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  #4141  
Old 27-09-2024, 03:06
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You need a plugin for this

Edit: Works with bms2xtl

Code:
Library loaded: oo2core_9_win64.dll

Streams: 2107 / 2107
Time: 00:00:11 (CPU 00:00:36)

Size: 20.8 MB >> 58.1 MB

Done!!!
Use unreal_tournament_4_0.4.27e_paks_only.bms with the following config
Code:
[Config]
SafeMode=1
UserInput=
Exclude=lzma_dynamic
gzip=zlib
deflate=zlib
zlib_noerror=zlib
deflate_noerror=zlib
oodle=leviathan
Use oodle library v2.9.9

Edit: I see this is a ue5 game with ucas files. I guess you have to use unreal_db maker with key=leviathan setting. I don't have the game so I cannot test.
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Last edited by KaktoR; 27-09-2024 at 03:17.
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  #4142  
Old 27-09-2024, 12:15
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Need to Know

Code:
Selected ARC/DS method for Data1a-01.bin was: srep_new:393b+lolz:dtb1:d47:mtt1:mt16:mc1023
-----------------------------------------------
------------------------------------------------------------------------------------------
Overall input size: 1.98 GB
Overall output size: 1.14 GB (Ratio 57.72%)
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  #4143  
Old 27-09-2024, 12:19
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Unreal Tournament [GOTY] (1999)

Code:
Selected ARC/DS method for Data1a-01.bin was: srep_new:393b+lolz:dtb1:d47:mtt1:mt16:mc1023
-----------------------------------------------
------------------------------------------------------------------------------------------
Overall input size: 582.32 MB
Overall output size: 241.94 MB (Ratio 41.55%)
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  #4144  
Old 27-09-2024, 16:19
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Call of Juarez: Bound in Blood

Code:
Selected ARC/DS method for Data1a-01.bin was: xtool:mpreflate+oggre+srep_new:393b+lolz:dtb1:d45:mtt1:mt16:mc1023
-----------------------------------------------
------------------------------------------------------------------------------------------
Overall input size: 2.90 GB
Overall output size: 1.80 GB (Ratio 62.01%)
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  #4145  
Old 29-09-2024, 06:24
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God of War Ragnarok
v1.3, nothing ripped, sound files processed

Code:
 21:37:15 - Selected ARC/DS method for Data1a-01.bin was: xtool:mlz4f,d1,l2,s512m:lz4_194:lm+rep+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
 21:37:15 - Selected ARC/DS method for Data1b-01.bin was: xtool:c1792mb:mbk2:df20p
 21:37:15 - Selected ARC/DS method for Data1c-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
---------------------------------------------------------------------------------------
 05:41:48 - Overall input size: 167.95 GB
 05:41:48 - Overall output size: 73.74 GB (Ratio 43.91%)
 05:41:48 - Overall conversion time: 08:04:33
Don't mind the conversion time. I simply forgot to remove a pause command. Conversion time was about 4-5 hours.
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  #4146  
Old 03-10-2024, 22:39
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Against the storm

Against the storm :

srep_new:393b+razor (*.resource)
xtool:mzlib:mreflate:dd3+razor_mtx (exe | dll | ini | json and all small files)
xtool:c32mb:munity,lz4+xtool:mzlib+srep_new:393b+L OLZ_ULTRA (all other files)

compressed size : 1.65GB
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  #4147  
Old 05-10-2024, 01:25
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Which method works best for Until Dawn? TIA
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  #4148  
Old 05-10-2024, 09:26
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Share exe and sample

Edit: Same as always for eu5 game. Figure out yourself.
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Last edited by KaktoR; 05-10-2024 at 14:46.
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  #4149  
Old 05-10-2024, 15:59
Toximan69 Toximan69 is offline
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Quote:
Originally Posted by abidnnt View Post
Which method works best for Until Dawn? TIA
- kraken(.pak)+mermaid(.ucas, .utoc)
- You can removed Bonus_*.bk2 files (not required), and _ja.bk2 (video for the Japanese version)
Key is not used
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  #4150  
Old 08-10-2024, 19:46
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Red face Question about UE4/UE5 games + Sparking Zero

Greetings. I am having trouble understanding how to properly compress newer UE4/UE5 games, like Sparking Zero for an example.

