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Disk Folders
This might be a dumb question, and it's purely for learning purposes, being new to all of this, but is it possible to have all of the .bin files next to the setup.exe instead of in Disk_# folders? If so, is this something I can change in DSG or in records.ini? I'm talking about span bin files and not split bin files.
Edit: Nevermind. I got it. I could have SWORN I tried moving them all to the same folder before without changing anything and it didn't work. *Shrug* It worked this time. |
oodle xtool vs dsg
i've recently used dsg to make repacks and i've successfully made a few repacks with good ratio ending with RE4 with a compression ratio of 69%
but recently when i tried to repack Hogwarts legacy & Doom the dark ages, i first analyze pre-compressor using xtools as per KaktoR recommendation, and i've found streams using oodle kraken, i try to compress test files using xtools and i get decent rates like 70% or less, but once i get to DSG and apply same methods, it always gives me 90%+ rates no matter what i do: - i've manually copied both Quote:
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i'll give further details of a sample file "gameresources_3_2_1.streamdb" @112mb from doom the dark ages: - using xtool 0.7.9_hotfix Quote:
- using xtool 0.8.9, same method, i get 112mb :confused: https://i.postimg.cc/VvG0mVYv/image.png - using both DSG 2.0.2.0 or 2.0.2.3, Quote:
here's a link for the sample file https://pixeldrain.com/u/ScAreX21 i've no idea what im doing wrong, so please guide me <3 excuse my language |
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xtool:c128mb:mkraken:core_2.9.10:lib_2:dd3:l10,d128mbCode:
xtool:c128mb:mkraken:core_2.9.12:lib_2:dd3:l10,d128mb |
[QUOTE=Cesar82;508058]
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xtool:c128mb:mkraken:core_2.9.10:lib_2:dd3:l10,d128mbHow did you analyze and derive the code `xtool:c128mb:mkraken:core_2.9.10:lib_2:dd3:l10,d1 28mb`? In other words, how can you determine that this is the best compression method for that particular file? |
Do not use option "Skip verification" in xtoolui if you don't know what you're doing. Skip verification option is only usefull in verbose mode to fast check used options as levels or if you want to know how big the output could possibly get if all streams get processed.
If you want to check if streams can get processed with a selected library, use "Stop after # streams" option. |
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I simply showed that it also works with DSG. You just need to provide the correct oodle library. I'm not the right person to tell you which method or library is the best. |
with experience, I recognize certain types of files (.pak .ucas .utoc , bundle ect)
and I know that such and such a file will use such and such an algorithm. then, by digging into the game's folders, you can find a library that puts you on the right track (liblz4, oodle ect). and finally various tests... Personally, I work in a test folder, trying out different combinations, different library versions when I've found the best compromise, I test in DSG. |
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Hello, when compressing a game, I made a mistake by selecting components 1 instead of task 1 to add the bonuses separately.
Can you manually correct the records.ini file? To avoid starting from scratch? |
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if ISDoneInit(ExpandConstant('{tmp}\record.inf'), $F777, 0, 0, 0, MainForm.Handle, 512, @ProgressCallback) and FileSearchInit(True) then |
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I asked in the Newbie Question thread for any generic answers, but decided it may be best to ask here for specifics.
Is there a way to bypass the 255-character limit with installations? A game I am repacking has a file that is in a structure 245 characters long, which doesn't leave much room for an installation path when installing with the installer, and it errors out when the install path is long. Thanks for this GUI and the sample installer script, both have been very helpful. |
You could try this
https://learn.microsoft.com/en-us/wi...1607-and-later But not sure if it will work since DSG and all the installers are 32-bit applications I guess. |
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