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For discussing role-playing video games, you know, the ones with combat.
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Post by Finarfin »

If the ****** could make a witcher 3 like game or some **** like KCD, I would be more inclined to play them. Not a fan of turn-based games or mobile game looking ****.
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Post by A Chinese opium den »

rusty_shackleford wrote: February 8th, 2025, 13:31
Tweaked prompt, pretty good.
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Gay, ruined. The chinese source is probably extremely verbose and poetic.
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Post by gerey »

rusty_shackleford wrote: February 8th, 2025, 14:56
Do you know if it's possible to change the font used per element? I'd like to use a different font for the dialogue.
I think you can only change the font globally, not per component.
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Post by rusty_shackleford »

gerey wrote: February 8th, 2025, 15:03
rusty_shackleford wrote: February 8th, 2025, 14:56
Do you know if it's possible to change the font used per element? I'd like to use a different font for the dialogue.
I think you can only change the font globally, not per component.
Oh well, I'll just use this font for all of it. I like the look. :)
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Post by rusty_shackleford »

A Chinese opium den wrote: February 8th, 2025, 15:02
Gay, ruined. The chinese source is probably extremely verbose and poetic.
Now that the UI is properly resized I can keep the verbosity.
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Post by rusty_shackleford »

gerey wrote: February 8th, 2025, 14:41
If you're still tweaking the prompt you could try something like this:
The prompt I'm using is:
Translate Simplified Chinese to concise English for an American audience, maintaining a Wuxia Jianghu tone. Preserve the original meaning and context. Prefer words that would fit in a Wuxia Jianghu setting. Leave special characters (e.g., HTML) untouched. Use Pinyin for Chinese names & Chinese terms that lack direct, equivalent English translations, especially those that don't have accurate translations — one such example would be dāo which has no English equivalent; translate everything else. Do not add any explanatory details not present in the original. The purpose of this text is for a Wuxia video game. If the input is short, consider that it is UI text and therefore the output must also be short to fit the UI element, and use common acronyms for example "XP" instead of "Experience". If the input is longer, consider that it may be character dialogue and translate appropriately. Do not add punctuation where there was none. What follows is the Chinese text to translate:
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Post by rusty_shackleford »

rusty_shackleford wrote: February 8th, 2025, 15:16
gerey wrote: February 8th, 2025, 15:03
rusty_shackleford wrote: February 8th, 2025, 14:56
Do you know if it's possible to change the font used per element? I'd like to use a different font for the dialogue.
I think you can only change the font globally, not per component.
Oh well, I'll just use this font for all of it. I like the look. :)
ImageImage
This is the font if anyone else wants to use it, imo it fits the setting: https://fonts.google.com/specimen/Protest Revolution
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Post by rusty_shackleford »

I need a way to pass the context to the AI, for example telling it if it's translating dialogue, UI elements, settings, etc., :scratch:
Guess I'll need to read the docs
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Post by A Chinese opium den »

rusty_shackleford wrote: February 8th, 2025, 16:16
I need a way to pass the context to the AI, for example telling it if it's translating dialogue, UI elements, settings, etc., :scratch:
Guess I'll need to read the docs
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Post by gerey »

rusty_shackleford wrote: February 8th, 2025, 16:16
I need a way to pass the context to the AI, for example telling it if it's translating dialogue, UI elements, settings, etc.,
Only way I know how to do it is clunky at best.

Basically, keep open the output .txt file and the .ini file with the prompt, and if you see the AI making a mistake delete the translated lines, modify the prompt and reload the translation (IIRC Alt+R should do it) so it will retranslate with the modified prompt. Be sure to save both the .txt and .ini file before reloading the translation though.

You don't need to exit the game to do any of this, it can all be done while in the game. You can even manually edit the lines and reload them too.

