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C:\Games\Cyberpunk 2077 game Samsung 960 evo 512 gb m2 installed
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7 Days I Tried Different Method Of Trying To Compress This Game
oo2reck7+srep_new+NLolz I get an error when installing compressed I've tried them all, I'm getting the same error again https://i.imgyukle.com/2020/12/30/acYWHH.jpg https://i.imgyukle.com/2020/12/31/agYNyh.jpg https://i.imgyukle.com/2020/12/31/agYpm1.jpg |
decompress via command line and don't use stdio, I'm interested in the error xtool reports.
Edit: I would understand if you got crc error or if any of other decoding processes terminated but they are still running from the task manager and still working so I would assume the issue is with diskspan or something else. Try recompressing the game without diskspan and then report if the error still persists. |
Hi Razor12911 Cyberpunk 2077 about compression please, I want to get help.Cyberpunk 2
Cyberpunk 2077 about compression please, I want to get help.
Razor12911 control the compression method getting the error seen in the picture disk full error my disk free space is close to 650 gb the computer system information you can see in my picture gipi strong https://i.imgyukle.com/2020/12/26/aSbuGj.jpg https://i.imgyukle.com/2020/12/26/aSbS58.jpg |
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Razor12911
how is it done ? test without using stdio do you know an example ? |
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[External compressor:xtool] |
1 Attachment(s)
Unreal Engine
Codecs available ue3 Use on unreal engine 3 games This codec works without parameters. ue4 Use on unreal engine 4/5 games with *.pak file extension Parameters available: k#... - to specify decryption key if game is encrypted You can also directly specify what compression algorithm was used to help xtool with detection and speed up the process. Algorithms available: zlib, lz4, lz4hc, lzna, kraken, mermaid, selkie, hydra, leviathan Example: Code:
-ue4:k0x014AEC0148FBDEE9640633AAB67521AAB4E1083A98F76FF33DDCF78DAD05BE66+kraken -d1Use on unreal engine 4/5 games with *.utoc/*.ucas format Parameters available: k#... - to specify decryption key if game is encrypted Example: Code:
-mue5:k0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540+zlib -d1 |
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chunk size corresponds to -c parameter used in xtool.
Edit: You don't really need to set high values for chunk size because unlike ue4dt, the chunks when split actually cut off some data from being decrypted but in xtool this rarely happens. |
@Razor12911, sorry for so many questions, but I'm trying to understand how XTool works.
1) The "liblz4.dll" library of the "Ubisoft Dunia 2 Engine" plugins files (Far Cry Primal, Watch Dogs 2, Watch Dogs Legion) (136 Kb), and different from the "liblz4.dll" library shared with XTool (439 Kb). Only the "Far Cry 5" plugin use "liblz4.dll" library is the same hash (439 Kb). Can I use the library in the "_libraries" folder (439 Kb) for all plugins? 2) Do I understand correctly that it is not necessary to include the "* .ini" and "* .xtl" files of the plugins to decompress with XTool. As an example, if you use the "EA Frostbite Engine" plugin it is not necessary to add anything with XTool to decompress compatible games. This is correct? 3) Are all plugins compatible with XTool 0.31? 4) Unreal Engine plugin is it not necessary to put "0x" before the key? 5) XTool already has support for methods "LZ4" and "ZSTD" (has the libraries in the folder "_libraries")? |
1) Short answer, no. Far Cry Primal, Watch Dogs 2 and Watch Dogs Legion use modified lz4 because the devs thought this was a good idea. Far Cry 5 use the normal version along with New Dawn.
2) Yes, *.ini and *.xtl files are no longer needed after compressing. But the libraries they come with are needed. 3) Yes, apart from Far Cry Primal, Watch Dogs 2, Watch Dogs Legion as these three require libdunia which was removed before and I'm currently busy making a plugin version of it. 4) you can add 0x, $ or # which symbolizes Hexadecimal or just remove it, Up to you. Xtool will check if 0x exists before the key and if it does, it will remove it and if it doesn't, it will convert the key to binary so it uses it on decryption function. 5) "XTool already has support for methods", well the answer is yes and also no. XTool does support these methods yes, but you can't use -mlz4 on a lz4 compressed game and expect xtool to precompress it because scanning for lz4 streams is almost impossible but these "plugins", *.xtl, *.ini and *.dll are the ones that help lz4 by telling it where to find the streams. As for zstd, -mzstd works because scanning for zstd is easier. You just need to wait for me to update the documentation so you know how to write your own plugin to be able to add support to a game that xtool doesn't have native support for. |
@Razor12911, I confused the liblz4.dll libraries with the version I use with the old XTool.
The "Far Cry 5" plugin uses "liblz4.dll" library is the same as the library that came with the old XTool (439 Kb). The library in the folder "_Libraries" of XTool 2020 is larger and has 494 KB (506,742 bytes). Sorry for more question. 1) Can I use the library in the "_Libraries" folder of XTool 2020 (494 KB) with the Far cry 5 plugin? P.S: I'm asking so many questions because I want to include support for all of your XTool plugins in DiskSpan_GUI. I'm asking so many questions because I want to include support for all of your XTool plugins in DiskSpan_GUI. As I mentioned before, plugins / library files will be copied before compression and deleted after compressing. As there are variations of the libraries I would like to be able to use it for all methods (except where it is not possible). I will wait for the XTool documentation to understand it better. Thanks! |
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