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Need Help Updating the Russian Translation

1: Change that to:
Code:
Pchar.NoSave.Custom = TranslateString("","while you are in the Cartagena Fort location");
Put the translation at the bottom of "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\Bartolomeu\storyline_strings.txt".

2: OK, except it might be better to put 'LAi_SetFightMode(PChar, false);' at case "outside_fort45" instead of "outside_fort44". At "outside_fort44", a pirate runs to a locator and triggers case "outside_fort45" when he gets there. The player might decide to draw the sword again while the pirate is running. ;)
 
Here's the new 256x256 interface picture for "Animist_Elting":
elting_animist.jpg
Download, unzip, and put in "RESOURCE\Textures\INTERFACE\PORTRAITS\256".
 

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I have uploaded the updated translation files.
2) If I leave the temple without the idol, I will not be able to return.
That point remains to be resolved and the story will play well.
1) case "davy_video"
After the video, we need to make Gaetan Andrieux himself talk to us, not us to him.
2) Add this so you don't accidentally kill an officer when he surrenders.
case "Esteban_surrender":
LAi_SetFightMode(PChar, false);
 
That point remains to be resolved and the story will play well.
I was hoping @Bartolomeu o Portugues would write a couple of extra lines for Francois L'Ollonais. At least as a temporary fix until he does, I've added the lines and also some alternative code. Try these. You'll need to translate the last two lines of "Francois Ollonais_dialog.h".

1: That might not work because he's sitting down.
2: It's now added in the attached version of "quests_reaction.c" along with the code for failing to bring the idol out of the temple.
 

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  • quests_reaction.c
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  • Francois Ollonais_dialog.h
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  • Francois Ollonais_dialog.c
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I was hoping @Bartolomeu o Portugues would write a couple of extra lines for Francois L'Ollonais. At least as a temporary fix until he does, I've added the lines and also some alternative code. Try these. You'll need to translate the last two lines of "Francois Ollonais_dialog.h".
Thanks! Really hard for me to work on my quests these last weeks.
1: That might not work because he's sitting down.
Right.
Better let this unchanged for now.
 
I was hoping @Bartolomeu o Portugues would write a couple of extra lines for Francois L'Ollonais. At least as a temporary fix until he does, I've added the lines and also some alternative code. Try these. You'll need to translate the last two lines of "Francois Ollonais_dialog.h".

1: That might not work because he's sitting down.
2: It's now added in the attached version of "quests_reaction.c" along with the code for failing to bring the idol out of the temple.
After talking about how I don't have an idol, I can't fight. I guess the character goes into actor mode.
Also probably need to cancel rebirth.
Add in case "Darientemple9":
LAi_SetFightMode(PChar, false);
 

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At case "Darientemple_fail", add 'LAi_SetPlayerType(PChar);'.

At case "Darientemple6", add 'PChar.quest.disable_rebirth = true;'
At cases "Darientemple_fail2" and "Darientemple9", add 'PChar.quest.disable_rebirth = false;'
That should prevent rebirth when you fight the pirate crew, whether you brought the idol or not, then re-enable it when the fight is over.
 
Move this to the "Darientemple4bis" case, because the skeleton inside can also kill you.
Take no chances - move it all the way up to "pontindians" where you have to fight the Indians on the bridge before you get anywhere near the temple.

I can fight, but Francois L'Ollonais is immortal.
At case "Darientemple_fail", add 'LAi_SetImmortal(CharacterFromID("Francois L'Ollonais"), false);'
 
I think there's something missing here.
Usurer_dialog.c
case "divide_only_money":
d.Text = DLG_TEXT[158] + DLG_TEXT[159] + MakeMoneyShow(GetCrewShare(PChar),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[160] +

case "divide_new_expedition":
d.Text = DLG_TEXT[165] + MakeMoneyShow(GetCrewShare(PChar),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[146] +

case "divide1":
d.Text = DLG_TEXT[152] +

case "divide2":
d.Text = DLG_TEXT[166] +
 
I think there's something missing here.
Usurer_dialog.c
case "divide_only_money":
d.Text = DLG_TEXT[158] + DLG_TEXT[159] + MakeMoneyShow(GetCrewShare(PChar),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[160] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[161] + MakeMoneyShow(makeint(GetPersonalShareC(PChar)*(0.75 + makefloat(GetFoodEver()) * 0.25)),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[162] + DLG_TEXT[163] + MakeMoneyShow(makeint(makefloat(GetCharacterMoney(PChar)) * LEFTOVER_SHARE),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[164];

