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Need Help Updating the Russian Translation

Put this in console.c to get Odel in place and ready to talk;

ChangeCharacterAddressGroup(CharacterFromID("Odel"), "Smugglers_Tavern", "goto", "goto17");

pchar.quest.Odel_dialog.win_condition.l1 = "locator";
pchar.quest.Odel_dialog.win_condition.l1.location = "Smugglers_Tavern";
pchar.quest.Odel_dialog.win_condition.l1.locator_group = "goto";
pchar.quest.Odel_dialog.win_condition.l1.locator = "goto17";
pchar.quest.Odel_dialog.win_condition = "Odel_dialog";
 
I have fixed all problems so far except the Alcove boxes bug. Played in your footsteps @Akrimal but I have to leave the bug
as I can't repeat it.

The missing icon in the garden house was a tricky one. The locatorfile was corrupt so I exchanged it. The new one didn't give an icon either
at the door for reload1. It did allow to place a box there though and fix the exit (with icon etc) that way.
 

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I found a bug when testing what happens to Horatio Nelson when he gets promoted. At rank Vice Admiral, he has the first rate Victory and a companion in command of frigate Enterprise. But the ship names are wrong:
victory_wrong.jpg enterprise_wrong.jpg
That's because ship names are translated. 'TranslateString' starts by looking in "common.ini", and the words "Victory" and "Enterprise" are used as the keys for ship types as seen in interfaces:
Code:
string = Victory,"Victory class 1st Rate"
Code:
string = Enterprise,"American Topsail Schooner"
I've changed the lines in "Ships_init.c" which use those keywords, and also changed all versions of "common.ini" to use the changes:
Code:
string = HMSVictory,"Victory class 1st Rate"
Code:
string = US_Enterprise,"American Topsail Schooner"
And now:
victory_right.jpg enterprise_right.jpg

The attached file includes the updated "Ships_init.c" and both the English and Russian versions of "common.ini". The translations should not have changed, only the keywords. You can test it easily enough. Edit "InternalSettings.h" to enable cheatmode, start a FreePlay as "Nelson's First Command", and when you're standing on Kingston dock, press numeric keypad 9 enough times to be promoted to Vice Admiral. That should give you both ships.
 

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I can dock at Citadel Rock, although in the story progression I'm supposed to get there from the Governor's Harbor Tavern. Should there be a fast travel option there?
 

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Should there be a fast travel option there?

First I checked and the Citadel Rock part works both when arriving from the Tavern or from the sea.

A fastreload only gives you a shortcut if you already visited the location, right?
So I don't think it will make any difference for the quest. Maybe for the shore as another common shore though?

No Jack, shores do not have the fastreload thing at all.
 
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First I checked and the Citadel Rock part works both when arriving from the Tavern or from the sea.

A fastreload only gives you a shortcut if you already visited the location, right?
So I don't think it will make any difference for the quest. Maybe for the shore as another common shore though?

No Jack, shores do not have the fastreload thing at all.
Woodes Rogers Part 2 - (06) Johnson
When you have all four new Maps + Hornigold’s Map from part 1 you’ll meet Daniel Defoe.
Where should Daniel Defoe appear?
 
1) Nueva Suecia roofs - add to "interface_strings" after Nueva Suecia tailor's shop.
2) PROGRAM\Storyline\WoodesRogers\quests\quests_reaction.c
case "quest_item":
Change - Logit(TranslateString("","An item has been removed from your inventory"));
on - Logit(TranslateString("","You give item"));
3) As the battle started near the blockhouse, Israel Hands attacked members of his own crew.
4) When I stepped onto the deck of the corvette, I saw King David in the water. Why didn't the soldiers attack me? It looks like something's broken on the deck.
5) PROGRAM\Storyline\WoodesRogers\dialogs\ENGLISH\Jonathan Swift_dialog.h
Defoe's conversation with Jonathan Swift feels cut off. After lines 2 and 3, they simply walk away from each other with no farewell. The missing lines 4 and 5 should be included to complete the scene.
 

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Now that the main plot is done, is there any extra content that doesn't work with cheats turned on?
@AkrimalS: Here are some files for the update to Baldewyn Coffier's quest, including files in "PROGRAM\DIALOGS\ENGLISH" with new text. Could you please do the translating?
I uploaded my translation files.
 
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Here are some files which are going into the next update and which need to be translated.

"zaid murro_dialog.h" just needs the name "Claire" on line 47 changed to "#sClaire#", and "QUESTBOOK\larrouse.txt" needs "Claire" and "Larrouse" changed the same way. This is because, if you choose to play as Claire Larrouse, you will see someone else in San Juan tavern.

"PROGRAM\DIALOGS\ENGLISH\Joseph Claude Le Moigne_dialog.h" now contains lines for the "JackSparrow" storyline, and the version in "PROGRAM\Storyline\JackSparrow\dialogs\ENGLISH" is now a copy of this file. When you have finished translating this file into "PROGRAM\DIALOGS\RUSSIAN", please copy the file into "PROGRAM\Storyline\JackSparrow\dialogs\RUSSIAN".

The file also contains a lot of new lines for the Baldewyn Coffier quest. I can not delete the storyline dialog files because the update is just a zip file, so I have to copy the normal dialog files into the storyline folder. That allows anyone playing the storyline to complete Baldwyn Coffier's quest.
 

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PROGRAM\Storyline\GoldBug\dialogs\Moultrie store_dialog.c
Dialog.Text = DLG_TEXT[0] + GetMyAddressForm(NPChar, PChar, ADDR_CIVIL, false, false) + DLG_TEXT[1] + npchar.name + " " + npchar.lastname + DLG_TEXT[2];
Since this character doesn’t have a last name, we need to remove the blank space.
 

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Or replace:
Code:
npchar.name + " " + npchar.lastname
... with...
Code:
GetMySimpleName(npchar)

The game can sometimes move a single name from the "name" attribute to "lastname". I've never found out what's doing it, but it means 'npchar.name' sometimes doesn't work. But if a character has only one name, 'GetMySimpleName' will show it, regardless of which attribute is holding it, without an unnecessary space.

There's also 'GetMyName', which will show "name" if it exists and is not blank, otherwise it tries "lastname". And 'GetMyLastName' does the reverse - shows "lastname" if it exists and is not blank, otherwise tries "name".
 
1) At night, the boards nailed over the door in the south tower glow for some reason.
2) Please do this in "PROGRAM\Storyline\GoldBug\Characters\init\TempQuest.c" :
ch.name = TranslateString("Harbour", "Master");
//ch.lastname = TranslateString("", "Master");
To make this name translatable in one line.
3) Since we don't have a ship, an error occurred and we told the Harbour Master that our ship's name is 'Noname'.
4) A couple of visual bugs.
5) For some reason, a woman lives in the bank and considers it her home.
6) In the taverns, the bartender is using the shopkeeper's dialogue, whereas in the shop itself the shopkeeper is completely absent.
7) The Opium Den has no vendors, as a result of which it is non-functional.
 

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3: The harbour master uses the standard dialog "Laurence Wellman_dialog.c", which means the same can happen if you talk to Port Royale harbour master Laurence Wellman while you have no ship. This version should check if you have a ship; if not, you should only give your name, not your ship name.
 

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I have made a new very simplified Wellman dialog especially for the GoldBug situation. (placed in the GoldBug folders)
This to avoid the harbour master mentioning names that do not work here as this is a quest locations.

Working on the other @AkrimalS numbers 1) - 7).
 
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