I checked one of the games files with the Oodle scanner, and it picks up Kraken. I check the executable, and it picks up a key. I go into DISKSPAN GUI and choose the UE plugin for XTOOL with kraken enabled and the key included in the compression method section, with Oodle library v2.9.5. This did not work and it was no different than just compressing with srep & lzma. What was I missing in my steps?
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  #4151  
Old 09-10-2024, 00:57
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Facing the same issue.

Quote:
Originally Posted by putagirlon View Post
Greetings. I am having trouble understanding how to properly compress newer UE4/UE5 games, like Sparking Zero for an example.

I checked one of the games files with the Oodle scanner, and it picks up Kraken. I check the executable, and it picks up a key. I go into DISKSPAN GUI and choose the UE plugin for XTOOL with kraken enabled and the key included in the compression method section, with Oodle library v2.9.5. This did not work and it was no different than just compressing with srep & lzma. What was I missing in my steps?
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  #4152  
Old 09-10-2024, 05:51
dyren dyren is offline
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Hi,

I'm having this issue while decompressing the archives. It always happens at 41%. The files were compressed with DiskSpan and used this method for the *.vpp_pc files: xtool:mreflate+srep_new+lolz. I also tried using installers which use the Setup.dll file from DiskSpan, but pretty much the same issue happens. I also tried recompressing the files with the same method, but I got the same issue. I've been trying to find a solution to this for like 2 days and I'm really out of ideas. If someone could give me a hint on what could be the problem I would really appreciate it.
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  #4153  
Old 09-10-2024, 06:05
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dyren: These green lines, added from "cls.ini" file, LOLZ sections??

ldmfTempPath=.\
ldmfMaxMemoryUsage=32m
ldmfDeleteTmp=0


This difference two configs fom "temporary" path define/commands is equal, same effects?

"TempPath=.\ " < = > "ldmfTempPath=.\ "

Another questions:

1. Best possibble compression methods from Trainz Simulator 2012?? Checked "Conversion" subforums, not found specialized methodology, found simple DVD9 to 2*DVD5 only.

2. More released games (cca. 2010+ years), contains lossless high-res audio files? Typically 24/32bit and upto 48kHz to 192kHz (or more) sample rates...

Last edited by kj911; 09-10-2024 at 06:11.
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  #4154  
Old 09-10-2024, 06:42
dyren dyren is offline
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Quote:
Originally Posted by kj911 View Post
dyren: These green lines, added from "cls.ini" file, LOLZ sections??

ldmfTempPath=.\
ldmfMaxMemoryUsage=32m
ldmfDeleteTmp=0


This difference two configs fom "temporary" path define/commands is equal, same effects?

"TempPath=.\ " < = > "ldmfTempPath=.\ "
Setting ldmfTempPath= to " .\ " worked, thanks a lot!! It was set to "{app}" before. I feel kinda dumb, didn't know that the solution was this simple.

Last edited by dyren; 09-10-2024 at 06:47. Reason: fixed typo
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  #4155  
Old 09-10-2024, 07:10
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Quote:
Originally Posted by putagirlon View Post
Greetings. I am having trouble understanding how to properly compress newer UE4/UE5 games, like Sparking Zero for an example.

I checked one of the games files with the Oodle scanner, and it picks up Kraken. I check the executable, and it picks up a key. I go into DISKSPAN GUI and choose the UE plugin for XTOOL with kraken enabled and the key included in the compression method section, with Oodle library v2.9.5. This did not work and it was no different than just compressing with srep & lzma. What was I missing in my steps?
Did you use the correct key?
Did you use the correct oodle library?

Edit:
I checked. UE5 archives are enrypted, you need a key to decrypt them. The key is
Code:
0xB2407C45EA7C528738A94C0A25EA8F419DE4377628EB30C0AE6A80DD9A9F3EF0
If you use DSG, use it like this:
Code:
xtool:d1:mue5,k0xB2407C45EA7C528738A94C0A25EA8F419DE4377628EB30C0AE6A80DD9A9F3EF0,kraken:core_2.9.5
Edit: Fixed a typo in command line
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Last edited by KaktoR; 09-10-2024 at 08:37.
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