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PTBR Translation

hello @Grey Roger!!
I was away from my PC because one of my SSDs burned out, luckily the translation was on another SSD.
I don't know if they've already incorporated the new language, but I think the translation I gave you is already out of date, it follows with the latest corrections I made.
 

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Yes, Portuguese is incorporated into NH and is indeed out of date. And so is that file because there will be a new version of "ShipModels_descriptions.txt" in the next update.

The entry for "Barkentine1" has changed slightly because it didn't fit properly in the interface window, and there is a new entry for "Barkentine2". They're significant because I finally have a working version of a barquentine which will also be in the next update. So here is the newer English version of the file.
 

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A few other things:
. In "PROGRAM\Storyline\Ardent\DIALOGS\PORTUGUESE", delete "Emiliano de Guzm╟¡n_dialog.h" and "Emiliano de Guzmán_dialog.h". The only one which will work, as it matches the name of the "dialog.c" file, is "Emiliano de Guzmán_dialog.h".
. @AkrimalS rewrote all the building dialogs to work the same way as all other dialogs - code in "dialog.c", text in "dialog.h". For the Portuguese versions to work, you'll need to do the same. For example, "PROGRAM\DIALOGS\PORTUGUESE\b_bigforest.h" is still the old version, with code and dialog text - and the text is untranslated. But "PROGRAM\DIALOGS\b_bigforest.c" now has the same code but with "DLG_TEXT" references instead of text, and "PROGRAM\DIALOGS\ENGLISH\b_bigforest.h" is just the text:
Code:
string DLG_TEXT[3] = {
"A REAL jungle: dense undergrowth, weird weeds and ferns breaking through the ground everywhere.",
"I could do with some timber, and after clearing this would be good building ground. Boatswain! Assemble a woodcutting party! I expect you to clear this ground by tomorrow. Put the planks into our hold. And post some pickets, there might be savages roaming the jungle...",
"Just the place for an ambush... I'd better get out of here...",
};
(@Homo eructus: you might want to do the same for the Spanish translation.)
. Check the latest update, particularly questbooks. There is some other new material.
 
Yes, Portuguese is incorporated into NH and is indeed out of date. And so is that file because there will be a new version of "ShipModels_descriptions.txt" in the next update.

The entry for "Barkentine1" has changed slightly because it didn't fit properly in the interface window, and there is a new entry for "Barkentine2". They're significant because I finally have a working version of a barquentine which will also be in the next update. So here is the newer English version of the file.
Did you mention incorporated into the NH? This translation is based on the BNH files.
 
A few other things:
. In "PROGRAM\Storyline\Ardent\DIALOGS\PORTUGUESE", delete "Emiliano de Guzm╟¡n_dialog.h" and "Emiliano de Guzmán_dialog.h". The only one which will work, as it matches the name of the "dialog.c" file, is "Emiliano de Guzmán_dialog.h".
. @AkrimalS rewrote all the building dialogs to work the same way as all other dialogs - code in "dialog.c", text in "dialog.h". For the Portuguese versions to work, you'll need to do the same. For example, "PROGRAM\DIALOGS\PORTUGUESE\b_bigforest.h" is still the old version, with code and dialog text - and the text is untranslated. But "PROGRAM\DIALOGS\b_bigforest.c" now has the same code but with "DLG_TEXT" references instead of text, and "PROGRAM\DIALOGS\ENGLISH\b_bigforest.h" is just the text:
Code:
string DLG_TEXT[3] = {
"A REAL jungle: dense undergrowth, weird weeds and ferns breaking through the ground everywhere.",
"I could do with some timber, and after clearing this would be good building ground. Boatswain! Assemble a woodcutting party! I expect you to clear this ground by tomorrow. Put the planks into our hold. And post some pickets, there might be savages roaming the jungle...",
"Just the place for an ambush... I'd better get out of here...",
};
(@Homo eructus: you might want to do the same for the Spanish translation.)
. Check the latest update, particularly questbooks. There is some other new material.
I'll have to get around to that eventually... I've been out of the loop for half a year
 
@Grey Roger
I saw that a new file was added "\PROGRAM\Storyline\standard\DIALOGS\ENGLISH\quest_smuggler_02_dialog.h"
It seems that this caused a bug in the quest book, probably some other file that was included and I don't know which one it would be.
Understanding the bug
- I have missions 1 to 6 in the quest book
- mission 4 is to find the traitor Raoul Rheims.
- After being approached by Ray Beltrop's henchman, the content of mission 1 is empty and each content salat for the next mission.
I mean the content of 1 appears in 2, 2 in 3, etc., even changing the content of missions that have already been completed.
I don't know how to locate the problem, changing the language to English doesn't happen and there is no new entry in the quest book.

In the Jakob Nickerson_dialog file, 1 sentence of the dialogue was missing. I left my change commented out to make it easier to identify.


