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doofoo24
29-12-2017, 14:03
BIG THANK'S TO ProFrager

bink compressor - bpk 0.2.6
unreal engine lzo - UELR 0.1.0
also lolz & other compresser Enjoy ;)

KaktoR
29-12-2017, 15:03
Anyone can send me the tools in PM?

doofoo24
29-12-2017, 15:09
i attached the tools in the first post

uelr_0.1.0b for Unreal Engine game file like tfc
OGGRE 0.1.1 for Audio file
bpk_v0.2.6 for bk video
new srep 0.3
and two compressor in folder lolz21a5c dlz_v0.2.2b

KaktoR
29-12-2017, 15:14
Thank you

google translate:
bpk - compressor bink video files first and second version.
exe'shniks in the package handle only the file, cls dll'ki - batch by freearc'a. cls-bpk.dll is used only for compression (there is no decompressing part), cls-bpk_u.dll - only for unpacking (previously renamed to cls-bpk.dll).
% compression of the first version of bink is slightly better than the second, because as in the second case the authors of the format twisted the compression.
bpk compresses and decompresses into several threads. For the first version of bink, the average number of kernels used is 2-3, for the second version and up to 2x it does not hold.
On some KB2j with the alpha channel, there are definitely jambs in the processing. Samples are there, so you can not write about mistakes, there is no desire to fix.

lolz is a compressor built on the basis of adaptive rans, suitable for any data, but the best results show on the structured data. Made special models for dxt textures and raw graphics (in the distant future, perhaps, and for raw audio will appear). It is possible to compress and expand multithreaded.
There are quite a few options in lolz, but some of them do not work anymore due to lack of need for them, but they are not removed from the codec yet. The default options are optimal in most cases.
Short description of the options:
Data Detection Options:
- dt [0..1] - enables / disables detection of pos_ctx / dxt / raw. no headings, 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] - turns on / off the search of all options regardless of heuristics. Default: dtb0;
-dto [0..1] - turns on / off the detection of the best positional o1 context. Default: -dto1;
-dtm [0..1] - enables / disables the detection of multimedia raw graphics. Default: -dtm1;
-dtw [0..1] - enables / disables the width detection for raw graphics and dxt textures;
-dtd [0..1] - enables / disables detection of dxt textures;
Multithread Options:
-mtt [0..1] - when multithreaded, 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 thread will be loaded alternating with the size of the block. In this mode, in most cases, you can achieve better compression than in the second, but to unpack it will require as many streams as compression. At 1 each block is compressed separately, without dependencies from adjacent data, accordingly compression here is usually worse than in the first mode, but the number of streams for unpacking can be specified any. It is for this mode that the options are used from cls.ini MaxThreadsUsage and MaxMemoryUsage. Default: -mtt0;
-mt [1..16] - specifies the number of threads to process. With -mt1 and -mtt0, the usual sequential compression is obtained without loss of compression by dividing the flow into blocks. Default: -mt1;
-mtb [2..512] - specifies the block size in MB. For -mt1 -mtt0, the value also plays, but the minimum value. And more - does not mean better. Usually, for -mtt0, the optimal value is about 32-64mb, so the dictionary size should be more than 2 times larger. For the 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] is the number of paths considered in the optimal parser. Very strongly affects the speed and compression ratio, but not for unpacking. Do not ask more than 16, I assure you, it's not worth it. Default: -tt4;
-oh [8..14] - specifies the maximum number of bytes that the optimal parser will process at a time (2 ^ X). Default: -oh12;
-os [0 .. -oh ] - specifies the minimum number of bytes that the parser will process at a time (2 ^ X). Default: -os8;
-fba [0..4096] - specifies the size of the minimum match, at which the parser will not become very bothersome in the calculations. Decent compression is accelerated (twice in 2) with a slight loss of compression. At 0, these simplifications are turned off. Default: -fba256;
-fbb [0..4096] - THIS OPTION DOES NOT WORK FOR THE MOMENT. I asked even greater simplifications;
-al [0..1] - enables / disables the computation of the liter price, even if rep0 matches. Default: -al1;
-x [0..2] - includes slow modes of the parser operation with a miscalculation (almost) of all the lengths of the match found, as well as the options match + lit + rep0match. Very slow and merciless. And the benefits are very small. Simpler -tt add; Default: -x0;
Match search options (matchfinder):
-rt [0..2] - THIS OPTION AT THIS TIME DOES NOT WORK. I set the type matchfinder'a - lz, rolz or 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 bypasses of the binary match tree, after which matches for this position are no longer searched; Default: -mc128;
Model options:
-cm [0..1] - turns on / off the simple context mixer in some critical places, which mixes a couple of models in each place. When enabled, improves compression, but slows decompression. Default: -cm1;
-bc [0..8] - sets the level of influence of the previous byte to the mixer; Default: -bc4;
-lm [0..4] - THIS OPTION AT THIS TIME DOES NOT WORK. Defined the type of the "elementary" literal. Complex high-order models with cm showed themselves not very, so they abandoned, as well as rolz. Default: -lm0;
-blo [0..8] - specifies the degree of influence of the previous byte on the encoding of the upper part of the literal. Default: -blo8;
-bll [0..8] - specifies the degree of influence of the previous byte on the encoding of the lower part of the literal. Default: -bll8;
-blr [0..8] - specifies the degree of influence of the rep0lit byte on the encoding of the upper part of the literal. Default: -blr4;
-bm [0..8] - specifies the degree of influence of the rep0lit byte on the encoding of the match type flag. Default: -bm4;
-pc [0..4] - sets the position context for all encoding operations. Automatically ignored when the detective is on. Default: -pc2;
-dmXY (X [0..3], Y [0..4]) - specifies the model for encoding pairs of colors (X) and alpha channel pairs (Y). At the maximum value of each parameter, adaptive switching between models is used, with the speed of decompression being reduced, but compression is in most cases better. Default: -dm34;
-gmXY (X [0..2], Y [0..1]) - X - specifies the model for encoding raw graphics. At the maximum value, adaptive switching between models is switched on. However, in this case, rarely when you can see the gain from the adaptive mode. The 0 mode is mostly in the lead, but its unpacking is 2 times slower than the 1st mode. Y - includes update of model statistics when they were not used (for example, there was a long coincidence). For X0 and X1, usually gives a small gain in compression, but the speed drops by a factor of 2 (all depends on the data). In general, the most optimal is -gm00, it is also the default mode;
The

DLZ is a compression algorithm based on lzma with added models for compressing dxt and raw textures with dds header. Detect occurs by the title.
In general, it compresses slightly better than lzma, it's decent for dds, but srep spoils everything.
The options are almost the same as those of lzma except:
-cc (context complexity), - cm (model complexity), -cu (context update), -dc , -em , -ep , -pc , -pl
I do not remember what they mean (the project is almost 5 years), and what I remember is too lazy to write. Who needs - will understand. The rest pass by.

UELR is a recompressor of unreal engine LZO streams.
I did it for a very long time, I do not remember anything, :sorry:

OGGRE - compressor ogg vorbis audio files. In the format of vorbis, the final entropy encoding of the frames is very well done, so there is not much to pinch there. But with ogg headers and codebooks at the beginning of each ogg file is a completely different situation, so they had to apply deduplication for them. As a result, only 5-7% of lzma won.
To compress via freearc in arc.ini, you need to add something like this:
[External compressor: oggre]
header = 0
packcmd = oggre_enc.exe {options} $$ arcdatafile $$. tmp $$ arcpackedfile $$. tmp
and for unpacking use CLS-OGGRE.dll.

I also made a version for the compression of wwise vorbis separately - there they just removed all the ogg headers and code books. OGGRE compressor for wwise was done very much on the knee, so to encode a file you must first convert it using ww2ogg utility from .wav to .ogg and then press oggre_enc_wwise.exe. The instance unpacked through the oggre_dec_wwise will correspond to the .wav file, but without the WAVE header. Shorter than clean play.

PS if you do not understand how to use, or something will not work - these are your problems, I scored a bolt on this project.

cls-srep -cls filter for unpacking srep via freearc. Unlike the previous version of my version, I use cls-srep.dll (it has the internal name cls-universal and is the same for all my projects using it), which runs exe depending on the system capacity and exchanges data with it using shared memory technology, which is faster commonly used pipe. Also in cls.ini, the Memory field can be set in percentages and with the absolute value difference, as it is done in the console srep, but unlike the memory it is considered not from its total quantity on the computer, but from the free one. Well, a couple of minor technical chips, but they are of no interest to anyone.
In general, the use of the filter does not change: we put all the filter files next to unarc.dll / exe and change the TempPath field to cls.ini, specifying the path to the tempo folder.

