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BuildingSet dialogs

Maximus

Sailor
Storm Modder
Hi. I must to tell about one part of BuildingSet's dialogs, which was changed and may cause problem with BuildingSet mod:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    string buildingstr = XI_ConvertString(NPChar.equip.blade);
    aref buildingref;
    Items_FindItem(NPChar.equip.blade,&buildingref);

    string interiorstr = "";
    if(CheckAttribute(Npchar,"equip.gun"))
    {
    interiorstr = XI_ConvertString("BS"+NPChar.equip.gun);
    aref interiorref;
    Items_FindItem(NPChar.equip.gun,&interiorref);
    }

<!--c2--></div><!--ec2-->

In this case dialogs works right

In my previous attempt I made mistake:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    string buildingstr = XI_ConvertString(NPChar.equip.blade);
    aref buildingref;
    Items_FindItem(buildingstr,&buildingref);<== added TRANSLATED string

    string interiorstr = "";
    if(CheckAttribute(Npchar,"equip.gun"))
    {
    interiorstr = XI_ConvertString("BS"+NPChar.equip.gun);
    aref interiorref;
    Items_FindItem(interiorstr,&interiorref);<== added TRANSLATED string    
    }

<!--c2--></div><!--ec2-->

All others changes - strings, replaced with DLG_TEXT[] and can't cause any problem

I hope - this will help (if someone didn't find another bug). Sorry about my STUPID mistake.

P.S. I'm alone in translation work. So, please, make dialogs by original way (DLG_TEXT[])
P.P.S. BuildingSet dialogs were tested and they works right. <a href="http://www.sendspace.com/file/lzrbpk" target="_blank">Fixed dialogs are here</a>
 
Thanks a lot, Maximus. I'll be very happy indeed to be able to turn the BuildingSet back on! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Error: Can't load file. b_workshop.c assigned to me:
COMPILE ERROR - file: dialogs\b_workshop.c; line: 57
invalid case syntax

switch(interiorstr)
{
case XI_ConvertString("BS"+"foundry"): <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b><---</b><!--colorc--></span><!--/colorc-->
sound1 = "ambient\sea\squeak3.wav";
sound2 = "objects\shipcharge\ship_onfire.wav";
prodgood = GOOD_BALLS;
tax = tax * 100; // reward: change figure to change production of BALLS ONLY
prodname = "cannonballs";
prodstr = " casting cannonballs. Rather hot work, and dangerous as well with that blastfurnace being cobbled together from scrap parts.";
break;
Apparently it's not working entirely yet. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Well, not the first time that Maximus says that all works fine for him, but we get bugs. I seriously wonder whether he works on another codebase. Rad says that he bought two different versions in Czech? stores, so maybe the Russian PotC is different from the Angloamerican as well?

Never mind, as i posted elsewhere, i am already working on restoring the original dialog files. I have that basically finished and will need only a few more days for THOROUGH TESTING <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
I am currrently uploading Build 14 Alpha Version 1. This has the BuildingSet re-enabled. I removed almost all language conversion code from the files, so I reckon it should be working properly. At least this should enable the mod to be used and tested again. Perhaps the language conversion code can be added in some time again, but only when it works properly. And at the moment it doesn't work entirely properly yet. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Looks like everybody is trying to fix this darned mod faster than the author. Is this a competition, or a "snatch the mod" game?

Whats wrong with waiting a few days for the original version? If anybody wants a translation he can translate those files as they are. The "language conversion code" causes - at least in this case- nothing but unneccssary work, complications and bugs.
 
I am most certainly not racing to fix it faster than you. I was just working on releasing the Build 14 Alpha and I wanted to re-enable the mod in there again for testing. I suppose Maximus is just wanting to fix the bugs that were introduced by the translation. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Sorry if i sounded annoyed, I'm probably simply sick of still having to deal with this old thing.

But I think I now have a version that satisfies both author and translator <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Excellent! I'll be VERY happy to have it in the Build and working properly. It's a great feature. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Well, not the first time that Maximus says that all works fine for him, but we get bugs...
<!--QuoteEnd--></div><!--QuoteEEnd-->

Guys... Sorry about b_workshop. I was drunk a little <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> and made this stupid thing

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->switch(interiorstr)
{
case XI_ConvertString("BS"+"foundry"): <---
sound1 = "ambient\sea\squeak3.wav";
sound2 = "objects\shipcharge\ship_onfire.wav";
prodgood = GOOD_BALLS;
tax = tax * 100; // reward: change figure to change production of BALLS ONLY
prodname = "cannonballs";
prodstr = " casting cannonballs. Rather hot work, and dangerous as well with that blastfurnace being cobbled together from scrap parts.";
break;
<!--c2--></div><!--ec2-->

all others files works good. I can send fixed files to Pieter for testing

P.S. I was without Internet last 10 days <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

To CouchcaptainCharles: if you'll make a new dialog-files - PLEASE, use the *.h files
 
CCC figured out a different way of handling the dialogs that does still allow for translation: He put the code from the .c files in the .h files as well. Check out the files he put up on the Bug Tracker.
 
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