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I only saw your message today. In fact, the translation is not complete due to lack of proofreading and there are some phrases that were embedded in scripts, I didn't translate this part because it is very annoying to have to pick up phrases one by one, with my spreadsheet resource I can translate in less than 30 seconds and with some integrity tests. 1 story line remains to be translated, +- 100 files. I was also unable to integrate my translation into the game options, I use a script to replace the English language.@Peter Norton: if you can upload your files within the next day or two, they can go into the next update. Don't worry if the translation is incomplete - the mod already includes a very incomplete Polish translation, and the next update is going to include an incomplete French translation.
#define SIDESTEP_ENABLED 0 // BOOL - 0 (default) = off, 1 = on: you can use sidestep during the game (NOTE: No collision detection!)
SetInterfaceLanguage(sti(optref.gameoption.langinterface));
string slname = GetInterfaceLanguageName(GetInterfaceLanguage());
trace("SetCurentOptions: optref.gameoption.langinterface = " + optref.gameoption.langinterface);
if (FindLocalLanguage(slname)) {
trace("SetCurentOptions: trying to set language to '" + slname + "'");
LanguageSetLanguage(slname);
} else {
trace("SetCurentOptions: failed to set '" + slname + "', reverting to English");
LanguageSetLanguage("English");
iLangInterface = ILANG_ENG;
optref.gameoption.langinterface = iLangInterface;
//SaveMainOptions(optref);
}
SetCurentOptions: optref.gameoption.langinterface = 7
SetCurentOptions: trying to set language to 'Portuguese'
SetCurentOptions: Current language is 'English'
I applied your files to my installation, the language change worked but the title "Portuguese" did not appear.I've run into a problem with the translation. I've changed the following files:
. PROGRAM\globals.c
. PROGRAM\MAXIMUS_functions.c
. PROGRAM\utils.c
. PROGRAM\INTERFACE\option_screen.c
. PROGRAM\INTERFACE\option_sl.c
to make the game recognise Portuguese. It can be selected in the "Options" menu - and then the game continues in English. Adding a few trace statements in "option_sl.c" shows that the problem may be in the game engine:That produces the following output in "compile.log":Code:SetInterfaceLanguage(sti(optref.gameoption.langinterface)); string slname = GetInterfaceLanguageName(GetInterfaceLanguage()); trace("SetCurentOptions: optref.gameoption.langinterface = " + optref.gameoption.langinterface); if (FindLocalLanguage(slname)) { trace("SetCurentOptions: trying to set language to '" + slname + "'"); LanguageSetLanguage(slname); } else { trace("SetCurentOptions: failed to set '" + slname + "', reverting to English"); LanguageSetLanguage("English"); iLangInterface = ILANG_ENG; optref.gameoption.langinterface = iLangInterface; //SaveMainOptions(optref); }
The game has detected that I switched to Portuguese - "globals.c" defines ILANG_PTBR as 7. It finds the Portuguese translation ('FindLocalLanguage' simply checks that "RESOURCE\INI\TEXTS\PORTUGUESE\common.ini" exists, which it does). If the game can't find the chosen language then it switches to English by default, but that's not happening because there is no line "SetCurentOptions: failed to set 'Portuguese', reverting to English" in "compile.log". So it tries to use 'LanguageSetLanguage' to switch language to Portuguese, but the language is actually set to English.Code:SetCurentOptions: optref.gameoption.langinterface = 7 SetCurentOptions: trying to set language to 'Portuguese' SetCurentOptions: Current language is 'English'
This is in Build 14. Perhaps it will work in Build 15.
Attached is a zip with all the changed files.
In BNH, all files must be in utf-8 format.I can't get PTOTC to work on win10 64, so I put it on a WPX32 VM, but it doesn't run very well.
I managed to install the BNH on the W10 64, I think I'm going to abandon the POTC and translate the BNH. Is it possible to take advantage of POTC dialogues?
No BNH, todos os arquivos devem estar no formato utf-8.
