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

Masquerade 27-01-2023 08:27

Handyman Corporation

Generate a database for Oodle Kraken using "unreal_tournament_4_0.4.27c_paks_only.bms".

Don't use oo2reck - it seems to have a memory leak during decompression (eating up all your ram) and is insanely slow.

For the pak file, use your database with XTool dedup (requires srep.exe) and add lolz.

For the rest use rz.

2GB --> 1.3GB

L33THAK0R 28-01-2023 08:57

Results for most TT LEGO Games
 
Tools used:

oggre + msc + srep + lolz

Note applicable for all titles: MSC does work on a majority of the .wav/.mp3 loose files as well as the container files used in some titles, such as the "LEGO Harry Potter" titles as well as the "LEGO Middle-Earth" titles, however it's recommend to do a bulk test on all applicable files as there are a fair few instances of CRC-mismatches and there isn't an easy means to identify this without testing. The same can be said for all applicable Vorbis audio. Newer waveform audio in the "*.ADP" container format cannot be processed currently. I haven't tested to see if the engine will accept re-coded audio in the standard and compressible PCM format, given the fact the engine used for all TT titles (bar maybe the Skywalker Saga, given its a fairly considerable engine revision) is building upon the foundations of the previous iteration, it might (?) be possible to do so. Same can probably be done for the various incompatible "*.ogg" files given the format is the same, and some chunks just don't play well with Oggre.

Files ripped: Non-English Loc., unused left-over files from the console releases & left-over demo-exclusive files.

Final notes:

- All tests were based off the latest clean GOG/Steam RIPs.

- Some decompressed sizes may be slightly larger than what others may experience as I tend to include any and all QoL fixes/mods as included offerings, and only include larger less critical mods like the soundtrack replacement mods for the various licensed titles by TT, as optional component offerings.

