#346
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Thank you Razor12911, thanks for the breakdown
I will edit my arc.ini file and correct that. cheers ScOOt3r |
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#347
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Update available
Changes - minor bug fixes Changes between 0.3.13 to 0.3.15 Code:
ES_R15 (0.3.15) - converted library support to unicode (don't know why I used ansi in the first place) - added library support functions - added rc4 encryption support ES_R14 (0.3.14) - fixed library support bug - updated library structure Last edited by Razor12911; 05-06-2021 at 20:02. |
#348
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Hi. Which game is using rc4 encryption? So we can do some test. Thanks.
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#349
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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. Last edited by Razor12911; 06-06-2021 at 13:44. |
The Following 7 Users Say Thank You to Razor12911 For This Useful Post: | ||
Cesar82 (06-06-2021), dixen (06-06-2021), ffmla (08-06-2021), GTX590 (06-06-2021), L0v3craft (07-06-2021), Masquerade (06-06-2021), Mortal Lord (07-06-2021) |
#350
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@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 ??? |
#351
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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. |
#352
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@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>" ... |
#353
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Yes it works but you need the unreal plugin and oodle library from the game.
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#354
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Quote:
Quote:
Quote:
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The Following User Says Thank You to dixen For This Useful Post: | ||
ffmla (09-06-2021) |
#355
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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 ...
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... Last edited by doofoo24; 09-06-2021 at 15:56. |
#356
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Is there any way you can pass ue3:m2 command line parameters to arc.exe with "standard" arc.ini provided with xtool?
Code:
[External compressor:xtool] header = 0 packcmd = xtool.exe precomp { -moption} -t100p --dbase --dedup - - <stdin> <stdout> unpackcmd = xtool.exe decode -t100p - - <stdin> <stdout> When I modify arc.ini packcmd to xtool.exe precomp -mue3:m2 .... it is working ok, but with { -moption} it fails. |
#358
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Update available
Changes - updated lzo codec |
#359
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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 |
#360
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Here's some more info on that unity sample I shared above:
Code:
Compressing 4_trialislands_scenes_4d_bunker.unity.bundle Compressing 42,742,931 bytes with "xtool.exe" precomp -munity -c512mb -t100p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp XTool is created by Razor12911 Streams: 1509/8732732 Time: 00:00:30 (00:06:28) Memory: 317 MB (317 MB) Memory: 128 MB (128 MB) 8% Errorlevel=0 |
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