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    Maelstrom New Horizons


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MY TRANSLATION OF MODPACK

Maximus

Sailor
Storm Modder
I really sorry, if my work caused any problem for all your work. But...

All, what I did - European Version of MODPACK. All options and features already was in the game. They give us possibility for easy translation to any from 5 languages. All, what modders must to do - add a new message strings by this way:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int tmpLangFileID = LanguageOpenFile("interface_strings.txt"); // at the beginning of VOID

Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"*******"); // not Log_SetStringToLog("*******")

LanguageCloseFile(tmpLangFileID); // at the end of VOID<!--c2--></div><!--ec2-->

and new characters names by this way:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int tmpNameFileID = LanguageOpenFile("characters_names.txt"); // at the beginning of INTmor VOID

ch.name       = LanguageConvertString(tmpNameFileID,"******");
ch.lastname = LanguageConvertString(tmpNameFileID,"******");

LanguageCloseFile(tmpNameFileID); // at the end of INT or VOID<!--c2--></div><!--ec2-->

also you must use XI_ConvertString, not a text strings. Sure, used text must be in the proper files. All dialogs files was splitted and placed to their language directories, so PLEASE add a new text by H files, not by C files. All sounds and loading screens placed to proper language directories. You must use screens or sounds by this way:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SendMessage(&boarding_fader, "ls", FADER_PICTURE, "Loading\" + LanguageGetLanguage() + "\***.tga");

if(NPChar.sex == "man") {PlaySound("VOICE\" + LanguageGetLanguage() + "\***.wav");}
else{PlaySound("VOICE\" + LanguageGetLanguage() + "\***.wav");}<!--c2--></div><!--ec2-->

And specially fo Couchcaptain Charles - in ITEMSBOX was added possibility for exchange with all officers in the same time, so, if it caused any errors, you can remove this option from this interface.

Now - if you have any questions or problem with my updates in code, my e-mail MAXIMUS@EN.DN.UA. I'll send you answer in one or (maximum) two days. And - most of all problems coming after merging, so I can take this part of work (final checking) to my head. And I'm not worked with the newest mods, such as Buildings set. I'll check this mod with my updates.

And my BIG apologies for the so late elucidations
 
Thanks a lot for this, Maximus! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />:

I'll have a look at how the itemsbox works. Last time I tested, it looked the same as usual, but some things were working strangely. For example not being able to take the blade and gun from your officer.
 
You can not take the LAST weapon from officers. You can only give them a new one. If new weapon better, officer take the new and you can take his old weapon. It was in previous versions, but it can be changed <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=137973:date=Jan 21 2006, 08:50 AM:name=Maximus)--><div class='quotetop'>QUOTE(Maximus @ Jan 21 2006, 08:50 AM) [snapback]137973[/snapback]</div><div class='quotemain'><!--quotec-->You can not take the LAST weapon from officers. You can only give them a new one. If new weapon better, officer take the new and you can take his old weapon. It was in previous versions, but it can be changed <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That is the was it was in stock POTC and it wasn't fun.
Build 12 is much better for this!
 
I agree... sometimes half the reason I get a new officer is so I can take his sword if it's better than mine. The SLiB add-on is the stock way, can't remove their best weapons, which means you lose them entirely when that officer walks away from you (because of, say, a rep problem); when they just die in battle, a least, you can take the stuff.

They use a better corpse system there too... in our game, for some reason you can accidentally target a corpse and waste a shot that way, but in theirs it doesn't happen. I don't know what they do differently.
 
I will revert the itemsbox code to what it was previously. Then we can take their weapons again. And it seems the new version might cause some serious officer mess-ups and we don't want that.

You don't waste a bullet by shooting on a corpse, because you seem to target the corpse, but the nearest enemy receives the damage. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Thanks a lot for your willingness to provide info and support, Maximus. I must say that I still feel a bit steamrollered by this, cause it will make our work more complicated. Wouldn't it have been easier and less bugprone to make seperate Russian and English versions of the modpack, rather than mixing both? It would also reduce the downloadsize if you hadn't all dialogs and texts and loadscreens twice.

But I acknowledge that you found some elegant solutions for coding this, and that you made a great effort to change everything that is affected. Must have been a hell lot of work.

A few more questions:
You said that you are already working on the adaption of the Buildingset? Thanks for taking care of that as well then. I just want to know cause I have some changes for that, and if you are already busy integrating I'd better withhold them till I can add them in translation format.

Locationlabels need to be put into language textfiles as well, right?

Can you give us a complete list of the textfiles where we must now put names, texts and labels into? That would also be a good checklist to remind us what needs to be written differently in future mods.



Petros <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , nice to see you around once again <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Have you seen that we have finally fixed the old nagging flagraising and "prizeship sinks after transfer" bugs.


<!--quoteo(post=138048:date=Jan 22 2006, 10:02 PM:name=alan_smithee)--><div class='quotetop'>QUOTE(alan_smithee @ Jan 22 2006, 10:02 PM) [snapback]138048[/snapback]</div><div class='quotemain'><!--quotec-->They use a better corpse system there too... in our game, for some reason you can accidentally target a corpse and waste a shot that way, but in theirs it doesn't happen. I don't know what they do differently.<!--QuoteEnd--></div><!--QuoteEEnd-->
So they introduced corpses as well? Interesting! But FAIK they hide their code in DLL files, right?
 
<!--quoteo(post=138077:date=Jan 23 2006, 05:04 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jan 23 2006, 05:04 AM) [snapback]138077[/snapback]</div><div class='quotemain'><!--quotec-->...
Petros <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , nice to see you around once again <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Have you seen that we have finally fixed the old nagging flagraising and "prizeship sinks after transfer" bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> CCC and company! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Can't say I've been too faithful to POTC.
With all the old bugs, things being changed, and even more bugs being created, I just let myself get distracted and immersed myself in the game "Fable".
I'll be at that for some time to come, I estimate at least another month.

But I'll be checking in from time to time to see when it will be safe to DL a ModPack update again.
 
<!--quoteo(post=138077:date=Jan 23 2006, 09:04 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jan 23 2006, 09:04 PM) [snapback]138077[/snapback]</div><div class='quotemain'><!--quotec-->So they introduced corpses as well? Interesting! But FAIK they hide their code in DLL files, right?<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, the SLiB corpse function is good, and yes, the code is in the DLL files.

Cheers <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Sorry for all the bugs in the modpack at the moment. A lot of big changes were added lately, coming (like usual) with a lot of bugs too. Trust me: We WILL get it working again!
 
OK.
Only two TXT files using now for converting language strings - characters_names.txt and interface_strings.txt. Also common.ini <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> 95% of my work already done, I must to translate only 3 dialogs with a lot of text. All other - don't care. This must be very easy.

For CouchcaptainCharles. <a href="http://rapidshare.de/files/11790386/NEW_SHIP_LOCATIONS.rar.html" target="_blank">HERE IS THE NEW SHIP LOCATIONS</a>

This is FOR TESTING ONLY!!!. You can walk around the ship and all ship locations. Reload locators was changed (for testing). Check it and you'll see why. Maybe you have a better idea, how we can do this mod.

About Buildingset - you can do your work and after ending send it to me for translation. OK?
 
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