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sailwhist 20-05-2023 23:08

Quote:

Originally Posted by KaktoR (Post 501160)
Ah, I forget to explain a small but important detail about all the numbers in the method "those guys" sometimes share.

First, you have to keep in mind that tools are changing over time. Old tools like "zlib:max:c32m" (which should be this tool or maybe this) are not used anymore nowadays, because some tools are "evolving" over time, new tools are comming and old ones are obsolete.

So, the guy you quoted posted this method on 14-03-2018, which was over 5 years ago. On this time there was no "xtool". Means, methods and tools can (and most likely will) change over time. The method "zlib:max:c32m" belongs to an old tool. No one is using this tool anymore. "zlib" is the codec, ":max" is some other option I don't remember (I guess it has something to do with stream detection) and ":c32m" is the chunk size used for this tool.

Basically you have to "transfer old methods into new methods". So the old method "zlib:max:c32m" is something like "xtool:c32mb:mzlib" in diskspangui.

Edit:
Again I forgot to tell you "how to use this method on GTA4 for your needs" lol, sorry.

Personally I do all of this configuration stuff through the INI file "Resources\DSG_Settings.ini", just because I find it more easier.

So for your example of GTA4 it could look like this:
Code:

[Game1Settings]
Name=Grand Theft Auto 4
Exec=
EGPath=C:\Program Files (x86)\Rockstar Games\Grand Theft Auto 4
MethodState=0
Data1.Name=Data<game><data>-01.bin
Data1.Method1=msc|0
Data1.InclText=*.rpf

Data2.Name=Data<game><data>-01.bin
Data2.Method1=xtool:mzlib+srep+lolz|0
Data2.InclText=*.img

Data3.Name=Data<game><data>-01.bin
Data3.Method1=bpk|0
Data3.InclText=*.bik

Data4.Name=Data<game><data>-01.bin
Data4.Method1=srep+lolz|0
Data4.ExclText=*.img|*.rpf|*.bik

Data1 only includes *.rpf (audio) files, so I would suggest msc over srep+lolz, just because for the fact that lolz is not meant to used with audio files at all. lolz is meant to be used especially for texture files. So I would use msc, which is faster and should have near the same ratio. Sometimes it is a good idea to use even msc+srep, but I cannot say for sure here in this case because I don't have this game to test it.
Data2 includes only *.img files, which probably using some compression like zlib or deflate, so you have to use xtool here. If xtool:mzlib doesn't work, try with another codec like xtool:mpreflate or xtool:mreflate.
Data3 includes only *.bik files. I guess it ok to use bpk method only.
Data4 includes all other files, excluding *.img, *.rpf and *.bik, so you can just use srep+lolz if you want.

|0 indicates that this method belongs to freearc, while |1 is 7-zip (.7z) and |2 is RAR (.rar) (freearc methods cannot be used with |1 or |2). I guess using |1 or |2 are special and absolutely rare cases of some sorts.
InclText and ExclText telling diskspangui/freearc, that only given file types/files with paths should be included in given archive, or exclude them of the given archive. In the example above we have 3 archives which includes specific file types. So we need a last archive which includes all other files except the 3 previous archives, otherwise we would missing all other files on installation which are not exclusively included in other archives. Makes sense, does it? PS: In InclText and ExclText you can (or have to) separate file types/files with paths with a | character.
<game><data> are just placeholders or variables. <game> is actually [Game#Settings] (it takes the number # from [Game1Settings] section, so 1), <data> is actually Data#, which takes the number # from Data#. However you can name the archives to whatever you want. Just make sure to not use any super special characters.

Hello again. Thank you, now there is some more insight into this for me. I copied preset you provided to .ini file and currently it is in a process of conversion. But is it okay that it going that slow, I mean it shows me 6 hours and it's gradually ascending. https://pasteboard.co/U1kdlXT9Qr0b.png

Also I don't understand how to pack it all in installer after compression, I wouldn't mind a detailed explanation of how to create an installer after compressing all the files :) Thank you

KaktoR 20-05-2023 23:17

lolz compressor is slow, yes. However you can speed up the process by using some options for it, for example utilize all your cpu cores.