KaktoR
29-12-2017, 15:20
Really nice

Will test all night long

Big thanks to profragger!

c/d is really fast, and what is most important, file check is md5 perfect!

doofoo24
29-12-2017, 16:43
so test uelr on mass effect 1 for lzo file and bpk for the video
i get from 10.4gb to 3.25gb...
the setting uelr+srep:m3f:a2+lzma:a1:mfbt4:d384m:fb273:mc10000 :lc8...
for bk file i used mbpk with cls it write 30mb/s

[External compressor:srep]
header = 0
packcmd = srep {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:uelr]
header = 0
packcmd = uelr.exe uv $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

ZakirAhmad
29-12-2017, 22:23
please provide arc.ini packcmd and unpackcmd settings. thanks

78372
30-12-2017, 00:12
Seems rz is better than lolz

78372
30-12-2017, 00:22
please provide arc.ini packcmd and unpackcmd settings. thanks



[External compressor:dlz]
;options = :d :lc :lp :fb :mc :ep :dc :em :cu :pc :pl
header = 0
packcmd = dlz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:lolz]
header = 0
packcmd = lolz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:uelr]
header = 0
packcmd = uelr.exe uv $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:srep]
header = 0
packcmd = srep64 -m3f $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:oggre]
header = 0
packcmd = OGGRE_enc $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

ZakirAhmad
30-12-2017, 00:31
bink also

78372
30-12-2017, 00:38
bink also

bink doesn't need arc.ini, just use cls-bpk.dll

ZakirAhmad
30-12-2017, 00:42
please how can i compress with bink

What settings can i use with lolz to get best results. thanks in advance

Next time EDIT your post instead of making another reply, only 5 mins apart, no one has posted between them

JustFun
30-12-2017, 08:10
Anyone else getting the "Stopped Working Error" when decompressing with lolz.
Works fine when compressing, but when decompressing it stops working.
I am obviously missing something?

78372
30-12-2017, 09:14
Anyone else getting the "Stopped Working Error" when decompressing with lolz.
Works fine when compressing, but when decompressing it stops working.
I am obviously missing something?

Make sure your decompressor is running as administrator

JustFun
30-12-2017, 10:23
It is running as admin.

artag
30-12-2017, 18:12
OMG! THANKS!

And Happy New Year!

KaktoR
01-01-2018, 00:38
Is there a way for bpk to use wildcars insteads of full file names?

I have over 100 bik files and don't want to write output all by hand.

78372
01-01-2018, 06:34
Is there a way for bpk to use wildcars insteads of full file names?

I have over 100 bik files and don't want to write output all by hand.

Just use freearc

ZakirAhmad
01-01-2018, 06:46
how to make bpk use 1 thread.

78372
01-01-2018, 08:49
Here is lolz test update

oltjon
01-01-2018, 09:30
Fixed a jamb that occurs when compressed with a raw width and dxt with detector.
This is the same version that he threw off in one of the comments, he simply officially uploaded.

Author:ProFrager

KaktoR
01-01-2018, 09:31
uelr doesn't work with ME3

doofoo24
01-01-2018, 09:58
uelr doesn't work with ME3

mass effect 3 uses zlib file, the dlc file you need to decompress them use me3
https://github.com/ME3Explorer/ME3Explorer/releases

artag
01-01-2018, 14:39
uelr is working great with batman arkahm origins. thanks!
i gained ~2 gb more.

78372
03-01-2018, 03:17
Fixed hangup when unpacking only one folder via cls (the -ap option
in the friark). Changes only touched unpacker. Repacking does not
require anything.

JustFun
03-01-2018, 04:49
Scaleform VideoEncoder Plus

(VIDEOS USM-FORMAT VEJAET IS OVERCOME EVEN IN REPAIRS OF GAMES
SO TO REDUCE THE REDUCE SIZE - WE NEED TO REDUCE THE VIDEO BITTLE)
Info is translated using Google Translate, so dont mind the mistakes ;) :D

Link for more info:http://krinkels.org/resources/scaleform-videoencoder-plus.216/

Download Link:
https://openload.co/f/j6XqUsjEjR8/Scaleform_VideoEncoder.zip

ZakirAhmad
03-01-2018, 07:32
what is OGGRE. how can we use it?
BTW, it would be nice if anyone explain the use of libraries provided by Profrager.
what settings can we use to achieve better compression.
thanks

oltjon
03-01-2018, 11:47
lolz v21a6 [Jan 1 2018 19:38:26]

Settings:
----------------------------- detection settings -----------------------------
detection is enabled(-dt)
use probs propagate(-dtp[0..1]): 1 use brute detect(-dtb[0..1]): 1
o1 detect(-dto[0..1]): 1
raw graphic mm detect(-dtm[0..1]): 1 width detect algo(-dtw[0..1]): 1
dxt detect(-dtd[0..1]): 1
--------------------------- multithreading settings --------------------------
mt type(-mtt[0..1]): 1
mt threads(-mt[1..16]): 4 mt block size MB(-mtb[2..512]): 192m
---------------------------- lz & parser settings ----------------------------
dict size in MB(-d[0..2047]): 192m num parser arrivals(-tt[1..256]): 4
parser hard lim(-oh[8..14]): 12 parser soft lim(-os[0..hard_lim]): 8
fb type A(-fba[0..4096,0=off]): 256 fb type B(-fbb[0..4096,0=off]): 0
calc all literals(-al[0..1]): 1 slow parser mode (mlr)(-x[0..2]): 0
---------------------------- matchfinder settings ----------------------------
use only lz matchfinder (-rt[0..2]: 0)
lz mf cycles(-mc[2..1023]): 128
------------------------------- models settings ------------------------------
general models :
use simple cm(-cm[0..1]): 1
context mixer o1 ctx (-bc[0..8]): 4
use only o1 nibble literal model (-lm[0..4]): 0
literal hi o1 ctx (-blo[0..8]): 8 literal lo o1 ctx (-bll[0..8]): 8
literal hi rep0lit ctx (-blr[0..8]): 4
match flag rep0lit ctx (-bm[0..8]): 4
all -p* settings are ignored due to using detect
dxt models :
dxt color(X) and alpha(Y) model (-dmXY[X[0..3], Y[0..4]]: 34)
raw graphic models :
color mdl options (-gmXY[X[0..2], Y[0..1]]): 00

KaktoR
05-01-2018, 08:42
I get "arc.exe stoped working" with DLZ compressor at the very end. Any suggestions?

[External compressor:dlz]
;options = :d :lc :lp :fb :mc :ep :dc :em :cu :pc :pl
header = 0
packcmd = _Compressors\DLZ\dlz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

I just use -mdlz

Edit:
nvm i just made a little mistake :D

doofoo24
06-01-2018, 06:39
DLZ compressor is slow in decompression better off the lzma...

doofoo24
06-01-2018, 06:57
for msrep:m5f:mem228mb:l256+4x4:b256mb:lzma:ultra:256m :a2:mfbt4:fb1024:mc100000:lc8 you need fazip with srep but you need large amount of memory for compression like 12gb, decompression ram 1gb (lzma) + srep...
you can find the tool in UltraARC page...

doofoo24
06-01-2018, 07:13
there's enough threads on this forums to get you started...

1234567890123
06-01-2018, 10:52
cls srep gives me can't create read mapping error why?

doofoo24
06-01-2018, 10:59
did you use cls.ini for srep setting and include cls-srep_x64 and cls-srep_x86 with the new cls-srep ?

78372
06-01-2018, 11:02
cls srep gives me can't create read mapping error why?

Run as administrator, ALWAYS

1234567890123
06-01-2018, 11:57
i didn't edit cls.ini

[Srep]
Bufsize=24m
Memory=80%-512m
TempPath=.\
if i run administrator bat file freearc says general (de)compression error in srep other compressors working fine
i tried another 64 bit srep.exe giving ERROR! Invalid option: -idx=00

elit
11-01-2018, 19:06
I just cannot figure it out, lolz keep crashing but refer to cls-lolz even though I try to use packcmd exe only. The package does not come with cls.ini for lolz so I dont know what to put, I already tried search but found nothing clear on how this work. Can somebody tell me what exact content cls.ini should have to run lolz? Or even better, can I run exe for both packing and unpacking without cls(cause I hate it)? I dont see comp/decomp switches, only for detection...

arc.ini:
[External compressor:lolz]
header = 0
packcmd = lolz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

cls.ini: ???

Files in FA\bin directory:
cls-lolz.dll, cls-lolz_x86.exe, cls-lolz_x64.exe, lolz_x64.exe

cmd:
arc a -mlolz FILE.arc FILE

Note when packing directly with lolz_x64.exe alone it works, but I dont think it can unpack without cls's. Also does anyone know if this thing support <stdio>?

doofoo24
11-01-2018, 19:22
for compreesion i use lolz:dtd1:dto0:dtm0:dtw1:d64m:tt4 thank to Edison007...
for decompresion i use this setting for srep+lolz work fine for me use the new lolz 21a7...

cls.ini no need for arc.ini

[Srep]
Bufsize=24m
transfer_ReadBufSize=512k
transfer_WriteBufSize=512k
Memory=80%-512m
TempPath={app}

[lolz]
Bufsize=512k
transfer_ReadBufSize=512k
transfer_WriteBufSize=512k
MaxThreadsUsage=75%
MaxMemoryUsage=75%-10m
TempPath={app}

1234567890123
12-01-2018, 00:03
lolz:dtd1:dto0:dtm0:dtw1:d64m:tt4 is it the best ratio for lolz?

