1: Add that to "storyline_string.txt" after line 119, "After escaping the Maltese Order's destruction of your lair in Italy, you've fled to the Caribbean vowing for vengeance in the name of the Prince of Darkness...". Also use the attached version of "PROGRAM\Storyline\FreePlay\StartStoryline.c" which makes "Disciple" translatable.
2: Try this version of "PROGRAM\INTERFACE\ship.c". Previously it had its own way of creating the character's name, now it just uses standard function 'GetMySimpleName'.
3: Try playing the sidequest "Strange Things Going On in the Archipelago". Check if the Montanez, the Satanist ships which attack it, and the Mefisto of the sidequest, all have their names translated.
4: The attached, zipped version of "RESOURCE\Textures\INTERFACES\itemsAS.tga.tx" has the ruby sword added.
5: As an experiment, try changing "initModels.c", line 10501, "Bootstrap Bill" to "Bootstrap_Bill". Change "storyline_strings.txt", line 503, to match. Then see how Bootstrap Bill appears. If that works, I'll need to go through "initModels.c" again and do to first names what I already did to last names.
2: Try this version of "PROGRAM\INTERFACE\ship.c". Previously it had its own way of creating the character's name, now it just uses standard function 'GetMySimpleName'.
3: Try playing the sidequest "Strange Things Going On in the Archipelago". Check if the Montanez, the Satanist ships which attack it, and the Mefisto of the sidequest, all have their names translated.
4: The attached, zipped version of "RESOURCE\Textures\INTERFACES\itemsAS.tga.tx" has the ruby sword added.
5: As an experiment, try changing "initModels.c", line 10501, "Bootstrap Bill" to "Bootstrap_Bill". Change "storyline_strings.txt", line 503, to match. Then see how Bootstrap Bill appears. If that works, I'll need to go through "initModels.c" again and do to first names what I already did to last names.