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@Moderators
Don't you guys think that this thread should be pinned? |
There'll be more sticky threads than normal threads per page )
@Moderator unstick these threads https://fileforums.com/showthread.php?t=94605 https://fileforums.com/showthread.php?t=96630 Thanks |
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Oodle Precompressor works well.
[External compressor:xtool]
header = 0 packcmd = xtool_0.3.9\xtool.exe precomp -mkraken -c32mb -t100p --dbase - - <stdin> <stdout> unpackcmd = xtool_0.3.9\xtool.exe decode -t100p - - <stdin> <stdout> Tested games Code:
Gears Tactics |
Why are you using an Oodle kraken precompressor when Valhalla is compressed using Oodle Mermaid? :confused:
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Creating archive: data.arc using xtool |
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1 Attachment(s)
For some reason xtool does not precompress /detect zlib streams in *.map files from halo2 folder and *.s3pak from halo1 folder (Halo: The Master Chief Collection).
Examples in attachments. And xtool 0.12 detects them and inflates them just fine! Tried all possible codec combos in xtool 0.3.9, -mzlib+reflate, -mzlib+preflate, -mzlib etc... no working. -mreflate works on other *.map files from halo3, halo4 perfectly...But not on halo2 (*.map files) and halo1 (*.s3pak files). Since xtool 0.12 uses zlib+reflate xtool 2020 should detect this also...maybe there could be some *.ini plugin for 2020 to detect this streams? Thanks, regards. |
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infile: 14.1GB |
@Razor12911, I had an idea for XTool.
I don't know if that would be possible, but since we can't pass the "+" character in a parameter on the FreeArc command line, I thought it might be possible to make XTool decode multiple method parameters separately, allowing you to send multiple commands in a bat file... Currently the parameter for the XTool method is -m. Currently it is possible to use this way: Code:
Arc.iniThis change in XTool would allow you to use combinations (without parameters) Code:
Arc.iniBorderlands 3 method if usage example if I applied my idea to XTool Code:
pack.batI don't know if it would be good for XTool or if for some reason it would hinder performance so think about this idea. This would be very useful to use with DiskSpan_GUI as I cannot send combined methods currently. And using XTool.ini is complicated because DiskSpan_GUI is fully configurable in the INI file without internal setinistring processing with sections and fixed keys to insert these values in XTool.ini (You would have to read the DiskSpan_GUI configuration INI file to know where it would be inserted the value). |
Update available
Changes - added depth info functions - added support for oodle 2.9.0+ functions - fixed data patching bug - updated oodle codec - updated command line parser Changes between 0.3.9 to 0.3.11 Code:
ES_R11 (0.3.11)I updated the command line parser Code:
[External compressor:xtool] |
@Everyone
The oodle precompressor in xtool is now more aggressive (means slower), I'll add aggression parameter to control how much time it should spend finding more and more streams however this only applies to kraken, mermaid, selkie and hydra. Leviathan is still problematic and you'll have to rely on plugins for data compressed using this codec. Here are a few benchmarks that show what I am talking about: 0.99 GB (1,066,131,456 bytes) > 1.52 GB (1,638,079,260 bytes) [took 2 minutes, 9 seconds] (xtool 0.3.9) 0.99 GB (1,066,131,456 bytes) > 1.84 GB (1,977,644,853 bytes) [took 4 minutes, 56 seconds] (xtool 0.3.12) 0.99 GB (1,066,131,456 bytes) > 1.53 GB (1,649,308,007 bytes) [took 8 minutes, 52 seconds] (oo2reck) As you can see, version 0.3.12 is now slower but it found more streams than 0.3.9 or the oodle precompressor side project. This is a sample from Cyberpunk 2077 and since the game does have a plugin these are the results if you had use the plugin 0.99 GB (1,066,131,456 bytes) > 2.26 GB (2,432,780,012 bytes) [took 41 seconds] (plugin) So what do these results mean? Well the newer version of xtool traded speed for more ratio in an attempt to beat the side project while still being faster. Also if a plugin for a specific game is created, it shows that the plugins will constantly be superior to the universal precompressor as it's not only faster but produces better results. :) In conclusion, try to run tests with other games to see if the new xtool produces better results than oo2rec and if a plugin for a game exists then it's best to just use it. |
I am now even more fired up for FIFA.
