algebraische " "Bezeichnungen: Beim ersten Auftreten werden sie mit \\cq{a} und \\cq{a+1} " "und dann mit \\cq{b} und \\cq{b+1} und so weiter benannt. Werden weitere " "Quadrate am Ende solch einer Kette verbunden, so werden sie alle mit dem " "gleichen Buchstaben bezeichnet." #. type: Plain text #: puzzles.but:2819 msgid "" "When you left-click or right-click in a square, the legal squares to connect " "it to will be shown." msgstr "" "Wenn Sie auf ein Quadrat links oder rechts klicken, werden die Quadrate, zu " "denen eine gültige Verbindung möglich ist, angezeigt." #. type: Plain text #: puzzles.but:2825 msgid "" "The arrow in each square starts off black, and goes grey once you connect " "the square to its successor. Also, each square which needs a predecessor has " "a small dot in the bottom left corner, which vanishes once you link a square " "to it. So your aim is always to connect a square with a black arrow to a " "square with a dot." msgstr "" "Der Pfeil in jedem Quadrat ist anfänglich schwarz und färbt sich in grau um, " "wenn Sie das Quadrat mit seinem Nachfolger verbinden. Auch hat jedes " "Quadrat, das einen Vorgänger benötigt, einen kleinen Punkt in der linken " "unteren Ecke, der beim Verbinden eines Quadrats damit verschwindet. Daher " "besteht Ihr Ziel darin, immer ein Quadrat mit einem schwarzen Pfeil mit " "einem Quadrat mit einem Punkt zu verbinden." #. type: Plain text #: puzzles.but:2829 msgid "" "To remove any links for a particular square (both incoming and outgoing), " "left-drag it off the grid. To remove a whole chain, right-drag any square in " "the chain off the grid." msgstr "" "Um irgend eine Verbindung für ein bestimmtes Quadrat zu entfernen (sowohl " "eingehende als auch ausgehende), ziehen Sie es mit der linken Maustaste vom " "Gitter. Um eine ganze Kette zu entfernen, ziehen Sie ein beliebiges Quadrat " "aus der Kette mit der rechten Maustaste vom Gitter." #. type: Plain text #: puzzles.but:2836 msgid "" "You can also use the cursor keys to move around the grid squares and lines. " "Pressing the return key when over a square starts a link operation, and " "pressing the return key again over a square will finish the link, if " "allowable. Pressing the space bar over a square will show the other squares " "pointing to it, and allow you to form a backward link, and pressing the " "space bar again cancels this." msgstr "" "Sie können auch die Pfeiltasten verwenden, um sich auf den Gitterquadraten " "und -linen zu bewegen. Durch Drücken der Eingabetaste über einem Quadrat " "wird eine Verbindungsoperation begonnen und durch Drücken der Eingabe über " "einem Quadrat wird die Verbindung beendet, falls erlaubt. Durch Drücken der " "Leertaste über einem Quadrat werden die anderen Quadrate, die darauf zeigen, " "anzeigen und es Ihnen erlauben, eine Rückwärtsverbindung auszulösen. " "Erneutes Drücken der Leertaste bricht dies ab." #. type: Plain text #: puzzles.but:2840 msgid "\\I{parameters, for Signpost}Signpost parameters" msgstr "\\I{Parameter, für Signpost}Signpost-Parameter" #. type: e{#1} #: puzzles.but:2849 msgid "Force start/end to corners" msgstr "Force start/end to corners" #. type: Plain text #: puzzles.but:2853 msgid "" "If true, the start and end squares are always placed in opposite corners " "(the start at the top left, and the end at the bottom right). If false the " "start and end squares are placed randomly (although always both shown)." msgstr "" "Falls wahr, wird das Anfangs- und das Endquadrat immer in gegenüberliegenden " "Ecken platziert (der Anfang links oben und das Ende rechts unten). Falls " "falsch, werden das Anfangs- und Endquadrat zufällig platziert (allerdings " "werden beide immer angezeigt)." #. type: Plain text #: puzzles.but:2855 msgid "\\i{Range}" msgstr "\\i{Range}" #. type: Plain text #: puzzles.but:2857 msgid "\\cfg{winhelp-topic}{games.range}" msgstr "\\cfg{winhelp-topic}{games.range}" #. type: Plain text #: puzzles.but:2861 msgid "" "You have a grid of squares; some squares contain numbers. Your job is to " "colour some of the squares black, such that several criteria are satisfied:" msgstr "" "Sie bekommen ein Gitter aus Quadraten, davon enthalten einige Zahlen. Ihre " "Aufgabe besteht darin, einige davon schwarz zu färben, so dass mehrere " "Bedingungen erfüllt sind:" #. type: Plain text #: puzzles.but:2863 msgid "no square with a number is coloured black." msgstr "Kein Quadrat mit einer Zahl ist schwarz gefärbt." #. type: Plain text #: puzzles.but:2865 msgid "no two black squares are adjacent (horizontally or vertically)." msgstr "" "Keine zwei schwarzen Quadrate befinden sich (horizontal oder vertikal) " "nebeneinander." #. type: Plain text #: puzzles.but:2868 msgid "" "for any two white squares, there is a path between them using only white " "squares." msgstr "" "Für jeweils zwei weiße Quadrate befindet sich ein Pfad zwischen ihnen, der " "nur weiße Quadrate verwendet." #. type: Plain text #: puzzles.but:2874 msgid "" "for each square with a number, that number denotes the total number of white " "squares reachable from that square going in a straight line in any " "horizontal or vertical direction until hitting a wall or a black square; the " "square with the number is included in the total (once)." msgstr "" "In jedem Quadrat mit einer Zahl gibt diese die Anzahl an weißen Quadraten, " "die von diesem Quadrat in jeder geraden (horizontalen oder vertikalen) " "Richtung erreicht werden können, an, nach der entweder eine Mauer oder ein " "schwarzes Quadrat erreicht wird. Das Quadrat mit der Nummer ist in der Summe " "(einmal) enthalten." #. type: Plain text #: puzzles.but:2880 msgid "" "For instance, a square containing the number one must have four black " "squares as its neighbours by the last criterion; but then it's impossible " "for it to be connected to any outside white square, which violates the " "second to last criterion. So no square will contain the number one." msgstr "" "Beispielsweise muss ein Quadrat mit der Zahl eins gemäß dem letzten " "Kriterium vier schwarze Blöcke als Nachbar haben, allerdings ist es dann " "unmöglich, dieses Quadrat mit einem außenstehenden weißen Quadrat zu " "verbinden, womit das zweitletzte Kriterium verletzt wird. Daher wird in " "keinem Quadrat die Zahl eins auftauchen." #. type: Plain text #: puzzles.but:2884 msgid "" "Credit for this puzzle goes to \\i{Nikoli}, who have variously called it \\q" "{Kurodoko}, \\q{Kuromasu} or \\q{Where is Black Cells}. \\k{nikoli-range}." msgstr "" "Dank für dieses Puzzle geht an \\i{Nikoli} \\k{nikoli-slant}, die es " "verschieden benannt haben: \\q{Kurodoko}, \\q{Kuromasu} oder \\q{Where is " "Black Cells}. \\k{nikoli-range}." #. type: Plain text #: puzzles.but:2886 msgid "Range was contributed to this collection by Jonas K\\u00F6{oe}lker." msgstr "" "Range wurde von Jonas K\\u00F6{oe}lker zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:2889 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}\\cw{http://www." "nikoli.co.jp/en/puzzles/where_is_black_cells/}" msgstr "" "\\W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}\\cw{http://www." "nikoli.co.jp/en/puzzles/where_is_black_cells/}" #. type: Plain text #: puzzles.but:2891 msgid "\\I{controls, for Range}Range controls" msgstr "\\I{Steuerung, von Range}Range-Steuerung" #. type: Plain text #: puzzles.but:2897 msgid "" "Click with the left button to paint a square black, or with the right button " "to mark a square with a dot to indicate that you are sure it should \\e{not} " "be painted black. Repeated clicking with either button will cycle the square " "through the three possible states (filled, dotted or empty) in opposite " "directions." msgstr "" "Durch einen Klick mit der linken Taste färben Sie ein Quadrat schwarz, oder " "mit der rechten Taste markieren Sie das Quadrat mit einem Punkt, um " "anzuzeigen, dass Sie sich sicher sind, dass es \\e{nicht} schwarz gefärbt " "werden soll. Erneutes Klicken mit einem der beiden Tasten wird das Quadrat " "zyklisch durch die drei möglichen Zustände (gefüllt, mit Punkt oder leer) in " "gegenläufigen Richtungen bringen." #. type: Plain text #: puzzles.but:2901 msgid "" "You can also use the cursor keys to move around the grid squares. Pressing " "Return does the same as clicking with the left button, while pressing Space " "does the same as a right button click." msgstr "" "Sie können auch die Pfeiltasten verwenden, um sich auf dem Gitter zu " "bewegen. Drücken der Eingabetaste bewirkt das gleiche wie die linke Taste, " "während die Leertaste das gleiche wie die rechte Taste durchführt." #. type: Plain text #: puzzles.but:2905 msgid "\\I{parameters, for Range}Range parameters" msgstr "\\I{Parameter, für Range}Range-Parameter" #. type: Plain text #: puzzles.but:2914 msgid "\\i{Pearl}" msgstr "\\i{Pearl}" #. type: Plain text #: puzzles.but:2916 msgid "\\cfg{winhelp-topic}{games.pearl}" msgstr "\\cfg{winhelp-topic}{games.pearl}" #. type: Plain text #: puzzles.but:2924 msgid "" "You have a grid of squares. Your job is to draw lines between the centres of " "horizontally or vertically adjacent squares, so that the lines form a single " "closed loop. In the resulting grid, some of the squares that the loop passes " "through will contain corners, and some will be straight horizontal or " "vertical lines. (And some squares can be completely empty \\dash the loop " "doesn't have to pass through every square.)" msgstr "" "Sie haben ein Gitter von Quadraten. Ihre Aufgabe besteht darin, Linien " "zwischen den Zentren von horizontal oder vertkal benachbarten Quadraten zu " "zeichnen, so dass die Linien eine einzige, geschlossene Schleife bilden. In " "dem entstehenden Gitter werden einige Quadrate, durch die die Schleife läuft, " "Ecken enthalten und andere werden durchgehende horizontale oder vertikale " "Linien enthalten. (Und einige Quadrate werden komplett leer sein \\dash die " "Schleife muss nicht durch jedes Quadrat laufen.)" #. type: Plain text #: puzzles.but:2927 msgid "" "Some of the squares contain black and white circles, which are clues that " "the loop must satisfy." msgstr "" "Einige der Quadrate enthalten schwarze oder weiße Kreise. Dies sind Hinweise, " "die die Schleife berücksichtigen muss." #. type: Plain text #: puzzles.but:2930 msgid "" "A black circle in a square indicates that that square is a corner, but " "neither of the squares adjacent to it in the loop is also a corner." msgstr "" "Ein schwarzer Kreis in einem Quadrat zeigt an, dass dieses Quadrat eine Ecke " "darstellt, dass aber keiner der benachbarten Quadrate in der Schleife auch " "eine Ecke ist." #. type: Plain text #: puzzles.but:2933 msgid "" "A white circle indicates that the square is a straight edge, but \\e{at " "least one} of the squares adjacent to it in the loop is a corner." msgstr "" "Ein weißer Kreis zeigt an, dass das Quadrat eine gerade Kante darstellt, aber " "\\e{mindestens eins} der benachbarten Quadrate in der Schleife eine Ecke ist." #. type: Plain text #: puzzles.but:2938 msgid "" "(In both cases, the clue only constrains the two squares adjacent \\e{in the " "loop}, that is, the squares that the loop passes into after leaving the clue " "square. The squares that are only adjacent \\e{in the grid} are not " "constrained.)" msgstr "" "(In beiden Fällen beschränkt der Hinweis nur die zwei Quadrate, die \\e{in " "der Schleife} benachbart sind, d.h. die Quadrate, durch die die Schleife " "läuft, nachdem sie das Hinweisquadrat verlässt. Die Quadrate, die nur \\e{im " "Gitter} benachbart sind, sind nicht eingeschränkt.)" #. type: Plain text #: puzzles.but:2941 msgid "" "Credit for this puzzle goes to \\i{Nikoli}, who call it \\q{Masyu}. \\k" "{nikoli-pearl}." msgstr "" "Dank für dieses Puzzle geht an \\i{Nikoli}, die es \\q{Masyu} nannten. " "\\k{nikoli-pearl}." #. type: Plain text #: puzzles.but:2943 msgid "Thanks to James Harvey for assistance with the implementation." msgstr "Dank an James Harvey für Hilfe bei der Implementierung." #. type: Plain text #: puzzles.but:2946 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/masyu/}\\cw{http://www.nikoli.co.jp/" "en/puzzles/masyu/}" msgstr "" "\\W{http://www.nikoli.co.jp/en/puzzles/masyu/}\\cw{http://www.nikoli.co.jp/" "en/puzzles/masyu/}" #. type: Plain text #: puzzles.but:2948 msgid "\\I{controls, for Pearl}Pearl controls" msgstr "\\I{Steuerung, von Pearl}Pearl-Steuerung" #. type: Plain text #: puzzles.but:2951 msgid "" "Click with the left button on a grid edge to draw a segment of the loop " "through that edge, or to remove a segment once it is drawn." msgstr "" "Klicken Sie mit der linke Maustaste auf eine Gitterkante, um einen Abschnitt " "der Schleife durch diese Kante zu zeichnen oder ein Segment zu entfernen, " "sobald es gezeichnet wurde." #. type: Plain text #: puzzles.but:2956 msgid "" "Drag with the left button through a series of squares to draw more than one " "segment of the loop in one go. Alternatively, drag over an existing part of " "the loop to undraw it, or to undraw part of it and then go in a different " "direction." msgstr "" "Ziehen Sie mit der linken Maustaste durch eine Reihe von Quadraten, um mehr " "als einen Abschnitt der Schleife auf einmal zu zeichnen. Alternativ ziehen Sie " "über einen bestehenden Teil der Schleife, um die Zeichnung zu entfernen oder " "einen Teil zu entfernen und in eine neue Richtung zu zeichnen." #. type: Plain text #: puzzles.but:2962 msgid "" "Click with the right button on a grid edge to mark it with a cross, " "indicating that you are sure the loop does not go through that edge. (For " "instance, if you have decided which of the squares adjacent to a white clue " "has to be a corner, but don't yet know which way the corner turns, you might " "mark the one way it \\e{can't} go with a cross.)" msgstr "" "Klicken Sie mit der rechten Maustaste auf eine Gitterkante, um sie mit einem " "Kreuz zu markieren, womit Sie anzeigen, dass Sie sich sicher sind, dass die " "Schleife nicht durch diese Kante geht. (Falls Sie sich beispielsweise " "entschieden haben, welches der benachbarten Quadrate von einem weißen Hinweis " "eine Ecke sein muss, Sie aber noch nicht wissen, in welche Richtung die Ecke " "orientiert ist, können Sie die Richtung, in die sie \\e{nicht} gehen kann, " "mit einem Kreuz markieren.)" #. type: Plain text #: puzzles.but:2968 msgid "" "Alternatively, use the cursor keys to move the cursor. Use the Enter key to " "begin and end keyboard `drag' operations. Use the Space key to cancel the " "drag. Use Ctrl-arrowkey and Shift-arrowkey to simulate a left or right " "click, respectively, on the edge in the given direction relative to the " "cursor, i.e. to draw a segment or a cross." msgstr "" "Sie können alternativ die Pfeiltasten zur Bewegung des Cursors benutzen. Um " "»Ziehen«-Aktionen per Tastatur zu beginnen oder zu beenden, drücken Sie auf " "die Eingabetaste. Mit der Leertaste brechen Sie das Ziehen ab. " "Verwenden Sie auf der Kante in der angegeben Richtung relativ zum Cursor " "Strg-Pfeiltaste und Umschalt-Pfeiltaste, um einen Klick mit der linken oder " "rechten Maustaste zu simulieren, d.h. einen Abschnitt oder ein Kreuz zu " "zeichnen." #. type: Plain text #: puzzles.but:2972 msgid "\\I{parameters, for Pearl}Pearl parameters" msgstr "\\I{Parameter, für Pearl}Pearl-Parameter" #. type: Plain text #: puzzles.but:2977 msgid "\\i{Undead}" msgstr "\\i{Undead}" #. type: Plain text #: puzzles.but:2979 msgid "\\cfg{winhelp-topic}{games.undead}" msgstr "\\cfg{winhelp-topic}{games.undead}" #. type: Plain text #: puzzles.but:2983 msgid "" "You are given a grid of squares, some of which contain diagonal mirrors. " "Every square which is not a mirror must be filled with one of three types of " "undead monster: a ghost, a vampire, or a zombie." msgstr "" "Sie bekommen ein Gitter von Quadraten, von denen einige diagonale Spiegel " "enthalten. Jedes Quadrat, das kein Spielgel ist, muss mit einem von drei " "Arten von untoten Monstern gefüllt werden: einem Geist, einem Vampir oder " "einem Zombie." #. type: Plain text #: puzzles.but:2988 msgid "" "Vampires can be seen directly, but are invisible when reflected in mirrors. " "Ghosts are the opposite way round: they can be seen in mirrors, but are " "invisible when looked at directly. Zombies are visible by any means." msgstr "" "Vampire können direkt gesehen werden, sind aber beim Spiegeln im Spiegel " "unsichtbar. Bei Geistern ist es genau andersherum: sie können in Spiegeln " "gesehen werden, aber sind beim direkten Anschauen unsichtbar. Zombies sind " "auf beide Arten sichtbar." #. type: Plain text #: puzzles.but:2996 msgid "" "You are also told the total number of each type of monster in the grid. Also " "around the edge of the grid are written numbers, which indicate how many " "monsters can be seen if you look into the grid along a row or column " "starting from that position. (The diagonal mirrors are reflective on both " "sides. If your reflected line of sight crosses the same monster more than " "once, the number will count it each time it is visible, not just once.)" msgstr "" "Ihnen wird auch die Gesamtanzahl von jeder Art von Monster im Gitter " "mitgeteilt. Auch entlang der Ecken des Gitters sind Zahlen geschrieben, die " "angeben, wie viele Monster gesehen werden können, falls Sie in das Gitter " "entlang einer Spalte oder Zeile, beginnend von dieser Position, schauen. (Die " "diagonalen Spiegel reflektieren nach beiden Seiten. Falls Ihre reflektierte " "Sichtlinie das selbe Monster mehr als einmal kreuzt, wird es in der Zahl " "jedes Mal gezählt, wenn es sichtbar ist, nicht nur einmal.)" #. type: Plain text #: puzzles.but:2999 msgid "" "This puzzle type was invented by David Millar, under the name \\q{Haunted " "Mirror Maze}. See \\k{janko-undead} for more details." msgstr "" "Dieses Puzzle wurde von David Millar unter dem Namen \\q{Haunted " "Mirror Maze} erfunden. Siehe \\k{janko-undead} für weitere Details." #. type: Plain text #: puzzles.but:3001 msgid "Undead was contributed to this collection by Steffen Bauer." msgstr "Unruly wurde von Steffen Bauer zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:3004 msgid "" "\\W{http://www.janko.at/Raetsel/Spukschloss/index.htm}\\cw{http://www.janko." "at/Raetsel/Spukschloss/index.htm}" msgstr "" "\\W{http://www.janko.at/Raetsel/Spukschloss/index.htm}\\cw{http://www.janko." "at/Raetsel/Spukschloss/index.htm}" #. type: Plain text #: puzzles.but:3006 msgid "\\I{controls, for Undead}Undead controls" msgstr "\\I{Steuerung, von Undead}Undead-Steuerung" #. type: Plain text #: puzzles.but:3008 msgid "Undead has a similar control system to Solo, Unequal and Keen." msgstr "Undead hat ein ähnliches Steuersystem wie Solo, Unequal und Keen." #. type: Plain text #: puzzles.but:3014 msgid "" "To play Undead, click the mouse in any empty square and then type a letter " "on the keyboard indicating the type of monster: \\q{G} for a ghost, \\q{V} " "for a vampire, or \\q{Z} for a zombie. If you make a mistake, click the " "mouse in the incorrect square and press Space to clear it again (or use the " "Undo feature)." msgstr "" "Um Undead zu spielen, klicken Sie mit der Maus in ein leeres Quadrat und " "geben dann auf der Tastatur einen Buchstaben ein, der die Art des Monsters " "anzeigt: \\q{G} für einen Geist, \\q{V} für einen Vampir oder \\q{Z} für " "einen Zombie. Falls Sie einen Fehler machen, klicken Sie mit der Maus in das " "fehlerhafte Quadrat und drücken die Leertaste, um das Quadrat wieder zu " "bereinigen (oder verwenden Sie die Funktion »Undo«)." #. type: Plain text #: puzzles.but:3020 msgid "" "If you \\e{right}-click in a square and then type a letter, the " "corresponding monster will be shown in reduced size in that square, as a " "\\q{pencil mark}. You can have pencil marks for multiple monsters in the " "same square. A square containing a full-size monster cannot also contain " "pencil marks." msgstr "" "Falls Sie \\e{rechts} in ein Quadrat klicken und dann einen Buchstaben " "eingeben, wird das entsprechende Monster als \\q{Bleistiftmarkierung} in " "einer reduzierten Größe in diesem Quadrat angezeigt. Sie können " "Bleistiftmarkierungen für mehrere Monster im gleichen Quadrat vornehmen. Ein " "Quadrat, das ein komplettes Monster enthält, kann nicht gleichzeitig auch " "Bleistiftmarkierungen enthalten." #. type: Plain text #: puzzles.but:3026 msgid "" "The game pays no attention to pencil marks, so exactly what you use them for " "is up to you: you can use them as reminders that a particular square needs " "to be re-examined once you know more about a particular monster, or you can " "use them as lists of the possible monster in a given square, or anything " "else you feel like." msgstr "" "Das Spiel berücksichtigt Bleistiftmarkierungen überhaupt nicht. Daher steht " "Ihnen frei, sie beliebig zu verwenden: Sie können Sie als Erinnerungsstütze " "verwenden, dass ein Quadrat noch einmal genau untersucht werden muss, wenn " "Sie mehr über ein bestimmtes Monster wissen, oder Sie können Sie als Liste " "möglicher Monster in einem bestimmten Quadrat verwenden, oder für etwas " "anderes nach Ihrer Wahl." #. type: Plain text #: puzzles.but:3029 msgid "" "To erase a single pencil mark, right-click in the square and type the same " "letter again." msgstr "" "Um eine Bleistiftmarkierung zu löschen, klicken Sie rechts in ein Quadrat und " "geben den gleichen Buchstaben erneut ein." #. type: Plain text #: puzzles.but:3033 msgid "" "All pencil marks in a square are erased when you left-click and type a " "monster letter, or when you left-click and press Space. Right-clicking and " "pressing space will also erase pencil marks." msgstr "" "Alle Bleistiftmarkierungen in einem Quadrat werden gelöscht, wenn Sie " "linksklicken und einen Monsterbuchstaben eingeben oder wenn Sie linksklicken " "und die Leertaste drücken. Auch Rechtsklicken und Drücken der Leertaste wird " "die Bleistiftmarkierungen löschen." #. type: Plain text #: puzzles.but:3039 msgid "" "As for Solo, the cursor keys can be used in conjunction with the letter keys " "to place monsters or pencil marks. Use the cursor keys to move a highlight " "around the grid, and type a monster letter to enter it in the highlighted " "square. Pressing return toggles the highlight into a mode in which you can " "enter or remove pencil marks." msgstr "" "Wie bei Solo können die Pfeiltasten zusammen mit den Buchstabentasten " "verwendet werden, um Monster oder Bleistiftmarkierungen zu setzen. Verwenden " "Sie die Pfeiltasten, um eine Hervorhebung über das Gitter zu bewegen und " "geben Sie einen Monsterbuchstaben in das hervorgehobene Quadrat ein. Durch " "Drücken der Eingabetaste schalten Sie in einen Modus um, in dem Sie statt der " "Hervorhebung Bleistiftmarkierungen eingeben oder entfernen können." #. type: Plain text #: puzzles.but:3043 msgid "" "If you prefer plain letters of the alphabet to cute monster pictures, you " "can press \\q{A} to toggle between showing the monsters as monsters or " "showing them as letters." msgstr "" "Falls Sie einfache Buchstaben des Alphabets gegenüber netten Monsterbildern " "bevorzugen, können Sie \\q{A} eingeben, um zwischen der Anzeige der Monster " "als Monster und der Anzeige als Buchstaben umzuschalten." #. type: Plain text #: puzzles.but:3047 msgid "\\I{parameters, for Undead}Undead parameters" msgstr "\\I{Parameter, für Undead}Undead-Parameter" #. type: Plain text #: puzzles.but:3060 msgid "\\i{Unruly}" msgstr "\\i{Unruly}" #. type: Plain text #: puzzles.but:3062 msgid "\\cfg{winhelp-topic}{games.unruly}" msgstr "\\cfg{winhelp-topic}{games.unruly}" #. type: Plain text #: puzzles.but:3068 msgid "" "You are given a grid of squares, which you must colour either black or " "white. Some squares are provided as clues; the rest are left for you to fill " "in. Each row and column must contain the same number of black and white " "squares, and no row or column may contain three consecutive squares of the " "same colour." msgstr "" "Sie bekommen ein Gitter von Quadraten, die Sie entweder schwarz oder weiß " "färben müssen. Einige Quadrate werden als Tipps bereitgestellt, der Rest " "bleibt Ihnen zum Ausfüllen übrig. Jede Zeile und Spalte muss die gleiche " "Anzahl an schwarzen und weißen Quadraten enthalten und in keiner Spalte oder " "Zeile darf die gleiche Farbe in drei hintereinanderfolgenden Quadraten " "vorkommen." #. type: Plain text #: puzzles.but:3071 msgid "" "This puzzle type was invented by Adolfo Zanellati, under the name \\q{Tohu " "wa Vohu}. See \\k{janko-unruly} for more details." msgstr "" "Dieser Puzzletyp wurde von Adolfo Zanellati unter dem Namen \\q{Tohu " "wa Vohu} erfunden. Siehe \\k{janko-unruly} für weitere Details." #. type: Plain text #: puzzles.but:3073 msgid "Unruly was contributed to this collection by Lennard Sprong." msgstr "Unruly wurde von Lennard Sprong zu dieser Sammlung beigesteuert." #. type: Plain text #: puzzles.but:3076 msgid "" "\\W{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}\\cw{http://www.janko." "at/Raetsel/Tohu-Wa-Vohu/index.htm}" msgstr "" "\\W{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}\\cw{http://www.janko." "at/Raetsel/Tohu-Wa-Vohu/index.htm}" #. type: Plain text #: puzzles.but:3078 msgid "\\I{controls, for Unruly}Unruly controls" msgstr "\\I{Steuerung, von Unruly}Unruly-Steuerung" #. type: Plain text #: puzzles.but:3084 msgid "" "To play Unruly, click the mouse in a square to change its colour. Left-" "clicking an empty square will turn it black, and right-clicking will turn it " "white. Keep clicking the same button to cycle through the three possible " "states for the square. If you middle-click in a square it will be reset to " "empty." msgstr "" "Um Unruly zu spielen, klicken Sie mit der Maus in ein Quadrat, um seine Farbe " "zu ändern. Linksklicken in ein leeres Quadrat wird dieses schwarz färben und " "Rechtsklicken wird es weiß färben. Durch erneutes Drücken des gleichen " "Knopfes werden der Reihe nach die drei möglichen Stati für das Quadrat " "erreicht. Falls Sie ein Quadrat Mittelklicken, wird es auf den leeren Zustand " "zurückgesetzt." #. type: Plain text #: puzzles.but:3089 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return or space keys will turn an empty square black or white respectively " "(and then cycle the colours in the same way as the mouse buttons), and " "pressing Backspace will reset a square to empty." msgstr "" "Sie können auch die Pfeiltasten verwenden, um sich auf dem Gitter zu bewegen. " "Durch Drücken der Eingabe- oder Leertaste wird ein leeres Quadrat schwarz " "oder respektive weiß gefärbt (und dann zyklisch die Farben wie bei den " "Maustasten ändern) und durch Drücken der Rücktaste wird ein Quadrat auf " "leer zurückgesetzt." #. type: Plain text #: puzzles.but:3093 msgid "\\I{parameters, for Unruly}Unruly parameters" msgstr "\\I{Parameter, für Unruly}Unruly-Parameter" #. type: Plain text #: puzzles.but:3101 msgid "" "Size of grid in squares. (Note that the rules of the game require both the " "width and height to be even numbers.)" msgstr "" "Größe des Gitters in Quadraten (Beachten Sie, dass die Regeln des Spiels " "verlangen, dass sowohl die Breite als auch die Höhe gerade Zahlen sind.)" #. type: Plain text #: puzzles.but:3107 msgid "\\I{MIT licence}\\ii{Licence}" msgstr "\\I{MIT-Lizenz}\\ii{Lizenz}" #. type: Plain text #: puzzles.but:3109 msgid "This software is \\i{copyright} 2004-2012 Simon Tatham." msgstr "" "Diese Software ist \\i{copyright} 2004-2012 Simon Tatham. Im Zweifelsfall " "gilt das englische Original dieser Lizenzbedingungen, obwohl die Übersetzung " "nach bestem Wissen und Gewissen erstellt wurde." #. type: Plain text #: puzzles.but:3113 msgid "" "Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas K" "\\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou, Bernd " "Schmidt, Steffen Bauer, Lennard Sprong and Rogier Goossens." msgstr "" "Urheberrechte in Teilen bei Richard Boulton, James Harvey, Mike Pinna, Jonas " "K\\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou und " "Bernd Schmidt, Steffen Bauer, Lennard Sprong and Rogier Goossens." #. type: Plain text #: puzzles.but:3121 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \\q{Software}), to " "deal in the Software without restriction, including without limitation the " "rights to use, copy, modify, merge, publish, distribute, sublicense, and/or " "sell copies of the Software, and to permit persons to whom the Software is " "furnished to do so, subject to the following conditions:" msgstr "" "Hiermit wird jeder Person, die eine Kopie dieser Software und den " "zugehörigen Dokumentationsdateien (die \\q{Software}) erhält, ohne Gebühr " "die Erlaubnis erteilt, mit der Software ohne Einschränkungen umzugehen, dazu " "gehört ohne Anspruch auf Vollständigkeit das Recht, Kopien der Software zu " "verwenden, zu kopieren, zu bearbeiten, zusammenzuführen, zu veröffentlichen, " "zu vertreiben, unterzulizensieren und/oder zu verkaufen, sowie dies Personen " "zu erlauben, denen die Software bereitgestellt wird, solange folgende " "Bedingungen erfüllt werden:" #. type: Plain text #: puzzles.but:3124 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" "Der obige Urheberhinweis und diese Erlaubniserteilung sollen in allen Kopien " "oder wesentlichen Teilen dieser Software enthalten sein." #. type: Plain text #: puzzles.but:3133 msgid "" "THE SOFTWARE IS PROVIDED \\q{AS IS}, WITHOUT WARRANTY OF ANY KIND, EXPRESS " "OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " "FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE " "AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER " "LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING " "FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS " "IN THE SOFTWARE." msgstr "" "DIE SOFTWARE WIRD \\q{WIE VORLIEGEND} GELIEFERT, OHNE JEGLICHE " "GEWÄHRLEISTUNG, WEDER AUSDRÜCKLICH NOCH STILLSCHWEIGEND, EINSCHLIESSLICH, " "ABER NICHT BESCHRÄNKT AUF, MÄNGELGEWÄHRLEISTUNGEN, EIGNUNG FÜR EINEN " "BESTIMMTEN ZWECK UND NICHTVERLETZUNG RECHTE DRITTER. IN KEINEM FALL KANN DER " "AUTOR ODER URHERBERRECHTSINHABER FÜR IRGENDEINEN ANSPRUCH, SCHÄDEN ODER " "ANDERE HAFTUNG HAFTBAR GEMACHT WERDEN, EGAL OB ALS TEIL EINES VERTRAGES, " "AUFGRUND UNERLAUBTER HANDLUNGEN, DIE VON, AUS ODER IN ZUSAMMENHANG MIT DER " "SOFTWARE ODER DEREN VERWENDUNG ODER ANDEREN UMGANG IN DER SOFTWARE HERRÜHREN." #. type: IM{#1} #: puzzles.but:3134 msgid "command-line" msgstr "Befehlszeile" #. type: IM #: puzzles.but:3134 #, no-wrap msgid "{command line} command line" msgstr "{Befehlszeile} Befehlszeile" #. type: IM{#1} #: puzzles.but:3136 puzzles.but:3137 #, no-wrap msgid "default parameters, specifying" msgstr "Standardparameter, angeben" #. type: IM #: puzzles.but:3137 #, no-wrap msgid "preferences, specifying default" msgstr "Voreinstellungen, Standard angeben" #. type: IM{#1} #: puzzles.but:3139 puzzles.but:3140 #, no-wrap msgid "Unix" msgstr "Unix" #. type: IM #: puzzles.but:3140 #, no-wrap msgid "Linux" msgstr "Linux" #. type: IM{#1} #: puzzles.but:3142 puzzles.but:3143 #, no-wrap msgid "generating game IDs" msgstr "Erzeugen von Spiele-IDs" #. type: IM #: puzzles.but:3143 #, no-wrap msgid "game ID, generating" msgstr "Spiele-ID, erzeugen" #. type: IM{#1} #: puzzles.but:3145 msgid "specific" msgstr "specific" #. type: IM #: puzzles.but:3145 #, no-wrap msgid "\\q{Specific}, menu option" msgstr "\\q{Specific}, Menüoption" #. type: IM{#1} #: puzzles.but:3146 msgid "custom" msgstr "custom" #. type: IM #: puzzles.but:3146 #, no-wrap msgid "\\q{Custom}, menu option" msgstr "\\q{Custom}, Menüoption" #. type: IM{#1} #: puzzles.but:3148 puzzles.but:3149 #, no-wrap msgid "game ID" msgstr "Spiele-ID" #. type: IM #: puzzles.but:3149 #, no-wrap msgid "ID, game" msgstr "ID, Spiel" #. type: IM{#1} #: puzzles.but:3150 puzzles.but:3151 puzzles.but:3152 #, no-wrap msgid "ID format" msgstr "ID-Format" #. type: IM #: puzzles.but:3151 #, no-wrap msgid "format, ID" msgstr "Format, ID" #. type: IM #: puzzles.but:3152 #, no-wrap msgid "game ID, format" msgstr "Spiele-ID, Format" #. type: IM{#1} #: puzzles.but:3154 puzzles.but:3155 #, no-wrap msgid "keys" msgstr "Tasten" #. type: IM #: puzzles.but:3155 #, no-wrap msgid "shortcuts (keyboard)" msgstr "Tastaturkürzel" #. type: IM{#1} #: puzzles.but:3157 puzzles.but:3158 #, no-wrap msgid "initial state" msgstr "Anfangszustand" #. type: IM #: puzzles.but:3158 #, no-wrap msgid "state, initial" msgstr "Zustand, anfänglicher" #. type: IM{#1} #: puzzles.but:3160 puzzles.but:3161 #, no-wrap msgid "MIT licence" msgstr "MIT-Lizenz" #. type: IM #: puzzles.but:3161 #, no-wrap msgid "licence, MIT" msgstr "Lizenz, MIT" #: blackbox.R msgid "Ball-finding puzzle" msgstr "Ball-Finde-Puzzle" #: bridges.R msgid "Bridge-placing puzzle" msgstr "Brücken-Setze-Puzzle" #: cube.R msgid "Rolling cube puzzle" msgstr "Würfel-Rollen-Puzzle" #: dominosa.R msgid "Domino tiling puzzle" msgstr "Domino-Stapel-Puzzle" #: fifteen.R msgid "Sliding block puzzle" msgstr "Blöcke-Schiebe-Puzzle" #: filling.R msgid "Polyomino puzzle" msgstr "Polyomino-Puzzle" #: flip.R msgid "Tile inversion puzzle" msgstr "Kachel-Inversions-Puzzle" #: galaxies.R msgid "Symmetric polyomino puzzle" msgstr "Symmetrisches Polyomino-Puzzle" #: guess.R msgid "Combination-guessing puzzle" msgstr "Kombinations-Rate-Puzzle" #: inertia.R msgid "Gem-collecting puzzle" msgstr "Edelstein-Sammel-Puzzle" #: keen.R msgid "Arithmetic Latin square puzzle" msgstr "Arithmetisches Lateinisches-Quadrat-Puzzle" #: lightup.R msgid "Light-bulb placing puzzle" msgstr "Glühlampen-Setze-Puzzle" #: loopy.R pearl.R msgid "Loop-drawing puzzle" msgstr "Schleifen-Male-Puzzle" #: magnets.R msgid "Magnet-placing puzzle" msgstr "Magnet-Setze-Puzzle" #: map.R msgid "Map-colouring puzzle" msgstr "Karten-Einfärbe-Puzzle" #: mines.R msgid "Mine-finding puzzle" msgstr "Minen-Finde-Puzzle" #: net.R msgid "Network jigsaw puzzle" msgstr "Netz-Jigsaw-Puzzle" #: netslide.R msgid "Toroidal sliding network puzzle" msgstr "Toroidal-verschiebbares Netzpuzzle" #: pattern.R msgid "Pattern puzzle" msgstr "Muster-Puzzle" #: pegs.R msgid "Peg solitaire puzzle" msgstr "Stifte-Solitaire-Puzzle" #: range.R msgid "Visible-distance puzzle" msgstr "Sichtbarer-Abstand-Puzzle" #: rect.R msgid "Rectangles puzzle" msgstr "Rechteck-Puzzle" #: samegame.R msgid "Block-clearing puzzle" msgstr "Block-Bereinigungs-Puzzle" #: signpost.R msgid "Square-connecting puzzle" msgstr "Quadrate-Verbinde-Puzzle" #: singles.R msgid "Number-removing puzzle" msgstr "Zahlen-Entferne-Puzzle" #: sixteen.R msgid "Toroidal sliding block puzzle" msgstr "Toroidal-verschiebbares Blockpuzzle" #: slant.R msgid "Maze-drawing puzzle" msgstr "Irrgarten-Male-Puzzle" #: solo.R msgid "Number placement puzzle" msgstr "Zahlen-Setz-Spiel" #: tents.R msgid "Tent-placing puzzle" msgstr "Zelte-Setz-Spiel" #: towers.R msgid "Tower-placing Latin square puzzle" msgstr "Lateinisches-Quadrat-Turm-Setze-Puzzle" #: twiddle.R msgid "Rotational sliding block puzzle" msgstr "Rotierendes Verschiebe-Block-Puzzle" #: undead.R msgid "Monster-placing puzzle" msgstr "Monster-Setz-Spiel" #: unequal.R msgid "Latin square puzzle" msgstr "Lateinisches Quadrat-Puzzle" #: unruly.R msgid "Black and white grid puzzle" msgstr "Schwarz-und-Weiss-Gitter-Puzzle" #: untangle.R msgid "Planar graph layout puzzle" msgstr "Planares Kurven-Layout-Puzzle" #. Translator: conventional name for manual section 6 #: mkmanpages.pl:28 msgid "Games" msgstr "Spiele" #: mkmanpages.pl:44 msgid "January" msgstr "Januar" #: mkmanpages.pl:44 msgid "February" msgstr "Februar" #: mkmanpages.pl:44 msgid "March" msgstr "März" #: mkmanpages.pl:45 msgid "April" msgstr "April" #: mkmanpages.pl:45 msgid "May" msgstr "Mai" #: mkmanpages.pl:45 msgid "June" msgstr "Juni" #: mkmanpages.pl:46 msgid "July" msgstr "Juli" #: mkmanpages.pl:46 msgid "August" msgstr "August" #: mkmanpages.pl:46 msgid "September" msgstr "September" #: mkmanpages.pl:47 msgid "October" msgstr "Oktober" #: mkmanpages.pl:47 msgid "November" msgstr "November" #: mkmanpages.pl:47 msgid "December" msgstr "Dezember" #: mkmanpages.pl:90 msgid "NAME" msgstr "NAME" #: mkmanpages.pl:92 msgid "SYNOPSIS" msgstr "ÜBERSICHT" #. Translator: abbreviation for 'number' #: mkmanpages.pl:94 mkmanpages.pl:99 msgid "n" msgstr "n" #. Translator: abbreviation for 'width' #: mkmanpages.pl:96 msgid "w" msgstr "b" #. Translator: abbreviation for 'height' #: mkmanpages.pl:98 msgid "h" msgstr "h" #: mkmanpages.pl:100 msgid "game-parameters" msgstr "Spiele-Parameter" #: mkmanpages.pl:100 msgid "game-ID" msgstr "Spiele-ID" #: mkmanpages.pl:101 msgid "random-seed" msgstr "Zufallsstartwert" #: mkmanpages.pl:103 msgid "DESCRIPTION" msgstr "BESCHREIBUNG" #: mkmanpages.pl:106 msgid "SEE ALSO" msgstr "SIEHE AUCH" #. Translator: "Full documentation in ." #: mkmanpages.pl:108 #, perl-format msgid "Full documentation in %s." msgstr "Komplette Dokumentation in %s." #. Translator: earlier in the manual page #: mkmanpages.pl:119 msgid "above" msgstr "oben" #. Translator: later in the manual page #: mkmanpages.pl:122 msgid "below" msgstr "unten" #~ msgid "guessing game" #~ msgstr "Ratespiel" #~ msgid "topological deduction game" #~ msgstr "Topologisches Puzzlespiel" #~ msgid "puzzle game" #~ msgstr "Puzzlespiel" #~ msgid "guessing game based on Mastermind" #~ msgstr "Ratespiel basierend auf Mastermind" #~ msgid "game based on KenKen" #~ msgstr "Spiel basierend auf KenKen" #~ msgid "game based on Minesweeper" #~ msgstr "Spiel basierend auf Minesweeper" #~ msgid "tile manipulation puzzle game based on FreeNet" #~ msgstr "Kachelmanipulations-Puzzlespiel basierend auf FreeNet" #~ msgid "nonogram puzzle game" #~ msgstr "Nonogram-Puzzlespiel" #~ msgid "puzzle game based on Masyu" #~ msgstr "Puzzlespiel basierend auf Masyu" #~ msgid "puzzle game based on Kurodoko" #~ msgstr "Puzzlespiel basierend auf Kurodoko" #~ msgid "puzzle game based on Divide by Squares" #~ msgstr "Puzzlespiel basierend auf »Divide by Squares«" #~ msgid "puzzle game based on Pfeilpfad" #~ msgstr "Puzzlespiel basierend auf Pfeilpfad" #~ msgid "puzzle game based on Hitori" #~ msgstr "Puzzlespiel basierend auf Hitori" #~ msgid "puzzle game based on Sudoku" #~ msgstr "Puzzlespiel basierend auf Sudoku" #~ msgid "puzzle game based on Skyscrapers" #~ msgstr "Puzzlespiel basierend auf Skyscrapers" #~ msgid "puzzle game based on Futoshiki" #~ msgstr "Puzzlespiel basierend auf Futoshiki" #~ msgid "puzzle game based on Planarity" #~ msgstr "Puzzlespiel basierend auf Planarity" debian/po/puzzles-doc.pot0000660000000000000000000051034112161456063012615 0ustar # Documentation for Simon Tatham's Portable Puzzle Collection: # translation into LANGUAGE. # Copyright YEAR TRANSLATION COPYRIGHT HOLDER # This file is distributed under the same license as the English # documentation. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: puzzles\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2013-06-23 02:28+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=CHARSET\n" "Content-Transfer-Encoding: 8bit\n" #. type: Plain text #: puzzles.but:2 msgid "Simon Tatham's Portable Puzzle Collection" msgstr "" #. type: Plain text #: puzzles.but:5 msgid "\\cfg{winhelp-filename}{puzzles.hlp}" msgstr "" #. type: Plain text #: puzzles.but:5 msgid "\\cfg{winhelp-contents-titlepage}{Contents}" msgstr "" #. type: Plain text #: puzzles.but:7 msgid "\\cfg{text-filename}{puzzles.txt}" msgstr "" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-contents-filename}{index.html}" msgstr "" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-template-filename}{%k.html}" msgstr "" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-index-filename}{docindex.html}" msgstr "" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-leaf-level}{1}" msgstr "" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-contents-depth-0}{1}" msgstr "" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-contents-depth-1}{2}" msgstr "" #. type: Plain text #: puzzles.but:15 msgid "\\cfg{html-leaf-contains-contents}{true}" msgstr "" #. type: Plain text #: puzzles.but:17 msgid "\\cfg{info-filename}{puzzles.info}" msgstr "" #. type: Plain text #: puzzles.but:20 msgid "\\cfg{ps-filename}{puzzles.ps}" msgstr "" #. type: Plain text #: puzzles.but:20 msgid "\\cfg{pdf-filename}{puzzles.pdf}" msgstr "" #. type: define #: puzzles.but:21 #, no-wrap msgid "\\u00D7{x}" msgstr "" #. type: define #: puzzles.but:23 #, no-wrap msgid "\\u2013{-}" msgstr "" #. type: define #: puzzles.but:25 #, no-wrap msgid "\\u00D7{*}" msgstr "" #. type: define #: puzzles.but:27 #, no-wrap msgid "\\u00F7{/}" msgstr "" #. type: define #: puzzles.but:29 #, no-wrap msgid "\\u2212{-}" msgstr "" #. type: Plain text #: puzzles.but:32 msgid "This is a collection of small one-player puzzle games." msgstr "" #. type: Plain text #: puzzles.but:36 msgid "" "This manual is copyright 2004-2012 Simon Tatham. All rights reserved. You " "may distribute this documentation under the MIT licence. See \\k{licence} " "for the licence text in full." msgstr "" #. type: Plain text #: puzzles.but:38 msgid "" "\\cfg{html-local-head}{}" msgstr "" #. type: Plain text #: puzzles.but:40 msgid "$Id: puzzles.but 9828 2013-04-12 16:28:55Z simon $" msgstr "" #. type: Plain text #: puzzles.but:42 msgid "Introduction" msgstr "" #. type: Plain text #: puzzles.but:57 msgid "" "I wrote this collection because I thought there should be more small desktop " "toys available: little games you can pop up in a window and play for two or " "three minutes while you take a break from whatever else you were doing. And " "I was also annoyed that every time I found a good game on (say) \\i{Unix}, " "it wasn't available the next time I was sitting at a \\i{Windows} machine, " "or vice versa; so I arranged that everything in my personal puzzle " "collection will happily run on both, and have more recently done a port to " "\\i{Mac OS X} as well. When I find (or perhaps invent) further puzzle games " "that I like, they'll be added to this collection and will immediately be " "available on both platforms. And if anyone feels like writing any other " "front ends \\dash PocketPC, Mac OS pre-10, or whatever it might be \\dash " "then all the games in this framework will immediately become available on " "another platform as well." msgstr "" #. type: Plain text #: puzzles.but:63 msgid "" "The actual games in this collection were mostly not my invention; they are " "re-implementations of existing game concepts within my portable puzzle " "framework. I do not claim credit, in general, for inventing the rules of any " "of these puzzles. (I don't even claim authorship of all the code; some of " "the puzzles have been submitted by other authors.)" msgstr "" #. type: Plain text #: puzzles.but:68 msgid "" "This collection is distributed under the \\i{MIT licence} (see \\k" "{licence}). This means that you can do pretty much anything you like with " "the game binaries or the code, except pretending you wrote them yourself, or " "suing me if anything goes wrong." msgstr "" #. type: Plain text #: puzzles.but:71 msgid "" "The most recent versions, and \\i{source code}, can be found at \\I" "{website}\\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\\cw" "{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}." msgstr "" #. type: Plain text #: puzzles.but:75 msgid "" "Please report \\I{feedback}\\i{bugs} to \\W{mailto:anakin@pobox.com}\\cw" "{anakin@pobox.com}. You might find it helpful to read this article before " "reporting a bug:" msgstr "" #. type: Plain text #: puzzles.but:77 msgid "" "\\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\\cw{http://www." "chiark.greenend.org.uk/~sgtatham/bugs.html}" msgstr "" #. type: Plain text #: puzzles.but:80 msgid "" "\\ii{Patches} are welcome. Especially if they provide a new front end (to " "make all these games run on another platform), or a new game." msgstr "" #. type: ii{#1} #: puzzles.but:83 msgid "Common features" msgstr "" #. type: Plain text #: puzzles.but:85 msgid "This chapter describes features that are common to all the games." msgstr "" #. type: Plain text #: puzzles.but:87 msgid "\\I{controls}Common actions" msgstr "" #. type: Plain text #: puzzles.but:91 msgid "" "These actions are all available from the \\I{Game menu}\\q{Game} menu and " "via \\I{keys}keyboard shortcuts, in addition to any game-specific actions." msgstr "" #. type: Plain text #: puzzles.but:95 msgid "" "(On \\i{Mac OS X}, to conform with local user interface standards, these " "actions are situated on the \\I{File menu}\\q{File} and \\I{Edit menu}\\q" "{Edit} menus instead.)" msgstr "" #. type: Plain text #: puzzles.but:97 msgid "\\ii\\e{New game} (\\q{N}, Ctrl+\\q{N})" msgstr "" #. type: Plain text #: puzzles.but:99 msgid "Starts a new game, with a random initial state." msgstr "" #. type: Plain text #: puzzles.but:101 msgid "\\ii\\e{Restart game}" msgstr "" #. type: Plain text #: puzzles.but:103 msgid "Resets the current game to its initial state. (This can be undone.)" msgstr "" #. type: Plain text #: puzzles.but:105 msgid "\\ii\\e{Load}" msgstr "" #. type: Plain text #: puzzles.but:107 msgid "Loads a saved game from a file on disk." msgstr "" #. type: Plain text #: puzzles.but:109 msgid "\\ii\\e{Save}" msgstr "" #. type: Plain text #: puzzles.but:111 msgid "Saves the current state of your game to a file on disk." msgstr "" #. type: Plain text #: puzzles.but:119 msgid "" "The Load and Save operations preserve your entire game history (so you can " "save, reload, and still Undo and Redo things you had done before saving)." msgstr "" #. type: Plain text #: puzzles.but:121 msgid "\\I{printing, on Windows}\\e{Print}" msgstr "" #. type: Plain text #: puzzles.but:128 msgid "" "Where supported (currently only on Windows), brings up a dialog allowing you " "to print an arbitrary number of puzzles randomly generated from the current " "parameters, optionally including the current puzzle. (Only for puzzles which " "make sense to print, of course \\dash it's hard to think of a sensible " "printable representation of Fifteen!)" msgstr "" #. type: Plain text #: puzzles.but:130 msgid "\\ii\\e{Undo} (\\q{U}, Ctrl+\\q{Z}, Ctrl+\\q{_})" msgstr "" #. type: Plain text #: puzzles.but:133 msgid "" "Undoes a single move. (You can undo moves back to the start of the session.)" msgstr "" #. type: Plain text #: puzzles.but:135 msgid "\\ii\\e{Redo} (\\q{R}, Ctrl+\\q{R})" msgstr "" #. type: Plain text #: puzzles.but:137 msgid "Redoes a previously undone move." msgstr "" #. type: Plain text #: puzzles.but:139 msgid "\\ii\\e{Copy}" msgstr "" #. type: Plain text #: puzzles.but:144 msgid "" "Copies the current state of your game to the clipboard in text format, so " "that you can paste it into (say) an e-mail client or a web message board if " "you're discussing the game with someone else. (Not all games support this " "feature.)" msgstr "" #. type: Plain text #: puzzles.but:146 msgid "\\ii\\e{Solve}" msgstr "" #. type: Plain text #: puzzles.but:156 msgid "" "Transforms the puzzle instantly into its solved state. For some games (Cube) " "this feature is not supported at all because it is of no particular use. For " "other games (such as Pattern), the solved state can be used to give you " "information, if you can't see how a solution can exist at all or you want to " "know where you made a mistake. For still other games (such as Sixteen), " "automatic solution tells you nothing about how to \\e{get} to the solution, " "but it does provide a useful way to get there quickly so that you can " "experiment with set-piece moves and transformations." msgstr "" #. type: Plain text #: puzzles.but:171 msgid "" "Some games (such as Solo) are capable of solving a game ID you have typed in " "from elsewhere. Other games (such as Rectangles) cannot solve a game ID they " "didn't invent themself, but when they did invent the game ID they know what " "the solution is already. Still other games (Pattern) can solve \\e{some} " "external game IDs, but only if they aren't too difficult." msgstr "" #. type: Plain text #: puzzles.but:171 msgid "" "The \\q{Solve} command adds the solved state to the end of the undo chain " "for the puzzle. In other words, if you want to go back to solving it " "yourself after seeing the answer, you can just press Undo." msgstr "" #. type: Plain text #: puzzles.but:173 msgid "\\I{exit}\\ii\\e{Quit} (\\q{Q}, Ctrl+\\q{Q})" msgstr "" #. type: Plain text #: puzzles.but:175 msgid "Closes the application entirely." msgstr "" #. type: Plain text #: puzzles.but:177 msgid "Specifying games with the \\ii{game ID}" msgstr "" #. type: Plain text #: puzzles.but:181 msgid "" "There are two ways to save a game specification out of a puzzle and recreate " "it later, or recreate it in somebody else's copy of the same puzzle." msgstr "" #. type: Plain text #: puzzles.but:186 msgid "" "The \\q{\\i{Specific}} and \\q{\\i{Random Seed}} options from the \\I{Game " "menu}\\q{Game} menu (or the \\q{File} menu, on \\i{Mac OS X}) each show a " "piece of text (a \\q{game ID}) which is sufficient to reconstruct precisely " "the same game at a later date." msgstr "" #. type: Plain text #: puzzles.but:192 msgid "" "You can enter either of these pieces of text back into the program (via the " "same \\q{Specific} or \\q{Random Seed} menu options) at a later point, and " "it will recreate the same game. You can also use either one as a \\i{command " "line} argument (on Windows or Unix); see \\k{common-cmdline} for more detail." msgstr "" #. type: Plain text #: puzzles.but:198 msgid "" "The difference between the two forms is that a descriptive game ID is a " "literal \\e{description} of the \\i{initial state} of the game, whereas a " "random seed is just a piece of arbitrary text which was provided as input to " "the random number generator used to create the puzzle. This means that:" msgstr "" #. type: Plain text #: puzzles.but:204 msgid "" "Descriptive game IDs tend to be longer in many puzzles (although some, such " "as Cube (\\k{cube}), only need very short descriptions). So a random seed " "is often a \\e{quicker} way to note down the puzzle you're currently " "playing, or to tell it to somebody else so they can play the same one as you." msgstr "" #. type: Plain text #: puzzles.but:213 msgid "" "Any text at all is a valid random seed. The automatically generated ones are " "fifteen-digit numbers, but anything will do; you can type in your full name, " "or a word you just made up, and a valid puzzle will be generated from it. " "This provides a way for two or more people to race to complete the same " "puzzle: you think of a random seed, then everybody types it in at the same " "time, and nobody has an advantage due to having seen the generated puzzle " "before anybody else." msgstr "" #. type: Plain text #: puzzles.but:217 msgid "" "It is often possible to convert puzzles from other sources (such as \\q" "{nonograms} or \\q{sudoku} from newspapers) into descriptive game IDs " "suitable for use with these programs." msgstr "" #. type: Plain text #: puzzles.but:225 msgid "" "Random seeds are not guaranteed to produce the same result if you use them " "with a different \\i\\e{version} of the puzzle program. This is because the " "generation algorithm might have been improved or modified in later versions " "of the code, and will therefore produce a different result when given the " "same sequence of random numbers. Use a descriptive game ID if you aren't " "sure that it will be used on the same version of the program as yours." msgstr "" #. type: Plain text #: puzzles.but:229 msgid "" "(Use the \\q{About} menu option to find out the version number of the " "program. Programs with the same version number running on different " "platforms should still be random-seed compatible.)" msgstr "" #. type: Plain text #: puzzles.but:236 msgid "" "\\I{ID format}A descriptive game ID starts with a piece of text which " "encodes the \\i\\e{parameters} of the current game (such as grid size). Then " "there is a colon, and after that is the description of the game's initial " "state. A random seed starts with a similar string of parameters, but then it " "contains a hash sign followed by arbitrary data." msgstr "" #. type: Plain text #: puzzles.but:242 msgid "" "If you enter a descriptive game ID, the program will not be able to show you " "the random seed which generated it, since it wasn't generated \\e{from} a " "random seed. If you \\e{enter} a random seed, however, the program will be " "able to show you the descriptive game ID derived from that random seed." msgstr "" #. type: Plain text #: puzzles.but:250 msgid "" "Note that the game parameter strings are not always identical between the " "two forms. For some games, there will be parameter data provided with the " "random seed which is not included in the descriptive game ID. This is " "because that parameter information is only relevant when \\e{generating} " "puzzle grids, and is not important when playing them. Thus, for example, the " "difficulty level in Solo (\\k{solo}) is not mentioned in the descriptive " "game ID." msgstr "" #. type: Plain text #: puzzles.but:260 msgid "" "These additional parameters are also not set permanently if you type in a " "game ID. For example, suppose you have Solo set to \\q{Advanced} difficulty " "level, and then a friend wants your help with a \\q{Trivial} puzzle; so the " "friend reads out a random seed specifying \\q{Trivial} difficulty, and you " "type it in. The program will generate you the same \\q{Trivial} grid which " "your friend was having trouble with, but once you have finished playing it, " "when you ask for a new game it will automatically go back to the \\q" "{Advanced} difficulty which it was previously set on." msgstr "" #. type: Plain text #: puzzles.but:262 msgid "The \\q{Type} menu" msgstr "" #. type: Plain text #: puzzles.but:266 msgid "" "The \\I{Type menu}\\q{Type} menu, if present, may contain a list of \\i" "{preset} game settings. Selecting one of these will start a new random game " "with the parameters specified." msgstr "" #. type: Plain text #: puzzles.but:271 msgid "" "The \\q{Type} menu may also contain a \\q{\\i{Custom}} option which allows " "you to fine-tune game \\i{parameters}. The parameters available are specific " "to each game and are described in the following sections." msgstr "" #. type: Plain text #: puzzles.but:273 msgid "Specifying game parameters on the \\i{command line}" msgstr "" #. type: Plain text #: puzzles.but:275 msgid "(This section does not apply to the \\i{Mac OS X} version.)" msgstr "" #. type: Plain text #: puzzles.but:281 msgid "" "The games in this collection deliberately do not ever save information on to " "the computer they run on: they have no high score tables and no saved " "preferences. (This is because I expect at least some people to play them at " "work, and those people will probably appreciate leaving as little evidence " "as possible!)" msgstr "" #. type: Plain text #: puzzles.but:285 msgid "" "However, if you do want to arrange for one of these games to \\I{default " "parameters, specifying}default to a particular set of parameters, you can " "specify them on the command line." msgstr "" #. type: Plain text #: puzzles.but:293 msgid "" "The easiest way to do this is to set up the parameters you want using the \\q" "{Type} menu (see \\k{common-type}), and then to select \\q{Random Seed} from " "the \\q{Game} or \\q{File} menu (see \\k{common-id}). The text in the \\q" "{Game ID} box will be composed of two parts, separated by a hash. The first " "of these parts represents the game parameters (the size of the playing area, " "for example, and anything else you set using the \\q{Type} menu)." msgstr "" #. type: Plain text #: puzzles.but:296 msgid "" "If you run the game with just that parameter text on the command line, it " "will start up with the settings you specified." msgstr "" #. type: Plain text #: puzzles.but:302 msgid "" "For example: if you run Cube (see \\k{cube}), select \\q{Octahedron} from " "the \\q{Type} menu, and then go to the game ID selection, you will see a " "string of the form \\cq{o2x2#338686542711620}. Take only the part before the " "hash (\\cq{o2x2}), and start Cube with that text on the command line: " "\\cq{PREFIX-cube o2x2}." msgstr "" #. type: Plain text #: puzzles.but:307 msgid "" "If you copy the \\e{entire} game ID on to the command line, the game will " "start up in the specific game that was described. This is occasionally a " "more convenient way to start a particular game ID than by pasting it into " "the game ID selection box." msgstr "" #. type: Plain text #: puzzles.but:312 msgid "" "(You could also retrieve the encoded game parameters using the \\q{Specific} " "menu option instead of \\q{Random Seed}, but if you do then some options, " "such as the difficulty level in Solo, will be missing. See \\k{common-id} " "for more details on this.)" msgstr "" #. type: Plain text #: puzzles.but:314 msgid "\\i{Unix} \\i{command-line} options" msgstr "" #. type: Plain text #: puzzles.but:316 msgid "(This section only applies to the Unix port.)" msgstr "" #. type: Plain text #: puzzles.but:319 msgid "" "In addition to being able to specify game parameters on the command line " "(see \\k{common-cmdline}), there are various other options:" msgstr "" #. type: cw{#1} #: puzzles.but:321 msgid "--game" msgstr "" #. type: cw{#1} #: puzzles.but:323 msgid "--load" msgstr "" #. type: Plain text #: puzzles.but:328 msgid "" "These options respectively determine whether the command-line argument is " "treated as specifying game parameters or a \\i{save} file to \\i{load}. Only " "one should be specified. If neither of these options is specified, a guess " "is made based on the format of the argument." msgstr "" #. type: Plain text #: puzzles.but:330 msgid "\\cw{--generate }\\e{n}" msgstr "" #. type: Plain text #: puzzles.but:335 msgid "" "If this option is specified, instead of a puzzle being displayed, a number " "of descriptive game IDs will be \\I{generating game IDs}invented and printed " "on standard output. This is useful for gaining access to the game generation " "algorithms without necessarily using the frontend." msgstr "" #. type: Plain text #: puzzles.but:346 msgid "" "If game parameters are specified on the command-line, they will be used to " "generate the game IDs; otherwise a default set of parameters will be used." msgstr "" #. type: Plain text #: puzzles.but:346 msgid "" "The most common use of this option is in conjunction with \\c{--print}, in " "which case its behaviour is slightly different; see below." msgstr "" #. type: Plain text #: puzzles.but:348 msgid "\\I{printing, on Unix}\\cw{--print }\\e{w}\\cw{x}\\e{h}" msgstr "" #. type: Plain text #: puzzles.but:352 msgid "" "If this option is specified, instead of a puzzle being displayed, a printed " "representation of one or more unsolved puzzles is sent to standard output, " "in \\i{PostScript} format." msgstr "" #. type: Plain text #: puzzles.but:376 msgid "" "On each page of puzzles, there will be \\e{w} across and \\e{h} down. If " "there are more puzzles than \\e{w}\\by\\e{h}, more than one page will be " "printed." msgstr "" #. type: Plain text #: puzzles.but:376 puzzles.but:399 msgid "" "If \\c{--generate} has also been specified, the invented game IDs will be " "used to generate the printed output. Otherwise, a list of game IDs is " "expected on standard input (which can be descriptive or random seeds; see \\k" "{common-id}), in the same format produced by \\c{--generate}." msgstr "" #. type: Plain text #: puzzles.but:376 puzzles.but:399 msgid "For example:" msgstr "" #. type: c #: puzzles.but:376 #, no-wrap msgid "PREFIX-net --generate 12 --print 2x3 7x7w | lpr" msgstr "" #. type: Plain text #: puzzles.but:376 msgid "" "will generate two pages of printed Net puzzles (each of which will have a " "7\\by\\.7 wrapping grid), and pipe the output to the \\c{lpr} command, which " "on many systems will send them to an actual printer." msgstr "" #. type: Plain text #: puzzles.but:376 msgid "There are various other options which affect printing; see below." msgstr "" #. type: Plain text #: puzzles.but:378 msgid "\\cw{--save }\\e{file-prefix} [ \\cw{--save-suffix }\\e{file-suffix} ]" msgstr "" #. type: Plain text #: puzzles.but:382 msgid "" "If this option is specified, instead of a puzzle being displayed, saved-game " "files for one or more unsolved puzzles are written to files constructed from " "the supplied prefix and/or suffix." msgstr "" #. type: c #: puzzles.but:399 #, no-wrap msgid "PREFIX-net --generate 12 --save game --save-suffix .sav" msgstr "" #. type: Plain text #: puzzles.but:399 msgid "" "will generate twelve Net saved-game files with the names \\cw{game0.sav} to " "\\cw{game11.sav}." msgstr "" #. type: cw{#1} #: puzzles.but:401 msgid "--version" msgstr "" #. type: Plain text #: puzzles.but:403 msgid "Prints version information about the game, and then quits." msgstr "" #. type: Plain text #: puzzles.but:406 msgid "" "The following options are only meaningful if \\c{--print} is also specified:" msgstr "" #. type: cw{#1} #: puzzles.but:408 msgid "--with-solutions" msgstr "" #. type: Plain text #: puzzles.but:411 msgid "" "The set of pages filled with unsolved puzzles will be followed by the " "solutions to those puzzles." msgstr "" #. type: Plain text #: puzzles.but:413 msgid "\\cw{--scale }\\e{n}" msgstr "" #. type: Plain text #: puzzles.but:416 msgid "" "Adjusts how big each puzzle is when printed. Larger numbers make puzzles " "bigger; the default is 1.0." msgstr "" #. type: cw{#1} #: puzzles.but:418 msgid "--colour" msgstr "" #. type: Plain text #: puzzles.but:421 msgid "" "Puzzles will be printed in colour, rather than in black and white (if " "supported by the puzzle)." msgstr "" #. type: Plain text #: puzzles.but:424 msgid "\\i{Net}" msgstr "" #. type: Plain text #: puzzles.but:426 msgid "\\cfg{winhelp-topic}{games.net}" msgstr "" #. type: Plain text #: puzzles.but:429 msgid "" "(\\e{Note:} the \\i{Windows} version of this game is called \\i\\cw{NETGAME." "EXE} to avoid clashing with Windows's own \\cw{NET.EXE}.)" msgstr "" #. type: Plain text #: puzzles.but:441 msgid "" "I originally saw this in the form of a Flash game called \\i{FreeNet} \\k" "{FreeNet}, written by Pavils Jurjans; there are several other " "implementations under the name \\i{NetWalk}. The computer prepares a network " "by connecting up the centres of squares in a grid, and then shuffles the " "network by rotating every tile randomly. Your job is to rotate it all back " "into place. The successful solution will be an entirely connected network, " "with no closed loops. \\#{The latter clause means that there are no closed " "paths within the network. Could this be clearer? \"No closed paths\"?