Example
Code:

lolz:mtt1:mt12
12 = number of cpu threads. If you have more or less cpu threads, change the number.

As for the installer, you have several choices here. There are some installers which are compatible with diskspangui. You can find supported installers in the diskspangui topic, I think it is the second or third post in the topic. However you can also use diskspangui itself to unpack the archives. Just copy diskspan_gui.exe in the same folder where all the created archives are and run it.

sailwhist 20-05-2023 23:34

Quote:

Originally Posted by KaktoR (Post 501165)
lolz compressor is slow, yes. However you can speed up the process by using some options for it, for example utilize all your cpu cores.

Example
Code:

lolz:mtt1:mt12
12 = number of cpu threads. If you have more or less cpu threads, change the number.

As for the installer, you have several choices here. There are some installers which are compatible with diskspangui. You can find supported installers in the diskspangui topic, I think it is the second or third post in the topic. However you can also use diskspangui itself to unpack the archives. Just copy diskspan_gui.exe in the same folder where all the created archives are and run it.

But, where do I set options for threads? I had to abort the process since it shown me 10 hours estimated time and it was ascending more and more. I just copypasted these and started compression: https://pasteboard.co/4orsQiqonK2O.png
I don't think 24 GB game should be compressing to a 13 GB for 10+ hours:)

KaktoR 20-05-2023 23:46

It will look like this in the settings:
Code:

Data2.Method1=xtool:mzlib+srep+lolz:mtt1:mt12|0
However you can set it directly even in the GUI aswell by type it manually or select one of the presets for lolz:
https://i.imgur.com/xMp4E29.png
https://i.imgur.com/xMp4E29.png

* All possible options for the lolz compressor can be found here: "Resources\FINAL\LOLZ\Options.txt"

Time for compression mostly depends on your hardware, especially how fast your cpu and ram is, and of course of the input data and used settings. So there is no way to telling you how long compression will take if no one write the time and his pc specs.

sailwhist 21-05-2023 02:50

Quote:

Originally Posted by KaktoR (Post 501167)
It will look like this in the settings:
Code:

Data2.Method1=xtool:mzlib+srep+lolz:mtt1:mt12|0
However you can set it directly even in the GUI aswell by type it manually or select one of the presets for lolz:
https://i.imgur.com/xMp4E29.png
https://i.imgur.com/xMp4E29.png

* All possible options for the lolz compressor can be found here: "Resources\FINAL\LOLZ\Options.txt"

Time for compression mostly depends on your hardware, especially how fast your cpu and ram is, and of course of the input data and used settings. So there is no way to telling you how long compression will take if no one write the time and his pc specs.

After adding these settings to .ini file, now it is compressing as it should and percentage of progress goes up, last time it was just stuck at 10% and time showed 10 hours, now its 1:30 hours estimate and it looks like it is working. https://pasteboard.co/QPptA0Q6bKIw.png
Thank you, I hope it'll work.
BTW, what's wrong with Imgur? It's not opening any links, just shows it like that: https://pasteboard.co/rE3HCJIzwHaM.png

sailwhist 21-05-2023 07:10

Quote:

Originally Posted by KaktoR (Post 501167)
It will look like this in the settings:
Code:

Data2.Method1=xtool:mzlib+srep+lolz:mtt1:mt12|0
However you can set it directly even in the GUI aswell by type it manually or select one of the presets for lolz:
https://i.imgur.com/xMp4E29.png
https://i.imgur.com/xMp4E29.png

* All possible options for the lolz compressor can be found here: "Resources\FINAL\LOLZ\Options.txt"

Time for compression mostly depends on your hardware, especially how fast your cpu and ram is, and of course of the input data and used settings. So there is no way to telling you how long compression will take if no one write the time and his pc specs.

So, compression finished and now game size is 16 GB.
https://pasteboard.co/5nJo8MUxm2vF.png
https://pasteboard.co/DGBaecrwauDc.png
But why? It should've been 13 GB.
It also splitted in some weird directories with a lot of files, is that the way it should be?
https://pasteboard.co/X9L5I0DVeYRe.png
I tried making an installer via your utility ASIS and I didn't understand how it works, I putted these directories in DECOMRESSOR folder and ran script Create_setup.dll and it just started a whole process of compressing files again and I don't know if I did everything right.

