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-   -   Best Compression Methods for 'Specific' Games. Q&A (https://fileforums.com/showthread.php?t=99554)

rishikrap 22-12-2020 14:57

Quote:

Originally Posted by Masquerade (Post 489501)
uhhhh ok

1. There's no need for bpk since there's no bink videos in this game

2. Why are you using the cyberpunk 2077 precompressor on not cyberpunk 2077?????? :confused::confused::confused:

3. xzlib - we're getting somewhere, but this game is made in unreal engine 3 and is compressed with lzo and not zlib (zlib is ue4) - which is why you need to use UELR [Unreal Engine LZO Recompressor]

4. srep, great!

5. lolz_mtx - this has been proven to be slower IIRC and not worth whatever result you get. If you want a fast compression, use lzma2.

I don't know.
I'm totally new to this like literally 100%.
Found a config, used CUI V3 GUI for diskspan to do this and it took 21 hrs to do this.
Now I don't know how to extract this things again so finding the forum.

Quote:

Originally Posted by KaktoR (Post 489500)
Your chain does not make any sense, just saying.

I know, just googled and found the best options.

Masquerade 22-12-2020 15:10

Sorry if I sounded harsh, not the intention, please feel free to ask questions :D

rishikrap 22-12-2020 15:45

1 Attachment(s)
Quote:

Originally Posted by Masquerade (Post 489503)
Sorry if I sounded harsh, not the intention, please feel free to ask questions :D

1. Could you help me out with what can I do to create an installer for this thing.
2. It'll install correct anyways regardless of all the unwanted methods right?
Update: I managed to find a Corepack UI installer which just needed me to change the name of the file in compier.ini so I did that and it proceeded, but it gives me a the error https://prnt.sc/w85cc2
Update 2: Managed to also make installer with the default lego template provided in CIU V3 and it did start and extracted some files and hung at 0.9% without utilizing any resources. I guess my compression technique sucked more than I expected.
So, I won't be able to install it in any way or is there some way I can save time and use what I compressed initally?
2 (A). If not, could you give me a single config that I can copy paste in Diskspan GUI by CIU V3.
3. Does SSD help with speeds at a good margin. I'm using HDD (not a good one either).
4. Also if this is too much hassle, can you give me a way to make an SFX using Ultraarc.
And by the way I used Cyberpunk 2077 compresser because it said in bracket Xtools 2020 and I thought this'd be the latest Xtools. And fitgirl says it uses Xtools library by Razor 1911 on the Rocket League Page, so I figured I should too.
I made one and it was easy install too, no issues at all, I didn't know what Xtools was that time, so I used default Ztools as precompressor, Lolz, Lzma2, Srep but it only compressed to 10.1gb, I don't know if X tools would improve the compression.
Only problem I have with Ultraarc sfx is it splits files too much even in a,b,c. Any way to use diskspan to make an sfx? And also achieve this conversion.
Hope you could solve all the doubts.:D

Update: I'm now using xlzo+uelr+srep_new+lzma2 to recompress, I hope I got it right this time.
I'll just need some proper tutorial on making an installer, that's the only thing that has eaten my brain. I don't care about the graphics or anything, I just want it to work ;__;.
My aim with this is simply to compress the Epic Games version maximum possible such that I have to download less. I'm doing this on an RDP (Intel(R) Xeon(R) Platinum 8168 CPU @ 2.70GHz 4 cores 8gb ram) which doesn't have bandwidth limitations.

KaktoR 22-12-2020 17:01

Quote:

Originally Posted by rishikrap (Post 489505)
Update: I'm now using xlzo+uelr+srep_new+lzma2 to recompress, I hope I got it right this time.

No.

