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Fixed "#stown_name#" Showing in 3D Sailing Mode (Sail-To + Spyglass)

Capt Pete

Powder Monkey
Ahoy
I found this, don't know I its important . Thought I would bring it to your attention

Capt Pete
 

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I think that was reported before but I couldn't replicate the problem.
Probably a bit of corruption in your game. Try pressing F11 and deleting your options file.
 
I had done what you mention to no avail. Went on a little raiding run and checked out a few other forts

Turks fort and the one in Port Royal don't have the extra letters before and after, but both ports in Cuba and Hispanola do. I didn't get to Tortuga due the winds being rather difficult and had to cut my trip short due to real life activities.
 
Some pic's and a game save
 

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  • Grand Turk.jpg
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  • Port Royal.jpg
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  • San Juan.jpg
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I believe you. But it is unlikely that there is much that can be done about it.
It is probably okay on a new game again.
 
Moved the topic to the bug tracker. Doesn't have high priority but could look into it later.
 
Moved the topic to the bug tracker. Doesn't have high priority but could look into it later.
I have also updated the title to describe the problem more accurately.
That is what I think it is anyway.
 
Ugh those strings translations etc are still one hell of a mess.
As far as I could find the wrong ones go here:
Code:
Redmond Fort{#sRedmond# Fort}
Port Royale Fort{Port Royale Fort}
Oxbay Fort{#sOxbay# Fort}
Speightstown Fort{Speightstown Fort}
Greenford Fort{#sGreenford# Fort}
Bridgetown Fort{Bridgetown Fort}
Falaise de Fleur Fort{#sFalaise de Fleur# Fort}
St Pierre Fort{Saint Pierre Fort}
Conceicao Fort{#sConceicao# Fort}
Sao Jorge Fort{SÝo Jorge Fort}
Douwesen Fort{#sDouwesen# Fort}
Willemstad Fort{#sWillemstad# Fort}
Isla Muelle Fort{#sIsla Muelle# Fort}
San Juan Fort{San Juan Fort}
Fort James{Fort James}
Grand Cayman Fort{#sGrand Cayman# Fort}
Santiago Fort{#sSantiago# Fort}
Havana Fort{#sHavana# Fort}
Pointe a Pitre Fort{#sPointe a Pitre# Fort}
Fort Saint Louis{Fort Saint Louis}
Port au Prince Fort{#sPort au Prince# Fort}
Santo Domingo Fort{#sSanto Domingo# Fort}
Tortuga Fort{#sTortuga# Fort}
Fort Amsterdam{Fort Amsterdam}
Fort Philipsburg{Fort #sPhilipsburg#}
Oranjestad Fort{#sOranjestad# Fort}
Eleuthera Fort{#sEleuthera# Fort}

Some of the good ones go here also, but the ones that start with Fort wont be handled by this I believe. As you see some have the #'s and some don't. I can see why they did it but for now these aren't handled.
Its done by this code:

Code:
if( CheckAttribute(arScopeItm,"scope.show.ship_name") && sti(arScopeItm.scope.show.ship_name)!=0 ) {
                shipName = "Fort";
                if (CheckAttribute(chref, "town")) {
                    shipName = TranslateString(FindTownName(chref.town), shipName);
                } else {
                    shipName = TranslateString("", shipName);
                }
                if (CheckAttribute(chref, "Fort.Mode") == true && chref.Fort.Mode != FORT_NORMAL) shipName += " (" + XI_ConvertString("DESTROYED") + ")";
        }

So adding another convertstring to the translation should work right?
The #sTown Name# ones are changed by the CI_ConvertString right @Pieter Boelen ?
 
I thought TranslateString should apply the necessary preprocessor but perhaps that isn't set up properly for the spyglass.
 
The first translate one makes it with the # so probably translating it again should fix it.
 
It's not just the spyglass. This is among the list of destinations which I can Sail-To near Nevis:
nieves_sailto.jpg

Except that this is "Early Explorers" and it's not Nevis, it's Nuestra Senora de las Nieves. The colony (and fort) should be Pueblo Carlos.
 
It's not just the spyglass. This is among the list of destinations which I can Sail-To near Nevis:

Except that this is "Early Explorers" and it's not Nevis, it's Nuestra Senora de las Nieves. The colony (and fort) should be Pueblo Carlos.
Yep, that's wrong. :facepalm
 
Updated the title of this. Please let me know if there are any other places where things show up wrong (for instance in the fast travel on land).
 
