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WIP Spanish translation

Here. I replaced a couple of strings that were only in the usurer_dilaog.c file (the ones for investing three qurters of the player's wealth) for DLG_TEXT calls and added them at the end of both Spanish and English .h files. There's also the officer and the enemy captain dialogs and Mr. Gibbs because I noticed he was showing a blank dialog in Spanish as several strings were missing from his file.
 

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  • DIALOGS.zip
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The problem with the exclamation marks is that some of those strings start already with an excalmation mark belonging to the previous sentence so depending on the order in which they are assembled, the same sentence may or may not show up with an exclamation mark, and so I can't place a fixed opening exclamation mark because it's kind of random whether many sentences will have a closing exclamation mark, depending on which other string happens to be next in that particular combination. These days, I don't have the time to try and sort that out. You're welcome to try and I could check out the results afterwards, but it may be less of a headache to leave the full stops. It wouldn't be unusual for many of those lines to be read like more dispassionate statements rather than full on exclamations anyway.
I've left the exclamation marks in "common.ini" - they're staying in the English version and will probably be in other translations, so Spanish may as well be consistent. Having already set up the prefixes as variables in "gamble.c", I've been making use of them. Poker is done and tested, both in tavern and tournament. Next phase: vingt-un.

There was one problem in the tournament, nothing to do with exclamation marks. This phrase is in "interface_strings.txt" to confirm whether you want to exit the game:
Si te retiras perderás, a no ser que hayas jugado 50 manos o tengas todas las fichas. ¿Seguro que quieres salir?
Can that be rephrased to make it a bit shorter? It doesn't fit in the box and the last two words don't show up, all you see is:
Si te retiras perderás, a no ser que hayas jugado 50 manos o tengas todas las fichas. ¿Seguro que

Also, I've added inverted exclamation marks to almost all the swearing. This is because the phrases are used by function 'RandSwear()' in "PROGRAM\Dialog_func.c", which adds an exclamation mark after each one (apart from "Censored obscene language"). In fact, it adds a double exclamation mark - does that mean the sentence in Spanish should start with a double inverted exclamation mark?
 
Yes, exclamation and interrogation marks are always mirrored, if there's two or more at the end, there has to be the same number at the beginning. Equally, if there's a "!?" or a "?!", the order is also mirrored, resulting in "¿¡ !?" or "¡¿ ?!".

Hopefully this is short enough
Si te retiras perderás, salvo que hayas jugado 50 manos o tengas todas las fichas. ¿Quieres salir?
 
Btw, I've noticed an odd thing with the periods names in the New Game screen. They start translated and as you cycle through the storylines they change accordingly, still translated. But when you go to Free Play and change the date manually even a single day, the period switches to English. Any idea why or how to fix it?
 
Check "PROGRAM\INTERFACE\select_storyline.c", function "ChangeStartDate". Elsewhere in the file, GetPeriodName(curPeriod) is translated, e.g.:
Code:
GameInterface.strings.StartPeriod = TranslateString("", GetPeriodName(curPeriod));
But the one in "ChangeStartDate" is not:
Code:
GameInterface.strings.StartPeriod = GetPeriodName(curPeriod);

Try this version.
 

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  • select_storyline.c
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No, it probably didn't - the period isn't the only thing which flips to English. ;) The same function also sets the month without translating it. I've updated the file in post #1245, so please download it again and try it.

Meanwhile, back to gambling. Your revised phrase for confirming leaving the tournament poker game fits perfectly - thanks! :onya Also, it turned out I hadn't quite finished with poker after all, a couple more tweaks were needed. By comparison, vingt-un was a lot easier and dice was practically trivial - I spent more time and effort getting the inverted exclamation marks right in poker than in both the other games put together! A lot of gambling with minimum stakes to keep the games going long enough to see all possible text finally proved that it all seems to work now.