Code:

uelr+srep_new+lzma2
I think you have to work with file list to avoid errors with uelr (only include tfc, upk, ... files for uelr) if I'm not mistaken. Long time not worked with uelr to be fair. To achive that you have to open up config with _DiskSpan_GUI_CONFIG.bat file and go to the file lists. Make 2 file list files somewhere (1.txt, 2.txt). In 1.txt write all files which have lzo streams inside (mainly tfc, upk, I think). You can use wildcards (for example: *.tfc, each file type in a new line). In 2.txt write just a "*" (without ").

https://i.imgur.com/BP2Ueun.png
https://i.imgur.com/Vp7Rfy2.png

Save, close, start the GUI, select game folder, start.

You can also use a freearc archive with masking data compression, but I have no compatible files on hand atm. Maybe someone else can hep you otherwise.

------------------------------------------------

There are currently only 2 installer scripts comptaible, namely "Lite Installer" and "CIU beta 7". The diskspan GUI will create a "Setup.dll" file which contains all used settings to install the files.

Compression speed depends on some more things then drive speed. First of all CPU speed and input.

UltraArc make a SFX only if you check the box "Self-Extractor". Keep in mind that this way you have to done things a bit different and you have to use/edit a mask method inside Config0.ini and maybe change arc.groups file. PS: In next update UltraArc will be removed because you can do all of this things directly inside diskspan GUI (testing atm). I'm sure my friend Masquerade will tell you more on how to config mask groups and methods properly (otherwise this here will be a whole book soon and I'm not in the mood to write one).

Using xtool or any other precompressor depends on input you have. Unreal engine games which use lzo codec aren't compatible with xtool (or vise-versa) because they use some special codec (if I remember right).

If you want to avoid the split file in UltraArc, open UltraArc.ini and change
Code:

FirstVolumeSize=9999999999
CustomVolumeSize=9999999999

or something even bigger, don't matter.

If you want max compression use lolz instead of lzma2.

rishikrap 23-12-2020 00:52

1 Attachment(s)
Quote:

Originally Posted by KaktoR (Post 489506)
No.

Yep, learned i the hard way. I slept after putting this and it got error after 2hr (Part of conversion log attached).
Only if I had stayed up for 6 more minutes.
Then I also tried
Quote:

Originally Posted by KaktoR (Post 489506)
Code:

uelr+srep_new+lzma2

Replaced lzma2 with lolz_mtx. I hadn't seen the screenshot so again got the same LZO error.
Now, I have followed all that you have mentioned and started again.
Used
Code:

uelr+srep_new+lolz_mtx for Data1
And
Code:

srep_new+lolz_mtx
for Data2 with 2.txt as included and 1.txt as excluded.
Also, does it matter if I use lolz or lolz_mtx, I just used mtx so it utilized full cpu, don't know if it would make difference in conversion time since I want the best conversion. And there are other lolz conversions n, f etc do they matter? I'm using default lolz_mtx
Thanks for the detailed screenshots and all the other informatin else I'd have done some mistake for sure.
https://drive.google.com/drive/folde...TJA5Qhd34FZAlb
This was my inital output, is there any way, like any way in which I can just extract these without any error ;__;
Code:

bpk+cp_2077(Xtools 2020)+xzlib+srep_new+lolz_mtx
I get the error unsupported config in every installer I tried, even Light as you mentioned and not CIU either.
Are those files now useles since I can't extract them, should I delete them and accept that I wasted 21hrs and RDP money ;___;

Update: I used the config as mentioned above and got the same error again
https://prnt.sc/w8brei
I'm now using xtools and not uel(lzo) since you said it could be vice versa too. Plus fitgirl page also mentiones xtools library Also, I have reset the config to default without and file lists or so.
Currently retying with
Code:

xzlib+srep_new+lolz_mtx
If I get an error I'll replace xzlib with xlzo, since I don't know what'll work, and I had gotten success with xzlib earlier, hnce I'm trying xzlib first.

Masquerade 23-12-2020 02:00

rishikrap
Using xzlib gives you no benefit, so there's no point to use it (UE3 does not use zlib). And then xlzo will not help either, since XTool cannot process these files IIRC (despite a .tfc file is given in example).