Thanks for these updates. |
For FIFA and all these other frostbite games, 0.3.13 update is needed
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Crash Bandicoot 4 Comparison - For zlib streams
0.3.12 Code:
Compressed 1 file, 19,665,315 => 91,532,563 bytes. Ratio 465.45%Code:
Compressed 1 file, 19,665,315 => 98,920,152 bytes. Ratio 503.02%Those FIFA's after 19 are such a pain... |
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FIFA after 19 isn't a problem, I don't have samples for these games so I am limited by the little samples that I have. |
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Assuming that zlib had a parameter -m3 for example (just to specify the debt): For example, assuming that zlib had a parameter -m3 (just to specify the debt) would it look like this? Code:
"-mxtool:zlib,m3+ue4,m1,k0x115E..."to use zlib+ue4 (Borderlands 3) it would not be necessary to send the -d1 parameter to XTool. How can I pass or not the -d1 if I use the command like the arc.ini information reported above? |
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[External compressor:xtool]Code:
-mxtool:zlib,m3:ue4,m1,k0x115E...Code:
[External compressor:xtool]Code:
-mxtool:d1:mzlib,m3:mue4,m1,k0x115Ethen -d1 -mzlib+ue4:m1:k0x115E when it reaches xtool |
Might hook you up with some samples, once i get to testing it. If you would like.
Yes it was the dedup. Without dedup : Code:
Compressed 1 file, 19,665,315 => 98,946,941 bytes. Ratio 503.15% |
Bethesda plugin does not work with xtool 0.3.12
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0.3.9 |
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Update available
Changes - updated lz4 codec - updated library structure - updated depth info functions - updated depth feature |
XTool LZ4:
8:20:52 PM - Overall input size: 6.54 GB 8:20:52 PM - Overall output size: 3.91 GB 8:20:52 PM - Overall conversion time: 00:00:52 XTool 2020 LZ4: 8:22:33 PM - Overall input size: 6.54 GB 8:22:33 PM - Overall output size: 6.54 GB 8:22:33 PM - Overall conversion time: 00:01:02 Is this normal or a bug? I'm using the same settings with the same dataset yet one LZ4 gives good compression and the other gives no compression. |
If i wanted to use Oodle with xtool
would this be correct with the latest verison of xtool [External compressor:xtool] header = 0 packcmd = xtool\xtool.exe precomp -moodle -c256mb -t22 --dbase --dedup - - <stdin> <stdout> cause it doesnt work for me... get a disc full error thanks ScOOt3r |
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Edit: the parameter you used will require about 6GB ram if no streams are found and it will require even more if they are found (256mb x 22 threads) + 256mb = 5,888MB ram usage and if the average inflation ratio is 200%, you're looking at 12GB+ ram usage by xtool. I'm letting you know before hand that the parameter you have input will make xtool use a lot of memory. |
Thank you Razor12911, thanks for the breakdown
I will edit my arc.ini file and correct that. cheers ScOOt3r |
Update available
Changes - minor bug fixes Changes between 0.3.13 to 0.3.15 Code:
ES_R15 (0.3.15) |
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Update available
Changes - fixed multi-threading bug Quote:
I only have a few samples of Automobilista 2 and it seems to work there, but I was more interested in the first project cars game. |
@Razor12911
any benefit from adding embedded deduplication feature (--dedup) [makes temps during encoding] ??? game like gta v it unpack to xtool.vm then just copy to arc $$$ while using all ram and ssd write cycle... so is it better to disable --dedup ??? |
Update available
Changes - fixed depth bug - fixed library plugin bugs @doofoo24 I'll look into the issue but you can use xtool without deduplication, someone has already made comments regarding xtool's memory hungry behaviour when using the feature as this is not supposed to happen. |
@Razor12911
does xtool 0.3.18 work with mass effect legendary ? only xtool in New folder (7) work "packcmd = xtool.exe precomp -mue3:m2 -t100p - - <stdin> <stdout>" ... |
Yes it works but you need the unreal plugin and oodle library from the game.
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yea my mistake i used unreal.dll from "New folder (7)" with xtool 0.3.18 having the same size as unreal.dll from R5 i thought both the same ...:o
so i compress all of mass effect 1+2+3 super fast during install on r9 5950x... around 9min install 71gb without bik... xtool set to 100p but most of the time around 60% during install unlike during compress xtool was using all 32 thread so i guess there is bottelneck lolz or srep ? to test it i need to use only xtool to see if it can use 32 thread in decode... |
Is there any way you can pass ue3:m2 command line parameters to arc.exe with "standard" arc.ini provided with xtool?
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[External compressor:xtool]When I modify arc.ini packcmd to xtool.exe precomp -mue3:m2 .... it is working ok, but with { -moption} it fails. |
@infovs
-mxtool:ue3,m2 |
Update available
Changes - updated lzo codec |
Is there anyway to analyse a file to see which version of LZ4 it was compressed with?
I have a few unity asset bundles, 506MB worth. When decompressed using Asset Bundle Extractor, they decompress to 2.78GB. If I try to throw these into XTool, it will make an archive of 693MB (~136% ratio). I get the same whether I use the 2017 lz4 dll, 2018 (v1.8.1.2 / v1.8.2) lz4 dll or the latest dll from Nov 2020. https://1fichier.com/?hcsaopws7sfrktfka4z2 Here's the sample |
Here's some more info on that unity sample I shared above:
Code:
Compressing 4_trialislands_scenes_4d_bunker.unity.bundle |
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