#481
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L0v3craft, as far as i know you need to unpack the archive with the key, compress it's content and then re-import the files back.
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#482
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I can extract it with quickbms, but you mean re import with quickbms ? Is possible to implement it with inno in the way that inno can shows the installation with a progress bar ?
Last edited by L0v3craft; 13-05-2019 at 16:12. |
#483
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Yes.
Quote:
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#484
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Update available (.. or rather update was available, I forgot to post this)
Changes - added mk11 lzna support Status Project is halted, and to be replaced with this |
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#485
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Thanks for this. Did you fixed the big input bug yet? Or is this on your to-do list?
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#486
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to do list, I have chosen to rewrite the project from scratch, surely that will fix many if not all issues but who knows
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#487
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Quote:
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#488
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Don't expect good ratio, LZNA is the best compression algo in Oodle family.
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darkwolves (28-06-2019) |
#489
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@everyone
I'm now focusing on the main code of XTool 2019, so now it's a good time to mention all the bugs the current xtool has so I can try to avoid as I write the new code from scratch and what new features would you like to be added in the upcoming release. |
#490
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^^
For oodle codec on AC:Origins and Odyssey: XTool only unpack a small amount of forge files in the beginning, then it just copy the rest of the files (ratio is somewhat by ~102% overall if I remember right). I think there was something with lz4hc on Far Cry too (I just don't remember what it was exactly, I'm sorry). Would be good if you can add lzo for unreal engine games (borderlands, ME1+2, etc) and for the older forge engine games aswell. Btw, what about oodle3 codec? Destiny 2 is using this and I can't get it with xtool nor your oodle tools released previously (oo2recx).
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Last edited by KaktoR; 20-06-2019 at 16:05. |
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#491
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I think it is also best if you provide samples and the required resources to make precompression possible, like dlls. You could start with oodle... I just hope the headers are still the same
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ShivShubh (24-11-2019) |
#492
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Here are a few samples
Destiny 2 (oodle 3) Borderlands 2 Remastered (unreal engine lzo) Borderlands PreSequel Remastered (unreal engine lzo) Mass Effect (unreal engine lzo) Mass Effect 2 (unreal engine lzo) AC Odyssey (forge engine oodle 4) Maybe more to come...
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#493
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Quote:
as for Odyssey, probably some internal issue but the scanner does see all the streams in the samples DataPC_ACD_Greece_DX11.forge: Code:
Universal Oodle stream scanner Created by Razor12911 [0] = Unknown/Invalid [1] = Kraken/Hydra [2] = Mermaid/Selkie/Hydra [3] = Leviathan/Hydra 0001[2]| Pos: 00004CE4, Size: 13359 0002[2]| Pos: 00008117, Size: 13271 0003[2]| Pos: 0000B4F2, Size: 25162 0004[2]| Pos: 00011740, Size: 25029 .... 0387[2]| Pos: 00856A2E, Size: 26334 0388[2]| Pos: 0085D110, Size: 13314 0389[2]| Pos: 00860568, Size: 21767 0390[2]| Pos: 00865A73, Size: 23507 Done!!! Last edited by Razor12911; 21-06-2019 at 18:18. |
#494
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#495
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Quote:
We already can use uelr for the unreal engine lzo games listed above, but the main problem is, that it has no stdin too and only specific files can be unpacked with it (unlike xtool, you can't just pack the whole game with uelr if files are present which don't have lzo streams, for example binaries or text files. You have to use masking or a seperate archive if you use diskspan for example. With xtool we can just pack the whole game without seperate it by files or streams).
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Razor12911 (22-06-2019) |
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