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  #1  
Old 29-04-2026, 05:36
wrathma wrathma is offline
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whats the error here ? my machine has 6c12t + 16gb ram. tried on another similar machine, same results.
Code:
FreeArc 0.67 (March 15 2014) creating archive: data1.bin
Compressing 202 files, 20,707,514,776 bytes. Processed  10.0%
Compressing 20,707,514,776 bytes with "SREP\srep.exe" -hash- -m3f -c256 -l256 -a0/0 InFile OutFile
 10.0%SREP 3.93a beta (October 11, 2014): input size 19748 mb, memory used 2380 mb, -m3f -l256 -c256 -a0/0 -hash- -b8mb
100%: 20,707,514,776 -> 9,475,155,108: 45.76%.  Cpu 99 mb/s (200.203 sec), real 90 mb/s (219.252 sec) = 91%.  Remains 00:00
Sorting matc 10.0%  Second pass: 18.0%   Remains 00 10.0%
Errorlevel=-1073741819
 10.0%
ERROR: general (de)compression error in srep
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  #2  
Old 29-04-2026, 05:42
wareck wareck is offline
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Hello
there is something wrong during the pass2 (recheck)
it's more or less like a CRC error in memory during rebuild dedup
You can try another version of srep (3.2 o the 4)
Or you can try to change config:

Quote:
packcmd = "srep.exe" -hash- {options} InFile OutFile
to
Quote:
packcmd = "srep.exe" -hash=vmac {options} InFile OutFile
it will add some crc check in the srep file.
In some case it work with a slighty lower ratio.
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  #3  
Old 29-04-2026, 07:35
wrathma wrathma is offline
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thanks for the help wareck, using 3.92b fixed it.
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Old 29-04-2026, 10:16
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-hash- just means there will be no crc check for srep. I added it because freearc already do this, so there is no need to make two crc checks, which will slow down things a bit.
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  #5  
Old 29-04-2026, 18:58
wareck wareck is offline
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Pathologic3

For pathologic3 :

Quote:
data1: xtool:c32mb:munity,lz4hc,l12:dd3+LOLZ_NORMAL
data2: xtool:dd3+bcm or xtool:dd3+bzip3
data3: xtool:mzlib:mpreflate+srep_new:490g+razor
there is some .bank files, can be processed outdside diskspan.
My results with the last game update 26.5gb
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  #6  
Old 29-04-2026, 19:50
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Quote:
Originally Posted by KaktoR View Post
-hash- just means there will be no crc check for srep. I added it because freearc already do this, so there is no need to make two crc checks, which will slow down things a bit.
Is there no way to disable 2nd pass ?
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Old 08-05-2026, 13:22
Dunnowho69 Dunnowho69 is offline
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Can anyone share best compression method for Stellar Blade ?
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Old 30-04-2026, 09:24
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Seond pass writes data...
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  #9  
Old 30-04-2026, 20:04
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Quote:
Originally Posted by KaktoR View Post
Seond pass writes data...
Oh, I thought it as something else
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Old 01-05-2026, 07:30
Dunnowho69 Dunnowho69 is offline
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I know splitting file into multiple archives causes increase in size but how much exactly ? I splitted Black Myth Wukong into 4 and the final size is almost 102 whereas it should be around 96-97, or did i mess up some other thing? Used -d96m/128m -mtt1 -mt10 -mc1023 for lolz. Precompression as per wareck. Another thing I noticed that DODI used oo2reck+oo2recm and got to 94.95GiB with a single archive
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Old 01-05-2026, 11:57
wrathma wrathma is offline
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Quote:
Originally Posted by Dunnowho69 View Post
I know splitting file into multiple archives causes increase in size but how much exactly ? I splitted Black Myth Wukong into 4 and the final size is almost 102 whereas it should be around 96-97, or did i mess up some other thing? Used -d96m/128m -mtt1 -mt10 -mc1023 for lolz. Precompression as per wareck. Another thing I noticed that DODI used oo2reck+oo2recm and got to 94.95GiB with a single archive
what do you mean splitting ? cls-diskspan split archive ? or splitting the game files into different archives to use different compression on them? like this one

Last edited by wrathma; 01-05-2026 at 12:31.
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  #12  
Old 01-05-2026, 12:41
Dunnowho69 Dunnowho69 is offline
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Quote:
Originally Posted by wrathma View Post
what do you mean splitting ? cls-diskspan split archive ? or splitting the game files into different archives to use different compression on them? like this one
splitting the game files into different archives.....though i used same method for all of them just had to do because of storage
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  #13  
Old 01-05-2026, 12:31
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Frontier Paladin

Pre-processing:

inside Paladin\Content\FMOD\Desktop you will find many .bank files.
extract all of them using bnkextr. you will find a lot of .ogg and some
other files. merge all *.ogg files into a single solid file solid.ogg using
bincat or anything else. delete the rest of the extracted files. make a
hdiff patch from solid.ogg to Paladin\Content\FMOD\Desktop without
any compression.

Archives:
  • Archive 1 - Paladin\Content\Paks\Paladin-WindowsNoEditor.pak
    use oodle dll v2.9.5
    Code:
    xtool:mermaid+kraken+srep+lolz
  • Archive 2 - *.mp4 *.mov
    Code:
    zstd, or you can use bz3 (better ratio but slower unpack)
  • Archive 3 - solid.ogg
    Code:
    oggre
  • Archive 4 - diff file
    Code:
    msc:raw:wav
  • Archive 5 - everything else
    Code:
    dispack070+delta+razor

Final Size
Code:
input       -> 11,429 MB
compressed  ->  7,620 MB
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  #14  
Old 08-05-2026, 13:31
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unreal engine crap.

do the usual I guess.
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  #15  
Old 08-05-2026, 13:51
Dunnowho69 Dunnowho69 is offline
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Quote:
Originally Posted by KaktoR View Post
unreal engine crap.

do the usual I guess.
https://gofile.io/d/cG8kGN

Here is the sample, still can't really find out what to use properly
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