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[HD Texture Project] Xenoblade Chronicles (v5.0U - May 17, 2014)
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[HD Texture Project] Xenoblade Chronicles (v5.0U - May 17, 2014)
05-10-2014, 11:08 AM
#1,371
frozenwings Offline
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Thanks for the reupload, Echoes.

Bighead, UI_Misc for now :p

Tephra Cave gets some new areas, unless you already did them. I haven't been there yet.

I'm dumping Bionis' Interior atm. Got about 3 or 4 new fulls sets, minus main menu palette. All submenu. Must have done a good job getting all the IDs last playthrough. Or a good job getting reused IDs earlier. Either way, not a lot of dumps so far. I got a few sets from backtracking, went to every zone and crafted and warped around for a bit (a bit = 8 hours, lol).

I'm going to clear out the interior and go to Tephra, then maybe do one more sweep of the entire game before I knock out Prison Island. Probably finish this run this weekend, but I'm going to be busy again so I'm not sure. My Saturday/Sundays as of late are busier than my weekdays.
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05-10-2014, 11:18 AM
#1,372
Bighead Offline
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I'm pretty sure Flanqer did the new areas in Tephra Cave when he made it. I'm seeing two versions at least. I'm still hoping he pops in here with that Bionis Leg map before I eventually get to it. I would just fix up mine, but there is no fixing it. Being my first map it's shoddy and it's going to require doing every border over again. I'm saving it for last just in case, but if I finish everything else before that then I won't have much a of a choice. To coin an old phrase, time is of the essence.
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05-10-2014, 11:23 AM
#1,373
frozenwings Offline
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Maybe he did, I'll check it out soon.

Your Bionis' Leg map was fine IMO, but I wasn't exactly going everywhere and do tons of quests at the time. I'll be able to pay more attention on my full clear run when I'm not in a hurry to dump all the things.

Time is of the essence? Because we want to get a new pack ASAP, or,to coin an old phrase :p, do you have a hot date?
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05-10-2014, 11:52 AM
#1,374
Bighead Offline
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(05-10-2014, 11:23 AM)frozenwings Wrote: Your Bionis' Leg map was fine IMO
I could probably think up a list of about 20 reasons why it's not fine LOL. I've come too far and my skills and standards have grown way beyond what they were then. To me it doesn't really look like an HD remake, it looks more like a sharper version of the original. Which make sense because it was 100% traced down to the last detail (except for the big ramps), and I didn't use anti-aliasing in the "path strokes" which gives the edges a nice soft fade. But, I can't hate on it too much, it was my training grounds.

And yeah new pack ASAP. All this endless free time could end any day now, so for the next few days I'm going to eat, breathe, sleep, drink, and fart maps until I'm done with them all.
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05-10-2014, 12:04 PM
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frozenwings Offline
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Haha. That's a lot of mapping :p

But, I hear you. I'm in a similar boat, I've been on reduced hours for about a month now and should be getting back to normal soon (maybe even this weekend). That's why I want to get done dumping this run, get up to makna done again (with the gem crafting trick, since I have the mobile crafting thing this time) before too long here. On top of that, we have to merge everything.

Speaking of the merge, how is that script working out so far? The one that searches all subfolders for copies or whatever. Are you going have it just create a log of duplicate files with different file sizes?
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05-10-2014, 12:09 PM
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Kritan Offline
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When I played through Bionis' Leg I wasn't looking for issues, but did notice that after Colony 6, the ship in the pond for the refugees still appeared on the map even though it no longer existed.
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05-10-2014, 12:14 PM (This post was last modified: 05-10-2014, 12:17 PM by Bighead.)
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I still gotta figure out how to do it without eating every last byte of RAM lol. I honestly haven't really worked on it at all outside of comparing two directories, but it currently doesn't work on sub folders. Problem with batch loops is there's no way to decrement values stored in RAM, and even without using any variables it still continues to eat it up, just much slower. RAM is never freed up until the CMD window is closed (very poor microsoft). I have some ideas on some workarounds. Like one would be to have it print the contents of both directories into text docs and compare the values, but this might still get intense when working with that many files. Another would be to have a batch generate external batches and run them. So there's a few things I can try, and when I get to it I'll figure out the most efficient route. Again this is one of those things I wish I knew an actual programming language to accomplish. I can do some simple stuff in java, but I never really got into it enough because I lack the passion for it.