} As a " "visual aid, all tiles which are connected to the one in the middle are " "highlighted." msgstr "" #. type: Plain text #: puzzles.but:443 msgid "" "\\W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\\cw{http://www.jurjans.lv/" "stuff/net/FreeNet.htm}" msgstr "" #. type: Plain text #: puzzles.but:445 msgid "\\i{Net controls}" msgstr "" #. type: IM{#1} #: puzzles.but:446 puzzles.but:447 puzzles.but:448 msgid "Net controls" msgstr "" #. type: IM #: puzzles.but:446 #, no-wrap msgid "controls, for Net" msgstr "" #. type: IM #: puzzles.but:447 #, no-wrap msgid "keys, for Net" msgstr "" #. type: IM #: puzzles.but:448 #, no-wrap msgid "shortcuts (keyboard), for Net" msgstr "" #. type: Plain text #: puzzles.but:452 msgid "" "This game can be played with either the keyboard or the mouse. The controls " "are:" msgstr "" #. type: Plain text #: puzzles.but:454 msgid "\\e{Select tile}: mouse pointer, arrow keys" msgstr "" #. type: Plain text #: puzzles.but:456 msgid "\\e{Rotate tile anticlockwise}: left mouse button, \\q{A} key" msgstr "" #. type: Plain text #: puzzles.but:458 msgid "\\e{Rotate tile clockwise}: right mouse button, \\q{D} key" msgstr "" #. type: Plain text #: puzzles.but:460 msgid "\\e{Rotate tile by 180 degrees}: \\q{F} key" msgstr "" #. type: Plain text #: puzzles.but:462 msgid "" "\\e{Lock (or unlock) tile}: middle mouse button, shift-click, \\q{S} key" msgstr "" #. type: Plain text #: puzzles.but:466 msgid "" "You can lock a tile once you're sure of its orientation. You can also unlock " "it again, but while it's locked you can't accidentally turn it." msgstr "" #. type: Plain text #: puzzles.but:469 msgid "" "The following controls are not necessary to complete the game, but may be " "useful:" msgstr "" #. type: Plain text #: puzzles.but:471 msgid "\\e{Shift grid}: Shift + arrow keys" msgstr "" #. type: Plain text #: puzzles.but:474 msgid "" "On grids that wrap, you can move the origin of the grid, so that tiles that " "were on opposite sides of the grid can be seen together." msgstr "" #. type: Plain text #: puzzles.but:476 msgid "\\e{Move centre}: Ctrl + arrow keys" msgstr "" #. type: Plain text #: puzzles.but:481 msgid "" "You can change which tile is used as the source of highlighting. (It " "doesn't ultimately matter which tile this is, as every tile will be " "connected to every other tile in a correct solution, but it may be helpful " "in the intermediate stages of solving the puzzle.)" msgstr "" #. type: Plain text #: puzzles.but:483 msgid "\\e{Jumble tiles}: \\q{J} key" msgstr "" #. type: Plain text #: puzzles.but:486 msgid "This key turns all tiles that are not locked to random orientations." msgstr "" #. type: Plain text #: puzzles.but:488 puzzles.but:577 puzzles.but:623 puzzles.but:664 #: puzzles.but:722 puzzles.but:796 puzzles.but:903 puzzles.but:995 #: puzzles.but:1187 puzzles.but:1260 puzzles.but:1333 puzzles.but:1401 #: puzzles.but:1456 puzzles.but:1500 puzzles.but:1643 puzzles.but:1708 #: puzzles.but:1779 puzzles.but:1875 puzzles.but:1950 puzzles.but:2089 #: puzzles.but:2198 puzzles.but:2320 puzzles.but:2394 puzzles.but:2452 #: puzzles.but:2545 puzzles.but:2635 puzzles.but:2693 puzzles.but:2752 #: puzzles.but:2838 puzzles.but:2903 puzzles.but:2970 puzzles.but:3045 #: puzzles.but:3091 msgid "(All the actions described in \\k{common-actions} are also available.)" msgstr "" #. type: Plain text #: puzzles.but:490 msgid "\\I{parameters, for Net}Net parameters" msgstr "" #. type: Plain text #: puzzles.but:493 puzzles.but:582 puzzles.but:801 puzzles.but:1192 #: puzzles.but:1265 puzzles.but:1406 puzzles.but:1461 puzzles.but:1648 #: puzzles.but:1713 puzzles.but:1784 puzzles.but:1880 puzzles.but:1955 #: puzzles.but:2038 puzzles.but:2094 puzzles.but:2203 puzzles.but:2325 #: puzzles.but:2399 puzzles.but:2550 puzzles.but:2640 puzzles.but:2698 #: puzzles.but:2757 puzzles.but:2843 puzzles.but:2908 puzzles.but:2975 #: puzzles.but:3050 puzzles.but:3096 msgid "" "These parameters are available from the \\q{Custom...} option on the \\q" "{Type} menu." msgstr "" #. type: Plain text #: puzzles.but:495 puzzles.but:803 puzzles.but:1122 puzzles.but:1194 #: puzzles.but:1267 puzzles.but:1408 puzzles.but:1650 puzzles.but:1715 #: puzzles.but:1786 puzzles.but:1882 puzzles.but:1957 puzzles.but:2040 #: puzzles.but:2096 puzzles.but:2205 puzzles.but:2401 puzzles.but:2700 #: puzzles.but:2759 puzzles.but:2845 puzzles.but:2910 puzzles.but:3052 #: puzzles.but:3098 msgid "\\e{Width}, \\e{Height}" msgstr "" #. type: Plain text #: puzzles.but:497 msgid "Size of grid in tiles." msgstr "" #. type: e{#1} #: puzzles.but:499 msgid "Walls wrap around" msgstr "" #. type: Plain text #: puzzles.but:502 msgid "" "If checked, flow can pass from the left edge to the right edge, and from top " "to bottom, and vice versa." msgstr "" #. type: e{#1} #: puzzles.but:504 msgid "Barrier probability" msgstr "" #. type: Plain text #: puzzles.but:509 msgid "" "A number between 0.0 and 1.0 controlling whether an immovable barrier is " "placed between two tiles to prevent flow between them (a higher number gives " "more barriers). Since barriers are immovable, they act as constraints on the " "solution (i.e., hints)." msgstr "" #. type: Plain text #: puzzles.but:524 msgid "" "The grid generation in Net has been carefully arranged so that the barriers " "are independent of the rest of the grid. This means that if you note down " "the random seed used to generate the current puzzle (see \\k{common-id}), " "change the \\e{Barrier probability} parameter, and then re-enter the same " "random seed, you should see exactly the same starting grid, with the only " "change being the number of barriers. So if you're stuck on a particular grid " "and need a hint, you could start up another instance of Net, set up the same " "parameters but a higher barrier probability, and enter the game seed from " "the original Net window." msgstr "" #. type: e{#1} #: puzzles.but:526 puzzles.but:833 puzzles.but:1470 msgid "Ensure unique solution" msgstr "" #. type: Plain text #: puzzles.but:533 msgid "" "Normally, Net will make sure that the puzzles it presents have only one " "solution. Puzzles with ambiguous sections can be more difficult and more " "subtle, so if you like you can turn off this feature and risk having " "ambiguous puzzles. (Also, finding \\e{all} the possible solutions can be an " "additional challenge for an advanced player.)" msgstr "" #. type: Plain text #: puzzles.but:536 msgid "\\i{Cube}" msgstr "" #. type: Plain text #: puzzles.but:538 msgid "\\cfg{winhelp-topic}{games.cube}" msgstr "" #. type: Plain text #: puzzles.but:550 msgid "" "This is another one I originally saw as a web game. This one was a Java game " "\\k{cube-java-game}, by Paul Scott. You have a grid of 16 squares, six of " "which are blue; on one square rests a cube. Your move is to use the arrow " "keys to roll the cube through 90 degrees so that it moves to an adjacent " "square. If you roll the cube on to a blue square, the blue square is picked " "up on one face of the cube; if you roll a blue face of the cube on to a non-" "blue square, the blueness is put down again. (In general, whenever you roll " "the cube, the two faces that come into contact swap colours.) Your job is to " "get all six blue squares on to the six faces of the cube at the same time. " "Count your moves and try to do it in as few as possible." msgstr "" #. type: Plain text #: puzzles.but:555 msgid "" "Unlike the original Java game, my version has an additional feature: once " "you've mastered the game with a cube rolling on a square grid, you can " "change to a triangular grid and roll any of a tetrahedron, an octahedron or " "an icosahedron." msgstr "" #. type: Plain text #: puzzles.but:557 msgid "" "\\W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\\cw{http://www3." "sympatico.ca/paulscott/cube/cube.htm}" msgstr "" #. type: Plain text #: puzzles.but:559 msgid "\\i{Cube controls}" msgstr "" #. type: IM{#1} #: puzzles.but:560 puzzles.but:561 puzzles.but:562 msgid "Cube controls" msgstr "" #. type: IM #: puzzles.but:560 #, no-wrap msgid "controls, for Cube" msgstr "" #. type: IM #: puzzles.but:561 #, no-wrap msgid "keys, for Cube" msgstr "" #. type: IM #: puzzles.but:562 #, no-wrap msgid "shortcuts (keyboard), for Cube" msgstr "" #. type: Plain text #: puzzles.but:565 puzzles.but:1173 puzzles.but:1248 puzzles.but:1306 msgid "This game can be played with either the keyboard or the mouse." msgstr "" #. type: Plain text #: puzzles.but:568 msgid "" "Left-clicking anywhere on the window will move the cube (or other solid) " "towards the mouse pointer." msgstr "" #. type: Plain text #: puzzles.but:575 msgid "" "The arrow keys can also used to roll the cube on its square grid in the four " "cardinal directions. On the triangular grids, the mapping of arrow keys to " "directions is more approximate. Vertical movement is disallowed where it " "doesn't make sense. The four keys surrounding the arrow keys on the numeric " "keypad (\\q{7}, \\q{9}, \\q{1}, \\q{3}) can be used for diagonal movement." msgstr "" #. type: Plain text #: puzzles.but:579 msgid "\\I{parameters, for Cube}Cube parameters" msgstr "" #. type: e{#1} #: puzzles.but:584 msgid "Type of solid" msgstr "" #. type: Plain text #: puzzles.but:587 msgid "" "Selects the solid to roll (and hence the shape of the grid): tetrahedron, " "cube, octahedron, or icosahedron." msgstr "" #. type: Plain text #: puzzles.but:589 msgid "\\e{Width / top}, \\e{Height / bottom}" msgstr "" #. type: Plain text #: puzzles.but:593 msgid "" "On a square grid, horizontal and vertical dimensions. On a triangular grid, " "the number of triangles on the top and bottom rows respectively." msgstr "" #. type: Plain text #: puzzles.but:596 msgid "\\i{Fifteen}" msgstr "" #. type: Plain text #: puzzles.but:598 msgid "\\cfg{winhelp-topic}{games.fifteen}" msgstr "" #. type: Plain text #: puzzles.but:606 msgid "" "The old ones are the best: this is the good old \\q{\\i{15-puzzle}} with " "sliding tiles. You have a 4\\by\\.4 square grid; 15 squares contain numbered " "tiles, and the sixteenth is empty. Your move is to choose a tile next to the " "empty space, and slide it into the space. The aim is to end up with the " "tiles in numerical order, with the space in the bottom right (so that the " "top row reads 1,2,3,4 and the bottom row reads 13,14,15,\\e{space})." msgstr "" #. type: Plain text #: puzzles.but:608 msgid "\\i{Fifteen controls}" msgstr "" #. type: IM{#1} #: puzzles.but:609 puzzles.but:610 puzzles.but:611 msgid "Fifteen controls" msgstr "" #. type: IM #: puzzles.but:609 #, no-wrap msgid "controls, for Fifteen" msgstr "" #. type: IM #: puzzles.but:610 #, no-wrap msgid "keys, for Fifteen" msgstr "" #. type: IM #: puzzles.but:611 #, no-wrap msgid "shortcuts (keyboard), for Fifteen" msgstr "" #. type: Plain text #: puzzles.but:614 msgid "This game can be controlled with the mouse or the keyboard." msgstr "" #. type: Plain text #: puzzles.but:618 msgid "" "A left-click with the mouse in the row or column containing the empty space " "will move as many tiles as necessary to move the space to the mouse pointer." msgstr "" #. type: Plain text #: puzzles.but:621 msgid "" "The arrow keys will move a tile adjacent to the space in the direction " "indicated (moving the space in the \\e{opposite} direction)." msgstr "" #. type: Plain text #: puzzles.but:625 msgid "\\I{parameters, for Fifteen}Fifteen parameters" msgstr "" #. type: Plain text #: puzzles.but:629 msgid "" "The only options available from the \\q{Custom...} option on the \\q{Type} " "menu are \\e{Width} and \\e{Height}, which are self-explanatory. (Once " "you've changed these, it's not a \\q{15-puzzle} any more, of course!)" msgstr "" #. type: Plain text #: puzzles.but:632 msgid "\\i{Sixteen}" msgstr "" #. type: Plain text #: puzzles.but:634 msgid "\\cfg{winhelp-topic}{games.sixteen}" msgstr "" #. type: Plain text #: puzzles.but:644 msgid "" "Another sliding tile puzzle, visually similar to Fifteen (see \\k{fifteen}) " "but with a different type of move. This time, there is no hole: all 16 " "squares on the grid contain numbered squares. Your move is to shift an " "entire row left or right, or shift an entire column up or down; every time " "you do that, the tile you shift off the grid re-appears at the other end of " "the same row, in the space you just vacated. To win, arrange the tiles into " "numerical order (1,2,3,4 on the top row, 13,14,15,16 on the bottom). When " "you've done that, try playing on different sizes of grid." msgstr "" #. type: Plain text #: puzzles.but:652 msgid "" "I \\e{might} have invented this game myself, though only by accident if so " "(and I'm sure other people have independently invented it). I thought I was " "imitating a screensaver I'd seen, but I have a feeling that the screensaver " "might actually have been a Fifteen-type puzzle rather than this slightly " "different kind. So this might be the one thing in my puzzle collection which " "represents creativity on my part rather than just engineering." msgstr "" #. type: Plain text #: puzzles.but:654 msgid "\\I{controls, for Sixteen}Sixteen controls" msgstr "" #. type: Plain text #: puzzles.but:658 msgid "" "Left-clicking on an arrow will move the appropriate row or column in the " "direction indicated. Right-clicking will move it in the opposite direction." msgstr "" #. type: Plain text #: puzzles.but:662 msgid "" "Alternatively, use the cursor keys to move the position indicator around the " "edge of the grid, and use the return key to move the row/column in the " "direction indicated." msgstr "" #. type: Plain text #: puzzles.but:666 msgid "\\I{parameters, for Sixteen}Sixteen parameters" msgstr "" #. type: Plain text #: puzzles.but:669 msgid "" "The parameters available from the \\q{Custom...} option on the \\q{Type} " "menu are:" msgstr "" #. type: Plain text #: puzzles.but:671 msgid "\\e{Width} and \\e{Height}, which are self-explanatory." msgstr "" #. type: Plain text #: puzzles.but:681 msgid "" "You can ask for a limited shuffling operation to be performed on the grid. " "By default, Sixteen will shuffle the grid in such a way that any arrangement " "is about as probable as any other. You can override this by requesting a " "precise number of shuffling moves to be performed. Typically your aim is " "then to determine the precise set of shuffling moves and invert them " "exactly, so that you answer (say) a four-move shuffle with a four-move " "solution. Note that the more moves you ask for, the more likely it is that " "solutions shorter than the target length will turn out to be possible." msgstr "" #. type: Plain text #: puzzles.but:684 msgid "\\i{Twiddle}" msgstr "" #. type: Plain text #: puzzles.but:686 msgid "\\cfg{winhelp-topic}{games.twiddle}" msgstr "" #. type: Plain text #: puzzles.but:691 msgid "" "Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen (see \\k" "{sixteen}): you are given a grid of square tiles, each containing a number, " "and your aim is to arrange the numbers into ascending order." msgstr "" #. type: Plain text #: puzzles.but:696 msgid "" "In basic Twiddle, your move is to rotate a square group of four tiles about " "their common centre. (Orientation is not significant in the basic puzzle, " "although you can select it.) On more advanced settings, you can rotate a " "larger square group of tiles." msgstr "" #. type: Plain text #: puzzles.but:701 msgid "" "I first saw this type of puzzle in the GameCube game \\q{Metroid Prime 2}. " "In the Main Gyro Chamber in that game, there is a puzzle you solve to unlock " "a door, which is a special case of Twiddle. I developed this game as a " "generalisation of that puzzle." msgstr "" #. type: Plain text #: puzzles.but:703 msgid "\\I{controls, for Twiddle}Twiddle controls" msgstr "" #. type: Plain text #: puzzles.but:708 msgid "" "To play Twiddle, click the mouse in the centre of the square group you wish " "to rotate. In the basic mode, you rotate a 2\\by\\.2 square, which means you " "have to click at a corner point where four tiles meet." msgstr "" #. type: Plain text #: puzzles.but:712 msgid "" "In more advanced modes you might be rotating 3\\by\\.3 or even more at a " "time; if the size of the square is odd then you simply click in the centre " "tile of the square you want to rotate." msgstr "" #. type: Plain text #: puzzles.but:715 msgid "" "Clicking with the left mouse button rotates the group anticlockwise. " "Clicking with the right button rotates it clockwise." msgstr "" #. type: Plain text #: puzzles.but:720 msgid "" "You can also move an outline square around the grid with the cursor keys; " "the square is the size above (2\\by\\.2 by default, or larger). Pressing " "the return key or space bar will rotate the current square anticlockwise or " "clockwise respectively." msgstr "" #. type: Plain text #: puzzles.but:724 msgid "\\I{parameters, for Twiddle}Twiddle parameters" msgstr "" #. type: Plain text #: puzzles.but:727 msgid "" "Twiddle provides several configuration options via the \\q{Custom} option on " "the \\q{Type} menu:" msgstr "" #. type: Plain text #: puzzles.but:729 msgid "You can configure the width and height of the puzzle grid." msgstr "" #. type: Plain text #: puzzles.but:731 msgid "You can configure the size of square block that rotates at a time." msgstr "" #. type: Plain text #: puzzles.but:737 msgid "" "You can ask for every square in the grid to be distinguishable (the " "default), or you can ask for a simplified puzzle in which there are groups " "of identical numbers. In the simplified puzzle your aim is just to arrange " "all the 1s into the first row, all the 2s into the second row, and so on." msgstr "" #. type: Plain text #: puzzles.but:742 msgid "" "You can configure whether the orientation of tiles matters. If you ask for " "an orientable puzzle, each tile will have a triangle drawn in it. All the " "triangles must be pointing upwards to complete the puzzle." msgstr "" #. type: Plain text #: puzzles.but:752 msgid "" "You can ask for a limited shuffling operation to be performed on the grid. " "By default, Twiddle will shuffle the grid so much that any arrangement is " "about as probable as any other. You can override this by requesting a " "precise number of shuffling moves to be performed. Typically your aim is " "then to determine the precise set of shuffling moves and invert them " "exactly, so that you answer (say) a four-move shuffle with a four-move " "solution. Note that the more moves you ask for, the more likely it is that " "solutions shorter than the target length will turn out to be possible." msgstr "" #. type: Plain text #: puzzles.but:755 msgid "\\i{Rectangles}" msgstr "" #. type: Plain text #: puzzles.but:757 msgid "\\cfg{winhelp-topic}{games.rectangles}" msgstr "" #. type: Plain text #: puzzles.but:763 msgid "" "You have a grid of squares, with numbers written in some (but not all) of " "the squares. Your task is to subdivide the grid into rectangles of various " "sizes, such that (a) every rectangle contains exactly one numbered square, " "and (b) the area of each rectangle is equal to the number written in its " "numbered square." msgstr "" #. type: Plain text #: puzzles.but:772 msgid "" "Credit for this game goes to the Japanese puzzle magazine \\i{Nikoli} \\k" "{nikoli-rect}; I've also seen a Palm implementation at \\i{Puzzle Palace} \\k" "{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version " "automatically generates random grids of any size you like. The quality of " "puzzle design is therefore not quite as good as hand-crafted puzzles would " "be, but on the plus side you get an inexhaustible supply of puzzles tailored " "to your own specification." msgstr "" #. type: Plain text #: puzzles.but:774 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\\cw{http://www." "nikoli.co.jp/puzzles/7/index_text-e.htm}" msgstr "" #. type: Plain text #: puzzles.but:776 msgid "" "\\W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\\cw{http://www." "puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}" msgstr "" #. type: Plain text #: puzzles.but:778 msgid "\\I{controls, for Rectangles}Rectangles controls" msgstr "" #. type: Plain text #: puzzles.but:780 msgid "This game is played with the mouse or cursor keys." msgstr "" #. type: Plain text #: puzzles.but:785 msgid "" "Left-click any edge to toggle it on or off, or left-click and drag to draw " "an entire rectangle (or line) on the grid in one go (removing any existing " "edges within that rectangle). Right-clicking and dragging will allow you to " "erase the contents of a rectangle without affecting its edges." msgstr "" #. type: Plain text #: puzzles.but:792 msgid "" "Alternatively, use the cursor keys to move the position indicator around the " "board. Pressing the return key then allows you to use the cursor keys to " "drag a rectangle out from that position, and pressing the return key again " "completes the rectangle. Using the space bar instead of the return key " "allows you to erase the contents of a rectangle without affecting its edges, " "as above." msgstr "" #. type: Plain text #: puzzles.but:794 msgid "When a rectangle of the correct size is completed, it will be shaded." msgstr "" #. type: Plain text #: puzzles.but:798 msgid "\\I{parameters, for Rectangles}Rectangles parameters" msgstr "" #. type: Plain text #: puzzles.but:805 msgid "Size of grid, in squares." msgstr "" #. type: e{#1} #: puzzles.but:807 msgid "Expansion factor" msgstr "" #. type: Plain text #: puzzles.but:813 msgid "" "This is a mechanism for changing the type of grids generated by the program. " "Some people prefer a grid containing a few large rectangles to one " "containing many small ones. So you can ask Rectangles to essentially " "generate a \\e{smaller} grid than the size you specified, and then to expand " "it by adding rows and columns." msgstr "" #. type: Plain text #: puzzles.but:831 msgid "" "The default expansion factor of zero means that Rectangles will simply " "generate a grid of the size you ask for, and do nothing further. If you set " "an expansion factor of (say) 0.5, it means that each dimension of the grid " "will be expanded to half again as big after generation. In other words, the " "initial grid will be 2/3 the size in each dimension, and will be expanded to " "its full size without adding any more rectangles." msgstr "" #. type: Plain text #: puzzles.but:831 msgid "" "Setting an expansion factor of around 0.5 tends to make the game more " "difficult, and also (in my experience) rewards a less deductive and more " "intuitive playing style. If you set it \\e{too} high, though, the game " "simply cannot generate more than a few rectangles to cover the entire grid, " "and the game becomes trivial." msgstr "" #. type: Plain text #: puzzles.but:840 msgid "" "Normally, Rectangles will make sure that the puzzles it presents have only " "one solution. Puzzles with ambiguous sections can be more difficult and more " "subtle, so if you like you can turn off this feature and risk having " "ambiguous puzzles. Also, finding \\e{all} the possible solutions can be an " "additional challenge for an advanced player. Turning off this option can " "also speed up puzzle generation." msgstr "" #. type: Plain text #: puzzles.but:843 msgid "\\i{Netslide}" msgstr "" #. type: Plain text #: puzzles.but:845 msgid "\\cfg{winhelp-topic}{games.netslide}" msgstr "" #. type: Plain text #: puzzles.but:850 msgid "" "This game combines the grid generation of Net (see \\k{net}) with the " "movement of Sixteen (see \\k{sixteen}): you have a Net grid, but instead of " "rotating tiles back into place you have to slide them into place by moving a " "whole row at a time." msgstr "" #. type: Plain text #: puzzles.but:853 msgid "" "As in Sixteen, \\I{controls, for Netslide}control is with the mouse or " "cursor keys. See \\k{sixteen-controls}." msgstr "" #. type: Plain text #: puzzles.but:857 msgid "" "\\I{parameters, for Netslide}The available game parameters have similar " "meanings to those in Net (see \\k{net-params}) and Sixteen (see \\k{sixteen-" "params})." msgstr "" #. type: Plain text #: puzzles.but:859 msgid "Netslide was contributed to this collection by Richard Boulton." msgstr "" #. type: Plain text #: puzzles.but:862 msgid "\\i{Pattern}" msgstr "" #. type: Plain text #: puzzles.but:864 msgid "\\cfg{winhelp-topic}{games.pattern}" msgstr "" #. type: Plain text #: puzzles.but:870 msgid "" "You have a grid of squares, which must all be filled in either black or " "white. Beside each row of the grid are listed the lengths of the runs of " "black squares on that row; above each column are listed the lengths of the " "runs of black squares in that column. Your aim is to fill in the entire grid " "black or white." msgstr "" #. type: Plain text #: puzzles.but:874 msgid "" "I first saw this puzzle form around 1995, under the name \\q{\\i" "{nonograms}}. I've seen it in various places since then, under different " "names." msgstr "" #. type: Plain text #: puzzles.but:882 msgid "" "Normally, puzzles of this type turn out to be a meaningful picture of " "something once you've solved them. However, since this version generates the " "puzzles automatically, they will just look like random groupings of squares. " "(One user has suggested that this is actually a \\e{good} thing, since it " "prevents you from guessing the colour of squares based on the picture, and " "forces you to use logic instead.) The advantage, though, is that you never " "run out of them." msgstr "" #. type: Plain text #: puzzles.but:884 msgid "\\I{controls, for Pattern}Pattern controls" msgstr "" #. type: Plain text #: puzzles.but:886 puzzles.but:1074 msgid "This game is played with the mouse." msgstr "" #. type: Plain text #: puzzles.but:891 msgid "" "Left-click in a square to colour it black. Right-click to colour it white. " "If you make a mistake, you can middle-click, or hold down Shift while " "clicking with any button, to colour the square in the default grey (meaning " "\\q{undecided}) again." msgstr "" #. type: Plain text #: puzzles.but:897 msgid "" "You can click and drag with the left or right mouse button to colour a " "vertical or horizontal line of squares black or white at a time " "(respectively). If you click and drag with the middle button, or with Shift " "held down, you can colour a whole rectangle of squares grey." msgstr "" #. type: Plain text #: puzzles.but:901 msgid "" "You can also move around the grid with the cursor keys. Pressing the return " "key will cycle the current cell through empty, then black, then white, then " "empty, and the space bar does the same cycle in reverse." msgstr "" #. type: Plain text #: puzzles.but:905 msgid "\\I{parameters, for Pattern}Pattern parameters" msgstr "" #. type: Plain text #: puzzles.but:908 msgid "" "The only options available from the \\q{Custom...} option on the \\q{Type} " "menu are \\e{Width} and \\e{Height}, which are self-explanatory." msgstr "" #. type: Plain text #: puzzles.but:911 msgid "\\i{Solo}" msgstr "" #. type: Plain text #: puzzles.but:913 msgid "\\cfg{winhelp-topic}{games.solo}" msgstr "" #. type: Plain text #: puzzles.but:917 msgid "" "You have a square grid, which is divided into as many equally sized sub-" "blocks as the grid has rows. Each square must be filled in with a digit from " "1 to the size of the grid, in such a way that" msgstr "" #. type: Plain text #: puzzles.but:919 msgid "every row contains only one occurrence of each digit" msgstr "" #. type: Plain text #: puzzles.but:921 msgid "every column contains only one occurrence of each digit" msgstr "" #. type: Plain text #: puzzles.but:923 msgid "every block contains only one occurrence of each digit." msgstr "" #. type: Plain text #: puzzles.but:926 msgid "" "(optionally, by default off) each of the square's two main diagonals " "contains only one occurrence of each digit." msgstr "" #. type: Plain text #: puzzles.but:929 msgid "" "You are given some of the numbers as clues; your aim is to place the rest of " "the numbers correctly." msgstr "" #. type: Plain text #: puzzles.but:937 msgid "" "Under the default settings, the sub-blocks are square or rectangular. The " "default puzzle size is 3\\by\\.3 (a 9\\by\\.9 actual grid, divided into nine " "3\\by\\.3 blocks). You can also select sizes with rectangular blocks instead " "of square ones, such as 2\\by\\.3 (a 6\\by\\.6 grid divided into six 3\\by" "\\.2 blocks). Alternatively, you can select \\q{jigsaw} mode, in which the " "sub-blocks are arbitrary shapes which differ between individual puzzles." msgstr "" #. type: Plain text #: puzzles.but:944 msgid "" "Another available mode is \\q{killer}. In this mode, clues are not given in " "the form of filled-in squares; instead, the grid is divided into \\q{cages} " "by coloured lines, and for each cage the game tells you what the sum of all " "the digits in that cage should be. Also, no digit may appear more than once " "within a cage, even if the cage crosses the boundaries of existing regions." msgstr "" #. type: Plain text #: puzzles.but:950 msgid "" "If you select a puzzle size which requires more than 9 digits, the " "additional digits will be letters of the alphabet. For example, if you " "select 3\\by\\.4 then the digits which go in your grid will be 1 to 9, plus " "\\cq{a}, \\cq{b} and \\cq{c}. This cannot be selected for killer puzzles." msgstr "" #. type: Plain text #: puzzles.but:958 msgid "" "I first saw this puzzle in \\i{Nikoli} \\k{nikoli-solo}, although it's also " "been popularised by various newspapers under the name \\q{Sudoku} or \\q{Su " "Doku}. Howard Garns is considered the inventor of the modern form of the " "puzzle, and it was first published in \\e{Dell Pencil Puzzles and Word " "Games}. A more elaborate treatment of the history of the puzzle can be " "found on Wikipedia \\k{wikipedia-solo}." msgstr "" #. type: Plain text #: puzzles.but:960 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}\\cw{http://www." "nikoli.co.jp/puzzles/1/index_text-e.htm}" msgstr "" #. type: Plain text #: puzzles.but:962 msgid "" "\\W{http://en.wikipedia.org/wiki/Sudoku}\\cw{http://en.wikipedia.org/wiki/" "Sudoku}" msgstr "" #. type: Plain text #: puzzles.but:964 msgid "\\I{controls, for Solo}Solo controls" msgstr "" #. type: Plain text #: puzzles.but:969 msgid "" "To play Solo, simply click the mouse in any empty square and then type a " "digit or letter on the keyboard to fill that square. If you make a mistake, " "click the mouse in the incorrect square and press Space to clear it again " "(or use the Undo feature)." msgstr "" #. type: Plain text #: puzzles.but:974 puzzles.but:2294 puzzles.but:2521 msgid "" "If you \\e{right}-click in a square and then type a number, that number will " "be entered in the square as a \\q{pencil mark}. You can have pencil marks " "for multiple numbers in the same square. Squares containing filled-in " "numbers cannot also contain pencil marks." msgstr "" #. type: Plain text #: puzzles.but:980 puzzles.but:2300 puzzles.but:2527 puzzles.but:2617 msgid "" "The game pays no attention to pencil marks, so exactly what you use them for " "is up to you: you can use them as reminders that a particular square needs " "to be re-examined once you know more about a particular number, or you can " "use them as lists of the possible numbers in a given square, or anything " "else you feel like." msgstr "" #. type: Plain text #: puzzles.but:983 puzzles.but:2303 puzzles.but:2530 puzzles.but:2620 msgid "" "To erase a single pencil mark, right-click in the square and type the same " "number again." msgstr "" #. type: Plain text #: puzzles.but:987 puzzles.but:2307 puzzles.but:2534 puzzles.but:2624 msgid "" "All pencil marks in a square are erased when you left-click and type a " "number, or when you left-click and press space. Right-clicking and pressing " "space will also erase pencil marks." msgstr "" #. type: Plain text #: puzzles.but:993 puzzles.but:2318 msgid "" "Alternatively, use the cursor keys to move the mark around the grid. " "Pressing the return key toggles the mark (from a normal mark to a pencil " "mark), and typing a number in is entered in the square in the appropriate " "way; typing in a 0 or using the space bar will clear a filled square." msgstr "" #. type: Plain text #: puzzles.but:997 msgid "\\I{parameters, for Solo}Solo parameters" msgstr "" #. type: Plain text #: puzzles.but:1003 msgid "" "Solo allows you to configure two separate dimensions of the puzzle grid on " "the \\q{Type} menu: the number of columns, and the number of rows, into " "which the main grid is divided. (The size of a block is the inverse of this: " "for example, if you select 2 columns and 3 rows, each actual block will have " "3 columns and 2 rows.)" msgstr "" #. type: Plain text #: puzzles.but:1009 msgid "" "If you tick the \\q{X} checkbox, Solo will apply the optional extra " "constraint that the two main diagonals of the grid also contain one of every " "digit. (This is sometimes known as \\q{Sudoku-X} in newspapers.) In this " "mode, the squares on the two main diagonals will be shaded slightly so that " "you know it's enabled." msgstr "" #. type: Plain text #: puzzles.but:1016 msgid "" "If you tick the \\q{Jigsaw} checkbox, Solo will generate randomly shaped sub-" "blocks. In this mode, the actual grid size will be taken to be the product " "of the numbers entered in the \\q{Columns} and \\q{Rows} boxes. There is no " "reason why you have to enter a number greater than 1 in both boxes; Jigsaw " "mode has no constraint on the grid size, and it can even be a prime number " "if you feel like it." msgstr "" #. type: Plain text #: puzzles.but:1021 msgid "" "If you tick the \\q{Killer} checkbox, Solo will generate a set of of cages, " "which are randomly shaped and drawn in an outline of a different colour. " "Each of these regions contains a smaller clue which shows the digit sum of " "all the squares in this region." msgstr "" #. type: Plain text #: puzzles.but:1027 msgid "" "You can also configure the type of symmetry shown in the generated puzzles. " "More symmetry makes the puzzles look prettier but may also make them easier, " "since the symmetry constraints can force more clues than necessary to be " "present. Completely asymmetric puzzles have the freedom to contain as few " "clues as possible." msgstr "" #. type: Plain text #: puzzles.but:1041 msgid "" "Finally, you can configure the difficulty of the generated puzzles. " "Difficulty levels are judged by the complexity of the techniques of " "deduction required to solve the puzzle: each level requires a mode of " "reasoning which was not necessary in the previous one. In particular, on " "difficulty levels \\q{Trivial} and \\q{Basic} there will be a square you can " "fill in with a single number at all times, whereas at \\q{Intermediate} " "level and beyond you will have to make partial deductions about the \\e{set} " "of squares a number could be in (or the set of numbers that could be in a " "square). \\#{Advanced, Extreme?