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Old 31-05-2018, 15:04
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zstd and oodle are 64bit only. There is no 32bit for these
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Old 31-05-2018, 15:19
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Quote:
Originally Posted by KaktoR View Post
zstd and oodle are 64bit only. There is no 32bit for these
actually zstd 32-bit is there, just that perhaps the library I included requires a prerequisite.

libgcc_s_dw2-1.dll

as for oodle, I didn't bother with 32-bit version considering the fact that it's memory hungry plus most games ship with the win64 version.

Last edited by Razor12911; 31-05-2018 at 15:25.
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Old 31-05-2018, 15:33
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xtool 0.9 precomp:t100p:lz4 :
COD WWII 38.4GB TO 62.3GB to 25.8gb srep+lolz
COD AW 33GB TO 63.8GB to 20.3gb srep+lolz

Last edited by doofoo24; 31-05-2018 at 23:35.
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Old 01-06-2018, 08:04
ShivShubh ShivShubh is offline
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Quote:
Originally Posted by doofoo24 View Post
xtool 0.9 precomp:t100p:lz4 :
COD WWII 38.4GB TO 62.3GB to 25.8gb srep+lolz
COD AW 33GB TO 63.8GB to 20.3gb srep+lolz
Since when COD WWII was 38.4 GB SP Only ? I thought it was around 42 GB after removing MP/ZM files, am I missing something here ? Have you kept xpakfile*.pak ?
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Old 01-06-2018, 08:26
doofoo24 doofoo24 is offline
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xtool seems to work on Wolfenstein The New Order resources files like doom...
but files with .pages file nothing there...
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Old 01-06-2018, 08:45
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also on The Evil Within tangoresource files work
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Old 01-06-2018, 11:18
alfredd31 alfredd31 is offline
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to doofoo24: what liblz4 did you use for cod aw?
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Old 01-06-2018, 11:47
alfredd31 alfredd31 is offline
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I already tried this one, it doesn't expand anything (Only tried imagefile1.pak). Did you use xtool.ini?
I used this:
packcmd = xtool.exe erecomp:t4:v:c32:lz4 - - <stdin> <stdout>

By the way, note that you can find some of my repacks - Quantum Break (23.3 Gb) and outlast 2 (10.2Gb) on ygg if you are interested. You can erase this, I'm sure it's against the rules of the forum.
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Old 01-06-2018, 12:11
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Quote:
Originally Posted by alfredd31 View Post
I already tried this one, it doesn't expand anything (Only tried imagefile1.pak). Did you use xtool.ini?
I used this:
packcmd = xtool.exe e:precomp:t4:v:c32:lz4 - - <stdin> <stdout>

By the way, note that you can find some of my repacks - Quantum Break (23.3 Gb) and outlast 2 (10.2Gb) on ygg if you are interested. You can erase this, I'm sure it's against the rules of the forum.
@everyone

Please make sure the command line is correct first.

"e:precomp:t4:v:c32:lz4" is heavily incorrect
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Old 02-06-2018, 03:27
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Quote:
Originally Posted by alfredd31 View Post
I already tried this one, it doesn't expand anything (Only tried imagefile1.pak). Did you use xtool.ini?
I used this:
packcmd = xtool.exe e:precomp:t4:v:c32:lz4 - - <stdin> <stdout>
As razor sayd, options are incorrect.

This one is correct
Code:
packcmd = xtool.exe e:precomp:t4,v,c32m:lz4 - - <stdin> <stdout>
{options} must be seperated by a comma (,), not a colon (:).

And you forgot a "m" for chunk size.
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Old 02-06-2018, 13:54
elit elit is offline
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Quote:
Originally Posted by Razor12911 View Post
Update available

- fixed 2gb+ input issue... (int32 instead of int64 :()
Lol I know alright, same trap happened to me with my rawinjector ^_^.

Quote:
Originally Posted by Razor12911 View Post
Edit xtool.ini, add all the dat files in there

[CODE][Dunia2]
File1=C:\Program Files (x86)\Far Cry 3 Complete Collection\Far Cry 3\data_win32\common.dat
File2=C:\Program Files (x86)\Far Cry 3 Complete Collection\Far Cry 3\data_win32\ige.dat
...
Now this is nice step forward, to support files like this that are perhaps not easy to detect. I would love to see this going even further in the future, where user could script offsets and data reading with few commands. Example:
Code:
HEAD "0f3b4c5b"
SKIP 125
CMPSZ 8
DECMPSZ 8
READ CMPSZ DECMPSZ
Above example would mean: find first/next header with "0f3b4c5b" bytes, then skip 125 bytes, then read 64bit integer that is compressed size, then same for decompressed size, then read and precomp next CMPSZ bytes with above info, repeat until EOF.

Idea is that most engines have similar structures, there are some headers, some data to skip, there is CMP and DECMP sizes info in between and then actual compressed data chunks. So instead of keeping maintenance for every new game/engine which rely on Razor to be here for us and kind enough to work on updates, this would make xtool more forward compatible for the future games without needing to constantly updating it. At least until codecs API's change. I know it will not be enough for every future game but it should cover plenty of them.

Quote:
Originally Posted by KaktoR View Post
This one is correct
Code:
packcmd = xtool.exe e:precomp:t4,v,c32m:lz4 - - <stdin> <stdout>
{options} must be seperated by a comma (,), not a colon (:).
I apologize for stupid question but was there specific reason for using extra "precomp" word, aka e:precomp... instead of just e:... d:... as was in ztool? To me it seems redundant as e: and d: already imply default behavior(encode vs decode) and precomp seem'd to me at first confused with precomp tool by schnaader. Also using different separators, aka ',' and ':' for specific areas of cmd make it prone to type error, as happened to me before and I seem to be not the only person. Pure ':'s in ztool were fine and easier for inclussion with other utilities IMO. BTW I am not complaining, this tool is fantastic and ultimate, just being curious about new design.
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