View Full Version : Compression Methods?
Punisher
17-12-2018, 21:46
HI, I'm New Here,
I like to know how this compression methods works.
Anyone can listed them and tell me what it does :)
Please i like to use it,
but i don't know what method is good,
and how to combine them.
I saw lots of methods in
*Best Compression Methods for 'Specific' Games. Q&A*
But i like to know, how each one of this methods works
so please, anyone can help me :confused:
mausschieber
18-12-2018, 01:11
HI, I'm New Here,
I like to know how this compression methods works.
Anyone can listed them and tell me what it does :)
Please i like to use it,
but i don't know what method is good,
and how to combine them.
I saw lots of methods in
*Best Compression Methods for 'Specific' Games. Q&A*
But i like to know, how each one of this methods works
so please, anyone can help me :confused:
Read here that should Help you
https://fileforums.com/showpost.php?p=469405&postcount=1
Punisher
18-12-2018, 02:47
Read here that should Help you
https://fileforums.com/showpost.php?p=469405&postcount=1
thanks i already see that but im new here so i don't know much about compressing.. but i dig... :p now i have an ideas, but the thing is
i don't know what methods right to the game.. i like to use UA R6 Diskpan,
cause it keep it simple. we can give custom method for specific game but the thing is i don't know how to do it. cause i don't know
what compression methods compatible with diskpan and what each com-method does :confused: :confused: so please help me..
mausschieber
18-12-2018, 02:53
thanks i already see that but im new here so i don't know much about compressing.. but i dig... :p now i have an ideas, but the thing is
i don't know what methods right to the game.. i like to use UA R6 Diskpan,
cause it keep it simple. we can give custom method for specific game but the thing is i don't know how to do it. cause i don't know
what compression methods compatible with diskpan and what each com-method does :confused: :confused: so please help me..
this index describes which game is the best way to compress
Punisher
18-12-2018, 04:13
Yes but the method need different tools,
I like to stick with UltraARC Diskspan.bat
So there's no one use the method that compatible with Diskspan. I have try methods it says unsupported.
So i need methods that support for UAR6 Diskspan.bat
I have give you thanks hope you like it..
mausschieber
18-12-2018, 05:38
Yes but the method need different tools,
I like to stick with UltraARC Diskspan.bat
So there's no one use the method that compatible with Diskspan. I have try methods it says unsupported.
So i need methods that support for UAR6 Diskspan.bat
I have give you thanks hope you like it..
then Read here
http://custom-installer-ultimate-v2.wikia.com/wiki/Custom_Installer_Ultimate_v2_Wiki
Punisher
18-12-2018, 05:45
then Read here
http://custom-installer-ultimate-v2.wikia.com/wiki/Custom_Installer_Ultimate_v2_Wiki
Oky more details... Thanks..
Punisher
18-12-2018, 06:15
There's nothing about compression in wiki.
I think this is the All method
For DiskSpan..
pzlib:t4+srep:m3f:lzma:ultra
Please anyone can tell me,
Each method what they used to compress,
I mean what kind of files?
Valid methods for DiskSpan are in FA.ini
Punisher
18-12-2018, 07:02
Valid methods for DiskSpan are in FA.ini
You mean arc.ini?
mausschieber
18-12-2018, 14:34
You mean arc.ini?
no in Resources folder FA.ini
you can find it here use the _Tools (2018-11-14)
https://fileforums.com/showpost.php?p=459199&postcount=1
Punisher
18-12-2018, 21:21
no in Resources folder
thanks this is the all tools i think :)
i appreciate...
there is a method call AFR, how should i use it ? and what it does ?
UA R6 Full has it but wont work properly.. :confused:
Punisher
18-12-2018, 22:38
Please tell me anyone...
How to Plug in AFR method to
UltraARC 2900 R6 Public..
Please guys...
Punisher
18-12-2018, 23:48
Please guys help me...
When i try AFR, error come
It says General (de) compression error im afr
AFR is for anvil forge engine (assassin's creed, prince of persia, and some other game with *.forge files) and should only be used with mask method.
