#256
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The question was addressed to Razor12911. Most of the time other users are commenting and giving their answers and it turns out that the question post is left behind and the user who was asked many times ends up not seeing the question. Please, other users, avoid answering questions that have a username mentioned, so it is easier to be answered. Thanks. |
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ffmla (16-12-2020) |
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#257
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btw, remember how this xtool works. Everything is decided by the user, before when you used zlib in the older xtool and ztool, if reflate library were nearby, it would use them so perhaps you need to combine zlib and reflate to get the desired output. Quote:
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lz4 and zstd are in xtool but lz4 is just a placeholder for now, lzo will be added as a placeholder too. Last edited by Razor12911; 16-12-2020 at 16:32. |
#258
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The reason I went with a versioning like this is because the there are already 3 different xtools so to not confuse people, they should just check the YYMM it was released on as the old xtool, 0.0.19... has special editions from the request of repackers so basically the versioning is so confusing so I then decided I'd only adopt it once I think the project is a guaranteed success. 2019 is an example because what I tried to do fail, so I tried again with 2020 to see if it will work with little hope of success but as soon as it seems like the idea of external plugins is possible and can be done without bugs then versions will be brought back. |
#259
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Last edited by Razor12911; 16-12-2020 at 16:47. |
#260
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If I understand correctly, users compress a game with a library version and try to extract it with another. But can't this happen with only the 64-bit version of XTool (Compressing with XTool X and trying to extract with XTool version Y)? You always share the libraries together with XTool, so you should logically use them to decompress. My idea was to update XTool on CIU so I decided to ask. Now in CIU the libraries and decompressors are no longer included in the setup.exe, being added when the game is deleted in an external file, thus avoiding a bit of using different versions of the DLL and exes for extraction. You said always go back on the posts and respond. You ciu this question referring to ue4dt in the post HERE. Can I have specific plug-in files for a game like "oo2ext_7_win64.dll / cp2077.ini" inside the XTool folder when using other methods? If I want to include several plugins (specific files needed for a particular game) I can put them all in a folder with XTool and in the files for decompression do not include these files, or they must also be together in the extraction, even if it is specific to another method ? Of course, if the libraries in the "Libraries" folder shared with XTool exist alongside XTool in compression, must be together in decompression. |
#261
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https://www.fileforums.com/showpost....2&postcount=77 therefore I didn't intervene. -mue4dt:-m1:-k0x115EE4F8C625C792F37A503308048E79726E512F0BF8D2A D7C4C87BC5947CBA7+xzlib+srep:m3f+4x4:lzma+diskspan :4420mb:4470mb the problem here is simple, you added -mue4dt:-m1:-k0x... I don't know if that was the issue or with the program itself. Code:
Can I have specific plug-in files for a game like "oo2ext_7_win64.dll / cp2077.ini" inside the XTool folder when using other methods? If I want to include several plugins (specific files needed for a particular game) I can put them all in a folder with XTool and in the files for decompression do not include these files, or they must also be together in the extraction, even if it is specific to another method ? Of course, if the libraries in the "Libraries" folder shared with XTool exist alongside XTool in compression, must be together in decompression. For example you can just make a custom configuration file, like extmethod.ini in your tools or CIU. If a user wanted to use a certain plugin, instead of copying cp2077.ini, they can just copy its contents to extmethod.ini. this is also allowed. You can put in as many methods in there as you want but they must follow the standard ini section. [Stream1] ... [Stream2]... and etc. These configuration files as I mentioned are not required for decoding. Remember, placing oo2ext_7_win64.dll as an example. This means xtool will use that library for everything oodle related so if your question was, can you make a folder which xtool will read cp2077 where there will be (oo2ext_7_win64.dll and cp2077.ini) and another game tc2 which uses (oo2ext_5_win64.dll and tc2.ini), xtool will use oo2ext_5_win64.dll for all of them. Last edited by Razor12911; 16-12-2020 at 18:22. |
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Cesar82 (16-12-2020) |
#262
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So if any user is going to replace Xtool with XTool x86 they must also replace the libraries with the libraries that come with XTool x86 (In the file you shared from xtool x86). I cannot include "-" in the parameter. So that must be the mistake. I'll check it out and send it to KaktoR to test it, but I think that's what happened. Thanks! I did not pay attention to the user's Masquerade response. If he had highlighted the "-" he would have noticed. It's even generating the wrong method on the DiskSpan_GUI that I created... ![]() Quote:
Perhaps a configuration file with a path for additional plugins would be a idea. Example: Use an XTool.ini file and place keys such as Path1=Plugin1, Path2=Plugin2, etc. When starting XTool, not only load libraries and files that are in the XTool path, but also check and load the subfolders with those paths. The scan of the keys would have to be checked as long as the key Path#= exists, and not if it is empty because to disable a plugin it would only be necessary to pass an empty value to key path#=. This is only an idea if it doesn't hinder the performance of XTool. Last edited by Cesar82; 16-12-2020 at 19:45. |
#263
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It's very important to know because I've faced this situation before. It took a long time to find the cause of the CRC error. But I failed. |
#264
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Razor12911, seems like you broke xtool:kraken with latest version.
