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WIP Spanish translation

Do you have any control over what text shows up at all?
If not, have a look at the resource INI interface folder. Maybe it is hardcoded in there.
 
Do you have any control over what text shows up at all?
If not, have a look at the resource INI interface folder. Maybe it is hardcoded in there.

If I use TranslateString, it simply doesn't let me access the perk menu, the button does nothing, in fact all the butons in the character screen get stuck after I try to access the perk menu. If I use XI_ConvertString, I can access the menu but the line is no there at all, (the slot without a picture is there but it's occupied by the next perk on the list, which displaces all perks after that one one slot up)

What should I be looking for in the INI folder (I assume the file perks.ini)? Most of it seems to be about the graphical side of the interface and the rest I don't have a clue. Nothing seems to point particularly to the particular line I want.

There's a mention of PERKSWINDOW in the perks.c file just before the line I want to translate. This is what's under PERKSWINDOW in perks.ini, but if it's related, it's a mistery to me.
Code:
PERKSWINDOW]
command        = activate
command        = click
command        = deactivate,event:exitCancel
command        = downstep
command        = upstep
command        = speeddown
command        = speedup
position        = 32,128,612,478
lineSpace        = 68
leftoffset        = 72
upOffset        = 18
videoName        = bigbutton
alignment        = left
 
That looks to be a button, but indeed I don't see the text there either...
 
Perk descriptions are in "RESOURCE\INI\TEXTS\ENGLISH\AbilityDescribe.txt".

The line 'SendMessage(&GameInterface,"lsle",MSG_INTERFACE_MSG_TO_NODE,"PERKSWINDOW", 0,"NON CONTRIBUTING PERKS");' appears to be sending the untranslated line "NON CONTRIBUTING PERKS" to the perk window. If you want to be able to translate it, you could try replacing it with 'XI_ConvertString("NON CONTRIBUTING PERKS")'.

XI_ConvertString simply looks up the word or phrase to be translated in "RESOURCE\INI\TEXTS\ENGLISH\common.ini". So you'd need to add an entry somewhere in that file:
Code:
string = NON CONTRIBUTING PERKS,"NON CONTRIBUTING PERKS"
A good place to add it might be just after this:
Code:
; perks
string = Free points for abilitys,"Free points for abilities"
And then put a translation into, presumably, "RESOURCE\INI\TEXTS\SPANISH\common.ini".
 
Perk descriptions are in "RESOURCE\INI\TEXTS\ENGLISH\AbilityDescribe.txt".

The line 'SendMessage(&GameInterface,"lsle",MSG_INTERFACE_MSG_TO_NODE,"PERKSWINDOW", 0,"NON CONTRIBUTING PERKS");' appears to be sending the untranslated line "NON CONTRIBUTING PERKS" to the perk window. If you want to be able to translate it, you could try replacing it with 'XI_ConvertString("NON CONTRIBUTING PERKS")'.

XI_ConvertString simply looks up the word or phrase to be translated in "RESOURCE\INI\TEXTS\ENGLISH\common.ini". So you'd need to add an entry somewhere in that file:
Code:
string = NON CONTRIBUTING PERKS,"NON CONTRIBUTING PERKS"
A good place to add it might be just after this:
Code:
; perks
string = Free points for abilitys,"Free points for abilities"
And then put a translation into, presumably, "RESOURCE\INI\TEXTS\SPANISH\common.ini".
That was the first thing I tried, it didn't work. Let me try again...

It works now. I must have messed something up the first time. Thanks!
 
There's a thing that has been bothering me for a while but always forget to mention. I've realised that the custom loading screens for the different storylines don't work with the Spanish translation and I only get the default ones instead. I was planning to create Spanish versions of them to translate the gameplay tips down the line but I haven't touched them yet, so I don't think I messed up. If I switch the language back to English. they work fine. Any clue why is that? Is there some unused framework for showing different loading screens depending on language (that would be useful in the future) or is it just some hiccup that I have unwittingly created?
 
I have a vague memory that says there may already be some framework for language specific storyline loading screens.
But I doubt it has ever been used. It may need to be fixed up to be fully operational.
 
Loading screens are in "RESOURCE\Textures\Loading\English". Presumably you'd need to put new screens into "RESOURCE\Textures\Loading\Spanish".

You will need the "Dolphin" font to make the text look the same as the existing versions. You can also get a couple of screens in Photoshop format here:
http://piratesahoy.bowengames.com/potc/OFFICIAL/Template_Loading_Screens.zip
These have some of the components separated out, which you can then copy onto your own screens.
 