One more thing!!
The dialogue with Desmond Ray's henchman seems buggy to me.
Sentence 5 doesn't make much sense, I think there are 2 sentences in this line, a response from the character and another speech from the henchman joined together.
I took the liberty of adjusting as I believe to be correct.


I found the missing file, thanks anyway.
 

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  • quest_smuggler_02_dialog.rar
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One more thing!!
The dialogue with Desmond Ray's henchman seems buggy to me.
Sentence 5 doesn't make much sense, I think there are 2 sentences in this line, a response from the character and another speech from the henchman joined together.
I took the liberty of adjusting as I believe to be correct.
The original version is correct. The conversation should go:
Smuggler: "Desmond Ray Beltrop wants to see you."
You: "The head of the smugglers? Uh-uh. How about you just tell him my apologies for breaking his ban on entering Rheims' house?"
Smuggler: "You tell him yourself. That's not really why he's expecting you. If you think about it, you know where to find him."
You: "Okay, I'll think about it." (accept the mission, trigger the quest)
You: "No, YOU tell him that whatever he wants from me, he's not getting it." (reject the mission, don't trigger the quest)

@Hammie: the "quest_smuggler_02_dialog" files should now be in the main "DIALOG" folder, not in the storyline "standard" folder. It doesn't make much difference at the moment but some time I want to make this quest available as a "Trophy Quest" for FreePlay smugglers, for which reason a lot of other "Night Craft" stuff is also now in general files in NH. Also, there's now a follow-up quest to "Night Craft". That ends with you becoming hostile to Portugal. But the player might have had a Portuguese Letter of Marque and possibly some promotions. The BNH version has my old, quick'n'dirty solution - if you had a LoM, you immediately get it back along with your previous rank, and title if you had one, when "Night Craft" ends. The NH version instead allows you to talk to the governor to do something for him, in return for which you get your LoM, rank and title restored.
 
The original version is correct. The conversation should go:
Smuggler: "Desmond Ray Beltrop wants to see you."
You: "The head of the smugglers? Uh-uh. How about you just tell him my apologies for breaking his ban on entering Rheims' house?"
Smuggler: "You tell him yourself. That's not really why he's expecting you. If you think about it, you know where to find him."
You: "Okay, I'll think about it." (accept the mission, trigger the quest)
You: "No, YOU tell him that whatever he wants from me, he's not getting it." (reject the mission, don't trigger the quest)

@Hammie: the "quest_smuggler_02_dialog" files should now be in the main "DIALOG" folder, not in the storyline "standard" folder. It doesn't make much difference at the moment but some time I want to make this quest available as a "Trophy Quest" for FreePlay smugglers, for which reason a lot of other "Night Craft" stuff is also now in general files in NH. Also, there's now a follow-up quest to "Night Craft". That ends with you becoming hostile to Portugal. But the player might have had a Portuguese Letter of Marque and possibly some promotions. The BNH version has my old, quick'n'dirty solution - if you had a LoM, you immediately get it back along with your previous rank, and title if you had one, when "Night Craft" ends. The NH version instead allows you to talk to the governor to do something for him, in return for which you get your LoM, rank and title restored.
Well, the dialogue was a bit confusing in the translation, giving the impression that the sentences were mixed up. I will make adjustments.

To invade Raoul Rheims' house there should be a window there, at least from the inside I see a window and from the outside a wall without a window.

I found another problem.

Night Craft mission, first cargo delivery in Marigot for Jean Magnot.

Although I had the translated file, the dialogue is being displayed in English, I noticed that even selecting Spanish it is displayed in English, I imagine that there is some missing instruction in "Jean Maginot_dialog.c" that I can't identify what it would be.

I found the dialog problem, new files that I hadn't noticed.


What's LoM??
 
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Although I had the translated file, the dialogue is being displayed in English, I noticed that even selecting Spanish it is displayed in English, I imagine that there is some missing instruction in "Jean Maginot_dialog.c" that I can't identify what it would be.

I found the dialog problem, new files that I hadn't noticed.
The way the game finds "dialog.h" files does not require instructions in the "dialog.c" files. Automatically, the system first looks in the storyline's folder - for example, if you're playing "Tales of a Sea Hawk", it will look in "PROGRAM\Storyline\standard\dialogs". If it can't find the "dialog.h" file there, it then tries the general folder "PROGRAM\DIALOGS". Also, the system knows which language you have chosen, so it will first check the subfolder for that language - you're playing in Portuguese so it will look in "PROGRAM\Storyline\standard\dialogs\PORTUGUESE". If it can't find the file there, it tries English - "PROGRAM\Storyline\standard\dialogs\ENGLISH". That's why, if you had not translated "France Trader_dialog.h", you would see the dialog in English. Jean Maginot switches to "France Trader_dialog.c" whenever he has to say something for the quest.

What's LoM??
It is short for Letter of Marque.
 
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