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it's for information and tests. thank you |
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without srep. |
Does using srep with lolz reduce the compression ratio?
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In most cases yes. But sometimes not. You have to test it on a test file from a game.
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why we are written method compression without parameters? I do not understand the meaning of this topic. use precompressor or not. and all. |
Method compression's without parameters are written when default settings are used mate.
Don't like the topic? Then skip it! This topic is only meant for sharing methods and discussion about them, off-topic posts are not welcome tbh, I personally hate when I have to browse through a lot of unimportant posts in order to find shared methods so I can add them to the Index it is really time consuming sometimes mate, and by doing so we waste moderator's time too for no reason. So please guys keep it on topic. If you have something helpful to add please do, if you have a question or problem compressing some game please ask, but everything else that isnt helping or seeking help, keep it for yourself! Thank you! |
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I will not waste your time. |
@JustFun your work is impeccable, and the threads is an excellent source for the boys of the forum, and we all thank you, but personally I see him messed up in some points.
I'll give you an example you posted this: Quote:
Did you use this method? "-mbpk+msc+srep+lolz" I do not think so.:confused: Have you used a masked method of this type "-msrep+lolz/$wavloss=msc+srep/$bink=bpk+srep" for the game in question? Maybe.:rolleyes: You have scanned the data folder of the game, and you have created a list of files for each format, inserting the types of files in 3 different folders, a folder for the video formats, one for the audio formats and all the rest of the files in the last folder, in the end you have created an archive with this method "bpk+srep", a second archive with this "msc+srep", and everything else with the last method "srep+lolz" the third archive. Feasible but crazy.:eek: I hope that the concept has been understood.:) |
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"Game Name - Internal Languages - Method or Mask - Archives Number - Comp/Time - Comp/Ratio - Archive Size Compressed - Link Number Thread". Something useful for everyone, quick to browse, with an infinite list games on current and future methods of compression used.;) |
@felice2011 and @RestOfYou :D
Yepp, files are separated, then compressed according to the file type, for example Videos are done using -mbpk+srep, I didn't specify any extra {options}, I literally put -mbpk+srep command into cmd and left it to do its job. Why? I prefer speed! Also Srep isn't always the best option, but I prefer it because installation is faster. Best method doesn't always have to be smaller size, some people would rather have faster compression/installation over smaller size. That is the point of this thread, to have multiple choices of methods to choose from, either use one that will give you smaller size or one that sacrifices few MB`s/GB˙s, but has faster compression/decompression. I hope I clarified good enough so you guys can understand what I meant to say. ;) |
if people reads before commenting :)
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1. msc. -ddsDXT=1; -bmf=9; -raw=0; - default; bmf not stable. (does not support some cpu). (and lolz have dds filters) raw=2 better audio search. better -mmsc:ddsDXT=0:raw=2 Quote:
better -mlolz:fba4096 or look -mtt and -mt usage. 3. srep. -m3; - default; cls-srep don't support m3 metod. need using m3f. 4. Read how to use it first, before using the default options. |
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It's right ?:D |
Nope mate!
