I noticed the same.
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I'm writing a new dialog file for soldiers who have insulted your tavern friend, and if you decline to fight and then talk to the soldier again, those are the lines for the second and subsequent conversations. The first use for the new file will be for a soldier that can appear in Havana or Port au Prince, where I added tavern inhabitants to allow you to gamble there and now need to allow the same inhabitants to drink. I'll probably add the same lines to the end of "Pirate Soldier_dialog.h" for the characters in Nevis Pirate Settlement and Bonaire Pirate Fort. (The rest of the new file is a straight copy of lines from one of the other soldier dialog files, so the Spanish version can be copied from the same file which you've already translated.)"Well? Where is your friend? If you have any friends, that is."
"He's... hic... somewhere around here. Don't go... hic... anywhere. We'll be right back... hic... to kick your... hic..."
"He's afraid of you... hic... But I'm not. And I don't need... hic... any friends to beat you senseless!"
Here@Homo eructus: can you translate the following?I'm writing a new dialog file for soldiers who have insulted your tavern friend, and if you decline to fight and then talk to the soldier again, those are the lines for the second and subsequent conversations. The first use for the new file will be for a soldier that can appear in Havana or Port au Prince, where I added tavern inhabitants to allow you to gamble there and now need to allow the same inhabitants to drink. I'll probably add the same lines to the end of "Pirate Soldier_dialog.h" for the characters in Nevis Pirate Settlement and Bonaire Pirate Fort. (The rest of the new file is a straight copy of lines from one of the other soldier dialog files, so the Spanish version can be copied from the same file which you've already translated.)
"¿Y bien? ¿Dónde está tu amigo? Si es que tienes amigos, claro."
"Está... hip... por aquí, en alguna parte. No te muevas... hip... de donde estás. Volveremos enseguida... hip... a patearte el... hip..."
"Te tiene miedo... hip... Pero yo no. ¡Y no necesito... hip... a ningún amigo para darte una paliza!"
Yes, those locations in particular were in English when I played while others were translated (as I said, I only tested the very first segment of the sotoryline, when the player is marooned on the island). I looked for other instances of log-house nad pirate cave and those were the only ones to appear.About "Woodes Rogers" locations: you've added "TranslateString" to "QuestLocations.c", specifically the labels for "Log-house" and "Pirate's Cave". No other location labels have "TranslateString", either in "QuestLocations.c" or in other location files, so presumably labels are already translated later when they're displayed. Unless those two specific locations show up in English when you play the game, I'd be inclined to leave out "TranslateString".
No it's a name and a real fort just outside Stockholm.I guessed that "Fort Waxholm" doesn't need to be translated either
What a story!No it's a name and a real fort just outside Stockholm.
There's a tale about one of the russian Tsars. He laughed only twice in his life. One when his mother in law died and second when he saw Fort Waxholm.
They definitely weren't translated before. But the strings must have been stored somewhere else with the translation code already added if they only needed the updated interface-strings to show up in Spanish and not the QuestLocations file, which was the only match for my search. Good to know.I tried setting language to Spanish, then started "Woodes Rogers". I've copied your version of "interface_strings.txt" into my installation, but not the new version of "QuestLocations.c". Both "Log-house" and "Pirate's Cave" were translated for the icons leading to the locations:
View attachment 39389 View attachment 39388
But not when trying to save game. This is normal - by comparison, San Juan port does the same:
View attachment 39390 View attachment 39391
No problem there. I never started translating those.There were a couple of other problems, though. For one thing, I don't have Spanish versions of any of the "Woodes Rogers" dialog files. Either I missed a collection of files or you never uploaded them; either way, if you have translated any of the storyline dialog files, could you upload them again, please?
"Hum, con unos cuantos troncos más, quizás podría construir una balsa."Also:
View attachment 39392
The phrase "Hmm, with some more logs maybe I could build a raft here." is not included in "interface_strings.txt". It's in "StartStoryline.c", and at least two other phrases in there are missing from "interface_strings.txt" as well. I was able to add those properly myself. One is "Fort Waxholm", and as "Fort Moultrie" isn't translated, I guessed that "Fort Waxholm" doesn't need to be translated either. The other is "Kitchen" - there are translations for a couple of specific kitchens such as "Rogers' kitchen", which translate it as "Cocina", so I added that. If you can translate "Hmm, with some more logs maybe I could build a raft here", I'll add it to "interface_strings.txt" in place of the dummy version which you see in the screenshot. Then I'll upload a version of the file with all the new phrases added.
It depends on which function is being used for the translation. If "interface_strings.txt" is being used then it's probably "TranslateString" because "XI_ConvertString" only looks at "common.ini". "TranslateString" searches several files and if it can't find the text it's looking for in any of them, it returns the original text. That's why I saw "Hmm, with some more logs maybe I could build a raft here" in English and why you saw the place names in English before they were added.They definitely weren't translated before. But the strings must have been stored somewhere else with the translation code already added if they only needed the updated interface-strings to show up in Spanish and not the QuestLocations file, which was the only match for my search. Good to know.
Fair enough, you'll probably do it in your own time - I was just concerned in case I'd missed something!No problem there. I never started translating those.
Thanks! As promised, here's Spanish "interface_strings.txt" with the new phrases added."Hum, con unos cuantos troncos más, quizás podría construir una balsa."
Hey, you two! The mistress here has some friends you don't want to meet. Any more trouble and you'll meet them!
// KK -->
string ssel = GetSymbol(Dialog.CurrentNode, 4) + GetSymbol(Dialog.CurrentNode, 5);
int cc;
int sel_nation = sti(ssel);
string tstr = XI_ConvertString(GetNationDescByType(sel_nation));
HoistFlag(sel_nation);
if (sel_nation == PERSONAL_NATION) tstr = "your";
d.Text = DLG_TEXT[48] + tstr + DLG_TEXT[49];
// <-- KK
case "flag10":
PChar.nation = PERSONAL_NATION;
d.Text = DLG_TEXT[48] + XI_ConvertString("4"+GetNationDescByType(PERSONAL_NATION)) + DLG_TEXT[49];
Link.l1 = DLG_TEXT[50];
Link.l1.go = "Exit";
break;
if (sel_nation == PERSONAL_NATION) tstr = XI_ConvertString("4personal");