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Need Help Updating the Russian Translation

But I have done almost all in the GoldBug... :modding
Also the font I got from @GreyRoger looks good too.
 
Before we change anything. Are there other interfaces/texts that also already are changed?
 
Well, let it be so, then somehow I'll redo it myself... Do you have templates to avoid erasing text?
You can find template screens here:
https://piratesahoy.bowengames.com/potc/OFFICIAL/Template_Loading_Screens.zip

They are not the same size as the game loading screens. I generally copy the scroll from one of them onto the existing picture, resize it and move it to match the scroll on the picture, then put the text over that.

Before we change anything. Are there other interfaces/texts that also already are changed?
I've already been using RUSWindlass for the screens which I've done so far. Rather than do them all over again, I'm mostly continuing with the screens that I haven't done yet. Russian loading screens are therefore likely to be a mixture of RUSWindlass, PiecesofEightCyrillicAAV2, and whatever font the Russians used for the screens which @AkrimalS uploaded.

So if you've already done most of the screens for GoldBug, my suggestion is to leave them as they are. You could switch to PiecesofEightCyrillicAAV2 when you start on Woodes Rogers.
 
You could switch to PiecesofEightCyrillicAAV2 when you start on Woodes Rogers.
Sure. And it's not that bad if the GoldBug loading screen texts differs a little as the locations are almost all unique ones there.
In WR you visit both standard locations and special ones.
Okay with you @AkrimalS?
 
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.
Your first challenge is therefore to find some other way to pass the night. There are at least two.

Otherwise, translate the last few lines of the attached version of "PROGRAM\Storyline\Jacksparrow\dialogs\RUSSIAN\Ines Diaz_dialog.h", and also put the attached "Ines Diaz_dialog.c" into "PROGRAM\Storyline\Jacksparrow\dialogs\". That should allow you one more line with Ines Diaz at night in which you have a chance to spend a night on a table. I tried it, it worked, and you'd better go to the store to sell two or three diamonds before you visit the pirate boss because you'll need to pay him!
 

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Your first challenge is therefore to find some other way to pass the night. There are at least two.

Otherwise, translate the last few lines of the attached version of "PROGRAM\Storyline\Jacksparrow\dialogs\RUSSIAN\Ines Diaz_dialog.h", and also put the attached "Ines Diaz_dialog.c" into "PROGRAM\Storyline\Jacksparrow\dialogs\". That should allow you one more line with Ines Diaz at night in which you have a chance to spend a night on a table. I tried it, it worked, and you'd better go to the store to sell two or three diamonds before you visit the pirate boss because you'll need to pay him!
In principle, everything works, but what line 205 is responsible for, I never saw it in the dialog.

Here are a few more words that I found not translated.
 

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In principle, everything works, but what line 205 is responsible for, I never saw it in the dialog.
Odd. I loaded your Speightstown savegame, went into town, talked to Billy Brock to start his quest, took Annabelle Brinkley to Bridgetown, met Susan Shaypen, then sailed to Nevis. The door to left of the pirate boss house is either a brothel or a basic house depending on whether you enabled brothels in "Options". In this game, it's a house, so you have not enabled brothels.

Ines Diaz tells you to go talk to the big man, and at night you can now say "What, at this time of night?" She tells you to sleep on the table or the floor. You can either accept the floor or say "You must be joking!" Added to that line, if brothels are enabled then you say "There should be somewhere else to spend a night around here." If brothels are not enabled, or if you don't have at least 50 gold (the price for staying in the brothel), that is when line 205 should appear - "I'll return to my ship for the night." That's the other way to wait until morning, go back to your ship and ask the crew to wait 8 hours.

Here are a few more words that I found not translated.
The attached "interface_strings.txt" should do most of those when you have translated the new parts. From line 475 on are the lines for various special events including the oars, which will also need the attached version of "NK.c". From line 1158 on are the lines for the naval buildings on Antigua. There are also new lines for the "Woodes Rogers" locations around Port Royale but they're already translated - the door labels have full stops, the actual locations in the "Woodes Rogers" storyline do not, so I simply copied the lines and added full stops. The only one which I don't understand is "Rogers' Paintings Furniture & Weapons" - that one is exactly the same in "PROGRAM\Locations\init\Redmond.c" as it is in "interface_strings.txt", so I don't know why it is not being translated.
 

