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PTBR Translation

hello @Grey Roger!!
I was away from my PC because one of my SSDs burned out, luckily the translation was on another SSD.
I don't know if they've already incorporated the new language, but I think the translation I gave you is already out of date, it follows with the latest corrections I made.
 

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Yes, Portuguese is incorporated into NH and is indeed out of date. And so is that file because there will be a new version of "ShipModels_descriptions.txt" in the next update.

The entry for "Barkentine1" has changed slightly because it didn't fit properly in the interface window, and there is a new entry for "Barkentine2". They're significant because I finally have a working version of a barquentine which will also be in the next update. So here is the newer English version of the file.
 

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A few other things:
. In "PROGRAM\Storyline\Ardent\DIALOGS\PORTUGUESE", delete "Emiliano de Guzm╟¡n_dialog.h" and "Emiliano de Guzmán_dialog.h". The only one which will work, as it matches the name of the "dialog.c" file, is "Emiliano de Guzmán_dialog.h".
. @AkrimalS rewrote all the building dialogs to work the same way as all other dialogs - code in "dialog.c", text in "dialog.h". For the Portuguese versions to work, you'll need to do the same. For example, "PROGRAM\DIALOGS\PORTUGUESE\b_bigforest.h" is still the old version, with code and dialog text - and the text is untranslated. But "PROGRAM\DIALOGS\b_bigforest.c" now has the same code but with "DLG_TEXT" references instead of text, and "PROGRAM\DIALOGS\ENGLISH\b_bigforest.h" is just the text:
Code:
string DLG_TEXT[3] = {
"A REAL jungle: dense undergrowth, weird weeds and ferns breaking through the ground everywhere.",
"I could do with some timber, and after clearing this would be good building ground. Boatswain! Assemble a woodcutting party! I expect you to clear this ground by tomorrow. Put the planks into our hold. And post some pickets, there might be savages roaming the jungle...",
"Just the place for an ambush... I'd better get out of here...",
};
(@Homo eructus: you might want to do the same for the Spanish translation.)
. Check the latest update, particularly questbooks. There is some other new material.
 
Yes, Portuguese is incorporated into NH and is indeed out of date. And so is that file because there will be a new version of "ShipModels_descriptions.txt" in the next update.

The entry for "Barkentine1" has changed slightly because it didn't fit properly in the interface window, and there is a new entry for "Barkentine2". They're significant because I finally have a working version of a barquentine which will also be in the next update. So here is the newer English version of the file.
Did you mention incorporated into the NH? This translation is based on the BNH files.
 
A few other things:
. In "PROGRAM\Storyline\Ardent\DIALOGS\PORTUGUESE", delete "Emiliano de Guzm╟¡n_dialog.h" and "Emiliano de Guzmán_dialog.h". The only one which will work, as it matches the name of the "dialog.c" file, is "Emiliano de Guzmán_dialog.h".
. @AkrimalS rewrote all the building dialogs to work the same way as all other dialogs - code in "dialog.c", text in "dialog.h". For the Portuguese versions to work, you'll need to do the same. For example, "PROGRAM\DIALOGS\PORTUGUESE\b_bigforest.h" is still the old version, with code and dialog text - and the text is untranslated. But "PROGRAM\DIALOGS\b_bigforest.c" now has the same code but with "DLG_TEXT" references instead of text, and "PROGRAM\DIALOGS\ENGLISH\b_bigforest.h" is just the text:
Code:
string DLG_TEXT[3] = {
"A REAL jungle: dense undergrowth, weird weeds and ferns breaking through the ground everywhere.",
"I could do with some timber, and after clearing this would be good building ground. Boatswain! Assemble a woodcutting party! I expect you to clear this ground by tomorrow. Put the planks into our hold. And post some pickets, there might be savages roaming the jungle...",
"Just the place for an ambush... I'd better get out of here...",
};
(@Homo eructus: you might want to do the same for the Spanish translation.)
. Check the latest update, particularly questbooks. There is some other new material.
I'll have to get around to that eventually... I've been out of the loop for half a year
 
@Grey Roger
I saw that a new file was added "\PROGRAM\Storyline\standard\DIALOGS\ENGLISH\quest_smuggler_02_dialog.h"
It seems that this caused a bug in the quest book, probably some other file that was included and I don't know which one it would be.
Understanding the bug
- I have missions 1 to 6 in the quest book
- mission 4 is to find the traitor Raoul Rheims.
- After being approached by Ray Beltrop's henchman, the content of mission 1 is empty and each content salat for the next mission.
I mean the content of 1 appears in 2, 2 in 3, etc., even changing the content of missions that have already been completed.
I don't know how to locate the problem, changing the language to English doesn't happen and there is no new entry in the quest book.

In the Jakob Nickerson_dialog file, 1 sentence of the dialogue was missing. I left my change commented out to make it easier to identify.


One more thing!!
The dialogue with Desmond Ray's henchman seems buggy to me.
Sentence 5 doesn't make much sense, I think there are 2 sentences in this line, a response from the character and another speech from the henchman joined together.
I took the liberty of adjusting as I believe to be correct.


I found the missing file, thanks anyway.
 

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One more thing!!
The dialogue with Desmond Ray's henchman seems buggy to me.
Sentence 5 doesn't make much sense, I think there are 2 sentences in this line, a response from the character and another speech from the henchman joined together.
I took the liberty of adjusting as I believe to be correct.
The original version is correct. The conversation should go:
Smuggler: "Desmond Ray Beltrop wants to see you."
You: "The head of the smugglers? Uh-uh. How about you just tell him my apologies for breaking his ban on entering Rheims' house?"
Smuggler: "You tell him yourself. That's not really why he's expecting you. If you think about it, you know where to find him."
You: "Okay, I'll think about it." (accept the mission, trigger the quest)
You: "No, YOU tell him that whatever he wants from me, he's not getting it." (reject the mission, don't trigger the quest)

@Hammie: the "quest_smuggler_02_dialog" files should now be in the main "DIALOG" folder, not in the storyline "standard" folder. It doesn't make much difference at the moment but some time I want to make this quest available as a "Trophy Quest" for FreePlay smugglers, for which reason a lot of other "Night Craft" stuff is also now in general files in NH. Also, there's now a follow-up quest to "Night Craft". That ends with you becoming hostile to Portugal. But the player might have had a Portuguese Letter of Marque and possibly some promotions. The BNH version has my old, quick'n'dirty solution - if you had a LoM, you immediately get it back along with your previous rank, and title if you had one, when "Night Craft" ends. The NH version instead allows you to talk to the governor to do something for him, in return for which you get your LoM, rank and title restored.
 
The original version is correct. The conversation should go:
Smuggler: "Desmond Ray Beltrop wants to see you."
You: "The head of the smugglers? Uh-uh. How about you just tell him my apologies for breaking his ban on entering Rheims' house?"
Smuggler: "You tell him yourself. That's not really why he's expecting you. If you think about it, you know where to find him."
You: "Okay, I'll think about it." (accept the mission, trigger the quest)
You: "No, YOU tell him that whatever he wants from me, he's not getting it." (reject the mission, don't trigger the quest)

@Hammie: the "quest_smuggler_02_dialog" files should now be in the main "DIALOG" folder, not in the storyline "standard" folder. It doesn't make much difference at the moment but some time I want to make this quest available as a "Trophy Quest" for FreePlay smugglers, for which reason a lot of other "Night Craft" stuff is also now in general files in NH. Also, there's now a follow-up quest to "Night Craft". That ends with you becoming hostile to Portugal. But the player might have had a Portuguese Letter of Marque and possibly some promotions. The BNH version has my old, quick'n'dirty solution - if you had a LoM, you immediately get it back along with your previous rank, and title if you had one, when "Night Craft" ends. The NH version instead allows you to talk to the governor to do something for him, in return for which you get your LoM, rank and title restored.
Well, the dialogue was a bit confusing in the translation, giving the impression that the sentences were mixed up. I will make adjustments.

To invade Raoul Rheims' house there should be a window there, at least from the inside I see a window and from the outside a wall without a window.

I found another problem.

Night Craft mission, first cargo delivery in Marigot for Jean Magnot.