KaktoR 21-05-2023 07:10

Imgur is working here. Check if the site is blocked by your AV, ISP, browser extensions or whatever.

PS: GTA4 compression test from me
Code:

15:56:44 - Overall input size: 30.93 GB
 15:56:44 - Overall output size: 13.48 GB (Ratio 43.58%)
 15:56:44 - Overall conversion time: 00:58:27

 16:08:51 - Overall decompression time: 00:11:52

I used LZMA-MT instead of lolz.

Edit:
Here is my configuration. With this you should get 13GB with LZMA-MT or less if you use lolz (probably).
Code:

Data1.Name=Data<game><data>-01.bin
Data1.Method1=msc+srep+LZMA-MT|0
Data1.InclText=*.rpf

Data2.Name=Data<game><data>-01.bin
Data2.Method1=xtool:mzlib+srep+LZMA-MT|0
Data2.InclText=*.img|*.wtd

Data3.Name=Data<game><data>-01.bin
Data3.Method1=bpk|0
Data3.InclText=*.bik

Data4.Name=Data<game><data>-01.bin
Data4.Method1=srep+LZMA-MT|0
Data4.ExclText=*.img|*.rpf|*.bik|*.wtd

As for the first archive I applied srep+LZMA-MT after msc because I found out that all of the files contain raw audio (msc do a good job here) and some other files aswell, so use srep and a compressor of your choice afterwards.

As for the file splitting: You have to select the "~ Unlimited ~" tab in the options on the bottom.
https://pasteboard.co/Zqx0UiosFqJ1.png

Edit 2:
As for the ASIS installer: you don't have to copy anything. Open Settings.ini and make your settings there, like game name, game size and so on, disable or enable options you want (see included help file located in "Help\Settings.txt"). After this you just open "Script.iss" with Inno Setup 6+ and compile the script (maybe you can just run "Compile_Script.bat" if you don't want to download and install Inno Setup). Then copy Setup.exe to the compressed game files which diskspangui created and then you can unpack/install the game with the Setup.exe.

kj911 29-05-2023 12:23

Multithreading DLZ
 
1 Attachment(s)
The DEMO test package from my multithreading DLZ compressors, using MTX/clsw.exe combo.... (See pictures from package.)

Compression use MTX, within more threads without any problems.

Decompression/testing don't work with MTX-only usage, required CLS wrapper, and user interactions, pressed many "clsw.exe" crashed messages before starting any decomp/test process..
Any idea from fixing? Try it PMT? Any?

My precalculation in has fast CPU's probably capable 200+ MB/s decomp/testing speeds. (SSD or NVME drive only with more RAM.)

Masquerade 29-05-2023 13:53

^^
But why? LOLZ is better and natively multithreaded.

Yee 08-06-2023 06:39

Can someone please help. when using

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

I get

WARNING: bad section [External compressor:lolz] in C:\Program Files (x86)\FreeArc\bin\arc.iniarc: user error (Unsupported compression method or error in parameters: lolz)

What am I doing wrong?

kj911 12-06-2023 04:56

Noob questions: Some various "Disk Spanning" methods, will make spiltted DVD5/any size setup*.bin files, streamable exctracting during installation progress, whole get next disk sequence, without copying splitted *.bin files to is-xxxx.tmp dir joining to one big archive before extraction process?? Aka no need extra temp space from installations?

Example: setup1.bin.001-003 files have 10GB size. (contains 30GB data.)
aka1: extract from directly the archives to installdir, req. 30GB hd space or
aka2: joined to one big 10GB file extra hd space + 30GB installed --> 40GB hd space required?

Three disk spannig methods/cls-filters available. The best? (From stabilty.)

Another questions: Previous years downloaded from forums and looose in last time, not found the F-Done 0.01 applications the site. Available or deleted?

awxcigin 06-07-2023 05:22

1. How do I get into repacking games, like I have a game downloaded, where do I start form?

2. What tools do I use as a beginner?

Sorry for asking this noob of a question.

Masquerade 06-07-2023 22:32

^^
You can use DiskspanGUI to compress your game and extract the archives you make.