Punisher
19-12-2018, 00:49
AFR is for anvil forge engine (assassin's creed, prince of persia, and some other game with *.forge files) and should only be used with mask method.
can you please tell me
if i want to use AFR method, what should i do?
please :confused:
Punisher
19-12-2018, 02:03
AFR is for anvil forge engine (assassin's creed, prince of persia, and some other game with *.forge files) and should only be used with mask method.
Can you please give me
AFR, Plugin for CLS-DISKSPAN Example script.iss
Plese
Punisher
19-12-2018, 03:49
How long i have to wait for an answer a years?
pakrat2k2
19-12-2018, 07:26
DONT be a pain in the ass, it was only 1 hr between your posts.. People have lives & cant jump at every post you make.
Punisher
19-12-2018, 08:18
DONT be a pain in the ass, it was only 1 hr between your posts.. People have lives & cant jump at every post you make.
I mean when someone need urgent help can't get from here...
pakrat2k2
19-12-2018, 13:48
Getting very tired of your endless PM's, and then finding exactly the same thing in posts. If you cant be patient, & actually wait for someone to respond, then take some time & actually do some reading for a change. NOTHING is that damn important, that it has to be answered within in minutes of your post.
masen485
19-12-2018, 18:41
Hi Simorq
You provide Ultimate Compression First of all Thank you
A.ini And Arc.ini Any differences between them?
Punisher
19-12-2018, 20:40
I like to stick with UA Diskspan.. :)
Punisher
21-12-2018, 20:12
https://www.mediafire.com/file/kfeafpdf991kfd3/Ultimate_Compression.7z/file
Copy the oo2core_4_win64.dll file from the game directory and transfer it to Ultimate Compression \ Resources \ R4Oodle.
Oo2reck+srep:m3f:l256+lolz:dtb1:d128m:mtt1:mt4:mc1 28
hi can you please why i need to copy paste that dll. I like to know that's why i ask :)
Punisher
22-12-2018, 23:00
today i have lot of testing,, im still learning about this stuff....
and i also like to know how to crate data.txt list and
how to use them with, with what?
hope KaktoR will help me :)
Punisher
23-12-2018, 04:47
i like to know,
All Max Ultra Compression
LOLZ Method only in lol method.
i see some custom LOLz method like this one
lolz:tt1:d128m:mtt1:mt6:mc128
and i have test with lzma and some other this one compress better
please explain how to change this, what is tt1 d128mmtt1? mt6 mc128?
explain please...
mausschieber
23-12-2018, 04:57
i like to know,
All Max Ultra Compression
LOLZ Method only in lol method.
i see some custom LOLz method like this one
lolz:tt1:d128m:mtt1:mt6:mc128
and i have test with lzma and some other this one compress better
please explain how to change this, what is tt1 d128mmtt1? mt6 mc128?
explain please...
i think this should help you
lolz is a compressor created on the basis of adaptive rans, suitable for any data, but shows the best results on structured data. Special models for dxt textures and raw graphics have been made (in the distant future, it may also appear for raw audio). It is possible to compress and decompress multi-threaded.
There are quite a few options in lolz, but some of them no longer work due to the lack of need for them, but they have not yet been removed from the codec. The default options are optimal in most cases.
