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Ended up partially vibecoding up a similar project to compete with CompactGUI in Python, only to be guided to this project a few months ago. Even the name is similar... Great minds think alike I guess, but I'm kinda heartbroken.
As I see it, some things are sorely missing, both from Compactor and CompactGUI:
- dry-runs with enthropy analysis to correctly estimate how much free space can be gained with compressing, without actually making any changes to the files (checking file types only is a crutch, and CompactGUI's database can only do so much, and it hardly works outside of select Steam games)
- picking a compressibility threshold, to only compress files that are compressible by XX% instead of compressing everything, especially if it doesn't compress well, like many gigabytes of Chromium/Electron cache files (the horror)
- picking and choosing the right algorithm depending on file size (LZX isn't useful for files smaller than 256-512KB, XPRESS16K not useful for files under 64KB and so on)
- toggling resource-intensive LZX on/off based on how slow the CPU is, so that some beginner users who don't know what to choose don't shoot their already slow CPUs and Windows installations in the foot (best to pair it with the prior point above)
- HDD fragmentation safeguards
- a button or at least a tip to compress Windows with
compact.exe /compactos:alwaysfor the more desperate folks running on small SSDs
Also, internationalisation could be helpful. And a 1-click run to quickly compress certain directories, once dry-runs are implemented (so as not to accidentally compress the Steam directory full of already compressed games).
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