Tmills 06-08-2023 05:05

Hey, i'm new and trying to learn. Is there a guide to the methods in DiskSpan gui?
SREP
LOLZ
Zlib
Xtool 2020 reflate
Xtool 2020 preflate
LZMA2
what are they best at and what are the pros & cons of each?
what file types are they used for?
how do i know what file types a game uses etc?

-tara 06-08-2023 08:46

Hi Tmills

Heres what the methods listed are:
SREP (LD Deduplicator)
LOLZ (Final Compressor)
Zlib (I'm guessing this is XTool's implemintation of zlib, that is a Precompressor)
Xtool 2020 reflate (Precompressor)
Xtool 2020 preflate (Precompressor)
LZMA2 (Final Compressor)

I'm going to shortly explaing what these do.

SRep removes duplicates in files you feed it, it's very quick.
Lolz and LZMA2 are final compressors and they always go at the end of a method chain, they compress data that was previously fed to Precompressors or SRep.
Lolz is very slow on compression, but it's upside is faster decompression compared to LZMA or LMZA2, while LZMA/2 are a lot faster in compression but a little slower when it comes to decompression. (Lolz gives better ratio compared to LZMA/2 aswell)

Typical chain of methods when it comes to game data (excluding media) is SRep+Lolz/LZMA/LZMA2.

However sometimes you can encounter game data that is already compressed, this is where Precompresser come in, during compression you place them in the beginging of the chain, what Precompressor you use depends on what algo the game is compressed with.
For example if the game is compressed with zlib, you use a Precompressor that utilizes zlib decompression (like XTool zlib/reflate/preflate) which one of those you use depends on how they preform, they have tiny differences in speed/ratio, however they all decompress zlib.

Typical chain with precompression is XTool+srep+lolz

I skipped over loads of info in order to keep my replu consise, but this should be good enough for a beginer

Hope I Helped

ravikant 06-08-2023 08:48

Quote:

Originally Posted by Tmills (Post 501870)
Hey, i'm new and trying to learn. Is there a guide to the methods in DiskSpan gui?
SREP
LOLZ
Zlib
Xtool 2020 reflate
Xtool 2020 preflate
LZMA2
what are they best at and what are the pros & cons of each?
what file types are they used for?
how do i know what file types a game uses etc?

Use this tool to find which method of xtool to use

Generally use Xtool(zlib is also included) + srep + lolz/lzma [LZMA is faster but usually makes the output size a bit larger]

ravikant 06-08-2023 08:51

I need to know more about xtool reflate/preflate and what it actually means

Why lzma compresses my files quickly while lolz takes lot of time

why do precomp gives better results than xtool on my old games

Tmills 06-08-2023 08:58

Thank you both for the replies, very well put and easy to understand. Now I need to learn the inno setup script stuff :)

shazzla 28-08-2023 01:58

Guys ,it extracts/creates nothing. Only correct CPU load ,process finishes and nothing.

xtool.exe generate -mkraken -t3 -bd_libraries "x\*" "p:\ARMORED CORE VI FIRES OF RUBICON-\Game\Data3.bdt" ac6.xtl

whats wrong ?

Edit :

Solved. Sandboxie interfered somehow...

murphy78 09-09-2023 16:37

Hello, I'm trying to learn.
 
Hi, I've been very curious about repacking games. I'm not interested in spreading my own repacks or anything like that. I am just obsessive about archiving the latest versions of my games when I download them and I want to take up very little space.

I've played with a couple tools like xtool and diskspan_GUI and they work a bit but I don't really grasp everything very well. I would like to know if it is generally a good idea to reflate, srep, and then compress the files. Could someone help me with some advice and maybe a small basic packer and unpacker script? I saw another person's example but it only had the arc/lolz combination. I admit I don't really know much about lolz. I've read a comment from someone saying that the tool was old and that people mostly stopped using it.

Thanks for any help people could give in advance.

Masquerade 09-09-2023 23:00

Lolz is still in use, it's still the best compressor for game data. But, it's still old. Most tools that we use are ancient.