///////////////////////////////

LEGO City Undercover
15.20 GiB >>> 5.07 GiB


LEGO Harry Potter: Years 1-4
8.54 GiB >>> 1.77 GiB


LEGO Harry Potter: Years 5-7
12.20 GiB >>> 2.73 GiB


LEGO Indiana Jones: The Original Adventures
5.77 GiB >>> 1.41 GiB


LEGO Indiana Jones 2: The Adventure Continues
7.15 GiB >>> 1.50 GiB


LEGO Jurassic World
20.70 GiB >>> 4.52 GiB


LEGO MARVEL Super-Heroes
9.38 GiB >>> 2.30 GiB


LEGO MARVEL Avengers
22.30 GiB >>> 5.30 GiB


LEGO MARVEL Super-Heroes 2
26.73 GiB >>> 7.43 GiB


LEGO Middle-Earth: The Lord of the Rings
8.07 GiB >>> 2.24 GiB


LEGO Middle-Earth: The Hobbit
8.75 GiB >>> 2.69 GiB


LEGO Movie Videogame, The
9.79 GiB >>> 3.89 GiB


LEGO Movie Videogame, The 2
15.00 GiB >>> 3.65 GiB


LEGO Ninjago Movie Videogame, The
29.60 GiB >>> 6.09 GiB


LEGO Pirates of the Caribbean: The Videogame
11.70 GiB >>> 2.17 GiB


LEGO Star Wars - The Complete Saga
9.39 GiB >>> 1.61 GiB


LEGO Star Wars III - The Clone Wars
9.78 GiB >>> 2.10 GiB


LEGO Star Wars: The Force Awakens
28.10 GiB >>> 6.61 GiB


LEGO The Incredibles
22.70 GiB >>> 4.61 GiB


LEGO Worlds
4.36 GiB >>> 1.24 GiB


LEGO DC Batman: The Videogame
8.02 GiB >>> 1.32 GiB


LEGO DC Batman 2: DC Super Heroes
5.62 GiB >>> 1.26 GiB


LEGO DC Batman 3: Beyond Gotham
12.10 GiB >>> 3.33 GiB


LEGO DC Super-Villains
26.14 GiB >>> 6.62 GiB

L33THAK0R 28-01-2023 09:04

Days Gone query
 
1 Attachment(s)
Quick question for anyone who's given "Days Gone" a go, has anyone been able to process both the oodle and zlib streams present in the title's "*.pak" archives? I've been using oo2reck (since xtool seems to only be able to use one oodle library and both a "oo2core_7*" & "oo2core_8*" are required to grab all (or at least the majority) of oodle streams. I've tried using both "oo2reck + xtool_0.3.21 (zlib+reflate) + srep + lolz" as well as "xtool_0.3.21 (zlib+reflate) + oo2reck + srep + lolz" but to no avail, interestingly the latter combination results in ~15mins of memory usage with srep and disk write operations, but unfortunately also results in a -11 (corrupt archive) FreeArc decompression error code.

If anyone has had any luck or knows how to get xtool to use both libraries I'd be very much interested in any tips anyone would be willing to offer. Attached are the libraries I've found to be the most effective.

KaktoR 28-01-2023 09:17

Quote:

Originally Posted by L33THAK0R (Post 500026)
Quick question for anyone who's given "Days Gone" a go, has anyone been able to process both the oodle and zlib streams present in the title's "*.pak" archives? I've been using oo2reck (since xtool seems to only be able to use one oodle library and both a "oo2core_7*" & "oo2core_8*" are required to grab all (or at least the majority) of oodle streams. I've tried using both "oo2reck + xtool_0.3.21 (zlib+reflate) + srep + lolz" as well as "xtool_0.3.21 (zlib+reflate) + oo2reck + srep + lolz" but to no avail, interestingly the latter combination results in ~15mins of memory usage with srep and disk write operations, but unfortunately also results in a -11 (corrupt archive) FreeArc decompression error code.

If anyone has had any luck or knows how to get xtool to use both libraries I'd be very much interested in any tips anyone would be willing to offer. Attached are the libraries I've found to be the most effective.

Use two xtool instances with --oodle option in arc.ini like this:

Code:

[External compressor:xtool1]
header = 0
packcmd  = xtool.exe precomp -mkraken -c64mb -t100p --oodle=oo2core_7_win64.dll - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p - - <stdin> <stdout>

[External compressor:xtool2]
header = 0
packcmd  = xtool.exe precomp -mkraken -c64mb -t100p --oodle=oo2core_8_win64.dll - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p - - <stdin> <stdout>

Then use xtool1+xtool2+xtool:zlib

Gehrman 28-01-2023 18:03

A plague tale requiem (1.4.0.0 - build 10113825)
 
Code:

Game Size: 47/4 GB
Method#1
Code:

xtool:c256mb:mzlib:mpreflate:dd3+4x4:lzma:a1:mfbt4:32m:fb273:mc128:lc8
Code:

30.5 GB
Method#2

Code:

xtool:mreflate:dd3+4x4:lzma:a1:mfbt4:32m:fb273:mc1024:lc8
Code:

32.3 GB

KaktoR 29-01-2023 04:18

A Plague Tale: Requiem
v1.4.0.0, ripped languages from soundbanks

Code:

10:58:07 - Selected ARC/DS method for Data1a-01.bin was: xtool:mreflate+xtool:db:dd3+4x4:lzma
 10:58:07 - Selected ARC/DS method for Data1b-01.bin was: xtool:db:dd3+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
 12:16:24 - Overall input size: 47.48 GB
 12:16:24 - Overall output size: 29.86 GB (Ratio 62.89%)
 12:16:24 - Overall conversion time: 01:18:16


KaktoR 29-01-2023 06:07

Dead Space Remake

Code:

Library loaded: zstd_145\libzstd.dll

Streams: 7656/7657
Time: 00:00:16 (00:01:33)
Memory: 177 MB (177 MB)

Results: 230 MB >> 478 MB

Edit:

Code:

20:14:55 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzstd:zstd_145+xtool:db:dd3+4x4:lzma
 20:14:55 - Selected ARC/DS method for Data1b-01.bin was: xtool:db:dd3+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
 21:32:58 - Overall input size: 36.32 GB
 21:32:58 - Overall output size: 26.31 GB (Ratio 72.45%)
 21:32:58 - Overall conversion time: 01:18:01
-------------------------------------------------------------------------------------------------------------------------------------------
 21:57:32 - Overall decompression time: 00:23:12
 21:57:32 - All files have been successfully extracted!


