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Fast Files Linker
acts contains a fast file linker, on the supported games, it allows linking different kind of assets into a fastfile.
The tool has the name fastfilelinker
. The syntax is
acts fastfilelinker <path/to/file.zone>
To configure the linker, a .zone file is required. I tried to use the similar syntax as OpenAssetTools, which is close to the Black Ops 3 mod tool syntax.
We will use the example of Black Ops 4.
When a line starts by >
, it means it contains a config. For the first line game
is the config name and bo4
its value.
The comments are defined by //
or /* ... */
.
Otherwise if a line isn't blank, it is considered as an asset description with the format type,name
.
Here base configs to use to start
demo.zone
>game=bo4 // the game to use
>name=demo // fastfile name
>compression=zlib // compression type, by default no compression is used
All the available are defined here:
-
game
- Target game -
name
- Name of the created fast file -
compression
- Compression format, needs to be supported by the game, values:-
none
- no compression (default) -
zlib
- zlib -
zlib_hc
- zlib with high compression -
lz4
- lz4 -
lz4_hc
- lz4 with high compression -
oodle_kraken
- oodle kraken (Only for >bo4 games, requires the oodle dll in the deps) -
oodle_mermaid
- oodle mermaid (Only for >bo4 games, requires the oodle dll in the deps) -
oodle_selkie
- oodle selkie (Only for >bo4 games, requires the oodle dll in the deps) -
oodle_lzna
- oodle lzna (deprecated by oodle) (Only for >bo4 games, requires the oodle dll in the deps)
-
-
compression.high
- Try to compress the data as much as possible (might be slower), ignored for _hc compression. values:true
,false
, default:false
-
gsc.opModTool
- use mod tool opcodes, default true -
gsc.gendbg
- generate script preprocessor file, default false -
gsc.dev
- generate script debug file, default false -
gsc.noDevCallInline
- do not inline the devcalls into/# #/
, default false -
gsc.devBlockAsComment
- use dev blocks/# #/
as comment markers, default false -
gsc.defs
- Defines used by the gsc preprocessor, coma separatedname(=value)?
-
lua.defs
- Defines used by the gsc preprocessor, coma separatedname(=value)?
To add an asset, use the type and then the name, if the asset is supported, it'll be added to the fastfile.
For example with a script.
demo.zone
scriptparsetree,scripts/core_common/acts/demo.gsc
For supported games, a !
can be added before the script name to force its loading.
demo.zone
scriptparsetree,!scripts/core_common/acts/demo_forced.gsc