About inflate + srep + compress - this correct. Inflation, or precompression is the step where the compression already on the game is reversed (decompressed) so that you can apply a stronger algorithm (srep+lolz/lzma). You need to use the correct codec for the game since not every game uses the same compression algorithm. When you decompress your archive, those resources are recompressed identically.

murphy78 10-09-2023 08:03

Does anyone have a compilation of commandline and ini file structure for xtool.exe, freearc 0.67's arc.exe ?

I looked around to the best of my ability but I'm having a hard time locating information. I can't find any command line information on xtool and what little information I can find on freearc doesn't seem to apply to the way people are using it with the ini files and the -m single argument passing method.

I have checked the chm file that comes with xtool and it seems to only discuss precomp. There are a lot more features that the exe uses and I imagine that there's gotta be more information somewhere.

I'm sorry if this all seems trivial to everyone. It's hard to write myself a script when I don't really have any example or documentation to go on.

Thanks again in advance.

reXy 23-09-2023 00:08

Are there video tutorials you would recommend for beginners?

Masquerade 23-09-2023 02:41

^^
Unfortunately there are none.

reXy 27-09-2023 01:59

Hellos again, so i'm not sure how I am getting this error in DiskSpan GUI, but my hdd is not full in the slightest.

Code:

-------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------- CONVERSION DATE 27/09/2023 -------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------
 09:37:06 - Deleting files from the output folder.
 09:37:06 - Files have been deleted.
-------------------------------------------------------------------------------------------------------------------------------------------
 09:37:06 - You have chosen the DVD5 type for the media size.
 09:37:06 - ISO images will not be created when conversion is complete.
 09:37:06 - The computer will remain on when the conversion is complete.
 09:37:07 - Selected ARC/DS method for reXy-01.bin was: xtool:mpreflate+srep_new+lolz:dtb1:d23:mtt1:mt8:mc1023
-------------------------------------------------------------------------------------------------------------------------------------------
 09:37:13 - Compression initialized in 27/09/2023 at 09:37:13.
 09:37:13 - Starting reXy-01.bin archive creation.
 10:29:33 - Archive reXy-01.bin creation error.

Code:

-------------------------------------------------------------------------------------------------------------------------------------------
 Creating reXy-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\reXy-01.bin
Compressing 1,265 files, 6,484,935,585 bytes. Processed  11.8%
Compressing 6,485,919,563 bytes with "OTHERS\SREP\srep.exe" -m3f -a0/0 InFile OutFile
 11.8%SREP 3.93 beta (September 30, 2014): input size 6185 mb, memory used 370 mb, -m3f -l512 -c512 -a0/0 -hash=vmac -b8mb
100%: 6,485,919,563 -> 3,098,642,643: 47.77%.  Cpu 86 mb/s (71.828 sec), real 52 mb/s (119.957 sec) = 60%.  Remains 00:00
Decompression memory is 1286 mb.  1,404,531 matches = 22,472,496 bytes = 0.73% of file
Errorlevel=0
 11.8%
Compressing 3,098,651,475 bytes with "FINAL\LOLZ\lolz.exe" -dtb1 -d23 -mtt1 -mt8 -mc1023  InFile OutFile
 11.8%
lolz v22c4b [Dec 30 2018  16:44:58]
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]): 8              mt block size MB(-mtb[2..512]): 32m
---------------------------- lz & parser settings ----------------------------
 dict size in MB(-d[0..2047]): 32m      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
 move some of calculations to lz matchfinder thread(-ac[0..1]): 0
---------------------------- matchfinder settings ----------------------------
 use only lz matchfinder (-rt[0..2]: 0)
 lz mf cycles(-mc[2..1023]): 1023
 use long distance mf(-ldmf[0..1]): 0
------------------------------- models settings ------------------------------
general  models :
 use simple cm(-cm[0..1]): 1
 context mixer o1 ctx (-bc[0..6]): 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..6]): 4
 match flag rep0lit ctx (-bm[0..6]): 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
100.00%  ldmf dec_mem=0m    0:38:17                                            /s
o1 model                : 313'004 kb
raw graphic model 8 bit  : 37'418 kb
raw graphic model 16 bit : 1'046'332 kb
raw graphic model 24 bit : 23'545 kb
raw graphic model 32 bit : 224'074 kb
dxt1 model              : 340'555 kb
dxt5 model              : 150'058 kb
o1 model pos mod 2      : 48'588 kb
o1 model pos mod 4      : 314'824 kb
o1 model pos mod 8      : 114'372 kb
o1 model pos mod 16      : 413'251 kb
total size              : 3'026'026 kb
decode mem usage per thread = 66mb
 11.8%
Errorlevel=0
Compressed 1,265 files, 6,484,935,585 => 1,483,642,757 bytes. Ratio 22.88%
Compression time: cpu 16.53 sec/real 3123.64 sec = 1%. Speed 2.08 mB/s
Testing 1,265 files, 6,484,935,585 bytes. Processed  0.0%
ERROR: write error (disk full?) in compression algorithm lolz:dtb1:d23:mtt1:mt8:mc1023