Although I had the translated file, the dialogue is being displayed in English, I noticed that even selecting Spanish it is displayed in English, I imagine that there is some missing instruction in "Jean Maginot_dialog.c" that I can't identify what it would be.

I found the dialog problem, new files that I hadn't noticed.


What's LoM??
 
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Although I had the translated file, the dialogue is being displayed in English, I noticed that even selecting Spanish it is displayed in English, I imagine that there is some missing instruction in "Jean Maginot_dialog.c" that I can't identify what it would be.

I found the dialog problem, new files that I hadn't noticed.
The way the game finds "dialog.h" files does not require instructions in the "dialog.c" files. Automatically, the system first looks in the storyline's folder - for example, if you're playing "Tales of a Sea Hawk", it will look in "PROGRAM\Storyline\standard\dialogs". If it can't find the "dialog.h" file there, it then tries the general folder "PROGRAM\DIALOGS". Also, the system knows which language you have chosen, so it will first check the subfolder for that language - you're playing in Portuguese so it will look in "PROGRAM\Storyline\standard\dialogs\PORTUGUESE". If it can't find the file there, it tries English - "PROGRAM\Storyline\standard\dialogs\ENGLISH". That's why, if you had not translated "France Trader_dialog.h", you would see the dialog in English. Jean Maginot switches to "France Trader_dialog.c" whenever he has to say something for the quest.

What's LoM??
It is short for Letter of Marque.
 
Here are the script files I have which allow Portuguese to show up as a selectable language in B14.

@Hammie: have a look, see if they need to be modified for use in BNH, then perhaps add them so that Portuguese can also show up in BNH as a separate language without needing an existing language to be overwritten.
 

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"BladeBP2" is exactly the same as "BladeBP" except for the description. It uses the same model and interface picture as the original "BladeBP". As for the machete and whip, first check "initModels.c" to see if Aveline de Grandpré is in there. If so, start a FreePlay and pick her character, then see what weapons you have. Or start a new game as any character and use "console.c" to give yourself "machete" and "pistolwhip".
There is no Aveline declaration in the initModels.c file, but the whip and machete appeared, BP2 did not appear enbora eu tenho posto a declaração no arquivo ItemsDescribe.txt.
Verifiquei tambem que bladePOA não aparece no inventário pela console.

Try this version of "PROGRAM\Characters\perks\perks_init.c". It moves "perkImproveAiming" below "perkGunProfessional" and also makes it require "perkGunProfessional" instead of "perkGunman". So "Expert Marksman" should now appear after "Professional Gunman" and you'll need "Professional Gunman" before you can take "Expert Marksman".
I made this change in the abilityDescribe.txt file, I just placed the perkImproveAiming declaration after perkGunProfessional.
That makes sense, just 1 different line in the same BNH file.
Also, I still think the crypt map should show the trapdoor entrance from the Abbey. Go into the Abbey, find the trapdoor (should be visible on the floor somewhere on the right), drop into the crypt and see if you can figure out where you are. You will, of course, need to fight your way through the monks in the Abbey, which should give you plenty of chances to get the map if you've copied my files from post #817 into place.
In the last map change I added the trapdoor, didn't you see that on the map?
___________________________________________________________________________________________

A bug that has been occurring in BNH is that it does not display the treasure/cargo/train destination locations on the world map.
I tried to investigate this and found the MAXIMUS_Functions.c file.
When the PChar.treasureloc variable assumes values of "OShore 1" and others, the icon on the map does not appear, so I assumed that these values were not defined and I was able to prove this by comparing the WorldMap_init.c file between NH (which has the definition of these locations) and BNH, which does not have the definition.
I got around the problem by replacing "OShore 1" with "Oxbay_shore_1" and also the others with their respective ones, obviously this is just a rough patch.

The WorldMap_init.c file in NH has about 700 more lines than the same one in BNH.
Do you think that simply replacing this file in BNH could cause catastrophic damage?
___________________________________________________________________________________________

Suggestion.
When the shipyard/tailor/shopkeeper has a mission that requires a product and you already have it, the dialog can be changed. Of course, this dialog and the code below need to be improved, but this is just a starting suggestion.
code fragmente in shipyard.c line 21

switch(Dialog.CurrentNode)
{
//Fetch Quest -->
case "fetch quest":
Preprocessor_Add("gender", GetMyAddressForm(NPChar, PChar, ADDR_GENDER, false, false)); // DeathDaisy
d.Text = DLG_TEXT[1] + NPChar.fetch_quest.amount + " " + XI_ConvertString(Goods[sti(NPChar.fetch_quest.good)].name) + DLG_TEXT[2] + NPChar.fetch_quest.money + DLG_TEXT[3] + NPChar.fetch_quest.expire;
if (GetCargoGoods(PChar, sti(NPChar.fetch_quest.good)) >= sti(NPChar.fetch_quest.amount))
{
Link.l1 = DLG_TEXT[17];
Link.l2.go = "fetch quest complete";
Link.l2 = DLG_TEXT[5];
Link.l2.go = "decline fetch";
}
else
{
Link.l1 = DLG_TEXT[4];
Link.l1.go = "agree fetch";
Link.l2 = DLG_TEXT[5];
Link.l2.go = "decline fetch";
}
break;

Line 19 include in shipyard.h
"Today is your lucky day, I have what you need in the hold of my ship.",



1746123812538.png
 
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There is no Aveline declaration in the initModels.c file, but the whip and machete appeared, BP2 did not appear enbora eu tenho posto a declaração no arquivo ItemsDescribe.txt.
Verifiquei tambem que bladePOA não aparece no inventário pela console.
Did you add "bladeBP2" to "initItems.c"? "bladePOA" certainly will not appear - although it shows up in "ItemsDescribe.txt" as "bladePOA", the item is defined in "initItems.c" as "Blade_ProudOfAnvil".

I made this change in the abilityDescribe.txt file, I just placed the perkImproveAiming declaration after perkGunProfessional.
That makes sense, just 1 different line in the same BNH file.
It does not matter where the lines are in "abilityDescribe.txt". The order in "perks_init.c" is the order in which they appear in the abilities list. I did not change "abilityDescribe.txt" at all and "Expert Marksman" still appears below "Professional Gunman".

In the last map change I added the trapdoor, didn't you see that on the map?
Yes, I see it now. But the symbols for digging spots look very similar because the brown spade handles do not appear very clearly against the light brown background. So both the spades and the trapdoor symbol look like small white specks. Perhaps change the colour of the trapdoor spot?

A bug that has been occurring in BNH is that it does not display the treasure/cargo/train destination locations on the world map.
I tried to investigate this and found the MAXIMUS_Functions.c file.
When the PChar.treasureloc variable assumes values of "OShore 1" and others, the icon on the map does not appear, so I assumed that these values were not defined and I was able to prove this by comparing the WorldMap_init.c file between NH (which has the definition of these locations) and BNH, which does not have the definition.
I got around the problem by replacing "OShore 1" with "Oxbay_shore_1" and also the others with their respective ones, obviously this is just a rough patch.
@Hammie: Perhaps check if any other references to "OShore 1" still exist in BNH.

The WorldMap_init.c file in NH has about 700 more lines than the same one in BNH.
Do you think that simply replacing this file in BNH could cause catastrophic damage?
Quite possibly since there are lots of differences. BNH seems to handle the worldmap differently from NH. One reason for the extra lines in NH is that there are several sections which have been left in but commented out, and which are presumably removed entirely in BNH.
 
Yes, I see it now. But the symbols for digging spots look very similar because the brown spade handles do not appear very clearly against the light brown background. So both the spades and the trapdoor symbol look like small white specks. Perhaps change the colour of the trapdoor spot?
The image quality deteriorates due to its size. I needed to widen the corridor to get better quality.
I guess you didn't like my suggestion.
 

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The corridor did not need to be widened, the trapdoor just needs to be a distinct colour. Here's how the file looks if I put the corridor back to normal width and change the trapdoor to red. The map also needed to brightened. The game stretches it to fit the screen, makes it darker, and adds the frame.