Andu21
12-01-2018, 04:54
lolz:dtd1:dto0:dtm0:dtw1:d64m:tt4 is it the best ratio for lolz?

Depends on the data, sometimes tt16 achieves a little more, and disabling and enabling dt modes as well.

elit
12-01-2018, 06:07
use the new lolz 21a7...
cls.ini no need for arc.ini
[lolz]
...


Yes using latest 21a7.
I am able to get packing properly if I rename [lolz] section in arc.ini to say [lolz2]. But on unpacking or testing I get infinite read, temp file get rapidly created and deleted and test/decompression never ends, going into infinite.

If I dont rename [lolz] then already upon packing I get "(de)compression error"(with and without cls.ini). I tried same cls.ini as you and arc.ini as posted above, what else could I be possibly doing wrong?

EDIT: Ok I managed it to work without damn cls at least:
packcmd = lolz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
unpackcmd = cls-lolz_x64.exe $$arcpackedfile$$.tmp $$arcdatafile$$.tmp

But if anybody have an idea why cls didnt work for me I will appreciate it. That said, I already tried it on few tests and it does look promising. I will update my "worthiness debate" thread soon with results for comparison. So far this seem like it could be worthy replacement of internal FA's LZMA, but tests come first.

elit
13-01-2018, 16:44
I just tried oggre compressor on ogg file, 6% gain with almost instant cmp/decmp time. And bpk on bik file, over 20% gain, very reasonable speed. Bpk still give over 20% gain even on already recompressed bink to 1/3 resolution and lowered bitrate, so regardless of that. Tools are simply amazing.

ZakirAhmad
14-01-2018, 01:29
I just tried oggre compressor on ogg file, 6% gain with almost instant cmp/decmp time. And bpk on bik file, over 20% gain, very reasonable speed. Bpk still give over 20% gain even on already recompressed bink to 1/3 resolution and lowered bitrate, so regardless of that. Tools are simply amazing.

Bro, please can u tell me what settings for lolz, so that i can achieve better compression. what r lolzi , lolzx in fitgirls repacks. r they better than lolz by Profrager. how can i achieve compression as close as fitgirls.
Thanks.

elit
14-01-2018, 06:40
Bro, please can u tell me what settings for lolz, so that i can achieve better compression. what r lolzi , lolzx in fitgirls repacks. r they better than lolz by Profrager. how can i achieve compression as close as fitgirls.
Thanks.

You need to learn all from beginning. Start by reading my threads, I just did lolz comparison in one of my threads. There is more to that however, you need to learn how to (de)compile game packs for many cases, for others Razor's ztool is enough(you can find it in this forums). Fitgirl use custom variants of existing compressors etc. In other words, you need to stick around and read a lot - first.

-NORO-
14-01-2018, 12:39
Bro, please can u tell me what settings for lolz, so that i can achieve better compression. what r lolzi , lolzx in fitgirls repacks. r they better than lolz by Profrager. how can i achieve compression as close as fitgirls.
Thanks.

By using recent lolz compressor from Profrager you can achieve same compression ratio as Fitgirl :)

Mini
14-01-2018, 12:56
lolzi , lolzx, lollypop = old version lolz

elit
14-01-2018, 16:38
So I was trying to get to bottom of this cls problem. I found I have no problem with cls-zstd as well as cls-razor compressors. But lolz no way, I also tried generating dll with cls generator but still error on (un)packing. But, I am not using cls-srep, only directly as -mlolz method. Could this be the problem have anyone tried without cls-srep? And is there anything else I could do? Maybe some step-by-step for dummies would be right at this point, especially to compare if same settings cause work or not.

ZakirAhmad
15-01-2018, 00:23
Last time i compressed Tomb raider 2013 GOTY edition with only english language from 10.9 gb to 6.53gb using pzlib srep and lzma.
i re repacked it with pzlib srep lzma to 5.85gb i.e. around 6% gain in compression.
i used lolz:dt1:dtp1:dtm1:dtw1:dtd1:d64m:tt4:oh14:fba4096 :mc1023:bc8:blr8:bm8
it took around 12hours to compress.
i also used bpk.
i guess srep should be used with l1024. it makes lolz compression better.
Also, lolz makes a bifference if the file is big. in my case it was 10.9gb after processing with pzlib and srep. i used default srep settings.

i also compressed Assassins Creed 1 Directors Cut, which is around 6.5gb with single language to 1.63gb using AFR srep and lolz.
i only gained around 50mb better than lzma with lolz. in this games i used lolz settings provided by doofoo.
also, one more thing, after processing file with afr and srep, the input file size was 2.9gb for lolz.
i guess with lolz we can achieve compression close to fitgirl repacks.
thats all.
i might have gained 2 or more percent if i had processed input file with ztool m3 x rx.
plese suggest changes in lolz setting, if u think they can make difference.
I am using net only on mobile, so errors r possible in typing.

st0rm
15-01-2018, 02:28
Is "bink compressor - bpk 0.2.6" lossless or lossy ?

Simorq
15-01-2018, 04:24
Is "bink compressor - bpk 0.2.6" lossless or lossy ?
lossless

1234567890123
15-01-2018, 13:15
i guess srep should be used with l1024. it makes lolz compression better.

are you sure about that

ZakirAhmad
15-01-2018, 19:42
are you sure about that

Initial tests indicated srep with l1024 achieved better. but later i found use default srep settings r best.

ZakirAhmad
15-01-2018, 19:48
Is it possible to make uelr multi-threaded. i used it on Some game from batman searies, the contained lzo stream type 9 (best compressed). the game successifully compressed to 3.7 gb around 500mb better than fitgirl. But extracting was hell worst around 0.2mb/ second.
perheps we could use 78377s universal cls maker mt version to make uelr mututhreaded.

78372
19-01-2018, 01:31
No temps, no chunks, no external executables nor dlls.

BPK has two cls, I just added both of them to a single dll and compiled.

I don't think this needs another new thread so posting here.

Enjoy!

oltjon
19-01-2018, 02:17
very good cls thank you very much

1234567890123
19-01-2018, 08:10
cls srep and cls lolz still don't work on me :(

78372
19-01-2018, 08:30
cls srep and cls lolz still don't work on me :(
Try with an installer

elit
20-01-2018, 04:02
Try with an installer

Could you please elaborate more on what you you mean by "using installer"?
I have same problem, most cls's expect RZ and maybe 1-2 more I could never made work.

78372
20-01-2018, 04:12
Could you please elaborate more on what you you mean by "using installer"?
I have same problem, most cls's expect RZ and maybe 1-2 more I could never made work.

I told because that needs administrator access and he can't make that with bat. Installer always run as administrator so it should work.
What do you mean by "expect RZ"?

elit
20-01-2018, 04:28
I told because that needs administrator access and he can't make that with bat. Installer always run as administrator so it should work.
What do you mean by "expect RZ"?

I see, but I run whole system as admin so its probably not my issue. RZ is razor compressor's cls. That and 1 more I dont remember name were only ones I could ever make work. Everything else gave me app crash. I use win7 64bit btw and was wondering if this have to do with not using win10.

Otherwise FA work without problem as well as exe's, its also latest FA 0.67 march 15 2014. I also could not get to work custom cls's made by your generator if that help.

78372
20-01-2018, 05:44
I am using win7 x64 too and also my whole system runs as admin.

Probably your cls script or something else is incorrect because the generator works fine here.

1234567890123
20-01-2018, 06:06
for me lolz is running in decompression but it's not using cpu and disk just use 250mb ram
tried example pack and unpack with cmd and run again it's worked for test file but tried precomp+msc_tak+srep+lolz gived error again today I will try deeply

elit
20-01-2018, 06:10
For your generator, I really tried everything, like different chunk settings(static/dynamic,0) as well as no cls.ini or one with different chunk settings.

To give you example, I recall once I was able to get generated cls working for bpk but chunk size had to be 0 and static. Then it packed but without showing progress. It still could not unpack no matter what. Default bpk cls was able to pack properly showing progress but was never able to unpack, giving decompression error as well.

Lolz, for that one I could not generate working cls even for packing. Or I think there too chunk 0 maybe was able to pack with no progress but unpack never worked with any. On top of that, I tried cls others used that claimed to work for them - with exact same cls.ini settings as well and it still did not work. How can it work for someone but not other thats the question. I dont use any antivirus and even windows defender is disabled.

Since there are more people having cls problems here(and not just in this thread), there must clearly be something specific that is causing this, and I would like to get to the bottom of it so everyone can benefit from cls's. If you have any idea where I could look into, or any tips on this issue I will greatly appreciate it.

78372
20-01-2018, 07:21
^^^
Can you please upload the script here?

elit
20-01-2018, 09:31
Here is some example with generated cls for lolz, but first I want to let you know that your last cls-bpk seems to work fine for both packing AND unpacking, which is great and for me also rare so thank you for that.

