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What names should be plThat would be good, yes. You'll need to correct the spelling anyway, and if you also add a version with "Early Explorers" names to go into folder "0", they can both go into the next update.
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What names should be plThat would be good, yes. You'll need to correct the spelling anyway, and if you also add a version with "Early Explorers" names to go into folder "0", they can both go into the next update.
The vapour makes you stronger but has a side effect...
The term "Steam Power" was translated by Google, at least in PTBR it is well understood as "Vapor de poder"Maltese Abbey
Speightstown
Bridgetown
For "Early Explorers", replace "Speightstown" with "San Luis" and replace "Bridgetown" with "Santa Ines". Replace "Barbados" with "Los Barbados".
I don't think the clouds you see in some places are steam power. They're vapours of some sort. This part of "interface_strings.txt" might refer to them:
On THIS shovelload blinks a jewel..
The sword of a buried abbot
An artefact from the temple that once stood here
You plunge into the remains of a halfdecayed plaguevictim..
Someone's buried here.. but he aint dead!!
Your spade hits a stone and breaks..
You dig up a treasurechest
An Akkelani witchdoctor. Mummified.. but spitting VENOM !
X of item??Perhaps just say "Vapour". Players who stand in them will soon find out what they do... Likewise, instead of "Buried chest", say something like "Place to dig". You might find a chest but you'll probably find something else, it is entirely random, and not everything you find is good! Looking again in "interface_strings.txt", these look like things that might happen:
"Abbey" still needs to be corrected with an "e" between the second "b" and the "y".
On the map of the location it says "dungeon of redmond" making a distinction between aabey and redmond maps, and perhaps "maltese abbey" should be "maltese crypt". distinguishing names between crypt (dugeon of redmond) and labyrinth?Looking at the locations (which you can find in "PROGRAM\Locations\init\ccclocations.c"), exit 2 doesn't lead to Bridgetown dungeon because Bridgetown doesn't have a dungeon - at least, it doesn't have a location called "dungeon". It's "Greenford_M_undercroft" and you enter it through the back door to the Maltese Abbey - more correctly, Abbey of the Maltese order - which is the church-like building in Bridgetown. In "interface_strings.txt", you translated it as "Abadia da ordem maltesa", so that's probably what you will see when you stand by either the main door or back door to the building.
curMap.id = "mapMaltese_Crypt";
curMap.name = "itmname_mapMaltese_Crypt";
curMap.describe = "itmdescr_mapMaltese_Crypt";
curMap.island = "Oxbay";
curMap.location = FindIslandName("Oxbay");
curMap.picIndex = 17;
curMap.picTexture = "items_maps"; //GR, Peter Norton
curMap.price = 1300;
curMap.skiptrade = true;
curMap.skipsell = true;
curMap.labels = "";
makearef(labels, curMap.labels);
n = InitMap(n, curMap);
itmname_mapMaltese_Crypt {Map of Maltese crypt}
itmdescr_mapMaltese_Crypt {
Map of the crypt under the Abbey of the Maltese Order on #slocation#.
}
GiveItem2Character(PChar, "mapMaltese_Crypt");
I think it's better for the priest to hand over the map when he takes on the mission of finding the exorcist. perhaps additional dialogue informing that the exorcist intended to visit the crypt.n = InitMap(n, curMap);[/code][/spoiler]The 'curMap.skiptrade' and 'curMap.skipsell' lines prevent you from buying it from a store or street vendor. I've yet to figure out what to do with it - perhaps a priest can offer to give it to you along with the telescope when you bring him a cross.
replace ??Edit "RESOURCE\INI\TEXTS\ENGLISH\ItemsDescribe.txt". Under the entry for "itmname_mapKRTempleUpper", add:
That means it doesn't make sense with the priest. He says that the exorcist was last seen in Bridgetown and advises you to look for "the weird and dangerous". So the priest does not seem to know about the Maltese crypt, therefore he can't have a map of it.I think it's better for the priest to hand over the map when he takes on the mission of finding the exorcist. perhaps additional dialogue informing that the exorcist intended to visit the crypt.
