• New Horizons on Maelstrom
    Maelstrom New Horizons


    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!

Need Help Updating the Russian Translation

I've fixed it in the English and Spanish versions of "Woodes Rogers\ItemsDescribe.txt". Presumably you've translated it correctly in Russian.


Line 450: you have added ", " to the key text ", because the ship's rolling is making them seasick". It should not be there; the extra comma and space can not be in "NK.c" otherwise English and Spanish will look wrong.

Attached is a new version of "interface_strings.txt" with the rest of your corrections in place but with the ", " removed from what is now line 452. Two new lines have been added, now lines 232 and 233:
Code:
Captain, the crew is really not happy with this whole curse business. They work SO HARD at repairing the sails, but it appears to have no effect!
Captain, now the crew can't even see where they're going anymore with all this unnatural fog! Cannot you be persuaded to attempt to lift the curse?
Could you translate these and then upload a corrected file? Also, please upload your current version of "NK.c" so I can try to find out what is going wrong with the line about cargo going overboard.
I checked, the problem with 1 screenshot is solved, but 2 is not
1683717254807.png

Translated lines into interface_strings.txt
I also noticed in the Spanish discussion that there is a new version of common.ini, I will also translate it and drop it later
 

Attachments

  • interface_strings.txt
    127.2 KB · Views: 54
  • NK.c
    206.5 KB · Views: 64
"NK.c" now uses variable 'sSpace' between the goods name and the translation of "went overboard". Variable 'sSpace' is empty for Russian and a space for other languages, which is why the translation now has no space between the "Порох" and "оказался за бортом".

Add "а " to the beginning of the translation of "went overboard" on line 454. That should have the effect of adding "а " to the end of all goods which go overboard.
 
"NK.c" now uses variable 'sSpace' between the goods name and the translation of "went overboard". Variable 'sSpace' is empty for Russian and a space for other languages, which is why the translation now has no space between the "Порох" and "оказался за бортом".

Add "а " to the beginning of the translation of "went overboard" on line 454. That should have the effect of adding "а " to the end of all goods which go overboard.
1683719219209.png

Everything worked out! Attached file with changes.

Also I would like to ask what else is not translated besides audio files, loading screens and Storyline\WoodesRogers\QUESTBOOK which I am currently translating
 

Attachments

  • interface_strings.txt
    127.2 KB · Views: 63
Last edited:
There's a newer version of "common.ini" - here's the English version. Look for revised noble titles starting at line 1665. Female privateers who are promoted enough now get different titles. Dutch and Swedish titles have changed.

"PROGRAM\Ships\ships_name.c" could also be converted to Cyrillic alphabet. Call the new file "ships_name_ru.c". I'll then need to see if I can make Russian use that file instead of the normal one, the same way that it uses "Characters_names_ru.c" instead of "Characters_names.c" for random character names.
 

Attachments

  • common.ini
    81.8 KB · Views: 59
  • ships_name.c
    25.7 KB · Views: 62
At the moment, the main part of the translation is finished!
Next, you need to translate audio files, loading screens, ship names and hints when moving to locations (can they be translated at all?)
Next, translation edits will follow.
 
Audio files: would need a team of Russian speakers to record new files.

Loading screens: I've been working on some, though there are a lot! @Jack Rackham, would you be willing to translate the "Woodes Rogers" and "GoldBug" screens? You don't need to be able to speak a word of Russian - I can't! There's a list of Russian translations in post #206, which I copied and pasted into a text file that I can upload if you like.

Ship names: see "ships_name.c" in my previous post. ;)

Hints: I'll need to do some digging and see if I can find a file containing the hints.
 
I don't know how to get those russian texts into a loading screen. Either empty or a line of ???????
 
Attached is RUSWindlass font. It works with Cyrillic characters and looks like this:
Inside_Cloister_Library.jpg

It's not quite the same as the Dolphin font used for English (and Spanish) loading screens, nor the font used by the Russian loading screens provided by @AkrimalS, but it's as close as we can get.
 