Ok here is how I made lolz cls:
20770
File uclsg that it generated is:
[CLS]
CLSName=lolz
TempDir=tmplolz
Encode=file.in file.out
Decode=
Inputfile=file.in
Outputfile=file.out
Exec=lolz_x64.exe
ChunkSize=64m
Chunk=1
Cls.ini is(also generated):
[lolz]
Chunk=64m

Now here is something I just found only now. You see the file generator.exe on the right side panel that was used to create lolz cls. I can actually pack this file, it will create arc packed file with it inside. Now, this one is located in: D:\Downloads\a.
But, when I go one folder up to D:\Downloads and try to pack another file:
20771
I get this:
20772
That is same type of crash I always get.

78372
20-01-2018, 09:55
I am not friendly with MultiArc so probably I haven't figured out the real problem but make sure you did these:
1. keep cls-lolz.dll at the same folder where freearc.exe is located
2. Do not try to add files to an already created archive
3. I am not sure keeping unpackcmd blank will cause bug or not, but you must use cls generated with UCLSG to unpack a file packed with UCLSG cls

elit
20-01-2018, 10:25
I am not friendly with MultiArc so probably I haven't figured out the real problem but make sure you did these:
1. keep cls-lolz.dll at the same folder where freearc.exe is located
2. Do not try to add files to an already created archive
3. I am not sure keeping unpackcmd blank will cause bug or not, but you must use cls generated with UCLSG to unpack a file packed with UCLSG cls
Don't worry about multiarc, it (doesn't)work same with FA's GUI I tried already, multiarc only pass same arguments and I intentionally worked with simple few files to avoid possible unknown errors.
1. yes as you see from my screenshot
2. no I always try pack to new one
3. I think it should but I am not 100%, how can one add 2 exe files since many programs have separate exe for packing and unpacking? Like bink_pack.exe | bink_unpack.exe, or oggre_enc.exe | oggre_dec.exe. Is there way to use your generator for such situations?

Anyway, here is another example, I used default lolz cls and its settings as was published on this thread:
20773
^I coppied 2 exe's and dll, there was no cls.ini so I assume its not needed and deleted if I had any in my FA folder.
20774
^I copied exe and imported same exact lolz setting into my arc.ini, which is:
[External compressor:lolz]
header = 0
packcmd = lolz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
And yet, when I try to compress a file I get:
20775
This is with everything exact as it came. So, I dont know. You guys tell me if I did something stupid or what. And yes I did tried also with cls.ini and different and previously suggested parameters it did not made any difference.

EDIT: 78372 here is an idea, if you could make lolz cls with your generator that work for you and tell me exact settings and how you did it, or just attach the files here, I will try it same way and see if it work, then we could see if its actually possible that same cls dont work on different systems.

Jiva newstone
20-01-2018, 19:00
disable your anti-virus and try again-
also error may be missing redist -install all visual C++ and try again.

1234567890123
20-01-2018, 22:55
just removed header=0 and cls it's unpacking very fine now
[External compressor:lolz]
unpackcmd = lolz_x64.exe $$arcpackedfile$$.tmp $$arcdatafile$$.tmp

78372
21-01-2018, 00:01
Here it works.

Tips: Use reshacker to change cls settings after generating

1234567890123
21-01-2018, 00:44
78372 man can you upload that pack and unpack folder. my cls is just 16kb?!? downloaded lolz21a7 and first post in this thread

78372
21-01-2018, 01:07
For those having problems, here is a lolz cls.
I made the cls based on original cls, so expect it to work like the original except compression.
See the archive for settings and others

-NORO-
21-01-2018, 01:52
For those having problems, here is a lolz cls.
I made the cls based on original cls, so expect it to work like the original except compression.
See the archive for settings and others

Whats the difference between this and latest clslolz ?

78372
21-01-2018, 01:59
Nothing, just makes it easier for user to compress and decompress without having headaches for setting arc.ini and others, actually same, you can compress with natural lolz and decompress with this, or compress with this and decompress with original cls, or can do everything using this one cls.

ZakirAhmad
21-01-2018, 06:37
Can any body plese provide a stable version of srep

hasandgn34
21-01-2018, 07:32
Can any body plese provide a stable version of srep

3.92 x64 and 3.2 x64

elit
21-01-2018, 08:15
Here it works.
Greetings 78372, so finally thanks to your cooperation I was able to find the culprit! I tried exact same settings as you and it worked. The difference when it started crashing again was when instead of "static" chunk size I selected "take from ini". Even though your generator.exe created cls.ini with chunk info, and I did copy it into main $FA/bin folder, it would still crash. Only "static" worked.

I dont know why "take from ini" dont want to work here, but it explain why other cls's also wont, it have to be set to "static" during dll generation. If you have any idea why this may be you can let me know. I am glad I can get it to to work at least this way, your tool is finally extremely useful to me.

Also to let you know your last lolz cls work fine for both packing and unpacking. I noticed no metadata string when looking into dll through rez hacker, I guess you made that cls different way and not through generator. Is it because 2 different exe's are needed? Since I was asking already if there is a way to generate cls with your generator that can use 2 different exe files for packing and unpacking, like you did this lolz cls. I would love to make one's for many other compressors.

Anyway, thank you it was very helpful.

78372
21-01-2018, 08:32
The cls I uploaded was fully programmed in general, no generator or such things because it uses no chunks(so no loss of ratio) and uses original cls-lolz.dll

The files there are these:
lolz.exe = lolz_x64.exe
lolz.dll = cls-lolz.dll by profrager
lolz_x64.exe and lolz_x86.exe = cls-lolz_x64.exe and cls-lolz_x86.exe


I had to rename those to keep compatibility and remove bugs.

In compression, only lolz.exe is needed.
On decompression, everything is needed except lolz.exe

If profrager updates lolz, you can just rename the files and use them with this cls, no bugs are expected in that way.


The generator needs to be updated, I am not having time(unfortunately) but anyways I will try to remove the bug you reported(thanks for it) soon so that you and others could use it

NexusIV
21-01-2018, 10:07
No temps, no chunks, no external executables nor dlls.

BPK has two cls, I just added both of them to a single dll and compiled.

I don't think this needs another new thread so posting here.

Enjoy!

Hi Friends,
someone can help me? I used this CLS (thx 78372) for compression and decompression via Prompt/Command (Arc a and Arc x) and it works great.

My problem is when I have to use it in my innosetup script.

I added this lines:


#Define Bpk

#ifdef Bpk
Source: include\Compressors\cls-bpk.dll; DestDir: {tmp}; Flags: dontcopy
#endif
...
...

#ifdef Bpk
ExtractTemporaryFile('cls-bpk.dll');
#endif

The setup is compiled correctly but when I start the installation "unarc.dll return error -1"

For information I have not included anything in my arc.ini since the CLS decompresses perfectly the same file ".bin" via Command.

Where am I wrong?

Thanks in advance & Best Regards

ZakirAhmad
23-01-2018, 04:48
compressed mass effect from 10.5 to 3.03 gb using uelr srep and lolz.

78372
23-01-2018, 05:20
Hi Friends,
someone can help me? I used this CLS (thx 78372) for compression and decompression via Prompt/Command (Arc a and Arc x) and it works great.

My problem is when I have to use it in my innosetup script.

I added this lines:


#Define Bpk

#ifdef Bpk
Source: include\Compressors\cls-bpk.dll; DestDir: {tmp}; Flags: dontcopy
#endif
...
...

#ifdef Bpk
ExtractTemporaryFile('cls-bpk.dll');
#endif

The setup is compiled correctly but when I start the installation "unarc.dll return error -1"

For information I have not included anything in my arc.ini since the CLS decompresses perfectly the same file ".bin" via Command.

Where am I wrong?

Thanks in advance & Best Regards

Various errors can be there, doesn't seem to be a cls error. Try with original cls unpacking from profrager, if the error persists, then it's not my cls error.

ZakirAhmad
24-01-2018, 23:14
Compressed Batman arkham Orgins from 17.4gb to 7.79gb using srep nz uelr and lolz lzma

EzzEldin16
25-01-2018, 02:54
you should also consider the de-compression because without the ability of getting your data back it's just a waste of time

ZakirAhmad
25-01-2018, 03:17
you should also consider the de-compression because without the ability of getting your data back it's just a waste of time

Sorry i didnt understand what u said.
if u r saying that it will not decompress. It decompress successfully and all the files were md5 perfect.

EzzEldin16
25-01-2018, 11:16
then you have done good and your data is safe

KaktoR
25-01-2018, 11:32
uelr is indeed a great tool.
bpk is only good if you want to save some mb, it doesn't make any sense < 500mb i think. But if your game has f.e. 3+ GB of bink videos, it's great.

lolz is too slow for me (reminds me of old precomp days, where compression take over 8 hours lol).

oggre not tested yet, have not that much sample data for testing.

Mini
25-01-2018, 15:16
lolz is too slow for me
use 4x4:b64mb:lolz:mt1 xD

78372
25-01-2018, 20:55
You gain the speed in decompression, lolz is faster than rz in decompression and can reach 250mb/s if your hdd can load it.

rambohazard
26-01-2018, 03:10
lolz is too slow for me (reminds me of old precomp days, where compression take over 8 hours lol).