"He was last seen in ",
" so I think you should look there. Normally you can find him if you look for the weird and dangerous as it is his job to get rid of these. He might not appreciate that I gave you this item since it was made for him. But we will make him another one when he needs it.",
What would be useful is to show the place where you arrive if you drop through the trapdoor from the Maltese Abbey. You can't go back up but you can see the trapdoor in the ceiling. So if you dropped through the trapdoor then the map can show where you are now, and you'll also know where you are if you've been wandering around and then see the trapdoor above you again.If it is necessary to make another map for the crypt, I can do it and include the transport points for the labyrinth, but that would only be the figure at least for now I do not have the knowledge to change the logical location of the map.
I have no idea how to do that, and too much to do with some other PoTC projects to take the time to figure it out.Having a rifle with a telescope is a bit of a hindrance.
When you draw your sword, the rifle scope appears and this is uncomfortable. When you shoot, the character sheathes the sword, which makes it difficult to draw the sword again during the fight.
Suggestion: use the TAB key to switch between telescopic and normal mode, and when you shoot, return to normal mode.
No. They'll probably work, though what I have noticed is that some special characters look odd. The only problems are likely to be questbooks, so I'll simply load them into Notepad and save them back as ANSI. Questbooks definitely don't work in NH if they're in UTF-8 format.__________________________________________________________________________________________________________________
The translated files I have are in UFT8 format, will this be a problem to include in NH?
__________________________________________________________________________________________________________________
Yes there is. Going through the gate from the port, you're in a town location which is a straight copy of the one in Bridgetown. It has the store, tavern and shipyard in the same places as Bridgetown. (The "Ardent" storyline relies on this. There's one point in the story where, if you brought extra ships with you, you have to sell or berth them in the Willemstad shipyard.)I had already warned about this bug on discord, I forgot to do it here.
In the screenshot:
"Wilemstad shipyard needs help" (I couldn't get a screenshot of the text in English)
There is no shipyard in Wilemstad.
below the FLOORSLABS of this church{below the FLOORSLABS of this church}
south of this undercroft, behind the half collapsed passage{south of this undercroft, behind the half collapsed passage}
I use this python script to convert files to UTF-8.No. They'll probably work, though what I have noticed is that some special characters look odd. The only problems are likely to be questbooks, so I'll simply load them into Notepad and save them back as ANSI. Questbooks definitely don't work in NH if they're in UTF-8 format.
The trapdoor and link 4 reference are included on the map. It would be better to invent another name, "link to another side", it doesn't sound very good.That means it doesn't make sense with the priest. He says that the exorcist was last seen in Bridgetown and advises you to look for "the weird and dangerous". So the priest does not seem to know about the Maltese crypt, therefore he can't have a map of it.
So you'll get it from a Maltese monk instead. The most common dialog from a dead monk has three choices (four if you're in the crypt), of which the second begins with a random swear followed by "You live? I must say, you're rather tough, I thought I had killed you. TWICE even!" If you choose that, he begins to tell you the story. Go through the whole story. At the end, if you don't already have a map, he'll offer to give it to you.
What would be useful is to show the place where you arrive if you drop through the trapdoor from the Maltese Abbey. You can't go back up but you can see the trapdoor in the ceiling. So if you dropped through the trapdoor then the map can show where you are now, and you'll also know where you are if you've been wandering around and then see the trapdoor above you again.
Also, there are more vapour points than your map shows. There are quite a few in corridors, and there are also two in the bottom left square - the first one you reach if you entered from Speightstown dungeon.
You could also add a line for exit 4, which isn't an exit but a teleport to another part of the crypt. Not realising that, and not having seen the second number 4, I went to it just to see where it led. You don't need separate lines for each exit 4, just a line saying something like "Link between two places in the crypt".
I have no idea how to do that, and too much to do with some other PoTC projects to take the time to figure it out.
