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Old 23-01-2021, 21:03
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Quote:
Originally Posted by Razor12911 View Post
You can always use SetIniString('CustomMethod','ue4customkey','-mzlib+ue4:m1:some key of a game that is not listed','xtool.ini');, basically you write the key the user has provided and each time use it as -mue4customkey.

as for fcnd, a few things need to be fixed.
Yes I thought about it (setinistring), but I would have to completely separate the command line for the unreal plugin.
See in the VIDEO how it works on DiskSpan_GUI. It works the same way for ue4dt.

The Arc.ini file was fixed with Zlib.
Code:
[External compressor:xtool_ue4]
header    = 0
packcmd   = "PRE\XTool_2020\Win64\XTool.exe" precomp -mzlib+ue4{:option} -c32mb -t100p -d1 --dbase - - <stdin> <stdout>
It may be possible to check the method (s) prior to ue4dt and if it is an XTool 2020 method it could be cut (the previous ones together) and sent to XTool.ini and replaced with the name of the key (as an example ue4method=).

I'll think of something later, but this feature of XTool.ini is very useful.
Should I always use the name XTool.ini or if I rename XTool.exe to XTool_x64.exe should I also rename the INI?
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