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And FIFA 20 (XTool would use no CPU on files greater than 1.5 GB or some times 2.0 GB) These are the ones i tested so far along with WDL. Edit : Unravel Two post has been updated. |
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American Truck Simulator [v1.40.2.0 + All DLCs]
Code:
xreflate+srep+lolzReflate used since it gives best ratio. 6.6GB ----> 3.8GB :D |
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sorry if these are a silly couple of questions but with xtool what codecs did you use? The "Game File Scanner" tool shows zlib and lzo strems but I'm not sure if there are others. Also what's pmt? Never used the razor tools before sorry if thats got an obvious answer. |
L33THAK0R
uelr processes the lzo streams, xtool will process the zlib streams. PMT = parallel multithreaded tool RZ is a single threaded compressor, so PMT splits the data input into chunks and compresses those chunks in parallel to essentially harness multithreaded operations and speed up encoding / decoding. |
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The Bureau: XCOM Declassified
English Only.
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uelr+srep+lolzCode:
srep+LZMA2With all other languages: 13.2GB ----> 5.9GB :D |
Hi all,
Could anyone share how to structure the compressor header for the Oodle precompressors? The only one I could find was from diskspan: Code:
[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2reck7,oo2reck8] |
You can use the {compressor} constant (freearc constant, not inno constant) to fit multiple tools with the same packcmd into one command:
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[External compressor:oodlereck, oodlrecm, oodlerecs] |
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Another 50 hours compression coming your way. You would call me a madman for that one.
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Madman?! I dont think so...
I did compression marathons since LOLZ released..MONTHS of compressions.:D Now what do you call me?! Loool Sorry for the off. |
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BTW that thing failed after taking 50 hours. |
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Thanks,but i used d1023m. :) (16gb ram)
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@Masquerade
Do you remember the lolz setting from when you compressed CB4? |
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[External compressor:xtool]Sorry for any lack of knowledge. |
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Edit: Use this one. |
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Any times recompress again the MSTS game Data1.arc package. (46 724 *.ACE files) use Tiny Compressor v1.4
First compression: Use original settings. SREP v3.93b, m3f LOLZ: dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d64m:fba4096: f1023 Results: 2 743 249kB Second compression: SREP replaced to v3.92b versions One LOLZ switch changed to via d64m to d128m Results: 2 719 422kB Third compression: SREP default switch replaced to: m5f:a0 LOLZ switches changed to via d64m to d128m and added tt8 switch Results: 2 715 396kB Note: Don't use tt256 switch! Compression speed hell slowly (and probably minimally better ratio), average ~2 to few kB/s!! tt8 doubled to tt16 or any higher ones, min. 100-200+ percentage extra compression times. 4nd compression, its final: SREP default switch replaced to: m3f:a0 LOLZ switches changed to via d64m to d128m and added tt8 switch Results: 2 711 752kB Code:
C:\TinyGamePack>arc lt "I:\Data1.arc"SREP its default settings. LOLZ: Use d128m switches. 3nd recompress test in coming soon in last night. 2nd results: 625 893kB (First: 628 021kB) 3nd results: 624 127kB (with Data1.arc 4nd compression settings and remove unneccessary one *.lnk and *.log files before compression.) Finalized. Next step for optimize Binaries data set. (few MB's) and write NSIS based installer. Sounds packages its finished. Results: 634 861kB (MSC+SREP) Note: Replaced TAK 2.3.0 to 2.3.1 its minimally better results: 634 836kB. Decompression its works. |
Mass Effect Legendary Edition uses oodle now.
Either the files are encrypted or the games use a codec (Leviathan/Hydra) which xtool/oo2rec doesn't know of atm. |
Maybe I already have this answer here on the forum somewhere, but I haven't found it.
Maybe it's not the right place to ask a question, but as this thread is answered a lot, I decided to post it here. I would like to know if I rename a CLS library to another name should the section in the CLS.ini file have the same name as the CLS? Example: I renamed CLS-SREP.dll to CLS-SREP_NEW.dl on DiskSpan_GUI. Do I need to use the same name [SREP_NEW] section in CLS.ini? |
Cesar82
Yes |
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Maybe like the aforementioned XCOM game where oodle is embedded behind lzo and zlib ;) |
@Masquerade
uelr throws out an error (no lzo streams found or somewhat). I can send you a sample if you like to check it out. |
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Crash Bandicoot 4 : It's About Time - Precompression
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precomp_mtx = Compressed 1 file, 51,468,527 => 99,890,725 bytes. Ratio 194.08% |
Hi all,
I'm having a touch of trouble getting the Oodle stream precompressor working. The title I'm working on is XCOM 2. I'm a bit puzzled by the errors I've been getting. I've tried both "d" and "e" options but alas the error output is the same. I'm using Code:
oo2reck4 + xzlib + uelr + srep + lolzCode:
[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2reck7,oo2reck8] |
Try using <stdin> <stdout>, like this :
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[External compressor:oo2reck,ok]Put directory in "X" place. |
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uelr+xzlib+oodle uelr first always. Code:
[External compressor:oodlerecK] |
Crash Bandicoot : It's About Time [English Only]
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Method : xtool_reflate+srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:mc1023Code:
Ripped Files [Saves 378 MB] |
WWE 2K19 - Precompression
XTool - Kraken Code:
Compressed 1 file, 3,291,136 => 21,504,257 bytes. Ratio 653.40%Code:
Compressed 1 file, 3,291,136 => 5,251,731 bytes. Ratio 159.57% |
Star Wars : Squadrons contains zstd streams. One of the rare ones....
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Compressed 1 file, 128,425,034 => 184,641,111 bytes. Ratio 143.77% |
I am a beginner here, and I have a question. What do I do when I get the code of compression of a specific game? How do I use it? So, take this example of IFR
https://fileforums.com/showpost.php?...postcount=2196 It has 3 methods. How do use any of them to compress the game? And also, what is the difference between the method of compressing using code in .bat files and using dll files? And how to use the dll as well? |
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