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Crewmember of{Crewmember of}
's crewmember{'s crewmember}
switch(LanguageGetLanguage())
{
case "SPANISH": Characters[GetCharacterIndex("Blaze_Crewmember_01")].name = TranslateString("","Crewmember of") + " " + GetMyName(PChar); break;
Characters[GetCharacterIndex("Blaze_Crewmember_01")].name = GetMyName(PChar) + " " + TranslateString("","'s crewmember");
}
That's right, "Crewmember of Nathaniel", but then there is another problem... If Nathaniel is taken from the name of the character, then it will not be correct. It would make sense that this crew member's name is Nathaniel. So it will be in Russian: "Член экипажа Натаниэль", but it should be "Член экипажа Натаниэля". This can be circumvented by translating it as "A member of the captain's crew named Nathaniel" - "Член экипажа капитана по имени Натаниэль"(I have attached the file with this translation).Should Russian put the player's name before or after the crewmember - should it translate "Nathaniel's crewmember" or "Crewmember of Nathaniel"? If the second, I'll add a 'case "RUSSIAN" line the same as for "SPANISH".
switch(LanguageGetLanguage())
{
case "SPANISH": temp = TranslateString("","Crewmember of") + " " + GetMyName(PChar); break;
case "RUSSIAN": temp = TranslateString("","Crewmember of") + " " + GetMyName(PChar) + "a"; break;
temp = GetMyName(PChar) + " " + TranslateString("","'s crewmember");
}
for(n=1; n<=3; n++)
{
Characters[GetCharacterIndex("Blaze_Crewmember_0"+)].name = temp;
}
case "RUSSIAN": temp = TranslateString("","Crewmember of") + " " + strleft(GetMyName(PChar), strlen(GetMyName(PChar))-1) + "a"; break;
traceandlog("Blaze_Crewmember_01 is now called '" + GetMyFullName(CharacterFromID("Blaze_Crewmember_01")) + "'");
File didn't load. It's not in the previous post. Anyway, Anyway, I'll watch it late at night, I need to drive off.That should not be a problem. I've just re-uploaded "quests_reaction.c" in my previous post. The code to rename the crewmembers is now moved up to the end of case "Story_leavingOxbay" and now has a Russian case:Replace the "a" with the correct character, save the file and upload it again - but make sure to save it as ANSI so that the correct ASCII character is in there. Then translate "Crewmember of" in that version of "interface_strings.txt" and upload that as well.Code:switch(LanguageGetLanguage()) { case "SPANISH": temp = TranslateString("","Crewmember of") + " " + GetMyName(PChar); break; case "RUSSIAN": temp = TranslateString("","Crewmember of") + " " + GetMyName(PChar) + "a"; break; temp = GetMyName(PChar) + " " + TranslateString("","'s crewmember"); } for(n=1; n<=3; n++) { Characters[GetCharacterIndex("Blaze_Crewmember_0"+)].name = temp; }
If the player's name always has the "ь" on the end then it should be possible to cut it off before adding "я":Code:case "RUSSIAN": temp = TranslateString("","Crewmember of") + " " + strleft(GetMyName(PChar), strlen(GetMyName(PChar))-1) + "a"; break;
You can test that it works. You'll need to start a new game of "Tales of a Sea Hawk". Put this into "console.c":Then press F12 any time after the video of the French attack on Speightstown.Code:traceandlog("Blaze_Crewmember_01 is now called '" + GetMyFullName(CharacterFromID("Blaze_Crewmember_01")) + "'");
COMPILE ERROR - file: storyline\standard\quests\quests_reaction.c; line: 182That should not be a problem. I've just re-uploaded "quests_reaction.c" in my previous post. The code to rename the crewmembers is now moved up to the end of case "Story_leavingOxbay" and now has a Russian case:Replace the "a" with the correct character, save the file and upload it again - but make sure to save it as ANSI so that the correct ASCII character is in there. Then translate "Crewmember of" in that version of "interface_strings.txt" and upload that as well.Code:switch(LanguageGetLanguage()) { case "SPANISH": temp = TranslateString("","Crewmember of") + " " + GetMyName(PChar); break; case "RUSSIAN": temp = TranslateString("","Crewmember of") + " " + GetMyName(PChar) + "a"; break; temp = GetMyName(PChar) + " " + TranslateString("","'s crewmember"); } for(n=1; n<=3; n++) { Characters[GetCharacterIndex("Blaze_Crewmember_0"+)].name = temp; }