L33THAK0R 30-01-2023 17:50

Days Gone woes vol. 2
 
Seems like no matter how I go about attempting to pre-compress this title, I'm unable to pick up all the oodle streams, as a last resort I'm going to try unpacking the core 2 "*.pak" archives as a dirty solution and see if any gains can be had with this approach. Attached image displays my last two attempts to process all the Oodle streams with XTool (0.6.9).https://i.imgur.com/IPQmy0M.png

Razor12911 30-01-2023 21:30

https://fileforums.com/showpost.php?...&postcount=101

Masquerade 01-02-2023 01:27

PowerWash Simulator [v1.1]

Use SREP v3.2 due to crash on newer versions.
Don't use XTool built in deduplication.

Code:

xtool_unity+srep+lolz
6.6GB ---> 3.3GB

L33THAK0R 01-02-2023 09:41

Interesting results from packing significantly recoded H.264 video
 
A while back I took a shot at a title, "Trek to Yomi", which contains ~260mb of H.264 video, encoded at an exceedingly silly bit-rate. Linked here is a sample of my re-encoding.

The below figure should speak for itself, but after tuning ffmpeg a fair bit, I managed to get quite an extraordinary outcome, coupled with srep & lolz, a result of a 328x improvement with a near imperceivable loss in fidelity.

https://i.imgur.com/BgwlKUG.png

Has anyone else had any similar success stories? It's got me wondering how and why these algorithms were able to process these lower bit-rate frames in such an efficient manner compared to the original lossless files.

(And yes before anyone asks I did verify the archives to be valid)

shazzla 01-02-2023 11:59

For the records:

I recommend use CRF (lets say ,its constant quality) instead of targeting bitrate.

L33THAK0R 01-02-2023 18:09

Quote:

Originally Posted by shazzla (Post 500066)
For the records:

I recommend use CRF (lets say ,its constant quality) instead of targeting bitrate.

Constant Rate Factor (CRF) encoding is pretty much mandatory I'd argue for producing any quality lossy videos. You can still use the available switches cap the maximum bit-rate as well manipulating the VBV buffer. I'd also recommend testing the various available tuning profiles (not to be confused with H.264 profiles or ffmpeg encoding presets) within ffmpeg especially if you're dealing with 2D video, as you can get some noticeable ratio improvements for a slightly longer encoding time.

shazzla 02-02-2023 01:17

Then give a shot for

Selur's Hybrid. Not ffmpeg.

I used it for encode TBs of x265 movies..

L33THAK0R 02-02-2023 08:54

Days Gone
 
xtool (0.3.21) + srep + lolz

42.26 GiB >>> 19.4 GiB

Ripped: Non-Eng. Loc., ~10 MiB of startup videos

Note: the entire "sfpaks" folder can be deleted, I'm surprised others that have tackled this title don't seem to know it just contains CRC-perfect duplicates of data contained within the 2 primary "*.pak" archives. In my conversion I unpacked the archives to remove the need for oodle pre-compression, honestly there are only ~200 MiB of zlib/reflate streams (See Figure 1) to be processed which only results in a ~60 MiB improvement (See Figure 2) over just sticking with srep + lolz. In this form there are only ~6 MiB of Oodle streams to be processed.

Interestingly enough I found on my system, when testing for ~1hr to make sure everything worked properly, I encountered fewer stutters during game-play when using the unpacked files.

