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What about decompression for FarCry 3?
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xtool seems to work on Wolfenstein The New Order resources files like doom...
but files with .pages file nothing there... |
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also on The Evil Within tangoresource files work
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[Dunia2]Code:
[External compressor:xprecomp]Code:
Compressed 12 files, 700,791,484 => 1,143,391,721 bytes. Ratio 163.16%Code:
Extracted 12 files, 1,143,391,721 => 700,791,484 bytes. Ratio 163.16% |
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Hi Razor12911
Unreal Engine 3 LZO may be added in the future? XCOM 2, Outlast 2, Get Even |
to doofoo24: what liblz4 did you use for cod aw?
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I already tried this one, it doesn't expand anything (Only tried imagefile1.pak). Did you use xtool.ini?
I used this: packcmd = xtool.exe e:precomp:t4:v:c32:lz4 - - <stdin> <stdout> By the way, note that you can find some of my repacks - Quantum Break (23.3 Gb) and outlast 2 (10.2Gb) on ygg if you are interested. You can erase this, I'm sure it's against the rules of the forum. |
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Please make sure the command line is correct first. "e:precomp:t4:v:c32:lz4" is heavily incorrect |
Well, it seems it works with e:precomp:t100p:lz4 with .ff files. For pak files it's ok too. (except for soundfiles which can't be expanded).
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Compressed 1 file, 153,906,476 => 312,811,044 bytes. Ratio 203.25 |
bik reencoded at 70% indeed. Do you think you could get sth much better? probably not. I did nothing special just used srep and lolz.
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This one is correct Code:
packcmd = xtool.exe e:precomp:t4,v,c32m:lz4 - - <stdin> <stdout>And you forgot a "m" for chunk size. |
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HEAD "0f3b4c5b"Idea is that most engines have similar structures, there are some headers, some data to skip, there is CMP and DECMP sizes info in between and then actual compressed data chunks. So instead of keeping maintenance for every new game/engine which rely on Razor to be here for us and kind enough to work on updates, this would make xtool more forward compatible for the future games without needing to constantly updating it. At least until codecs API's change. I know it will not be enough for every future game but it should cover plenty of them. Quote:
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Don't ask me, ask razor why :D
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Update available Changes - added partial unreal engine lzo support (thanks to Edison007 for lzo1x_99 args) Notes This is might as well be a useless update at the moment because I'm pretty sure either old or few UE games use the method that is precompressed by 0.10, I'm still trying to figure out how to precompress the rest of the streams which are common. |
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Razor but for the decompression of the archive the folder can only contain the file xtool.exe, without any *.dll right?
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Strange for the decompression seems to work without any DLL, only xtool.exe, tried on a data folder of generic files, that's why I was curious to understand ...:confused:
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But its always recommended to use latest external libraries for faster processing. |
wow how many masters and experts in compression lately here in the forum, it's been a while that I'm not here in the forum, it's not about ease of use for people, it's about knowing whether or not to insert the DLL for decompression, "Faster Processing" explain to me what it means because the decompression speed is the same, since we are talking about decompression and not compression.
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But really the main reason for internal libraries is for the ease of people. Razor implemented the internal libraries so that processing will still work in case people don't even put the dlls at the correct places, that was the main reason I think. |
This is what I do not understand, I wanted a concrete motivation, in my concept of coder, a file if needed I use it, if I do not need I do not use it, I do not insert files because I like the dll extension or others, as many they do, without really understanding their use and necessity.
I wait Razor look for a response aimed at my curiosity, thanks anyway for your intervention. |
excuse me for post this. i googled before but not good results. is there a link to a tutorial on how to use x-tool i wanna test it to sve some data in my hdd and im totally noob in this .
i ve used the bat file but didnt compress or i really didnt see the difference with the actual file. (a ps2 iso files, even unrared) |
It all depends what actual "internal processing" is. Does it mean just dll's included inside exe, does it mean official source code translated to Pascal and included/compiled with project, or does it mean having your own self-written routines?
For 1. case there should be no difference, for case 2. and 3. my guess is that since Razor code in Borland's Delphi, that could be one reason for slower internal routines vs external dll's. Because I used to code in Borland's C++ back then and I remember it was not that fast. Also B. Pascal, just like B. C++ use own libraries, own compiler and both are object based languages. Which will be slower than standard direct C routines, say through MinGW. In most cases that is, few exceptions like STL aside. Since dll's of codecs like lz4, zstd and most others are written in C and already optimized by its devs, they should be quicker as Delphi is then only used as a bridge for io calling. Yes normally internal routines should be always faster than calling external dll's, but only if under same environment and optimizations. Here we are basically talking B. Pascal vs C overhead and thats assuming routines are perfectly written or translated/optimized to Pascal which they may not be, so you get a speed difference based from both factors. Dll's also give you ability to switch between different versions as long as they use same API which is another plus. |
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Another trickery can be, represents your dll as hexadecmial literals in your code and using some library like, to directly load from memory, quickbms uses it |
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2011 clang which has shitty windows support and they somehow glued it with shitty code, change its core abi to make it work , it's just not right, it can't even compile c++11 correctly even their vector and share_ptr has bugs that why i was using my own implementation in designer and these compiler bugs made me left designers
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error with decompression too. Only 1 file, 1.3Gb. Included xtool+liblz4.dll. The installer is stuck at the end, and the file is different: 1,405,353,984 byte vs (1,405,386,216 bytes for the original.
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I'm using this...
unpackcmd = xtool.exe d:precomp:t4 - - <stdin> <stdout> Since others have similar problems, there is probably sth wrong with xtool. |
except that I can obtain a better size than doofoo: 22.5Gb. You can select some bik files, even if some are giving an error.
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