If you have a lot of RAM and at least 8 thread in CPU, you can use "mt8"

ZakirAhmad
26-01-2018, 09:49
The best thing what i like about lolz is it runs silently in background with disturbing u. u can do ur normal work with ur pc

1234567890123
27-01-2018, 08:25
Various errors can be there, doesn't seem to be a cls error. Try with original cls unpacking from profrager, if the error persists, then it's not my cls error.
yes in inno setup i have error with your cls but not in cmd
but profager's cls works great

78372
27-01-2018, 09:17
Same error? Will see

Webster17
03-02-2018, 21:28
bpkv0.2.6 is not compressing .bk2 files from GRID 2
Its not showing percentage, also the output is 0 byte size, any idea whats d issue here?
i tried with .bik files and it proved successful

KaktoR
07-02-2018, 12:38
I have a question about DLZ.

srep before or after DLZ processing?

doofoo24
07-02-2018, 12:43
before...

doofoo24
07-02-2018, 12:50
try dlz:cc2222:cm43:cu1:em1:d64m

KaktoR
07-02-2018, 12:58
Thanks.

Unfortunatelly there are no infos about switches

valid options: -slp -d[X] -lc[X] -lp[X] -fb[X] -mc[X] -ep[X] -dc[X] -em[X]
-cu[X] -pc[X] -pl[X] -nd -i=[INF_FILE]

For what are those switches?

doofoo24
07-02-2018, 13:04
there is in russian using google translate to english :
General options:
-slp - includes an attempt to allocate large pages of memory to increase the speed of packaging.
Options that affect any data:
-d - specifies the dictionary for the package. Example: -d128m. The default is -d64m;
-fb - sets the maximum match size for fast parsing in the parser. Similar to the corresponding option in lzma, but with the maximum possible value of 337. Default is -fb128;
-mc - specifies the maximum number of search cycles. Similar to the corresponding option in lzma. The default is -mc1024.
-ep - includes contextual modeling for the entire range of coincidence distances. In my tests for dds gives a permanent win. The default is -ep1.
Options that affect all data except dds:
-lc - sets the size of the context of the previous character to encode literals. It affects only normal data (all except dds and dds raw). Similar to the corresponding option in lzma. The default is -lc8.
-lp - sets the size of the context of the current position for encoding literals. It affects only normal data (all except dds and dds raw). Similar to the corresponding option in lzma. The pb parameter is always set to -lp. The default is -lp4.
Options that affect only dxt dds:
-dc - sets the size of the context of the previous character to encode a literal that was not accepted by the parser as a "dxt literal". It only affects the encoding of dxt dds. Possible values: 0..8. The default is -dc8.
-em - Enable or disable the encoding of special literals immediately after the repetition. It only affects the encoding of dds. Possible values: 0..1. The default is -em1.
-cu - Specifies the type of update of the literals statistics. It only affects the encoding of dxt dds. The possible values ​​are: 0..3. Which compression mode packs more efficiently depends on the data. The unpacking time increases with increasing value -cu (At -cu0, the unpacking time is approximately equal to the time lzma, at -cu3 - 2 times longer). The default is -cu0.
Options that affect only raw dds:
-pl - sets the model for the raw image. The possible values ​​are: 0..3. 0 - disables detection of dds raw. 2 - the data is preprocessed, which consists in the usual subtraction of the current pixel value and the previous one, 3 is also preprocessing, but the value calculated by the MED predictor is subtracted from the value of the current pixel. By default -pl1;
-pc - Specifies the size of the context for encoding the literal. It only affects raw dds coding. The possible values ​​are: 0..8. The default is -pc8.

CREDIT TO EDISON007...

Mini
07-02-2018, 14:04
dlz:d256m:mc1024: pc0: pl1:dc0:em0

optimal settings

shazzla
07-02-2018, 22:32
Hi all !

Is it possible to use BPK with 4x4 ?
If yes ,how ?
I really dont understant the 4x4 parameters. 4x4:b128mb....
What is b128mb and depends on what ?
TIA....
:)

FitGirl
08-02-2018, 07:02
Hi all !

Is it possible to use BPK with 4x4 ?
If yes ,how ?
I really dont understant the 4x4 parameters. 4x4:b128mb....
What is b128mb and depends on what ?
TIA....
:)
You can't.

Sergey3695
08-02-2018, 23:34
Hi all !

Is it possible to use BPK with 4x4 ?
If yes ,how ?
I really dont understant the 4x4 parameters. 4x4:b128mb....
What is b128mb and depends on what ?
TIA....
:)
The size of the block of packed data.

ZakirAhmad
09-02-2018, 03:55
is it possible with cls of srep provided by profrager to avoid creating temp files on disk.
i guess no one seems interesting in posting reply.

elit
11-02-2018, 15:22
oggre not tested yet, have not that much sample data for testing.
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.

bpkv0.2.6 is not compressing .bk2 files from GRID 2
Its not showing percentage, also the output is 0 byte size, any idea whats d issue here?
i tried with .bik files and it proved successful
I also tried on bk2 before and it worked fine. Try command tools instead of cls.


Btw regarding dlz and lolz, I recommend using them only on .dds files. Thats where they are specialized. Even in .dds files gain was questionable vs speed, saving ~1gb(or ~10%) with added ~2-3h+ of compression. Meh, internal FA's LZMA with lc8 is often more rational option. We simply hit the wall with LZMA where any more % gain add logarithmic scale of time wasted(and power).

ZakirAhmad
11-02-2018, 19:49
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.


I also tried on bk2 before and it worked fine. Try command tools instead of cls.


Btw regarding dlz and lolz, I recommend using them only on .dds files. Thats where they are specialized. Even in .dds files gain was questionable vs speed, saving ~1gb(or ~10%) with added ~2-3h+ of compression. Meh, internal FA's LZMA with lc8 is often more rational option. We simply hit the wall with LZMA where any more % gain add logarithmic scale of time wasted(and power).
how can we use oggre?

KaktoR
12-02-2018, 00:07
I already used it on few games(not wise yet only ogg), it work fine and save up to 10%. I say dont worry and use it everywhere you can.

You can tell me on which files apply oggre_wwise? How to detect wwise audio?

@ZakirAhmad:
[External compressor:oggre]
header = 0
packcmd = OGGRE_enc $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

I don't know if stdin/out is compatible. You can test it.

Use oggre only. With lzma it is just a few MB, so not worth it after oggre.

danswano
12-02-2018, 02:27
does UELR work with unreal engine 4 or just 3?

ZakirAhmad
12-02-2018, 03:36
You can tell me on which files apply oggre_wwise? How to detect wwise audio?

@ZakirAhmad:
[External compressor:oggre]
header = 0
packcmd = OGGRE_enc $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

I don't know if stdin/out is compatible. You can test it.

Use oggre only. With lzma it is just a few MB, so not worth it after oggre.

BTW did u known the games on which oogre can be applied.

KaktoR
12-02-2018, 03:39
^On all *.ogg files obviously. Maybe game archive that contain OGG files too, but have not tested yet.

elit
12-02-2018, 04:31
You can tell me on which files apply oggre_wwise? How to detect wwise audio?
I saw games before with such file extension, .wise/.wwise or something like that. You will know when you see them.

78372
12-02-2018, 05:47
As profrager described, this is how to use oggenc_wwise:
wwise files are ogg files without headers. You need to ww2ogg to convert those ww files to ogg. Then apply oggenc_wwise. For decompression, the wwise dec will restore them to ww files(not ogg files). You may need to create a batch file to automate compression process.


For normal ogg files, just use oggenc

Simorq
12-02-2018, 07:33
Thanks to Edison 007 (http://krinkels.org/threads/msc-media-streams-compressor.1587/page-6)

.Wem Compression
FOR /R "test" %%w IN (*.wem) DO (
ww2ogg.exe "%%w" -o "%%w.ogg" --pcb "packed_codebooks_aoTuV_603.bin"
OGGRE_enc_wwise.exe "%%w.ogg" "%%w.ogr"
OGGRE_dec_wwise.exe "%%w.ogr" "%%w.unp"
xdelta3.exe -ef -s "%%w.unp" "%%w" "%%w.xd3"

REM DEL "%%w.ogg" "%%w.unp"
REM DEL "%%w"
)

ISDONE
function extract_wwise(CurComp: Cardinal; InputPath: String): Boolean;
var
FindHandle, ColFiles, CurIndex: Integer;
ExecError: Boolean;
ogrFile, WavFile, OutFile, xd3file: String;
begin

FindHandle:=ISFindFiles(CurComp, InputPath+'\*.ogr', ColFiles);
ExecError:=false;
while not ExecError and ISPickFilename(FindHandle, InputPath+'\', CurIndex, True) do begin
ogrFile:=ISGetName( 0); // FileName.ext.ogr (defaul .ext = .wem)
WavFile:=ISGetName(1)+'.unp'; // FileName.ext.unp
OutFile:=ISGetName(1); // FileName.ext
xd3file:=ISGetName(1)+'.xd3'; // FileName.ext.xd3

ExecError:=not ISExec(CurComp, 0, 0, ExpandConstant('{tmp}\OGGRE_dec_wwise.exe'), '"'+ogrFile+'" "'+WavFile+'"' , ExpandConstant('{tmp}'), WavFile, False);
DeleteFile(ogrFile);
ISxDeltaExtract(CurComp, 0, 0,128, WavFile, xd3file, OutFile, True, True);

end;
ISFindFree(FindHandle);
Result:=not ExecError;

end;



...

if ISDoneInit(ExpandConstant('{src}\records.inf'), $F777, Comps1,Comps2,Comps3, MainForm.Handle, 16, @ProgressCallback) then begin
repeat
...
if not extract_wwise(0, ExpandConstant('{app}')) then break;
...
...

elit
14-02-2018, 06:42
UELR have a "l" option that supposedly process "only lossless recoverable blocks". To me this sound important as if without it recompression would not be 1:1 crc exact? But I see nobody use this option as mandatory. Does anyone have better insight into this?