pls help! :rolleyes: Am i perhaps using the wrong method?

KaktoR 27-09-2023 07:12

Try unpacking with the dsg unpacker ("Tools -> Unpacker").

reXy 27-09-2023 07:39

Quote:

Originally Posted by KaktoR (Post 502641)
Try unpacking with the dsg unpacker ("Tools -> Unpacker").

I got it eventually with another method (xtool:mpreflate+srep+LZMA-MT).
I don't exactly know how to use the dsg unpacker. (I don't exactly know how any of these tools work just yet)

IRAQIGHOST 27-09-2023 15:03

Hi
some games I used choose best method to compress the game
but the result not the same
like Cyberpunk
I used
Quote:

xtool:c32mb:mcp2077+srep_new+4x4:b64mb:lzma:ultra: 64m:bt4:fb273:lc8:mc1000000
I read it the game size is 66Gb after compress will be 43 Gb
but when I do it I got final size 56 Gb
is there are something wrong that I did?
I used Diskspain GUI
I have Ryzen 5 3600
Ram 32 Gb

Masquerade 28-09-2023 02:03

^^
Because, no doubt, you are compressing v2.0 with Phantom Liberty DLC?

Ofc the compressed size will be larger... because their is simply more content... :confused:

IRAQIGHOST 28-09-2023 15:33

Quote:

Originally Posted by Masquerade (Post 502647)
^^
Because, no doubt, you are compressing v2.0 with Phantom Liberty DLC?

Ofc the compressed size will be larger... because their is simply more content... :confused:

even the version 1.3 the old one this happened

kj911 29-09-2023 05:30

Good methodology compress via MP2 audio files? (except Ocarina, still very slow.)

My horrible methods:
Code:

unpackmp2+srep:m3f:a0:l32+msc:raw=1:tak=9+delta+dlz
DLZ replaced via NZ/LOLZ its probably better. (and/or without delta filtering.) Tested one 192MBs MP2 file packed to 152MBs size. Final ratio minmally smaller than 80%*

DLZ replaced to Ocarina probably the best and slooow results. This MSC will found ~35-36 million bytes raw audio from processing and packed via TAK. Before used or not SREP precompression.

*Three step compression: 201 348 000 -> 335 766 244 -> 314 530 933 -> 159 583 312 byte

DLZ replaced to MPZX (64MB block size) results: 173 752 545 byte

NanoZip0.09/cO/768m, before not used delta filtering: 152 764 729 byte (~76% final ratio. Typically MJPG/MP3 recompression ratio.)

Archivers info: SREP 3.92; DLZ 0.2.2; MSC 0.0.6.5a2/TAK 2.3.3; unpackmp2 v22.03.16.1

Masquerade 29-09-2023 08:05

^^
DLZ was only useful for DDS images. So using it eveywhere won't help.

unpackmp2+razor is my method of choice.

kj911 30-09-2023 05:36

Tested again, different Win7 x64 PC (Previously used PC: XP SP3, DLZ 64MB dict size....)

