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  #481  
Old 10-05-2019, 17:23
Andu21 Andu21 is offline
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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  
Old 10-05-2019, 19:38
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Quote:
Originally Posted by Andu21 View Post
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.
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.
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  #483  
Old 11-05-2019, 07:41
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Quote:
Originally Posted by L0v3craft View Post
you mean re import with quickbms ?
Yes.
Quote:
Is possible to implement it with inno in the way that inno can shows the installation with a progress bar ?
Maybe, haven't tried yet.
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  #484  
Old 16-06-2019, 04:54
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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  
Old 16-06-2019, 05:00
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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  
Old 16-06-2019, 05:03
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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  
Old 16-06-2019, 19:33
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Originally Posted by Razor12911 View Post
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
inflation test of mk11 successful i am now repacking it and will do a test unpacking
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  #488  
Old 17-06-2019, 19:00
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Quote:
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inflation test of mk11 successful i am now repacking it and will do a test unpacking
Don't expect good ratio, LZNA is the best compression algo in Oodle family.
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  #489  
Old 20-06-2019, 15:12
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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.
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  #490  
Old 20-06-2019, 16:02
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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  
Old 21-06-2019, 10:36
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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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  #492  
Old 21-06-2019, 12:55
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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  
Old 21-06-2019, 18:09
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if it's an unreal engine game compressed with lzo then for precompression, you must provide lzopro, standard lzo cannot restore any of the streams. If you use ztool/xtool but skip verification, you'll notice that the precompressor does see the streams but just for the fact that it cannot restore them with perfect crc, it just skips all of them. The reason I added skip verification was the fact that if it ever came to a point where one cannot really precompress a game with perfect crc, it should then at least allow you to try to pack a game with different crc but then also allow you to repack it, example of this was DmC: Devil May Cry, also unreal engine game compressed with lzo, I couldn't use xtool to precompress game but used skip verification, the game files were different but the game played from start to finish without crashing plus I managed to save space after repacking it.

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!!!
for Destiny, I think lzna was used on this game just like mk11 (I see a lot of 0x058c headers everywhere), support for lzna is not added at the moment, but I obviously need to confirm this.

Last edited by Razor12911; 21-06-2019 at 18:18.
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  #494  
Old 21-06-2019, 20:45
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Quote:
Originally Posted by KaktoR View Post
Wooh nice.

Thank you!
thanks so much
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  #495  
Old 22-06-2019, 01:55
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Quote:
Originally Posted by Razor12911 View Post
if it's an unreal engine game compressed with lzo then for precompression, you must provide lzopro, standard lzo cannot restore any of the streams. If you use ztool/xtool but skip verification, you'll notice that the precompressor does see the streams but just for the fact that it cannot restore them with perfect crc, it just skips all of them. The reason I added skip verification was the fact that if it ever came to a point where one cannot really precompress a game with perfect crc, it should then at least allow you to try to pack a game with different crc but then also allow you to repack it, example of this was DmC: Devil May Cry, also unreal engine game compressed with lzo, I couldn't use xtool to precompress game but used skip verification, the game files were different but the game played from start to finish without crashing plus I managed to save space after repacking it.

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!!!
for Destiny, I think lzna was used on this game just like mk11 (I see a lot of 0x058c headers everywhere), support for lzna is not added at the moment, but I obviously need to confirm this.
Yeah I used oo2recm for Odyssey and it worked fine (AFR works too but has no stdin support for compression, means temp files are over 250GB in size before srep even starts). With XTool:oodle it was just game size + ~2gb temp file (in task manager xtool just stop working after a certain point just in the beginning, no cpu or ram load, only hdd load for copying).

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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