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Need Help Updating the Russian Translation

This is the loading screen I want to translate:
Loading_Game.jpg
If you are talking about this download, then you can write like here: "Подождите, идёт загрузка."
He suits it
"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.
added
"JackSparrow\characters_names.txt": add a line for Verbinski directly under line 6, "{=====| StartStoryline.c |=====}".
added
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".
The name of the tortuga is not displayed on the map (I understand it should be written "Ла-Тортуга", but in Jack Sparrow's branch it's just "Тортуга"
Also not translated
 

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I've added lines, but they still don't translate.
 

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If you are talking about this download, then you can write like here: "Подождите, идёт загрузка."
He suits it
According to Google Translate, that means "Please wait, loading". Can you translate "Load savegame", or even "Load saved game"?

Only "Verbinski" needs to be added to "characters_names.txt". Try the attached version of "characters_names.txt". You will need to start a new game for it to work.

The name of the tortuga is not displayed on the map (I understand it should be written "Ла-Тортуга", but in Jack Sparrow's branch it's just "Тортуга"
Also not translated
That's not what I meant, though I'll need to see if the same happens in other languages. The tavern should be "The Dark Frigate" in other storylines. Start a FreePlay game as Francis Drake. That should put you at Tortuga right away. Go to the tavern and see if the door icon is translated.

Can you show the whole screen where "Ship." is not translated?
 

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According to Google Translate, that means "Please wait, loading". Can you translate "Load savegame", or even "Load saved game"?
"Загрузка Сохранения..."
That's not what I meant, though I'll need to see if the same happens in other languages. The tavern should be "The Dark Frigate" in other storylines. Start a FreePlay game as Francis Drake. That should put you at Tortuga right away. Go to the tavern and see if the door icon is translated.
Screenshots
Can you show the whole screen where "Ship." is not translated?
This may be in the port of Tortuga at the very beginning and after the story is told, when it warms ashore. I also saw this in a pirate settlement when playing as Hawk
 

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"Загрузка Сохранения..."
Thanks!
Loading_Game.jpg

Screenshots
As I thought - "The Dark Frigate" is not translated either. Try this version of "interface_strings.txt", but first, translate "The Dark Frigate" and "The Faithful Bride" on lines 794 and 795.

This may be in the port of Tortuga at the very beginning and after the story is told, when it warms ashore. I also saw this in a pirate settlement when playing as Hawk
Start a new game as Hawk, then see whether Speightstown port does the same. Does any port correctly translate the link to the ship?
 

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All relevant issues:
1) The problem of displaying the "Ship." icon.
2) "Fort" name display problem
3) "Port" name display problem
4) Island not added to common.ini ( decided )
5) Naval HQ not translated in Bridgetown ( decided )
6) time in the store is not translated, after the purchase ( decided )
7) Not everything is translated in the news of the tavern
8)There is no name for the island of Tortuga
9)East India Company office icon not translated ( decided )
10)The last 2 screenshots of the monks do not have some names, they may need to be included in the general characters_names ( decided )
 

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The links to ship, forts, etc. can be tricky to locate, they're spread across God knows how many files. They've been a low priority for me so far.

Number 6 is fixed in my latest batch of files in the Spanish thread, should work straight out the box because the string is used in other files and already added to common.ini

Number 7 is a work in progress, I plan on getting to those logs in the next days/weeks
 
The links to ship, forts, etc. can be tricky to locate, they're spread across God knows how many files. They've been a low priority for me so far.

Number 6 is fixed in my latest batch of files in the Spanish thread, should work straight out the box because the string is used in other files and already added to common.ini

Number 7 is a work in progress, I plan on getting to those logs in the next days/weeks
Also look at my interface_strings.txt, some lines have been added there (for example, a tavern on a tortuga). I matched it with yours.
 

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All relevant issues:
1) The problem of displaying the "Ship." icon.
2) "Fort" name display problem
3) "Port" name display problem
4) Island not added to common.ini
5) Naval HQ not translated in Bridgetown
6) time in the store is not translated, after the purchase ( decided )
7) Not everything is translated in the news of the tavern
8)There is no name for the island of Tortuga
9)East India Company office icon not translated
10)The last 2 screenshots of the monks do not have some names, they may need to be included in the general characters_names
1: I still have not found where in the code this is placed. It's wrong, anyway - if you're at a beach while your ship is in port, or vice versa, it should say "Sea", not "Ship".
2, 3: I've tried to find the code which produces the sail-to icons, also without success so far.
4: Ile a Vache is a beach, not an island, so it goes into "interface_strings.txt".
5: True, and you'll find the same problem in Port Royale. Mrs. Mason's House is also not translated, as you'll find if you play "Hornblower" far enough.
6,7: Thanks, @Homo eructus!
8: Not sure why, it's certainly in "common.ini" along with other island names.
9: "Office" can also go into "interface_strings.txt".
10: Monks' names now added into "characters_names.txt" and will need to be translated - look near the end for "{=====| monks.c |=====}".