(05-10-2014, 12:09 PM)Kritan Wrote: When I played through Bionis' Leg I wasn't looking for issues, but did notice that after Colony 6, the ship in the pond for the refugees still appeared on the map even though it no longer existed.

Yeah there's nothing I can really do about that unfortunately. I could either put it there permanently or take it out permanently. Maps that have things change the game decides by replacing it with a different map. Some examples of this are..

Tephra Cave - After a certain point it uses new maps for beyond the cave.
Colony 6 - After a certain point the entire map is replaced with a new one.
Galahad Fortress - After the final events the bottom floor is replaced with a darker version.
Mechonis Core - After the boss battle the map is replaced with a version without the ring.

And maps that don't get replaced...
Bionis Leg - Like you mentioned, the ship stays because it does not have a 2nd map.
Makna Forest - After you do the quest to build the bridge, there is no new map to show it.
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05-10-2014, 12:23 PM (This post was last modified: 05-10-2014, 12:39 PM by frozenwings.)
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Yeah, I know how you feel. That sucks about the looping not freeing up the ram each loop, maybe if we weren't working with 80k files :p

Well, Guess we'll just have to do it by hand. Hopefully neither one of us made any mistakes though, going through x amount of duplicates could get messy. Especially if they're in the wrong folders. I just wish there was an easy way to do it.

Edit: There are a couple existing duplicate finding programs, though. I found a free version of this one program. Going to test it out.

Edit: Tried this one out, takes a bit. But I put some mock folders and files in and it caught them all. You can change it to search by name and then change it to 100% match (since we're working with hex, some might be kind of close), it then groups all of the duplicates up in pairs in a window. It could get pretty crazy depending on how many duplicate IDs we get. But it works, just going to take a long time to go through and check to make sure all of duplicate IDs are the same image (or filesize, it lists all the relevant data in the "report" area.. There may be some other settings to mess with, or maybe a better program. But I think it's better than nothing and seems pretty easy to use.

Link:
Spoiler: (Show Spoiler)
http://download.cnet.com/Fast-Duplicate-File-Finder/3000-2248_4-75183786.html
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05-10-2014, 12:37 PM (This post was last modified: 05-10-2014, 12:38 PM by Bighead.)
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I'm not jumping to that conclusion just yet, I still feel like it can be accomplished in some manner. It might take me a few hours to experiment with different tactics but I'm sure it can be done. The 7z CCD script I did used to gobble down RAM, after recompressing about 500 files it would slow down to a crawl and gobble up over 4GB of RAM. Now it can process 10k files, also using a loop in a loop, and eat no more than about 450MB at that point. If I could have avoided the double loop it wouldn't even be half of that.

Worse case scenario, make a copy of both of our folders, strip them down to a single folder with all the files in both, and drag and drop mine onto yours, and scroll through the list of 25k comparisons window haha. Hopefully it won't come to that though.

I also need to do a script that scans a folder and all sub folders for duplicates (just in case we have dupes in different folders). I have a working version, it just has the problem I mentioned about my early 7z script. After about 50k loop iterations all my RAM was consumed and it almost stopped moving completely. I have some ideas for that one as well, but it's been on the back burner to the actual texture stuff.

Edit: Nice, got your edit. If it works, that is one less thing to worry about!
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05-10-2014, 12:54 PM
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frozenwings Offline
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Yeah, I edited it again too. So check out the description up above.

Also, here's a screenshot of what the search results looks like. The UI is pretty clean, I like it. Sorts duplicate files by colored groups, and you can see my quick mockup of folders/files. So it should be a quick matter of making sure each of the colored groups have the same file size. It might take a bit manually scrolling through it (depending how many dupes we have), but I don't think it would be too bad. Just boring work really. While you look through, you could even make sure each duplicate file is in the same named directory since we pretty much use the same ones now.

I blocked out my user name since it's my real name :p. Don't want random stuff floating around on the internet with my name on it.

Spoiler: (Show Spoiler)
[Image: 1o973r.png]
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