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  #346  
Old 03-06-2021, 09:16
ScOOt3r ScOOt3r is offline
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Thank you Razor12911, thanks for the breakdown

I will edit my arc.ini file and correct that.

cheers
ScOOt3r
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  #347  
Old 05-06-2021, 16:47
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Update available

Changes

- minor bug fixes

Changes between 0.3.13 to 0.3.15

Code:
  ES_R15 (0.3.15)
  - converted library support to unicode (don't know why I used ansi in the first place)
  - added library support functions
  - added rc4 encryption support

  ES_R14 (0.3.14)
  - fixed library support bug
  - updated library structure
Hotfix uploaded
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  #348  
Old 06-06-2021, 02:26
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Quote:
Originally Posted by Razor12911 View Post
Update available

Changes

- added rc4 encryption support
Hi. Which game is using rc4 encryption? So we can do some test. Thanks.
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  #349  
Old 06-06-2021, 12:42
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Update available

Changes

- fixed multi-threading bug

Quote:
Originally Posted by L0v3craft View Post
Hi. Which game is using rc4 encryption? So we can do some test. Thanks.
There is madness plugin I was busy with earlier to add support to games that use the Madness game engine. (Project Cars series/Automobilista 2)

I only have a few samples of Automobilista 2 and it seems to work there, but I was more interested in the first project cars game.
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  #350  
Old 06-06-2021, 23:55
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@Razor12911

any benefit from adding embedded deduplication feature (--dedup) [makes temps during encoding] ???
game like gta v it unpack to xtool.vm then just copy to arc $$$ while using all ram and ssd write cycle...

so is it better to disable --dedup ???
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  #351  
Old 07-06-2021, 22:45
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Update available

Changes

- fixed depth bug
- fixed library plugin bugs

@doofoo24
I'll look into the issue but you can use xtool without deduplication, someone has already made comments regarding xtool's memory hungry behaviour when using the feature as this is not supposed to happen.
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  #352  
Old 08-06-2021, 20:10
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@Razor12911
does xtool 0.3.18 work with mass effect legendary ?
only xtool in New folder (7) work "packcmd = xtool.exe precomp -mue3:m2 -t100p - - <stdin> <stdout>" ...
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  #353  
Old 08-06-2021, 22:48
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Yes it works but you need the unreal plugin and oodle library from the game.
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  #354  
Old 09-06-2021, 04:24
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Quote:
Originally Posted by doofoo24 View Post
@Razor12911
does xtool 0.3.18 work with mass effect legendary ?
only xtool in New folder (7) work "packcmd = xtool.exe precomp -mue3:m2 -t100p - - <stdin> <stdout>" ...
ME2 Textures7.tfc
Quote:
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 519,052,402 => 1,490,583,040 bytes. Ratio 287.17%
Compression time: cpu 0.56 sec/real 16.36 sec = 3%. Speed 31.72 mB/s
All OK
Quote:
Tested 1 file, 1,490,583,040 => 519,052,402 bytes. Ratio 287.17%
Testing time: cpu 0.47 sec/real 13.01 sec = 4%. Speed 39.90 mB/s
All OK
XTool v0.3.18 + UE-Plugin R5
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  #355  
Old 09-06-2021, 06:47
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yea my mistake i used unreal.dll from "New folder (7)" with xtool 0.3.18 having the same size as unreal.dll from R5 i thought both the same ...

so i compress all of mass effect 1+2+3 super fast during install on r9 5950x... around 9min install 71gb without bik...

xtool set to 100p but most of the time around 60% during install unlike during compress xtool was using all 32 thread so i guess there is bottelneck lolz or srep ?

to test it i need to use only xtool to see if it can use 32 thread in decode...

Last edited by doofoo24; 09-06-2021 at 14:56.
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  #356  
Old 10-06-2021, 01:15
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Is there any way you can pass ue3:m2 command line parameters to arc.exe with "standard" arc.ini provided with xtool?

Code:
[External compressor:xtool]
header    = 0
packcmd   = xtool.exe precomp { -moption} -t100p --dbase --dedup - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t100p - - <stdin> <stdout>
Should be -mxtool:ue3:m2 with arc.exe in .bat, but it is not working...
When I modify arc.ini packcmd to xtool.exe precomp -mue3:m2 .... it is working ok, but with { -moption} it fails.
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  #357  
Old 10-06-2021, 21:07
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@infovs

-mxtool:ue3,m2
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  #358  
Old 14-06-2021, 00:14
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Update available

Changes

- updated lzo codec
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  #359  
Old 14-06-2021, 14:14
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Is there anyway to analyse a file to see which version of LZ4 it was compressed with?

I have a few unity asset bundles, 506MB worth. When decompressed using Asset Bundle Extractor, they decompress to 2.78GB.

If I try to throw these into XTool, it will make an archive of 693MB (~136% ratio). I get the same whether I use the 2017 lz4 dll, 2018 (v1.8.1.2 / v1.8.2) lz4 dll or the latest dll from Nov 2020.

https://1fichier.com/?hcsaopws7sfrktfka4z2

Here's the sample
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  #360  
Old 15-06-2021, 08:36
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Here's some more info on that unity sample I shared above:

Code:
  Compressing 4_trialislands_scenes_4d_bunker.unity.bundle
Compressing 42,742,931 bytes with "xtool.exe" precomp -munity -c512mb -t100p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
  XTool is created by Razor12911

Streams: 1509/8732732
Time: 00:00:30 (00:06:28)
Memory: 317 MB (317 MB)
Memory: 128 MB (128 MB)
  8%
Errorlevel=0
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