No. They'll probably work, though what I have noticed is that some special characters look odd. The only problems are likely to be questbooks, so I'll simply load them into Notepad and save them back as ANSI. Questbooks definitely don't work in NH if they're in UTF-8 format.
Conversely, the files in the attachment here are in ANSI, so you'll probably need to convert them to UTF-8 to work in BNH.
Yes there is. Going through the gate from the port, you're in a town location which is a straight copy of the one in Bridgetown. It has the store, tavern and shipyard in the same places as Bridgetown. (The "Ardent" storyline relies on this. There's one point in the story where, if you brought extra ships with you, you have to sell or berth them in the Willemstad shipyard.)
Meanwhile, back to the crypt map, and the attached .zip file should contain everything you need - updated dialog files for the Maltese monks, an updated "initItems.c" with the map set to be sellable, and revised "interface_strings.txt" containing translations for some phrases in the Maltese monk dialog. Look for these lines and translate them into Portuguese:
Code:below the FLOORSLABS of this church{below the FLOORSLABS of this church} south of this undercroft, behind the half collapsed passage{south of this undercroft, behind the half collapsed passage}
That will be fine - just so that there is some explanation for link 4.The trapdoor and link 4 reference are included on the map. It would be better to invent another name, "link to another side", it doesn't sound very good.
Maybe "Secret Passage", "Portal", "hidden link".
There should only be one which looks like a trapdoor because it was specifically added at the same time as the visible trapdoor in the Abbey.I'm not sure if the trapdoor indication is valid, there are several points with an opening in the roof and this can be confused with the trapdoor.
I'm not sure but I think the effects of the steam points are random. A point which gave you HP in your game might not give HP next time, and a steam point which did not give you HP this time might give HP next time.The 8 steam points that I indicate on the map are all for gaining HP, that's why I highlighted them on the map.
Adding the two extra lines should be enough. You'll see soon enough if you talk to a dead Maltese monk. After he has finished his story, he says:There is a significant difference in lines between the BNH and NH versions in the interface_strings.txt file, so I just added the 2 lines that were included, I hope it works correctly with this adjustment.
On line 2532, there must have been a typo, shouldn't it be {} where there is [] ?
Greek Fire hits the[Greek Fire hits the]
The bit in red changes depending on whether you are in the Abbey, the undercroft (the place which looks like Port Royale dungeon) or the crypt itself. The first time I talked to a monk, there was just a gap between "crypt" and the full stop. An odd gap like that is a warning to me because it's almost always the sign of something which should have been translated or a preprocessed variable which wasn't filled in. After I added the two lines into "interface_strings.txt", the correct phrase appeared.Looks like you are a chosen redeemer, by sword or by.. err.. company. You turned me from a dead soul in a living body into a living soul freed of its dead body. Quite a change for the better, I can tell you. \nWell, Redeemer, who knows, maybe the reason for my apparition before you is that Heaven wants to give me the opportunity for a last appeal to you: try to redeem all those poor souls trapped in the crypt below the FLOORSLABS of this church. Heaven will surely reward you for that, and if you care more for earthly rewards you can take the weapons and jewels of the knights who are forced to haunt the crypt. And seven grandmasters of our order have buried their treasurechests down there. \nFeel free to take anything you can find, and here, take my possessions as well. We don't need those vain things where we now go, wherever that may be. I pray it will be Heaven, cause I have endured my share of purgatory already!
Add them, please. "BladeBP2" is a variant of Bartolomeu o Portugues' sword for FreePlay - it's the same sword model and stats as "BladeBP" but the description does not include the part about Charles Baxter because you won't meet him in FreePlay. The machete and whip are used by another FreePlay character, Aveline de Grandpré - check "PROGRAM\Models\initModels.c" and look for model "Aveline" to see if she is included in BNH. You can also check "PROGRAM\ITEMS\initItems.c" to see if those three items are defined.I don't know if this is relevant, but I'll warn you.
There are some differences in ItemsDescribe.txt.
3 items that are not in the BNH file.
itmname_bladeBP2
itmname_machete
itmname_pistolwhip