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  #1  
Old 18-09-2024, 11:01
Snake288 Snake288 is offline
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Thumbs down Hello KaktoR

Quote:
Originally Posted by KaktoR View Post
Frostpunk 2

kraken is used, no key

Also looks like you can rip chinese language out if you want. I played a bit with ripped language and it's working until now.

How to:
Use quickbms + unreal_tournament_4_0.4.27e_paks_only.bms script and extract only WEM and BNK from "pakchunk0-Windows.pak" (make a backup of this file).

Go to extracted folder and delete all files you want to keep (only keep Chinese files/folders).

Zero all files inside extracted folder
Code:
FOR /R %%a IN ("*.wem") DO (fsutil file setzerodata offset=0 length=%%~za "%%a")
FOR /R %%a IN ("*.bnk") DO (fsutil file setzerodata offset=0 length=%%~za "%%a")
Use quickbms reimport feature
Code:
quickbms_4gb_files -w -r "unreal_tournament_4_0.4.27e_paks_only.bms" "pakchunk0-Windows.pak" "pakchunk0-Windows.pak_extract"
I tested unpacking the modified pakchunk0-Windows.pak again and all chinese files are zero'd still.

In any case make backups! Any patch for this game is forcing you to redownload pakchunk0-Windows.pak if you don't have a backup.
Hello KaktoR
Can you share the tools you use?
Is it possible for you to make a video on how to make the last request?
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  #2  
Old 18-09-2024, 11:07
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Yeah use latest xtool version
libraries are required
gdeflate.dll + (dstorage.dll) + (dstoragecore.dll)

()* not sure, one of them are required or both.
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  #3  
Old 18-09-2024, 20:30
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Tactical Ops - v3.5.0

Code:
Selected ARC/DS method for Data1a-01.bin was: xtool:mpreflate+msc_tak+srep_new:393b+lolz:dtb1:d42:mtt1:mt16:mc1023
------------------------------------------------------------------------------------------
Overall input size: 647.44 MB
Overall output size: 277.94 MB (Ratio 42.93%)
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  #4  
Old 21-09-2024, 20:25
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NBA Live 2003

Code:
Selected ARC/DS method for Data1a-01.bin was: xtool:mpreflate+msc_tak+srep_new:393b+lolz:dtb1:d43:mtt1:mt16:mc1023
------------------------------------------------------------------------------------------
Overall input size: 606.06 MB
Overall output size: 386.69 MB (Ratio 63.80%)
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  #5  
Old 22-09-2024, 08:02
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Scarface

Code:
Selected ARC/DS method for Data1a-01.bin was: xtool:mpreflate+msc_tak+srep_new:393b+lolz:dtb1:d38:mtt1:mt16:mc1023
------------------------------------------------------------------------------------------
Overall input size: 2.68 GB
Overall output size: 1.94 GB (Ratio 72.35%)
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  #6  
Old 22-09-2024, 08:19
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Th3 Plan

Code:
Selected ARC/DS method for Data1a-01.bin was: bpk+xtool:mpreflate+srep_new:393b+lolz:dtb1:d37:mtt1:mt16:mc1023
------------------------------------------------------------------------------------------
Overall input size: 1.07 GB
Overall output size: 532.78 MB (Ratio 48.74%)
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  #7  
Old 22-09-2024, 09:09
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Counter-Strike 1.6 (Steam)

Code:
Selected ARC/DS method for Data1a-01.bin was: xtool:mpreflate+srep_new:393b+lolz:dtb1:d37:mtt1:mt16:mc1023
------------------------------------------------------------------------------------------
Overall input size: 841.88 MB
Overall output size: 281.61 MB (Ratio 33.45%)
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  #8  
Old 23-09-2024, 05:12
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Maybe can somebody please explain reasoning behind God of War Ragnarök method that is posted by xtool creator on Patreon...because it is not that this method does not work, rather I don't see why it is required.
Method posted is, I quote:
Quote:
here's the method to use: -mlz4f:d1:l2:s512m -lm (if you have a lot of memory, you can set 1g for the s# parameter)
Since I'm getting pretty much the same (ok, few GB more) final size like FitGirl got (67GB with one language, 85GB with all languages) WITH ONLY srep:m3f+lolz I curious on what files is lz4f needed? Or should I say, even if there are lz4f streams in game why xtool is needed at all if I can get same size without it? I'm just searching to reason to use it, since I have every respect for Razor12911 opinion and posts. Regards
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  #9  
Old 23-09-2024, 07:24
Danziel123 Danziel123 is offline
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hello everyone, need help to compress the Train Sim World 5 game, I always fail and the error is always "error in xtool:dd3:l6,d128mb" maybe there is another compression method? because the game size is very large, which is 334 gb and please ask again the right method for the city bus manager game? (this game uses unity). Example file:
.assets: https://drive.google.com/file/d/10Ts...ew?usp=sharing
.ress: https://drive.google.com/file/d/1OpB...ew?usp=sharing
Thank you
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  #10  
Old 23-09-2024, 07:39
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The problem is srep due to the size.

Try this. Open Resources\Win64\DSG_Methods.ini

Add this to [SETTINGS]
Code:
FreeArcParam=-ds -ep1 -r -s2g --dirs
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Last edited by KaktoR; 23-09-2024 at 07:44.
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  #11  
Old 24-09-2024, 04:12
Danziel123 Danziel123 is offline
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Quote:
Originally Posted by KaktoR View Post
The problem is srep due to the size.

Try this. Open Resources\Win64\DSG_Methods.ini

Add this to [SETTINGS]
Code:
FreeArcParam=-ds -ep1 -r -s2g --dirs
Thank you for your input, finally it can be compressed until finished. Please allow me to ask again. What is the right compression method for the city bus manager game? it using unity engine. Example file:
.assets: https://drive.google.com/file/d/10Ts...ew?usp=sharing
.ress: https://drive.google.com/file/d/1OpB...usp=drive_link

If you don't mind, can you make a tutorial to check the right compression method for games that use the unity engine. Thank you

Last edited by Danziel123; 24-09-2024 at 17:38.
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  #12  
Old 23-09-2024, 10:23
ozerune ozerune is offline
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Because of The Funny Lawsuit, I wanted to try repacking Palworld. I tried using
Quote:
arc a -r -ep1 -i2 -o+ -mxtool:mue4:mzlib:w15:mpreflate:mpng:mflac:l8:dd3: d1+rzs palworld.bin Palworld\*
Is there something I could do to achieve a better ratio? Is there something I'm missing?
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  #13  
Old 23-09-2024, 11:23
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oodle kraken
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  #14  
Old 23-09-2024, 18:21
ozerune ozerune is offline
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Quote:
Originally Posted by KaktoR View Post
oodle kraken
Don't I need the Oodle dll file that the game uses? I'm not seeing anything related to it in the game folders.
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Old 23-09-2024, 11:41
ozerune ozerune is offline
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I also noticed that ue4 didn't pick up any streams, despite it being a ue5 game with .pak files. Am I using the external codec wrong? Is it unnecessary for this game?
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