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WIP Spanish translation

Yeah, I did (btw, chatgpt generally does much better autotranslations than google).

I though it could be part of the scrapped Danielle content when I saw the name of Ralph Fawn but I wanted to be sure.
 
Some dialog text used to be hard-coded into "dialog.c" files. Some of it still is, though hopefully none which is actively used. Have a look at "Lucas Da Saldanha_dialog.c", specifically case "poem_1". Try feeding that to ChatGPT!
 
Rys Bloom_dialog.c has some hard-coded text ("The '" followed by the name of your ship) that I think could be removed and placed in the dialog.f, files, especially considering there's a line in there that is not used at all (DLG_TEXT[6]), so it would be an easy fix that won't affect the rest of the file.
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This should work, right?
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Also found a line where Rys says that he's a captain and you're a sailor when it should be the other way round

Here it is, all tested and working, with a couple more dialog files
 

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  • Rys bloom.zip
    13.7 KB · Views: 66
In "SPAfiles12Jun", one of your changes is to "Robert Fletcher_dialog.h", removing the name "Robert" from a couple of lines. If the dialog for rebels is to be made more general, a lot more will need to be done. It was originally intended for "Brave Black Flag", at that time a near duplicate of the "Tales of a Sea Hawk" storyline with all the story removed, setting the player up as mutineer Julian McAllister with a specific group of officers. "Brave Black Flag" was massively expanded to become FreePlay, with the original start remaining as the default. At some time I'll probably need to modify the rebel start to replace officer names, then change the dialog to use preprocessed variables for the names of Robert Fletcher and all other characters. Until that happens, the dialog refers to captain Champers, against whom you are mutinying; and fellow officers Sullivan and Kildare. Even your own modified dialog still calls the officer to whom you're talking "Fletcher". So there's little point in removing "Robert". ;)

The rest looks fine, including the changes to Rys Bloom's dialog. @AkrimalS, perhaps you'd like to download "Rys Bloom.zip" and modify Russian "Rys Bloom_dialog.h" to match?
 
In "SPAfiles12Jun", one of your changes is to "Robert Fletcher_dialog.h", removing the name "Robert" from a couple of lines. If the dialog for rebels is to be made more general, a lot more will need to be done. It was originally intended for "Brave Black Flag", at that time a near duplicate of the "Tales of a Sea Hawk" storyline with all the story removed, setting the player up as mutineer Julian McAllister with a specific group of officers. "Brave Black Flag" was massively expanded to become FreePlay, with the original start remaining as the default. At some time I'll probably need to modify the rebel start to replace officer names, then change the dialog to use preprocessed variables for the names of Robert Fletcher and all other characters. Until that happens, the dialog refers to captain Champers, against whom you are mutinying; and fellow officers Sullivan and Kildare. Even your own modified dialog still calls the officer to whom you're talking "Fletcher". So there's little point in removing "Robert". ;)

The rest looks fine, including the changes to Rys Bloom's dialog. @AkrimalS, perhaps you'd like to download "Rys Bloom.zip" and modify Russian "Rys Bloom_dialog.h" to match?
I looked and I do not understand what to change there, the files are completely identical in lines.
 
Also, line 89:
Code:
". I'd love to buy you a drink, but I'm a captain and you're just a sailor.",
becomes:
Code:
". I'd love to buy you a drink, but you're a captain and I'm just a sailor.",
This is Rys talking to you. He is not the captain, you are.
 
Also, line 89:
Code:
". I'd love to buy you a drink, but I'm a captain and you're just a sailor.",
becomes:
Code:
". I'd love to buy you a drink, but you're a captain and I'm just a sailor.",
This is Rys talking to you. He is not the captain, you are.
Changed
 
Here's a revised version of "RESOURCE\INI\TEXTS\SPANISH\characters_names.txt" with a couple of entries at the end needing to be translated: "Akellani native" and "A rabid monkey". Those plus a revised version of "PROGRAM\LandEncounters\LEnc_monsters.c" should allow corpses of dead mummies in the temple at Cozumel, as well as Indians who attack you at night, to be correctly labelled. (I don't know if "A rabid monkey" is ever seen because when you kill a zombie monkey, you don't get a lootable corpse with a label, you just get a free unit of leather in your hold. But it's handled the same way as "Akellani native" so I've arranged for it to be translatable, just in case.)
 

Attachments

  • characters_names.txt
    23.5 KB · Views: 65
  • LEnc_monsters.c
    73.3 KB · Views: 71
DIALOGS\SPANISH\B_resident_text.h doesn't work, the character (the static character inside the buildable house) uses the English version even with the game set to Spanish.
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The parts that are in Spanish are the ones belonging to B_HOUSE.h
 
I'm not surprised "B_resident_text.h" doesn't work as I can't see a "B_resident_text.c", or any other "B_resident" file, in "PROGRAM\DIALOGS". The whole dialog system for inhabitants of buildable buildings seems to be scrambled, as the author decided to go against the normal procedure and turn the .h files into code plus dialog text.

Can you upload your "B_house.h"?
 
Oh, I didn't see that.

All the DIALOGS/SPANISH folder is translated. Only most of the storylines left
 

Attachments

  • SpaFiles26june.zip
    203.3 KB · Views: 63
Some more work has been done on "interface_strings.txt":
. Line 149: "Victim poisoned !{¡Víctima envenenada !}": won't work because there should not be a space after "poisoned". Now corrected (and I've removed the space after "envenenada" as well).
. New line 282: "Selected character is" - needed for cheatmode, needs to be translated.
. New lines 758, 845: "#stown_name# Loanshark's Office{Oficina del prestamista de #stown_name#}" - needed for both loansharks on Eleuthera which, unlike other loanshark offices, include the town name.
. New line 772: "#stown_name# Exit{Salida de #stown_name#}" - not quite the same as "Exit from #stown_name#", needed for Alice Town.
. New line 839: "Head's House" - needed for Eleuthera plantation, needs to be translated
. New line 840: "To the Loanshark" - needed for Santo Domingo, I copied and pasted from other lines to make "Al prestamista".
. New line 841: "Room in tavern" - needed for the village outside Willemstad, especially if you're playing the "Assassin" storyline. Translated as "Habitación en la taberna" by copying the normal version and removing " de #stown_name#"
. New line 989: "House of Luc Merin{Casa de Luc Merin}" - needed for "Bartolomeu" storyline.
. New line 993: "Study of Mateus Santos{Estudio de Mateus Santos}".
. New lines 1129 and 1131: same as 1128 and 1130 but with full stops added.
. New lines 1133-1138: various locations which had not been translated - check that I got them right.
. Line 1201: key text is "Mystery House", not "Mystery_House".
. Lines 1251-1255: not copied from "SpaFiles26june" because you've translated the key text, which means those lines won't work.
 

Attachments

  • interface_strings.txt
    142 KB · Views: 69
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