Ideally, I wish the program would support multiple (user defined) prompts, or changing the prompt via the UI, and have a toggle to make it include/exclude the previous line in the prompt (i.e. for when you switch to a different NPC).
Last edited by gerey on February 8th, 2025, 16:29, edited 4 times in total.
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Post by rusty_shackleford »

I removed the contents of the TranslationPostProcessing setting, it was splitting text with html entities(i.e., colored text) which caused a lot of issues. AI handles text with markup just fine, not needed, it's for machine translation stuff.
edit:
nvm, it's the HandleRichText setting
Last edited by rusty_shackleford on February 8th, 2025, 16:57, edited 2 times in total.
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Post by rusty_shackleford »

I prefer Hero's Adventure energy system to action points.
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Post by rusty_shackleford »

If anyone is worried if auto-translate would run up a yuge bill, I spent about 11 cents on it while playing for a while. Probably a couple dollars to fully translate a game.
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Post by gerey »

rusty_shackleford wrote: February 8th, 2025, 18:37
If anyone is worried if auto-translate would run up a yuge bill, I spent about 11 cents on it while playing for a while. Probably a couple dollars to fully translate a game.
When you finish with the game you can actually upload the files as a sort of translation patch, all another user needs to do is copy your output .txt files into the appropriate folder and the plugin will automatically load the translation from the file without needing to send text strings to an LLM.

Hell, once someone has gone through the game once (since there is no easy way to scrape text strings from the game itself), you can dump the whole thing into an online spreadsheet and have others collaborate to clean up the translation.

Creating a translation patch for games running on Unity into English is as easy and as fast as having someone play through them.
Last edited by gerey on February 8th, 2025, 19:16, edited 3 times in total.
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Post by Val the Moofia Boss »

Image

I remember playing 8 hours of Ho Tu Lu Shu Book of Dragons three years ago. I found it to be rather unenjoyable. Didn't like the aesthetics, characters and story was meh, gameplay was meh, forgettable soundtrack. The map was also just a valley with only two villages and a few periphery houses in the woods.

I just can't really get into these Chinese RPGs besides Perfect World and Honkai Star Rail.
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Post by rusty_shackleford »

Val the Moofia Boss wrote: February 8th, 2025, 19:31
Image

I remember playing 8 hours of Ho Tu Lu Shu Book of Dragons three years ago. I found it to be rather unenjoyable. Didn't like the aesthetics, characters and story was meh, gameplay was meh, forgettable soundtrack. The map was also just a valley with only two villages and a few periphery houses in the woods.

I just can't really get into these Chinese RPGs besides Perfect World and Honkai Star Rail.
I'm not quite sure what to think about it yet, but I probably enjoyed Hero's Adventure more by this point. It's definitely worth trying if you haven't.
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Post by rusty_shackleford »

I made a mod to speedup combat, I'll upload it later :weeb:
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Post by rusty_shackleford »

Managed to hack in context-aware translations so it can provide hints based on the path of the UI element being translated. e.g., telling it that it's translating a settings screen with technical terminology.
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Post by Oyster Sauce »

rusty_shackleford wrote: February 9th, 2025, 13:24
Managed to hack in context-aware translations so it can provide hints based on the path of the UI element being translated. e.g., telling it that it's translating a settings screen with technical terminology.
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Nice. I hope you get to play it at some point.
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Post by gerey »

rusty_shackleford wrote: February 9th, 2025, 13:24
Managed to hack in context-aware translations so it can provide hints based on the path of the UI element being translated
By using the logged engine path used by the resizer?
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Post by rusty_shackleford »

gerey wrote: February 9th, 2025, 14:06
By using the logged engine path used by the resizer?
uses the same path but I had to do some hooking on the plugin to get it to work without making any changes to the core plugin itself
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Post by gerey »

rusty_shackleford wrote: February 9th, 2025, 14:15
uses the same path but I had to do some hooking on the plugin to get it to work without making any changes to the core plugin itself
Is your fork available to download, I'm interested in testing it out.
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Post by rusty_shackleford »

gerey wrote: February 9th, 2025, 14:53
rusty_shackleford wrote: February 9th, 2025, 14:15
uses the same path but I had to do some hooking on the plugin to get it to work without making any changes to the core plugin itself
Is your fork available to download, I'm interested in testing it out.
Not yet, still making changes. It loads a json file of matches that looks like this:

