Help on 7z

Help on 7z

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Help on 7z

Post by VonGratz »

Ive intended to test some units of my mod in the UH changing the files,but the packed version not appear in the mod list!
Can someone help me about the configuration of 7z??
Im utilizing the following:

Format 7z
Compression level ultra
Compression method LZMA
dictionary size 32MB
word size 64
NOT solid


Thanks in advance
VonGratz :wink:
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Strickly speaking the mod will appear int he mod list when a file called "modinfo.tdf" is in the root of the sd7.
With the value:

[MOD]
{
Name=This is a example mod;
Description=EXaMod;
URL=http://www.clan-sy.com/;

ModType=1;

NumDependencies=3;
Depend0=springcontent.sdz;
Depend1=otacontent.sdz;
Depend2=tatextures.sdz;
}

And the sd7 (or sdz) are just zipped directories right?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Image

^ is the correct 7-zip options.

Zenkas post is also correct, except that you dont NEED all those dependancys, only the springcontent.sdz
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

compression on Ultra works just fine!! and saves those exta bytes
alphagamma
Posts: 3
Joined: 10 Apr 2006, 12:31

Post by alphagamma »

For me this is the best combination of switches for 7-Zip when compressing maps:
C:\"Program Files"\7-Zip\7z.exe a -r -mx9 -ms=e -mfb=273 -mlc=8 -mpb=3 map.sd7 mapfiles\*

You can also include those last 2 parameters in the GUI in the parameter box as follows:
lc=8 pb=3
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

NOiZE wrote:compression on Ultra works just fine!! and saves those exta bytes
yeah, nothing wrong with Ultra, but if you keep it down to Maximum you save more CPU time, and the extra size is negligible (in my opinion anyway, there is no truly "correct" compression setting)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Seems to me that he simply doesn't realize that you have to rename 7z to sd7
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

FizWizz wrote:
NOiZE wrote:compression on Ultra works just fine!! and saves those exta bytes
yeah, nothing wrong with Ultra, but if you keep it down to Maximum you save more CPU time, and the extra size is negligible (in my opinion anyway, there is no truly "correct" compression setting)
The Cpu time saved is negligible imo :-)
alphagamma
Posts: 3
Joined: 10 Apr 2006, 12:31

Post by alphagamma »

try adding "lc=8 pb=3" in the parameter box, then you get a gain with no cpu nor memory increase.
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

OMG...I dont know really what I will do to this work well..Ive packed the same UH13 with modifications utilizing the picture parameters above and the Spring still not reconizes the file!!I only changed the ship transport files getting back to the oolde OTAs because AIs produce a lot of these units as they are armed instead of destroyers or something like that.
Help!!!!! :(
VonGratz
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

NOiZE wrote:
FizWizz wrote:
NOiZE wrote:compression on Ultra works just fine!! and saves those exta bytes
yeah, nothing wrong with Ultra, but if you keep it down to Maximum you save more CPU time, and the extra size is negligible (in my opinion anyway, there is no truly "correct" compression setting)
The Cpu time saved is negligible imo :-)
I don't think so. If you increase decompression time by 100% (compression time by 500%) to save size by 5%, it's not worth it.
Of course, that depends on the computer, and I have a sucky one. :-) Spring already uses tiling, a form of compression, so some maps don't compress that much.
It's useful to be able to browse the maps in the battle screen without having to wait long for the minimap to uncompress.
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