Coming right up, @Grey Roger . The #scargo# string in the governor's dialog for the smuggling quest is not translated, probably needs the translation code in the .c file.
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El gobernador #sgovernor# quiere que le devuelva las #smoney# unidades de #scargo# que me dio...
I changed it to #smoney# because it was like that in the English file, so that may need changing aswell.In the new "QUESTBOOK.zip", "governor_smuggling.txt" has this for line t7:That should be #samount#, not #smoney#. Both "amount" and "cargo" are preprocessed variables set in "PROGRAM\QUESTS\quests_side.c". And indeed, in "governor.h", "cargo" and "amount" are preprocessed variables set in "governor.c".Code:El gobernador #sgovernor# quiere que le devuelva las #smoney# unidades de #scargo# que me dio...
"Santigo citizen" is one of the culprits. The error log gives both DLG_TEXT and a line in the .c file. The English version works and at least I'm sure it's not a missing comma or quote mark, because I counted themPick one, talk to a citizen, quit the game, then see what "error.log" says. If it complains about "DLG_TEXT" then there's a problem with the "dialog.h" file. Otherwise "error.log" should give a line number in the "dialog.c" where it's found a problem, though in that case I'd expect the English version to give trouble as well. Either way, tell me which citizen caused the trouble and I'll have a look to try to find the problem. ("eleuthera citizen_dialog.h" might cause trouble because I added a few lines to the English version. One of the people sitting inside Governor's Harbour tavern uses the citizen dialog, so you can ask him for directions, including directions to the tavern. For amusement, I added some lines so that if you ask directions for the tavern from the guy sitting in the tavern, he tells you to go out of the door and then turn round.)
COMPILE ERROR - file: DIALOGS\Spanish\Santiago citizen_dialog.h; line: 1
Invalid array 'DLG_TEXT' initialization parameters list
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
invalid function argument
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Invalid Expression
COMPILE ERROR - file: dialogs\Santiago citizen_dialog.c; line: 36
Undeclared identifier: DLG_TEXT
d.Text = RandPhrase(TimeGreeting() + DLG_TEXT[0] + GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false) + DLG_TEXT[1], DLG_TEXT[2] + GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false) + DLG_TEXT[3], DLG_TEXT[4] + GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false) + DLG_TEXT[5], &Dialog, dialog.snd1, dialog.snd2, dialog.snd3);
case "1":
Spanking = "polishin' the jewel";
break;
case "2":
Spanking = "swabbin' the foredeck";
break;
case "3":
Spanking = "beatin' Venus' Anvil";
break;
case "4":
Spanking = "spankin' the plank";
break;
case "5":
Spanking = "playin' the fiddle";
break;
case "6":
Spanking = "shakin' the ol' cod";
Political correctness, thy name is NOT "pirate"!Oh man, how was this poetic imagery NOT set up for translation? That cannot stand
Code:case "1": Spanking = "polishin' the jewel"; break; case "2": Spanking = "swabbin' the foredeck"; break; case "3": Spanking = "beatin' Venus' Anvil"; break; case "4": Spanking = "spankin' the plank"; break; case "5": Spanking = "playin' the fiddle"; break; case "6": Spanking = "shakin' the ol' cod";
I'm sure @Grey Roger will see this and take care of it after he comes back from his vacation.Here are all the citizens, including the c. files of those who needed fixing the population count, and both common.ini with the #sOnanism# strings added (next to the swears) and a couple of other small fixes.
To be honest, I absolutely don't know what I'm doing. I added the phrases at the end of QC citizen_dialog.h (so as not to have to change the reference numbers of all the lines if I were to add them in the middle of the file) and tried to add the references in the .c file like this. I'm sure it's not right, I'm just bumbling in the dark. So of course it doesn't work, but I don't have the first clue of how to do it right.Still on holiday but looking in anyway...
@Homo eructus: could you take the onanism stuff back out of "common.ini"? There's a better way to handle hard-coded dialog text like that, which is to put it into the relevant "dialog.h" file - in this case, "Terry Snider_dialog.h". Then simply replace the hard-coded phrases in "Terry Snider_dialog.c" with "DLG_TEXT" references.
string Spanking;
switch(RandEuphemism){
case "1":
Spanking = DLG_TEXT[129];
break;
case "2":
Spanking = DLG_TEXT[130];
break;
case "3":
Spanking = DLG_TEXT[131];
break;
case "4":
Spanking = DLG_TEXT[132];
break;
case "5":
Spanking = DLG_TEXT[133];
break;
case "6":
Spanking = DLG_TEXT[134];
break;