} At \\q{Unreasonable} level, even this is " "not enough, and you will eventually have to make a guess, and then backtrack " "if it turns out to be wrong." msgstr "" #. type: Plain text #: puzzles.but:1047 msgid "" "Generating difficult puzzles is itself difficult: if you select one of the " "higher difficulty levels, Solo may have to make many attempts at generating " "a puzzle before it finds one hard enough for you. Be prepared to wait, " "especially if you have also configured a large puzzle size." msgstr "" #. type: Plain text #: puzzles.but:1050 msgid "\\i{Mines}" msgstr "" #. type: Plain text #: puzzles.but:1052 msgid "\\cfg{winhelp-topic}{games.mines}" msgstr "" #. type: Plain text #: puzzles.but:1059 msgid "" "You have a grid of covered squares, some of which contain mines, but you " "don't know which. Your job is to uncover every square which does \\e{not} " "contain a mine. If you uncover a square containing a mine, you lose. If you " "uncover a square which does not contain a mine, you are told how many mines " "are contained within the eight surrounding squares." msgstr "" #. type: Plain text #: puzzles.but:1062 msgid "" "This game needs no introduction; popularised by Windows, it is perhaps the " "single best known desktop puzzle game in existence." msgstr "" #. type: Plain text #: puzzles.but:1070 msgid "" "This version of it has an unusual property. By default, it will generate its " "mine positions in such a way as to ensure that you never need to \\e{guess} " "where a mine is: you will always be able to deduce it somehow. So you will " "never, as can happen in other versions, get to the last four squares and " "discover that there are two mines left but you have no way of knowing for " "sure where they are." msgstr "" #. type: Plain text #: puzzles.but:1072 msgid "\\I{controls, for Mines}Mines controls" msgstr "" #. type: Plain text #: puzzles.but:1076 msgid "If you left-click in a covered square, it will be uncovered." msgstr "" #. type: Plain text #: puzzles.but:1081 msgid "" "If you right-click in a covered square, it will place a flag which indicates " "that the square is believed to be a mine. Left-clicking in a marked square " "will not uncover it, for safety. You can right-click again to remove a mark " "placed in error." msgstr "" #. type: Plain text #: puzzles.but:1089 msgid "" "If you left-click in an \\e{uncovered} square, it will \\q{clear around} the " "square. This means: if the square has exactly as many flags surrounding it " "as it should have mines, then all the covered squares next to it which are " "\\e{not} flagged will be uncovered. So once you think you know the location " "of all the mines around a square, you can use this function as a shortcut to " "avoid having to click on each of the remaining squares one by one." msgstr "" #. type: Plain text #: puzzles.but:1095 msgid "" "If you uncover a square which has \\e{no} mines in the surrounding eight " "squares, then it is obviously safe to uncover those squares in turn, and so " "on if any of them also has no surrounding mines. This will be done for you " "automatically; so sometimes when you uncover a square, a whole new area will " "open up to be explored." msgstr "" #. type: Plain text #: puzzles.but:1101 msgid "" "You can also use the cursor keys to move around the minefield. Pressing the " "return key in a covered square uncovers it, and in an uncovered square will " "clear around it (so it acts as the left button), pressing the space bar in a " "covered square will place a flag (similarly, it acts as the right button)." msgstr "" #. type: Plain text #: puzzles.but:1103 msgid "All the actions described in \\k{common-actions} are also available." msgstr "" #. type: Plain text #: puzzles.but:1111 msgid "" "Even Undo is available, although you might consider it cheating to use it. " "If you step on a mine, the program will only reveal the mine in question " "(unlike most other implementations, which reveal all of them). You can then " "Undo your fatal move and continue playing if you like. The program will " "track the number of times you died (and Undo will not reduce that counter), " "so when you get to the end of the game you know whether or not you did it " "without making any errors." msgstr "" #. type: Plain text #: puzzles.but:1115 msgid "" "(If you really want to know the full layout of the grid, which other " "implementations will show you after you die, you can always use the Solve " "menu option.)" msgstr "" #. type: Plain text #: puzzles.but:1117 msgid "\\I{parameters, for Mines}Mines parameters" msgstr "" #. type: Plain text #: puzzles.but:1120 msgid "" "The options available from the \\q{Custom...} option on the \\q{Type} menu " "are:" msgstr "" #. type: Plain text #: puzzles.but:1124 puzzles.but:1196 puzzles.but:1269 puzzles.but:1717 #: puzzles.but:1788 puzzles.but:1884 puzzles.but:2042 puzzles.but:2098 #: puzzles.but:2207 puzzles.but:2403 puzzles.but:2702 puzzles.but:2847 #: puzzles.but:2912 puzzles.but:3054 msgid "Size of grid in squares." msgstr "" #. type: e{#1} #: puzzles.but:1126 msgid "Mines" msgstr "" #. type: Plain text #: puzzles.but:1131 msgid "" "Number of mines in the grid. You can enter this as an absolute mine count, " "or alternatively you can put a \\cw{%} sign on the end in which case the " "game will arrange for that proportion of the squares in the grid to be mines." msgstr "" #. type: Plain text #: puzzles.but:1138 msgid "" "Beware of setting the mine count too high. At very high densities, the " "program may spend forever searching for a solvable grid." msgstr "" #. type: e{#1} #: puzzles.but:1140 puzzles.but:1212 msgid "Ensure solubility" msgstr "" #. type: Plain text #: puzzles.but:1145 msgid "" "When this option is enabled (as it is by default), Mines will ensure that " "the entire grid can be fully deduced starting from the initial open space. " "If you prefer the riskier grids generated by other implementations, you can " "switch off this option." msgstr "" #. type: Plain text #: puzzles.but:1148 msgid "\\i{Same Game}" msgstr "" #. type: Plain text #: puzzles.but:1150 msgid "\\cfg{winhelp-topic}{games.samegame}" msgstr "" #. type: Plain text #: puzzles.but:1155 msgid "" "You have a grid of coloured squares, which you have to clear by highlighting " "contiguous regions of more than one coloured square; the larger the region " "you highlight, the more points you get (and the faster you clear the arena)." msgstr "" #. type: Plain text #: puzzles.but:1159 msgid "" "If you clear the grid you win. If you end up with nothing but single squares " "(i.e., there are no more clickable regions left) you lose." msgstr "" #. type: Plain text #: puzzles.but:1163 msgid "" "Removing a region causes the rest of the grid to shuffle up: blocks that are " "suspended will fall down (first), and then empty columns are filled from the " "right." msgstr "" #. type: Plain text #: puzzles.but:1165 msgid "Same Game was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:1167 msgid "\\i{Same Game controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1168 puzzles.but:1169 puzzles.but:1170 msgid "Same Game controls" msgstr "" #. type: IM #: puzzles.but:1168 #, no-wrap msgid "controls, for Same Game" msgstr "" #. type: IM #: puzzles.but:1169 #, no-wrap msgid "keys, for Same Game" msgstr "" #. type: IM #: puzzles.but:1170 #, no-wrap msgid "shortcuts (keyboard), for Same Game" msgstr "" #. type: Plain text #: puzzles.but:1176 msgid "" "If you left-click an unselected region, it becomes selected (possibly " "clearing the current selection)." msgstr "" #. type: Plain text #: puzzles.but:1179 msgid "" "If you left-click the selected region, it will be removed (and the rest of " "the grid shuffled immediately)." msgstr "" #. type: Plain text #: puzzles.but:1181 msgid "If you right-click the selected region, it will be unselected." msgstr "" #. type: Plain text #: puzzles.but:1185 msgid "" "The cursor keys move a cursor around the grid. Pressing the Space or Enter " "keys while the cursor is in an unselected region selects it; pressing Space " "or Enter again removes it as above." msgstr "" #. type: Plain text #: puzzles.but:1189 msgid "\\I{parameters, for Same Game}Same Game parameters" msgstr "" #. type: e{#1} #: puzzles.but:1198 msgid "No. of colours" msgstr "" #. type: Plain text #: puzzles.but:1202 msgid "" "Number of different colours used to fill the grid; the more colours, the " "fewer large regions of colour and thus the more difficult it is to " "successfully clear the grid." msgstr "" #. type: e{#1} #: puzzles.but:1204 msgid "Scoring system" msgstr "" #. type: Plain text #: puzzles.but:1210 msgid "" "Controls the precise mechanism used for scoring. With the default system, \\q" "{(n-2)^2}, only regions of three squares or more will score any points at " "all. With the alternative \\q{(n-1)^2} system, regions of two squares score " "a point each, and larger regions score relatively more points." msgstr "" #. type: Plain text #: puzzles.but:1215 msgid "" "If this option is ticked (the default state), generated grids will be " "guaranteed to have at least one solution." msgstr "" #. type: Plain text #: puzzles.but:1227 msgid "" "If you turn it off, the game generator will not try to guarantee soluble " "grids; it will, however, still ensure that there are at least 2 squares of " "each colour on the grid at the start (since a grid with exactly one square " "of a given colour is \\e{definitely} insoluble). Grids generated with this " "option disabled may contain more large areas of contiguous colour, leading " "to opportunities for higher scores; they can also take less time to generate." msgstr "" #. type: Plain text #: puzzles.but:1230 msgid "\\i{Flip}" msgstr "" #. type: Plain text #: puzzles.but:1232 msgid "\\cfg{winhelp-topic}{games.flip}" msgstr "" #. type: Plain text #: puzzles.but:1237 msgid "" "You have a grid of squares, some light and some dark. Your aim is to light " "all the squares up at the same time. You can choose any square and flip its " "state from light to dark or dark to light, but when you do so, other squares " "around it change state as well." msgstr "" #. type: Plain text #: puzzles.but:1240 msgid "" "Each square contains a small diagram showing which other squares change when " "you flip it." msgstr "" #. type: Plain text #: puzzles.but:1242 msgid "\\i{Flip controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1243 puzzles.but:1244 puzzles.but:1245 msgid "Flip controls" msgstr "" #. type: IM #: puzzles.but:1243 #, no-wrap msgid "controls, for Flip" msgstr "" #. type: IM #: puzzles.but:1244 #, no-wrap msgid "keys, for Flip" msgstr "" #. type: IM #: puzzles.but:1245 #, no-wrap msgid "shortcuts (keyboard), for Flip" msgstr "" #. type: Plain text #: puzzles.but:1252 msgid "" "Left-click in a square to flip it and its associated squares, or use the " "cursor keys to choose a square and the space bar or Enter key to flip." msgstr "" #. type: Plain text #: puzzles.but:1258 msgid "" "If you use the \\q{Solve} function on this game, it will mark some of the " "squares in red. If you click once in every square with a red mark, the game " "should be solved. (If you click in a square \\e{without} a red mark, a red " "mark will appear in it to indicate that you will need to reverse that " "operation to reach the solution.)" msgstr "" #. type: Plain text #: puzzles.but:1262 msgid "\\I{parameters, for flip}Flip parameters" msgstr "" #. type: e{#1} #: puzzles.but:1271 msgid "Shape type" msgstr "" #. type: Plain text #: puzzles.but:1278 msgid "" "This control determines the shape of the region which is flipped by clicking " "in any given square. The default setting, \\q{Crosses}, causes every square " "to flip itself and its four immediate neighbours (or three or two if it's at " "an edge or corner). The other setting, \\q{Random}, causes a random shape to " "be chosen for every square, so the game is different every time." msgstr "" #. type: Plain text #: puzzles.but:1281 msgid "\\i{Guess}" msgstr "" #. type: Plain text #: puzzles.but:1283 msgid "\\cfg{winhelp-topic}{games.guess}" msgstr "" #. type: Plain text #: puzzles.but:1287 msgid "" "You have a set of coloured pegs, and have to reproduce a predetermined " "sequence of them (chosen by the computer) within a certain number of guesses." msgstr "" #. type: Plain text #: puzzles.but:1291 msgid "" "Each guess gets marked with the number of correctly-coloured pegs in the " "correct places (in black), and also the number of correctly-coloured pegs in " "the wrong places (in white)." msgstr "" #. type: Plain text #: puzzles.but:1296 msgid "" "This game is also known (and marketed, by Hasbro, mainly) as a board game \\q" "{\\i{Mastermind}}, with 6 colours, 4 pegs per row, and 10 guesses. However, " "this version allows custom settings of number of colours (up to 10), number " "of pegs per row, and number of guesses." msgstr "" #. type: Plain text #: puzzles.but:1298 msgid "Guess was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:1300 msgid "\\i{Guess controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1301 puzzles.but:1302 puzzles.but:1303 msgid "Guess controls" msgstr "" #. type: IM #: puzzles.but:1301 #, no-wrap msgid "controls, for Guess" msgstr "" #. type: IM #: puzzles.but:1302 #, no-wrap msgid "keys, for Guess" msgstr "" #. type: IM #: puzzles.but:1303 #, no-wrap msgid "shortcuts (keyboard), for Guess" msgstr "" #. type: Plain text #: puzzles.but:1311 msgid "" "With the mouse, drag a coloured peg from the tray on the left-hand side to " "its required position in the current guess; pegs may also be dragged from " "current and past guesses to copy them elsewhere. To remove a peg, drag it " "off its current position to somewhere invalid." msgstr "" #. type: Plain text #: puzzles.but:1315 msgid "" "Right-clicking in the current guess adds a \\q{hold} marker; pegs that have " "hold markers will be automatically added to the next guess after marking." msgstr "" #. type: Plain text #: puzzles.but:1321 msgid "" "Alternatively, with the keyboard, the up and down cursor keys can be used to " "select a peg colour, the left and right keys to select a peg position, and " "the space bar or Enter key to place a peg of the selected colour in the " "chosen position. \\q{D} or Backspace removes a peg, and \\q{H} adds a hold " "marker." msgstr "" #. type: Plain text #: puzzles.but:1327 msgid "" "When the guess is complete, the smaller feedback pegs will be highlighted; " "clicking on these (or moving the peg cursor to them with the arrow keys and " "pressing the space bar or Enter key) will mark the current guess, copy any " "held pegs to the next guess, and move the \\q{current guess} marker." msgstr "" #. type: Plain text #: puzzles.but:1331 msgid "" "If you correctly position all the pegs the solution will be displayed below; " "if you run out of guesses (or select \\q{Solve...}) the solution will also " "be revealed." msgstr "" #. type: Plain text #: puzzles.but:1335 msgid "\\I{parameters, for Guess}Guess parameters" msgstr "" #. type: Plain text #: puzzles.but:1339 msgid "" "These parameters are available from the \\q{Custom...} option on the \\q" "{Type} menu. The default game matches the parameters for the board game \\q" "{Mastermind}." msgstr "" #. type: e{#1} #: puzzles.but:1341 msgid "Colours" msgstr "" #. type: Plain text #: puzzles.but:1344 msgid "" "Number of colours the solution is chosen from; from 2 to 10 (more is harder)." msgstr "" #. type: e{#1} #: puzzles.but:1346 msgid "Pegs per guess" msgstr "" #. type: Plain text #: puzzles.but:1348 msgid "Number of pegs per guess (more is harder)." msgstr "" #. type: e{#1} #: puzzles.but:1350 msgid "Guesses" msgstr "" #. type: Plain text #: puzzles.but:1352 msgid "Number of guesses you have to find the solution in (fewer is harder)." msgstr "" #. type: e{#1} #: puzzles.but:1354 msgid "Allow blanks" msgstr "" #. type: Plain text #: puzzles.but:1358 msgid "" "Allows blank pegs to be given as part of a guess (makes it easier, because " "you know that those will never be counted as part of the solution). This is " "turned off by default." msgstr "" #. type: Plain text #: puzzles.but:1361 msgid "" "Note that this doesn't allow blank pegs in the solution; if you really " "wanted that, use one extra colour." msgstr "" #. type: e{#1} #: puzzles.but:1363 msgid "Allow duplicates" msgstr "" #. type: Plain text #: puzzles.but:1367 msgid "" "Allows the solution (and the guesses) to contain colours more than once; " "this increases the search space (making things harder), and is turned on by " "default." msgstr "" #. type: Plain text #: puzzles.but:1370 msgid "\\i{Pegs}" msgstr "" #. type: Plain text #: puzzles.but:1372 msgid "\\cfg{winhelp-topic}{games.pegs}" msgstr "" #. type: Plain text #: puzzles.but:1377 msgid "" "A number of pegs are placed in holes on a board. You can remove a peg by " "jumping an adjacent peg over it (horizontally or vertically) to a vacant " "hole on the other side. Your aim is to remove all but one of the pegs " "initially present." msgstr "" #. type: Plain text #: puzzles.but:1380 msgid "" "This game, best known as \\I{Solitaire, Peg}\\q{Peg Solitaire}, is possibly " "one of the oldest puzzle games still commonly known." msgstr "" #. type: Plain text #: puzzles.but:1382 msgid "\\i{Pegs controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1383 msgid "Pegs controls" msgstr "" #. type: IM #: puzzles.but:1383 #, no-wrap msgid "controls, for Pegs" msgstr "" #. type: Plain text #: puzzles.but:1390 msgid "" "To move a peg, drag it with the mouse from its current position to its final " "position. If the final position is exactly two holes away from the initial " "position, is currently unoccupied by a peg, and there is a peg in the " "intervening square, the move will be permitted and the intervening peg will " "be removed." msgstr "" #. type: Plain text #: puzzles.but:1394 msgid "" "Vacant spaces which you can move a peg into are marked with holes. A space " "with no peg and no hole is not available for moving at all: it is an " "obstacle which you must work around." msgstr "" #. type: Plain text #: puzzles.but:1399 msgid "" "You can also use the cursor keys to move a position indicator around the " "board. Pressing the return key while over a peg, followed by a cursor key, " "will jump the peg in that direction (if that is a legal move)." msgstr "" #. type: Plain text #: puzzles.but:1403 msgid "\\I{parameters, for Pegs}Pegs parameters" msgstr "" #. type: Plain text #: puzzles.but:1410 msgid "Size of grid in holes." msgstr "" #. type: e{#1} #: puzzles.but:1412 msgid "Board type" msgstr "" #. type: Plain text #: puzzles.but:1419 msgid "" "Controls whether you are given a board of a standard shape or a randomly " "generated shape. The two standard shapes currently supported are \\q{Cross} " "and \\q{Octagon} (also commonly known as the English and European " "traditional board layouts respectively). Selecting \\q{Random} will give " "you a different board shape every time (but always one that is known to have " "a solution)." msgstr "" #. type: Plain text #: puzzles.but:1422 msgid "\\i{Dominosa}" msgstr "" #. type: Plain text #: puzzles.but:1424 msgid "\\cfg{winhelp-topic}{games.dominosa}" msgstr "" #. type: Plain text #: puzzles.but:1431 msgid "" "A normal set of dominoes \\dash that is, one instance of every (unordered) " "pair of numbers from 0 to 6 \\dash has been arranged irregularly into a " "rectangle; then the number in each square has been written down and the " "dominoes themselves removed. Your task is to reconstruct the pattern by " "arranging the set of dominoes to match the provided array of numbers." msgstr "" #. type: Plain text #: puzzles.but:1434 msgid "" "This puzzle is widely credited to O. S. Adler, and takes part of its name " "from those initials." msgstr "" #. type: Plain text #: puzzles.but:1436 msgid "\\i{Dominosa controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1437 msgid "Dominosa controls" msgstr "" #. type: IM #: puzzles.but:1437 #, no-wrap msgid "controls, for Dominosa" msgstr "" #. type: Plain text #: puzzles.but:1443 msgid "" "Left-clicking between any two adjacent numbers places a domino covering " "them, or removes one if it is already present. Trying to place a domino " "which overlaps existing dominoes will remove the ones it overlaps." msgstr "" #. type: Plain text #: puzzles.but:1448 msgid "" "Right-clicking between two adjacent numbers draws a line between them, which " "you can use to remind yourself that you know those two numbers are \\e{not} " "covered by a single domino. Right-clicking again removes the line." msgstr "" #. type: Plain text #: puzzles.but:1454 msgid "" "You can also use the cursor keys to move a cursor around the grid. When the " "cursor is half way between two adjacent numbers, pressing the return key " "will place a domino covering those numbers, or pressing the space bar will " "lay a line between the two squares. Repeating either action removes the " "domino or line." msgstr "" #. type: Plain text #: puzzles.but:1458 msgid "\\I{parameters, for Dominosa}Dominosa parameters" msgstr "" #. type: e{#1} #: puzzles.but:1463 msgid "Maximum number on dominoes" msgstr "" #. type: Plain text #: puzzles.but:1468 msgid "" "Controls the size of the puzzle, by controlling the size of the set of " "dominoes used to make it. Dominoes with numbers going up to N will give rise " "to an (N+2) \\by (N+1) rectangle; so, in particular, the default value of 6 " "gives an 8\\by\\.7 grid." msgstr "" #. type: Plain text #: puzzles.but:1477 msgid "" "Normally, Dominosa will make sure that the puzzles it presents have only one " "solution. Puzzles with ambiguous sections can be more difficult and " "sometimes more subtle, so if you like you can turn off this feature. Also, " "finding \\e{all} the possible solutions can be an additional challenge for " "an advanced player. Turning off this option can also speed up puzzle " "generation." msgstr "" #. type: Plain text #: puzzles.but:1480 msgid "\\i{Untangle}" msgstr "" #. type: Plain text #: puzzles.but:1482 msgid "\\cfg{winhelp-topic}{games.untangle}" msgstr "" #. type: Plain text #: puzzles.but:1486 msgid "" "You are given a number of points, some of which have lines drawn between " "them. You can move the points about arbitrarily; your aim is to position the " "points so that no line crosses another." msgstr "" #. type: Plain text #: puzzles.but:1489 msgid "" "I originally saw this in the form of a Flash game called \\i{Planarity} \\k" "{Planarity}, written by John Tantalo." msgstr "" #. type: Plain text #: puzzles.but:1491 msgid "" "\\W{http://home.cwru.edu/~jnt5/Planarity}\\cw{http://home.cwru.edu/~jnt5/" "Planarity}" msgstr "" #. type: Plain text #: puzzles.but:1493 msgid "\\i{Untangle controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1494 msgid "Untangle controls" msgstr "" #. type: IM #: puzzles.but:1494 #, no-wrap msgid "controls, for Untangle" msgstr "" #. type: Plain text #: puzzles.but:1498 msgid "" "To move a point, click on it with the left mouse button and drag it into a " "new position." msgstr "" #. type: Plain text #: puzzles.but:1502 msgid "\\I{parameters, for Untangle}Untangle parameters" msgstr "" #. type: Plain text #: puzzles.but:1505 msgid "" "There is only one parameter available from the \\q{Custom...} option on the " "\\q{Type} menu:" msgstr "" #. type: e{#1} #: puzzles.but:1507 msgid "Number of points" msgstr "" #. type: Plain text #: puzzles.but:1510 msgid "" "Controls the size of the puzzle, by specifying the number of points in the " "generated graph." msgstr "" #. type: Plain text #: puzzles.but:1513 msgid "\\i{Black Box}" msgstr "" #. type: Plain text #: puzzles.but:1515 msgid "\\cfg{winhelp-topic}{games.blackbox}" msgstr "" #. type: Plain text #: puzzles.but:1519 msgid "" "A number of balls are hidden in a rectangular arena. You have to deduce the " "positions of the balls by firing lasers positioned at the edges of the arena " "and observing how their beams are deflected." msgstr "" #. type: Plain text #: puzzles.but:1523 msgid "" "Beams will travel straight from their origin until they hit the opposite " "side of the arena (at which point they emerge), unless affected by balls in " "one of the following ways:" msgstr "" #. type: Plain text #: puzzles.but:1527 msgid "" "A beam that hits a ball head-on is absorbed and will never re-emerge. This " "includes beams that meet a ball on the first rank of the arena." msgstr "" #. type: Plain text #: puzzles.but:1530 msgid "" "A beam with a ball to its front-left square gets deflected 90 degrees to the " "right." msgstr "" #. type: Plain text #: puzzles.but:1533 msgid "" "A beam with a ball to its front-right square gets similarly deflected to the " "left." msgstr "" #. type: Plain text #: puzzles.but:1536 msgid "" "A beam that would re-emerge from its entry location is considered to be \\q" "{reflected}." msgstr "" #. type: Plain text #: puzzles.but:1540 msgid "" "A beam which would get deflected before entering the arena by a ball to the " "front-left or front-right of its entry point is also considered to be \\q" "{reflected}." msgstr "" #. type: Plain text #: puzzles.but:1545 msgid "" "Beams that are reflected appear as a \\q{R}; beams that hit balls head-on " "appear as \\q{H}. Otherwise, a number appears at the firing point and the " "location where the beam emerges (this number is unique to that shot)." msgstr "" #. type: Plain text #: puzzles.but:1549 msgid "" "You can place guesses as to the location of the balls, based on the entry " "and exit patterns of the beams; once you have placed enough balls a button " "appears enabling you to have your guesses checked." msgstr "" #. type: Plain text #: puzzles.but:1552 msgid "" "Here is a diagram showing how the positions of balls can create each of the " "beam behaviours shown above:" msgstr "" #. type: c #: puzzles.but:1553 #, no-wrap msgid "1RHR----" msgstr "" #. type: c #: puzzles.but:1554 #, no-wrap msgid "|..O.O...|" msgstr "" #. type: c #: puzzles.but:1555 #, no-wrap msgid "2........3" msgstr "" #. type: c #: puzzles.but:1556 puzzles.but:1557 puzzles.but:1575 puzzles.but:1576 #: puzzles.but:1581 puzzles.but:1582 #, no-wrap msgid "|........|" msgstr "" #. type: c #: puzzles.but:1558 #, no-wrap msgid "3........|" msgstr "" #. type: c #: puzzles.but:1559 #, no-wrap msgid "|......O.|" msgstr "" #. type: c #: puzzles.but:1560 #, no-wrap msgid "H........|" msgstr "" #. type: c #: puzzles.but:1561 #, no-wrap msgid "|.....O..|" msgstr "" #. type: c #: puzzles.but:1562 #, no-wrap msgid "12-RH---" msgstr "" #. type: Plain text #: puzzles.but:1568 msgid "" "As shown, it is possible for a beam to receive multiple reflections before " "re-emerging (see turn 3). Similarly, a beam may be reflected (possibly more " "than once) before receiving a hit (the \\q{H} on the left side of the " "example)." msgstr "" #. type: Plain text #: puzzles.but:1573 msgid "" "Note that any layout with more than 4 balls may have a non-unique solution. " "The following diagram illustrates this; if you know the board contains 5 " "balls, it is impossible to determine where the fifth ball is (possible " "positions marked with an \\cw{x}):" msgstr "" #. type: c #: puzzles.but:1574 puzzles.but:1583 #, no-wrap msgid "--------" msgstr "" #. type: c #: puzzles.but:1577 puzzles.but:1580 #, no-wrap msgid "|..O..O..|" msgstr "" #. type: c #: puzzles.but:1578 puzzles.but:1579 #, no-wrap msgid "|...xx...