Figure 1
https://i.imgur.com/Knsc4jq.png

Figure 2
https://i.imgur.com/Hp0zUv6.png

dixen 08-02-2023 08:29

Hogwarts Legacy

Game used oodle kraken

Quote:

Compressing pakchunk11-WindowsNoEditor.ucas 98%
Compressing 676,197,072 bytes with xtool.exe precomp -mkraken -c128mb -t100p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 19271/19280
Time: 00:00:58 (00:08:35)
Memory: 514 MB (514 MB)

100%
Errorlevel=0

Compressed 1 file, 676,197,072 => 2,228,651,670 bytes. Ratio 329.59%
Compression time: cpu 0.08 sec/real 72.49 sec = 0%. Speed 9.33 mB/s
All OK
Needed oo2core_8_win64.dll v2.8.14

KaktoR 08-02-2023 10:22

@dixen
Also bink2 videos are kb2n, so bpk is useless here.

Damn, I guess next year at the least bpk will be useless entirely for new titles :(

Masquerade 08-02-2023 10:28

Epic Games owns Unreal Engine and Rad Tools so its a free for all when it comes to Unreal Engine games using Bink Video and Oodle compression. The latest Bink version is KB2n so it's this year that BPK will be obsolete for newer titles.

-tara 12-02-2023 05:15

Bright Memory: Infinite
Code:

*.pak
xtool(zlib)+srep+lolz
(58.60% Ratio)

*.png
precompmt+srep+lolz
(79.57% Ratio)

*.mp4
srep
(99.97% Ratio)

rest
razor
(16.73% Ratio)


Size Before - 10.8 GB                        After - 6.36 GB (58.88% Ratio)
CT: 6 hours and 20 minutes                DT: 9 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Fallout New Vegas Ultimate Edition
Code:

*.bsa
xtool(zlib)+srep+lolz
(54.5% Ratio)

FNVIntro.bik
bpk
(77.8% Ratio)

*.mp3
mpz (Multithread this with PMT/MTX)
(81.4% Ratio)

MailTitle.wav
msc (You can skip this however, its just 6 MB and can be passed to rz for simular result)

rest
razor
(60.1% Ratio)


Size Before - 9.4 GB                        After - 5.36 GB (57.02% Ratio)
CT: Don't have anymore but 5+ Hours        DT: 8 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Hike Isle
Code:

*.assets
*.resS
*.resource
(no extension)
srep+lolz
(12.17% Ratio)

rest
razor
(25.07% Ratio)


Size Before - 2.5 GB                        After - 321 MB (12.8% Ratio)
CT: 1 Hour and 45 Minutes        DT: 1 Minute (On i5-4570s 4T/4C + 8GB RAM)

Inscryption
Code:

*.assets
*.resS
*.resource
(no extension)
srep+lolz
(49.13% Ratio)

rest
razor
(23.82% Ratio)


Size Before - 3.3 GB                        After - 1.6 GB (48.48% Ratio)
CT: 1 Hour and 38 Minutes                DT: 2 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Mirror's Edge Catalyst
Code:

Ripped - Trial executable

*.cas
xtlz4(v12)+srep+lolz
(72.3% Ratio)       

rest
razor
(31.5% Ratio)


Size Before - 23 GB                        After - 16.5 GB (71.73% Ratio)
CT: 8 Hours and 40 Minutes        DT: 12 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Need for Speed: Payback Deluxe Edition
Code:

This is compression of the full version with all DLCs and depots included

*.cas
xtlz4(v12)+srep+lolz
(~62% Ratio)

rest
razor
(20.58% Ratio)


Size Before - 27 GB                        After - 15.9 GB (58.88% Ratio)
CT: 10 Hours and 30 Minutes        DT: 15 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Papers, Please
Code:

*
razor

Size Before - 58 MB                        After - 24.4 (42.06% Ratio)
CT: 2 Minutes        DT: 2 Seconds (On i5-4570s 4T/4C + 8GB RAM)
(This was done outside of Arc, the decompression is done with a simple bat)

PowerWash Simulator v1.1
Code:

*.bundle
xtool(unity plugin)+srep+lolz
(50.6% Ratio)

rest
razor
(37.1% Ratio)


