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Need Help Updating the Russian Translation

I removed 24 lines with similar titles:
Captain, we're out of rum!
Mustering those drunken tars takes till nightfall...
Greenford
Room
White Bay.
White Bay
Temple
Bahнa Grande
Ensenada del Bosque Quebrado
Storehouse
Sacristy
New captain
Captain, we're out of food!
Donation of personal wealth to crew
Outside pirate church
Shipyard shore
Study.
Study
This heavy cast iron door has a silver lock
Woodes Rogers' kitchen
You have hoisted a Pirate flag! Argh!

Doubtful that I didn't remove:
Did I miss it? -The lines are similar, but one has a space.
NoCannons - I didn’t delete it, I don’t know what this refers to.
Conceicao | Conceiзгo - I didn’t delete them, maybe they are not the same.
has been sunk by | has been sunk by the - I didn’t delete them, maybe they are not the same.
Pitfall!!!! - There is a similar one with a dot, perhaps it should also be removed.
The Carpenter's Chest is - perhaps also the same phrases, added "now"
This meeting has really - perhaps also the same phrases...
Tutorial Deck | Tutorial_Deck - perhaps also the same phrases...

Not translated in the story:
1) West tower ✓
2) Fort Moultrie barracks ✓
3) Adventure Galley ✓
4) To the Harbour Master ✓
5) Cathedral ✓
6) Detective Agency 1st floor ✓
7) Charleston Harbour Master ✓
8) The upper part of the tower is destroyed ✓
9) South tower under repair ✓
10) North tower ✓
11) Fort Moultrie prison ✓
 

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Thanks for tidying up the duplicate lines! Indeed, when you're not sure, don't delete it. Leaving a possibe duplicate just means the file is one line longer than it needs to be, which is not serious. Removing something which is not quite a duplicate risks breaking a translation, which is serious!

There are two different lines for "NoCannons". I'll need to find where they are used and change one of them because otherwise one of them is going to always be translated wrongly.

1,10: Add them just below the translation for "South tower"
2,11: Add those just below "Fort Moultrie hotel".
3-7: Put those below "Fort Waxholm".
8: Put that below "Poor nun!"
9: We may as well also have "South tower under repair" under the translations for the towers themselves.
 
Added by "C. Auguste Dupin - Private Investigator" after "Detective Agency 1st floor"
Added by "Landlady private" after "Poe's house"
Added by "Robert Cook and Maya" after "Charleston shore"
Added by "The Red Death" and "The Maelstrom" (These are taverns) after "Charleston port tavern"
Added by "Charleston tailor" and "Charleston Post & Bank" after "Charleston store"
 

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Added by "Chinatown", "Restaurant Tin Ho", "Gunpowder mill", "Fireworks laboratory", "Sulfur room", "Salpeter barn", "Charcoal oven", "Charcoal storeroom" after "Charleston tailor"
Added by "Prison stairs", "Fort Moultrie armory", "Gate tower stairs" after "Fort Moultrie prison"
Added by "I need a Tool to scrape the Salpeter from the planks." after "It's here on the planks they let the Salpeter dry."
Added by "Room in the Maelstrom" after "The Maelstrom"
Added by "Strongroom", "To the Wine Cellar", "First floor", "Pym's drawing room", "Charleston Brothel", "To the Brothel" after "Charleston Post & Bank"
Added by "Guards only" after "Bessop Plantation"
Added by "Charleston." after "Private."
Added by "Dupin's room" after "C. Auguste Dupin - Private Investigator"

1) Bank (57 line) and Clerk (58 line) need to be combined, since for Russian words they must change places. ✓
2) Plantation (66 line) and Guard (67 line) need to be combined, since for Russian words they must change places. ✓
3) Legrand - For some reason it doesn't translate. ✓✗
4) "itmname_bladewood2" and "itmname_pistolhand2" - Have no name ✓
5) Many items don't have a description like this one, for example... ✓
6) Why is there a death at the end and not the end credits? Somehow this is unclear... ✓✗

I also translated the "Purpure" story files. I have already uploaded them to the exchanger: Корсары 2 Новые горизонты (перевод AkrimalS)
 