I'm downloading rocket league now from my Steam library, will give it a whirl then come back to you with some explanations on what to do.

Masquerade 23-12-2020 03:16

1 Attachment(s)
OK so I'd like to start by apologising to you for denying the use of xtool zlib, this is the first UE3 game I've seen use zlib on tfc/upk archives:

Code:

SAMPLE - xzlib

Compressed 24 files, 1,926,995,396 => 7,144,830,307 bytes. Ratio 370.78%
Compression time: cpu 1.89 sec/real 94.48 sec = 2%. Speed 20.40 mB/s
All OK

With that established, I have tagged below a sample compressor that will allow you to make an archive compatible with the ASIS script (I recommend using compact mode)

How to use:
  1. Download the below 7z, extract it
  2. Put your rocket league game folder in to In folder
  3. Run the bat
  4. Inside the bat, type:
    Code:

    xprecomp+srep+lolz/$wem=srep+pmt_razor
  5. Wait until done!

Compression method explanation:

xprecomp = xtool, configured for zlib.

srep+lolz - srep to remove duplicates and lolz for main compressor. If you want to use lzma2, swap lolz for "7z".

What does $wem mean?


This is a mask, and masks are a way of using multiple compression methods in one archive.

Each mask (and the file types included by it) is included in arc.groups.

This allows the main data to be compressed with xtool,srep,lolz then the audio gets compressed with srep,razor(pmt).

PMT is a chunk based accelerator for slow compressors like mtx, but ASIS doesn't have MTX yet, so PMT is what to use.

Because PMT is chunk based, we run srep beforehand to catch duplicates.

You can define a mask using the arc.groups file, and the grouping must begin with $groupname:

Code:

Example:

$help
*.bin
*.blob

This means you can separate off bin and blob files using the /$help identifier in your method.

If that's a bit confusing, I'm sorry!

KaktoR 23-12-2020 03:31

Anno 1800
v9.2, nothing ripped

Code:

01:27:17 - Selected ARC method for Data1.bin was: srep_new+razor_mtx
 01:27:17 - Selected ARC method for Data2.bin was: xtool_zlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
 01:27:19 - Compression initialized in 23.12.2020 at 01:27:19.
 01:27:19 - Starting Data1.bin archive creation.
 01:50:04 - Moving Data1.bin.001 file to media folder.
 01:50:05 - Starting Data2.bin archive creation.
 03:36:09 - Moving Data2.bin.001 file to media folder.
 03:36:11 - Compression finished in 23.12.2020 at 03:36:11.
--------------------------------------------------------------------------------------------------------------------------------------
 03:36:12 - Getting size of the game: Anno 1800
 03:36:12 - >> Installation folder size: 58.05 GB
 03:36:12 - >> Data1.bin file size: 2.67 GB
 03:36:12 - >> Data2.bin file size: 22.15 GB
 03:36:12 - >> Compressed game size: 24.82 GB
--------------------------------------------------------------------------------------------------------------------------------------
 03:36:12 - Overall input size: 58.05 GB
 03:36:12 - Overall output size: 24.82 GB
 03:36:12 - Overall conversion time: 02:08:52


KaktoR 23-12-2020 03:44

@Masquerade: Latest ASIS beta has mtx :p

rishikrap 23-12-2020 03:49

Quote:

Originally Posted by Masquerade (Post 489509)
OK so I'd like to start by apologising to you for denying the use of xtool zlib, this is the first UE3 game I've seen use zlib on tfc/upk archives:

Code:

SAMPLE - xzlib

Compressed 24 files, 1,926,995,396 => 7,144,830,307 bytes. Ratio 370.78%
Compression time: cpu 1.89 sec/real 94.48 sec = 2%. Speed 20.40 mB/s
All OK


So, that means I was right after all, regardless of just using hit and trial and seeing fitgirl page to do it lol.