case "divide_new_expedition":
d.Text = DLG_TEXT[165] + MakeMoneyShow(GetCrewShare(PChar),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[146] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[147] + MakeMoneyShow(makeint(GetPersonalShareC(PChar)*(0.75 + makefloat(GetFoodEver()) * 0.25)),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[148] + MakeMoneyShow(makeint(makefloat(GetCharacterMoney(PChar)) * LEFTOVER_SHARE),MONEY_SIGN,MONEY_DELIVER) + DLG_TEXT[149];

case "divide1":
d.Text = DLG_TEXT[152] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[153];

case "divide2":
d.Text = DLG_TEXT[166] +
GetCrewShareName(GetCrewShareRatioC(PChar)) + DLG_TEXT[167];

In all cases, the "missing" part is on the next line. This works because the system only recognises the ";" as the end of the command. So a long command can be split like that to make it easier to read.

Also:
The attached zip contains a lot of files in "RESOURCE\INI\TEXTS\ENGLISH", almost all of which have new lines needing translation:
. Storyline\Bartolomeu\storyline_strings.txt: one new line at the end
. Storyline\FreePlay\characters_names.txt: some new names at the end of the section for "both_reaction.c" and two more near the end
. Storyline\FreePlay\storyline_strings.txt: new line at the end
. Storyline\JackSparrow\QUESTBOOK\Chevalle.txt: several spelling mistakes corrected in English, not sure if that will affect the Russian translation
. Storyline\storyline_strings.txt: several new names near the lines for "Purpure", plus some new ship names below the line for "Étoile"
. characters_names.txt: new names at the end of the section for "NK.c", below the line for "Orswood"
. interface_strings.txt: new lines for the locations of the Maltese crypt, below the line "The weird monk reveals his true nature.."
. ItemsDescribe.txt: new lines below the section for "KRTempleUpper"
. models_description.txt: new lines at the end
. ShipModels_descriptions.txt: changed description for "Barkentine1", new description for "Barkentine2"

. common.ini: no new translation needed but the line for "Bellona" changes the key word to "BellonaClass". In "PROGRAM\Ships\Ships_init.c", find this line:
Code:
refShip.SName                = "Bellona";
Change "Bellona" to "BellonaClass". The reason is that a British FreePlay naval officer receives a ship named Bellona after a promotion, and because of the translation of "Bellona" in "common.ini", what he actually gets a ship named Bellona class 3rd rate. Changing the lines in "Ships_init.c" and "common.ini" fixes that. Ship name Bellona is still translated in "storyline_strings.txt". The class name which should appear in the "Ships" interface, also when you look at such a ship through a spyglass, should still be correctly translated provided "Ships_init.c" and "common.ini" match.
 

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  • Files.zip
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PROGRAM\Storyline\DevlinOpera\dialogs\Rocoso Balboa_dialog.c
case "Balboa_challenge2":
link.l1.go = "Balboa_challenge2";
Does that make sense?
In the BNH version this
link.l1.go = “exit”;
 
Indeed it should be "exit". Case "Balboa_challenge2" should not try to link back to itself!
 
Here's a zip containing dialog.h and other text files which have either been added or changed since the January update.
@AkrimalS, @Homo eructus, @Peter Norton, @Idrasiak - you may want to take a look and translate the files before I include them in the next update. I'd like to release that some time soon - it's been a long time since the last one!
 

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  • new_translations.zip
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Here's a zip containing dialog.h and other text files which have either been added or changed since the January update.
@AkrimalS, @Homo eructus, @Peter Norton, @Idrasiak - you may want to take a look and translate the files before I include them in the next update. I'd like to release that some time soon - it's been a long time since the last one!
I'm sorry, I didn't have much time to do this. Please tell me how to activate the new quests of the character Purpure. (Purpure_duel, Purpure_escape)
I've been to Cartagena and Charlestown, but I haven't found any quest characters.
 
There is a walkthrough here:
Escape From Charlestown

Start with Purpure's dress model, not the captain outfit. After a level increase or two, you get the captain outfit automatically. At level 8 or higher, provided you do not have a cargo quest, the quest should trigger when you land anywhere on Nevis.

"The Duel" will not trigger and no quest character will appear in Cartagena until you have completed "Escape From Charlestown".
 
The game takes the meaning from the common.ini 'SpeedyBrig' instead of the surname 'Speedy'.
Maybe this last name should be added to 'characters_names.txt'?
 

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