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Compressing Mods - Printable Version

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+---- Thread: Compressing Mods (/showthread.php?tid=70200)



Compressing Mods - agracier - 28.05.2010

The new mod packs, UP or HSFX do a great job compressing mods into sfs files and so speed up loading the game considerably.

But after a while, with all the new mods, aircraft variants, ships, objects, maps and what not that are here to choose from, once again the old MODS folder fills up at an alarming/satisfactory rate and game loading times climb back up into minutes, often time enough to go make a cup of tea while waiting for the game to load.

Now i know that there can't be a new set of sfs files made for every mod that comes out, but here is a question that I am wondering about:

We already have an sfs extractor utility, which extracts files that have been compiled into sfs files.

Is it possible to have an sfs compiler utility that would allow gamers to individually add mods to (new) sfs files to allow for faster loading?

I realize that something like this won't do standardization of the game any good, but on the other hand, since virtually everyone personalizes their game anyway, what would be the difference in placing new mods into the MODS folder or into an sfs file?

Or is making sfs files more complicated than just 'zipping' them into a game related format?


- Storebror - 28.05.2010

Let's sort this a bit...

First of all HSFX solely does the SFS repacking at the moment.
UP doesn't have access to the SFS tools, they're using the "files" folder, which again is nothing else than the "mods" folder from the packing's perspective.
Even TD didn't have access to the SFS tools until recently, there's been a serious risk for patch 4.10 to come out as a "files" folder pack until MG/1C decided to give TD access to the SFS tools, see here: http://forum.1cpublishing.eu/showthread.php?t=12568

General speaking it's technically possible to do SFS compression, like it has been done with the SFS decompression already.
Generating an SFS file isn't much more difficult than decompressing it, too - you'll have to have the right tools and you have to provide some kind of "index" (the filelist.txt of the sfs extractor).
Things start becoming tricky when you're about to integrate this into the game. The main reason is the behaviour of overwriting classes, functions, properties, files etc. SFS comes first, will be overwritten by the contents of the "files" folder, which in turn will be overwritten by the contents of the "mods" folder.
This can leave you decompiling, splitting and recompiling a lot of stuff you never wanted to touch before.
Then again when you managed to do the technical part, you should hopefully be safe on the license side. SFS tools aren't royalty free, if you're using them, you have to pay for it.
"Qtim", the guy who did the SFS extractor, hopefully owns a valid license for that type of work.
Anyone else who'd like to provide some useful tools for SFS file handling should do so as well.

Last but not least you already mentioned the unification issues.
I'm just guessing but it wouldn't make me wonder if for instance crt=2 wouldn't care for SFS files since they're somewhat "fixed" at the moment anyway. Now imagine someone could easily modify their contents... goodbye online gameplay.

Bottom line: Technically possible, but too dangerous.

Best regards - Mike


- mkubani - 28.05.2010

Quote: there's been a serious risk for patch 4.10 to come out as a "files" folder

Sorry, but not true at all. It was never considered to be released outside SFS structure. Please state when you are making assumptions.

BTW, the primary objective of SFS was a security and protection of the original files. And it did the job quite well for many years. It was not just a compression "utility" for the game.


- agracier - 28.05.2010

Well all of the above info is interesting if you wish to know more about the ins and outs of policy and other corporate ways of working and all that ...

But essentially all I really wanted to know was if there was a way of getting the game to load faster, while still being able to add mods a la carte, and without having to wait for new modpacks to appear, which in any case do not contain anywhere near the number of interesting and useful mods which are available to begin with ...

If the answer is 'no', well then too bad for me ... but that's ok too ... it was just a question I had on my mind ...


- Fisneaky - 28.05.2010

I kept my original sound mod with a lot of WIP on USB HD. It used to take around 6 minutes to load and would time out in hyperlobby. It now takes no longer (perceptibly) than stock or HSFX.

Why ?

3.00 Ghz dual core + 4 Gb ram.


- agracier - 28.05.2010

Fisneaky Wrote:I kept my original sound mod with a lot of WIP on USB HD. It used to take around 6 minutes to load and would time out in hyperlobby. It now takes no longer (perceptibly) than stock or HSFX.
Why ?
3.00 Ghz dual core + 4 Gb ram.


Well, it's not that for sure, since i run on a quadcore with as much ram. I've just watched the game take longer and longer to load after adding mods ... it's not with each single mod of course, but over time it does become very noticeable. I now have 154 mod folders in my MODS folder ... a month or 2 ago it was only around 130 mod folders, and that made a noticeable difference.

I've often wondered if the extra loading time has anything to do with the size of the mods themselves, or if it is simply a function of the number.

The same goes for maps. Do the number or size of maps affect loading time? I once moved some 2gigs worth of textures to another location, but that didn't seem to affect loading time though.


- Blumax - 28.05.2010

agracier Wrote:
Fisneaky Wrote:I kept my original sound mod with a lot of WIP on USB HD. It used to take around 6 minutes to load and would time out in hyperlobby. It now takes no longer (perceptibly) than stock or HSFX.
Why ?
3.00 Ghz dual core + 4 Gb ram.


Well, it's not that for sure, since i run on a quadcore with as much ram. I've just watched the game take longer and longer to load after adding mods ... it's not with each single mod of course, but over time it does become very noticeable. I now have 154 mod folders in my MODS folder ... a month or 2 ago it was only around 130 mod folders, and that made a noticeable difference.

I've often wondered if the extra loading time has anything to do with the size of the mods themselves, or if it is simply a function of the number.

The same goes for maps. Do the number or size of maps affect loading time? I once moved some 2gigs worth of textures to another location, but that didn't seem to affect loading time though.


I agree! i,m running a duel core with 4gbs ram and am basicaly finding the same, i've even been cleaning out the closet to try and increase loading times but i think that in the end its the price we have to pay for heavily modded games (and mine is heavily modded) when all is said and done i would sooner pay that price rather than lose some of the mods as i've got my game looking just lovely.


- Fisneaky - 28.05.2010

Fair enough , I've not added anything to my original (USB drive) installl since upgrading.

That weighs in at 25Gb, 11Gb of which are ac skins


- Storebror - 28.05.2010

mkubani Wrote:
Quote: there's been a serious risk for patch 4.10 to come out as a "files" folder
Sorry, but not true at all. It was never considered to be released outside SFS structure.
You're right - sorry, my fault. The patch would, of course, have been released in SFS format, the only change which has been applied lately was to shift the compression job from MG/1C to TD.

Best regards - Mike


Re: Compressing Mods - Guest - 28.05.2010

agracier Wrote:..... I realize that something like this won't do standardization of the game any good, but on the other hand, since virtually everyone personalizes their game anyway ....

I disagree .. I think with all the variety and switching ability in UP 2.01, few are adding much in the way of additional mods, at least for online play .. there is SO much to play with and so much variety, I don't see the point of additional *seperate* mods, that aren't quality checked enough to make it into UP .. and I can wait for new stuff to be included down the line


- kapteeni - 29.05.2010

All the modded games have similiar issues....
I think that only solution really is make choices. You don't need have all the mods available.
Both modpacks HSFX and UP have done good job.
As a mapmaker i must kee pat least 3 different versions to avoid conflicts.
I have 1 version with testing and having fun with all the mods and new maps.
UP and HSFX with only few mods.
AND Vanilla 4.09m if something goes wrong and i had to re install.
My advise is:
keep at leat 2 versions.
1 for testing, which can take for ever to open and one for strictly playing. Easier said than done, i know... 8)
OK! enough talking. Gotta reinstall :oops:
kap
PS Remember Backups :evil: