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Need Help Updating the Russian Translation

Probably, mine #2 shouldn't have been open during the attack by Rogers' officers. When I went in there, it wasn't flooded with water.
 

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I've fixed those 4 things @Akrimal found. Also another one: the boatswain Pope sitting on the pier waiting for the apothecary
got an empty dialog at one point.

Logit has some advantages as I can check what's going on while the story progresses.
Yes I'll take it easy. I've got support from "Claire Voyant". :)
 
Probably, mine #2 shouldn't have been open during the attack by Rogers' officers. When I went in there, it wasn't flooded with water.
Not 100% sure exactly where in the story you mean. Rogers' officers attack through the mine but very much later. At that point Pyle
should be dressed in the red monk outfit.
red_monks.jpg

Have you really passed the coins puzzle at the collection box for example?

The situation I'm reffering to, there should be no water anymore. Flood is over.
 
Logit has some advantages as I can check what's going on while the story progresses.
Would you object to me commenting out the 'logit' command in the version in the update? Not delete, just comment out, so even if the file then overwrites your copy, you can easily uncomment the command again.

I've done the same myself, though I prefer 'traceandlog' to 'logit' because that puts the message on screen and into "compile.log". The on-screen message will eventually disappear, the one in "compile.log" remains as a record until the game is quit and restarted. The file in the update either has the command removed entirely, commented out, or replaced by 'trace'. The latter means players don't see the message but if they report problems related to the file in question, and if they then post log files which contain the message, I can see what happened to them.

Talking of the update, someone I've been working on is about ready to be released, so if you and @AkrimalS can upload your files when you're ready, I'll compile and upload the update.
 
Have you really passed the coins puzzle at the collection box for example?

The situation I'm reffering to, there should be no water anymore. Flood is over.
I am currently at this location of the Woodes Rogers passage (07) - Long Run to Vanes Hideout (Rogers’ Wine cellar)
Probably, mine #2 shouldn't have been open during the attack by Rogers' officers. When I went in there, it wasn't flooded with water.
It's here - Shop attack (Continue now through the Loanshark, the Loanshark cellar, the Mine, the Food cellar, the Kitchen and the Bootyroom.)
 
Yes I finally realized where you must have been. Will check it.

Would you object to me commenting out the 'logit' command in the version in the update? Not delete, just comment out, so even if the file then overwrites your copy, you can easily uncomment the command again.
Thanks :doff but that's just what I'm already doing when @Akrimal find those forgotten lines.
I'll upload soon.
 
@AkrimalS: another line added to "interface_strings.txt", a couple of lines added to the end of "PROGRAM\DIALOGS\ENGLISH\France Trader_dialog.h" so that Jean Maginot can remind you about missing cargo for a delivery quest while he's using the file for the "Night Craft" quest, and several files with material for what I did with Virginie d'Espivant.
 

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1) The chest from the blue cave doesn't have an item name.
2) If I talk to Defoe before I step on the locator, the quest will break. It may be necessary to move the locator closer to the tavern and close the tavern doors for a while.
 

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Last edited:
PROGRAM\INTERFACE\items.c
if(itmName == "sealed_map")
Logit(TranslateString("","You've received e new item")); - at the moment, this phrase is not in the interface_strings.txt.
But why not use it:
Logit(TranslateString("","You take item"));
Or should it say something about a map?
 

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@AkrimalS I'll fix those things.

Very soon you'll be in a crew recruitment scene. One of the potential sailors
is supposed to be a russian executioner (gm_crew15). I have used 2 voice greetings from the folder Sounds\trep.
The truth is I have no idea what he's saying. :oops: If you please would suggest something that make sense.

The file gm_crew15A.wav is used twice and gm_crew15B.wav once in gm crew_dialog.c
I can make the changes.
 
Logit(TranslateString("","You've received e new item")); - at the moment, this phrase is not in the interface_strings.txt.
If it is to be added, please correct it to "You've received a new item". ;)

It's in "PROGRAM\INTERFACE\items.c", line 3531.
 
Thanks for your help! :doff

I changed in items.c to "You take item".

The red chest name and description in ItemsDescribe:

itmname_bladechest_red {Red Chest}
itmdescr_bladechest_red
{
The missing Red Chest from the Blue Cavern.
}

placed after {Rackham's Pirate Flag}

Defoe bug fixed too, I made the trigger locator larger so you can't move around it.
 
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