Ugh those strings translations etc are still one hell of a mess.
As far as I could find the wrong ones go here:
Code:
Redmond Fort{#sRedmond# Fort}
Port Royale Fort{Port Royale Fort}
Oxbay Fort{#sOxbay# Fort}
Speightstown Fort{Speightstown Fort}
Greenford Fort{#sGreenford# Fort}
Bridgetown Fort{Bridgetown Fort}
Falaise de Fleur Fort{#sFalaise de Fleur# Fort}
St Pierre Fort{Saint Pierre Fort}
Conceicao Fort{#sConceicao# Fort}
Sao Jorge Fort{SÝo Jorge Fort}
Douwesen Fort{#sDouwesen# Fort}
Willemstad Fort{#sWillemstad# Fort}
Isla Muelle Fort{#sIsla Muelle# Fort}
San Juan Fort{San Juan Fort}
Fort James{Fort James}
Grand Cayman Fort{#sGrand Cayman# Fort}
Santiago Fort{#sSantiago# Fort}
Havana Fort{#sHavana# Fort}
Pointe a Pitre Fort{#sPointe a Pitre# Fort}
Fort Saint Louis{Fort Saint Louis}
Port au Prince Fort{#sPort au Prince# Fort}
Santo Domingo Fort{#sSanto Domingo# Fort}
Tortuga Fort{#sTortuga# Fort}
Fort Amsterdam{Fort Amsterdam}
Fort Philipsburg{Fort #sPhilipsburg#}
Oranjestad Fort{#sOranjestad# Fort}
Eleuthera Fort{#sEleuthera# Fort}
Those were intended to be used for character names. But the fort commanders get REAL names now, so those shouldn't even be used.
I'm getting rid of that whole section altogether.
 
It's not just the spyglass. This is among the list of destinations which I can Sail-To near Nevis:

Except that this is "Early Explorers" and it's not Nevis, it's Nuestra Senora de las Nieves. The colony (and fort) should be Pueblo Carlos.
Confirmed. Also weird, because in this case the spyglass DOES show the name correctly for me.
 
@Levis, if you have any clue where the Sail-To menu label texts are defined, I'd really like to know.
I'm searching for it but am having a hard time tracking it down. :modding

EDIT: I did convince the game to log this:
Code:
procCheckEnableLocator:
label = Charlestown Fort
name = reload_fort1
go = Fort
goafterboard =
  location = reload_2
emerge = see
radius = 250.0000000
commander = Charlestown Commander
fort =
  model = QuebradasCostillas_Fort1
  locators = QuebradasCostillas_Fort1_locators
pic = 22
tex = t1
goto_enable = 0
x = -804.717
y = 0
z = -1408.82
ships =
old =
  label = Charlestown Fort
No reference to the correct fort name there.
 
Never mind; looks like it was wrong in Islands_init.c:
Code:
rIsland.reload.l4.label = "Charlestown Fort"; // KK
Should be:
Code:
rIsland.reload.l3.label = "#stown_name# Fort"; // KK
There are no other similar errors in that file.
 
Ugh those strings translations etc are still one hell of a mess.
As far as I could find the wrong ones go here:
Code:
Redmond Fort{#sRedmond# Fort}
Port Royale Fort{Port Royale Fort}
Oxbay Fort{#sOxbay# Fort}
Speightstown Fort{Speightstown Fort}
Greenford Fort{#sGreenford# Fort}
Bridgetown Fort{Bridgetown Fort}
Falaise de Fleur Fort{#sFalaise de Fleur# Fort}
St Pierre Fort{Saint Pierre Fort}
Conceicao Fort{#sConceicao# Fort}
Sao Jorge Fort{SÝo Jorge Fort}
Douwesen Fort{#sDouwesen# Fort}
Willemstad Fort{#sWillemstad# Fort}
Isla Muelle Fort{#sIsla Muelle# Fort}
San Juan Fort{San Juan Fort}
Fort James{Fort James}
Grand Cayman Fort{#sGrand Cayman# Fort}
Santiago Fort{#sSantiago# Fort}
Havana Fort{#sHavana# Fort}
Pointe a Pitre Fort{#sPointe a Pitre# Fort}
Fort Saint Louis{Fort Saint Louis}
Port au Prince Fort{#sPort au Prince# Fort}
Santo Domingo Fort{#sSanto Domingo# Fort}
Tortuga Fort{#sTortuga# Fort}
Fort Amsterdam{Fort Amsterdam}
Fort Philipsburg{Fort #sPhilipsburg#}
Oranjestad Fort{#sOranjestad# Fort}
Eleuthera Fort{#sEleuthera# Fort}

Some of the good ones go here also, but the ones that start with Fort wont be handled by this I believe. As you see some have the #'s and some don't. I can see why they did it but for now these aren't handled.
Its done by this code:

Code:
if( CheckAttribute(arScopeItm,"scope.show.ship_name") && sti(arScopeItm.scope.show.ship_name)!=0 ) {
                shipName = "Fort";
                if (CheckAttribute(chref, "town")) {
                    shipName = TranslateString(FindTownName(chref.town), shipName);
                } else {
                    shipName = TranslateString("", shipName);
                }
                if (CheckAttribute(chref, "Fort.Mode") == true && chref.Fort.Mode != FORT_NORMAL) shipName += " (" + XI_ConvertString("DESTROYED") + ")";
        }
Apparently REMOVING the characters_names.txt entries you found solves this problem.
I loaded the save and confirmed the problem. Then removed the entries and problem is solved.
So I think that is "Fixed" on this one. :cheeky

Some pic's and a game save
I like the almost Star Trek names of your officers! :rofl
 
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