Size Before - 6.6 GB                        After - 3.3 GB (50% Ratio)
CT: Lost data, sorry                        DT: 12 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Sapper - Defuse The Bomb Simulator v1.0.18
Code:

*.assets
*.resS
*.resource
(no extension)
srep+lolz
(29.7%% Ratio)

rest
razor
(25.3% Ratio)


Size Before - 7.1 GB                        After - 2.1 GB (29.57% Ratio)
CT: Lost data, sorry                        DT: 3 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Stray v1.4#227
Code:

Hk_project-WindowsNoEditor.pak
oo2reck+xtool(zlib)+srep+lolz
(70.2% Ratio)

rest
razor
(To not waste time with razor for bk2, pass them to srep+lz4/anything fast)


Size Before - 6.8 GB                        After - 4.7 GB (69.11% Ratio)
CT: Lost data, sorry                        DT: 26 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Subnautica
Code:

Ripped - Soundtrack

*.assets
*.resS
*.resource
(no extension)
srep+lolz
(31.5% Ratio)

rest
razor
(79.9% Ratio)


Size Before - 7.4 GB                        After - 2.7 GB (36.45% Ratio)
CT: Lost data, sorry                        DT: 6 Minutes (On i5-4570s 4T/4C + 8GB RAM)

Super Meat Boy
Code:

rz/$gd=srep+lolz

Arc.groups:
$gd
*.dat


Size Before - 486 MB                        After - 315 MB (64.1% Ratio)
CT: Lost data, sorry                        DT: 10 Seconds (On i5-4570s 4T/4C + 8GB RAM)

Super Meat Boy Forever
Code:

rz/$gd=srep+lolz/$bik=bpk
(I used PMT on Razor here)

Arc.groups:
$gd
*.swfc
*.smbl
*.tga
*.rply

$bik
*.bik


Size Before - 5.2 GB                        After - 1.7 GB (32.4% Ratio)
CT: Lost data, sorry                        DT: 2 Minutes (On i5-4570s 4T/4C + 8GB RAM)

The Stanley Parable Ultra Deluxe
Code:

*.assets
*.resS
*.resource
(no extension)
srep+lolz
(33.83% Ratio)

*.mp4
lzma (~50mb smaller output compared to lz4/zstd)
(87.32% Ratio)

voice.deafult
srep
(99.87% Ratio)

rest
razor
(20.53% Ratio)


Size Before - 7.2 GB                After - 2.7 GB        (37.5% Ratio)
CT: 2 Hours and 40 Minutes        DT: 4 Minutes (On i5-4570s 4T/4C + 8GB RAM)

PS: If this type of method sharing is not useful in the thread anymore, delete this reply. And if the format in which they're shared is a bit bulky and mods want reformat, I'm happy to oblige. This is just a few games I've done for the month :)

FitGirl 15-02-2023 10:43

Returnal has Leviathan inside. Unpacking on 24-threads CPU takes 3 hours and saves only 4 GBs compared to pure srep+lolz, don't bother.

Butza 16-02-2023 10:15

I am newbie. this is what it says to me when I use it Skipped VO_MEDIA.PC.PCK (Larger than 2147483647)

Quote:

Originally Posted by KaktoR (Post 498784)
Make batch files for this, so you don't have to type all manually in cmd.

unpack.bat for quickbms
Code:

for %%f in (*.pck) do quickbms_4gb_files.exe -d -o -Y wwise.bms "%%f"
pause

xtool_erase.bat for xtool
Code:

xtool erase "VO_MEDIA.PC.PCK_extract\german" "VO_MEDIA.PC.PCK" test.xtl
This will delete all german voice files from the file.

PS: Make a backup of the file first ;)


Razor12911 16-02-2023 17:39

Quote:

Originally Posted by FitGirl (Post 500205)
Returnal has Leviathan inside. Unpacking on 24-threads CPU takes 3 hours and saves only 4 GBs compared to pure srep+lolz, don't bother.