Meanwhile, I've fixed the problem with savegame names not being fully translated:
savegame_russian.jpg
The attached "PROGRAM\INTERFACES\interface.c" should do it. It won't help with any existing save which was created with an untranslated name. But future saves should have their names fully translated.

"common.ini" has a new string, "Unknown location", which should not appear unless "interface.c" has no idea where you are when you try to save a game.

"interface_strings.txt" has several lines needing to be translated: "Small cave", "Vice Admiral's Residence", "The Dark Frigate", "The Faithful Bride",
"#stown_name# Naval HQ, "Officer Commanding #stown_name# Naval HQ", "Mrs. Mason's House", "Office".

And one more for you:
devlin_opera_russian.jpg
The ship name is not translated in "Devlin Opera". That's because Beatrice Devlin now sails the Discovery, so "RESOURCE\INI\TEXTS\RUSSIAN\DevlinOpera\Storyline\storyline_strings.txt" will need to be corrected to match.
 

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1: I still have not found where in the code this is placed. It's wrong, anyway - if you're at a beach while your ship is in port, or vice versa, it should say "Sea", not "Ship".
2, 3: I've tried to find the code which produces the sail-to icons, also without success so far.
4: Ile a Vache is a beach, not an island, so it goes into "interface_strings.txt".
5: True, and you'll find the same problem in Port Royale. Mrs. Mason's House is also not translated, as you'll find if you play "Hornblower" far enough.
6,7: Thanks, @Homo eructus!
8: Not sure why, it's certainly in "common.ini" along with other island names.
9: "Office" can also go into "interface_strings.txt".
10: Monks' names now added into "characters_names.txt" and will need to be translated - look near the end for "{=====| monks.c |=====}".

Meanwhile, I've fixed the problem with savegame names not being fully translated:
View attachment 42136
The attached "PROGRAM\INTERFACES\interface.c" should do it. It won't help with any existing save which was created with an untranslated name. But future saves should have their names fully translated.

"common.ini" has a new string, "Unknown location", which should not appear unless "interface.c" has no idea where you are when you try to save a game.

"interface_strings.txt" has several lines needing to be translated: "Small cave", "Vice Admiral's Residence", "The Dark Frigate", "The Faithful Bride",
"#stown_name# Naval HQ, "Officer Commanding #stown_name# Naval HQ", "Mrs. Mason's House", "Office".

And one more for you:
View attachment 42139
The ship name is not translated in "Devlin Opera". That's because Beatrice Devlin now sails the Discovery, so "RESOURCE\INI\TEXTS\RUSSIAN\DevlinOpera\Storyline\storyline_strings.txt" will need to be corrected to match.
Here are all the updated files
I changed the file RESOURCE\INI\TEXTS\RUSSIAN\Storyline\storyline_strings.txt, TEXTS\RUSSIAN\Storyline\DevlinOpera\storyline_strings.txt ?

There is no translation for "You got a Cutlass", only the saber is translated. This is when you captured the ship and demand to give the weapon to the captain.

Bootstrap Bill Turner_dialog - line 201 also says Will Turner, although it is his father Bill.

After talking with Davy Jones, the Black Pearl ship has a different model. Is this by design or a bug in the code?

Also, if you sail to Nevis at night, kill the agent and go to the tavern, then a dialogue takes place and Ines disappears. But you can't go to the Pirate Leader because it's night and there's no one in the tavern.

Also in the Jack Sparrow storyline, more entries need to be made in the ship's log. The first entry is needed when you come to Eastwood and talk to him (it should be written to enter the house, because it is not clear.). The second is when you deceive Brinkley and the Pirate Leader (If you haven’t watched the dialogues, again, it’s not clear where to go! You need to go to Bridgetown, put her in jail). The third - where to look for Ragetti with Pintel, in general, there you need to follow the story and watch
 

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In "interface_strings.txt", you have translated "Office" as "East India Trading Company". We might want to change the label to "East India Trading Company" at some time, but at the moment it is just "Office", and it's possible the same word is used somewhere else for a different office.

"Storyline\DevlinOpera\storyline_strings.txt" does indeed need the same translation - after you translated "Storyline\storyline_strings.txt", it was easy enough for me to copy your translation of "Discovery" into the "Devlin Opera" version - now attached.

Taking weapons from a surrendered captain: try the attached version of "PROGRAM\DIALOGS\Cabinfight_dialog.c".