If the player's name always has the "ь" on the end then it should be possible to cut it off before adding "я":Code:case "RUSSIAN": temp = TranslateString("","Crewmember of") + " " + strleft(GetMyName(PChar), strlen(GetMyName(PChar))-1) + "a"; break;
You can test that it works. You'll need to start a new game of "Tales of a Sea Hawk". Put this into "console.c":Then press F12 any time after the video of the French attack on Speightstown.Code:traceandlog("Blaze_Crewmember_01 is now called '" + GetMyFullName(CharacterFromID("Blaze_Crewmember_01")) + "'");
In the code, I changed the letter "а" to "я" so that it is correct - line 180Oops!
This one does work. It checks the player's name for "ь" on the end and if the letter is there, it is cut off. I found a translation of "Bertillon's Guard" with "а" on the end of "Bertillon", so I copied the letter and added it onto the end of the player's name. Then I put some lines into "console.c" to show the names of Gordon Carpenter and all three "Blaze_Crewmember" characters:
View attachment 42384
All it needs now is for "Crewmember of" to be translated in "interface_strings.txt".
Everything is right there.Check "characters_names.txt", line 991, for "Bertillon's guard" - I copied the letter from there, so it may be wrong as well.
This will most likely be "Даниэл" - man; Даниэль - woman. With an 'ь' at the end.Is there a way in Cyrillic to make "Danielle" different from "Daniel"? "Daniel" stresses the first syllable, "DANiel", and is a man's name. "Danielle" stresses the second syllable, "danIELLE", and is a woman's name. Nathaniel Hawk's companion is not Daniel!
Does that mean that the Cyrillic version of "Nathaniel" is wrong? The stress is on the middle syllable - nathANiel. Should it therefore have the "ь" removed?This will most likely be "Даниэл" - man; Даниэль - woman. With an 'ь' at the end.
I don't know if the sounds are correct because I can't speak Russian. Does the game play the Russian voice files at all?How are the sounds? Does it make sense to do them or will it not be possible to make them reproduce? There are 15 sounds left in Hornblower, but they are difficult to find, for example Keene, the dialogues are very mixed up (they are in the wrong order in the film) ... I found these phrases in English subtitles and in the film script and wrote down the approximate time in text file of all found files for the Spanish version if needed.
I used to also wonder why the main character was called that, but since the developers made this name, then let it be so, because everyone is already used to it.Does that mean that the Cyrillic version of "Nathaniel" is wrong? The stress is on the middle syllable - nathANiel. Should it therefore have the "ь" removed?
No sounds from the Sounds\VOICE\RUSSIAN folder are not played.I don't know if the sounds are correct because I can't speak Russian. Does the game play the Russian voice files at all?
Here's why. In "PROGRAM\Storyline\Hornblower\dialogs\Captain Keene_dialog.c", case "First_orders3" for example:No sounds from the Sounds\VOICE\RUSSIAN folder are not played.
PlaySound("VOICE\ENGLISH\Keene02.wav");
Next time that happens, quit the game, then check "compile.log" - or post it here. There should be a message about why a fort (or ship) fired at you. Were you anywhere near Hispaniola under a different flag at any time before that? Forts can see a long way, especially in daylight, which is why if you're at Saint Martin and you dock at Philipsburg under a Dutch flag, you'll probably be attacked if you then go to Marigot under a French flag.I also decided to quickly check the free plot of De La Croix and at some point I am shelled by the French fort of Port-au-Prince, although I have a French flag. Even if I somehow tried to survive, the music of the exit to the global map is played, but there is no icon itself.