Quote:

With that established, I have tagged below a sample compressor that will allow you to make an archive compatible with the ASIS script (I recommend using compact mode)

How to use:
  1. Download the below 7z, extract it
  2. Put your rocket league game folder in to In folder
  3. Run the bat
  4. Inside the bat, type:
    Code:

    xprecomp+srep+lolz/$wem=srep+pmt_razor
  5. Wait until done!

So, I have current compression running on CUI V3 b7.u4 with from around more than an hour and it hasn't yielded any errors either with these settings.
Code:

xzlib+srep_new+lolz_mtx
https://prnt.sc/w8eac5
So, do I keep it running or do I cancel it and do with what you specified or, will what I'm doing give me proper results that I can extract too by making setup using the ciu script. I haven't used the $web or masking since there was no option of doing anything as such.

Quote:

Compression method explanation:

xprecomp = xtool, configured for zlib.

srep+lolz - srep to remove duplicates and lolz for main compressor. If you want to use lzma2, swap lolz for "7z".

What does $wem mean?


This is a mask, and masks are a way of using multiple compression methods in one archive.

Each mask (and the file types included by it) is included in arc.groups.

This allows the main data to be compressed with xtool,srep,lolz then the audio gets compressed with srep,razor(pmt).

PMT is a chunk based accelerator for slow compressors like mtx, but ASIS doesn't have MTX yet, so PMT is what to use.

Because PMT is chunk based, we run srep beforehand to catch duplicates.

You can define a mask using the arc.groups file, and the grouping must begin with $groupname:

Code:

Example:

$help
*.bin
*.blob

This means you can separate off bin and blob files using the /$help identifier in your method.

If that's a bit confusing, I'm sorry!
It was a little confusing not because of your explaination but because I don't know anything, but on reading multiple times I understood almost all of it
The only thing I'm confusd about is do I have to make/edit the arc.groups file manually or was the example just an example for explaination.
Thanks for all this, this explaination did make me understand the basic stuff that's happening which I didn't have any clue about.

Masquerade 23-12-2020 03:58

Quote:

The only thing I'm confusd about is do I have to make/edit the arc.groups file manually or was the example just an example for explaination.
I added arc.groups for you myself, but if you want to make future groupings, you must make them. If you don't have any issues, stick with what you have.

KaktoR 23-12-2020 04:23

@Masquerade: Mass Effect 3 use zlib too (Unreal Engine).

rishikrap 23-12-2020 04:56

1 Attachment(s)
Quote:

Originally Posted by Masquerade (Post 489513)
I added arc.groups for you myself, but if you want to make future groupings, you must make them. If you don't have any issues, stick with what you have.

Thanks for doing that.
Now, just tell me the last thing, the settings I used have yielded me to 22% without errors, so should I use what you sent me or let CIU run its course and then create the setup using asis?
Attachment 28610
I'm thinking of making another virtual machine and running what you sent me there, my current machine runs Intel Xeon Platinum 8168 4cores @2.70 Ghz with 8gb ram.
Can I cheap out on cores and use a dual core AMD Epyc 7452 dual core @2.40Ghz for that with 8gb as well. I know the task is cpu intensive hence virtual cpu's are already slowing me down significantly.
I don't expect 2 cores do the task at same time but just an hour or so more would not hurt as much and would be half the cost of 4 cores on Azure and if the time difference would be more than that then 4cores it is.

Masquerade 23-12-2020 05:55

I'd just let it run the course now.

oltjon 23-12-2020 10:41

Quote:

Originally Posted by KaktoR (Post 489510)
Anno 1800
v9.2, nothing ripped

Code:

01:27:17 - Selected ARC method for Data1.bin was: srep_new+razor_mtx
 01:27:17 - Selected ARC method for Data2.bin was: xtool_zlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
 01:27:19 - Compression initialized in 23.12.2020 at 01:27:19.
 01:27:19 - Starting Data1.bin archive creation.
 01:50:04 - Moving Data1.bin.001 file to media folder.
 01:50:05 - Starting Data2.bin archive creation.
 03:36:09 - Moving Data2.bin.001 file to media folder.
 03:36:11 - Compression finished in 23.12.2020 at 03:36:11.
--------------------------------------------------------------------------------------------------------------------------------------
 03:36:12 - Getting size of the game: Anno 1800
 03:36:12 - >> Installation folder size: 58.05 GB
 03:36:12 - >> Data1.bin file size: 2.67 GB
 03:36:12 - >> Data2.bin file size: 22.15 GB
 03:36:12 - >> Compressed game size: 24.82 GB
--------------------------------------------------------------------------------------------------------------------------------------
 03:36:12 - Overall input size: 58.05 GB
 03:36:12 - Overall output size: 24.82 GB
 03:36:12 - Overall conversion time: 02:08:52



srep_new:confused::confused:

Cesar82 23-12-2020 10:54

Quote:

Originally Posted by oltjon (Post 489521)
srep_new:confused::confused:

srep_new and srep_old use the same srep compressor during compression, but include different decompressors in "Setup.dll" depending on _new or _old.

Previously CIU had two selection modes to include the srep which was "SREP N" or "SREP O", then changed to "SREP NEW" or "SREP OLD" (Full names of N or O).
As DiskSpan_GUI already creates the file with the decompressors, the choice of the decompressor is made in this way.
PS: srep_old has only 32-bit decompressors, but srep_new is the beta version of CLS srep (It is not a final version).
I don't know why we still use the old version, but I think that in some cases the new version may not be a good choice.

rishikrap 24-12-2020 04:49

Rocket League (Epic Games Version) V1.0.10897.0
 
Rocket League Epic Games Version V1.0.10897.0 (Nothing Ripped)
[Steam Version Might work too, untested]


Code:

8:17:03 AM - You have chosen the unlimited type for the output size.
 8:17:03 AM - ISO images will not be created when conversion is complete.
 8:17:03 AM - The computer will remain on when the conversion is complete.
 8:17:03 AM - Selected ARC method for Data1.bin was: xzlib+srep_new+lolz_mtx
--------------------------------------------------------------------------------------------------------------------------------------
 8:17:05 AM - Compression initialized in 23/12/2020 at 8:17:05 AM.
 8:17:05 AM - Starting Data1.bin archive creation.
 5:22:58 AM - Moving Data1.bin.001 file to media folder.
 5:23:04 AM - Compression finished in 24/12/2020 at 5:23:04 AM.
--------------------------------------------------------------------------------------------------------------------------------------
 5:23:05 AM - Getting size of the game: Rocket League
 5:23:05 AM - >> Installation folder size: 12.92 GB
 5:23:05 AM - >> Compressed game size: 6.30 GB
--------------------------------------------------------------------------------------------------------------------------------------
 5:23:05 AM - Overall input size: 12.92 GB
 5:23:05 AM - Overall output size: 6.30 GB
 5:23:05 AM - Overall conversion time: 21:05:58

Credits to
Quote:

Originally Posted by KaktoR (Post 489506)
No.

Quote:

Originally Posted by Masquerade (Post 489519)
I'd just let it run the course now.

For making me understand the basics and recommend me the best config for the best compression 48.7%

I still don't know how to make another installer work with my config, I'm just using Diskpan GUI from CIU V3 B7.U4 and the default Shadow of Tomb Raider Installer as included in the package.
I tried Light Installer, ASIS Installer and CorePack installer but they gave the error of not recognizing the archive format, and ASIS not even an error, just installed the default Command & Conquer™ Remastered Collection and gave me a desktop shortcut.

Any mods @JustFun or whoever, if you find this worth it, please do add this the Index for future reference for anyone else.