|" msgstr "" #. type: Plain text #: puzzles.but:1591 msgid "" "For this reason, when you have your guesses checked, the game will check " "that your solution \\e{produces the same results} as the computer's, rather " "than that your solution is identical to the computer's. So in the above " "example, you could put the fifth ball at \\e{any} of the locations marked " "with an \\cw{x}, and you would still win." msgstr "" #. type: Plain text #: puzzles.but:1593 msgid "Black Box was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:1595 msgid "\\i{Black Box controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1596 puzzles.but:1597 puzzles.but:1598 msgid "Black Box controls" msgstr "" #. type: IM #: puzzles.but:1596 #, no-wrap msgid "controls, for Black Box" msgstr "" #. type: IM #: puzzles.but:1597 #, no-wrap msgid "keys, for Black Box" msgstr "" #. type: IM #: puzzles.but:1598 #, no-wrap msgid "shortcuts (keyboard), for Black Box" msgstr "" #. type: Plain text #: puzzles.but:1605 msgid "" "To fire a laser beam, left-click in a square around the edge of the arena. " "The results will be displayed immediately. Clicking or holding the left " "button on one of these squares will highlight the current go (or a previous " "go) to confirm the exit point for that laser, if applicable." msgstr "" #. type: Plain text #: puzzles.but:1609 msgid "" "To guess the location of a ball, left-click within the arena and a black " "circle will appear marking the guess; click again to remove the guessed ball." msgstr "" #. type: Plain text #: puzzles.but:1614 msgid "" "Locations in the arena may be locked against modification by right-clicking; " "whole rows and columns may be similarly locked by right-clicking in the " "laser square above/below that column, or to the left/right of that row." msgstr "" #. type: Plain text #: puzzles.but:1618 msgid "" "The cursor keys may also be used to move around the grid. Pressing the Enter " "key will fire a laser or add a new ball-location guess, and pressing Space " "will lock a cell, row, or column." msgstr "" #. type: Plain text #: puzzles.but:1622 msgid "" "When an appropriate number of balls have been guessed, a button will appear " "at the top-left corner of the grid; clicking that (with mouse or cursor) " "will check your guesses." msgstr "" #. type: Plain text #: puzzles.but:1631 msgid "" "If you click the \\q{check} button and your guesses are not correct, the " "game will show you the minimum information necessary to demonstrate this to " "you, so you can try again. If your ball positions are not consistent with " "the beam paths you already know about, one beam path will be circled to " "indicate that it proves you wrong. If your positions match all the existing " "beam paths but are still wrong, one new beam path will be revealed (written " "in red) which is not consistent with your current guesses." msgstr "" #. type: Plain text #: puzzles.but:1641 msgid "" "If you decide to give up completely, you can select Solve to reveal the " "actual ball positions. At this point, correctly-placed balls will be " "displayed as filled black circles, incorrectly-placed balls as filled black " "circles with red crosses, and missing balls as filled red circles. In " "addition, a red circle marks any laser you had already fired which is not " "consistent with your ball layout (just as when you press the \\q{check} " "button), and red text marks any laser you \\e{could} have fired in order to " "distinguish your ball layout from the correct one." msgstr "" #. type: Plain text #: puzzles.but:1645 msgid "\\I{parameters, for Black Box}Black Box parameters" msgstr "" #. type: Plain text #: puzzles.but:1653 msgid "" "Size of grid in squares. There are 2 \\by \\e{Width} \\by \\e{Height} lasers " "per grid, two per row and two per column." msgstr "" #. type: e{#1} #: puzzles.but:1655 msgid "No. of balls" msgstr "" #. type: Plain text #: puzzles.but:1662 msgid "" "Number of balls to place in the grid. This can be a single number, or a " "range (separated with a hyphen, like \\q{2-6}), and determines the number of " "balls to place on the grid. The \\q{reveal} button is only enabled if you " "have guessed an appropriate number of balls; a guess using a different " "number to the original solution is still acceptable, if all the beam inputs " "and outputs match." msgstr "" #. type: Plain text #: puzzles.but:1665 msgid "\\i{Slant}" msgstr "" #. type: Plain text #: puzzles.but:1667 msgid "\\cfg{winhelp-topic}{games.slant}" msgstr "" #. type: Plain text #: puzzles.but:1671 msgid "" "You have a grid of squares. Your aim is to draw a diagonal line through each " "square, and choose which way each line slants so that the following " "conditions are met:" msgstr "" #. type: Plain text #: puzzles.but:1673 msgid "The diagonal lines never form a loop." msgstr "" #. type: Plain text #: puzzles.but:1679 msgid "" "Any point with a circled number has precisely that many lines meeting at it. " "(Thus, a 4 is the centre of a cross shape, whereas a zero is the centre of a " "diamond shape \\dash or rather, a partial diamond shape, because a zero can " "never appear in the middle of the grid because that would immediately cause " "a loop.)" msgstr "" #. type: Plain text #: puzzles.but:1681 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-slant}." msgstr "" #. type: Plain text #: puzzles.but:1685 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\\cw{http://www.nikoli.co." "jp/puzzles/39/index.htm} (in Japanese)" msgstr "" #. type: Plain text #: puzzles.but:1687 msgid "\\i{Slant controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1688 msgid "Slant controls" msgstr "" #. type: IM #: puzzles.but:1688 #, no-wrap msgid "controls, for Slant" msgstr "" #. type: Plain text #: puzzles.but:1695 msgid "" "Left-clicking in a blank square will place a \\cw{\\\\} in it (a line " "leaning to the left, i.e. running from the top left of the square to the " "bottom right). Right-clicking in a blank square will place a \\cw{/} in it " "(leaning to the right, running from top right to bottom left)." msgstr "" #. type: Plain text #: puzzles.but:1702 msgid "" "Continuing to click either button will cycle between the three possible " "square contents. Thus, if you left-click repeatedly in a blank square it " "will change from blank to \\cw{\\\\} to \\cw{/} back to blank, and if you " "right-click repeatedly the square will change from blank to \\cw{/} to \\cw" "{\\\\} back to blank. (Therefore, you can play the game entirely with one " "button if you need to.)" msgstr "" #. type: Plain text #: puzzles.but:1706 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return or space keys will place a \\cw{\\\\} or a \\cw{/}, respectively, and " "will then cycle them as above." msgstr "" #. type: Plain text #: puzzles.but:1710 msgid "\\I{parameters, for Slant}Slant parameters" msgstr "" #. type: e{#1} #: puzzles.but:1719 puzzles.but:1808 puzzles.but:1890 puzzles.but:1974 #: puzzles.but:2100 puzzles.but:2209 puzzles.but:2335 puzzles.but:2405 #: puzzles.but:2558 puzzles.but:2648 puzzles.but:2704 puzzles.but:2766 #: puzzles.but:3056 puzzles.but:3103 msgid "Difficulty" msgstr "" #. type: Plain text #: puzzles.but:1728 msgid "" "Controls the difficulty of the generated puzzle. At Hard level, you are " "required to do deductions based on knowledge of \\e{relationships} between " "squares rather than always being able to deduce the exact contents of one " "square at a time. (For example, you might know that two squares slant in the " "same direction, even if you don't yet know what that direction is, and this " "might enable you to deduce something about still other squares.) Even at " "Hard level, guesswork and backtracking should never be necessary." msgstr "" #. type: Plain text #: puzzles.but:1731 msgid "\\i{Light Up}" msgstr "" #. type: Plain text #: puzzles.but:1733 msgid "\\cfg{winhelp-topic}{games.lightup}" msgstr "" #. type: Plain text #: puzzles.but:1737 msgid "" "You have a grid of squares. Some are filled in black; some of the black " "squares are numbered. Your aim is to \\q{light up} all the empty squares by " "placing light bulbs in some of them." msgstr "" #. type: Plain text #: puzzles.but:1741 msgid "" "Each light bulb illuminates the square it is on, plus all squares in line " "with it horizontally or vertically unless a black square is blocking the way." msgstr "" #. type: Plain text #: puzzles.but:1743 msgid "To win the game, you must satisfy the following conditions:" msgstr "" #. type: Plain text #: puzzles.but:1745 msgid "All non-black squares are lit." msgstr "" #. type: Plain text #: puzzles.but:1747 msgid "No light is lit by another light." msgstr "" #. type: Plain text #: puzzles.but:1750 msgid "" "All numbered black squares have exactly that number of lights adjacent to " "them (in the four squares above, below, and to the side)." msgstr "" #. type: Plain text #: puzzles.but:1752 msgid "" "Non-numbered black squares may have any number of lights adjacent to them." msgstr "" #. type: Plain text #: puzzles.but:1754 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-lightup}." msgstr "" #. type: Plain text #: puzzles.but:1756 msgid "Light Up was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:1760 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/32/index-e.htm} (beware of Flash)" msgstr "" #. type: Plain text #: puzzles.but:1762 msgid "\\i{Light Up controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1763 msgid "Light Up controls" msgstr "" #. type: IM #: puzzles.but:1763 #, no-wrap msgid "controls, for Light Up" msgstr "" #. type: Plain text #: puzzles.but:1768 msgid "" "Left-clicking in a non-black square will toggle the presence of a light in " "that square. Right-clicking in a non-black square toggles a mark there to " "aid solving; it can be used to highlight squares that cannot be lit, for " "example." msgstr "" #. type: Plain text #: puzzles.but:1770 msgid "" "You may not place a light in a marked square, nor place a mark in a lit " "square." msgstr "" #. type: Plain text #: puzzles.but:1774 msgid "" "The game will highlight obvious errors in red. Lights lit by other lights " "are highlighted in this way, as are numbered squares which do not (or " "cannot) have the right number of lights next to them." msgstr "" #. type: Plain text #: puzzles.but:1777 msgid "" "Thus, the grid is solved when all non-black squares have yellow highlights " "and there are no red lights." msgstr "" #. type: Plain text #: puzzles.but:1781 msgid "\\I{parameters, for Light Up}Light Up parameters" msgstr "" #. type: e{#1} #: puzzles.but:1790 msgid "%age of black squares" msgstr "" #. type: Plain text #: puzzles.but:1792 msgid "Rough percentage of black squares in the grid." msgstr "" #. type: Plain text #: puzzles.but:1800 msgid "" "This is a hint rather than an instruction. If the grid generator is unable " "to generate a puzzle to this precise specification, it will increase the " "proportion of black squares until it can." msgstr "" #. type: e{#1} #: puzzles.but:1802 msgid "Symmetry" msgstr "" #. type: Plain text #: puzzles.but:1806 msgid "" "Allows you to specify the required symmetry of the black squares in the " "grid. (This does not affect the difficulty of the puzzles noticeably.)" msgstr "" #. type: Plain text #: puzzles.but:1812 msgid "" "\\q{Easy} means that the puzzles should be soluble without backtracking or " "guessing, \\q{Hard} means that some guesses will probably be necessary." msgstr "" #. type: Plain text #: puzzles.but:1815 msgid "\\i{Map}" msgstr "" #. type: Plain text #: puzzles.but:1817 msgid "\\cfg{winhelp-topic}{games.map}" msgstr "" #. type: Plain text #: puzzles.but:1823 msgid "" "You are given a map consisting of a number of regions. Your task is to " "colour each region with one of four colours, in such a way that no two " "regions sharing a boundary have the same colour. You are provided with some " "regions already coloured, sufficient to make the remainder of the solution " "unique." msgstr "" #. type: Plain text #: puzzles.but:1827 msgid "" "Only regions which share a length of border are required to be different " "colours. Two regions which meet at only one \\e{point} (i.e. are diagonally " "separated) may be the same colour." msgstr "" #. type: Plain text #: puzzles.but:1834 msgid "" "I believe this puzzle is original; I've never seen an implementation of it " "anywhere else. The concept of a \\i{four-colouring} puzzle was suggested by " "Owen Dunn; credit must also go to Nikoli and to Verity Allan for inspiring " "the train of thought that led to me realising Owen's suggestion was a viable " "puzzle. Thanks also to Gareth Taylor for many detailed suggestions." msgstr "" #. type: Plain text #: puzzles.but:1836 msgid "\\i{Map controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1837 msgid "Map controls" msgstr "" #. type: IM #: puzzles.but:1837 #, no-wrap msgid "controls, for Map" msgstr "" #. type: Plain text #: puzzles.but:1842 msgid "" "To colour a region, click the left mouse button on an existing region of the " "desired colour and drag that colour into the new region." msgstr "" #. type: Plain text #: puzzles.but:1845 msgid "" "(The program will always ensure the starting puzzle has at least one region " "of each colour, so that this is always possible!)" msgstr "" #. type: Plain text #: puzzles.but:1848 msgid "" "If you need to clear a region, you can drag from an empty region, or from " "the puzzle boundary if there are no empty regions left." msgstr "" #. type: Plain text #: puzzles.but:1854 msgid "" "Dragging a colour using the \\e{right} mouse button will stipple the region " "in that colour, which you can use as a note to yourself that you think the " "region \\e{might} be that colour. A region can contain stipples in multiple " "colours at once. (This is often useful at the harder difficulty levels.)" msgstr "" #. type: Plain text #: puzzles.but:1866 msgid "" "You can also use the cursor keys to move around the map: the colour of the " "cursor indicates the position of the colour you would drag (which is not " "obvious if you're on a region's boundary, since it depends on the direction " "from which you approached the boundary). Pressing the return key starts a " "drag of that colour, as above, which you control with the cursor keys; " "pressing the return key again finishes the drag. The space bar can be used " "similarly to create a stippled region. Double-pressing the return key " "(without moving the cursor) will clear the region, as a drag from an empty " "region does: this is useful with the cursor mode if you have filled the " "entire map in but need to correct the layout." msgstr "" #. type: Plain text #: puzzles.but:1873 msgid "" "If you press L during play, the game will toggle display of a number in each " "region of the map. This is useful if you want to discuss a particular puzzle " "instance with a friend \\dash having an unambiguous name for each region is " "much easier than trying to refer to them all by names such as \\q{the one " "down and right of the brown one on the top border}." msgstr "" #. type: Plain text #: puzzles.but:1877 msgid "\\I{parameters, for Map}Map parameters" msgstr "" #. type: e{#1} #: puzzles.but:1886 msgid "Regions" msgstr "" #. type: Plain text #: puzzles.but:1888 msgid "Number of regions in the generated map." msgstr "" #. type: Plain text #: puzzles.but:1896 msgid "" "In \\q{Easy} mode, there should always be at least one region whose colour " "can be determined trivially. In \\q{Normal} and \\q{Hard} modes, you will " "have to use increasingly complex logic to deduce the colour of some regions. " "However, it will always be possible without having to guess or backtrack." msgstr "" #. type: Plain text #: puzzles.but:1905 msgid "" "In \\q{Unreasonable} mode, the program will feel free to generate puzzles " "which are as hard as it can possibly make them: the only constraint is that " "they should still have a unique solution. Solving Unreasonable puzzles may " "require guessing and backtracking." msgstr "" #. type: Plain text #: puzzles.but:1908 msgid "\\i{Loopy}" msgstr "" #. type: Plain text #: puzzles.but:1910 msgid "\\cfg{winhelp-topic}{games.loopy}" msgstr "" #. type: Plain text #: puzzles.but:1915 msgid "" "You are given a grid of dots, marked with yellow lines to indicate which " "dots you are allowed to connect directly together. Your aim is to use some " "subset of those yellow lines to draw a single unbroken loop from dot to dot " "within the grid." msgstr "" #. type: Plain text #: puzzles.but:1920 msgid "" "Some of the spaces between the lines contain numbers. These numbers indicate " "how many of the lines around that space form part of the loop. The loop you " "draw must correctly satisfy all of these clues to be considered a correct " "solution." msgstr "" #. type: Plain text #: puzzles.but:1924 msgid "" "In the default mode, the dots are arranged in a grid of squares; however, " "you can also play on triangular or hexagonal grids, or even more exotic ones." msgstr "" #. type: Plain text #: puzzles.but:1927 msgid "Credit for the basic puzzle idea goes to \\i{Nikoli} \\k{nikoli-loopy}." msgstr "" #. type: Plain text #: puzzles.but:1931 msgid "" "Loopy was originally contributed to this collection by Mike Pinna, and " "subsequently enhanced to handle various types of non-square grid by Lambros " "Lambrou." msgstr "" #. type: Plain text #: puzzles.but:1935 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/3/index-e.htm} (beware of Flash)" msgstr "" #. type: Plain text #: puzzles.but:1937 msgid "\\i{Loopy controls}" msgstr "" #. type: IM{#1} #: puzzles.but:1938 msgid "Loopy controls" msgstr "" #. type: IM #: puzzles.but:1938 #, no-wrap msgid "controls, for Loopy" msgstr "" #. type: Plain text #: puzzles.but:1943 msgid "" "Click the left mouse button on a yellow line to turn it black, indicating " "that you think it is part of the loop. Click again to turn the line yellow " "again (meaning you aren't sure yet)." msgstr "" #. type: Plain text #: puzzles.but:1948 msgid "" "If you are sure that a particular line segment is \\e{not} part of the loop, " "you can click the right mouse button to remove it completely. Again, " "clicking a second time will turn the line back to yellow." msgstr "" #. type: Plain text #: puzzles.but:1952 msgid "\\I{parameters, for Loopy}Loopy parameters" msgstr "" #. type: Plain text #: puzzles.but:1962 msgid "" "Size of grid, measured in number of regions across and down. For square " "grids, it's clear how this is counted; for other types of grid you may have " "to think a bit to see how the dimensions are measured." msgstr "" #. type: e{#1} #: puzzles.but:1964 msgid "Grid type" msgstr "" #. type: Plain text #: puzzles.but:1972 msgid "" "Allows you to choose between a selection of types of tiling. Some have all " "the faces the same but may have multiple different types of vertex (e.g. the " "\\e{Cairo} or \\e{Kites} mode); others have all the vertices the same but " "may have different types of face (e.g. the \\e{Great Hexagonal}). The " "square, triangular and honeycomb grids are fully regular, and have all their " "vertices \\e{and} faces the same; this makes them the least confusing to " "play." msgstr "" #. type: Plain text #: puzzles.but:1978 msgid "" "Controls the difficulty of the generated puzzle. \\#{FIXME: what " "distinguishes Easy, Medium, and Hard? In particular, when are backtracking/" "guesswork required, if ever?}" msgstr "" #. type: Plain text #: puzzles.but:1981 msgid "\\i{Inertia}" msgstr "" #. type: Plain text #: puzzles.but:1983 msgid "\\cfg{winhelp-topic}{games.inertia}" msgstr "" #. type: Plain text #: puzzles.but:1986 msgid "" "You are a small green ball sitting in a grid full of obstacles. Your aim is " "to collect all the gems without running into any mines." msgstr "" #. type: Plain text #: puzzles.but:1995 msgid "" "You can move the ball in any orthogonal \\e{or diagonal} direction. Once " "the ball starts moving, it will continue until something stops it. A wall " "directly in its path will stop it (but if it is moving diagonally, it will " "move through a diagonal gap between two other walls without stopping). Also, " "some of the squares are \\q{stops}; when the ball moves on to a stop, it " "will stop moving no matter what direction it was going in. Gems do \\e{not} " "stop the ball; it picks them up and keeps on going." msgstr "" #. type: Plain text #: puzzles.but:1999 msgid "" "Running into a mine is fatal. Even if you picked up the last gem in the same " "move which then hit a mine, the game will count you as dead rather than " "victorious." msgstr "" #. type: Plain text #: puzzles.but:2003 msgid "" "This game was originally implemented for Windows by Ben Olmstead \\k{bem}, " "who was kind enough to release his source code on request so that it could " "be re-implemented for this collection." msgstr "" #. type: Plain text #: puzzles.but:2005 msgid "\\W{http://xn13.com/}\\cw{http://xn13.com/}" msgstr "" #. type: Plain text #: puzzles.but:2007 msgid "\\i{Inertia controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2008 puzzles.but:2009 puzzles.but:2010 msgid "Inertia controls" msgstr "" #. type: IM #: puzzles.but:2008 #, no-wrap msgid "controls, for Inertia" msgstr "" #. type: IM #: puzzles.but:2009 #, no-wrap msgid "keys, for Inertia" msgstr "" #. type: IM #: puzzles.but:2010 #, no-wrap msgid "shortcuts (keyboard), for Inertia" msgstr "" #. type: Plain text #: puzzles.but:2016 msgid "" "You can move the ball in any of the eight directions using the numeric " "keypad. Alternatively, if you click the left mouse button on the grid, the " "ball will begin a move in the general direction of where you clicked." msgstr "" #. type: Plain text #: puzzles.but:2028 msgid "" "If you use the \\q{Solve} function on this game, the program will compute a " "path through the grid which collects all the remaining gems and returns to " "the current position. A hint arrow will appear on the ball indicating the " "direction in which you should move to begin on this path. If you then move " "in that direction, the arrow will update to indicate the next direction on " "the path. You can also press Space to automatically move in the direction of " "the hint arrow. If you move in a different direction from the one shown by " "the arrow, the hint arrows will stop appearing because you have strayed from " "the provided path; you can then use \\q{Solve} again to generate a new path " "if you want to." msgstr "" #. type: Plain text #: puzzles.but:2033 msgid "" "All the actions described in \\k{common-actions} are also available. In " "particular, if you do run into a mine and die, you can use the Undo function " "and resume playing from before the fatal move. The game will keep track of " "the number of times you have done this." msgstr "" #. type: Plain text #: puzzles.but:2035 msgid "\\I{parameters, for Inertia}Inertia parameters" msgstr "" #. type: Plain text #: puzzles.but:2045 msgid "\\i{Tents}" msgstr "" #. type: Plain text #: puzzles.but:2047 msgid "\\cfg{winhelp-topic}{games.tents}" msgstr "" #. type: Plain text #: puzzles.but:2051 msgid "" "You have a grid of squares, some of which contain trees. Your aim is to " "place tents in some of the remaining squares, in such a way that the " "following conditions are met:" msgstr "" #. type: Plain text #: puzzles.but:2053 msgid "There are exactly as many tents as trees." msgstr "" #. type: Plain text #: puzzles.but:2058 msgid "" "The tents and trees can be matched up in such a way that each tent is " "directly adjacent (horizontally or vertically, but not diagonally) to its " "own tree. However, a tent may be adjacent to other trees as well as its own." msgstr "" #. type: Plain text #: puzzles.but:2061 msgid "No two tents are adjacent horizontally, vertically \\e{or diagonally}." msgstr "" #. type: Plain text #: puzzles.but:2064 msgid "" "The number of tents in each row, and in each column, matches the numbers " "given round the sides of the grid." msgstr "" #. type: Plain text #: puzzles.but:2068 msgid "" "This puzzle can be found in several places on the Internet, and was brought " "to my attention by e-mail. I don't know who I should credit for inventing it." msgstr "" #. type: Plain text #: puzzles.but:2070 msgid "\\i{Tents controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2071 msgid "Tents controls" msgstr "" #. type: IM #: puzzles.but:2071 #, no-wrap msgid "controls, for Tents" msgstr "" #. type: Plain text #: puzzles.but:2077 msgid "" "Left-clicking in a blank square will place a tent in it. Right-clicking in " "a blank square will colour it green, indicating that you are sure it \\e" "{isn't} a tent. Clicking either button in an occupied square will clear it." msgstr "" #. type: Plain text #: puzzles.but:2082 msgid "" "If you \\e{drag} with the right button along a row or column, every blank " "square in the region you cover will be turned green, and no other squares " "will be affected. (This is useful for clearing the remainder of a row once " "you have placed all its tents.)" msgstr "" #. type: Plain text #: puzzles.but:2087 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return key over an empty square will place a tent, and pressing the space " "bar over an empty square will colour it green; either key will clear an " "occupied square." msgstr "" #. type: Plain text #: puzzles.but:2091 msgid "\\I{parameters, for Tents}Tents parameters" msgstr "" #. type: Plain text #: puzzles.but:2104 msgid "" "Controls the difficulty of the generated puzzle. More difficult puzzles " "require more complex deductions, but at present none of the available " "difficulty levels requires guesswork or backtracking." msgstr "" #. type: Plain text #: puzzles.but:2107 msgid "\\i{Bridges}" msgstr "" #. type: Plain text #: puzzles.but:2109 msgid "\\cfg{winhelp-topic}{games.bridges}" msgstr "" #. type: Plain text #: puzzles.but:2113 msgid "" "You have a set of islands distributed across the playing area. Each island " "contains a number. Your aim is to connect the islands together with bridges, " "in such a way that:" msgstr "" #. type: Plain text #: puzzles.but:2115 msgid "Bridges run horizontally or vertically." msgstr "" #. type: Plain text #: puzzles.but:2118 msgid "" "The number of bridges terminating at any island is equal to the number " "written in that island." msgstr "" #. type: Plain text #: puzzles.but:2121 msgid "" "Two bridges may run in parallel between the same two islands, but no more " "than two may do so." msgstr "" #. type: Plain text #: puzzles.but:2123 msgid "No bridge crosses another bridge." msgstr "" #. type: Plain text #: puzzles.but:2125 msgid "All the islands are connected together." msgstr "" #. type: Plain text #: puzzles.but:2131 msgid "" "There are some configurable alternative modes, which involve changing the " "parallel-bridge limit to something other than 2, and introducing the " "additional constraint that no sequence of bridges may form a loop from one " "island back to the same island. The rules stated above are the default ones." msgstr "" #. type: Plain text #: puzzles.but:2133 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-bridges}." msgstr "" #. type: Plain text #: puzzles.but:2135 msgid "Bridges was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:2138 msgid "" "\\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\\cw{http://www.nikoli.co." "jp/puzzles/14/index-e.htm}" msgstr "" #. type: Plain text #: puzzles.but:2140 msgid "\\i{Bridges controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2141 msgid "Bridges controls" msgstr "" #. type: IM #: puzzles.but:2141 #, no-wrap msgid "controls, for Bridges" msgstr "" #. type: Plain text #: puzzles.but:2149 msgid "" "To place a bridge between two islands, click the mouse down on one island " "and drag it towards the other. You do not need to drag all the way to the " "other island; you only need to move the mouse far enough for the intended " "bridge direction to be unambiguous. (So you can keep the mouse near the " "starting island and conveniently throw bridges out from it in many " "directions.)" msgstr "" #. type: Plain text #: puzzles.but:2154 msgid "" "Doing this again when a bridge is already present will add another parallel " "bridge. If there are already as many bridges between the two islands as " "permitted by the current game rules (i.e. two by default), the same dragging " "action will remove all of them." msgstr "" #. type: Plain text #: puzzles.but:2158 msgid "" "If you want to remind yourself that two islands definitely \\e{do not} have " "a bridge between them, you can right-drag between them in the same way to " "draw a \\q{non-bridge} marker." msgstr "" #. type: Plain text #: puzzles.but:2166 msgid "" "If you think you have finished with an island (i.e. you have placed all its " "bridges and are confident that they are in the right places), you can mark " "the island as finished by left-clicking on it. This will highlight it and " "all the bridges connected to it, and you will be prevented from accidentally " "modifying any of those bridges in future. Left-clicking again on a " "highlighted island will unmark it and restore your ability to modify it." msgstr "" #. type: Plain text #: puzzles.but:2173 msgid "" "You can also use the cursor keys to move around the grid: if possible the " "cursor will always move orthogonally, otherwise it will move towards the " "nearest island to the indicated direction. Pressing the return key followed " "by a cursor key will lay a bridge in that direction (if available); pressing " "the space bar followed by a cursor key will lay a \\q{non-bridge} marker." msgstr "" #. type: Plain text #: puzzles.but:2175 msgid "You can mark an island as finished by pressing the return key twice." msgstr "" #. type: Plain text #: puzzles.but:2177 msgid "Violations of the puzzle rules will be marked in red:" msgstr "" #. type: Plain text #: puzzles.but:2179 msgid "An island with too many bridges will be highlighted in red." msgstr "" #. type: Plain text #: puzzles.but:2185 msgid "" "An island with too few bridges will be highlighted in red if it is " "definitely an error (as opposed to merely not being finished yet): if adding " "enough bridges would involve having to cross another bridge or remove a non-" "bridge marker, or if the island has been highlighted as complete." msgstr "" #. type: Plain text #: puzzles.but:2192 msgid "" "A group of islands and bridges may be highlighted in red if it is a closed " "subset of the puzzle with no way to connect it to the rest of the islands. " "For example, if you directly connect two 1s together with a bridge and they " "are not the only two islands on the grid, they will light up red to indicate " "that such a group cannot be contained in any valid solution." msgstr "" #. type: Plain text #: puzzles.but:2196 msgid "" "If you have selected the (non-default) option to disallow loops in the " "solution, a group of bridges which forms a loop will be highlighted." msgstr "" #. type: Plain text #: puzzles.but:2200 msgid "\\I{parameters, for Bridges}Bridges parameters" msgstr "" #. type: Plain text #: puzzles.but:2211 msgid "Difficulty level of puzzle." msgstr "" #. type: e{#1} #: puzzles.but:2213 msgid "Allow loops" msgstr "" #. type: Plain text #: puzzles.but:2217 msgid "" "This is set by default. If cleared, puzzles will be generated in such a way " "that they are always soluble without creating a loop, and solutions which do " "involve a loop will be disallowed." msgstr "" #. type: e{#1} #: puzzles.but:2219 msgid "Max. bridges per direction" msgstr "" #. type: Plain text #: puzzles.but:2223 msgid "" "Maximum number of bridges in any particular direction. The default is 2, but " "you can change it to 1, 3 or 4. In general, fewer is easier." msgstr "" #. type: e{#1} #: puzzles.but:2225 msgid "%age of island squares" msgstr "" #. type: Plain text #: puzzles.but:2229 msgid "" "Gives a rough percentage of islands the generator will try and lay before " "finishing the puzzle. Certain layouts will not manage to lay enough islands; " "this is an upper bound." msgstr "" #. type: e{#1} #: puzzles.but:2231 msgid "Expansion factor (%age)" msgstr "" #. type: Plain text #: puzzles.but:2238 msgid "" "The grid generator works by picking an existing island at random (after " "first creating an initial island somewhere). It then decides on a direction " "(at random), and then works out how far it could extend before creating " "another island. This parameter determines how likely it is to extend as far " "as it can, rather than choosing somewhere closer." msgstr "" #. type: Plain text #: puzzles.but:2242 msgid "" "High expansion factors usually mean easier puzzles with fewer possible " "islands; low expansion factors can create lots of tightly-packed islands." msgstr "" #. type: Plain text #: puzzles.but:2245 msgid "\\i{Unequal}" msgstr "" #. type: Plain text #: puzzles.but:2247 msgid "\\cfg{winhelp-topic}{games.unequal}" msgstr "" #. type: Plain text #: puzzles.but:2251 msgid "" "You have a square grid; each square may contain a digit from 1 to the size " "of the grid, and some squares have clue signs between them. Your aim is to " "fully populate the grid with numbers such that:" msgstr "" #. type: Plain text #: puzzles.but:2253 puzzles.but:2469 msgid "Each row contains only one occurrence of each digit" msgstr "" #. type: Plain text #: puzzles.but:2255 puzzles.but:2471 msgid "Each column contains only one occurrence of each digit" msgstr "" #. type: Plain text #: puzzles.but:2257 msgid "All the clue signs are satisfied." msgstr "" #. type: Plain text #: puzzles.but:2259 msgid "There are two modes for this game, \\q{Unequal} and \\q{Adjacent}." msgstr "" #. type: Plain text #: puzzles.but:2263 msgid "" "In \\q{Unequal} mode, the clue signs are greater-than symbols indicating one " "square's value is greater than its neighbour's. In this mode not all clues " "may be visible, particularly at higher