Brief description of options:
Data Detection Options:
-dt [0..1] - enable / disable the pos_ctx / dxt / raw detector. no headers, everything is detected based on the analysis of data statistics. Default: -dt1;
-dtp [0..1] - enables / disables the transmission to subsequent blocks in the detector of statistics from previous blocks. Default: -dtp1;
-dtb [0..1] - enable / disable enumeration of all options, regardless of heuristics. Default: dtb0;
-dto [0..1] - enable / disable the detection of the best positional o1 context. Default: -dto1;
-dtm [0..1] - enable / disable multimedia detection of raw graphics. Default: -dtm1;
-dtw [0..1] - enable / disable width detection for raw graphics and dxt textures;
-dtd [0..1] - enable / disable the detection of dxt textures;
Multithreading options:
-mtt [0..1] - for multi-threaded processing, indicates the mode of operation used. At 0, the dictionary size must be at least 2 times the block size. In this mode, the data for each stream will be loaded alternating in size into a block. In this mode, in most cases, you can achieve better compression than in the second, but unpacking will require such a number of threads, as in compression. With 1, each block is compressed separately, without dependencies on neighboring data, respectively, the compression here is usually worse than in the first mode, but you can specify any number of streams to decompress. For this mode, the options from cliniot MaxThreadsUsage and MaxMemoryUsage are applied. Default: -mtt0;
-mt [1..16] - sets the number of threads to process. With -mt1 and -mtt0, normal sequential compression without loss in compression results in splitting the flow into blocks. Default: -mt1;
-mtb [2..512] - sets the block size in MB. When -mt1 -mtt0 also plays a value, but minimal. And more does not mean better. Usually for -mtt0 the optimal value is about 32-64mb, respectively, the size of the dictionary should be more than 2 times larger. For mtt1 mode, the dictionary size must be no more than the block size;
Basic options:
-d [16..2032] - the size of the dictionary in MB. Default: -d64;
-tt [1..256] - the number of paths under consideration in the optimal parser. Very much affects the speed and degree of compression, but not on decompression. Do not ask more than 16, I assure you, it is not worth it. Default: -tt4;
-oh [8..14] - sets the maximum number of bytes that the optimal parser will process at a time (2 ^ X). Default: -oh12;
-os [0 ..- oh] - sets the minimum number of bytes that the parser will process at once (2 ^ X). Default: -os8;
-fba [0..4096] - sets the size of the minimum match at which the parser will not be much trouble in the calculations. Compression accelerates well (times in 2) with a small loss of compression. At 0, these simplifications are disabled. Default: -fba256;
-fbb [0..4096] - THIS OPTION IS NOT WORKING AT THE MOMENT. I asked even more simplifications;
-al [0..1] - enables / disables the calculation of the literal price even when rep0 matches. Default: -al1;
-x [0..2] - includes slow parser modes with a miscalculation (almost) of all the lengths of the match found, as well as options match + lit + rep0match. Very slowly and mercilessly. And the benefit is very small. Simply -tt add; Default: -x0;
Matchfinder options:
-rt [0..2] - THIS OPTION AT THE MOMENT DOES NOT WORK. I set the matchfinder type to lz, rolz or a hybrid mode, but rolz did not live up to expectations and I made all the changes without taking it into account, so it does not work now; Default: -rt0;
-mc [2..1023] - Specifies the maximum number of rounds of a binary match tree, after which matches for a given position are no longer searched; Default: -mc128;
Model options:
-cm [0..1] - enables / disables a simple context mixer in some critical places, which mixes a pair of models in each place. When enabled, improves compression, but slows down unpacking. Default: -cm1;
-bc [0..8] - sets the level of influence of the previous byte on the mixer; Default: -bc4;
-lm [0..4] - THIS OPTION IS NOT WORKING AT THE MOMENT. Set the type of "elementary" literal. Complicated high-order models with cm didn’t prove to be very good, so they abandoned them, as did rolz. Default: -lm0;
-blo [0..8] - sets the degree of influence of the previous byte on the encoding of the upper part of the literal. Default: -blo8;
-bll [0..8] - sets the degree of influence of the previous byte on the encoding of the lower part of the literal. Default: -bll8;
Source: http://krinkels.org/resources/lolz.264/
Punisher
23-12-2018, 05:10
i think this should help you
lolz is a compressor created on the basis of adaptive rans, suitable for any data, but shows the best results on structured data. Special models for dxt textures and raw graphics have been made (in the distant future, it may also appear for raw audio). It is possible to compress and decompress multi-threaded.
There are quite a few options in lolz, but some of them no longer work due to the lack of need for them, but they have not yet been removed from the codec. The default options are optimal in most cases.
