• 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 tested your save game now @AkrimalS. And it is as @Grey Roger says: a special "blade"item + a standard pistol gives the shiny metal look.
I tested to lift out EnvAmmo.tga (which the standard pistols use) from the game and all works fine. (expect some error messages) So it's hard to tell what EnvAmmo does.
It makes weapons shiny. If it's removed, the special equipment used for the storyline no longer shines, but neither do weapons which should. For example, the cutlass, with and without "EnvAmmo.tga.tx":
blade_shiny.jpg blade_dull.jpg

If the special items aren't shiny when you're not carrying a regular weapon, would it be practical to forcibly disarm the player after picking up one of the special items? You probably don't want the player switching weapons anyway. For example, if Pyle has just collected the spade, the next thing he's supposed to do is dig up the anchor, then find a use for the anchor - he shouldn't be switching to a sword and he doesn't need a pistol for any of this.

For comparison, "Hornblower" disarms the player during the scene in the Spanish prison. Hornblower is equipped with fists and cobblestone to make him look unarmed and isn't allowed to re-equip weapons until he's released from prison. It would look silly for him to be a prisoner of war and still carrying a sword and pistol!
 
Ok, EnvAmmo has to stay then.

would it be practical to forcibly disarm the player after picking up one of the special items
Guess it could be done but there are some things to check.
I'll take a look.

I'm working on two other things where I've already changed some of the files I'll have to change for this.
So after I finished that I'll continue to the gun disarm thing.
 
Last edited:
Here are some more blue textures! There are flags, a stick in the tower and a lever on the island.
 

Attachments

  • 12412.png
    12412.png
    952.6 KB · Views: 49
  • 21421.png
    21421.png
    845.6 KB · Views: 53
  • 12312.png
    12312.png
    747.6 KB · Views: 54
1: "Sérgio Soares Gomes" is not translated because his names in "TempQuest.c" do not have the 'TranslateString' command. "Pusinante" has no 'TranslateString' either, nor is it included in "characters_names.txt".

@Jack Rackham: is there a reason why all the "car_marine" characters up to "car_marine6" have the name "Marine" but all the higher number characters have the number in their names, e.g. "car_marine9" has "Marine9"?

Apart from that, the attached "TempQuest.c" has the missing 'TranslateString' commands added. "characters_names.txt" has new lines near the top for "King David", "Crimson Pirate", "Freedman", "Gunnar" and "Musician" as those names come from "quests_reaction.c"; new line 259 for "Pusinante"; and new lines near the bottom for "Convict" and several others. All of these need to be translated.

2: "An item has been removed from your inventory" probably comes from "quests_reaction.c", case "quest_item":
Code:
Logit(TranslateString("","An item has been removed from your inventory"));
For reasons best known to some earlier programmers, the key text "You give item" translates through "common.ini" to "An item has been removed from your inventory", so "PROGRAM\Characters\CharacterUtilite.c" uses 'Log_SetStringToLog(XI_ConvertString("You give item"))' whenever you lose an item. Perhaps "quests_reaction.c" should be changed to match?

The attached "interface_strings.txt" now includes:
"Townhall office" - line 2322, translation copied from part of line 2321
"No, the Gold Coins are too heavy - the crew will take them to the ship." - line 2413, needs to be translated
"Kristiania Usurerhouse. Closed today because of the naval visit.")
"Kristiania Blacksmith. Closed today because of the naval visit." ) - lines 2323-2326, need to be translated
"Kristiania Apothecary. Closed because of illness." )
"Kristiania prison. Vistors not allowed." )

3: Add a translation of "Den svenske islandsfararen" to the end of "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\WoodesRogers\storyline_strings.txt". The attached version of "PROGRAM\NK.c" should automatically translate the ship's name in function 'GiveShip2Character'.

4: I can't see where the letters are displayed in the game code. The wind directions should now be translated from "DIR_E" and "DIR_S". So try changing the translations of "E" and "S" in "interface_strings.txt" to Cyrillic "E" and "S" instead of translations of directions.
 

Attachments

  • characters_names.txt
    7.9 KB · Views: 67
  • interface_strings.txt
    142.4 KB · Views: 48
  • NK.c
    207.5 KB · Views: 50
  • TempQuest.c
    737 KB · Views: 48
is there a reason why all the "car_marine" characters up to "car_marine6" have the name "Marine" but all the higher number characters have the number in their names, e.g. "car_marine9" has "Marine9"?
I think it was away for me to check who did died or didn't show up properly while testing. Sorry, those numbers should have been removed.
 
I've just re-uploaded "TempQuest.c" to my previous post, with all "car_marine" characters' lastnames set to 'TranslateString("", "Marine")'.

What happened to "car_marine24"? ;)
 
4: I can't see where the letters are displayed in the game code. The wind directions should now be translated from "DIR_E" and "DIR_S". So try changing the translations of "E" and "S" in "interface_strings.txt" to Cyrillic "E" and "S" instead of translations of directions.
The translation does not give anything, since these letters come first in interface_strings.txt
Outputs from lines 433,437
S{"Ю"}
E{"В"}
Flag letters 2445-2454
R{R}
T{T}
D{D}
E{E}
F{F}
P{P}
S{S}
I{I}
A{A}
U{U}
 

Attachments

  • interface_strings.txt
    142.7 KB · Views: 52
  • 214124.png
    214124.png
    907.3 KB · Views: 50
  • 214421.png
    214421.png
    967.3 KB · Views: 42
First make a copy of your current "interface_strings.txt" in case this breaks something else. Then see what happens if you delete lines 429-444 - try sailing around for a while and see if directions are still correctly translated for winds and for objects sighted at sea. If anywhere else then shows untranslated "N", "E", "W", "S" etc., you'll need to put the original file back.