KaktoR
14-02-2018, 06:52
Last time i checked it had no effect on crc (i used without -l option).

ZakirAhmad
14-02-2018, 08:39
i tried bpk on bk2 files of ac unity. it is not compresessing them showing motion video.

vollachr
16-02-2018, 06:22
I'm trying to get UELR to work with freearc to add it to my compression script (Ultimate Conversion Compressor (http://fileforums.com/showthread.php?t=99712)), but I'm running into problems.

The attached image below shows what I get when I try to use UELR with arc.exe (manually by running command from CMD).

My arc.ini for UELR is this:

[External compressor:uelr]
header = 0
packcmd = UELR\uelr.exe u $$arcdatafile$$.tmp $$arcpackedfile$$.tmp


My command is this:
Arc.exe a -ep1 -r -ed -s; -w"PathToTemp" -dp"PathToGameFolder" -muelr "H:\Temp\Test.bin" "*"

Any ideas what the problem might be?

Simorq
16-02-2018, 07:29
I'm trying to get UELR to work with freearc to add it to my compression script (Ultimate Conversion Compressor (http://fileforums.com/showthread.php?t=99712)), but I'm running into problems.

The attached image below shows what I get when I try to use UELR with arc.exe (manually by running command from CMD).

My arc.ini for UELR is this:

[External compressor:uelr]
header = 0
packcmd = UELR\uelr.exe u $$arcdatafile$$.tmp $$arcpackedfile$$.tmp


My command is this:
Arc.exe a -ep1 -r -ed -s; -w"PathToTemp" -dp"PathToGameFolder" -muelr "H:\Temp\Test.bin" "*"

Any ideas what the problem might be?

Only works with Unreal Engine LZO Repacker files.

[External compressor:uelr]
header = 0
packcmd = UELR uv Input Output
datafile = Input
packedfile = Output

vollachr
16-02-2018, 07:56
Only works with Unreal Engine LZO Repacker files.

[External compressor:uelr]
header = 0
packcmd = UELR uv Input Output
datafile = Input
packedfile = Output

Not sure which games uses these type of files, can you give an example?

Simorq
16-02-2018, 08:00
Not sure which games uses these type of files, can you give an example?

Outlast 2
Get Even
BioShock Infinite
Mortal Kombat X (Uelr:x)

vollachr
16-02-2018, 08:15
Outlast 2
Get Even
BioShock Infinite
Mortal Kombat X (Uelr:x)

OK, thanks, I believe I have at least one of those, I'll use it for testing, hope it works correctly.

KaktoR
16-02-2018, 08:17
Outlast 2
Get Even
BioShock Infinite
Mortal Kombat X (Uelr:x)

Mass Effect 1+2

3 is using pzlib

elit
16-02-2018, 13:00
Any ideas what the problem might be?
As the output says, stream does not contain LZO compressed blocks(that uelr recognize). You need to apply this to only known Unreal LZO files that uelr can surely process.

elit
16-02-2018, 14:38
Game Finding Paradise contain .ogg files that crash OGGRE, either already during compression or later in decompression. This one for example:
21035
crash during decompression test. So tool is still buggy, use with caution.
EDIT: Here is the cmd output:
D:\Downloads\lz_scan>OGGRE_enc.exe 008-System08.ogg 008-System08.ogg.cmp
OGGRE v0.1.1
ogg_dedup.duplicates_size = 0kb
ogg_dedup.dedup_buf_size = 0kb
frames_dedup.duplicates_size = 0kb
frames_dedup.dedup_buf_size = 0kb
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
residue val overflow!
number of used codebooks: 14

vollachr
18-02-2018, 00:48
As the output says, stream does not contain LZO compressed blocks(that uelr recognize). You need to apply this to only known Unreal LZO files that uelr can surely process.

Already got the answer but thanks anyway.

....

Also, now that I tested it correctly it seems to work fine.

Another question though, regarding lolz...

is there any way to prevent it from output all those numbers on the CMD console while it compressing? (See Attached Image)

I'm trying to have a clean compression script that only display minimal output and display progress in title bar.

My Command is something like that:

Arc.exe a -ep1 -r -ed -s; -w"PathTotemp" -dp"PathToGameFolder" -mlolz "H:\Temp\Test.bin" "*" >nul

if I Remove the >nul at the end it display all the lolz information and appears to be showing normal progress instead of those numbers but I need the >nul to be there.

My lolz Arc.ini entry:

[External compressor:lolz]
header = 0
packcmd = lolz\lolz_x64.exe {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

I don't really understand the different options in lolz, so any ideas will be appreciated.

doofoo24
25-02-2018, 04:57
use lolz a7.
best setting for lolz with pc 16gb ram and 8 thread cpu...
memory during compression 12.5gb...
for decompression it recommended 2 thread with pzlib...
with uler or afr 4 thread for lolz...

vollachr
25-02-2018, 05:03
use lolz a7

Tried that since, same result, it seems to need some kind of patch that I have no idea how to make.

doofoo24
25-02-2018, 19:49
setting for oggre thank to Mickey1s from krinkels...

usage: oggre_enc.exe [-sX] [-dd] [-df] [-ds] infile outfile
-sX - set books statistic buffer size, X = [0;3].
-dd - disable ogg deduplication
-df - disable setup frame deduplication
-ds - disable solid mode

Sergey3695
26-02-2018, 00:09
http://i100.fastpic.ru/big/2018/0226/a8/d9a8d1d2f157dc377a5a5f5e488ca7a8.jpg
:)

ZakirAhmad
01-03-2018, 01:12
how much compression ratio u lose when using multithreading in lolz

78372
08-03-2018, 01:44
Tried that since, same result, it seems to need some kind of patch that I have no idea how to make.
Alternatively, using this cls for compression will make it show nothing in the console window
http://fileforums.com/showpost.php?p=466124&postcount=72

vollachr
08-03-2018, 04:50
Alternatively, using this cls for compression will make it show nothing in the console window
http://fileforums.com/showpost.php?p=466124&postcount=72

I'll try that

UPDATE: It actually works, finally a way to use lolz while keeping my cmd window clean and clear of clutter.

KaktoR
08-03-2018, 12:15
Any of them supports stdin/out?

KaktoR
09-03-2018, 01:33
It seems bpk has a problem with wildcards, so you can't just write *.bk2. BPK will find nothing.

List all bk2 in directory instead and make freearc reads from list file.

Edit:
Ok, even read from list file doesn't work

Edit 2:
Same with bik files.

KaktoR
10-03-2018, 06:49
I've found out what's the problem with bpk..

arc.exe has to be next to bink_pack.exe and cls-bpk.dll (same folder)

elit
10-03-2018, 13:41
Ok I can confirm problem with bpk cls, use exe's, some types of bk2 give error on packing, however exe's without cls/dll work. Adding another reason to my list of cls's dislike... :)
EDIT: And also, some bk2's are not packed remaining at same size + 1 byte. But exe's can at least process them without error.

KaktoR
10-03-2018, 14:16
ProFrager has wrote about this on krinkels.org. It's a rare bug if i understand google translator correctly (russian -> english) :D

darkwolves
20-03-2018, 09:47
my lolz will not show more than one thread when i multithread but it does read higher anyone have the cls maker i've seen pictures of on here?

vollachr
21-03-2018, 01:50
How do I unpack archive created with freearc and bpk?

I've tried with command line and also with FreeArc GUI, in both cases the cls-bpk_u.dll is near the arc.exe/unarc.exe file, also the bink_unpack.exe and an arc.ini file with the bpk method added:

[External compressor:bpk]
header = 0
unpackcmd = bink_unpack.exe $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

With or without the arc.ini edit I keep getting either either ERROR: unsupported compression method bpk in command line or WARNING: invalid compression method or parameters in bpk with the FreeArc GUI.

the method I used was only BPK, no other compressors, I used it on a file list that include full paths and file names of the bik files (13 files).

my compression command was this:

arc a -r -ed -s; -w"h:\temp" -dp"i:\Games\Borderlands The Pre-Sequel" -x"unins*" -mbpk "h:\temp\BTPS\Data1a.bin" "[email protected]"

Compression end successfully with no errors, but I can't unpack the file.

And if I can't even unpack it manually, how can I expect CIUv2 installer to unpack it?!

Please help.

