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  #2386  
Old Yesterday, 12:23
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Quote:
Originally Posted by Masquerade View Post
Same lolz packcmd I always use, detection on ofc
Please send an example with parameters i haven't seen your older posts so i don't know which one you always use.
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Last edited by :( Sad8669; Yesterday at 22:27.
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  #2387  
Old Yesterday, 12:44
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Any times recompress again the MSTS game Data1.arc package. (46 724 *.ACE files) use Tiny Compressor v1.4

First compression:
Use original settings.
SREP v3.93b, m3f
LOLZ: dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d64m:fba4096: f1023
Results: 2 743 249kB

Second compression:
SREP replaced to v3.92b versions
One LOLZ switch changed to via d64m to d128m
Results: 2 719 422kB

Third compression:
SREP default switch replaced to: m5f:a0
LOLZ switches changed to via d64m to d128m and added tt8 switch
Results: 2 715 396kB

Note: Don't use tt256 switch! Compression speed hell slowly (and probably minimally better ratio), average ~2 to few kB/s!! tt8 doubled to tt16 or any higher ones, min. 100-200+ percentage extra compression times.

4nd compression, its final:
SREP default switch replaced to: m3f:a0
LOLZ switches changed to via d64m to d128m and added tt8 switch
Results: 2 711 752kB

Code:
C:\TinyGamePack>arc lt "I:\Data1.arc"
FreeArc 0.67 (March 15 2014) listing archive: I:\Data1.arc

Archive type: FreeArc
Total bytes: 10,109,289,936
Compressed bytes: 2,776,518,258
Ratio: 27.47%

Directory blocks: 1
Directory, bytes: 1,389,514
Directory, compressed: 315,314
Solid blocks: 1
Avg. blocksize: 9 gb

Compression memory: 4096 mb
Decompression memory: 4096 mb
Dictionary: -
....

              Pos            Size      Compressed   Files Method
-----------------------------------------------------------------------------
               31  10,109,289,936   2,776,518,258  46,724 xZLib+srep:m3f:a0+lolz
:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fba4096:tt8:mc1023
-----------------------------------------------------------------------------
46,724 files, 10,109,289,936 bytes, 2,776,518,258 compressed
All OK
This Data2.arc set its recompressed again.
SREP its default settings.
LOLZ: Use d128m switches.
3nd recompress test in coming soon in last night.
2nd results: 625 893kB (First: 628 021kB)

3nd results: 624 127kB (with Data1.arc 4nd compression settings and remove unneccessary one *.lnk and *.log files before compression.) Finalized.
Next step for optimize Binaries data set. (few MB's) and write NSIS based installer.
Sounds packages its finished. Results: 634 861kB (MSC+SREP)
Note: Replaced TAK 2.3.0 to 2.3.1 its minimally better results: 634 836kB. Decompression its works.

Last edited by kj911; Today at 01:55. Reason: Results info added
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  #2388  
Old Yesterday, 13:50
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Mass Effect Legendary Edition uses oodle now.

Either the files are encrypted or the games use a codec (Leviathan/Hydra) which xtool/oo2rec doesn't know of atm.
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  #2389  
Old Yesterday, 14:30
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Maybe I already have this answer here on the forum somewhere, but I haven't found it.
Maybe it's not the right place to ask a question, but as this thread is answered a lot, I decided to post it here.
I would like to know if I rename a CLS library to another name should the section in the CLS.ini file have the same name as the CLS?
Example: I renamed CLS-SREP.dll to CLS-SREP_NEW.dl on DiskSpan_GUI.
Do I need to use the same name [SREP_NEW] section in CLS.ini?

Last edited by Cesar82; Yesterday at 14:33.
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  #2390  
Old Yesterday, 14:40
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Cesar82

Yes
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  #2391  
Old Yesterday, 14:43
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Quote:
Originally Posted by KaktoR View Post
Mass Effect Legendary Edition uses oodle now.

Either the files are encrypted or the games use a codec (Leviathan/Hydra) which xtool/oo2rec doesn't know of atm.
Unreal Engine 3, no? Why not run uelr then check for oodle streams?

Maybe like the aforementioned XCOM game where oodle is embedded behind lzo and zlib
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  #2392  
Old Yesterday, 15:30
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@Masquerade

uelr throws out an error (no lzo streams found or somewhat).

I can send you a sample if you like to check it out.
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  #2393  
Old Yesterday, 20:04
L33THAK0R L33THAK0R is offline
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Quote:
Originally Posted by :( Sad8669 View Post
You are using the wrong version of xtool mate.
Ah thank you, I assumed tiny compressor shipped with 0.3.9 but I see now this assumption was not the case! Thank you for linking me that release, I'll report back in a bit with hopefully some good news!
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  #2394  
Old Today, 00:01
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Quote:
Originally Posted by KaktoR View Post
@Masquerade

uelr throws out an error (no lzo streams found or somewhat).

I can send you a sample if you like to check it out.
Sure, thanks!
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  #2395  
Old Today, 00:09
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Crash Bandicoot 4 : It's About Time - Precompression

Code:
precomp_mtx = Compressed 1 file, 51,468,527 => 99,890,725 bytes. Ratio 194.08%
Compression time: cpu 0.14 sec/real 73.70 sec = 0%. Speed 0.70 mB/s
All OK

precomp_std = Compressed 1 file, 51,468,527 => 99,890,632 bytes. Ratio 194.08%
Compression time: cpu 0.06 sec/real 115.76 sec = 0%. Speed 0.44 mB/s
All OK

ZTool = Compressed 1 file, 51,468,527 => 99,678,983 bytes. Ratio 193.67%
Compression time: cpu 0.08 sec/real 4.15 sec = 2%. Speed 12.40 mB/s
All OK

xZLib ( 2020 ) = Compressed 1 file, 51,468,527 => 99,679,919 bytes. Ratio 193.67%
Compression time: cpu 0.16 sec/real 2.91 sec = 5%. Speed 17.66 mB/s
All OK

Reflate = Compressed 1 file, 51,468,527 => 99,703,191 bytes. Ratio 193.72%
Compression time: cpu 0.06 sec/real 4.39 sec = 1%. Speed 11.74 mB/s
All OK

Preflate = Compressed 1 file, 51,468,527 => 99,802,477 bytes. Ratio 193.91%
Compression time: cpu 0.11 sec/real 12.18 sec = 1%. Speed 4.22 mB/s
All OK

GrittiBanzli = Compressed 1 file, 51,468,527 => 113,351,828 bytes. Ratio 220.24%
Compression time: cpu 0.09 sec/real 130.33 sec = 0%. Speed 0.39 mB/s
All OK

pZlib3 = Compressed 1 file, 51,468,527 => 99,636,638 bytes. Ratio 193.59%
Compression time: cpu 0.09 sec/real 3.58 sec = 3%. Speed 14.38 mB/s
All OK
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