KaktoR 24-12-2020 17:30

Red Dead Redemption II
v1.0.1311.23, nothing ripped

Code:

15:43:21 - Selected ARC method for Data1.bin was: bpk
 15:43:21 - Selected ARC method for Data2.bin was: razor_mtx
 15:43:21 - Selected ARC method for Data3.bin was: oo2reck5+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
 15:43:23 - Compression initialized in 24.12.2020 at 15:43:23.
 15:43:23 - Starting Data1.bin archive creation.
 15:46:52 - Moving Data1.bin.001 file to media folder.
 15:46:53 - Starting Data2.bin archive creation.
 17:34:59 - Moving Data2.bin.001 file to media folder.
 17:35:00 - Starting Data3.bin archive creation.
 00:08:32 - Moving Data3.bin.001 file to media folder.
 00:08:33 - Moving Data3.bin.002 file to media folder.
 00:08:33 - Moving Data3.bin.003 file to media folder.
 00:08:33 - Moving Data3.bin.004 file to media folder.
 00:08:33 - Compression finished in 25.12.2020 at 00:08:33.
--------------------------------------------------------------------------------------------------------------------------------------
 00:08:33 - Creation of ISO files started.
 00:08:33 - Creating Red Dead Redemption II DVD1.iso file.
 00:29:39 - Creating Red Dead Redemption II DVD2.iso file.
 00:49:01 - Creating Red Dead Redemption II DVD3.iso file.
 01:11:17 - Creating Red Dead Redemption II DVD4.iso file.
 01:27:45 - Creation of ISO files completed.
--------------------------------------------------------------------------------------------------------------------------------------
 01:27:45 - Getting size of the game: Red Dead Redemption II
 01:27:45 - >> Installation folder size: 116.82 GB
 01:27:45 - >> Data1.bin file size: 1.67 GB
 01:27:45 - >> Data2.bin file size: 18.59 GB
 01:27:45 - >> Data3.bin file size: 65.35 GB
 01:27:45 - >> Compressed game size: 85.62 GB
--------------------------------------------------------------------------------------------------------------------------------------
 01:27:45 - Overall input size: 116.82 GB
 01:27:45 - Overall output size: 85.62 GB
 01:27:45 - Data files creation time: 08:25:09
 01:27:45 - ISO images creation time: 01:19:11
 01:27:45 - Overall conversion time: 09:44:21


JustFun 25-12-2020 03:51

After updating the INDEX, I realized that we need just 10 more methods to finish the year with 900 entries in INDEX, and we have 6 more days :p

KaktoR 25-12-2020 11:13

FINAL FANTASY XV
Build 1282261, 1 language, all DLC

Code:

12:59:41 - Selected ARC method for Data1.bin was: bpk
 12:59:41 - Selected ARC method for Data2.bin was: xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
 12:59:43 - Compression initialized in 25.12.2020 at 12:59:43.
 12:59:46 - Starting Data1.bin archive creation.
 13:31:22 - Moving Data1.bin.001 file to media folder.
 13:31:25 - Starting Data2.bin archive creation.
 18:04:18 - Moving Data2.bin.001 file to media folder.
 18:04:20 - Moving Data2.bin.002 file to media folder.
 18:04:21 - Moving Data2.bin.003 file to media folder.
 18:04:21 - Compression finished in 25.12.2020 at 18:04:21.
--------------------------------------------------------------------------------------------------------------------------------------
 18:04:21 - Getting size of the game: FINAL FANTASY XV
 18:04:21 - >> Installation folder size: 98.96 GB
 18:04:21 - >> Data1.bin file size: 15.60 GB
 18:04:21 - >> Data2.bin file size: 47.27 GB
 18:04:21 - >> Compressed game size: 62.87 GB
--------------------------------------------------------------------------------------------------------------------------------------
 18:04:21 - Overall input size: 98.96 GB
 18:04:21 - Overall output size: 62.87 GB
 18:04:21 - Overall conversion time: 05:04:37
--------------------------------------------------------------------------------------------------------------------------------------


samadrahman74 26-12-2020 09:15

hi
What is the best compression method arma 3 ?
Uses LZSS for compression

Snapppr6 26-12-2020 14:12

Quote:

Originally Posted by samadrahman74 (Post 489574)
hi
What is the best compression method arma 3 ?