EDIT: Nevermind, figured it out, forgot to remove the "_u" from the cls dll file, once I did that it worked.

KaktoR
21-03-2018, 06:23
Yep you have to rename the cls to "cls-bpk.dll". Just remove "_u" from filename (i was on the same boat a few weeks ago^^)

darkwolves
21-03-2018, 06:29
Yep you have to rename the cls to "cls-bpk.dll". Just remove "_u" from filename (i was on the same boat a few weeks ago^^)

yep me too i don't have any arc commands either

elit
27-03-2018, 14:45
I figured out at why default lolz CLS did not worked. Both in cls.ini and arc.ini must be > Lolz not lolz! This is hard-coded, other names don't work.

Webster17
31-03-2018, 21:25
Can anybody help me speed up lolz? It takes very long time and I think it does not use the full power of my system. My PC has 4gb ram 3.1 ghz quad core specs. Is there any way to speed up lolz without losing the compression ratio but using the system's full potential?

mikey26
31-03-2018, 22:24
Can anybody help me speed up lolz? It takes very long time and I think it does not use the full power of my system. My PC has 4gb ram 3.1 ghz quad core specs. Is there any way to speed up lolz without losing the compression ratio but using the system's full potential?

tbh nothing much you can do with those specs.you need a upgrade.

78372
31-03-2018, 23:14
I prefer using DLZ if you have 4GB RAM only. Problem is, it's ST. I wonder if someone can write a wrapper/cls for making it MT with customisable chunks+threads.

Webster17
01-04-2018, 02:44
tbh nothing much you can do with those specs.you need a upgrade.

I think you are right but i've seen it not use much of my ram, only around 2.50gb and processor about 30%

Webster17
01-04-2018, 02:45
I prefer using DLZ if you have 4GB RAM only. Problem is, it's ST. I wonder if someone can write a wrapper/cls for making it MT with customisable chunks+threads.

Some one better make one

Webster17
01-04-2018, 02:50
anyways what's the very best compression method for dlz?

Mini
01-04-2018, 03:10
@Webster17 dlz:d256m:mc1024:pc0:pl1:dc0:em0


pakrat2k2> if inputting methods-disable smilies in text
checkbox just below text box on LHS

elit
01-04-2018, 11:14
First, to the guy above who asked: -mt4 -mtt1 -mc8 -tt1 -dto0 -dm00
This will speedup lolz at least 2-3x and almost on par with lzma(with big dictionary and block size):
xnlz -s128m -B512m -m64 -M32 = ~5-6M/s
lolz -mt4 -mtt1 -mtb256 -d256 -mc8 -tt1 -dto0 -dm00 = ~ 4-5M/s
(with ~7-14% gain against lzma and only slightly worse than default)

I compressed 75GB game and they both lasted about ~6 or so hours. Lolz resulted in about ~2GB less size(41GB vs 43GB). So yes, lolz can still be totally worth it, or you can use it selectively on certain files. EDIT: and for comparison, on normal settings with everything enabled I got ~40GB, but it took ~20h.


Second and this is important, I just figured out(for real this time) why I had problems with cls(thanks to profrager). Scratch my last message. Lolz cannot cooperate between its pack exe and unpack cls dll/exe's in same directory! In fact, this may be the issue with most cls* I had. I am trying to figure right now if there is way to force FA to use arc.ini and lolz_x64.exe for compression, even if cls* are present in same /bin FA dir. If anyone knows pls let me know. I want to use FA GUI not custom setups/installers.

elit
01-04-2018, 11:21
And one more thing, in general for game files aka textures(mainly) you are less likely going to benefit from high 'mc', which is one of key slowdowns. Seeing these numbers like 1000+ in some of you guys setups is simply ridiculous, I can almost guarantee you will not see much diff from 16/32 up. Secondly, lc param of lzma is worse than lp param and pb param for games from my most recent tests, if you use lzma2 try lc0 pb4 lp4 on game files, or lc8 lp4 pb4 with lzma1. I am considering to make pb4 from default 2 in xnlz in future(still want to see more tests).

doofoo24
04-04-2018, 06:34
lolz -mt4 -mtt1 -mtb256 -d256 -mc8 -tt1 -dto0 -dm00 = ~ 4-5M/s




:confused::rolleyes:

NOT RECOMMENDED ;)

elit
05-04-2018, 05:36
:confused::rolleyes:

NOT RECOMMENDED ;)

Why?

doofoo24
18-04-2018, 05:13
i yet test it :o

ZakirAhmad
18-04-2018, 06:29
Bro thanks for posting this.

BTW do u know how can i decompress .sfar files of mass effect 3.
please post the decompressor if u have it.

Illume
19-04-2018, 05:22
do u know how can i decompress .sfar files of mass effect 3
krinkels.org/threads/mass-effect-3.3450/#post-31053
also you need to split them to 2GB (or less) size

Spexxos
19-04-2018, 08:06
Can anyone tell what the parameter is to unpack lolz archives. I compressed my testfiles succsessfully but I am unable to find the right parameter for unpacking? Using lolz21a7 with a batchfile

KaktoR
19-04-2018, 08:14
There is no

All you need is either cls-lolz.exe or for batch, cls-lolz_x64.exe + CLS.ini with arc.exe

Example
arc.exe x -w.\ -dunpack\ data.arc

Mini
19-04-2018, 08:15
i yet test it :o

Type 8

Tested 1 file, 72,747,307 => 50,003,968 bytes. Ratio 145.48%
UELR v0.1.1b x64
Testing time: cpu 0.19 sec/real 74.81 sec = 0%. Speed 0.67 mB/s
Testing time: cpu 0.17 sec/real 74.11 sec = 0%. Speed 0.67 mB/s
Testing time: cpu 0.17 sec/real 75.22 sec = 0%. Speed 0.66 mB/s
UELR v0.1.1b x32
Testing time: cpu 0.20 sec/real 95.23 sec = 0%. Speed 0.53 mB/s
Testing time: cpu 0.25 sec/real 92.51 sec = 0%. Speed 0.54 mB/s
Testing time: cpu 0.30 sec/real 92.92 sec = 0%. Speed 0.54 mB/s
UELR v0.1.0
Testing time: cpu 116.64 sec/real 116.93 sec = 100%. Speed 0.43 mB/s
Testing time: cpu 116.58 sec/real 116.92 sec = 100%. Speed 0.43 mB/s
Testing time: cpu 116.56 sec/real 116.79 sec = 100%. Speed 0.43 mB/s

Tested 1 file, 15,465,068 => 7,550,845 bytes. Ratio 204.81%
UELR v0.1.1b x64
Testing time: cpu 0.06 sec/real 34.84 sec = 0%. Speed 0.22 mB/s
Testing time: cpu 0.06 sec/real 34.80 sec = 0%. Speed 0.22 mB/s
Testing time: cpu 0.11 sec/real 34.80 sec = 0%. Speed 0.22 mB/s
UELR v0.1.1b x32
Testing time: cpu 0.14 sec/real 43.99 sec = 0%. Speed 0.17 mB/s
Testing time: cpu 0.17 sec/real 44.06 sec = 0%. Speed 0.17 mB/s
Testing time: cpu 0.09 sec/real 44.12 sec = 0%. Speed 0.17 mB/s
UELR v0.1.0
Testing time: cpu 57.52 sec/real 57.50 sec = 100%. Speed 0.13 mB/s
Testing time: cpu 57.33 sec/real 57.47 sec = 100%. Speed 0.13 mB/s
Testing time: cpu 57.22 sec/real 57.47 sec = 100%. Speed 0.13 mB/s

not Type 8

uelr+srep:m5f:l2048:a64:s11gb+lolz_21a7:mtt1:mt2:m tb256:d256:tt8:gm20
Tested 1,699 files, 1,893,350,232 => 10,156,721,450 bytes. Ratio 18.64%
UELR v0.1.1b x64
Testing time: cpu 17.75 sec/real 111.12 sec = 16%. Speed 91.40 mB/s
Testing time: cpu 17.35 sec/real 109.90 sec = 16%. Speed 92.42 mB/s
Testing time: cpu 17.21 sec/real 110.64 sec = 16%. Speed 91.80 mB/s
UELR v0.1.0
Testing time: cpu 113.13 sec/real 295.03 sec = 38%. Speed 34.43 mB/s
Testing time: cpu 112.82 sec/real 289.87 sec = 39%. Speed 35.04 mB/s
Testing time: cpu 112.35 sec/real 295.81 sec = 38%. Speed 34.34 mB/s

uelr:uv+srep:m5f:l2048:a64:s2gb+lolz_21a7:mtt1:mt1 :mtb256:d256:tt8
Tested 3 files, 756,000,615 => 1,364,351,031 bytes. Ratio 55.41%
UELR v0.1.1b x64
Testing time: cpu 3.51 sec/real 55.52 sec = 6%. Speed 24.57 mB/s
Testing time: cpu 3.07 sec/real 55.36 sec = 6%. Speed 24.65 mB/s
Testing time: cpu 3.10 sec/real 55.20 sec = 6%. Speed 24.71 mB/s
UELR v0.1.0
Testing time: cpu 3.82 sec/real 54.96 sec = 7%. Speed 24.83 mB/s
Testing time: cpu 3.92 sec/real 55.35 sec = 7%. Speed 24.65 mB/s
Testing time: cpu 3.71 sec/real 56.61 sec = 7%. Speed 24.10 mB/s

Spexxos
19-04-2018, 08:29
There is no

All you need is either cls-lolz.exe or for batch, cls-lolz_x64.exe + CLS.ini with arc.exe

Example
arc.exe x -w.\ -dunpack\ data.arc

Like so?

cls-lolz_x64.exe "input" "output"

Its seems to be working. Thank you

doofoo24
05-05-2018, 02:31
pack and unpack improved speed...
AS ALWAYS THANK TO Edison007..