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1,2: Try the attached "PROGRAM\Storyine\GoldBug\Characters\init\TempQuest.c" and "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\GoldBug\characters_names.txt". You will need to start a new game for them to take effect.
3: Are you using the lates version of "quests_reaction.c" uploaded by @Jack Rackham in post #584? If so, next time "Legrand" fails to translate, quit at once and then upload "compile.log". That should show which parts of the quest have just completed, which should help find where the name is not translated.
4: @Jack Rackham: I can only find "bladewood2" in the "ItemsDescribe.txt" file for "WoodesRogers". "pistolhand2" is in the file for "GoldBug" but the "itmname_pistolhand2" translates to "". When 'TranslateString' searches and finds a blank, it takes that as meaning it did not find what it was looking for, and returns the untranslated string by default. "itmdescr_pistolhand2" translates to ".", and that does indeed appear under the interface picture.
5: @Jack Rackham: several items in "ItemsDescribe.txt", including "cowl", have "itmname" lines but no corresponding "itmdescr" lines. 'TranslateString' fails to find a translation for "itmdescr_cowl" and again returns the untranslated string.
6: You've found the treasure and there is a self-dialog in which you suspect that Captain Kidd murdered whoever helped him hide the treasure. At a guess, the death scene is supposed to depict Kidd's dead crewmen, not your own death.

Thanks for the "Purpure" translation! Unfortunately, by the time I saw this, I'd already compiled and uploaded the new update. Hopefully the next one will be a lot sooner than in another four months...
 

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4: @Jack Rackham: I can only find "bladewood2" in the "ItemsDescribe.txt" file for "WoodesRogers". "pistolhand2" is in the file for "GoldBug" but the "itmname_pistolhand2" translates to "". When 'TranslateString' searches and finds a blank, it takes that as meaning it did not find what it was looking for, and returns the untranslated string by default. "itmdescr_pistolhand2" translates to ".", and that does indeed appear under the interface picture.
A. So no empty brackets after itmname_pistolhand2.

5: @Jack Rackham: several items in "ItemsDescribe.txt", including "cowl", have "itmname" lines but no corresponding "itmdescr" lines. 'TranslateString' fails to find a translation for "itmdescr_cowl" and again returns the untranslated string.

B. I see a lot of items who have { } instead of a describe text.
What about this one
itmname_pistolnitre_E {Empty Sack}
itmdescr_pistolnitre_E
{

}
A dot in there?


C. The "cowl" for ex. add
itmdescr_cowl
{

}

And the dot in there too?
 
Here's the Russian "ItemsDescribe.txt". I've copied the lines for "bladewood2" from "WoodesRogers". "itmname_pistolhand2" and the formerly blank or non-existent "itmdescr" lines now have dots, e.g.:
Code:
itmdescr_treasure1
{
.
}

I've also done the same to the English and Spanish versions.
 

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Here's the Russian "ItemsDescribe.txt". I've copied the lines for "bladewood2" from "WoodesRogers". "itmname_pistolhand2" and the formerly blank or non-existent "itmdescr" lines now have dots, e.g.:
Code:
itmdescr_treasure1
{
.
}

I've also done the same to the English and Spanish versions.
Added more dots in empty brackets!
126, 509, 906, 912, 918, 1090, 1102, 1108, 1126, 1279, 1541, 1547, 1553, 1559
 

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Names of characters that are not translated in the Devlin plot:
"Toni Haraldo", "Doma Perignone", "Isabel Marino", "Franz Gynster", "Puerta Velador", "Kofi Macchiato", "Guzman", "Audience", "Chico Malo", "Johnny Jackson", "Buffoon", "Lorena Lopez", "Guille The Kid", "Silvia Haraldo", "Triton Barbos", "Bonto", "Ernesto Haraldo", "Pepe Grande", "Private Pyle", "Borgen Feck", "Cheyenne", "Contessa Calzone", "Humana Osseus", "Torsten Storenfried", "Jackie Johnson", "Lt Bornhowler", "Lieselotte", "Finstock", "Kurt Krautwurm", "Donkey Kong", "Georg Geheim", "Margrit Eugster"

Names of characters whose one part of their name is not translated:
"Rico Диас", "Grey Роджер", "Sixto Коста", "Жиль Roche1", "Dirty Цезарь", "Lil Карлос", "Салли Sloop", "Мартин Jauri", "Марсель Jauri", "Отец Ferdinand", "Вождь Cunning Frog", "Месье Mondo", "Анна Shirley", "Bionicle Билл", "Антониo de las Casas (This is the governor in the residence of Martinique, perhaps the letters of the name were copied incorrectly somewhere.)"
 
