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Ok i'll be as specific as possible
I remember using precomp + srep and freearc combo on gta 5, but it failed, failed as in compression ratio was barely 70% i.e only 30% got reduced. IIRC precomp didnt deflate much of the files. second qn. I looked at the 'specific games technique thread' , i can understand the commands for an executable (-mx, -m2500 ,etc) but i saw some new programs for example here this line Code:
pzlib:m3:max:c128m:t100p+srep:m2f:a2:lolz:d32 without audio file size 16.8gb. Pzlib is like precomp (correct me if im wrong) i know srep. So what is lolz, & why is it preferred over freearc? am i correct about pzlib ? Code:
Know your data, use Razor12911's GFS for testing what to use. If your data contains zlib, use pzlib from ztool/xtool/normal pZlib v3, if contains lz4, use plz4 from ztool, if it has .forge archives from AC games, use AFR, if game is from unreal engine, use uelr and etc. etc. Use msc before anything if your data contains multimedia data. whats an 'msc'? from my understanding, freearc+precomp+srep was the combo to go, whats the current ones? (i understand different for specific games, but in general ?) Code:
and with FreeArc you can use them just by editing arc.ini Code:
Yeah, xz is a container for LZMA2 compression which has better decompression speed and multithreading which doesn't exist in lzma LZMA type of compression is from 7zip, i suppose this xz is a program (which you refer to as container) has lzma2 with decomp speed and multithread. Code:
wav audio files Code:
but they aren't much matured yet |
| The Following User Says Thank You to joekkerr For This Useful Post: | ||
Spexxos (18-04-2018) | ||
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