I only tested on Death Stranding (of course, decrypted with dst)...you can easily test it yourself with your own dst_r1 package. Use your original pack.bat -> data.arc is inflated (using oo2reck). Use xtool_2011_r1 xtool.exe with xtool:kraken -> data.arc is inflated. Use xtool_2012_r1 xtool.exe with xtool:kraken -> data.arc is NOT inflated. P.S. Why am I using xtool for this when everybody is using oo2reck? Because xtool:kraken decompress FASTER than oo2reck. I don't care if compression is longer (and it is), decompression speed is more important for me. Last edited by infovs; 19-12-2020 at 12:36. |
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Razor12911 (19-12-2020) |
#265
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I guess I have the same. kraken does not work with latest version (and I thought I was just to dumb
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Razor12911 (19-12-2020) |
#266
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Is there a progress update on Watch Dogs precompressor, or if not, some guidance on how to write an xtool config in order to create one?
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shazzla (22-12-2020) |
#267
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Update available
Changes - added library support - added compress, decompress, encrypt, decrypt, hash, delta functions (used by library) - added lzo codec placeholders - fixed oodle bug - fixed lz4 bug - removed libdunia codec @infovs, KaktoR Should be fixed now @Masquerade Wait for documentation update To everyone This is the final major update of xtool, this is a tiresome project and from now onwards it will only be getting minor updates and bug fixes. If you're worried about support for games released in future which xtool has no support of, I have added 3 ways of adding plugins to xtool and that's either by a database, a configuration or a plugin that is written in Delphi or C++ (a well written documentation that explains how these work is underway). I removed libdunia because this codec is not suppose to be part of xtool, I added it become some scene groups were on the roll in bypassing Denuvo so I thought they have this one in the bag but turns out people have to wait a little longer which gave me time to finish library support. Library support is basically dlls written to add additional support to xtool without updating the main project. Think of it like the CLS of Xtool so be sure to check Plugins thread for the separate plugin. __________________ I wish everyone a Merry Christmas and a Happy New Year. This year was terrible and I have high hopes for the next one so see you then. ![]() Last edited by Razor12911; 24-12-2020 at 12:23. |
The Following 16 Users Say Thank You to Razor12911 For This Useful Post: | ||
78372 (24-12-2020), Cesar82 (24-12-2020), DiCaPrIo (24-12-2020), dixen (25-12-2020), Ele (25-12-2020), elit (25-12-2020), ffmla (25-12-2020), Gehrman (27-08-2021), Gupta (24-12-2020), KaktoR (24-12-2020), L0v3craft (24-12-2020), Mortal Lord (24-12-2020), oltjon (24-12-2020), sanekbest1 (25-12-2020), shazzla (24-12-2020), ZAZA4EVER (25-12-2020) |
#268
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oodle is fixed, thanks
![]() Code:
from rdr2 Compressed 1 file, 1,018,142,190 => 2,447,518,046 bytes. Ratio 240.39% Compression time: cpu 0.88 sec/real 111.78 sec = 1%. Speed 9.11 mB/s All OK Extracted 1 file, 2,447,518,046 => 1,018,142,190 bytes. Ratio 240.39% Extraction time: cpu 0.75 sec/real 91.56 sec = 1%. Speed 11.12 mB/s All OK
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#269
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I am inflating Cyberpunk 2077 with cp2077 plugin. All *.archive tarred through groups in FA. I am at 32gb in tmp file right now and total of all archives is 60gb so I am still only half the size of original compressed data. This is after 6h10min. In FA gui it says speed is at 0.11mb/s. Is this supposed to be this slow? -t100p and 4 core 4690k 4.2ghz
PS(first ~27gb or so went much quicker than is now, but it is working and did not hanged) Last edited by elit; 27-12-2020 at 10:28. |
#270
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@elit: No it's not supposed to be that long.
Code:
Overall input size: 59.64 GB Overall output size: 125.20 GB Overall conversion time: 01:23:28
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elit (27-12-2020) |
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