Like I said, files are separated, bpk+srep are used on videos, msc+srep on sound files, and srep+lolz on everything else, so in the end you have 3 separate archives. I find it easier doing this way, because for example if you want to change voice pack language you don't have to re-compress whole game, just sound files, which can save you a lot of time sometimes. |
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The partial concept also concerns @dopofoo24, which always seems to me Wednesday in the middle of the week.:p:D |
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Oh, i know im a bit late but Happy New Year !!! :D |
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if you think that posts in 3 words with information how to compress is enough, then I have nothing more to say. |
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If i see a post without exact parameters i will use the settings according to what i can use on my machine, so same way posting in "3 words" like you say, is also useless in posting a full method because not all people have 32gb ram, or 16gb, or 8gb. As JustFun said, some people prefer speed over size, this threat is not meant to beat WorldRecord sizes in compressions, its a thread for helpings, take it as a reference. Every person is free to post on the way he wants, complaining about that is not nice. Just my opinion, dont take things to heart xD |
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Well well at this point, you all happy, it's OK for all, a detailed post, especially in this thread is something easy to understand and easy to interpret, especially for the "newbie". Mine was just a clarification.:rolleyes:
At this point in the future post saving time, instead of structuring it this way : Quote:
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the tools are public, 50 mb of mixed files and with an available hour you will see that all users find the best parameters .. I do not understand why they spam so
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btw does ztool:lzo even work on far cry 5 (inflate size) :confused: |
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Furthermore, the compression was splitted into 3 archives, if I had created a single archive, the compression ratio would have been even lower.;) btw @dodo stay always on Wednesday in the middle of the week.:D |
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Mortal Kombat XL Redone
after seeing the XL repack by doofoo24
i decided to do it again method Mortal Kombat XL start size 36.5 removed all but english files re encoded bink2 files to 720p but with high settings slimmed down to 34.2 note that uelr arc settings were switched from uv to ulx uelr+srep+lolz:dt1:dtp1:dto1:dtm1:dtw1:dtd1:mtt1:m t4:d100m:tt1 h14:fba4096:mc1023:bc8:blr8:bmfbt4:d158m:fb273:mc1 000000000:lc8 for main assets files bpk for bink2 files srep:m5f:a2+delta+lzma:ultra:a1:mfbt4:d158m:fb273: mc1000000000:lc8 for everything else initial size 34.2 repack size 15.5 installation takes around 25 minutes |
ProjectCARS2 21.9gb
using razor bdt+oo2reck+srep:m2f:c512+lolz:mtt1:t6:d160:mc1023 :fba4096:pc4:x2:gm20 on bff files 45.6gb to 18.8gb.
the rest of the files srep+lolz. 4.8gb to 3.1 gb |
Dead Rising games
Dead Rising
method (xtool Zlib) removed non english files zlib+srep+lolz:dt1:dtp1:dto1:dtm1:dtw1:dtd1:mtt0:m t6:d100m:tt4 on all files initial size 7.81 gb repack size 2.37 gb Dead Rising 2 Off the Record method (precompmt 3.8 since Xtool froze and z tool had no effect) removed non enlgish files precompmt+srep+lolz:dt1:dtp1:dto1:dtm1:dtw1:dtd1:m tt0:mt6:d100m:tt8 on main files bpk on bik video files initial size 7.81 gb repack size 3.58 gb Dead Rising 3 Apocalypse Edition method no zlib streams found removed non english files srep+lolz:dt1:dtp1:dto1:dtm1:dtw1:dtd1:mtt0:mt6:d1 00m:tt4 main game files bpk in bik files the video snowfinal makes bpk crash so compressed in seperate archive initial size 23.9 gb repack size 15.9 gb Dead Rising 4 method (Ztool Zlib streams and because Xtool froze on it) converted bk2 to bik with a .bk2 file extension to resolve bpk crash issues kept same bitrate so the video is lossless and identical to the original also redid bik videos wich were causing crash problems as well same bitrate just like bk2 i did initial size 69.5 gb repack size 26.0 gb |
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Vampyr 9.71gb
precomp:c64mb,t100p:zlib+lolz:mtt0:d384:mtb192:fba 4096:mc1023:ldl5.
*using the new lolz test22c4b without srep only xtool+lolz :D *note that with d384:mtb192 you need a lot of ram like 20gb. when decompress add to cls.ini : ldmfTempPath={app} ldmfMaxMemoryUsage=1024m ldmfDeleteTmp=0 |
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then again i did not do it to reduce quality i did so to prevent crashes with bpk.. as far as the debate anyone can try it and judge for themselves |
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i am like the heck with it and do them all..lol |
OVERKILL's The Walking Dead No Sanctuary update
Method
nothing removed or recoded Xtool was used xzlib+srep+lolz:dt1:dtp1:dto1:dtm1:dtw1:dtd1:mtt0: mt6:d100m:tt4 initial size 43.3 gb repack size 16.9 gb 20 to 25 minute install time on my 6 core processor |
What is the difference between mt type 0 and 1?
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-mtt [0..1] - for multi-threaded processing, indicates the mode of operation used. At 0, the dictionary size must be at least 2 times the block size. In this mode, the data for each stream will be loaded alternating in size into a block. In this mode, in most cases, you can achieve better compression than in the second, but unpacking will require such a number of threads, as in compression. With 1, each block is compressed separately, without dependencies on neighboring data, respectively, the compression here is usually worse than in the first mode, but you can specify any number of streams to decompress. For this mode, the options from cliniot MaxThreadsUsage and MaxMemoryUsage are applied. Default: -mtt0 |
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