Now, spot the difference:
poker_old_font.jpg poker_new_font.jpg
After spending that long playing poker and staring at punctuation, I got fed up with the scrawny inverted exclamation marks. The reason they're scrawny is that "RESOURCE\INI\fonts_euro.ini" (or "fonts_euro_new.ini", depending on which interface you choose) looks in a texture file and picks a rectangle starting at (50,313), size 3x27. For a normal exclamation mark it picks a rectangle size 5x27. So I went through both files, replacing "ascii_161 = 50,313,3,27" with "ascii_161 = 49,313,5,27", which starts the rectangle one pixel to the left and makes it two pixels wider. And now an inverted exclamation mark really is a full size inverted exclamation mark.
 

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  • fonts_euro.ini
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  • fonts_euro_new.ini
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I can't believe I never noticed the months also switching back to English. Or probably I did and I forgot. It works now, at any rate. Thanks!

Hooray! Those marks really did look bad, but I never considered changing them. I was content with the fact that they were in the game at all!

Edit: @Grey Roger , please share the gamble files, especially the updated common.ini. I removed most of the exclamation marks for the gambling strings in my Spanish common.ini and would like to have the good one in case I find new string to add to it (I just found some for the starting locations like "Random Port", "Hostile Port", etc. in select_storyline but I think those fit better in interface_strings).
 
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One thing I did forget to mention about gambling. Tournament poker does not work fully in Spanish because you have yet to translate dialog files "Poker Twins_dialog.h" and "Poker_Bouncer_dialog.h". ;)

Here are "gamble.c", "common.ini" and "interface_strings.txt". The latter has some new sail descriptions for torn versions of various special sails provided by @GhostOfDeath91.
 

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  • common.ini
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  • interface_strings.txt
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  • gamble.c
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Dialogs for shipyard owners (most of them) and a few small typo fixes in other dialogs, aswell as the translated starting locations like "Random Port", "Hostile Port", etc. in select_storyline.
 

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  • Shipyards.zip
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And a couple more of shipyard owners I missed. That would leave mostly store owners, tailors and blacksmiths as merchants/common interactions to be translated.
 

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  • Teodinus Serrano_dialog.h
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  • esteban castillo_dialog.h
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Wait, what's the difference between abilities and perks? I was under the impression they are the same, but the tailor dialog makes distinction between skills, abilities and perks. Or is simply to differentiate if you're using the stock PotC progression system or the modded one? But that only affects the main skills, not so much the abilities/perks, right?. I've been using the same word to translate them this whole time.
 
Looking at "tailor_dialog.h", it seems to use "abilities" and "perks" interchangably - on some lines it says "abilities", on others it says "perks". They're the same.

The difference between stock and modded progression is indeed to do with skills, not abilities/perks. Stock PoTC lets you allocate skill points manually, whereas the new system adds points to skills as you use them. The only difference I can see in "tailor_dialog.c" which depends on this is that you won't get the option to reset "skills and abilities" if the auto-skill system (modded system) is on. Regardless of progression system, you should get the option to reset "PERKS". And in any case you will only see these options if you have cheatmode enabled, which you can do by editing "PROGRAM\InternalSettings.h" and going right to the bottom.

If you're concerned that others might be confused by the dialog saying "abilities" on one line and "perks" on another, you can change the English version to be consistent with itself. ;)

Meanwhile, here's a revised version of English "interface_strings.txt". The new lines about torn sails aren't needed after all because in general, you don't choose torn sails, they choose you - if you are cursed by the coins of Cortes than a function in "PROGRAM\NK.c" tries to work out which sails you're using and then gives the torn version. Instead, this version of "interface_strings.txt" includes lines for several completely new custom sail textures also supplied by @GhostOfDeath91.
 

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  • interface_strings.txt
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There. I'm working on the next batch of dialogs, should be ready soon.
 

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  • interface_strings.txt
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More dialogs, including blacksmiths, tailors and most random encounters, together with some small typo fixes.

This is all from me for now. I should be getting back to my other Big Project. I'll keep an eye on the forum in case something comes up that needs a translation on the fly.
 