Added more dots in empty brackets!
126, 509, 906, 912, 918, 1090, 1102, 1108, 1126, 1279, 1541, 1547, 1553, 1559
It turns out that this is unnecessary. An experiment with similar sections in "Woodes Rogers" showed that descriptions like this:
Code:
itmdescr_bladebarrel_gp0
{

}
... are fine. They produce an invisible description. It is a completely empty description or name such as:
Code:
itmname_pistolhand2        {}
... which 'TranslateString' sees as untranslated and returns "itmname_pistolhand2". Items with no description at all, e.g.:
Code:
itmname_treasure1        {Prodigious Punch Bowl}
itmname_treasure2        {Censer}
itmname_treasure3        {Opal}
itmname_treasure4        {Elephant}
will probably also produce untranslated lines like "itmdescr_treasure1".

You also put a word in the translation for "itmname_pistolhand2" (line 524). As I understand it, @Jack Rackham wanted this left blank; we need to add a dot there so that 'TranslateString' has something to find, but probably not a descriptive word.
 
Names of characters that are not translated in the Devlin plot:
"Toni Haraldo", "Doma Perignone", "Isabel Marino", "Franz Gynster", "Puerta Velador", "Kofi Macchiato", "Guzman", "Audience", "Chico Malo", "Johnny Jackson", "Buffoon", "Lorena Lopez", "Guille The Kid", "Silvia Haraldo", "Triton Barbos", "Bonto", "Ernesto Haraldo", "Pepe Grande", "Private Pyle", "Borgen Feck", "Cheyenne", "Contessa Calzone", "Humana Osseus", "Torsten Storenfried", "Jackie Johnson", "Lt Bornhowler", "Lieselotte", "Finstock", "Kurt Krautwurm", "Donkey Kong", "Georg Geheim", "Margrit Eugster"

Names of characters whose one part of their name is not translated:
"Rico Диас", "Grey Роджер", "Sixto Коста", "Жиль Roche1", "Dirty Цезарь", "Lil Карлос", "Салли Sloop", "Мартин Jauri", "Марсель Jauri", "Отец Ferdinand", "Вождь Cunning Frog", "Месье Mondo", "Анна Shirley", "Bionicle Билл", "Антониo de las Casas (This is the governor in the residence of Martinique, perhaps the letters of the name were copied incorrectly somewhere.)"
This English version of "characters_names.txt" should now have all of those added.
 

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1) The hermit's location does not load - black screen.
resource\models\locations\Pirate Fort\PiF_l_BTP.gm: can't open geometry file
2) When changing a character in Martinique, the name became untranslatable.
3) Some characters have a problem with the name; it translates as the name of objects or locations.
"Short Jack Gold" ("Коротышка Джек Голд" - This is how it should be in characters_names.txt). The word "Gold" is translated as money from a character from another place, and not the name from characters_names.txt
"Jungle Julia" (Jungle - translated as location. Must be "Джангл Джулия") -
"Settlement Idiot" (Settlement - translated as location. Must be "Поселенец Идиот")
"Compulsive Swindler" (Swindler - translated as a person's reputation (But here the translation is correct) . Must be "Навязчивый Аферист")
 

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1, 2: I'll be re-uploading the update soon as there were some other omissions as well. It will then include the missing locator file and a version of "quests_reaction.c" which translates "Beatrice" and "Devlin". (The switches from Beatrice to Bonnie or Blaze already include translation commands but for some reason they were left out of the switch back to Beatrice.)
3: In "PROGRAM\Storyline\DevlinOpera\characters\init\Story.c", in Short Jack Gold's definition on line 266, change "Gold" to "GoldDO". In "characters_names.txt", change the key from "Gold" to "GoldDO". The reason you're seeing the other translation is that 'TranslateString' checks "common.ini" first, finds a translation for "Gold" there, and does not look at "characters_names.txt".
I don't see the problem with translating "Jungle" as a jungle location. It means that Julia is from such a location.
"Village Idiot" - perhaps the translation of "Village" in "interface_strings.txt" needs to be corrected from "Settlement" to "Village".
"Compulsive Swindler" - the only "Compulsive" character I can find is "Compulsive Gambler". Is "Gambler" wrongly translated in "common.ini"?
 