"Mon dieu": that came from "PROGRAM\DIALOGS\Havana_Crewmember_dialog.c", line 25:Also found a few untranslated things
Preprocessor_Add("mygod", "Mon dieu");
I never intended to go so far as to dub the voice lines in Spanish, to be honest.I found these phrases in English subtitles and in the film script and wrote down the approximate time in text file of all found files for the Spanish version if needed.
I have attached the archiveNext time that happens, quit the game, then check "compile.log" - or post it here. There should be a message about why a fort (or ship) fired at you. Were you anywhere near Hispaniola under a different flag at any time before that? Forts can see a long way, especially in daylight, which is why if you're at Saint Martin and you dock at Philipsburg under a Dutch flag, you'll probably be attacked if you then go to Marigot under a French flag.
FLAGS: The 'Ïîðò-î-Ïðåíñ Fort' remembers us as Spanish
Then at present, the translation only uses the female version - all translations of both "Daniel" and "Danielle" have that letter. That's fine for Danielle Greene but not good for Daniel Montbars, a character in the "Bartolomeu" storyline! I edited "RESOURCE\INI\TEXTS\Russian\Storyline\Bartolomeu\characters_names.txt", removed the last letter from the end of the line for "Daniel", wrote a line in "console.c" to show the name of Daniel Montbars, and started a new game in Russian.This will most likely be "Даниэл" - man; Даниэль - woman. With an 'ь' at the end.
There is no Russian "Keene02.wav". But there are "Sawyer01.wav", "Sawyer02.wav", and so on. So here is "Captain James Sawyer_dialog.c" with new code to check for a language-specific voice folder and use it if it exists, otherwise use the English folder. You can test it easily because you meet Captain Sawyer in the Naval Academy right at the start of the game. One problem is that you can hear the English voice "Come on boy, we won't eat you" as well as the Russian voice. That's not because the game is trying to play both sounds, it is because "Sawyer01.wav" has both English and Russian!Here's why. In "PROGRAM\Storyline\Hornblower\dialogs\Captain Keene_dialog.c", case "First_orders3" for example:I'll need to check if "VOICE\"+GetLanguage()+"\Keene02.wav" exists, if so then play it, otherwise play "VOICE\ENGLISH\Keene02.wav" by default. And then do that for all other 'PlaySound' commands in "Hornblower" dialog files.Code:PlaySound("VOICE\ENGLISH\Keene02.wav");
Yesterday I uploaded almost all the audio files in Hornblower's thread except for these two because it's been a long time to find them: Hornblwr01; Hornblwr02.There is no Russian "Keene02.wav". But there are "Sawyer01.wav", "Sawyer02.wav", and so on. So here is "Captain James Sawyer_dialog.c" with new code to check for a language-specific voice folder and use it if it exists, otherwise use the English folder. You can test it easily because you meet Captain Sawyer in the Naval Academy right at the start of the game. One problem is that you can hear the English voice "Come on boy, we won't eat you" as well as the Russian voice. That's not because the game is trying to play both sounds, it is because "Sawyer01.wav" has both English and Russian!
Another problem is that once the dialog file has decided to use the Russian voice folder, it will play nothing if a specific file does not exist. So there's no point in doing this to "Archie Kennedy_dialog.c", for example, because there is "Archie02.wav" but there is no "Archie01.wav". It is "Archie01.wav" which is used several times in the dialog. "Archie02.wav" does not seem to be used at all, though I can see one place in the dialog where it could make sense.
The fact is that not all names depend on this sign, for example, the name Miguel. Without the "ь" at the end, it just doesn't sound right. He kind of softens the word. Miguel' - Мигель.If that is correct, I can edit "Characters_names_ru.c", find the translations of "Daniel", and remove the last letters. Random men called Daniel will then also not have the "ь" on the end.