By the way, I'll soon put an end to my break translating spree to resume my other main project (translating Sunless Sea). I'll still be around for the ocassional oddjob.
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COMPILE ERROR - file: DIALOGS\Spanish\Debug.h; line: 1
Duplicate variable name: DLG_TEXT
COMPILE ERROR - file: DIALOGS\Spanish\Debug.h; line: 1
Duplicate variable name: DLG_TEXT
COMPILE ERROR - file: DIALOGS\Spanish\Debug.h; line: 1
Duplicate variable name: DLG_TEXT
That code looks exactly right - replacing all the fixed strings with 'DLG_TEXT' references. Check "error.log". If it complains about 'DLG_TEXT' then the problem is in the "dialog.h" file, otherwise it should tell you where the mistake in "dialog.c" is.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.
Code: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;
It does appear routinely and does not usually crash the game. It's the result of 'DLG_TEXT' being declared in 'gamble.c', and one thing I intend to try is to copy all gambling text from "Habitue_dialog.h" to "common.ini", change all references in "gamble.c" from "DLG_TEXT" to 'XI_ConvertString', and remove "DLG_TEXT" from "gamble.c" entirely. I'll also copy your translated lines into Spanish "common.ini".EDIT: Oh, I guess this was the error you mentioned of DLG_TEXT being declared twice. The way you phrased I thought it was a minor annoyance, but I see now that it completely crashes the game (for me at least), so I see why you'd want to fix it post-haste.
I also wonder about another thing. I have used the character name Old Nick wich is a nickname for the devil.
Maybe there's a nickname in spanish as well? (Instead of old = viejo and Nick = Nick)
"Pirate Soldier_dialog.c/h" will need to be rewritten. As far as I can tell, it's used by two characters, "QC Soldier" and "Pirate Soldier", neither of which are normal patrolling soldiers. If you talk to a regular inhabitant of a tavern, he will randomly want to either gamble or drink with you. If he chooses to drink and you choose to join him, it can go various ways, one of which is that he asks for help with a soldier who insulted him. If you agree to help, you teleport outside the tavern, and that's when you meet one of these two characters. And then the dialog breaks because it's looking for case "drink", which does not exist because "Pirate Soldier_dialog.c" is a direct copy of "QC Citizen_dialog.c". Attached are revised files with added code and text lines; the Spanish version is taken from one of the soldiers in "authority figures.zip" as there are other soldier characters for the same incident in other towns and the text is the same for all of them.Ok, I think I got it now. There are 3 characters with that dialog, QC_citizen, Terry Snider and Pirate_solider. As the next batch of files I just almost finished is precisely soldiers and governors, I'll add them.
I think @JTem means that it works as a translation, but not so much as a reference to the Devil. In Spanish sometimes the Devil is called Pedro Botero, especially in the idiom "las calderas de Pedro Botero" for "the fires/cauldrons of hell", not so much on its own. The origin of the name is lost to time but the expression was already known in the 16th century.Okay, I didn't know it worked.
"Pirate Soldier_dialog.c/h" will need to be rewritten. As far as I can tell, it's used by two characters, "QC Soldier" and "Pirate Soldier", neither of which are normal patrolling soldiers. If you talk to a regular inhabitant of a tavern, he will randomly want to either gamble or drink with you. If he chooses to drink and you choose to join him, it can go various ways, one of which is that he asks for help with a soldier who insulted him. If you agree to help, you teleport outside the tavern, and that's when you meet one of these two characters. And then the dialog breaks because it's looking for case "drink", which does not exist because "Pirate Soldier_dialog.c" is a direct copy of "QC Citizen_dialog.c". Attached are revised files with added code and text lines; the Spanish version is taken from one of the soldiers in "authority figures.zip" as there are other soldier characters for the same incident in other towns and the text is the same for all of them.
But "Pirate Soldier" is for Bonaire Pirate Fort, which makes everything about people and directions wrong. In any case, the only way these characters will get to dialog case "First Time" is if you talk to them, decline to fight, then talk to them again. So all that is needed for "Pirate Soldier_dialog.c" is the first bit where he picks a random way of telling you to get lost. If you want to ask about people, directions or horses, find someone else!
Here. Also updated one of the questbook files (when I first transalted it I didn't think Powdermonley was a literal monkey, I thought he would be just a kid)Pedro Botero. Then please change Viejo Nick to it.
string Spanking;
if(PChar.sex == "woman")
{
Spanking = DLG_TEXT[rand(2) + 129];
}
else
{
Spanking = DLG_TEXT[rand(2) + 132];
}