The way I use SLR with LLM translations was to copy the sheetParser add-on from T++ to SLR (to enable export/import from spreasheets), then export as xlsx -> translate -> import from xlsx -> clear translations on red-/darkred-tagged cells. I don't translate any scripts, but those are manually done anyway.Quick question. Is there a way for this tool to instead use an LLM translation model from LM studio? I'm assuming I just need to configure the settings with the port and localhost stuff. As much as I like sugoi, LLM's has developed quite well now.
It took me till now to actually read that, I'm a bit surprised that you say that works.The way I use SLR with LLM translations was to copy the sheetParser add-on from T++ to SLR (to enable export/import from spreasheets), then export as xlsx -> translate -> import from xlsx -> clear translations on red-/darkred-tagged cells. I don't translate any scripts, but those are manually done anyway.
Do you mean copying sheetParser into SLR, or the whole process with importing from sheets? I vaguely remember you mentioning that T++ add-ons should work with SLR, though it's possible that only applied way back then and T++ may have diverged too far by now to make it really reliable. Still, the sheetParser is an older add-on, so it works fine.It took me till now to actually read that, I'm a bit surprised that you say that works.
Concerning DeepSeek, are you by chance using this?or DeepSeek being smart though.
I just pay for DeepSeek. I wanted to try out a llm and I'd heard it's cheap... and it turns out if you only use it during off-peak hours to take advantage of the off-peak discount then it's really cheap. Like, I've run over 25 games through it and only spent a little over $7. Even the most expensive games are just under a dollar, and smaller ones will often be ~$0.15. Most projects are done quickly, though I have had two which took 4 hours for some reason. Dunno if it's weird code or everyone else getting in on the discount or what.Concerning DeepSeek, are you by chance using this?
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It's something I've been meaning to look into, but never found the time/motivation.
Define 'normal hardware'?Edit: To also preempt questions about smaller LLMs that could be hosted locally, they're all shit.
I've tested a bunch and I haven't found a single LLM small enough to run on "normal" hardware that doesn't make shit up.
They all suddenly put stuff in the translation that is clearly not present in the original text. They look like they are doing a better job than Sugoi because they get pronouns and grammar right more often, but who cares if the English looks good if it's not actually an accurate translation of the input?
The big advantage for models like that is that people can run them entirely locally, also you can feed them context and additional instructions on how to translate specific things. Other than that- it isn't limited to that one small model. Mingshiba has new 14b and 32b models coming out soon, and people with high end gpu's will be able to run those locally as well. Since the new SLR you are building can connect to local hosting systems, those will be plug and play when they are released.Edit: Also to mention it, specifically for gantos I've built it to also support "dumb" LLMs like vntl llama3 8b without having to change the code. (Just need to switch some in-tool options around.)
I still don't understand why you would want to do that, because the result is essentially the exact same as SugoiV4, but hey, the option will be there. I will not tell anyone what they can and cannot use with with SLR Translator, I will try to build it as easily customizable as possible.
I was only able to test with vntl llama3 88hf, and that one had very underwhelming performance. If the big ones understand complex prompts then I misunderstood what you meant. I've now added additional support for models who do not understand prompts besides "translate to x" at all.That said while I have seen some very good results from the vntl models, it needs 18gb of vram, so I can't try it myself.
Err... I'll look into it.Hello Shisaye, thanks for the tools.
I got a bit problem when translating this game :You must be registered to see the links
It does have f95 thread but it had the same problem, i don't know what's OP's translator tools though. https://f95zone.to/threads/the-innk...o-earn-money-in-the-dungeon-sweetspot.231741/
So the problem is there's item named shining that can be appraised to get 1 equipment and it's random, when using translator the shining item keep reappering then nothing can be appraised. So i tried to removed all translation about words "shining" "shiny" "something shining", the item shining didn't reappear anymore but it just poof gone and didn't get the equipment.
Here's the picture using translator:
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Then here's using original game:
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When using original jp game i got the equipment.
When i fix cells i got 1 purple but i deleted the translation:
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**Just when i typed this post, i got what is the problem, it seems Armor.json is the culprit, when i swap Armor.json from original Jp to translated ones it get appraised and i got the item, so what caused this? when i see this i think there's no problem.
Edit2: although changing Armor.json seems to fix item appraisal, turns out the shining item sometimes went poof gone.
Edit3: changing Weapon.json fix edit 2 problem, now the item won't go poof gone, but how to keep item translated without this bug?
Edit 4: Deleting initial translation on all Armor.json and Weapon Json all works fine just without translation(only wrap), new problem occur that all shining item now have infinite uses lol.
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