Should the Greyhound be called a "sixth-rate frigate"? Having only 22 guns I'd rather call it a post ship (although that's I think exclusive to the Royal Navy) or a corvette. In Spanish I'll use Corbeta (corvette), although I'm also using corbeta for the sloop-of-war, so I'll have to add different specifications like heavy, light, etc.

Btw, I'm thinking that once I finish with my ship description standarization project, I'll start migrating the translation to the latest update and see how that goes. I already have a working base and I'd better get it up to date before it's stops working. The dialogs are the only things that I've barely touched but those change relatively little so I can leave them aside for the time being. Besides, dialogs are what @HellSailor and @Lucas SZC are helping me with, if they're still around.
 
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Should the Greyhound be called a "sixth-rate frigate"? Having only 22 guns I'd rather call it a post ship (although that's I think exclusive to the Royal Navy) or a corvette. In Spanish I'll use Corbeta (corvette), although I'm also using corbeta for the sloop-of-war, so I'll have to add different specifications like heavy, light, etc.
The Greyhound is indeed supposed to be a 6th rate frigate, though it could probably do with having its crew increased. The Postillionen is also a 6th rate frigate, and again could perhaps do with a crew increase. Perhaps increase both types to about 200 crew maximum.
 
It's just that I've always been under the impression that ships with less than 28 guns were not classified as proper frigates, but if that's the official classification, then nevermind. I'll still keep them as "corbetas" in Spanish though.
 
The Greyhound is indeed supposed to be a 6th rate frigate, though it could probably do with having its crew increased. The Postillionen is also a 6th rate frigate, and again could perhaps do with a crew increase. Perhaps increase both types to about 200 crew maximum.


Are you sure you want to go there? All ships would need to have their crews increased until the ship sinks from the weight. The crews size is dictated by the ship HP and the size and number of the cannons installed, which are 12 pounders. With the NOW available 32 pounders it would need a crew of at least 224.

Then think of the weight. 32 pounders weigh at least 5000 pounds each for 100,000 lbs. Then the shot weighs 32 ponds each for another 20,000 lbs. Then the powder at 8 charges per shot............Now there is no room for crew or cargo. Plus the ship would sink from the weight while sitting at the dock. Remember the Wasa which never made it out of port.
 
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What's a Greyhound or Postillionen doing with 32lb guns? 32lb carronades are possible after the ship has the "Reinforced hull" upgrade, which raises its maximum calibre to 18lb - carronades can be two calibres higher than long guns. (The Greyhounds only have 9lb maximum calibre anyway.)

From "Ships_init.c":
Code:
    refShip.Name           = "HMS_Greyhound";
   refShip.sname             = "Greyhound";
   refShip.id               = refShip.Name;
   refShip.Class           = 6;
   refShip.Walk           = "Greyhound";
   refShip.Cannon           = CANNON_TYPE_LONG_LBS9;
   refShip.MaxCaliber       = 9;
Code:
    refShip.Name           = "RN_Postillionen";
   refShip.SName           = "Greyhound";
   refShip.id               = refShip.Name;
   refShip.Class          = 6;
   refship.Walk                    = "Postillionen"
   refShip.Cannon           = CANNON_TYPE_LONG_LBS12;
   refShip.MaxCaliber       = 12;
If either of them are getting 32lb long guns anywhere outside Vanderdecken's shipyard then something has gone seriously wrong with the shipyard interface.
 
Sorry to go off topic here, I wasn't awake yet. But since we are here.........
 

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I took a look at the list of random NPC names because many of them have always been pretty bonkers when I see them popping up in the wild, but I wasn't expecting such madness as I've seen. Of the Spanish names, I'd say only one in ten is a recognizable Spanish name, and of those half are badly spelled. From what I can see the same is applicable to other nations, but I'll focus on what I know.

Many of the non-randomly named and quest characters suffer of the same, because I guess they were originally taken form the same name pool, but those would require hunting down every relevant instance of their name and changing them would confuse returning players, so I'm willing to let those slide.
 
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As a minimum, it would do no harm to have some authentic Spanish names added to the lists.

If you were to replace some of the nonsensical names with better alternatives then at least random characters would be more likely to have valid names.

Best case: someone looks through character names and replaces them with better names. I can tell you that when naming some of the characters for the "Ardent" storyline, I picked some names at random from the Spanish section of "Characters_names.c", so if those which I chose are in fact nonsense and are replaced with something more correct, I'll rename my characters appropriately.
 
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