If you are stubborn and still want to compress the game regardless for archival purposes then I suggest using the unreal engine plugin with the method -mue4:leviathan:l9 include -s parameter as well to skip verification this way you can skip precompression part of the process because its the slowest part of compressing this game.

Note: Skip works provided you have used the correct oodle library.

Code:

Compressed 1 file, 462,045,227 => 1,175,858,081 bytes. Ratio 254.49%
Compression time: cpu 0.44 sec/real 4.67 sec = 9%. Speed 99.03 mB/s

Quote:

Originally Posted by Butza (Post 500220)
I am newbie. this is what it says to me when I use it Skipped VO_MEDIA.PC.PCK (Larger than 2147483647)

the original file must not be part of the extracted streams.

Butza 17-02-2023 00:31

Did now the test.xtl file appeared, but the file itself did not change the size. what to do next with this file? file size does not decrease after erasing

Quote:

Originally Posted by KaktoR (Post 498784)
Make batch files for this, so you don't have to type all manually in cmd.

unpack.bat for quickbms
Code:

for %%f in (*.pck) do quickbms_4gb_files.exe -d -o -Y wwise.bms "%%f"
pause

xtool_erase.bat for xtool
Code:

xtool erase "VO_MEDIA.PC.PCK_extract\german" "VO_MEDIA.PC.PCK" test.xtl
This will delete all german voice files from the file.

PS: Make a backup of the file first ;)


KaktoR 17-02-2023 06:52

The file will not change the size, but it is better compressable because the erased files are just overwritten with zero bytes (00).

Butza 17-02-2023 07:17

Thanks, got it)
Quote:

Originally Posted by KaktoR (Post 500229)
The file will not change the size, but it is better compressable because the erased files are just overwritten with zero bytes (00).


KaktoR 17-02-2023 14:59

Quote:

Originally Posted by Razor12911 (Post 500224)
If you are stubborn and still want to compress the game regardless for archival purposes then I suggest using the unreal engine plugin with the method -mue4:leviathan:l9 include -s parameter as well to skip verification this way you can skip precompression part of the process because its the slowest part of compressing this game.

Note: Skip works provided you have used the correct oodle library.

Code:

Compressed 1 file, 462,045,227 => 1,175,858,081 bytes. Ratio 254.49%
Compression time: cpu 0.44 sec/real 4.67 sec = 9%. Speed 99.03 mB/s



Big welp

Code:

Extracted 1 file, 1,175,857,894 => 462,045,227 bytes. Ratio 254.49%
Extraction time: cpu 0.16 sec/real 260.22 sec = 0%. Speed 1.78 mB/s
All OK

I guess extraction time for the whole thing should take a half day :D

Razor12911 17-02-2023 15:20

Quote:

Originally Posted by KaktoR (Post 500235)
Big welp

Code:

Extracted 1 file, 1,175,857,894 => 462,045,227 bytes. Ratio 254.49%
Extraction time: cpu 0.16 sec/real 260.22 sec = 0%. Speed 1.78 mB/s
All OK

I guess extraction time for the whole thing should take a half day :D

Quote:

Originally Posted by Razor12911 (Post 500224)
aRrChIvAl pUrPoSeS

:rolleyes:

KaktoR 18-02-2023 06:18

Don't worry, I've read it :D

It was just meant as another information :p

Masquerade 19-02-2023 12:42

Football Manager 2023
  • *.fmf, *.dat, *.dbc:
    Code:

    xtool_zstd_dedup5+lolz
  • Everything else:
    Code:

    razor

5GB ---> 2.4GB

libzstd v1.4.7 used.

dixen 19-02-2023 13:28

Atomic Heart (DEV BUILD)

*.pak
XTool (zlib)+sdrep+lzma2
78 gb > 84 gb > 59 gb > 28.7 gb

Rest Files
srep+lzma2

Repack's size = 29.7 gb
Install time = ~7 min.

