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Need Help Updating the Russian Translation

Which means, if you run that console command, it doesn't produce an error, and the character name still says "Maltese soldier", try this instead:
Code:
for(i = 1; i<=7; i++)
{
Characters[GetCharacterIndex("Maltese_soldier" + i)].lastname = FirstLetterUp(TranslateString("","Soldier"));
}
It worked.
 
These items are missing a description:
"itmdescr_Malta_outfit", "itmdescr_Malta_syringe", "itmdeser_Malta_box", "itmdescr_Malta_statue", "itmdeser_Malta_medkit", "itmdeser_Malta_icon", "itmdeser_Malta_censer", "itmdescr_Malta_relic", "itmdescr_Malta_poison"
 

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The missing descriptions were in a way intentional as you can't pick up those items (except the relic). You can use right mouse button though
to check the description and it didn't look good. I gave them blank descriptions except the relic.

About the alcove.
There is always a stop on both sides of the big box. Locators box5, box6. On the way back after the stop you can jump (if no stick) else push the box, then jump.

I have used jump starts 62, 63 and 64 in StartStoryline and they all work. Nr 66 means trouble. Did you by any chance
use that one?
 
@AkrimalS, here's a way to get on the track again (with the latest version):

In WoodesRogers StartStoryline.c
outcomment line 373 (normal quest start)
and instead open up line 382 (french surgeons Tortuga).
I did it and so far there have been no problems.
 
There's a problem, the governor of Cayman doesn't have a dialogue about Eden.
You need this information too:

Pchar.eden_info = "start";
ChangeCharacterAddressGroup(characterFromID("Edmund Christobel Shaw"), "Grand_Cayman_townhall", "goto", "goto12");
LAi_SetStayType(characterFromID("Edmund Christobel Shaw"));
//these open to Estate
Locations[FindLocation("Grand_Cayman_townhall")].locators_radius.box.box1 = 0.8;
Locations[FindLocation("Grand_Cayman_townhall")].locators_radius.goto.box1 = 0.8;

So far I havn't been able to repeat the bug in the alcove. Working on it...
 
1) PROGRAM\Storyline\WoodesRogers\SL_utils.c | PROGRAM\Storyline\WoodesRogers\StartStoryline.c | PROGRAM\Storyline\WoodesRogers\dialogs\Teach head_dialog.c
characters[GetCharacterIndex("Caesar")].name = "Servant";
change to
Characters[GetCharacterIndex("Caesar")].name = TranslateString("", "Servant");
2) PROGRAM\Storyline\WoodesRogers\quests\quests_reaction.c
characters[GetCharacterIndex("Caesar")].name = "Caesar";
change to
Characters[GetCharacterIndex("Caesar")].name = TranslateString("", "Caesar");
3)PROGRAM\QUESTS\quests_side.c - not related to our storyline.
characters[GetCharacterIndex("Ethilrede Claar")].name = "Shuggy";
characters[GetCharacterIndex("Ethilrede Claar")].lastname = "Garry";
change to
Characters[GetCharacterIndex("Ethilrede Claar")].name = TranslateString("", "Shuggy");
Characters[GetCharacterIndex("Ethilrede Claar")].lastname = TranslateString("", "Garry");
 

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3)PROGRAM\QUESTS\quests_side.c - not related to our storyline.
characters[GetCharacterIndex("Ethilrede Claar")].name = "Shuggy";
characters[GetCharacterIndex("Ethilrede Claar")].lastname = "Garry";
change to
Characters[GetCharacterIndex("Ethilrede Claar")].name = TranslateString("", "Shuggy");
Characters[GetCharacterIndex("Ethilrede Claar")].lastname = TranslateString("", "Garry");
Thanks for that. I'll include that change in the next update. "Shuggy" and "Garry" are already in "RESOURCE\INI\TEXTS\<various languages>\characters_names.txt".
 
Please do this in "PROGRAM\Storyline\WoodesRogers\characters\init\TempQuest.c" :
ch.old.name = "Secretary Tobias";
ch.old.lastname = "Knight";
ch.name = TranslateString("Secretary Tobias", "Knight");
//ch.lastname = TranslateString("","Knight");
Because the translations of Secretary Tobias Knight and German Knight are distinguishable.
 
What is the difference in Russian between "knight" by itself and "knight" as in "German knight"?
Tobias Knight - "Knight" is a surname and is translated by transcription (Тобиас Найт). German Knight (Тевтонский Рыцарь) - is a heavily armed warrior.
 
The translation files in all languages will need a new line for "Secretary Tobias Knight". Otherwise changing the line to 'TranslateString("Secretary Tobias", "Knight")' will have no effect. If 'TranslateString' can't find a translation for the combined words then it will translate them individually.

I can add it to the English, Spanish, Portuguese and French files.
 
On the second floor of the smugglers' tavern on La Granada Island, the door doesn't close. Also, for some reason, the door on the right teleports me to the front entrance.
Additionally, Samuel Odel is not present in the tavern.
 

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On the second floor of the smugglers' tavern on La Granada Island, the door doesn't close.
Easily enough fixed, though it will only show up in a new game. In "PROGRAM\Locations\init\Conceicao.c", find the definition for "Smugglers_Tavern" and add this to the section for 'reload.l2':
Code:
Locations[n].reload.l2.disable = 1;
Also, for some reason, the door on the right teleports me to the front entrance.
The cause is the section for 'reload.l3' in the definition for "Smugglers_Tavern":
Code:
    //fake reload_back_to_tavern
    Locations[n].reload.l3.name = "reload3";//MAXIMUS: was "back_to_tavern"
    Locations[n].reload.l3.go = "Smugglers_tavern";
    Locations[n].reload.l3.emerge = "reload1";
    Locations[n].reload.l3.autoreload = "0";
    Locations[n].reload.l3.label = "Tavern.";
As to why it's there, I don't know off-hand, but it's clearly intentional.
 
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