I not have this game but I think its not to combrass lossly just try serp:m3f:a2+any comp(lzma, lzma2, lolz ,rz ,etc)

amin fear 27-12-2020 03:49

Anybody have tested "NBA 2K21" with "BEST COMPRESSION RESULT" here in forum without errors ?

I have compressed game with below different switches successfully using "ZTOOL" & "XTOOL" but every time gives several error messages when extracting game!:confused:

The game have very big single data files between 12GB to 20GB, is this the problem ?

ZTOOL=>> 80GB>>45GB == gives error!
Code:

pzlib:m2+srep:m3f+lolz:dtb1:mtt1:mt4:d128m:mc1023
XTOOL=>> 80GB>>46GB == gives error!
Code:

xZLib+srep:m3f+4x4:b128mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
If anybody have tested WORKING compression switch for game please share it here!

Any help would be appreciated

shazzla 27-12-2020 04:09

Quote:

Originally Posted by samadrahman74 (Post 489574)
hi
What is the best compression method arma 3 ?


Afaik it uses LZO.

samadrahman74 30-12-2020 07:16

Quote:

Originally Posted by shazzla (Post 489586)
Afaik it uses LZO.

Uses LZSS for compression :confused:

Hexagon123 30-12-2020 22:52

New Super Lucky's Tale
 
Start Sizes:
Total original size: 5.68GB
Total new size: 8.85GB

Note: This is not MD5 perfect, but completely lossless since it plays fine.

Compress with the following:
  • .resS, .assets, .(noextension): Note! For AssetBundles, use UABE to decompress them (Size for the AssetBundles: Old: 3.94GB, New: 7.12GB)
    Code:

    srep:m5f:a2:l512+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fba4096
  • .bk2: Exclude the transparent and the credits video itself due to some CRC errors
    Code:

    bpk
  • Rest of the Files
    Code:

    srep:m5f:a2:l512+mcm:t9

Total packed size: 2.51GB

Snapppr6 31-12-2020 09:17

Call of Duty World at War
 
original size 7.35gb v1.7 and all previous patches
ripped some mp file (zone mp .ff )
method:
1) main .iwd files srep:m3f:a2+7z
2) zone .ff files precompx+srep+lzma
3) videos .bik files binkpack.exe
4) rest of files and .exe srep+nanozip

comprassed size 3.93gb

JustFun 31-12-2020 09:30

6 hours to go, until I edit Index and add last entries for this year, we need 7 more to reach 900 entries.

Have fun, thx to everyone involved and Happy New Year!!!!!

Grumpy 31-12-2020 17:49

Quote:

Originally Posted by JustFun (Post 489647)
6 hours to go

When you posted your message it was already 2:30am on the 1-1-2021 in Australia ;)

Happy New Year to you and everyone else.

samadrahman74 01-01-2021 06:36

WWE 2K Battlegrounds
delete all file .webm

HTML Code:

xzlib+srep+Lolz
19:00:00 - Conversion Initialized at Thu 12/31/2020.
19:00:00 - Starting "Data1.bin" Archive Creation.
21:22:34 - Archive "Data1.bin" Creation Complete.
21:22:35 - Sorting Storage Directories Started.
21:22:35 - Sorting Storage Directories Complete.
21:22:35 - Conversion Finished at Thu 12/31/2020.
------------------------------------------------------------
21:22:36 - Input Size: 7.15 GB.
21:22:37 - Output Size: 4.00 GB.
21:22:37 - DiskSpan LOG finalized.

JustFun 01-01-2021 12:14

Quote:

Originally Posted by Grumpy (Post 489653)
When you posted your message it was already 2:30am on the 1-1-2021 in Australia ;)

Happy New Year to you and everyone else.