About the dialog - sorry about that, I have several other projects, not all related to PoTC. Besides, if the dialog is changed, @Homo eructus and @AkrimalS will also need to translate it to Spanish and Russian respectively, otherwise fetch quests will break in both languages. I've added the line to "shipyard.h" and attached the file. Once it has been translated, and when I have time, I'll add the new code to "shipyard.c". Other dialogs for other fetch quests will need the same, but once I have the translations in "shipyard.h", copying it into others should be easy.
 

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The corridor did not need to be widened, the trapdoor just needs to be a distinct colour. Here's how the file looks if I put the corridor back to normal width and change the trapdoor to red. The map also needed to brightened. The game stretches it to fit the screen, makes it darker, and adds the frame.
By widening the corridor, the icon could be enlarged, resulting in a more balanced visual.
The trapdoor figure, originally a wooden lid, ended up losing definition due to its reduced size, compromising its resolution.
I was a little reluctant to use the red icon, as it interferes with the authentic aged aesthetic that reinforces the historical atmosphere of the map. The visual imperfections preserve an old artisanal finish, essential to maintaining the original ambiance.
In any case, the decision is yours. If you prefer to keep the red, we will continue that way.


About the dialog - sorry about that, I have several other projects, not all related to PoTC. Besides, if the dialog is changed, @Homo eructus and @AkrimalS will also need to translate it to Spanish and Russian respectively, otherwise fetch quests will break in both languages. I've added the line to "shipyard.h" and attached the file. Once it has been translated, and when I have time, I'll add the new code to "shipyard.c". Other dialogs for other fetch quests will need the same, but once I have the translations in "shipyard.h", copying it into others should be easy.
No need to apologize, I was just waiting for an answer as to whether the idea is pleasing or not, at least for my personal use I have already made the necessary modifications in the BNH, I just think that since you have more experience you should review and correct anything, as I am very raw in understanding syntax and other aspects of the language.
 

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By widening the corridor, the icon could be enlarged, resulting in a more balanced visual.
The trapdoor figure, originally a wooden lid, ended up losing definition due to its reduced size, compromising its resolution.
I was a little reluctant to use the red icon, as it interferes with the authentic aged aesthetic that reinforces the historical atmosphere of the map. The visual imperfections preserve an old artisanal finish, essential to maintaining the original ambiance.
In any case, the decision is yours. If you prefer to keep the red, we will continue that way.
There were certainly coloured inks in the periods covered by the game, even the 16th century. Have a look at this lot, for example:
1,024 Medieval City Map Stock Photos, High-Res Pictures, and Images - Getty Images

No need to apologize, I was just waiting for an answer as to whether the idea is pleasing or not, at least for my personal use I have already made the necessary modifications in the BNH, I just think that since you have more experience you should review and correct anything, as I am very raw in understanding syntax and other aspects of the language.
Looking at those files, I've spotted a couple of mistakes in most of them - not your fault, the mistakes were already there. The code for the first dialog line in the "fetch.c" files is:
Code:
d.Text = DLG_TEXT[1] + NPChar.fetch_quest.amount + " " + XI_ConvertString(Goods[sti(NPChar.fetch_quest.good)].name) + DLG_TEXT[2] + NPChar.fetch_quest.money + DLG_TEXT[3]  + NPChar.fetch_quest.expire;
'DLG_TEXT[0]' is the first line of dialog text, which is line 2 in the file. 'DLG_TEXT[1]' is line 3, "Aye, indeed I'm in need of some supplies. The store is all sold out. Could you fetch me ". But the code assembles the sentence from three lines plus some values so that you'll see something like:
Aye, indeed I'm in need of some supplies. The store is all sold out. Could you fetch me 20 Medicines I will pay you 10000 gold coins. Please get it before June 8th 1664
"Could" should be replace by "If".

Line 18, which would be 'DLG_TEXT[16]', is "You know what I will keep them with me then until I have everything" which is the entire line, so it needs a full stop at the end.

And the initial 'string DLG_TEXT[19]' declared an unnecessarily large array because the text only went up to 18 lines, so it could have been 'string DLG_TEXT[17]'. It can now become 'string DLG_TEXT[18]' with your line added. I've attached a zip of the corrected files.
 

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