You mentioned doing the translation for BNH, here I checked the file sizes in English for BNH with those for NH so as the sizes are the same I assume they are the same. So I copied my translation to BNH. As you mentioned that they must be in UTF8 format, I zipped the translation folder and told GPT to convert the ISO-8859-1 format to UTF8 by sending the zipfile and it apparently worked.In BNH, all files must be in utf-8 format.
I haven't been able to get the translation to work in NH and I haven't been able to get BNH to work at all yet. So I don't have any updates specifically for BNH. But if you upload your latest files, I can add them to my general update folder so that anyone who does have BNH can try them.Hey Gray Roger, do you want to include the language in BNH??
Remembering that there is no translation review, there may be one or two buggy files and sentences out of context.
Unfortunately, as that would ruin the English game, it can't go into any update unless someone else can figure out how to get it to work as a separate language.As my knowledge about the working characteristics of scripts is scarce, I just replaced the English language files with Portuguese ones, I use a script to rename the English-Portuguese/Portuguese-English folders
The zipfile only contains the translated files, I have not attached any scripts, whether or not to use the translation depends on each person.Unfortunately, as that would ruin the English game, it can't go into any update unless someone else can figure out how to get it to work as a separate language.
SetInterfaceLanguage(sti(optref.gameoption.langinterface));
string slname = GetInterfaceLanguageName(GetInterfaceLanguage());
trace("SetCurentOptions: optref.gameoption.langinterface = " + optref.gameoption.langinterface);
if (FindLocalLanguage(slname)) {
trace("SetCurentOptions: trying to set language to '" + slname + "'");
LanguageSetLanguage(slname);
} else {
trace("SetCurentOptions: failed to set '" + slname + "', reverting to English");
LanguageSetLanguage("English");
iLangInterface = ILANG_ENG;
optref.gameoption.langinterface = iLangInterface;
//SaveMainOptions(optref);
}
trace("SetCurentOptions: Current language is '" + LanguageGetLanguage() + "'");
SetCurentOptions: optref.gameoption.langinterface = 7
SetCurentOptions: trying to set language to 'Portuguese'
SetCurentOptions: Current language is 'English'
If it doesn't work, patience, if that's the case, I'll provide my rename script to my fellow countrymen.I already tried adding Portuguese to the scripts. Attached is a zip file of the program files which I changed, not including any translations themselves.
"PROGRAM\INTERFACE\option_sl.c" contains a few 'trace' statements in function "SetCurentOptions":The result in "compile.log":Code:SetInterfaceLanguage(sti(optref.gameoption.langinterface)); string slname = GetInterfaceLanguageName(GetInterfaceLanguage()); trace("SetCurentOptions: optref.gameoption.langinterface = " + optref.gameoption.langinterface); if (FindLocalLanguage(slname)) { trace("SetCurentOptions: trying to set language to '" + slname + "'"); LanguageSetLanguage(slname); } else { trace("SetCurentOptions: failed to set '" + slname + "', reverting to English"); LanguageSetLanguage("English"); iLangInterface = ILANG_ENG; optref.gameoption.langinterface = iLangInterface; //SaveMainOptions(optref); } trace("SetCurentOptions: Current language is '" + LanguageGetLanguage() + "'");
The fact that the line "SetCurentOptions: trying to set language to 'Portuguese'" appears proves that the game hasn't failed due to being unable to recognise that there is a Portuguese language. It gets to the line 'LanguageSetLanguage(slname);' and the 'trace' shows that "slname" is "Portuguese". But after that, the final 'trace' shows that the language is English.Code:SetCurentOptions: optref.gameoption.langinterface = 7 SetCurentOptions: trying to set language to 'Portuguese' SetCurentOptions: Current language is 'English'
My guess is that this is a B14 engine limitation. Try those files in BNH with its new engine. But be sure to make copies of all these files before you replace them with the ones from the zip file!
PROGRAM\Dialog_func.c
PROGRAM\globals.c
PROGRAM\MAXIMUS_Functions.c
PROGRAM\utils.c
PROGRAM\INTERFACE\option_screen.c
PROGRAM\INTERFACE\option_sl.c