Bootstrap Bill Turner_dialog.h: he introduces himself as "William Turner", which is correct. "Bill" is short for "William" and "Bootstrap Bill" is his nickname. Therefore, "My name is William Turner. People call me Bootstrap Bill." Will Turner is presumably named after his father.

You do indeed get a different version of the ship. You're supposed to have the Wicked Wench at this point. Cutler Beckett has just burned it. Davy Jones then brings the burned ship back as the Black Pearl. But your screenshots show the Crimson Blood. You get that during the sidequest "Sao Feng's lost his bodyguards". But you should only be able to do that after Davy Jones has given you the Black Pearl. Did you somehow manage to do the sidequest before you met Davy Jones?

Also, if you sail to Nevis at night, kill the agent and go to the tavern, then a dialogue takes place and Ines disappears. But you can't go to the Pirate Leader because it's night and there's no one in the tavern.
The pirate leader isn't in the tavern, he's in his house. Is that closed at night? It shouldn't be.

I'm not planning on any changes to the questbooks for "Hoist the Colours" - in fact, with the translation project still in progress, I probably won't be playing "Hoist the Colours" for some time! But I'm not that keen on giving the player all the information - you should be able to think for yourself! Pay attention - and save often, then if you miss something, you can go back and watch again.
 

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You do indeed get a different version of the ship. You're supposed to have the Wicked Wench at this point. Cutler Beckett has just burned it. Davy Jones then brings the burned ship back as the Black Pearl. But your screenshots show the Crimson Blood. You get that during the sidequest "Sao Feng's lost his bodyguards". But you should only be able to do that after Davy Jones has given you the Black Pearl. Did you somehow manage to do the sidequest before you met Davy Jones?
The pirate leader isn't in the tavern, he's in his house. Is that closed at night? It shouldn't be.
Here is a video of the problems, maybe it will be clearer. I didn't do side quests other than the main ones.

I also reset my saves.
In Speightstown - sail to Nevis and dock at night, kill the agent and go to the tavern.
In martinique - sail to Oxbay, moor at the lighthouse there, then you will understand.
I'm not planning on any changes to the questbooks for "Hoist the Colours" - in fact, with the translation project still in progress, I probably won't be playing "Hoist the Colours" for some time! But I'm not that keen on giving the player all the information - you should be able to think for yourself! Pay attention - and save often, then if you miss something, you can go back and watch again.
I understand that this is not a priority, but I think that this should be done. At least where it’s really not clear what to do next if you haven’t read the dialogue. Suddenly, the person survived and came in 3 days later and does not remember what to do. It is clear that you can load an early save, but this is not correct.
 

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For the first problem, see what happens if you put this version of "Ines Diaz_dialog.c" into "PROGRAM\Storyline\JackSparrow\dialogs". When you talk to Ines Diaz, she should tell you that you can't have a room because it is already taken by two ladies - you can sleep on the table. In this version, if you choose to sleep on the table, it should do the same as if you had chosen to spend a night in the tavern normally without paying for a room - time should advance to the next day.

For the second problem, can you upload a savegame from before you talk to Cutler Beckett? Something is very wrong here, you are getting the Crimson Blood when you should be getting the Black Pearl.
 

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For the first problem, see what happens if you put this version of "Ines Diaz_dialog.c" into "PROGRAM\Storyline\JackSparrow\dialogs". When you talk to Ines Diaz, she should tell you that you can't have a room because it is already taken by two ladies - you can sleep on the table. In this version, if you choose to sleep on the table, it should do the same as if you had chosen to spend a night in the tavern normally without paying for a room - time should advance to the next day.
Yes, she is now talking about the fact that the room is occupied, but there is no point to sleep ... Again, she leaves and the leader's door is closed))) Come tomorrow.
For the second problem, can you upload a savegame from before you talk to Cutler Beckett? Something is very wrong here, you are getting the Crimson Blood when you should be getting the Black Pearl.
Above I reset the save
 
I have fixed what I could of the GoldBug loading screens but need more translated words.
 

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Do you also have a save from before you talk to Ines Diaz?
There are 2 saves in the archive, the one that weighs less with Ines. And the one with the Black Pearl.
1) sail to Nevis and dock at night, kill the agent and go to the tavern.
2) sail to Oxbay, moor at the lighthouse there, then you will understand.