"Compulsive Swindler" - the only "Compulsive" character I can find is "Compulsive Gambler". Is "Gambler" wrongly translated in "common.ini"?
Yes, it was translated incorrectly by the old translator.
3: In "PROGRAM\Storyline\DevlinOpera\characters\init\Story.c", in Short Jack Gold's definition on line 266, change "Gold" to "GoldDO". In "characters_names.txt", change the key from "Gold" to "GoldDO". The reason you're seeing the other translation is that 'TranslateString' checks "common.ini" first, finds a translation for "Gold" there, and does not look at "characters_names.txt".
On line 227 (Story.c) I renamed it to "GoldDO" and added it to characters_names.
"Village Idiot" - perhaps the translation of "Village" in "interface_strings.txt" needs to be corrected from "Settlement" to "Village".
On line 986 (Hispaniola.c) I renamed it to "VillageI" and added it to characters_names.
I don't see the problem with translating "Jungle" as a jungle location. It means that Julia is from such a location.
On line 554 (Hispaniola.c) I renamed it to "JungleJ" and added it to "characters_names". This can also be translated as you said, but you will need to swap the words like this "Джулия из Джунглей" - but it's easier to transcribe.
 

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On line 227 (Story.c) I renamed it to "GoldDO" and added it to characters_names.
It's now line 266, and your version is missing "Fake Bea". Attached is the complete version.

On line 986 (Hispaniola.c) I renamed it to "VillageI" and added it to characters_names.

On line 554 (Hispaniola.c) I renamed it to "JungleJ" and added it to "characters_names". This can also be translated as you said, but you will need to swap the words like this "Джулия из Джунглей" - but it's easier to transcribe.
I've changed both "Jungle Julia" and "Village Idiot" to be single lines so you can translate them properly. Please change "characters_names.txt" to translate those, rather than "JungleJ" and "VillageI".
 

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I hope I did this correctly. Thanks for the help!
You did, I didn't. Originally I intended to simply replace "Village" with "VillageDO" ("DO" for "Devlin Opera"). After deciding to do it properly and change it to a single line, I forgot to take the "DO" out of the line; it should not be necessary if 'TranslateString' looks for "Village Idiot" instead of "VillageDO" and "Idiot". The single line for "Idiot" is also no longer needed. So here are "Hispaniola.c" with the "DO" removed, and "characters_names.txt" with both "DO" and "Idiot" removed.
 

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After lines 34-35 Hermit_dialog.h the game crashes after several attempts. Also save before talking to the hermit.
 

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"compile.log" shows that the game loads "quest_reaction.c", loads location "Byrne_outside", then loads location "Byrne_inside". It shows no further quest progress.
"error.log" shows an error in "utils.c" but the line number is in a piece of code about savegame profiles. It probably happened either when you started the game and it tried to load your profiles for "DevlinOpera", or when you loaded or saved a game.
"system.log" only reports missing texture file "resource\textures\TIPS\RUSSIAN\TIPS_0054.TGA.tx". That shouldn't crash the game - those reports will happen every time you move to a new location. There are two such lines, probably one for when you loaded the savegame and teleported to outside the house, and one for when you went into the house.

The part of "Hermit_dialog.c" which uses lines 34 and 35 is case "wrapup5". This ends by triggering quest case "Wait_Annie_one_more". "compile.log" does not show this quest case. So that is probably where the game crashed. That quest case should only make Annie O'Byrne talk to you. Is she there?

The first real problem I see is that Russian "Annie_dialog.h" is incomplete. The English version goes down to line 51. The Russian version only goes to line 13. And quest case "Wait_Annie_one_more" wants to use dialog case "Wants_Officer", which needs lines 36-39. But that should not normally crash the game completely; I'd expect Annie to have a blank dialog, and "error.log" should have a line about "Annie_dialog.c".

Try finishing the translation of "Annie_dialog.h", then see if the game works any better.
 
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