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[SOLVED] Invalid Zip no matter what is changed.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Deleted member 445614, Sep 2, 2021.

  1. Deleted member 445614

    Deleted member 445614
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    Guest

    Zipping up a map mod, doing it the same way I have many many times, yet this time it is invalid. Entirely rebuild the mod structure and replace everything from a new blank map archive, invalid.

    I am using Deflate, not LZMA/LZMA2/Deflate64/etc. Any ideas lol??

    Unpacked it works totally fine.
     
  2. AgentMooshroom5

    AgentMooshroom5
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    Joined:
    Oct 29, 2017
    Messages:
    1,078
    The game doesn't support any zips that are over 4gb (as discovered by bob blunderton), knowing your past projects i assume that could be the culprit. If that is the case there doesn't seem to be any workarounds at the moment except for keeping the mod unpacked or extracted in documents. I believe this stems from old windows handling of 4gb+ files and affects other programs (i know quickbms has a separate version for 4gb+ files, i presume for similar reasons) so I doubt it'll be fixed somewhere in the future.
    If it's not that though I have no clue, beamng usually manages to load pretty much any dodgy file comrpession you could imagine from my experiences
     
  3. Deleted member 445614

    Deleted member 445614
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    Guest

    Alrightyyy then, yeah my newest project is 8.95GB. Thanks for the help!

    If they didn't just support Deflate they could work around that issue I believe as its only legacy zip methods that hold this limitation.
     
    • Like Like x 1
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