Brief description of options:
Data Detection Options:
-dt [0..1] - enable / disable the pos_ctx / dxt / raw detector. no headers, everything is detected based on the analysis of data statistics. Default: -dt1;
-dtp [0..1] - enables / disables the transmission to subsequent blocks in the detector of statistics from previous blocks. Default: -dtp1;
-dtb [0..1] - enable / disable enumeration of all options, regardless of heuristics. Default: dtb0;
-dto [0..1] - enable / disable the detection of the best positional o1 context. Default: -dto1;
-dtm [0..1] - enable / disable multimedia detection of raw graphics. Default: -dtm1;
-dtw [0..1] - enable / disable width detection for raw graphics and dxt textures;
-dtd [0..1] - enable / disable the detection of dxt textures;
Multithreading options:
-mtt [0..1] - for multi-threaded processing, indicates the mode of operation used. At 0, the dictionary size must be at least 2 times the block size. In this mode, the data for each stream will be loaded alternating in size into a block. In this mode, in most cases, you can achieve better compression than in the second, but unpacking will require such a number of threads, as in compression. With 1, each block is compressed separately, without dependencies on neighboring data, respectively, the compression here is usually worse than in the first mode, but you can specify any number of streams to decompress. For this mode, the options from cliniot MaxThreadsUsage and MaxMemoryUsage are applied. Default: -mtt0;
-mt [1..16] - sets the number of threads to process. With -mt1 and -mtt0, normal sequential compression without loss in compression results in splitting the flow into blocks. Default: -mt1;
-mtb [2..512] - sets the block size in MB. When -mt1 -mtt0 also plays a value, but minimal. And more does not mean better. Usually for -mtt0 the optimal value is about 32-64mb, respectively, the size of the dictionary should be more than 2 times larger. For mtt1 mode, the dictionary size must be no more than the block size;
Basic options:
-d [16..2032] - the size of the dictionary in MB. Default: -d64;
-tt [1..256] - the number of paths under consideration in the optimal parser. Very much affects the speed and degree of compression, but not on decompression. Do not ask more than 16, I assure you, it is not worth it. Default: -tt4;
-oh [8..14] - sets the maximum number of bytes that the optimal parser will process at a time (2 ^ X). Default: -oh12;
-os [0 ..- oh] - sets the minimum number of bytes that the parser will process at once (2 ^ X). Default: -os8;
-fba [0..4096] - sets the size of the minimum match at which the parser will not be much trouble in the calculations. Compression accelerates well (times in 2) with a small loss of compression. At 0, these simplifications are disabled. Default: -fba256;
-fbb [0..4096] - THIS OPTION IS NOT WORKING AT THE MOMENT. I asked even more simplifications;
-al [0..1] - enables / disables the calculation of the literal price even when rep0 matches. Default: -al1;
-x [0..2] - includes slow parser modes with a miscalculation (almost) of all the lengths of the match found, as well as options match + lit + rep0match. Very slowly and mercilessly. And the benefit is very small. Simply -tt add; Default: -x0;
Matchfinder options:
-rt [0..2] - THIS OPTION AT THE MOMENT DOES NOT WORK. I set the matchfinder type to lz, rolz or a hybrid mode, but rolz did not live up to expectations and I made all the changes without taking it into account, so it does not work now; Default: -rt0;
-mc [2..1023] - Specifies the maximum number of rounds of a binary match tree, after which matches for a given position are no longer searched; Default: -mc128;
Model options:
-cm [0..1] - enables / disables a simple context mixer in some critical places, which mixes a pair of models in each place. When enabled, improves compression, but slows down unpacking. Default: -cm1;
-bc [0..8] - sets the level of influence of the previous byte on the mixer; Default: -bc4;
-lm [0..4] - THIS OPTION IS NOT WORKING AT THE MOMENT. Set the type of "elementary" literal. Complicated high-order models with cm didn’t prove to be very good, so they abandoned them, as did rolz. Default: -lm0;
-blo [0..8] - sets the degree of influence of the previous byte on the encoding of the upper part of the literal. Default: -blo8;
-bll [0..8] - sets the degree of influence of the previous byte on the encoding of the lower part of the literal. Default: -bll8;
Source: http://krinkels.org/resources/lolz.264/
yes that's what i ask for.. thanks so much mausschieber :)
@Punisher
Over the last 5 days you have made 54 posts spamming the forums asking many questions which have been asked many times before, all you had to do was to look through the forums and read and you would have found all the answers to your questions. You have at times asked the same question over and over again over multiple threads, therefore just clogging the forums. You have been graciously supplied with a lot of info from many good helpful respected forum members. You have been told on many times to stop with the spamming, you have been told to be patient and wait for answers but you still persisted with the spamming .... so now that you have your answers I am going to ban you for 1 month to give us all some rest and to give you the time to 'read' the info you have been given. Merry Christmas ;)
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