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Need Help Updating the Russian Translation

I don't think that's quite right. According to Google Translate, "Лидер Берегового Братства" translates to "Leader of the Coastal Brotherhood". It should be "Leading Coastal Brother".

You've already translated "Leading" and "Coastbrother" in "RESOURCE\INI\TEXTS\RUSSIAN\characters_names.txt", in the section for "Turks.c" - look at lines 1289 and 1290. Start a new game in any other storyline, FreePlay will do. Sail to to Turks Island, go to the church, and see how the monks are named there.
 
1) Add to case "QC_gate_2":
Locations[FindLocation("QC_town")].reload.l1.disable = 1;//closed
Locations[FindLocation("QC_town")].reload.l2.disable = 1; //tavern
Locations[FindLocation("QC_town")].reload.l7.disable = 1; //bordel
Locations[FindLocation("QC_town")].reload.l8.disable = 1; //pirate house

case "QC_outside_gate":
Locations[FindLocation("QC_town")].reload.l1.disable = 0;//open again
Locations[FindLocation("QC_town")].reload.l2.disable = 0;
Locations[FindLocation("QC_town")].reload.l7.disable = 0;
Locations[FindLocation("QC_town")].reload.l8.disable = 0;
2) For some reason, a sword appears in the goto goto9 locator.
3)
You've already translated "Leading" and "Coastbrother" in "RESOURCE\INI\TEXTS\RUSSIAN\characters_names.txt", in the section for "Turks.c" - look at lines 1289 and 1290. Start a new game in any other storyline, FreePlay will do. Sail to to Turks Island, go to the church, and see how the monks are named there.
Yes, the translation is not correct here either, we need to change these ones.
 

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If Google Translate is to be believed, "Береговой Брат" translates as "Coastal Brother" and "Лидер" translates as "Leader". Perhaps leave "Leading" translated as "Лидер", change the translation of "Coastbrother" to "Береговой Брат", and then you don't need to have a separate "CoastbrotherM"?
 
If Google Translate is to be believed, "Береговой Брат" translates as "Coastal Brother" and "Лидер" translates as "Leader". Perhaps leave "Leading" translated as "Лидер", change the translation of "Coastbrother" to "Береговой Брат", and then you don't need to have a separate "CoastbrotherM"?
I can do this "Leading Coastbrother" - "Главный Береговой Брат". "Главный" is something like head, chief. It doesn't sound that good, but it'll do, too. Then you don't need to change anything. If "Leading" is used for someone else, then it will be a problem. Then it will be possible to use "LeadingM" for the leader of the monks.
 
Locations[FindLocation("QC_town")].reload.l1.disable = 1;//closed
Locations[FindLocation("QC_town")].reload.l2.disable = 1; //tavern
Locations[FindLocation("QC_town")].reload.l7.disable = 1; //bordel
Locations[FindLocation("QC_town")].reload.l8.disable = 1; //pirate house

Locations[FindLocation("QC_town")].reload.l1.disable = 1;//closed ok, was locked
Locations[FindLocation("QC_town")].reload.l2.disable = 1; //tavern ok
Locations[FindLocation("QC_town")].reload.l7.disable = 1; //bordel ok
Locations[FindLocation("QC_town")].reload.l5.disable = 1; //pirate house should be reload.l5 (= reload10 to pirate house)

I'll make the changes.
 
Last edited:
Add to case "green_door_found":
Locations[FindLocation("wr_residence")].reload.l3.disable = 1;//window now closed
And move "Locations[FindLocation("wr_residence")].reload.l3.disable = 0;//window now open" from "library_open4" to case "search_clock1".
The window should not be open until we have taken the key in the room.
 
I'll look at that soon. If changes are needed they will be uploaded later as I already have so many, many files.
 
Now I need some glue to repair the Book! - not translated.
In "interface_strings.txt " there is already a phrase "Now I need some glue to repair the Book.". It's the same, but there's a dot at the end instead of an exclamation mark.
 

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"bartender_dialog.c"
Log_SetStringToLog("Wonder what kind of import that is!"); - not translated.
Change to
Log_SetStringToLog(TranslateString("","Wonder what kind of import that is!"));
The phrase has already been added to "interface_strings.txt ".
 

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Add to case "green_door_found":
Locations[FindLocation("wr_residence")].reload.l3.disable = 1;//window now closed
And move "Locations[FindLocation("wr_residence")].reload.l3.disable = 0;//window now open" from "library_open4" to case "search_clock1".
The window should not be open until we have taken the key in the room.
I have fixed that, but by making the reload3 locator small from start and large when the key in the clock is found.
Maybe you just "missed" it if you tried that exit before the key was found. It would be harder to explain how the window suddenly got unlocked. (If locked earlier)

There are other situations later on where you can miss items if you exit too early. (You can always return so no quest stops)
I changed this one because it's early in the quest and it's ok if not too difficult here.


Fixed those 2 typos in post #1388, #1389. I couldn't find in which file Now I need some glue to repair the Book! is placed. (But changed in interface_strings)
 
Is it possible to make a common two-word name for "Grandma Rogers" in order to translate it correctly?
Have you done this before for "Rogers' Crew{Офицер Роджерса}", the same thing is needed here.
Now it's "Бабушка Роджерс" - which means Woods Rogers has turned into a grandmother. Must be "Бабушка Роджерса".
 
If you mean like this
ch.old.name = "Grandma";
ch.old.lastname = "Rogers";
// ch.name = TranslateString("", "Grandma");
// ch.lastname = TranslateString("", "Rogers");
ch.name = TranslateString("Grandma", "Rogers");
it's done.
 
If you mean like this

it's done.
I also added "Grandma Rogers{Бабушка Роджерса}" in "interface_strings.txt " and I checked if it works using "console.c".
logit(TranslateString("Grandma Rogers")); - Everything seems to be correct.
 

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You forgot to comment out unnecessary phrases.
"PROGRAM\Storyline\WoodesRogers\quests\quests_reaction.c"
case "steplock_A_barrel":
Log_SetStringToLog("steplock_A_barrel"); - take it away.

"PROGRAM\Storyline\WoodesRogers\SL_utils.c"
case "box1":
Log_SetStringToLog("itemlogic_else_is_filled"); - take it away.
 
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