Attachments

  • 14366.7z
    56 KB · Views: 48
@AkrimalS: for "Native village", would "Туземный деревня" make sense? Your list only says "Деревня", which is just "Village" - this one belongs to an indigenous tribe near Cartagena.
 
@AkrimalS: for "Native village", would "Туземный деревня" make sense? Your list only says "Деревня", which is just "Village" - this one belongs to an indigenous tribe near Cartagena.
Then it will: "Деревня Туземцев"

I made a pack of Russian sounds, mainly for interacting with the ship.
The sound of _Abandon0 was taken from the movie 300 Spartans and remade a little))

I'm also wondering why the step_path.wav file in RESOURCE\Sounds\INTERFACE has a hidden file checkmark
I would also like to ask where the drowning_crew.wav file is used in RESOURCE\Sounds\PEOPLE , as I understand it, here we save people in the water
 

Attachments

  • OBJECTS.7z
    1.1 MB · Views: 47
Do you still have the original English "RESOURCE\Sounds\OBJECTS\SHIPCHARGE"? If so, make folder "RESOURCE\Sounds\RUSSIAN\OBJECTS\SHIPCHARGE" and put your files in there.

If I understand the code in "PROGRAM\sound\alias.c" correctly, it looks for file "sounds_russian.c" in "PROGRAM\sound\ALIAS", and only uses "sounds_english.c" if it can't find the Russian version. Therefore, put the attached file into "PROGRAM\sound\ALIAS". Then try a sea battle and see if you hear Russian sounds, English sounds, or no sound at all. If there's no sound then there will probably be something about it in "error.log" or "system.log".

I've no idea why "step_path.wav" is marked as hidden, nor where "drowning_crew.wav" is used. If it is played when you rescue crew from the sea, it's probably because they were drowning until you rescued them!

Also attached is "interface_strings.txt", based on the one I downloaded from your site earlier today, but with new entries for Citadel Rock added and needing to be translated - look to line 1336. I found that Citadel Rock wasn't included in "interface_strings.txt" or "common.ini" when I was working on the loading screen!
 

Attachments

  • interface_strings.txt
    127.3 KB · Views: 37
  • sounds_russian.c
    2 KB · Views: 47
Do you still have the original English "RESOURCE\Sounds\OBJECTS\SHIPCHARGE"? If so, make folder "RESOURCE\Sounds\RUSSIAN\OBJECTS\SHIPCHARGE" and put your files in there.

If I understand the code in "PROGRAM\sound\alias.c" correctly, it looks for file "sounds_russian.c" in "PROGRAM\sound\ALIAS", and only uses "sounds_english.c" if it can't find the Russian version. Therefore, put the attached file into "PROGRAM\sound\ALIAS". Then try a sea battle and see if you hear Russian sounds, English sounds, or no sound at all. If there's no sound then there will probably be something about it in "error.log" or "system.log".

I've no idea why "step_path.wav" is marked as hidden, nor where "drowning_crew.wav" is used. If it is played when you rescue crew from the sea, it's probably because they were drowning until you rescued them!

Also attached is "interface_strings.txt", based on the one I downloaded from your site earlier today, but with new entries for Citadel Rock added and needing to be translated - look to line 1336. I found that Citadel Rock wasn't included in "interface_strings.txt" or "common.ini" when I was working on the loading screen!
Unfortunately, only the English version works.
Uploaded interface_strings.txt Корсары 2 Новые горизонты (перевод AkrimalS)
 
Last edited:
Does it still play English sounds when you set the game to Russian, or does it play no sounds at all?
 
I also made some sounds for RESOURCE\Sounds\INTERFACE, but for some reason some files in this folder were already Russian.
Also look at the link, maybe when you look, there will already be something else.
Maybe there are some timings in the films, where did the voices for the characters come from?
 