Its winner?? LOLZ!

unpackmp2 only archive: 335 766 506 byte
unpackmp2+srep:m3f:a0:l32+msc:raw=1:tak=9 (masked comp. named in v2) archive: 314 510 792 byte

Tested Ocarina 0.6 compressor:
unpackmp2 compressed archive: Failing in compress
v2 (unpackmp2+srep+msc): 172 074 214 byte

DLZ with 512MB Dict. size:
unpackmp2: 159 505 095 byte
v2: 159 618 382 byte

Razor 1.03.7 x64 with 512MB Dict. size:
unpackmp2: 157 403 746 byte
v2: 157 526 068 byte

LOLZ v22c4b:
unpackmp2: 150 686 438 byte
v2: 153 138 005 byte

Ocarina 0.6: level 12 chunksize 256MB
DLZ: -slp -d512m -lp0 -fb337 -mc8192 -cu3 -cm43
LOLZ settings: lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d160m:fb a4096:tt16:mc1023

Goodly winner: unpackmp2+lolz

Directly compress pure MP2 file.
Size: 201 348 000 byte

Ocarina 0.6: Failing!
NZ0.09/cO/768m: 184 169 837 byte
LOLZ: 189 974 702 byte
DLZ: 187 631 951 byte
RZ: 185 784 860 byte

Any ways, trick from modify "unpackmp2" from preprocessing any files? BIK, MP3, WAV?

JayJiang 30-09-2023 07:56

About How to install another language after download the game.
 
I have already installed the game, but I encountered a mistake when selecting the language before downloading the game, I forgot to select Polish in addition to English.

But I don't want to reinstall the game all over again because it's very large, and it took me a long time to download it.

Can someone tell me what I should do?

Masquerade 30-09-2023 10:42

This is not a repack support forum, if you don't have a question about making backups of games you own, then leave! :mad:

Non Volatile Human 05-12-2023 01:44

I'm using DiskSpan GUI, is there a preferred setting to use here, regarding DVDs or BDs?

*the image link is refusing to load so I'll type it down*:

At the bottom of the page (non-developer mode) it gives me 2 DVD sizes, 3 BD sizes, and an "~unlimited" option, is there a reason to pick one over the others?

Added: in the compression tab on DiskSpan GUI, is the timer in the title bar the "remaining time"?

I'm compressing Death Stranding DC on a Core i5 6400 and the timer says "34:15:45" lmao.

mausschieber 05-12-2023 07:14

Quote:

Originally Posted by Non Volatile Human (Post 503026)
I'm using DiskSpan GUI, is there a preferred setting to use here, regarding DVDs or BDs?

*the image link is refusing to load so I'll type it down*:

At the bottom of the page (non-developer mode) it gives me 2 DVD sizes, 3 BD sizes, and an "~unlimited" option, is there a reason to pick one over the others?

Added: in the compression tab on DiskSpan GUI, is the timer in the title bar the "remaining time"?

I'm compressing Death Stranding DC on a Core i5 6400 and the timer says "34:15:45" lmao.

You can read Here https://www.fileforums.com/showthread.php?t=104533

Non Volatile Human 05-12-2023 10:19

I read it, but I feel like it's missing something. It means that I need to have an idea of the data present in each *.bin archive and as such pick the appropriate disk size (or take into account the size of the whole game). e.g. if I know that all the archives/*.bin files will be at most 45GB big, I should choose the BD 50 disk size?

why not choose ~unlimited so that the need to merge is made irrelevant, as all the data would be on one disk, and that disk would contain all of the archives/*.bin files?

And if in "developer mode" I choose "Disk spanning using CLS-Diskspan.dll" in the "Game1" tab, would I need to adjust the disk sizes in the "General" tab?

And if I add the game from the Database, would I need to touch anything at all afterward? Or does using the Database automate everything so that I would just have to save my preset, re-launch DiskSpan GUI in its normal mode, and press "compress"?

KaktoR 05-12-2023 10:40

The size tabs are just for people who still burn their crap on discs for backup purpose (honestly drives cost nothing these days) or for some shady black market stuff. Just choose unlimited tab if you don't care.

If you load a preset from database, you don't need to touch anything except for game directory. Some presets require some user action however, like language selection and such.

Quote:

Added: in the compression tab on DiskSpan GUI, is the timer in the title bar the "remaining time"?

I'm compressing Death Stranding DC on a Core i5 6400 and the timer says "34:15:45" lmao.
Yes, but do not take this times seriously. You simply cannot say how long compression takes if you didn't do it in the first place.

KaktoR 16-12-2023 12:43

test


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