difficulty levels." msgstr "" #. type: Plain text #: puzzles.but:2269 msgid "" "In \\q{Adjacent} mode, the clue signs are bars indicating one square's value " "is numerically adjacent (i.e. one higher or one lower) than its neighbour. " "In this mode all clues are always visible: absence of a bar thus means that " "a square's value is definitely not numerically adjacent to that neighbour's." msgstr "" #. type: Plain text #: puzzles.but:2273 msgid "" "In \\q{Trivial} difficulty level (available via the \\q{Custom} game type " "selector), there are no greater-than signs in \\q{Unequal} mode; the puzzle " "is to solve the \\i{Latin square} only." msgstr "" #. type: Plain text #: puzzles.but:2276 msgid "" "At the time of writing, the \\q{Unequal} mode of this puzzle is appearing in " "the Guardian weekly under the name \\q{\\i{Futoshiki}}." msgstr "" #. type: Plain text #: puzzles.but:2278 msgid "Unequal was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:2280 msgid "\\i{Unequal controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2281 msgid "Unequal controls" msgstr "" #. type: IM #: puzzles.but:2281 #, no-wrap msgid "controls, for Unequal" msgstr "" #. type: Plain text #: puzzles.but:2284 msgid "Unequal shares much of its control system with Solo." msgstr "" #. type: Plain text #: puzzles.but:2289 msgid "" "To play Unequal, simply click the mouse in any empty square and then type a " "digit or letter on the keyboard to fill that square. If you make a mistake, " "click the mouse in the incorrect square and press Space to clear it again " "(or use the Undo feature)." msgstr "" #. type: Plain text #: puzzles.but:2312 msgid "" "As for Solo, the cursor keys can be used in conjunction with the digit keys " "to set numbers or pencil marks. You can also use the 'M' key to auto-fill " "every numeric hint, ready for removal as required, or the 'H' key to do the " "same but also to remove all obvious hints." msgstr "" #. type: Plain text #: puzzles.but:2322 msgid "\\I{parameters, for Unequal}Unequal parameters" msgstr "" #. type: e{#1} #: puzzles.but:2327 msgid "Mode" msgstr "" #. type: Plain text #: puzzles.but:2329 msgid "Mode of the puzzle (\\q{Unequal} or \\q{Adjacent})" msgstr "" #. type: e{#1} #: puzzles.but:2331 msgid "Size (s*s)" msgstr "" #. type: Plain text #: puzzles.but:2333 msgid "Size of grid." msgstr "" #. type: Plain text #: puzzles.but:2342 msgid "" "Controls the difficulty of the generated puzzle. At Trivial level, there are " "no greater-than signs; the puzzle is to solve the Latin square only. At " "Recursive level (only available via the \\q{Custom} game type selector) " "backtracking will be required, but the solution should still be unique. The " "levels in between require increasingly complex reasoning to avoid having to " "backtrack." msgstr "" #. type: Plain text #: puzzles.but:2346 msgid "\\i{Galaxies}" msgstr "" #. type: Plain text #: puzzles.but:2348 msgid "\\cfg{winhelp-topic}{games.galaxies}" msgstr "" #. type: Plain text #: puzzles.but:2354 msgid "" "You have a rectangular grid containing a number of dots. Your aim is to draw " "edges along the grid lines which divide the rectangle into regions in such a " "way that every region is 180\\u00b0{-degree} rotationally symmetric, and " "contains exactly one dot which is located at its centre of symmetry." msgstr "" #. type: Plain text #: puzzles.but:2358 msgid "" "This puzzle was invented by \\i{Nikoli} \\k{nikoli-galaxies}, under the name " "\\q{Tentai Show}; its name is commonly translated into English as \\q{Spiral " "Galaxies}." msgstr "" #. type: Plain text #: puzzles.but:2360 msgid "Galaxies was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:2362 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\\cw{http://www." "nikoli.co.jp/en/puzzles/astronomical_show/}" msgstr "" #. type: Plain text #: puzzles.but:2364 msgid "\\i{Galaxies controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2365 msgid "Galaxies controls" msgstr "" #. type: IM #: puzzles.but:2365 #, no-wrap msgid "controls, for Galaxies" msgstr "" #. type: Plain text #: puzzles.but:2373 msgid "" "Left-click on any grid line to draw an edge if there isn't one already, or " "to remove one if there is. When you create a valid region (one which is " "closed, contains exactly one dot, is 180\\u00b0{-degree} symmetric about " "that dot, and contains no extraneous edges inside it) it will be highlighted " "automatically; so your aim is to have the whole grid highlighted in that way." msgstr "" #. type: Plain text #: puzzles.but:2385 msgid "" "During solving, you might know that a particular grid square belongs to a " "specific dot, but not be sure of where the edges go and which other squares " "are connected to the dot. In order to mark this so you don't forget, you can " "right-click on the dot and drag, which will create an arrow marker pointing " "at the dot. Drop that in a square of your choice and it will remind you " "which dot it's associated with. You can also right-click on existing arrows " "to pick them up and move them, or destroy them by dropping them off the edge " "of the grid. (Also, if you're not sure which dot an arrow is pointing at, " "you can pick it up and move it around to make it clearer. It will swivel " "constantly as you drag it, to stay pointed at its parent dot.)" msgstr "" #. type: Plain text #: puzzles.but:2392 msgid "" "You can also use the cursor keys to move around the grid squares and lines. " "Pressing the return key when over a grid line will draw or clear its edge, " "as above. Pressing the return key when over a dot will pick up an arrow, to " "be dropped the next time the return key is pressed; this can also be used to " "move existing arrows around, removing them by dropping them on a dot or " "another arrow." msgstr "" #. type: Plain text #: puzzles.but:2396 msgid "\\I{parameters, for Galaxies}Galaxies parameters" msgstr "" #. type: Plain text #: puzzles.but:2409 msgid "" "Controls the difficulty of the generated puzzle. More difficult puzzles " "require more complex deductions, and the \\q{Unreasonable} difficulty level " "may require backtracking." msgstr "" #. type: Plain text #: puzzles.but:2413 msgid "\\i{Filling}" msgstr "" #. type: Plain text #: puzzles.but:2415 msgid "\\cfg{winhelp-topic}{games.filling}" msgstr "" #. type: Plain text #: puzzles.but:2420 msgid "" "You have a grid of squares, some of which contain digits, and the rest of " "which are empty. Your job is to fill in digits in the empty squares, in such " "a way that each connected region of squares all containing the same digit " "has an area equal to that digit." msgstr "" #. type: Plain text #: puzzles.but:2423 msgid "" "(\\q{Connected region}, for the purposes of this game, does not count " "diagonally separated squares as adjacent.)" msgstr "" #. type: Plain text #: puzzles.but:2428 msgid "" "For example, it follows that no square can contain a zero, and that two " "adjacent squares can not both contain a one. No region has an area greater " "than 9 (because then its area would not be a single digit)." msgstr "" #. type: Plain text #: puzzles.but:2430 msgid "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-fillomino}." msgstr "" #. type: Plain text #: puzzles.but:2432 msgid "Filling was contributed to this collection by Jonas K\\u00F6{oe}lker." msgstr "" #. type: Plain text #: puzzles.but:2435 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\\cw{http://www.nikoli.co." "jp/en/puzzles/fillomino/}" msgstr "" #. type: Plain text #: puzzles.but:2437 msgid "\\I{controls, for Filling}Filling controls" msgstr "" #. type: Plain text #: puzzles.but:2444 msgid "" "To play Filling, simply click the mouse in any empty square and then type a " "digit on the keyboard to fill that square. By dragging the mouse, you can " "select multiple squares to fill with a single keypress. If you make a " "mistake, click the mouse in the incorrect square and press 0, Space, " "Backspace or Enter to clear it again (or use the Undo feature)." msgstr "" #. type: Plain text #: puzzles.but:2450 msgid "" "You can also move around the grid with the cursor keys; typing a digit will " "fill the square containing the cursor with that number, or typing 0, Space, " "or Enter will clear it. You can also select multiple squares for numbering " "or clearing by using the return key, before typing a digit to fill in the " "highlighted squares (as above)." msgstr "" #. type: Plain text #: puzzles.but:2454 msgid "\\I{parameters, for Filling}Filling parameters" msgstr "" #. type: Plain text #: puzzles.but:2457 msgid "" "Filling allows you to configure the number of rows and columns of the grid, " "through the \\q{Type} menu." msgstr "" #. type: Plain text #: puzzles.but:2460 msgid "\\i{Keen}" msgstr "" #. type: Plain text #: puzzles.but:2462 msgid "\\cfg{winhelp-topic}{games.keen}" msgstr "" #. type: Plain text #: puzzles.but:2467 msgid "" "You have a square grid; each square may contain a digit from 1 to the size " "of the grid. The grid is divided into blocks of varying shape and size, with " "arithmetic clues written in them. Your aim is to fully populate the grid " "with digits such that:" msgstr "" #. type: Plain text #: puzzles.but:2475 msgid "" "The digits in each block can be combined to form the number stated in the " "clue, using the arithmetic operation given in the clue. That is:" msgstr "" #. type: Plain text #: puzzles.but:2502 msgid "" "An addition clue means that the sum of the digits in the block must be the " "given number. For example, \\q{15+} means the contents of the block adds up " "to fifteen." msgstr "" #. type: Plain text #: puzzles.but:2502 msgid "" "A multiplication clue (e.g. \\q{60\\times}), similarly, means that the " "product of the digits in the block must be the given number." msgstr "" #. type: Plain text #: puzzles.but:2502 msgid "" "A subtraction clue will always be written in a block of size two, and it " "means that one of the digits in the block is greater than the other by the " "given amount. For example, \\q{2\\minus} means that one of the digits in the " "block is 2 more than the other, or equivalently that one digit minus the " "other one is 2. The two digits could be either way round, though." msgstr "" #. type: Plain text #: puzzles.but:2502 msgid "" "A division clue (e.g. \\q{3\\divide}), similarly, is always in a block of " "size two and means that one digit divided by the other is equal to the given " "amount." msgstr "" #. type: Plain text #: puzzles.but:2502 msgid "" "Note that a block may contain the same digit more than once (provided the " "identical ones are not in the same row and column). This rule is precisely " "the opposite of the rule in Solo's \\q{Killer} mode (see \\k{solo})." msgstr "" #. type: Plain text #: puzzles.but:2504 msgid "This puzzle appears in the Times under the name \\q{\\i{KenKen}}." msgstr "" #. type: Plain text #: puzzles.but:2507 msgid "\\i{Keen controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2508 msgid "Keen controls" msgstr "" #. type: IM #: puzzles.but:2508 #, no-wrap msgid "controls, for Keen" msgstr "" #. type: Plain text #: puzzles.but:2511 msgid "Keen shares much of its control system with Solo (and Unequal)." msgstr "" #. type: Plain text #: puzzles.but:2516 msgid "" "To play Keen, simply click the mouse in any empty square and then type a " "digit on the keyboard to fill that square. If you make a mistake, click the " "mouse in the incorrect square and press Space to clear it again (or use the " "Undo feature)." msgstr "" #. type: Plain text #: puzzles.but:2540 puzzles.but:2630 msgid "" "As for Solo, the cursor keys can be used in conjunction with the digit keys " "to set numbers or pencil marks. Use the cursor keys to move a highlight " "around the grid, and type a digit to enter it in the highlighted square. " "Pressing return toggles the highlight into a mode in which you can enter or " "remove pencil marks." msgstr "" #. type: Plain text #: puzzles.but:2543 puzzles.but:2633 msgid "" "Pressing M will fill in a full set of pencil marks in every square that does " "not have a main digit in it." msgstr "" #. type: Plain text #: puzzles.but:2547 msgid "\\I{parameters, for Keen}Keen parameters" msgstr "" #. type: e{#1} #: puzzles.but:2552 puzzles.but:2642 msgid "Grid size" msgstr "" #. type: Plain text #: puzzles.but:2556 puzzles.but:2646 msgid "" "Specifies the size of the grid. Lower limit is 3; upper limit is 9 (because " "the user interface would become more difficult with \\q{digits} bigger than " "9!)." msgstr "" #. type: Plain text #: puzzles.but:2563 puzzles.but:2653 msgid "" "Controls the difficulty of the generated puzzle. At Unreasonable level, some " "backtracking will be required, but the solution should still be unique. The " "remaining levels require increasingly complex reasoning to avoid having to " "backtrack." msgstr "" #. type: Plain text #: puzzles.but:2566 msgid "\\i{Towers}" msgstr "" #. type: Plain text #: puzzles.but:2568 msgid "\\cfg{winhelp-topic}{games.towers}" msgstr "" #. type: Plain text #: puzzles.but:2572 msgid "" "You have a square grid. On each square of the grid you can build a tower, " "with its height ranging from 1 to the size of the grid. Around the edge of " "the grid are some numeric clues." msgstr "" #. type: Plain text #: puzzles.but:2574 msgid "Your task is to build a tower on every square, in such a way that:" msgstr "" #. type: Plain text #: puzzles.but:2576 msgid "Each row contains every possible height of tower once" msgstr "" #. type: Plain text #: puzzles.but:2578 msgid "Each column contains every possible height of tower once" msgstr "" #. type: Plain text #: puzzles.but:2586 msgid "" "Each numeric clue describes the number of towers that can be seen if you " "look into the square from that direction, assuming that shorter towers are " "hidden behind taller ones. For example, in a 5\\by\\.5 grid, a clue marked " "\\q{5} indicates that the five tower heights must appear in increasing order " "(otherwise you would not be able to see all five towers), whereas a clue " "marked \\q{1} indicates that the tallest tower (the one marked 5) must come " "first." msgstr "" #. type: Plain text #: puzzles.but:2590 msgid "" "In harder or larger puzzles, some towers will be specified for you as well " "as the clues round the edge, and some edge clues may be missing." msgstr "" #. type: Plain text #: puzzles.but:2593 msgid "" "This puzzle appears on the web under various names, particularly \\q{\\i" "{Skyscrapers}}, but I don't know who first invented it." msgstr "" #. type: Plain text #: puzzles.but:2596 msgid "\\i{Towers controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2597 msgid "Towers controls" msgstr "" #. type: IM #: puzzles.but:2597 #, no-wrap msgid "controls, for Towers" msgstr "" #. type: Plain text #: puzzles.but:2600 msgid "Towers shares much of its control system with Solo, Unequal and Keen." msgstr "" #. type: Plain text #: puzzles.but:2606 msgid "" "To play Towers, simply click the mouse in any empty square and then type a " "digit on the keyboard to fill that square with a tower of the given height. " "If you make a mistake, click the mouse in the incorrect square and press " "Space to clear it again (or use the Undo feature)." msgstr "" #. type: Plain text #: puzzles.but:2611 msgid "" "If you \\e{right}-click in a square and then type a number, that number will " "be entered in the square as a \\q{pencil mark}. You can have pencil marks " "for multiple numbers in the same square. A square containing a tower cannot " "also contain pencil marks." msgstr "" #. type: Plain text #: puzzles.but:2637 msgid "\\I{parameters, for Towers}Towers parameters" msgstr "" #. type: Plain text #: puzzles.but:2656 msgid "\\i{Singles}" msgstr "" #. type: Plain text #: puzzles.but:2658 msgid "\\cfg{winhelp-topic}{games.singles}" msgstr "" #. type: Plain text #: puzzles.but:2662 msgid "" "You have a grid of white squares, all of which contain numbers. Your task is " "to colour some of the squares black (removing the number) so as to satisfy " "all of the following conditions:" msgstr "" #. type: Plain text #: puzzles.but:2664 msgid "No number occurs more than once in any row or column." msgstr "" #. type: Plain text #: puzzles.but:2667 msgid "" "No black square is horizontally or vertically adjacent to any other black " "square." msgstr "" #. type: Plain text #: puzzles.but:2670 msgid "" "The remaining white squares must all form one contiguous region (connected " "by edges, not just touching at corners)." msgstr "" #. type: Plain text #: puzzles.but:2673 msgid "" "Credit for this puzzle goes to \\i{Nikoli} \\k{nikoli-hitori} who call it \\i" "{Hitori}." msgstr "" #. type: Plain text #: puzzles.but:2675 msgid "Singles was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:2679 msgid "" "\\W{http://www.nikoli.com/en/puzzles/hitori/index.html}\\cw{http://www." "nikoli.com/en/puzzles/hitori/index.html} (beware of Flash)" msgstr "" #. type: Plain text #: puzzles.but:2681 msgid "\\i{Singles controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2682 msgid "Singles controls" msgstr "" #. type: IM #: puzzles.but:2682 #, no-wrap msgid "controls, for Singles" msgstr "" #. type: Plain text #: puzzles.but:2687 msgid "" "Left-clicking on an empty square will colour it black; left-clicking again " "will restore the number. Right-clicking will add a circle (useful for " "indicating that a cell is definitely not black)." msgstr "" #. type: Plain text #: puzzles.but:2691 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return or space keys will turn a square black or add a circle respectively, " "and pressing the key again will restore the number or remove the circle." msgstr "" #. type: Plain text #: puzzles.but:2695 msgid "\\I{parameters, for Singles}Singles parameters" msgstr "" #. type: Plain text #: puzzles.but:2706 puzzles.but:3058 puzzles.but:3105 msgid "Controls the difficulty of the generated puzzle." msgstr "" #. type: Plain text #: puzzles.but:2709 msgid "\\i{Magnets}" msgstr "" #. type: Plain text #: puzzles.but:2711 msgid "\\cfg{winhelp-topic}{games.magnets}" msgstr "" #. type: Plain text #: puzzles.but:2718 msgid "" "A rectangular grid has been filled with a mixture of magnets (that is, " "dominoes with one positive end and one negative end) and blank dominoes " "(that is, dominoes with two neutral poles). These dominoes are initially " "only seen in silhouette. Around the grid are placed a number of clues " "indicating the number of positive and negative poles contained in certain " "columns and rows." msgstr "" #. type: Plain text #: puzzles.but:2723 msgid "" "Your aim is to correctly place the magnets and blank dominoes such that all " "the clues are satisfied, with the additional constraint that no two similar " "magnetic poles may be orthogonally adjacent (since they repel). Neutral " "poles do not repel, and can be adjacent to any other pole." msgstr "" #. type: Plain text #: puzzles.but:2725 msgid "Credit for this puzzle goes to \\i{Janko} \\k{janko-magnets}." msgstr "" #. type: Plain text #: puzzles.but:2727 msgid "Magnets was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:2730 msgid "" "\\W{http://www.janko.at/Raetsel/Magnete/index.htm}\\cw{http://www.janko.at/" "Raetsel/Magnete/index.htm}" msgstr "" #. type: Plain text #: puzzles.but:2732 msgid "\\i{Magnets controls}" msgstr "" #. type: IM{#1} #: puzzles.but:2733 msgid "Magnets controls" msgstr "" #. type: IM #: puzzles.but:2733 #, no-wrap msgid "controls, for Magnets" msgstr "" #. type: Plain text #: puzzles.but:2739 msgid "" "Left-clicking on an empty square places a magnet at that position with the " "positive pole on the square and the negative pole on the other half of the " "magnet; left-clicking again reverses the polarity, and a third click removes " "the magnet." msgstr "" #. type: Plain text #: puzzles.but:2744 msgid "" "Right-clicking on an empty square places a blank domino there. Right-" "clicking again places two question marks on the domino, signifying \\q{this " "cannot be blank} (which can be useful to note deductions while solving), and " "right-clicking again empties the domino." msgstr "" #. type: Plain text #: puzzles.but:2750 msgid "" "You can also use the cursor keys to move a cursor around the grid. Pressing " "the return key will lay a domino with a positive pole at that position; " "pressing again reverses the polarity and then removes the domino, as with " "left-clicking. Using the space bar allows placement of blank dominoes and " "cannot-be-blank hints, as for right-clicking." msgstr "" #. type: Plain text #: puzzles.but:2754 msgid "\\I{parameters, for Magnets}Magnets parameters" msgstr "" #. type: Plain text #: puzzles.but:2762 msgid "" "Size of grid in squares. There will be half \\e{Width} \\by \\e{Height} " "dominoes in the grid: if this number is odd then one square will be blank." msgstr "" #. type: Plain text #: puzzles.but:2764 msgid "(Grids with at least one odd dimension tend to be easier to solve.)" msgstr "" #. type: Plain text #: puzzles.but:2770 msgid "" "Controls the difficulty of the generated puzzle. At Tricky level, you are " "required to make more deductions about empty dominoes and row/column counts." msgstr "" #. type: e{#1} #: puzzles.but:2772 msgid "Strip clues" msgstr "" #. type: Plain text #: puzzles.but:2775 msgid "" "If true, some of the clues around the grid are removed at generation time, " "making the puzzle more difficult." msgstr "" #. type: Plain text #: puzzles.but:2778 msgid "\\i{Signpost}" msgstr "" #. type: Plain text #: puzzles.but:2780 msgid "\\cfg{winhelp-topic}{games.signpost}" msgstr "" #. type: Plain text #: puzzles.but:2790 msgid "" "You have a grid of squares; each square (except the last one) contains an " "arrow, and some squares also contain numbers. Your job is to connect the " "squares to form a continuous list of numbers starting at 1 and linked in the " "direction of the arrows \\dash so the arrow inside the square with the " "number 1 will point to the square containing the number 2, which will point " "to the square containing the number 3, etc. Each square can be any distance " "away from the previous one, as long as it is somewhere in the direction of " "the arrow." msgstr "" #. type: Plain text #: puzzles.but:2793 msgid "" "By convention the first and last numbers are shown; one or more interim " "numbers may also appear at the beginning." msgstr "" #. type: Plain text #: puzzles.but:2796 msgid "" "Credit for this puzzle goes to \\i{Janko} \\k{janko-arrowpath}, who call it " "\\q{Pfeilpfad} (\\q{arrow path})." msgstr "" #. type: Plain text #: puzzles.but:2798 msgid "Signpost was contributed to this collection by James Harvey." msgstr "" #. type: Plain text #: puzzles.but:2801 msgid "" "\\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\\cw{http://janko.at/Raetsel/" "Pfeilpfad/index.htm}" msgstr "" #. type: Plain text #: puzzles.but:2803 msgid "\\I{controls, for Signpost}Signpost controls" msgstr "" #. type: Plain text #: puzzles.but:2808 msgid "" "To play Signpost, you connect squares together by dragging from one square " "to another, indicating that they are adjacent in the sequence. Drag with the " "left button from a square to its successor, or with the right button from a " "square to its predecessor." msgstr "" #. type: Plain text #: puzzles.but:2816 msgid "" "If you connect together two squares in this way and one of them has a number " "in it, the appropriate number will appear in the other square. If you " "connect two non-numbered squares, they will be assigned temporary algebraic " "labels: on the first occasion, they will be labelled \\cq{a} and \\cq{a+1}, " "and then \\cq{b} and \\cq{b+1}, and so on. Connecting more squares on to the " "ends of such a chain will cause them all to be labelled with the same letter." msgstr "" #. type: Plain text #: puzzles.but:2819 msgid "" "When you left-click or right-click in a square, the legal squares to connect " "it to will be shown." msgstr "" #. type: Plain text #: puzzles.but:2825 msgid "" "The arrow in each square starts off black, and goes grey once you connect " "the square to its successor. Also, each square which needs a predecessor has " "a small dot in the bottom left corner, which vanishes once you link a square " "to it. So your aim is always to connect a square with a black arrow to a " "square with a dot." msgstr "" #. type: Plain text #: puzzles.but:2829 msgid "" "To remove any links for a particular square (both incoming and outgoing), " "left-drag it off the grid. To remove a whole chain, right-drag any square in " "the chain off the grid." msgstr "" #. type: Plain text #: puzzles.but:2836 msgid "" "You can also use the cursor keys to move around the grid squares and lines. " "Pressing the return key when over a square starts a link operation, and " "pressing the return key again over a square will finish the link, if " "allowable. Pressing the space bar over a square will show the other squares " "pointing to it, and allow you to form a backward link, and pressing the " "space bar again cancels this." msgstr "" #. type: Plain text #: puzzles.but:2840 msgid "\\I{parameters, for Signpost}Signpost parameters" msgstr "" #. type: e{#1} #: puzzles.but:2849 msgid "Force start/end to corners" msgstr "" #. type: Plain text #: puzzles.but:2853 msgid "" "If true, the start and end squares are always placed in opposite corners " "(the start at the top left, and the end at the bottom right). If false the " "start and end squares are placed randomly (although always both shown)." msgstr "" #. type: Plain text #: puzzles.but:2855 msgid "\\i{Range}" msgstr "" #. type: Plain text #: puzzles.but:2857 msgid "\\cfg{winhelp-topic}{games.range}" msgstr "" #. type: Plain text #: puzzles.but:2861 msgid "" "You have a grid of squares; some squares contain numbers. Your job is to " "colour some of the squares black, such that several criteria are satisfied:" msgstr "" #. type: Plain text #: puzzles.but:2863 msgid "no square with a number is coloured black." msgstr "" #. type: Plain text #: puzzles.but:2865 msgid "no two black squares are adjacent (horizontally or vertically)." msgstr "" #. type: Plain text #: puzzles.but:2868 msgid "" "for any two white squares, there is a path between them using only white " "squares." msgstr "" #. type: Plain text #: puzzles.but:2874 msgid "" "for each square with a number, that number denotes the total number of white " "squares reachable from that square going in a straight line in any " "horizontal or vertical direction until hitting a wall or a black square; the " "square with the number is included in the total (once)." msgstr "" #. type: Plain text #: puzzles.but:2880 msgid "" "For instance, a square containing the number one must have four black " "squares as its neighbours by the last criterion; but then it's impossible " "for it to be connected to any outside white square, which violates the " "second to last criterion. So no square will contain the number one." msgstr "" #. type: Plain text #: puzzles.but:2884 msgid "" "Credit for this puzzle goes to \\i{Nikoli}, who have variously called it \\q" "{Kurodoko}, \\q{Kuromasu} or \\q{Where is Black Cells}. \\k{nikoli-range}." msgstr "" #. type: Plain text #: puzzles.but:2886 msgid "Range was contributed to this collection by Jonas K\\u00F6{oe}lker." msgstr "" #. type: Plain text #: puzzles.but:2889 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}\\cw{http://www." "nikoli.co.jp/en/puzzles/where_is_black_cells/}" msgstr "" #. type: Plain text #: puzzles.but:2891 msgid "\\I{controls, for Range}Range controls" msgstr "" #. type: Plain text #: puzzles.but:2897 msgid "" "Click with the left button to paint a square black, or with the right button " "to mark a square with a dot to indicate that you are sure it should \\e{not} " "be painted black. Repeated clicking with either button will cycle the square " "through the three possible states (filled, dotted or empty) in opposite " "directions." msgstr "" #. type: Plain text #: puzzles.but:2901 msgid "" "You can also use the cursor keys to move around the grid squares. Pressing " "Return does the same as clicking with the left button, while pressing Space " "does the same as a right button click." msgstr "" #. type: Plain text #: puzzles.but:2905 msgid "\\I{parameters, for Range}Range parameters" msgstr "" #. type: Plain text #: puzzles.but:2914 msgid "\\i{Pearl}" msgstr "" #. type: Plain text #: puzzles.but:2916 msgid "\\cfg{winhelp-topic}{games.pearl}" msgstr "" #. type: Plain text #: puzzles.but:2924 msgid "" "You have a grid of squares. Your job is to draw lines between the centres of " "horizontally or vertically adjacent squares, so that the lines form a single " "closed loop. In the resulting grid, some of the squares that the loop passes " "through will contain corners, and some will be straight horizontal or " "vertical lines. (And some squares can be completely empty \\dash the loop " "doesn't have to pass through every square.)" msgstr "" #. type: Plain text #: puzzles.but:2927 msgid "" "Some of the squares contain black and white circles, which are clues that " "the loop must satisfy." msgstr "" #. type: Plain text #: puzzles.but:2930 msgid "" "A black circle in a square indicates that that square is a corner, but " "neither of the squares adjacent to it in the loop is also a corner." msgstr "" #. type: Plain text #: puzzles.but:2933 msgid "" "A white circle indicates that the square is a straight edge, but \\e{at " "least one} of the squares adjacent to it in the loop is a corner." msgstr "" #. type: Plain text #: puzzles.but:2938 msgid "" "(In both cases, the clue only constrains the two squares adjacent \\e{in the " "loop}, that is, the squares that the loop passes into after leaving the clue " "square. The squares that are only adjacent \\e{in the grid} are not " "constrained.)" msgstr "" #. type: Plain text #: puzzles.but:2941 msgid "" "Credit for this puzzle goes to \\i{Nikoli}, who call it \\q{Masyu}. \\k" "{nikoli-pearl}." msgstr "" #. type: Plain text #: puzzles.but:2943 msgid "Thanks to James Harvey for assistance with the implementation." msgstr "" #. type: Plain text #: puzzles.but:2946 msgid "" "\\W{http://www.nikoli.co.jp/en/puzzles/masyu/}\\cw{http://www.nikoli.co.jp/" "en/puzzles/masyu/}" msgstr "" #. type: Plain text #: puzzles.but:2948 msgid "\\I{controls, for Pearl}Pearl controls" msgstr "" #. type: Plain text #: puzzles.but:2951 msgid "" "Click with the left button on a grid edge to draw a segment of the loop " "through that edge, or to remove a segment once it is drawn." msgstr "" #. type: Plain text #: puzzles.but:2956 msgid "" "Drag with the left button through a series of squares to draw more than one " "segment of the loop in one go. Alternatively, drag over an existing part of " "the loop to undraw it, or to undraw part of it and then go in a different " "direction." msgstr "" #. type: Plain text #: puzzles.but:2962 msgid "" "Click with the right button on a grid edge to mark it with a cross, " "indicating that you are sure the loop does not go through that edge. (For " "instance, if you have decided which of the squares adjacent to a white clue " "has to be a corner, but don't yet know which way the corner turns, you might " "mark the one way it \\e{can't} go with a cross.)" msgstr "" #. type: Plain text #: puzzles.but:2968 msgid "" "Alternatively, use the cursor keys to move the cursor. Use the Enter key to " "begin and end keyboard `drag' operations. Use the Space key to cancel the " "drag. Use Ctrl-arrowkey and Shift-arrowkey to simulate a left or right " "click, respectively, on the edge in the given direction relative to the " "cursor, i.e. to draw a segment or a cross." msgstr "" #. type: Plain text #: puzzles.but:2972 msgid "\\I{parameters, for Pearl}Pearl parameters" msgstr "" #. type: Plain text #: puzzles.but:2977 msgid "\\i{Undead}" msgstr "" #. type: Plain text #: puzzles.but:2979 msgid "\\cfg{winhelp-topic}{games.undead}" msgstr "" #. type: Plain text #: puzzles.but:2983 msgid "" "You are given a grid of squares, some of which contain diagonal mirrors. " "Every square which is not a mirror must be filled with one of three types of " "undead monster: a ghost, a vampire, or a zombie." msgstr "" #. type: Plain text #: puzzles.but:2988 msgid "" "Vampires can be seen directly, but are invisible when reflected in mirrors. " "Ghosts are the opposite way round: they can be seen in mirrors, but are " "invisible when looked at directly. Zombies are visible by any means." msgstr "" #. type: Plain text #: puzzles.but:2996 msgid "" "You are also told the total number of each type of monster in the grid. Also " "around the edge of the grid are written numbers, which indicate how many " "monsters can be seen if you look into the grid along a row or column " "starting from that position. (The diagonal mirrors are reflective on both " "sides. If your reflected line of sight crosses the same monster more than " "once, the number will count it each time it is visible, not just once.)" msgstr "" #. type: Plain text #: puzzles.but:2999 msgid "" "This puzzle type was invented by David Millar, under the name \\q{Haunted " "Mirror Maze}. See \\k{janko-undead} for more details." msgstr "" #. type: Plain text #: puzzles.but:3001 msgid "Undead was contributed to this collection by Steffen Bauer." msgstr "" #. type: Plain text #: puzzles.but:3004 msgid "" "\\W{http://www.janko.at/Raetsel/Spukschloss/index.htm}\\cw{http://www.janko." "at/Raetsel/Spukschloss/index.htm}" msgstr "" #. type: Plain text #: puzzles.but:3006 msgid "\\I{controls, for Undead}Undead controls" msgstr "" #. type: Plain text #: puzzles.but:3008 msgid "Undead has a similar control system to Solo, Unequal and Keen." msgstr "" #. type: Plain text #: puzzles.but:3014 msgid "" "To play Undead, click the mouse in any empty square and then type a letter " "on the keyboard indicating the type of monster: \\q{G} for a ghost, \\q{V} " "for a vampire, or \\q{Z} for a zombie. If you make a mistake, click the " "mouse in the incorrect square and press Space to clear it again (or use the " "Undo feature)." msgstr "" #. type: Plain text #: puzzles.but:3020 msgid "" "If you \\e{right}-click in a square and then type a letter, the " "corresponding monster will be shown in reduced size in that square, as a " "\\q{pencil mark}. You can have pencil marks for multiple monsters in the " "same square. A square containing a full-size monster cannot also contain " "pencil marks." msgstr "" #. type: Plain text #: puzzles.but:3026 msgid "" "The game pays no attention to pencil marks, so exactly what you use them for " "is up to you: you can use them as reminders that a particular square needs " "to be re-examined once you know more about a particular monster, or you can " "use them as lists of the possible monster in a given square, or anything " "else you feel like." msgstr "" #. type: Plain text #: puzzles.but:3029 msgid "" "To erase a single pencil mark, right-click in the square and type the same " "letter again." msgstr "" #. type: Plain text #: puzzles.but:3033 msgid "" "All pencil marks in a square are erased when you left-click and type a " "monster letter, or when you left-click and press Space. Right-clicking and " "pressing space will also erase pencil marks." msgstr "" #. type: Plain text #: puzzles.but:3039 msgid "" "As for Solo, the cursor keys can be used in conjunction with the letter keys " "to place monsters or pencil marks. Use the cursor keys to move a highlight " "around the grid, and type a monster letter to enter it in the highlighted " "square. Pressing return toggles the highlight into a mode in which you can " "enter or remove pencil marks." msgstr "" #. type: Plain text #: puzzles.but:3043 msgid "" "If you prefer plain letters of the alphabet to cute monster pictures, you " "can press \\q{A} to toggle between showing the monsters as monsters or " "showing them as letters." msgstr "" #. type: Plain text #: puzzles.but:3047 msgid "\\I{parameters, for Undead}Undead parameters" msgstr "" #. type: Plain text #: puzzles.but:3060 msgid "\\i{Unruly}" msgstr "" #. type: Plain text #: puzzles.but:3062 msgid "\\cfg{winhelp-topic}{games.unruly}" msgstr "" #. type: Plain text #: puzzles.but:3068 msgid "" "You are given a grid of squares, which you must colour either black or " "white. Some squares are provided as clues; the rest are left for you to fill " "in. Each row and column must contain the same number of black and white " "squares, and no row or column may contain three consecutive squares of the " "same colour." msgstr "" #. type: Plain text #: puzzles.but:3071 msgid "" "This puzzle type was invented by Adolfo Zanellati, under the name \\q{Tohu " "wa Vohu}. See \\k{janko-unruly} for more details." msgstr "" #. type: Plain text #: puzzles.but:3073 msgid "Unruly was contributed to this collection by Lennard Sprong." msgstr "" #. type: Plain text #: puzzles.but:3076 msgid "" "\\W{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}\\cw{http://www.janko." "at/Raetsel/Tohu-Wa-Vohu/index.htm}" msgstr "" #. type: Plain text #: puzzles.but:3078 msgid "\\I{controls, for Unruly}Unruly controls" msgstr "" #. type: Plain text #: puzzles.but:3084 msgid "" "To play Unruly, click the mouse in a square to change its colour. Left-" "clicking an empty square will turn it black, and right-clicking will turn it " "white. Keep clicking the same button to cycle through the three possible " "states for the square. If you middle-click in a square it will be reset to " "empty." msgstr "" #. type: Plain text #: puzzles.but:3089 msgid "" "You can also use the cursor keys to move around the grid. Pressing the " "return or space keys will turn an empty square black or white respectively " "(and then cycle the colours in the same way as the mouse buttons), and " "pressing Backspace will reset a square to empty." msgstr "" #. type: Plain text #: puzzles.but:3093 msgid "\\I{parameters, for Unruly}Unruly parameters" msgstr "" #. type: Plain text #: puzzles.but:3101 msgid "" "Size of grid in squares. (Note that the rules of the game require both the " "width and height to be even numbers.)" msgstr "" #. type: Plain text #: puzzles.but:3107 msgid "\\I{MIT licence}\\ii{Licence}" msgstr "" #. type: Plain text #: puzzles.but:3109 msgid "This software is \\i{copyright} 2004-2012 Simon Tatham." msgstr "" #. type: Plain text #: puzzles.but:3113 msgid "" "Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas K" "\\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou, Bernd " "Schmidt, Steffen Bauer, Lennard Sprong and Rogier Goossens." msgstr "" #. type: Plain text #: puzzles.but:3121 msgid "" "Permission is hereby granted, free of charge, to any person obtaining a copy " "of this software and associated documentation files (the \\q{Software}), to " "deal in the Software without restriction, including without limitation the " "rights to use, copy, modify, merge, publish, distribute, sublicense, and/or " "sell copies of the Software, and to permit persons to whom the Software is " "furnished to do so, subject to the following conditions:" msgstr "" #. type: Plain text #: puzzles.but:3124 msgid "" "The above copyright notice and this permission notice shall be included in " "all copies or substantial portions of the Software." msgstr "" #. type: Plain text #: puzzles.but:3133 msgid "" "THE SOFTWARE IS PROVIDED \\q{AS IS}, WITHOUT WARRANTY OF ANY KIND, EXPRESS " "OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, " "FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE " "AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER " "LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING " "FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS " "IN THE SOFTWARE." msgstr "" #. type: IM{#1} #: puzzles.but:3134 msgid "command-line" msgstr "" #. type: IM #: puzzles.but:3134 #, no-wrap msgid "{command line} command line" msgstr "" #. type: IM{#1} #: puzzles.but:3136 puzzles.but:3137 #, no-wrap msgid "default parameters, specifying" msgstr "" #. type: IM #: puzzles.but:3137 #, no-wrap msgid "preferences, specifying default" msgstr "" #. type: IM{#1} #: puzzles.but:3139 puzzles.but:3140 #, no-wrap msgid "Unix" msgstr "" #. type: IM #: puzzles.but:3140 #, no-wrap msgid "Linux" msgstr "" #. type: IM{#1} #: puzzles.but:3142 puzzles.but:3143 #, no-wrap msgid "generating game IDs" msgstr "" #. type: IM #: puzzles.but:3143 #, no-wrap msgid "game ID, generating" msgstr "" #. type: IM{#1} #: puzzles.but:3145 msgid "specific" msgstr "" #. type: IM #: puzzles.but:3145 #, no-wrap msgid "\\q{Specific}, menu option" msgstr "" #. type: IM{#1} #: puzzles.but:3146 msgid "custom" msgstr "" #. type: IM #: puzzles.but:3146 #, no-wrap msgid "\\q{Custom}, menu option" msgstr "" #. type: IM{#1} #: puzzles.but:3148 puzzles.but:3149 #, no-wrap msgid "game ID" msgstr "" #. type: IM #: puzzles.but:3149 #, no-wrap msgid "ID, game" msgstr "" #. type: IM{#1} #: puzzles.but:3150 puzzles.but:3151 puzzles.but:3152 #, no-wrap msgid "ID format" msgstr "" #. type: IM #: puzzles.but:3151 #, no-wrap msgid "format, ID" msgstr "" #. type: IM #: puzzles.but:3152 #, no-wrap msgid "game ID, format" msgstr "" #. type: IM{#1} #: puzzles.but:3154 puzzles.but:3155 #, no-wrap msgid "keys" msgstr "" #. type: IM #: puzzles.but:3155 #, no-wrap msgid "shortcuts (keyboard)" msgstr "" #. type: IM{#1} #: puzzles.but:3157 puzzles.but:3158 #, no-wrap msgid "initial state" msgstr "" #. type: IM #: puzzles.but:3158 #, no-wrap msgid "state, initial" msgstr "" #. type: IM{#1} #: puzzles.but:3160 puzzles.but:3161 #, no-wrap msgid "MIT licence" msgstr "" #. type: IM #: puzzles.but:3161 #, no-wrap msgid "licence, MIT" msgstr "" #: blackbox.R msgid "Ball-finding puzzle" msgstr "" #: bridges.R msgid "Bridge-placing puzzle" msgstr "" #: cube.R msgid "Rolling cube puzzle" msgstr "" #: dominosa.R msgid "Domino tiling puzzle" msgstr "" #: fifteen.R msgid "Sliding block puzzle" msgstr "" #: filling.R msgid "Polyomino puzzle" msgstr "" #: flip.R msgid "Tile inversion puzzle" msgstr "" #: galaxies.R msgid "Symmetric polyomino puzzle" msgstr "" #: guess.R msgid "Combination-guessing puzzle" msgstr "" #: inertia.R msgid "Gem-collecting puzzle" msgstr "" #: keen.R msgid "Arithmetic Latin square puzzle" msgstr "" #: lightup.R msgid "Light-bulb placing puzzle" msgstr "" #: loopy.R pearl.R msgid "Loop-drawing puzzle" msgstr "" #: magnets.R msgid "Magnet-placing puzzle" msgstr "" #: map.R msgid "Map-colouring puzzle" msgstr "" #: mines.R msgid "Mine-finding puzzle" msgstr "" #: net.R msgid "Network jigsaw puzzle" msgstr "" #: netslide.R msgid "Toroidal sliding network puzzle" msgstr "" #: pattern.R msgid "Pattern puzzle" msgstr "" #: pegs.R msgid "Peg solitaire puzzle" msgstr "" #: range.R msgid "Visible-distance puzzle" msgstr "" #: rect.R msgid "Rectangles puzzle" msgstr "" #: samegame.R msgid "Block-clearing puzzle" msgstr "" #: signpost.R msgid "Square-connecting puzzle" msgstr "" #: singles.R msgid "Number-removing puzzle" msgstr "" #: sixteen.R msgid "Toroidal sliding block puzzle" msgstr "" #: slant.R msgid "Maze-drawing puzzle" msgstr "" #: solo.R msgid "Number placement puzzle" msgstr "" #: tents.R msgid "Tent-placing puzzle" msgstr "" #: towers.R msgid "Tower-placing Latin square puzzle" msgstr "" #: twiddle.R msgid "Rotational sliding block puzzle" msgstr "" #: undead.R msgid "Monster-placing puzzle" msgstr "" #: unequal.R msgid "Latin square puzzle" msgstr "" #: unruly.R msgid "Black and white grid puzzle" msgstr "" #: untangle.R msgid "Planar graph layout puzzle" msgstr "" #. Translator: conventional name for manual section 6 #: mkmanpages.pl:28 msgid "Games" msgstr "" #: mkmanpages.pl:44 msgid "January" msgstr "" #: mkmanpages.pl:44 msgid "February" msgstr "" #: mkmanpages.pl:44 msgid "March" msgstr "" #: mkmanpages.pl:45 msgid "April" msgstr "" #: mkmanpages.pl:45 msgid "May" msgstr "" #: mkmanpages.pl:45 msgid "June" msgstr "" #: mkmanpages.pl:46 msgid "July" msgstr "" #: mkmanpages.pl:46 msgid "August" msgstr "" #: mkmanpages.pl:46 msgid "September" msgstr "" #: mkmanpages.pl:47 msgid "October" msgstr "" #: mkmanpages.pl:47 msgid "November" msgstr "" #: mkmanpages.pl:47 msgid "December" msgstr "" #: mkmanpages.pl:90 msgid "NAME" msgstr "" #: mkmanpages.pl:92 msgid "SYNOPSIS" msgstr "" #. Translator: abbreviation for 'number' #: mkmanpages.pl:94 mkmanpages.pl:99 msgid "n" msgstr "" #. Translator: abbreviation for 'width' #: mkmanpages.pl:96 msgid "w" msgstr "" #. Translator: abbreviation for 'height' #: mkmanpages.pl:98 msgid "h" msgstr "" #: mkmanpages.pl:100 msgid "game-parameters" msgstr "" #: mkmanpages.pl:100 msgid "game-ID" msgstr "" #: mkmanpages.pl:101 msgid "random-seed" msgstr "" #: mkmanpages.pl:103 msgid "DESCRIPTION" msgstr "" #: mkmanpages.pl:106 msgid "SEE ALSO" msgstr "" #. Translator: "Full documentation in ." #: mkmanpages.pl:108 #, perl-format msgid "Full documentation in %s." msgstr "" #. Translator: earlier in the manual page #: mkmanpages.pl:119 msgid "above" msgstr "" #. Translator: later in the manual page #: mkmanpages.pl:122 msgid "below" msgstr "" debian/patches/0000770000000000000000000000000012161456063010616 5ustar debian/patches/202_online-help.diff0000660000000000000000000001007412161454203014242 0ustar Author: Ben Hutchings Description: Add HTML-based online help This works along the same lines as the Windows implementation, though we have to try a bit harder to find a help browser. --- a/gtk.c +++ b/gtk.c @@ -10,6 +10,9 @@ #include #include #include +#include +#include +#include #include #include @@ -2040,6 +2043,89 @@ static void menu_config_event(GtkMenuIte resize_fe(fe); } +#ifndef HELP_BROWSER_PATH +#define HELP_BROWSER_PATH "yelp:khelpcenter:$BROWSER" +#endif + +static void show_help(frontend *fe, const char *topic) +{ + const char *list = HELP_BROWSER_PATH; + char path[PATH_MAX + 1]; + struct { + const char *s; + int len; + } lang[3]; + int i; + + /* + * Search for help file, trying: + * 1. Version for this locale, ignoring encoding (HTML browsers + * must handle multiple encodings) + * 2. Version for this locale, ignoring encoding and country + * 3. English version + */ + lang[0].s = setlocale(LC_MESSAGES, NULL); + lang[0].len = strcspn(lang[0].s, ".@"); + lang[1].s = lang[0].s; + lang[1].len = strcspn(lang[1].s, "_"); + if (lang[1].len > lang[0].len) + lang[1].len = lang[0].len; + lang[2].s = "en"; + lang[2].len = 2; + for (i = 0; i < lenof(lang); i++) { + sprintf(path, "%s/sgt-puzzles/help/%.*s/%s.html", + SHAREDIR, lang[i].len, lang[i].s, topic); + if (access(path, R_OK) == 0) + break; + } + if (i == lenof(lang)) { + error_box(fe->window, "Help file is not installed"); + return; + } + + for (;;) { + size_t len; + char buf[PATH_MAX + 1]; + const char *command; + const char *argv[3]; + + len = strcspn(list, ":"); + if (len <= PATH_MAX) { + memcpy(buf, list, len); + buf[len] = 0; + if (buf[0] == '$') + command = getenv(buf + 1); + else + command = buf; + if (command) { + argv[0] = command; + argv[1] = path; + argv[2] = NULL; + if (g_spawn_async(NULL, (char **)argv, NULL, + G_SPAWN_SEARCH_PATH, + NULL, NULL, NULL, NULL)) + return; + } + } + + if (!list[len]) + break; + list += len + 1; + } + + error_box(fe->window, "Failed to start a help browser"); +} + +static void menu_help_contents_event(GtkMenuItem *menuitem, gpointer data) +{ + show_help((frontend *)data, "index"); +} + +static void menu_help_specific_event(GtkMenuItem *menuitem, gpointer data) +{ + show_help((frontend *)data, thegame.htmlhelp_topic); +} + static void menu_about_event(GtkMenuItem *menuitem, gpointer data) { frontend *fe = (frontend *)data; @@ -2317,6 +2403,25 @@ static frontend *new_window(char *arg, i menu = gtk_menu_new(); gtk_menu_item_set_submenu(GTK_MENU_ITEM(menuitem), menu); + menuitem = gtk_menu_item_new_with_label("Contents"); + gtk_container_add(GTK_CONTAINER(menu), menuitem); + gtk_signal_connect(GTK_OBJECT(menuitem), "activate", + GTK_SIGNAL_FUNC(menu_help_contents_event), fe); + gtk_widget_show(menuitem); + + if (thegame.htmlhelp_topic) { + char *item; + assert(thegame.name); + item = snewn(9+strlen(thegame.name), char); /*ick*/ + sprintf(item, "Help on %s", thegame.name); + menuitem = gtk_menu_item_new_with_label(item); + sfree(item); + gtk_container_add(GTK_CONTAINER(menu), menuitem); + gtk_signal_connect(GTK_OBJECT(menuitem), "activate", + GTK_SIGNAL_FUNC(menu_help_specific_event), fe); + gtk_widget_show(menuitem); + } + menuitem = gtk_menu_item_new_with_label("About"); gtk_container_add(GTK_CONTAINER(menu), menuitem); gtk_signal_connect(GTK_OBJECT(menuitem), "activate", --- a/mkfiles.pl +++ b/mkfiles.pl @@ -1127,8 +1127,10 @@ if (defined $makefiles{'gtk'}) { "exec_prefix=\$(prefix)\n", "bindir=\$(exec_prefix)/bin\n", "gamesdir=\$(exec_prefix)/games\n", + "sharedir=\$(prefix)/share\n", "mandir=\$(prefix)/man\n", "man1dir=\$(mandir)/man1\n", + "CFLAGS += -DSHAREDIR=\"\\\"\$(sharedir)\\\"\"\n", "\n"; print &splitline("all:" . join "", map { " \$(BINPREFIX)$_" } &progrealnames("X:U")); debian/patches/208_rename-rectangles-chapter.patch0000660000000000000000000000065512161456063017257 0ustar Author: Ben Hutchings Description: puzzles.but: Rename rectangles chapter to match command name This makes it easier to build manual pages, and has no visible effect. --- a/puzzles.but +++ b/puzzles.but @@ -751,7 +751,7 @@ for, the more likely it is that solution length will turn out to be possible. -\C{rectangles} \i{Rectangles} +\C{rect} \i{Rectangles} \cfg{winhelp-topic}{games.rectangles} debian/patches/201_make-more-docs.diff0000660000000000000000000001734012161456063014643 0ustar Author: Ben Hutchings Description: Add rules and script to build manual pages and HTML Halibut already supports these formats but since the documentation is all combined we need to do a bit more work to extract the right information for each game's manual page. --- a/Makefile.doc +++ b/Makefile.doc @@ -14,12 +14,20 @@ puzzles.hhp: puzzles.but chm.but halibut --html puzzles.but chm.but TRANSLATIONS := $(patsubst po/%.po,%,$(wildcard po/*.po)) +LANGUAGES := en $(TRANSLATIONS) update-po: # Please tell me there is an easier way to preserve the POT file header. test -f po/puzzles-doc.pot po4a-gettextize -f halibut -m puzzles.but --package-name puzzles \ -p po/puzzles-doc.tmp1.pot + awk -F: '{ print ""; \ + print "#: " $$1 ".R"; \ + print "msgid \"" $$4 "\""; \ + print "msgstr \"\""; }' \ + < gamedesc.txt >> po/puzzles-doc.tmp1.pot + xgettext -j -cTranslator: --package-name puzzles \ + -o po/puzzles-doc.tmp1.pot mkmanpages.pl sed -i '1,/^#$$/d' po/puzzles-doc.tmp1.pot cat po/puzzles-doc.pot.head po/puzzles-doc.tmp1.pot \ > po/puzzles-doc.tmp2.pot @@ -44,6 +52,38 @@ doc/puzzles.txt.%: doc/preprocessed.but. halibut --text=$@ --input-charset=UTF-8 $< all: $(addprefix doc/puzzles.txt.,$(TRANSLATIONS)) +doc/man-en-stamp: preprocessed.but + mkdir -p doc + rm -rf doc/man-en + mkdir doc/man-en + perl mkmanpages.pl en + touch $@ +doc/man-%-stamp: doc/preprocessed.but.% + mkdir -p doc + rm -rf doc/man-$* + mkdir doc/man-$* + perl mkmanpages.pl $* + touch $@ +man: $(patsubst %,doc/man-%-stamp,$(LANGUAGES)) + +doc/html-en-stamp: preprocessed.but + mkdir -p doc + rm -rf doc/html-en + mkdir doc/html-en + cd doc/html-en && halibut --html ../../preprocessed.but + touch $@ +doc/html-%-stamp: doc/preprocessed.but.% + mkdir -p doc + rm -rf doc/html-$* + mkdir doc/html-$* + cd doc/html-$* && halibut --html --input-charset=UTF-8 ../preprocessed.but.$* + touch $@ +html: $(patsubst %,doc/html-%-stamp,$(LANGUAGES)) + +.PHONY: man html +all: man html + clean: rm -f puzzles.hlp puzzles.txt preprocessed.but HACKING *.html *.hh[pck] + rm -f puzzles.cnt rm -rf doc --- /dev/null +++ b/mkmanpages.pl @@ -0,0 +1,154 @@ +#!/usr/bin/perl -w + +# Generate manual pages for sgt-puzzles by running extracts of puzzles.but +# through halibut. + +use strict; +use File::Temp; +use IO::File; +use Locale::PO; +use POSIX (); + +my $package = 'sgt-puzzles'; +my $language = $ARGV[0] or die 'mkmanpages.pl: no language specified'; + +# Fake up gettext without compilation or locales +my $po_map = Locale::PO->load_file_ashash("po/$language.po"); +sub gettext { + my $msgid = shift; + my $po = $po_map->{Locale::PO->quote($msgid)}; + return $po ? Locale::PO->dequote($po->msgstr()) : $msgid; +} + +# Header information +my $package_roff = $package; +$package_roff =~ s/-/\\-/g; +my $date; +# Translator: conventional name for manual section 6 +my $section = gettext('Games'); +my $section_no = "6"; +my $man_dir = "doc/man-$language"; + +my %commands; +my %short_descs; +my $gamedesc = new IO::File('gamedesc.txt', 'r'); +while (<$gamedesc>) { + (my $name, undef, undef, my $desc) = split /:/; + $commands{$name} = $ENV{BINPREFIX} . $name; + $short_descs{$name} = $desc; +} +close $gamedesc; + +# We should be able to look these up with strftime('%A') but that +# requires the relevant locale to be installed on the build host +my @MONTHS = (gettext('January'), gettext('February'), gettext('March'), + gettext('April'), gettext('May'), gettext('June'), + gettext('July'), gettext('August'), gettext('September'), + gettext('October'), gettext('November'), gettext('December')); + +# Chapter name, initialised to dummy value to capture header +my $name = '__HEADER__'; + +# Contents of each chapter/appendix +my %contents; + +# Gather chapters from the original documentation +my $source_name = + $language eq 'en' ? 'preprocessed.but' : "doc/preprocessed.but.$language"; +my $source = new IO::File($source_name, 'r') or die "$source_name: $!"; +while (<$source>) { + # Look for chapter/appendix heading + if (/^\\[AC]{([^}]+)}\s*/) { + $name = $1; + } + # Look for version ID with date + if (/^\\versionid \$Id: [^ ]+ \d+ (\d{4})-(\d{2})-\d{2} /) { + $date = "${MONTHS[$2-1]} $1"; + } + $contents{$name} .= $_; +} +close $source; + +# Remove all normal text from the header +$contents{__HEADER__} =~ s/^(?!\\(?:cfg|define|title){).*$//gm; + +# Remove introduction from "common features" chapter +$contents{common} =~ s/^.*?(?=\\H{)//s; + +for my $chapter (keys %commands) { + + my $command = $commands{$chapter}; + print "Generating $command.6\n"; + + my $text_name = $language eq 'en' ? 'puzzles.txt' : "puzzles.txt.$language"; + my $contents = + "\\cfg{man-mindepth}{1}\n" # don't show original chapter headings + . "\\cfg{man-identity}{".uc($command)."}{$section_no}{$date}{$command ($package_roff)}{$section}\n\n" + . "\\cfg{man-charset}{UTF-8}\n" # output encoding + . $contents{__HEADER__} + . "\\C{man-$command} $command\n\n" # dummy chapter + . "\\H{man-$command-name} " . gettext('NAME') . "\n\n" + . "\\c{$command} \\- $short_descs{$chapter}\n\n" + . "\\H{man-$command-synopsis} " . gettext('SYNOPSIS') . "\n\n" + # Translator: abbreviation for 'number' + . "\\cw{$command} [\\cw{--generate }\\e{" . gettext('n') . "}]\n" + # Translator: abbreviation for 'width' + . "[\\cw{--print }\\e{" . gettext('w') . "}\\cw{x}\\e{" + # Translator: abbreviation for 'height' + . gettext('h') . "} [\\cw{--with-solutions}]\n" + . "[\\cw{--scale }\\e{" . gettext('n') . "}] [\\cw{--colour}]]\n" + . "[\\e{" . gettext('game-parameters') . "}|\\e{" . gettext('game-ID') + . "}|\\e{" . gettext('random-seed') . "}]\n\n" + . "\\cw{$command --version}\n\n" + . "\\H{man-$command-desc} " . gettext('DESCRIPTION') . "\n\n" + . $contents{$chapter} + . $contents{common} + . "\\H{man-$command-see-also} " . gettext('SEE ALSO') . "\n\n" + # Translator: "Full documentation in ." + . sprintf(gettext("Full documentation in %s."), + "/usr/share/doc/$package/$text_name.gz") + . "\n"; + + # Kluge cross-references + sub replace_ref { + my ($above, $target, $below) = @_; + # If the target is an earlier or later section in the current page, say + # it's above or below. + if ($above =~ m/\\(?:[CHA]|S\d*){$target}/) { + # Translator: earlier in the manual page + gettext('above'); + } elsif ($below =~ m/\\(?:[CHA]|S\d*){$target}/) { + # Translator: later in the manual page + gettext('below'); + } + # Else if the target is a bibliographic entry, include the entry directly. + elsif ($below =~ m/\\B{$target}\s*(.*?)\s*(?:\\(?:[BCHA]|S\d*|$))/s) { + "($1)"; + } + # Else if it appears to refer to another game, convert to a customary + # cross-manual-page reference. + elsif ($target =~ /(\w+)/ && exists $commands{$1}) { + "\\e{$commands{$1}}($section_no)"; + } + # Otherwise (and this shouldn't happen), show the reference target. + else { + print STDERR "Failed to resolve reference to $target\n"; + $target; + } + } + $contents =~ s/(?:\bin\s+)?\\[kK]{([^}]+)}/replace_ref($`, $1, $')/eg; + + # Run through halibut. It does not default to using stdin or stdout, + # and /dev/std{in,out} apparently don't exist on some systems, so we + # can't reliably do this with a pipeline. + my ($temp_but, $temp_but_name) = mkstemp "/tmp/sgt-puzzles-but-XXXXXX" + or die "$!"; + my $man_name = "$command.$section_no"; + print $temp_but $contents or die "$!"; + close $temp_but; + system "halibut --man=$man_dir/$man_name --input-charset=UTF-8 $temp_but_name"; + unlink $temp_but_name; + -s "$man_dir/$man_name" or die "halibut produced an empty $man_name"; +} + +exit; debian/patches/303_show-debian-version-number.diff0000660000000000000000000000076311740365775017230 0ustar Author: Ben Hutchings Description: Show Debian package version number Include Debian version number in any version display to make it obvious that the binaries are built from modified source. --- sgt-puzzles.orig/version.c +++ sgt-puzzles/version.c @@ -7,7 +7,11 @@ #if defined REVISION -char ver[] = "Revision: r" STR(REVISION); +char ver[] = "Revision: r" STR(REVISION) +#if defined DEBIAN_VERSION + " (Debian package " DEBIAN_VERSION ")" +#endif + ; #else debian/patches/207_slant-shade-filled.diff0000660000000000000000000000141211740365775015512 0ustar Author: Ben Hutchings Description: slant: Shade filled squares Bug-Debian: http://bugs.debian.org/419836 --- sgt-puzzles.orig/slant.c +++ sgt-puzzles/slant.c @@ -1811,11 +1811,7 @@ float *ret = snewn(3 * NCOLOURS, float); /* CURSOR colour is a background highlight. */ - game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1); - - ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; - ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1]; - ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, COL_FILLEDSQUARE); ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F; ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F; debian/patches/102_fix-pearl-min-dimensions.diff0000660000000000000000000000131711740365775016666 0ustar Author: Ben Hutchings Description: pearl: Require width or height to be at least 6 for Tricky Bug-Debian: http://bugs.debian.org/667963 Josh Triplett reported: > If I ask pearl to generate a 5x5 tricky puzzle, it runs forever. I find that 5x6 or 6x5 works, so set the minimum accordingly. --- sgt-puzzles.orig/pearl.c +++ sgt-puzzles/pearl.c @@ -280,6 +280,8 @@ if (params->h < 5) return "Height must be at least five"; if (params->difficulty < 0 || params->difficulty >= DIFFCOUNT) return "Unknown difficulty level"; + if (params->difficulty >= DIFF_TRICKY && params->w + params->h < 11) + return "Width or height must be at least six for Tricky"; return NULL; } debian/patches/302_rename-binaries.diff0000660000000000000000000000613411740365775015115 0ustar Author: Ben Hutchings Description: blackbox, flip, net: Rename executables to avoid name clashes Add 'game' suffix to blackbox, flip and net which can otherwise clash with commands of the same name in /usr/bin. --- sgt-puzzles.orig/flip.R +++ sgt-puzzles/flip.R @@ -2,14 +2,16 @@ FLIP_EXTRA = tree234 -flip : [X] GTK COMMON flip FLIP_EXTRA flip-icon|no-icon +# Debian already has a binary called `flip' (in the flip package) so we +# append `game' to its name +flipgame : [X] GTK COMMON flip FLIP_EXTRA flip-icon|no-icon flip : [G] WINDOWS COMMON flip FLIP_EXTRA flip.res|noicon.res ALL += flip[COMBINED] FLIP_EXTRA !begin gtk -GAMES += flip +GAMES += flipgame !end !begin >list.c --- sgt-puzzles.orig/blackbox.R +++ sgt-puzzles/blackbox.R @@ -1,13 +1,15 @@ # -*- makefile -*- -blackbox : [X] GTK COMMON blackbox blackbox-icon|no-icon +# Debian already has a binary called `blackbox' (in the blackbox package) +# so we append `game' to its name +blackboxgame : [X] GTK COMMON blackbox blackbox-icon|no-icon blackbox : [G] WINDOWS COMMON blackbox blackbox.res|noicon.res ALL += blackbox[COMBINED] !begin gtk -GAMES += blackbox +GAMES += blackboxgame !end !begin >list.c --- sgt-puzzles.orig/net.R +++ sgt-puzzles/net.R @@ -2,7 +2,9 @@ NET_EXTRA = tree234 dsf -net : [X] GTK COMMON net NET_EXTRA net-icon|no-icon +# Debian already has a binary called `net' (in the samba-common package) +# so we append `game' to its name +netgame : [X] GTK COMMON net NET_EXTRA net-icon|no-icon # The Windows Net shouldn't be called `net.exe' since Windows # already has a reasonably important utility program by that name! @@ -11,7 +13,7 @@ ALL += net[COMBINED] NET_EXTRA !begin gtk -GAMES += net +GAMES += netgame !end !begin >list.c --- sgt-puzzles.orig/puzzles.but +++ sgt-puzzles/puzzles.but @@ -425,7 +425,9 @@ \cfg{winhelp-topic}{games.net} (\e{Note:} the \i{Windows} version of this game is called -\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) +\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}. +Similarly the Debian version is called \i\cw{netgame} to avoid +clashing with Samba's \cw{net}.) I originally saw this in the form of a Flash game called \i{FreeNet} \k{FreeNet}, written by Pavils Jurjans; there are several other @@ -1230,6 +1232,9 @@ \cfg{winhelp-topic}{games.flip} +(\e{Note:} the Debian version of this game is called \i\cw{flipgame} to +avoid clashing with the text conversion program \cw{flip}.) + You have a grid of squares, some light and some dark. Your aim is to light all the squares up at the same time. You can choose any square and flip its state from light to dark or dark to light, but when you @@ -1513,6 +1518,9 @@ \cfg{winhelp-topic}{games.blackbox} +(\e{Note:} the Debian version of this game is called \i\cw{blackboxgame} to +avoid clashing with the window manager \cw{blackbox}.) + A number of balls are hidden in a rectangular arena. You have to deduce the positions of the balls by firing lasers positioned at the edges of the arena and observing how their beams are deflected. debian/patches/304_combine-binaries.diff0000660000000000000000000003317612161455325015257 0ustar Author: Ben Hutchings Description: Combine puzzles into a single executable Link all the puzzles into a single executable and use argv[0] to decide which to run. This saves a large amount of disk space due to the large amount of code that is otherwise statically linked into multiple executables. --- a/gtk.c +++ b/gtk.c @@ -2,6 +2,8 @@ * gtk.c: GTK front end for my puzzle collection. */ +#define _GNU_SOURCE + #include #include #include @@ -46,6 +48,14 @@ /* #undef USE_CAIRO */ /* #define NO_THICK_LINE */ + +#ifdef COMBINED +static const gameindex *thegameindex; +#define thegame (*thegameindex->game) +#define xpm_icons (thegameindex->xpm_icons) +#define n_xpm_icons (*thegameindex->n_xpm_icons) +#endif + #ifdef DEBUGGING static FILE *debug_fp = NULL; @@ -2190,8 +2200,6 @@ static frontend *new_window(char *arg, i GList *iconlist; int x, y, n; char errbuf[1024]; - extern char *const *const xpm_icons[]; - extern const int n_xpm_icons; fe = snew(frontend); @@ -2585,7 +2593,8 @@ char *fgetline(FILE *fp) int main(int argc, char **argv) { - char *pname = argv[0]; + char *pname; + int i; char *error; int ngenerate = 0, print = FALSE, px = 1, py = 1; int time_generation = FALSE, test_solve = FALSE, list_presets = FALSE; @@ -2601,6 +2610,28 @@ int main(int argc, char **argv) char **av = argv; char