Attachments

  • INTERFACE.7z
    1.4 MB · Views: 50
Last edited:
Attached is RUSWindlass font. It works with Cyrillic characters
Ok, thanks it works fine. I'll try to do the WR & GB loading screens when I have time.
I'm busy with making firewood and there's a trip to Norway too...
 
Still plays English
I've tried it myself. The code works and the game plays Russian voices, but only after I start a new game. If I continue a savegame from before the new code and files were added, it continues to play English voices. Sounds are set at the start of a game and then saved along with the game. So, even though I had previously started a game in Russian, that game is set to use English voices and always will.

However, you're stuck with the English first loading screen when you start running PoTC. That screen is shown as soon as the program runs, before it has checked any settings such as your language. So, even though I have the Russian version of "loading.tga.tx", the game has not yet switched to Russian and shows the English version.

"Loading_game.tga.tx" should appear in Russian, though. How would you translate "Load savegame"?
 
I also made some sounds for RESOURCE\Sounds\INTERFACE, but for some reason some files in this folder were already Russian.
Also look at the link, maybe when you look, there will already be something else.
Maybe there are some timings in the films, where did the voices for the characters come from?
This version of "PROGRAM\sound\ALIAS\sounds_russian.c" should make use of those files, provided you put them into "RESOURCE\Sounds\RUSSIAN\INTERFACE". Again, it will only work if you start a new game.

The voice files should probably go into "RESOURCE\Sounds\VOICE\RUSSIAN", not "RESOURCE\Sounds\RUSSIAN\Voice". I'm guessing this because there is already "RESOURCE\Sounds\VOICE\ENGLISH". But I'll need to find where in programming code those files are used and make it check for language.
 

Attachments

  • sounds_russian.c
    2.1 KB · Views: 45
I've tried it myself. The code works and the game plays Russian voices, but only after I start a new game. If I continue a savegame from before the new code and files were added, it continues to play English voices. Sounds are set at the start of a game and then saved along with the game. So, even though I had previously started a game in Russian, that game is set to use English voices and always will.

However, you're stuck with the English first loading screen when you start running PoTC. That screen is shown as soon as the program runs, before it has checked any settings such as your language. So, even though I have the Russian version of "loading.tga.tx", the game has not yet switched to Russian and shows the English version.

"Loading_game.tga.tx" should appear in Russian, though. How would you translate "Load savegame"?
If you are talking about this download, then you can write like here: "Подождите, идёт загрузка."

Also, the screenshots do not further translate the name of the Plot when loading, the shipyard, the shore, the lair of Satanists, the port

For other problems:
Guy Verbinski - not in Storyline\JackSparrow\characters_names.txt


" ship. " not in interface_strings

The tavern icon is not translated
 

Attachments

  • 1683885420099.png
    1683885420099.png
    971.4 KB · Views: 56
  • 1683885569024.png
    1683885569024.png
    924.7 KB · Views: 36
  • 1683885697069.png
    1683885697069.png
    916.3 KB · Views: 47
  • 1683885720857.png
    1683885720857.png
    751 KB · Views: 43
  • 1683885731637.png
    1683885731637.png
    661.4 KB · Views: 46
  • qweqeqeй.png
    qweqeqeй.png
    601.5 KB · Views: 29
  • eqewq.png
    eqewq.png
    25.6 KB · Views: 32
  • 1683886290865.png
    1683886290865.png
    76.3 KB · Views: 45
Last edited:
This is the loading screen I want to translate:
Loading_Game.jpg

I'm not sure why some texts are not translated in the screens where you load or save games.

"JackSparrow\characters_names.txt": add a line for Verbinski directly under line 6, "{=====| StartStoryline.c |=====}".

"Ship.": go to line 751, which translates "Ship". Copy it and change "Ship" to "Ship.". You do not need to add a full stop to the translation. There are many other lines which translate from a location name with a full stop, and the translation does not have it.

Tortuga tavern: go there in any other storyline except "Hoist the Colours", when it should be called "The Dark Frigate". See if that is translated. I believe it will not be because that is also not in "interface_strings.txt".
 
Back
Top