Lol, but either way I could not update Index last night, broke my nose again :D :D hurts like hell

Masquerade 02-01-2021 04:27

For Anno 1800, don't use pzlib as recommended by Zaza, it corrupts data12.rda on decompressor.

XTool v12 x64 gets stuck in compression.

Currently testing xtool 2020 edition.

KaktoR 02-01-2021 04:31

Quote:

Originally Posted by Masquerade (Post 489674)
For Anno 1800, don't use pzlib as recommended by Zaza, it corrupts data12.rda on decompressor.

XTool v12 x64 gets stuck in compression.

Currently testing xtool 2020 edition.

Use zlib codec for xt2020
https://fileforums.com/showpost.php?...postcount=2051

KaktoR 02-01-2021 04:38

Grand Theft Auto V
v1.0.2189 / 1.52, nothing ripped

Code:

--------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------- CONVERSION DATE 02.01.2021 -----------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------
 02:17:25 - You have chosen the BD25 type for the media size.
 02:17:25 - ISO images will be created when the conversion is complete.
 02:17:25 - The computer will shut down when the conversion is complete.
 02:17:25 - Selected ARC method for Data1.bin was: xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
 02:17:26 - Compression initialized in 02.01.2021 at 02:17:26.
 02:17:26 - Starting Data1.bin archive creation.
 06:20:48 - Moving Data1.bin.001 file to media folder.
 06:20:54 - Moving Data1.bin.002 file to media folder.
 06:20:54 - Moving Data1.bin.003 file to media folder.
 06:20:54 - Compression finished in 02.01.2021 at 06:20:54.
--------------------------------------------------------------------------------------------------------------------------------------
 06:20:54 - Creation of ISO files started.
 06:20:54 - Creating Grand Theft Auto V DVD1.iso file.
 06:32:47 - Creating Grand Theft Auto V DVD2.iso file.
 06:52:01 - Creating Grand Theft Auto V DVD3.iso file.
 07:02:38 - Creation of ISO files completed.
--------------------------------------------------------------------------------------------------------------------------------------
 07:02:38 - Getting size of the game: Grand Theft Auto V
 07:02:38 - >> Installation folder size: 97.95 GB
 07:02:38 - >> Compressed game size: 57.20 GB
--------------------------------------------------------------------------------------------------------------------------------------
 07:02:38 - Overall input size: 97.95 GB
 07:02:38 - Overall output size: 57.20 GB
 07:02:38 - Data files creation time: 04:03:27
 07:02:38 - ISO images creation time: 00:41:44
 07:02:38 - Overall conversion time: 04:45:11
--------------------------------------------------------------------------------------------------------------------------------------


Grumpy 02-01-2021 07:07

Quote:

Originally Posted by JustFun (Post 489667)
Lol, but either way I could not update Index last night, broke my nose again :D :D hurts like hell

Ouch! Not good to hear :(

JustFun 02-01-2021 09:07

Quote:

Originally Posted by Grumpy (Post 489678)
Ouch! Not good to hear :(

Not good to feel too :D
Not a good start of 2021 lol, hopefully the rest of it will be better.

Cheers!

Masquerade 02-01-2021 14:50

Quote:

Originally Posted by KaktoR (Post 489675)

Yes, that's what I was trying and it worked :D

just got a few bits to tidy up now :D

Snapppr6 03-01-2021 09:48

The Forest v1.12
 
original size 1.85gb after remove VR and X64 files
combrased size 1.13gb
method:
xzlib+srep:m3f:a2:l512+xz

Masquerade 05-01-2021 03:36

LEGO Ninjago game simply crashes after unpacking the game files with QuickBMS. Is there something I'm missing here?

Experienced this with other newer LEGO games.

Hexagon123 05-01-2021 05:28

Quote:

Originally Posted by Masquerade (Post 489726)
LEGO Ninjago game simply crashes after unpacking the game files with QuickBMS. Is there something I'm missing here?

Experienced this with other newer LEGO games.

I think you need some special workaround?


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