errbuf[500]; +#ifdef COMBINED + pname = strrchr(argv[0], '/'); + if (pname) + pname++; + else + pname = argv[0]; + if (!strncmp(pname, "sgt-", 4)) + pname += 4; + for (i = 0; i < gamecount; i++) { + size_t len = strlen(gamelist[i].name); + if (!strncmp(pname, gamelist[i].name, len) && + (pname[len] == 0 || !strcmp(pname + len, "game"))) { + thegameindex = &gamelist[i]; + break; + } + } + if (!thegameindex) { + fprintf(stderr, "puzzles: unknown puzzle '%s'\n", pname); + exit(2); + } +#endif + /* * Command line parsing in this function is rather fiddly, * because GTK wants to have a go at argc/argv _first_ - and --- a/Recipe +++ b/Recipe @@ -23,7 +23,7 @@ WINDOWS_COMMON = printing + user32.lib gdi32.lib comctl32.lib comdlg32.lib winspool.lib WINDOWS = windows WINDOWS_COMMON COMMON = midend drawing misc malloc random version -GTK = gtk printing ps +GTK = gtk[COMBINED] printing ps # Objects needed for auxiliary command-line programs. STANDALONE = nullfe random misc malloc @@ -39,6 +39,7 @@ ALL = list * it directly, or the changes will be lost next time mkfiles.pl runs. * Instead, edit Recipe and/or its *.R subfiles. */ +#define COMBINED #include "puzzles.h" #define GAMELIST(A) \ !end @@ -49,10 +50,13 @@ ALL = list # Then we finish up list.c as follows: !begin >list.c -#define DECL(x) extern const game x; -#define REF(x) &x, +#define DECL(x) \ +extern const game x; \ +extern const char *const *const x##_xpm_icons[]; \ +extern const int x##_n_xpm_icons; +#define REF(x) { #x, &x, x##_xpm_icons, &x##_n_xpm_icons }, GAMELIST(DECL) -const game *gamelist[] = { GAMELIST(REF) }; +const gameindex gamelist[] = { GAMELIST(REF) }; const int gamecount = lenof(gamelist); !end @@ -92,6 +96,12 @@ Puzzles.dmg: Puzzles rm -f raw.dmg devicename !end +# Gtk unified application containing all the puzzles. +puzzles : [X] GTK COMMON ALL ALL_ICONS +!begin gtk +%-icon.o : override CFLAGS += -Dxpm_icons=$(@:%-icon.o=%)_xpm_icons -Dn_xpm_icons=$(@:%-icon.o=%)_n_xpm_icons +!end + # Version management. !begin vc version.obj: *.c *.h @@ -177,8 +187,11 @@ version2.def: FORCE # make install for Unix. !begin gtk install: + mkdir -p $(DESTDIR)$(libdir)/sgt-puzzles + $(INSTALL_PROGRAM) -m 755 puzzles \ + $(DESTDIR)$(libdir)/sgt-puzzles/puzzles for i in $(GAMES); do \ - $(INSTALL_PROGRAM) -m 755 $(BINPREFIX)$$i $(DESTDIR)$(gamesdir)/$(BINPREFIX)$$i \ + ln -s $(libdir)/sgt-puzzles/puzzles $(DESTDIR)$(gamesdir)/$(BINPREFIX)$$i \ || exit 1; \ done !end --- a/mkfiles.pl +++ b/mkfiles.pl @@ -1126,6 +1126,7 @@ if (defined $makefiles{'gtk'}) { "prefix=/usr\n", "exec_prefix=\$(prefix)\n", "bindir=\$(exec_prefix)/bin\n", + "libdir=\$(exec_prefix)/lib\n", "gamesdir=\$(exec_prefix)/games\n", "sharedir=\$(prefix)/share\n", "mandir=\$(sharedir)/man\n", --- a/puzzles.h +++ b/puzzles.h @@ -581,7 +581,13 @@ struct drawing_api { * there's a list of all available puzzles in array form. */ #ifdef COMBINED -extern const game *gamelist[]; +typedef struct { + const char *name; + const game *game; + const char *const *const *xpm_icons; + const int *n_xpm_icons; +} gameindex; +extern const gameindex gamelist[]; extern const int gamecount; #else extern const game thegame; --- a/blackbox.R +++ b/blackbox.R @@ -5,6 +5,7 @@ blackbox : [X] GTK COMMON blackbox black blackbox : [G] WINDOWS COMMON blackbox blackbox.res|noicon.res ALL += blackbox[COMBINED] +ALL_ICONS += blackbox-icon !begin gtk GAMES += blackbox --- a/bridges.R +++ b/bridges.R @@ -7,6 +7,7 @@ bridges : [X] GTK COMMON bridges BRIDGE bridges : [G] WINDOWS COMMON bridges BRIDGES_EXTRA bridges.res|noicon.res ALL += bridges[COMBINED] BRIDGES_EXTRA +ALL_ICONS += bridges-icon !begin gtk GAMES += bridges --- a/cube.R +++ b/cube.R @@ -5,6 +5,7 @@ cube : [X] GTK COMMON cube cube-icon cube : [G] WINDOWS COMMON cube cube.res|noicon.res ALL += cube[COMBINED] +ALL_ICONS += cube-icon !begin gtk GAMES += cube --- a/dominosa.R +++ b/dominosa.R @@ -7,6 +7,7 @@ dominosa : [X] GTK COMMON dominosa DOMIN dominosa : [G] WINDOWS COMMON dominosa DOMINOSA_EXTRA dominosa.res|noicon.res ALL += dominosa[COMBINED] DOMINOSA_EXTRA +ALL_ICONS += dominosa-icon !begin gtk GAMES += dominosa --- a/fifteen.R +++ b/fifteen.R @@ -5,6 +5,7 @@ fifteen : [X] GTK COMMON fifteen fiftee fifteen : [G] WINDOWS COMMON fifteen fifteen.res|noicon.res ALL += fifteen[COMBINED] +ALL_ICONS += fifteen-icon !begin gtk GAMES += fifteen --- a/filling.R +++ b/filling.R @@ -10,6 +10,7 @@ filling : [X] GTK COMMON filling FILLING filling : [G] WINDOWS COMMON filling FILLING_EXTRA filling.res|noicon.res ALL += filling[COMBINED] FILLING_EXTRA +ALL_ICONS += filling-icon !begin gtk GAMES += filling --- a/flip.R +++ b/flip.R @@ -7,6 +7,7 @@ flip : [X] GTK COMMON flip FLIP_EXTR flip : [G] WINDOWS COMMON flip FLIP_EXTRA flip.res|noicon.res ALL += flip[COMBINED] FLIP_EXTRA +ALL_ICONS += flip-icon !begin gtk GAMES += flip --- a/galaxies.R +++ b/galaxies.R @@ -14,6 +14,7 @@ galaxiespicture : [U] galaxies[STANDALON galaxiespicture : [C] galaxies[STANDALONE_PICTURE_GENERATOR] GALAXIES_EXTRA STANDALONE ALL += galaxies[COMBINED] GALAXIES_EXTRA +ALL_ICONS += galaxies-icon !begin gtk GAMES += galaxies --- a/guess.R +++ b/guess.R @@ -5,6 +5,7 @@ guess : [X] GTK COMMON guess guess-ic guess : [G] WINDOWS COMMON guess guess.res|noicon.res ALL += guess[COMBINED] +ALL_ICONS += guess-icon !begin gtk GAMES += guess --- a/inertia.R +++ b/inertia.R @@ -5,6 +5,7 @@ inertia : [X] GTK COMMON inertia inerti inertia : [G] WINDOWS COMMON inertia inertia.res|noicon.res ALL += inertia[COMBINED] +ALL_ICONS += inertia-icon !begin gtk GAMES += inertia --- a/lightup.R +++ b/lightup.R @@ -10,6 +10,7 @@ lightupsolver : [U] lightup[STANDALONE_S lightupsolver : [C] lightup[STANDALONE_SOLVER] LIGHTUP_EXTRA STANDALONE ALL += lightup[COMBINED] LIGHTUP_EXTRA +ALL_ICONS += lightup-icon !begin gtk GAMES += lightup --- a/loopy.R +++ b/loopy.R @@ -17,6 +17,7 @@ loopysolver : [C] loopy[STANDALONE_SOL ALL += loopy[COMBINED] LOOPY_EXTRA +ALL_ICONS += loopy-icon !begin gtk GAMES += loopy --- a/map.R +++ b/map.R @@ -10,6 +10,7 @@ mapsolver : [U] map[STANDALONE_SOLVE mapsolver : [C] map[STANDALONE_SOLVER] MAP_EXTRA STANDALONE ALL += map[COMBINED] MAP_EXTRA +ALL_ICONS += map-icon !begin gtk GAMES += map --- a/mines.R +++ b/mines.R @@ -10,6 +10,7 @@ mineobfusc : [U] mines[STANDALONE_OBF mineobfusc : [C] mines[STANDALONE_OBFUSCATOR] MINES_EXTRA STANDALONE ALL += mines[COMBINED] MINES_EXTRA +ALL_ICONS += mines-icon !begin gtk GAMES += mines --- a/net.R +++ b/net.R @@ -9,6 +9,7 @@ net : [X] GTK COMMON net NET_EXTRA netgame : [G] WINDOWS COMMON net NET_EXTRA net.res|noicon.res ALL += net[COMBINED] NET_EXTRA +ALL_ICONS += net-icon !begin gtk GAMES += net --- a/netslide.R +++ b/netslide.R @@ -7,6 +7,7 @@ netslide : [X] GTK COMMON netslide NETSL netslide : [G] WINDOWS COMMON netslide NETSLIDE_EXTRA netslide.res|noicon.res ALL += netslide[COMBINED] NETSLIDE_EXTRA +ALL_ICONS += netslide-icon !begin gtk GAMES += netslide --- a/pattern.R +++ b/pattern.R @@ -8,6 +8,7 @@ patternsolver : [U] pattern[STANDALONE_S patternsolver : [C] pattern[STANDALONE_SOLVER] STANDALONE ALL += pattern[COMBINED] +ALL_ICONS += pattern-icon !begin gtk GAMES += pattern --- a/pegs.R +++ b/pegs.R @@ -7,6 +7,7 @@ pegs : [X] GTK COMMON pegs PEGS_EXTR pegs : [G] WINDOWS COMMON pegs PEGS_EXTRA pegs.res|noicon.res ALL += pegs[COMBINED] PEGS_EXTRA +ALL_ICONS += pegs-icon !begin gtk GAMES += pegs --- a/rect.R +++ b/rect.R @@ -5,6 +5,7 @@ rect : [X] GTK COMMON rect rect-icon rect : [G] WINDOWS COMMON rect rect.res|noicon.res ALL += rect[COMBINED] +ALL_ICONS += rect-icon !begin gtk GAMES += rect --- a/samegame.R +++ b/samegame.R @@ -5,6 +5,7 @@ samegame : [X] GTK COMMON samegame sameg samegame : [G] WINDOWS COMMON samegame samegame.res|noicon.res ALL += samegame[COMBINED] +ALL_ICONS += samegame-icon !begin gtk GAMES += samegame --- a/sixteen.R +++ b/sixteen.R @@ -5,6 +5,7 @@ sixteen : [X] GTK COMMON sixteen sixtee sixteen : [G] WINDOWS COMMON sixteen sixteen.res|noicon.res ALL += sixteen[COMBINED] +ALL_ICONS += sixteen-icon !begin gtk GAMES += sixteen --- a/slant.R +++ b/slant.R @@ -10,6 +10,7 @@ slantsolver : [U] slant[STANDALONE_SOL slantsolver : [C] slant[STANDALONE_SOLVER] SLANT_EXTRA STANDALONE ALL += slant[COMBINED] SLANT_EXTRA +ALL_ICONS += slant-icon !begin gtk GAMES += slant --- a/solo.R +++ b/solo.R @@ -10,6 +10,7 @@ solosolver : [U] solo[STANDALONE_SOLV solosolver : [C] solo[STANDALONE_SOLVER] SOLO_EXTRA STANDALONE ALL += solo[COMBINED] SOLO_EXTRA +ALL_ICONS += solo-icon !begin gtk GAMES += solo --- a/tents.R +++ b/tents.R @@ -7,6 +7,7 @@ tents : [X] GTK COMMON tents TENTS_EX tents : [G] WINDOWS COMMON tents TENTS_EXTRA tents.res|noicon.res ALL += tents[COMBINED] TENTS_EXTRA +ALL_ICONS += tents-icon tentssolver : [U] tents[STANDALONE_SOLVER] TENTS_EXTRA STANDALONE tentssolver : [C] tents[STANDALONE_SOLVER] TENTS_EXTRA STANDALONE --- a/twiddle.R +++ b/twiddle.R @@ -5,6 +5,7 @@ twiddle : [X] GTK COMMON twiddle twiddl twiddle : [G] WINDOWS COMMON twiddle twiddle.res|noicon.res ALL += twiddle[COMBINED] +ALL_ICONS += twiddle-icon !begin gtk GAMES += twiddle --- a/unequal.R +++ b/unequal.R @@ -13,6 +13,7 @@ latincheck : [U] latin[STANDALONE_LATIN_ latincheck : [C] latin[STANDALONE_LATIN_TEST] tree234 maxflow STANDALONE ALL += unequal[COMBINED] UNEQUAL_EXTRA +ALL_ICONS += unequal-icon !begin gtk GAMES += unequal --- a/untangle.R +++ b/untangle.R @@ -7,6 +7,7 @@ untangle : [X] GTK COMMON untangle UNTAN untangle : [G] WINDOWS COMMON untangle UNTANGLE_EXTRA untangle.res|noicon.res ALL += untangle[COMBINED] UNTANGLE_EXTRA +ALL_ICONS += untangle-icon !begin gtk GAMES += untangle --- a/keen.R +++ b/keen.R @@ -11,6 +11,7 @@ keensolver : [U] keen[STANDALONE_SOLVER] keensolver : [C] keen[STANDALONE_SOLVER] latin[STANDALONE_SOLVER] KEEN_LATIN_EXTRA STANDALONE ALL += keen[COMBINED] KEEN_EXTRA +ALL_ICONS += keen-icon !begin gtk GAMES += keen --- a/magnets.R +++ b/magnets.R @@ -10,6 +10,7 @@ magnetssolver : [U] magnets[STANDALO magnetssolver : [C] magnets[STANDALONE_SOLVER] MAGNETS_EXTRA STANDALONE ALL += magnets[COMBINED] MAGNETS_EXTRA +ALL_ICONS += magnets-icon !begin gtk GAMES += magnets --- a/singles.R +++ b/singles.R @@ -6,6 +6,7 @@ singles : [X] GTK COMMON singles SINGLES singles : [G] WINDOWS COMMON singles SINGLES_EXTRA singles.res|noicon.res ALL += singles[COMBINED] SINGLES_EXTRA +ALL_ICONS += singles-icon singlessolver : [U] singles[STANDALONE_SOLVER] SINGLES_EXTRA STANDALONE singlessolver : [C] singles[STANDALONE_SOLVER] SINGLES_EXTRA STANDALONE --- a/towers.R +++ b/towers.R @@ -11,6 +11,7 @@ towerssolver : [U] towers[STANDALONE_SOL towerssolver : [C] towers[STANDALONE_SOLVER] latin[STANDALONE_SOLVER] TOWERS_LATIN_EXTRA STANDALONE ALL += towers[COMBINED] TOWERS_EXTRA +ALL_ICONS += towers-icon !begin gtk GAMES += towers --- a/signpost.R +++ b/signpost.R @@ -9,6 +9,7 @@ signpostsolver : [U] signpost[STANDALONE signpostsolver : [C] signpost[STANDALONE_SOLVER] SIGNPOST_EXTRA STANDALONE ALL += signpost[COMBINED] SIGNPOST_EXTRA +ALL_ICONS += signpost-icon !begin gtk GAMES += signpost --- a/range.R +++ b/range.R @@ -5,6 +5,7 @@ range : [X] GTK COMMON range range-ic range : [G] WINDOWS COMMON range range.res|noicon.res ALL += range[COMBINED] +ALL_ICONS += range-icon !begin gtk GAMES += range --- a/pearl.R +++ b/pearl.R @@ -9,6 +9,7 @@ pearlbench : [U] pearl[STANDALONE_SO pearlbench : [C] pearl[STANDALONE_SOLVER] PEARL_EXTRA STANDALONE ALL += pearl[COMBINED] PEARL_EXTRA +ALL_ICONS += pearl-icon !begin gtk GAMES += pearl --- a/undead.R +++ b/undead.R @@ -4,6 +4,7 @@ undead : [X] GTK COMMON undead undead-ic undead : [G] WINDOWS COMMON undead undead.res|noicon.res ALL += undead[COMBINED] +ALL_ICONS += undead-icon !begin gtk GAMES += undead --- a/unruly.R +++ b/unruly.R @@ -7,6 +7,7 @@ unrulysolver : [U] unruly[STANDALONE_SOL unrulysolver : [C] unruly[STANDALONE_SOLVER] STANDALONE ALL += unruly[COMBINED] +ALL_ICONS += unruly-icon !begin gtk GAMES += unruly debian/patches/series0000660000000000000000000000042212161456063012032 0ustar 102_fix-pearl-min-dimensions.diff 206_translate-docs.diff 208_rename-rectangles-chapter.patch 201_make-more-docs.diff 202_online-help.diff 207_slant-shade-filled.diff 301_fix-install-dirs.diff 303_show-debian-version-number.diff 304_combine-binaries.diff 305_no-werror.diff debian/patches/206_translate-docs.diff0000660000000000000000000000273612161454555014777 0ustar Author: Ben Hutchings Description: Support translated docs using po4a Bug-Debian: http://bugs.debian.org/483665 --- a/Makefile.doc +++ b/Makefile.doc @@ -13,5 +13,37 @@ chm: puzzles.hhp puzzles.hhp: puzzles.but chm.but halibut --html puzzles.but chm.but +TRANSLATIONS := $(patsubst po/%.po,%,$(wildcard po/*.po)) + +update-po: +# Please tell me there is an easier way to preserve the POT file header. + test -f po/puzzles-doc.pot + po4a-gettextize -f halibut -m puzzles.but --package-name puzzles \ + -p po/puzzles-doc.tmp1.pot + sed -i '1,/^#$$/d' po/puzzles-doc.tmp1.pot + cat po/puzzles-doc.pot.head po/puzzles-doc.tmp1.pot \ + > po/puzzles-doc.tmp2.pot + diff -q -I Project-Id-Version: -I POT-Creation-Date: \ + po/puzzles-doc.pot po/puzzles-doc.tmp2.pot || \ + mv po/puzzles-doc.tmp2.pot po/puzzles-doc.pot + rm -f po/puzzles-doc.tmp*.pot + for lang in $(TRANSLATIONS); do \ + msgmerge -U po/$$lang.po po/puzzles-doc.pot || exit; \ + done +.PHONY: update-po + +doc/puzzles.but.%: puzzles.but po/%.po + mkdir -p doc + po4a-translate -k 0 -f halibut -m puzzles.but -p po/$*.po -l $@ +.PRECIOUS: $(addprefix doc/puzzles.but.,$(TRANSLATIONS)) + +doc/preprocessed.but.%: doc/puzzles.but.% + sed 's/PREFIX-/$(BINPREFIX)/g' $< > $@ + +doc/puzzles.txt.%: doc/preprocessed.but.% + halibut --text=$@ --input-charset=UTF-8 $< +all: $(addprefix doc/puzzles.txt.,$(TRANSLATIONS)) + clean: rm -f puzzles.hlp puzzles.txt preprocessed.but HACKING *.html *.hh[pck] + rm -rf doc debian/patches/301_fix-install-dirs.diff0000660000000000000000000000121311740365775015235 0ustar Author: Ben Hutchings Description: Set installation directories according to FHS. --- sgt-puzzles.orig/mkfiles.pl +++ sgt-puzzles/mkfiles.pl @@ -1123,12 +1123,12 @@ "INSTALL=install\n", "INSTALL_PROGRAM=\$(INSTALL)\n", "INSTALL_DATA=\$(INSTALL)\n", - "prefix=/usr/local\n", + "prefix=/usr\n", "exec_prefix=\$(prefix)\n", "bindir=\$(exec_prefix)/bin\n", "gamesdir=\$(exec_prefix)/games\n", "sharedir=\$(prefix)/share\n", - "mandir=\$(prefix)/man\n", + "mandir=\$(sharedir)/man\n", "man1dir=\$(mandir)/man1\n", "CFLAGS += -DSHAREDIR=\"\\\"\$(sharedir)\\\"\"\n", "\n"; debian/patches/305_no-werror.diff0000660000000000000000000000144412161454203013767 0ustar Author: Ben Hutchings Description: Do not use -Werror Using -Werror tends to result in breakage whenever the default compiler changes and includes new warnings in -Wall. While these new warnings should be considered and fixed, they usually do not indicate serious bugs. --- a/mkfiles.pl +++ b/mkfiles.pl @@ -1115,7 +1115,7 @@ if (defined $makefiles{'gtk'}) { "# to 1.2 if it isn't found.\n". "GTK_CONFIG = sh -c 'pkg-config gtk+-2.0 \$\$0 2>/dev/null || gtk-config \$\$0'\n". "\n". - &splitline("CFLAGS := -O2 -Wall -Werror -ansi -pedantic -g " . + &splitline("CFLAGS := -O2 -Wall -ansi -pedantic -g " . (join " ", map {"-I$dirpfx$_"} @srcdirs) . " `\$(GTK_CONFIG) --cflags` \$(CFLAGS)")."\n". "XLIBS = `\$(GTK_CONFIG) --libs` -lm\n". debian/README.Debian0000660000000000000000000000402611740365775011246 0ustar Configuration of sgt-puzzles ============================ Simon Tatham writes in the main documentation: "The games in this collection deliberately do not ever save information on to the computer they run on: they have no high score tables and no saved preferences. (This is because I expect at least some people to play them at work, and those people will probably appreciate leaving as little evidence as possible!)" Currently, various settings are configurable through environment variables. These may be replaced by a better configuration mechanism in future, and I cannot guarantee that they will continue to work. Colours ------- The colours used by any game can be set using variables of the form: _COLOUR_= is the name of the game in capitals, without any "game" suffix. identifies the game element that the colour applies to. , and are the levels of these colour components as 2 hexadecimal digits each (as used in HTML and CSS). In particular, the colours used for regions in the Map game can be changed using the variables MAP_COLOUR_2, MAP_COLOUR_3, MAP_COLOUR_4 and MAP_COLOUR_5. The following colour settings appear to make the regions more easily distinguishable for those with red-green colour blindness, and may also work for monochromats: MAP_COLOUR_2=B27F3F MAP_COLOUR_3=CCB27F MAP_COLOUR_4=7F99BF MAP_COLOUR_5=8C727F Size ---- All puzzles are made up of a number of square tiles. For example, a "3x3" Solo puzzle has 9x9 tiles. The size of the tiles can be changed by resizing the window. The initial size can be set using a variable of the form: _TILESIZE= is the name of the game in capitals, without any "game" suffix. is the number of pixels on each side of a tile. Miscellaneous ------------- The behaviour of the left and right mouse buttons in Slant can be reversed by setting the variable SLANT_SWAP_BUTTONS=y. -- Ben Hutchings Sun, 29 Oct 2006 02:09:28 +0000 debian/copyright0000660000000000000000000000307211740365775011140 0ustar This is the Debian-packaged version of Simon Tatham's Portable Puzzle Collection. The package was put together by Ben Hutchings using source from: http://www.chiark.greenend.org.uk/~sgtatham/puzzles/puzzles.tar.gz This software is copyright (c) 2004-2010 Simon Tatham. Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas Kölker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou and Bernd Schmidt. The German translation is copyright 2009-2010 Helge Kreutzmann. The Debian packaging is copyright 2005-2010 Ben Hutchings. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. debian/watch0000660000000000000000000000104212161421327010211 0ustar # Upstream homepage links to a file called puzzles.tar.gz which # redirects to puzzles-r$version.tar.gz. uscan can't check that. # However, this is a nightly snapshot numbered according to the SVN # revision number, so we can extract the version number from its web # view. version=3 opts="filenamemangle=s/.*revision=(\d+).*/sgt-puzzles_$1.orig.tar.gz/,downloadurlmangle=s@.*revision=(\d+).*@http://www.chiark.greenend.org.uk/~sgtatham/puzzles/puzzles-r$1.tar.gz@" \ http://svn.tartarus.org/sgt/puzzles/ /sgt\?view=revision\&revision=(\d+) debian/changelog0000660000000000000000000003100212163712740011035 0ustar sgt-puzzles (9872-1) unstable; urgency=low * New upstream version - Add an explicit -lm to the link lines in Makefile.gtk (Closes: #713476) - Add Undead by Steffen Bauer, an implementation of 'Haunted Mirror Maze' - Add Unruly by Lennard Sprong, an implementation of a puzzle usually called 'Tohu wa Vohu' * Add DEP-3 headers to patches * pearl: Require width or height to be at least 6 for Tricky (Closes: #667963) * debian/watch: Update ViewVC URL regex * Add 'sgt-' prefix to all command names and remove 'game' suffix, but retain symlinks under the old names (see #684193) * Use upstream short descriptions in English manual pages and package description * Update German translation, thanks to Helge Kreutzmann -- Ben Hutchings Sun, 30 Jun 2013 03:20:16 +0100 sgt-puzzles (9411-1) unstable; urgency=low * New upstream version - closes: #666709 - Adds Pearl puzzle * Update German translation, thanks to Helge Kreutzmann -- Ben Hutchings Sat, 07 Apr 2012 02:38:40 +0100 sgt-puzzles (9306-1) unstable; urgency=low * New upstream version * Update German translation, thanks to Helge Kreutzmann * Update policy version to 3.9.2; no changes required * Update description to include the puzzles added in 8853-1 and 9109-1 -- Ben Hutchings Mon, 12 Dec 2011 02:40:18 +0000 sgt-puzzles (9179-1) unstable; urgency=low * New upstream version: - Remove unused-but-set variables - closes: #625425 - Avoid infinite loop in Loopy at Easy level - Add Penrose tilings to Loopy * Update German translation, thanks to Helge Kreutzmann * Do not compile with -Werror -- Ben Hutchings Mon, 11 Jul 2011 03:56:55 +0100 sgt-puzzles (9109-1) unstable; urgency=low * New upstream version: - Add Range and Signpost puzzles - Use stock icons and conventional order for dialog buttons - Use Cairo for screen rendering * Update German translation, thanks to Helge Kreutzmann * Remove or update patches applied or partially applied upstream * Use Debian source format 3.0 (quilt) -- Ben Hutchings Tue, 01 Mar 2011 04:16:54 +0000 sgt-puzzles (8853-3) unstable; urgency=low * Update German translation, thanks to Helge Kreutzmann * Fix reference to puzzles.txt at the bottom of manual pages * Remove obsolete patch 102_fix-bridges-min-sensible-islands.diff * Flag 5 / 2 = 2 as an error in Keen - closes: #581445 -- Ben Hutchings Sun, 08 Aug 2010 23:34:32 +0100 sgt-puzzles (8853-2) unstable; urgency=low * Correct minor documentation errors, thanks to Helge Kreutzmann - closes: #571975 * Document Helge Kreutzmann's copyright - closes: #571976 * Document my copyright * Update German translation, thanks to Helge Kreutzmann * Fix minor issues reported by lintian: - Add ${misc:Depends} to dependencies - Add debian/source/format file - Use debhelper 7 * Update policy version to 3.8.4; no changes required -- Ben Hutchings Sun, 04 Apr 2010 16:15:16 +0100 sgt-puzzles (8853-1) unstable; urgency=low * New upstream version - closes: #569901 * Update German translation, thanks to Helge Kreutzmann -- Ben Hutchings Sat, 20 Feb 2010 21:41:07 +0000 sgt-puzzles (8786-1) unstable; urgency=low * New upstream version - Correct minor documentation errors - closes: #522439, #548472 * Update German translation, thanks to Helge Kreutzmann * Correct minor documentation errors, thanks to Helge Kreutzmann - closes: #554341 -- Ben Hutchings Mon, 15 Feb 2010 14:33:45 +0000 sgt-puzzles (8692-1) unstable; urgency=low * New upstream version * Add German descriptions to desktop files, thanks to Helge Kreutzmann * Update debian/watch file -- Ben Hutchings Mon, 02 Nov 2009 01:34:59 +0000 sgt-puzzles (8605-2) unstable; urgency=low * Apply fixes from Ubuntu - closes: #543527 - Fix typo in French description of netslide, thanks to Didier Roche * Shade filled squares in Slant - closes: #419836 * Update German translation, thanks to Helge Kreutzmann -- Ben Hutchings Wed, 30 Sep 2009 22:54:12 +0100 sgt-puzzles (8605-1) unstable; urgency=low * New upstream release * Force use of bash in debian/rules - closes: #535418 * Update German translation, thanks to Helge Kreutzmann * Fix generation of translated manual pages - closes: #528042 (again) - Do not require the associated locale to be installed at build time - Tell Halibut that the input and output files are UTF-8-encoded -- Ben Hutchings Sun, 16 Aug 2009 19:26:56 +0100 sgt-puzzles (8541-2) unstable; urgency=low * Update German translation, thanks to Helge Kreutzmann * Install translated online help and manual pages - closes: #528042 * Use g_spawn_async() to run help browser - Avoids zombie processes - closes LP: #385149 - Avoids showing an error box in the child process, which would cause the parent to abort -- Ben Hutchings Sat, 13 Jun 2009 04:37:18 +0100 sgt-puzzles (8541-1) unstable; urgency=low * New upstream release * Add partial German translation of documentation - closes: #522438 * Fix command in netslide desktop file - closes LP: #272942 * Update policy version to 3.8.1; no changes required -- Ben Hutchings Tue, 05 May 2009 00:26:46 +0100 sgt-puzzles (8446-1) unstable; urgency=low * New upstream release - Obsoletes patches 101, 103, 204 - Adds test for fwrite() failure - closes: #505157 - Fixes bug in the Light Up solver - Adds keyboard control to many puzzles - closes: #417547 * Remove obsolete patch to Unequal hit detection - closes: #501197 * Update policy version to 3.8.0: - Add README.source * Add Vcs-* fields for my public repository * Add support for translation of the documentation - closes: #483665 * Fix gcc 4.4 warnings - closes: #505359 - Add 106_fix-uninit-warning.diff - Other warning fixed upstream * Add .desktop files, thanks to Didier Roche - closes: #495561 -- Ben Hutchings Mon, 16 Feb 2009 01:03:44 +0000 sgt-puzzles (7983-1) unstable; urgency=low * New upstream release * Moved common code into a private shared library, halving package size and installed size * Implemented highlighting of more kinds of error in Loopy * Changed encoding of copyright file to UTF-8 * Updated standards-version to 3.7.3 (no other changes required) -- Ben Hutchings Sun, 13 Apr 2008 17:39:38 +0100 sgt-puzzles (7703-1) unstable; urgency=low * New upstream release * Moved changes into patches applied with quilt * Removed dependency of online help on GNOME - closes: #429864, #437962 -- Ben Hutchings Sat, 6 Oct 2007 23:36:20 +0100 sgt-puzzles (7636-1) unstable; urgency=low * New upstream release -- Ben Hutchings Sun, 8 Jul 2007 01:36:53 +0100 sgt-puzzles (7446-1) unstable; urgency=low * New upstream release - closes: #417543 * Corrected minimum number of islands for Bridges - closes: #417541 -- Ben Hutchings Tue, 24 Apr 2007 21:31:11 +0100 sgt-puzzles (7407-1) unstable; urgency=low * New upstream release adds Filling, Galaxies and Unequal puzzles - closes: #416009 * Reverted to default version of gcc since bug #380541 has been fixed -- Ben Hutchings Tue, 27 Mar 2007 01:30:20 +0100 sgt-puzzles (6879-1) unstable; urgency=low * New upstream release * Changed window sizing to remember tile size when the puzzle type is changed - closes: #379452 * Documented configuration variables - closes: #375055 * Changed compiler to gcc-3.3 - closes: #391273 -- Ben Hutchings Sun, 29 Oct 2006 02:38:36 +0000 sgt-puzzles (6844-2) unstable; urgency=low * Added compiler version dependency since gcc-4.0 is no longer in build-essential and previous version FTBFS in many places -- Ben Hutchings Wed, 6 Sep 2006 14:42:53 +0100 sgt-puzzles (6844-1) unstable; urgency=low * New upstream release * Added recommendation of yelp * Changed to build with gcc-4.0 - closes: #380455 * Added missing .R files from upstream svn -- Ben Hutchings Tue, 5 Sep 2006 23:44:13 +0100 sgt-puzzles (6739-1) unstable; urgency=low * New upstream release * Moved help files under /usr/share/sgt-puzzles - closes: #379876 * Changed help invocation and added sym-link to work around help search path changes in libgnome - closes: #379527 * Added error checking and reporting to help invocation * Updated maintainer address -- Ben Hutchings Sat, 24 Jun 2006 01:21:49 +0100 sgt-puzzles (6616-1) unstable; urgency=low * New upstream version -- Ben Hutchings Wed, 22 Mar 2006 23:53:09 +0000 sgt-puzzles (6526-1) unstable; urgency=low * New upstream version * Fixed clearing of window area - closes: #345024 -- Ben Hutchings Sun, 22 Jan 2006 12:30:00 +0000 sgt-puzzles (6452-5) unstable; urgency=low * Yet another attempt to fix intermittent manual page build failures -- Ben Hutchings Wed, 07 Dec 2005 02:07:34 +0000 sgt-puzzles (6452-4) unstable; urgency=low * Another attempt to fix intermittent manual page build failures -- Ben Hutchings Fri, 02 Dec 2005 00:54:52 +0000 sgt-puzzles (6452-3) unstable; urgency=low * Attempt to fix intermittent manual page build failures (bug #339407) -- Ben Hutchings Wed, 23 Nov 2005 02:31:26 +0000 sgt-puzzles (6452-2) unstable; urgency=low * Minor changes to package building -- Ben Hutchings Sun, 13 Nov 2005 16:23:36 +0000 sgt-puzzles (6452-1) unstable; urgency=low * New upstream version fixes bug in Bridges puzzle * Enabled window resizing, closes #337802 -- Ben Hutchings Fri, 11 Nov 2005 23:21:03 +0000 sgt-puzzles (6444-1) unstable; urgency=low * New upstream version adds Bridges and Tents puzzles, closes #335627 * Updated command-line synopses in manual pages * Reorganised list of puzzles in package description -- Ben Hutchings Sun, 06 Nov 2005 01:33:31 +0000 sgt-puzzles (6378-1) unstable; urgency=low * New upstream version * Include loopy puzzle -- Ben Hutchings Sun, 09 Oct 2005 15:37:26 +0100 sgt-puzzles (6229-2) unstable; urgency=low * Add online help to the Help menu * Change Copy command to use the clipboard not the primary selection * Make menu accelerators visible -- Ben Hutchings Tue, 13 Sep 2005 09:01:28 +0100 sgt-puzzles (6229-1) unstable; urgency=low * New upstream version, closes #323683 -- Ben Hutchings Mon, 29 Aug 2005 00:45:24 +0100 sgt-puzzles (6169-1) unstable; urgency=low * New upstream version * Improve generation of cross-references in manual pages -- Ben Hutchings Sat, 06 Aug 2005 23:49:58 +0100 sgt-puzzles (6119-1) unstable; urgency=low * New upstream version * Change manual page generation to use upstream documentation as source -- Ben Hutchings Wed, 20 Jul 2005 09:09:10 +0100 sgt-puzzles (6085-2) unstable; urgency=low * Fix warning from gcc 4.0 treated as error -- Ben Hutchings Mon, 11 Jul 2005 22:30:52 +0300 sgt-puzzles (6085-1) unstable; urgency=low * New upstream version -- Ben Hutchings Sun, 10 Jul 2005 17:07:15 +0300 sgt-puzzles (6039-1) unstable; urgency=low * New upstream version * Removed mistaken dependency on menu * Appended 'game' to names of 'flip' and 'net' to avoid confusion with programs of the same name in /usr/bin -- Ben Hutchings Fri, 01 Jul 2005 00:56:01 +0100 sgt-puzzles (6009-1) unstable; urgency=low * New upstream version * Added dependency on menu * Fixed potential for breakage in build rules * Minor style fixes -- Ben Hutchings Sat, 25 Jun 2005 01:20:47 +0100 sgt-puzzles (5982-2) unstable; urgency=low * Add menu entries -- Ben Hutchings Fri, 24 Jun 2005 23:57:54 +0100 sgt-puzzles (5982-1) unstable; urgency=low * Initial upload, closes: #309175 -- Ben Hutchings Fri, 24 Jun 2005 03:53:02 +0100 debian/source/0000770000000000000000000000000011740365775010502 5ustar debian/source/format0000660000000000000000000000001411740365775011711 0ustar 3.0 (quilt) debian/compat0000660000000000000000000000000211740365775010401 0ustar 7 debian/rules0000770000000000000000000000366712161455325010263 0ustar #!/usr/bin/make -f # We require some bash features override SHELL := /bin/bash DEBIAN_VERSION := $(shell dpkg-parsechangelog | sed -r 's/^Version: //; t; d') UPSTREAM_VERSION := $(shell echo $(DEBIAN_VERSION) | sed -r 's/^[0-9]*://; s/-[^-]*$$//') LANGUAGES := en $(patsubst debian/po/%.po,%,$(wildcard debian/po/*.po)) # Distributed files that we regenerate AUTOGEN_FILES := list.c Makefile Makefile.cyg Makefile.emcc Makefile.gnustep \ Makefile.nestedvm Makefile.osx Makefile.vc Makefile.wce \ preprocessed.but puzzles.txt puzzles.hlp puzzles.cnt HACKING %: dh $@ override_dh_auto_configure: ./mkfiles.pl [ -L po ] || ln -s debian/po po rm -f preprocessed.but override_dh_auto_build: $(MAKE) "VER=-DREVISION=$(UPSTREAM_VERSION)" \ "XFLAGS=-DDEBIAN_VERSION=\"\\\"$(DEBIAN_VERSION)\\\"\" -DHELP_BROWSER_PATH=\"\\\"yelp:khelpcenter:sensible-browser\\\"\"" \ puzzles $(MAKE) -f Makefile.doc BINPREFIX=sgt- override_dh_auto_install: $(MAKE) DESTDIR=debian/sgt-puzzles BINPREFIX=sgt- install override_dh_installdocs: for lang in $(LANGUAGES); do \ dh_install doc/html-$$lang/*.html usr/share/sgt-puzzles/help/$$lang \ || exit; \ done dh_installdocs override_dh_installman: for lang in $(LANGUAGES); do \ dh_installman --language=$${lang/en/C} doc/man-$$lang/* || exit; \ done override_dh_install: dh_install debian/desktop/*.desktop usr/share/applications for icon in icons/*-48d24.png; do \ base="$$(basename $$icon -48d24.png)" && \ install -m644 $$icon debian/sgt-puzzles/usr/share/icons/hicolor/48x48/apps/sgt-$$base.png \ || exit; \ done override_dh_auto_clean: ! [ -f Makefile ] || $(MAKE) clean $(MAKE) -f Makefile.doc clean if [ -d .git ]; then \ git checkout HEAD $(AUTOGEN_FILES); \ else \ rm -f $(AUTOGEN_FILES); \ fi rm -f po dh_clean debian/substvars gamedesc.txt version2.def # The test rule doesn't currently work with the combined executable we build override_dh_auto_test: :