MPQ archives are containers, much like zip archives. Which compression flag should I use if I also edit the terrain or doodad file? Or does it only matter if I want to keep the w3x file size smaller? This value can not be combined with any other compression method. This is lossy compression and should only be used for compressing WAVE files. This bit can only be combined with MPQ_COMPRESSION_HUFFMANN.
(0x80) Use IMA ADPCM compression for 2-channel (stereo) WAVE files. (0x40) Use IMA ADPCM compression for 1-channel (mono) WAVE files. This bit cannot be combined with MPQ_COMPRESSION_LZMA. This bit cannot be combined with MPQ_COMPRESSION_ZLIB or MPQ_COMPRESSION_LZMA. (0x08) Use Pkware Data Compression Library. This bit cannot be combined with MPQ_COMPRESSION_BZIP2 or MPQ_COMPRESSION_LZMA. This bit can only be combined with MPQ_COMPRESSION_ADPCM_MONO or MPQ_COMPRESSION_ADPCM_STEREO. However, I believe I opted for zero compression.ĭoes it matter what compression flags are used when writing to an MPQ? I notice this Java library uses "int dwCompression = StormLib.MPQ_COMPRESSION_ZLIB " even though the Storm Lib API lists several possible compression flags:
What I also saw is that the MPQ size (w3x) increased from 21 KB to 26 KB, even though I didn't add any new lines to the war3map.j. I was able to replace the war3map.j file by removing it, then adding a new one and then I saw the changes take place in the map I played (I changed the start location by some random offset). I went through the painstaking process of getting the C++ API to work.