Panky
05-05-2018, 04:11
pack and unpack improved speed...
AS ALWAYS THANK TO Edison007..
Only packer was improved, unpacker is the same as in 0.1.1b

Simorq
23-05-2018, 23:51
Fix Problem
Regedit
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Curr entVersion\Policies\System
EnableLUA > 0
ConsentPromptBehaviorAdmin > 0
FilterAdministratorToken > 0
Restart Computer

more information (https://docs.microsoft.com/en-us/windows/security/identity-protection/user-account-control/user-account-control-group-policy-and-registry-key-settings)

kassane
28-05-2018, 07:56
What do you think about this LZ4 version?

I have tested with srep and even with xtools compression / decompression and it works.

src github: here (https://github.com/t-mat/lz4mt)

The app attachment was compiled statically using gcc[mingw/msys2] v7.3 x64


[External compressor:lz4]
header = 0
;default = -1 fatest
;HighCompress = -9
;BlockDependency = -BD
packcmd = lz4mt.exe -9 -BD $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
unpackcmd = lz4mt.exe -d $$arcpackedfile$$.tmp $$arcdatafile$$.tmp

doofoo24
28-05-2018, 08:01
but you can use built-in lz4:hc

kassane
28-05-2018, 08:18
but you can use built-in lz4:hc

Yes, but I did not have a good compression rate using only xtools.

Compression ratio: Game Divinity Original Sin 2 [GameMaster.pak]
xtools only = 100%
xtools + srep = 97%
srep + lz4mt (hc) = 94.9%
xtools + srep + lz4mt (hc) = 93%

xtools:e:precomp:c32mb:t100p:lz4+lz4

Result:
Compressed 1 file, 447,157,530 => 424,672,129 bytes. Ratio 94.97%
Compression time: cpu 0.61 sec/real 20.50 sec = 3%. Speed 21.81 mB/s

doofoo24
28-05-2018, 08:21
Yes, but I did not have a good compression rate using only xtools.

Compression ratio: Game Divinity Original Sin 2 [GameMaster.pak]
xtools only = 100%
xtools + srep = 97%
srep + lz4mt (hc) = 94%
xtools + lz4mt (hc) = 93%

:confused:

xtool+srep+lz4:hc :)

Hibor
23-02-2021, 05:37
i attached the tools in the first post
Anyone can repost OGGRE?
Can't download it on krinkels, and first post is empty.

dixen
23-02-2021, 10:15
anyone can repost oggre?
Can't download it on krinkels, and first post is empty.28964

Hexagon123
12-03-2021, 15:59
Protip #1:
Don't use OGGRE because on multi-channel audio, Unreal games, and some other games that has a special file on it.

Use OGGRE on normal files.


Protip #2:
Don't use BPK because on rarely big .bk2 files over 200MB or alpha planes.

Use BPK on normal files on some sizes with no alpha plane.

Hint: Use radinfo.exe to check the file features.

doofoo24
15-03-2021, 07:36
ya this is old thread better to close it...
i gave up on compression a long time ago :o because of cheap storage :)

devil777
19-03-2021, 04:00
What's Bufsize=512k In the Cls.ini?

Should it been left like that or it can be changed by the user?

KaktoR
19-03-2021, 05:54
Buffer size

I think its self-explanatory

kj911
05-05-2021, 14:08
No temps, no chunks, no external executables nor dlls.

BPK has two cls, I just added both of them to a single dll and compiled.

I don't think this needs another new thread so posting here.

Enjoy!

Very thanks!! Its DLL file working via FreeArc and running from XP!! (De)compression its works, via tested one BIK file. OK.

C:\>Arc.exe a -mbpk tmp.arc rockstar_logos.bik
FreeArc 0.67 (March 15 2014) updating archive: tmp.arc
Compressed 1 file, 35,665,884 => 26,079,703 bytes. Ratio 73.12%
Compression time: cpu 13.45 sec/real 15.52 sec = 87%. Speed 2.30 mB/s
All OK

Any test in coming soon.

Mini update: Found the bug! The DLL not compressing via splitted BIK/BK2 videos!!

Found few sample: http://samples.mplayerhq.hu/game-formats/bink2/

C:\>Arc.exe a -mbpk BIK3.arc Open_Logos_partial.bik
FreeArc 0.67 (March 15 2014) creating archive: BIK3.arc
Compressing 1 file, 10,240,000 bytes. Processed 0%
ERROR: general (de)compression error in bpk

C:\>Arc.exe a -mbpk 0.arc sc13_01_partial.bk2
FreeArc 0.67 (March 15 2014) creating archive: 0.arc
Compressing 1 file, 10,240,000 bytes. Processed 0%
ERROR: general (de)compression error in bpk

Multiple files compression, via folders, its works. ;-)

Update2: Compressing BIK files sourced from SC2 Hungarian versions.

BPK Only:
C:\>Arc.exe a -mbpk videos.arc offline videos
FreeArc 0.67 (March 15 2014) creating archive: videos.arc
Compressed 24 files, 454,103,532 => 353,408,418 bytes. Ratio 77.83%
Compression time: cpu 184.66 sec/real 202.88 sec = 91%. Speed 2.24 mB/s
All OK

BPK+LZMA:
C:\>Arc.exe a -mbpk+lzma:a1:mfbt4:d256m:fb273:mc1000:lc8 videos2.arc offline videos
FreeArc 0.67 (March 15 2014) creating archive: videos2.arc
Compressed 24 files, 454,103,532 => 324,503,253 bytes. Ratio 71.46%
Compression time: cpu 598.48 sec/real 643.92 sec = 93%. Speed 0.71 mB/s
All OK

Without SREP-ed version smaller than ~150kBytes. Gain its very minimal.

BPK+LOLZ version worse results: 340 590 349 byte (Ratio: 75.00%)

UPDATE3: SREP-ed version, not decoompresseable in properly, use any variant and methods. (CLS-*.dll/*.exe files, arc.ini, any..) CRC-error in 2% percentage. Try it use REP or REP+LZMA methods from compressing.

kj911
17-05-2022, 10:04
...
OGGRE - compressor ogg vorbis audio files. In the format of vorbis, the final entropy encoding of the frames is very well done, so there is not much to pinch there. But with ogg headers and codebooks at the beginning of each ogg file is a completely different situation, so they had to apply deduplication for them. As a result, only 5-7% of lzma won.
To compress via freearc in arc.ini, you need to add something like this:
[External compressor: oggre]
header = 0
packcmd = oggre_enc.exe {options} $$ arcdatafile $$. tmp $$ arcpackedfile $$. tmp
and for unpacking use CLS-OGGRE.dll.

I also made a version for the compression of wwise vorbis separately - there they just removed all the ogg headers and code books. OGGRE compressor for wwise was done very much on the knee, so to encode a file you must first convert it using ww2ogg utility from .wav to .ogg and then press oggre_enc_wwise.exe. The instance unpacked through the oggre_dec_wwise will correspond to the .wav file, but without the WAVE header. Shorter than clean play.

PS if you do not understand how to use, or something will not work - these are your problems, I scored a bolt on this project....

This OGGRE_enc tools not yet released x86 binary?? These CLS-OOGRE.dll its x64 only?? Any alternative, from OGG/Vorbis lossless compression?

UPDATE: Found very tiny and special EXE tools, used in from OGGRE binaries patched and working from now running Windows XP!! Hurry!

And quick question from "CLS-OGGRE.dll" file: Found, two minimally different file sized dll's files:

V1: 247 296 byte (from CIU 3.0.0.1b8 package)
V2: 246 272 byte (from any forum post or net)

Whats difference in two files?

Unjk223
12-01-2023, 03:03
I tried to pack bik video files using old build (bink_pack.exe) before new bpk 0.2.6 released by profagge. When I tested to extract archive using external compressor bink_unpack.exe and CLS dll in FreeArc, the archive came corrupted.

So my solution is:
Is there any I can get bpk 0.2.6 version and other compressors to me by PM?

- Unjk223

Varis9
19-04-2026, 05:38
I tried to pack bik video files using old build (bink_pack.exe) before new bpk 0.2.6 released by profagge. When I tested to extract archive using external compressor bink_unpack.exe and CLS dll in FreeArc, the archive came corrupted.

So my solution is:
Is there any I can get bpk 0.2.6 version and other compressors to me by PM?

- Unjk223

Try this dll