Otherwise, @Jack Rackham, where is the code to display those letters for the flags? Perhaps change them to "Flag_R", "Flag_T" etc., then translate them to "R", "T" etc. in "interface_strings.txt". That should stop them from being wrongly translated from anywhere else.
 
I have reworked the prison_bridge and the prison_pier. Both now have walk patches. Also added lanterns and more characters.
Fixed doors that were flipping between visible/invisble when you turned around and a boat bug.

prison_bridge.jpg prison_pier.jpg

I have made a folder of this + the three small fixes I've already uploaded.
Keep the folder for a while as I'm continuing to the shiny items bug. (can be some same files)
 
First make a copy of your current "interface_strings.txt" in case this breaks something else. Then see what happens if you delete lines 429-444 - try sailing around for a while and see if directions are still correctly translated for winds and for objects sighted at sea. If anywhere else then shows untranslated "N", "E", "W", "S" etc., you'll need to put the original file back.
If I remove this, the wind direction will break when using the compass.
Also added lanterns and more characters.
Are these people already in the game or do their names also need to be translated?
 

Attachments

  • 1.png
    1.png
    919.6 KB · Views: 49
If I remove this, the wind direction will break when using the compass.
What is wrong with the line shown in picture "1.png"?

The picture shows the direction still being translated. It's three letters so I'm guessing it's either SSE or SSW, and it's probably being translated from "Dir_SSE" or "Dir_SSW" (lines 452 and 454). In my copy of Russian "interface_strings.txt", at least, those are both translated exactly the same as "SSE" and "SSW" (lines 436 and 438).

If any direction is still being translated from lines 429-444, removing those lines will mean the direction is untranslated and you'll see Western "SSE" instead of Russian letters.
 
If any direction is still being translated from lines 429-444, removing those lines will mean the direction is untranslated and you'll see Western "SSE" instead of Russian letters.
I tried removing lines 429-444, but what do they do? Everything is fine on the screenshot, I thought if I deleted them this translation would break, but it happens using the directions marked Dir_.
After removal, the flag letters are displayed normally.
 
I tried removing lines 429-444, but what do they do? Everything is fine on the screenshot, I thought if I deleted them this translation would break, but it happens using the directions marked Dir_.
After removal, the flag letters are displayed normally.
The code for displaying directions used those lines but there was another problem also caused by one of the lines being translated somewhere else. So I changed the code for displaying directions to use "Dir_N", "Dir_S" etc., added lines to "interface_strings.txt" to translate those, but left the original lines 429-444 in place in case they were used somewhere else.

But now it seems that lines 429-444 are not only doing nothing useful, they're causing trouble. If removing them breaks something else, they'll need to be put back and the "Woodes Rogers" flag code will need to be changed.

And now I think the flag code may need to be changed anyway. What happens when you raise the Swedish flag at this point in "Woodes Rogers"?
 
And now I think the flag code may need to be changed anyway. What happens when you raise the Swedish flag at this point in "Woodes Rogers"?
With lines 429-444 removed it will show the correct letter S, which comes from lines 2429-2438.
Without deleted ones, it will show line 437 S{"Ю"}
 

Attachments

  • 1699456153553.png
    1699456153553.png
    927.4 KB · Views: 55
Completed a couple of side quests:
Zaid Murro's problems and Escort Vigila Mendes' ship
1)Escort Vigila Mendes' ship:
After talking with zaid murro in San Juan, there is no entry in the quest log that his captain is in the store, is that how it should be? It's worth adding to the ship's log entry Escort Vigila Mendes' that I met a man named Zaid Murro on the pier, and he thinks that the captain needs an escort or something like that...
2)Zaid Murro's problems:
The message that Zaid gave me a spyglass is not translated here.
"Zaid gives you a very useful spyglass!"
 

Attachments

  • 124214.png
    124214.png
    1.1 MB · Views: 40
1: No quest entry should be added here. This is just a hint that the quest exists. Other quests are hinted by rumours from town citizens; those also do not normally have questbook entries. You get the questbook when you start the quest.

2: That line is in "PROGRAM\QUESTS\Quest_Messages.h", along with several others. Almost all of these messages are also copied into "RESOURCE\INI\TEXTS\RUSSIAN\globals.txt", which is where they are translated, but for some reason, QUEST_MESSAGE13 was never copied over. Edit "globals.txt" and add a line for QUEST_MESSAGE13 ("Zaid gives you a very usefull spyglass!"). Download this version of "PROGRAM\DIALOGS\zaid murro_dialog.c" which has a corrected version of the command to display that line so that it will be translated from "globals.txt". (Some other quest messages are translated in "globals.txt" but the commands to display them are still the old version. So you might see another of them still in English. I've tried to find all such outdated commands and corrected them, and the corrections will be in the next update.)
 

Attachments

  • zaid murro_dialog.c
    8.7 KB · Views: 44
Back
Top