KaktoR 20-02-2023 03:56

Can anyone tell me something about the new settlers game? Seems to be zstd mostly and some zlibs aswell but couldn't get much out of it. Seems like 1.5.0 library is the correct one.

Code:

Streams: 2887/11649
Time: 00:02:05 (00:12:23)
Memory: 204 MB (204 MB)

Results: 256 MB >> 331 MB

Sample
https://pixeldrain.com/u/jzeJThv3

Razor12911 20-02-2023 05:39

3 Attachment(s)
For zstd streams

Attachment 33904

Attachment 33905

The version is 1.5.1 or 1.5.2, not 1.5.0

For deflate streams

Attachment 33906

so... png+reflate and -d1

Code:

-mreflate+png+zstd:l16 -d1
Code:

Streams: 11977/11984
Time: 00:00:16 (00:01:32)
Memory: 215 MB (215 MB)

Results: 256 MB >> 686 MB

Make sure there is no xdelta library, xtool freezes because of what I assume would be false positive streams or very small streams.

KaktoR 20-02-2023 06:34

Thanks, seems my collection was a bit out of date..

Sebazz 24-02-2023 09:08

Quote:

Originally Posted by dixen (Post 500134)
Hogwarts Legacy

Game used oodle kraken



Needed oo2core_8_win64.dll v2.8.14

You can upload this oodle dll file please ?

KaktoR 24-02-2023 09:18

Quote:

Originally Posted by Sebazz (Post 500300)
You can upload this oodle dll file please ?

You can find them here
https://fileforums.com/showpost.php?...2&postcount=97

KaktoR 26-02-2023 10:03

Assassin's Creed Valhalla
v1.7.0, all DLC, 1 language

Code:

12:34:56 - Selected ARC/DS method for Data1a-01.bin was: xtool:manvil:core_2.8.4+xtool:db:dd3+4x4:lzma
 12:34:56 - Selected ARC/DS method for Data1b-01.bin was: xtool:db:dd3+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
 18:02:03 - Overall input size: 143.64 GB
 18:02:03 - Overall output size: 50.18 GB (Ratio 34.93%)
 18:02:03 - Overall conversion time: 05:27:04


L33THAK0R 26-02-2023 16:46

Has anyone found a reliable way to rip localized audio from "Quantic Dreams" PC ports (i.e. Heavy Rain, Beyond Two Souls, Detroit Become Human)? I've only found a semi-reliable unpacking utility for "Detroit Become Human", but even then recent builds of the titular title cause the unpacker to crash. All titles only use deflate/zlib for compression, but annoyingly it seems everything, including the audio and pre-rendered Bink videos are also compressed, making ripping the streams a tad tricky.

KaladinDMP 28-02-2023 22:41

Hello im having trouble with the game Raft. Its the newest version using clean steam files. I am using DSG newest version with ASIS installer also newest version. I have used them both without issues in the past on many games this is not a new setup. The compression goes fine but always the same error message on multiple computers at the end of installation. https://ibb.co/TTx1T2t

the compression i have tried is Srep + Lolz (number 4 in predefined on DSG) and Xtool 2020 (zlib) srep + lolz (number 12 in predefined) .... i dont know much about what to use for what types of games just getting into that part so please go easy on me if this is obvious. Usually i use number 12 and then if errors switch to number 4 and i rarely have issues even though i know this isnt "the best" it usually at least works.

Any help is appreciated or pointers. And sorry if my error has nothing to do with compression type thats part of what im trying to narrow down. TIA

Gehrman 28-02-2023 22:54

Evil West (1.0.5)
 
Code:

33/1 GB

*.BK2
Code:

xbink:c256mb:mbk2+4x4
Other Files
Code:

xtool:c128mb:mzlib:mpreflate:db:dd3+lolz:mtt1:mt8:mc256
Code:

25.9 GB

Masquerade 01-03-2023 12:21

Resident Evil 5 [Build 10544787]

Code:

xtool_zlib_reflate_dedup5+lolz
*.sngw
Code:

oggre
*.wmw
Code:

srep
8.5GB --> 2.7GB


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