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  • Blacksmithsandmore.zip
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I've spent the afternoon translating the berthing interface, which was only partially done. And I think I have discovered a bug in the process. When you have a ship laid up and want to swap it for your current active ship, leaving your current ship in shore leave, the confirmation screen that pops up is the other way round, It says that the ship that was laid up is in shore leave and that the ship you want to put in shore leave is going to be laid up. It doesn't affect the result, you still get what you selected, I guess it's just a bad connection somewhere in kam_shipberthing_windows.c or another related file that fires the wrong confirmation strings but my brain is too fried right now to try and figure it out.

And, unrelated, but curious nonetheless, precisely one string from that case ("You have selected to lay up the") utterly refused to work with interface_strings, so I had to put it in common.ini, where it worked fine, while the rest, who behaved correctly, went into interface_strings. They all work correctly as far as a I can tell.

The common.ini also includes the 4personal string for the officer flag dialog, which I will upload next together with the loanshark and a couple of others

Edit: added a couple of missing brackets in kam_shipberthing_windows.c
I had a reason to try out ship berthing recently, and when I did, "error.log" showed a problem with "kam_shipberthing_windows.c", line 1094. There was still one bracket missing. Line 1094 is for the specific case in want to put an active ship onto shore leave, replacing and relaunching a berthed ship which is laid up. So I tried that, and found a couple of mistakes in the Spanish version of "interface_strings.txt" as well.

Attached is a version of "berthing.zip" including all the more recent revisions to "common.ini" and "interface_strings.txt" and with the above errors fixed. With these versions in place, I was able to play in Spanish, berth ships, and in particular I laid one ship up and then replaced it with one going on shore leave. It all seemed to work correctly.
 

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  • berthing2.zip
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Now, it's time to address the state of the translation in light of NH reaching its final build. The translation is still largely unfinished, probably still several years away from full completion (the other translation project I'm working on will fill most of my translation time for another year at least). Will the Storm version of the mod be updated further (@Grey Roger , I guess this is mostly up to you)? Or should I pack and move to the Maelstrom version? According to @Mirsaneli , the translation works in there, so I wouldn't be losing any progress.

And if Storm NH keeps beimg updated, will Maelstrom NH follow on its footsteps, or will both versions go their separate ways (I guess this is already happening, as Malestrom supports new features that Storm can't)?
 
Now, it's time to address the state of the translation in light of NH reaching its final build. The translation is still largely unfinished, probably still several years away from full completion (the other translation project I'm working on will fill most of my translation time for another year at least). Will the Storm version of the mod be updated further (@Grey Roger , I guess this is mostly up to you)? Or should I pack and move to the Maelstrom version? According to @Mirsaneli , the translation works in there, so I wouldn't be losing any progress.

And if Storm NH keeps beimg updated, will Maelstrom NH follow on its footsteps, or will both versions go their separate ways (I guess this is already happening, as Malestrom supports new features that Storm can't)?

It is up to you to decide. I think that Storm 2.0 doesn't have any future. We live in the era where people mostly use Win 10 or 11 to play video games. Since Maelstrom is the best replacement for Storm 2.0 that we currently have, I think you can consider it. Every translation works in Maelstrom, but they seem to be outdated quite a bit. If you want to work on Spanish translation, you got everything you need in Maelstrom. Maelstrom NH is already being developed in a new direction. It is using NH as a base, but we have a completely different weather system, fighting system and many other features. Currently, I'm rescaling the textures to get the more HD result.
 
It is up to you to decide. I think that Storm 2.0 doesn't have any future. We live in the era where people mostly use Win 10 or 11 to play video games. Since Maelstrom is the best replacement for Storm 2.0 that we currently have, I think you can consider it. Every translation works in Maelstrom, but they seem to be outdated quite a bit. If you want to work on Spanish translation, you got everything you need in Maelstrom. Maelstrom NH is already being developed in a new direction. It is using NH as a base, but we have a completely different weather system, fighting system and many other features. Currently, I'm rescaling the textures to get the more HD result.
How outdated are we talking? I thought the Maelstrom version was updated with all the contents of last october's NH update?

I'll have to see for myself.
 
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