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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
That did not happen to me. I started a new game in Russian and played as far as changing to Jack Sparrow and going to Cayman. The name "Jack Sparrow" remained translated and so did everything else. Check your file "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\JackSparrow\characters_names.txt", that is where "Jack" and "Sparrow" should be translated.
 
Odd. I loaded your Speightstown savegame, went into town, talked to Billy Brock to start his quest, took Annabelle Brinkley to Bridgetown, met Susan Shaypen, then sailed to Nevis. The door to left of the pirate boss house is either a brothel or a basic house depending on whether you enabled brothels in "Options". In this game, it's a house, so you have not enabled brothels.

Ines Diaz tells you to go talk to the big man, and at night you can now say "What, at this time of night?" She tells you to sleep on the table or the floor. You can either accept the floor or say "You must be joking!" Added to that line, if brothels are enabled then you say "There should be somewhere else to spend a night around here." If brothels are not enabled, or if you don't have at least 50 gold (the price for staying in the brothel), that is when line 205 should appear - "I'll return to my ship for the night." That's the other way to wait until morning, go back to your ship and ask the crew to wait 8 hours.


The attached "interface_strings.txt" should do most of those when you have translated the new parts. From line 475 on are the lines for various special events including the oars, which will also need the attached version of "NK.c". From line 1158 on are the lines for the naval buildings on Antigua. There are also new lines for the "Woodes Rogers" locations around Port Royale but they're already translated - the door labels have full stops, the actual locations in the "Woodes Rogers" storyline do not, so I simply copied the lines and added full stops. The only one which I don't understand is "Rogers' Paintings Furniture & Weapons" - that one is exactly the same in "PROGRAM\Locations\init\Redmond.c" as it is in "interface_strings.txt", so I don't know why it is not being translated.
in line 476 there is only a translation in brackets {}, there is no code itself.
 

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Easily enough corrected, the code text is "Captain, the". It combines with the ship name and the next line so that you should see something like:
Captain, the Venus is under attack by the Kraken!
No space is needed at the end of the translated text because the code in "PROGRAM\NK.c" adds it:
Code:
LogIt(TranslateString("","Captain, the")+" "+ rCharacter.ship.name +" "+ TranslateString("","is under attack by the Kraken!"));
 
Easily enough corrected, the code text is "Captain, the". It combines with the ship name and the next line so that you should see something like:
No space is needed at the end of the translated text because the code in "PROGRAM\NK.c" adds it:
Code:
LogIt(TranslateString("","Captain, the")+" "+ rCharacter.ship.name +" "+ TranslateString("","is under attack by the Kraken!"));
 

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Here's the GoldBug russian loading screens. As a name "Adventure Galley" isn't translated and the two last ones without texts (zoom) are just copied in.
I'll be back after the weekend.
 
Here's the GoldBug russian loading screens. As a name "Adventure Galley" isn't translated and the two last ones without texts (zoom) are just copied in.
I'll be back after the weekend.
Should there be an attached zip file or a link for the screens?
 
The zip was too large. Here are two now.
 

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Here are the untranslated lines.

I also ran into these bugs while playing the alternate history of Jack - Sir Christopher Mi
ngs.
1)According to the story, Barbossa sits in San Juan, in Puerto Rico after talking with Petros. But something happened wrong and a sailor sat on top of him, who asks for a team. I had to kill him to continue...
2)In the mission Finding Nathan Kell, when I got to Bridgetown, Bly is supposed to be standing in front of the church, but he is in Speystown. In Bridgetown I made my way through the jungle, as Beckett finds me in the port and sentences me to the gallows.
 

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Here's the GoldBug russian loading screens. As a name "Adventure Galley" isn't translated and the two last ones without texts (zoom) are just copied in.
I'll be back after the weekend.
"Adventure Galley" should not be translated but should be converted into Cyrillic letters which sound the same - if you try playing the game in Russian, you'll see that this has been done for the character's name.

@AkrimalS, could you provide a Cyrillic equivalent to "Adventure Galley"? Then I can edit the screen to use that.
 
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