Some more untranslated words:
1) No translation of the Turner house
2) No translation 10 years later
3) Norrington's surname is not translated
4) The code displays English words in the text
5) After the game changes Guy Verbinsky to Jack Sparrow, his name breaks and everything is written in English
 

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@AkrimalS:
For some reason, I can't read your Martinique save. Even Hex-Editor won't open it, and that ought to open anything! But I think I know what is wrong. Back at post #238, I tried to fix the untranslated name of the ship in Morris Murtogg's dialog by translating "cursed_ship" and "uncursed_ship". The trouble is that the untranslated "cursed_ship" is used for some checks. In particular, in "Davy Jones_dialog.c":
Code:
            if (PreprocessText("#scursed_ship#") == "Black Pearl")
                GiveShip2Character(pchar,"UncursedPearl",TranslateString("",PreprocessText("#scursed_ship#")),-1,PIRATE,true,true);
            else
                GiveShip2Character(pchar,"CrimsonBlood", TranslateString("",PreprocessText("#scursed_ship#")),-1,PIRATE,true,true);
In any language except English, PreprocessText("#scursed_ship#") is not "Black Pearl", it is the translated version of "Black Pearl". So that check fails and you get the Crimson Blood instead. I'll remove the translations of "cursed_ship" and "uncursed_ship" in the next update. In the meantime, attached is another "console.c" which will remove them in your game. Also attached are revised versions of "Morris Murtogg_dialog.c" and Russian "Morris Murtogg_dialog.h" which should translate the ship name.

As for the Speightstown save, I haven't had time to check what happens at Nevis yet because I've been working on this:
Sparrow_Start.jpg
Ship names are not being translated. For random encounters on the high seas, you'll need to translate "PROGRAM\Ships\ships_name.c" into a new file, then I'll try to find where "ships_name.c" is used and have it use your new file when Russian language is in use, the same way that the game uses "Characters_names_ru.c" instead of "Characters_names.c" for random character names.

Storyline ships are another matter. I'd already done some work on "Ardent" but never got round to uploading it. Now I've done the same for "JackSparrow" as well. All storyline ship names are now added to "storyline_strings.txt". Function "TranslateString" will now look in "storyline_strings.txt" if it has not found a translation anywhere else first. Attached file "ship_translations.zip" should have everything - updated "Dialog_func.c" with the new "TranslateString", new storyline program files to use translated ship names, and new English "storyline_strings.txt" files with all ship names from the two storylines. Can you translate both those "storyline_strings.txt" files? You'll need to start a new game for most of the translations to take effect.
 

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I have fixed what I could of the GoldBug loading screens but need more translated words.
Stairs - Лестница
Workshop - Мастерская (you need to look in the game how I translated the entrance, maybe it's "Цех")
Church winecellar - Церковный Винный Погреб
Detective Dupin - Детектив Дюпен
Armory - Арсенал (It seems to be so translated in interface_strings)
Barracks - Казармы
Gunpowder storage - Пороховой Склад
Fort Moultrie - Форт Моултри
Gate tower - Воротная Башня
Fort entrance - Вход в Форт
Fort tower - Башня Форта
Gunpowder mill - Пороховая Мельница
Legrand's attic - Чердак Леграна
Legrand's boathouse - Лодочный Сарай Леграна
Legrand's hut - Хижина Леграна
Legrand's kitchen - Кухня Леграна
Legrand's food cellar - Погреб Леграна
Loghouse - Бревенчатый Дом
Moultrie restaurant - Таверна Моултри
Moultrie hotel - Отель Моултри
Moultrie shore - Берег Моултри
Moultrie village - Деревня Моултри
Poe's bedroom - Спальня По
Poe entré - Прихожая По
Small chamber - Маленькая Камера
Study - Исследовательская (Again, you need to look in the game, what is it)
Restaurant kitchen - Кухня Таверны
Sacristy - Ризница
Sulfur distillery - Цех по Производству Серы
The Gold-Bug - Золотой Жук

I also found the same font that was used, sorry for being so late...
 

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Some more untranslated words:
1) No translation of the Turner house
2) No translation 10 years later
3) Norrington's surname is not translated
4) The code displays English words in the text
5) After the game changes Guy Verbinsky to Jack Sparrow, his name breaks and everything is written in English
1,2: Try the attached version of "interface_strings.txt". You will need to translate lines 815 and 2233. The code to translate "Ten years later..." is already in the version of "quests_reaction.c" which you'll get in "ship_translations.zip".
3: Should be fixed as a side-effect of "ship_translations.zip". "TranslateString" should now look at both general "Storyline_strings.txt" and the storyline's own "Storyline_strings.txt". That was to allow it to find ship names such as "Interceptor" which are included in general "Storyline_strings.txt". The side effect is that it should also find character names such as "Norrington" because he is also a FreePlay character.
4,5: That shouldn't happen, and has not happened in your Speightstown save. "Jack" and "Sparrow" certainly ought to be translated as they are in "characters_names.txt". The code which changes you from Guy Verbinski to Jack Sparrow certainly uses 'TranslateString' to translate your name.

Edit: Norrington's name is also in "characters_names.txt"! Has something gone wrong with that file? If so, expect more names to be untranslated until the file is corrected.
 

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