Code: Select all

[
  {
    "name": "MainMenu",
    "path": "/Canvas(Clone)/UITitle(Clone)/System_BG/Btn_VLG",
    "prompt": "IMPORTANT: This translation request is for text that will be displayed on a menu screen."
  },
  {
    "name": "SettingsMenu",
    "path": "/Canvas(Clone)/UISetting(Clone)/Anchor1920.1080/WgPanel",
    "prompt": "IMPORTANT: This translation request is for text that will be displayed on an ingame settings screen, likely with technical terminology."
  },
  {
    "name": "Dialogue",
    "path": "/Canvas(Clone)/UITalk(Clone)/BackGround/DialogGroup/Message",
    "prompt": "IMPORTANT: This translation request is for text that is character dialogue. It is a standalone message and should make sense when read by itself."
  }
]
The prompt is added there in addition to a base prompt.

There's still an issue that text is cached without UI context tho.
Last edited by rusty_shackleford on February 9th, 2025, 15:14, edited 1 time in total.
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Post by rusty_shackleford »

Greatly improved the output by improving the prompt, using a separate file to store the prompt now because it's a bit big tbh
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Post by rusty_shackleford »

Honestly surprised at how well this works 2bh.
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Post by rusty_shackleford »

Translates the time properly to the shichen time, but also includes an approximation of the time in freedom units :weeb:
Selection_018.webp
Also I've been working on fixing up a bunch of stuff using manual translations, UI stuff especially so.
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Post by gerey »

rusty_shackleford wrote: February 10th, 2025, 03:29
Translates the time properly to the shichen time, but also includes an approximation of the time in freedom units
Is this done via RegEx, or do you have code in place to catch that particular text string and combine it with the "translated" time?
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Post by rusty_shackleford »

gerey wrote: February 10th, 2025, 10:26
rusty_shackleford wrote: February 10th, 2025, 03:29
Translates the time properly to the shichen time, but also includes an approximation of the time in freedom units
Is this done via RegEx, or do you have code in place to catch that particular text string and combine it with the "translated" time?

Matches the path for the time ui element and adds to the prompt for the AI :weeb:
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Post by rusty_shackleford »

This is all mostly possible thanks to Gemini flash 2.0. Incredibly low latency/high speed with remarkable quality. Probably not as good as doing it 'offline' with a higher quality non-realtime model but still very, very good — far beyond any standard machine translation.
I'll work on getting my fork available and my version of the translation up. You need an open router API key and a couple dollars in credit(I've used about $1 so far doing a LOT of testing + clearing cache.) Otherwise it should be easy to setup, just extract the plugin. Signup here: https://openrouter.ai/

It uses deepl as a fallback for when it trips the AI safety stuff, openrouter doesn't let me configure the safety level like the direct Google API :? I'll try reaching out to them and see if there's any way to do this I guess. But out of about 3,000 lines translated during one session of playing, it tripped the safety once.

I'd say it has about a 98% accurate strict following of the prompt with regards to things like being given a line that has color markup and accurately outputting the translated word with the same color markup.

Localizers are completely dead at this point. This took me less than a day to develop and get working with incredible quality.
Last edited by rusty_shackleford on February 10th, 2025, 11:39, edited 5 times in total.
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Post by gerey »

rusty_shackleford wrote: February 10th, 2025, 11:33
It uses deepl as a fallback for when it trips the AI safety stuff
This is awesome. One of the major problems with using AutoTranslator was the tradeoff between quality of translation vs. the AI editorializing/censoring the output. This is an elegant way of solving this.
rusty_shackleford wrote: February 10th, 2025, 11:33
openrouter doesn't let me configure the safety level like the direct Google API
Can you also use ChatGPT still?

I've been messing around with DeepSeek, seeing how far I can push it before it clams up, and it's far less uptight than the Western models, so that could also be an option too.
rusty_shackleford wrote: February 10th, 2025, 11:33
Localizers are completely dead at this point. This took me less than a day to develop and get working with incredible quality.
Pretty much, yeah. Also the big reason why I'm so excited about MeoW as well, it renders the increasingly ******-infested fan translation scene virtually obsolete, and makes 40 years of games available to a global audience.