I don't recognize any of those things. I'll have to check but I don't remember any of those statements.
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
The version of the mod on ModDB was very recently updated anyway.I may be able to do some more work on this, but I think it would be easier to work with the version of the mod uploaded to ModDB, rather than trying to keep up with the forum releases.
Nice, now more people can play this awesome game/mod!!!
Welcome on board, @Xianco and thanks very much for your hard work!
@Grey Roger, do you see chance to include this in the next update along with those new Russian files?
One thing that could also help is tip #2 from here: Tutorial - Modding Tips & TricksIn the event that a new update of the New Horizonts mod is launched, I would have to know which are the modified DIALOG files, so I do not have to start checking one by one from the beginning.
There is actually a translation framework already in the mod, but so far it hasn't really been put to use yet.The ideal would be to develop a translation integrated in the mod, but the structure of the game is a colossal obstacle to be able to do it in a short time.
One thing that could also help is tip #2 from here: Tutorial - Modding Tips & Tricks
There is actually a translation framework already in the mod, but so far it hasn't really been put to use yet.
It allows you to switch languages from inside the game menu.
It was never really put to good use, but in theory it should still work.
"I'm sorry, #sFather#, but I have to go.",
"Of course, my #schild#. How much do you want to give?",
"I am sorry, #sFather#, but I can't make a donation just now.",
"Lo siento, # padre#, pero tengo que irme.",
"Por supuesto, mi #schild#. ¿Cuánto quieres dar?".
Lo siento,# padre#, pero no puedo hacer una donación ahora."
Unfortunately, no. This is because @Xianco, instead of creating "PROGRAM\DIALOGS\SPANISH" and "RESOURCE\INI\TEXTS\SPANISH", has overwritten "PROGRAM\DIALOGS\ENGLISH" and "RESOURCE\INI\TEXTS\ENGLISH" with the Spanish translations. If I include these files, anyone wanting to play the game in English will instead see Spanish text!Welcome on board, @Xianco and thanks very much for your hard work!
@Grey Roger, do you see chance to include this in the next update along with those new Russian files?
I hear you! When I first started here, I did everything with Notepad too.From now on, I will use WinMerge to compare the codes. It's a shame not to have had WinMerge at the beginning.
"Lo siento, # padre#, pero tengo que irme.",
if (GetCharacterIndex("Father Bernard") >= 0) // PB: Not initialized yet the first time this function is called
{
Preprocessor_Save("FatherBernard", GetMySimpleName(CharacterFromID("Father Bernard"))); // GR: For "Church Help"
Preprocessor_Save("FatherJerald", GetMySimpleName(CharacterFromID("Father Jerald"))); // and "Animists"
Preprocessor_Save("FatherGareth", GetMySimpleName(CharacterFromID("Father Gareth"))); // side quests.
}
Glad to hear you got a good one now! Sounds like a nice find.In the end I found Yandex Traslate and the time saved was a thousand times greater.
"I'm sorry, #sFather#, but I have to go.",
"Of course, my #schild#. How much do you want to give?",
"I am sorry, #sFather#, but I can't make a donation just now.",
Preprocessor_Add("Father", GetMyFirstNames(CharacterFromID("Father Bernard"), false));
if (PChar.sex == "man") Preprocessor_Add("child", XI_ConvertString("son"));
else Preprocessor_Add("child", XI_ConvertString("child"));
Ah, you're right! Thanks for reminding me.@Pieter Boelen: that piece of code sets up preprocessed tags used by the questbooks. It's needed because in "Early Explorers", Father Bernard is not Father Bernard because Port Royale is not English, it's Spanish. So he's given a random Spanish name, then his first name is overwritten in "Periods.c" to be "Padre". The same applies to Fathers Jerald and Gareth because in "Early Explorers" Barbados is Portuguese.
Not sure about that. Padre, although a Spanish word, is commonly used in English to address Catholic priests (regardless or their nationality), but the opposite isn't true with Father in Spanish. A Spanish speaker speaking in Spanish to an English priest would most likely call him padre.Priests' titles probably should not be translated anyway. The English language version of the game calls the Spanish priest in San Juan "Padre Domingues". So the Spanish language version should call the English priest in Bridgetown "Father Jerald". And both versions should call the French priest in St. Pierre "Pater Jourdain".