RUNTIME ERROR - file: dialog_func.c; line: 300Is there anything about it in "error.log"?
function 'TranslateString' stack error
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RUNTIME ERROR - file: dialog_func.c; line: 300Is there anything about it in "error.log"?
This file is the same as mine, there are no changes. Crimson Blood ship.Try this version. I'd forgotten to put a second argument into 'TranslateString', and anyway, "Black Pearl" and "Crimson Blood" are translated in "common.ini" so 'XI_ConvertString' will translate them.
Which ship does Jaoquin de Masse have in your game - Black Pearl or Crimson Blood?
Preprocessor_Add("stolen_ship", XI_ConvertString(Preprocessor_Get("uncursed_ship")));
After I inserted the file, everything was written correctly - Crimson Blood ship.Try downloading it again - I've uploaded the correct version.
The reason I asked about the ship is that while the English version of "blaze_dialog.h" originally said "#suncursed_ship#", the Russian version said "#scursed_ship#". One of them is going to show the wrong ship. If Jaoquin de Masse has Crimson Blood and the new version says "Black Pearl", change this line in "blaze_dialog.c":Replace "uncursed_ship" with "cursed_ship".Code:Preprocessor_Add("stolen_ship", XI_ConvertString(Preprocessor_Get("uncursed_ship")));
I see, thanks for the answer. I thought it worked for the flag.What is your own status with the pirates? That's what is being checked. It has to be that way. If the game were checking your flag, you could be hostile to pirates, fly a false pirate flag and be sent to the port. If the fort then recognises you then it will attack. So, if you are friendly to pirates then you'll go to Turks Port, regardless of which flag you are flying.
The normal "Strange Things Going on in the Caribbean" does the same, though of course it checks your status with Spain as the action happens at Puerto Rico.
So, in both versions, if you are friendly to the fort but unwise enough to approach the island under a false, hostile flag, you'll end up in port and the fort will attack.
DisableFastTravel(true);
DisableFastTravel(false);
A delay would probably not work. But as the self dialog is what triggers the second group to attack, it should be possible to force the player to sheath the sword before the dialog, then draw it again ready for the next fight. In "quests_reaction.c", at the bottom of case "davy_townfight_run", add this just before the self dialog code:Is it possible to make a delay after the first detachment until the dialogue about the need to flee? In this quest, I always skip this dialogue because I accidentally hit the enemy with my sword and press the left mouse button one more time.
LAi_SetFightMode(PChar, false);
LAi_SetFightMode(PChar, true);
"Davy Jones_dialog.c", case "begin_17":Davy Jones_dialog.h - in line 36 there is a space before the question mark.
dialog.text = DLG_TEXT[34] + GetMyFullName(PChar) + " !";
"PROGRAM\Storyline\JackSparrow\dialogs\Turks_prison_guard1_dialog.c", case "Bribe_smugglers2": change:I also discovered that when I gave the money to the 'Gold removed -10000' smugglers, it didn’t transfer.
Logit("Gold removed -10000");
Logit(TranslateString("","Gold removed -10000"));
1: At case "tp_deck_shipwreck", replace:And the last problems that I noticed in the Dead man's chest quest:
1) After meeting Tia Dalma, Will Turner's name is not translated into Russian.
2) I noticed that an old video was playing in the case: "Video_at_shipwreck_dutchman2"
So I changed the code, but you might want to delete the old version and keep my version, because it is wordless and of better quality.
if(LanguageGetLanguage() == "RUSSIAN") PostVideoAndQuest("LegendJackSparrow\RUSSIAN\DMC_Wreck_dutchman_appear", 25, "Video_at_shipwreck_dutchman3");
else PostVideoAndQuest("LegendJackSparrow\DMC_Wreck_dutchman_appear", 25, "Video_at_shipwreck_dutchman3");
3) Also, Will Turner, after dying from Davy Jones' team, becomes Guy Verbinski.
PChar.name = "William";
PChar.lastname = "Turner";
PChar.name = TranslateString("","William");
PChar.lastname = TranslateString("","Turner");
PChar.name = TranslateString("","William");
PChar.lastname = TranslateString("","Turner");
No, Will Turner is still Guy Verbinski, he should be given the name of the person who played Jack at the very beginning of the game.3: Try adding those same lines to case "set_crew_and_will_fade":
Yes, it worked. I put them at the very end of set_crew_and_will.Try putting those lines in "set_crew_and_will" instead. In any case, this will only work if you reload a save from before you were killed by Davy Jones' crew.
Incidentally, at case "tp_deck_after_shipwreck", you'll also need to add 'TranslateString' to the lines setting your name back to Jack Sparrow.