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Masquerade
25-03-2026, 06:51
Good evening, i'd like to know how I can compress big files (for example .ucas files in "Banishers Ghosts of New Eden") into several .bin files. I mean: if I try to compress "Banishers Ghosts of New Eden" with LOLZ parameters like ldl5, my RAM (32 GB) will overflow because ldl5 file uses an increasing amount of RAM till overflow! Can I split compressed .ucas files into ucas1.bin, ucas2.bin, ecc instead of a unique ucas.bin file?
Is it a matter of DiskSpan options or anything else?
Lolz memory management is easy, I made repacks on 16GB back in the day before upgrading to 64GB.
Use a smaller dictionary size and be aware of the -tt parameter. Increase your fba to 4096 if needs be. Use fewer threads if needs be.
https://krinkels.org/resources/lolz.264/<-- translate the page to learn all the parameters
Dragonis40
25-03-2026, 10:03
First of all, thanks to KaktoR and Masquerade for replying me. The combination of parameters I use is as follow:
lolz:dtb1:d512m:mtb96:ldl5:mc1023
It's a very compressing combination, but when I try to compress .archive files in Cyberpunk, .ucas files in Banishers, or .bdt files in Armored Core VI (for example), it overflows my RAM.
So i'm forced to use the following combination:
lolz:dtb1:d512m:mtt1:mc1023
It compresses less then the first, but the pro is no problem with RAM overflow.
Is there a more compressing combination then the second with a constant use of RAM?
Masquerade
25-03-2026, 11:30
^^
d128m fba4096
You will get lesser compression but better ram usage.
Dragonis40
25-03-2026, 12:19
^^
d128m fba4096
You will get lesser compression but better ram usage.
You mean lolz:d128m:fba4096? that's it?
From my "modest" compression experiments, I have concluded that with a given dictionary size "ex: d128m" and running on 1(!) thread, the occurrence of a given event, in this case RAM exhaustion, may also depend on how compressible and large the given dataset is.
For example, with TS12:
*.JA files, we are talking about nearly 9GB, with 16GB RAM, it can be compressed even with d1024. (~uses 12GB or more)
MSTS:
In the case of *.ACE files, if you get a total size of over 25GB even after the "xZLib+srep" phase, because we have so much starting data, then... (a lot of extra tracks, textures, compared to the 2CD release)
d128-d160, the safe limit, up to 25GB. Around 28-30GB, it's already a lot, here with d192, already at about the 80% stage, you'll run out of memory. (What's nice? After a 32-40 hour process.) If we have less data, the dictionary can be larger. This is probably due to too many matching results. After SREP, LDMF can find up to 1 million matches or even more in this example.
Example (test after xZLib+srep, With 8GB RAM from older times):
LOLZ v22c4b / LDMF1 / lolz:dt:dtb1:d160m:fba4096:mc1023:tt16:mtt0:mt1:ld mf1:ldc0:ldl5
100.00% ldmf dec_mem=0m 37:45:22
thread 0 : w/o manager mem_usage = 239941 kb, manager mem_usage = 49726 kb
alloc mem = 73728 kb, stat compr_size = 2934533
matches num = 1322053, additional mem overhead = 28329 kb
o1 model : 1'182'372 kb
raw graphic model 8 bit : 7'706'602 kb
raw graphic model 16 bit : 52'900 kb
raw graphic model 24 bit : 16'728 kb
raw graphic model 32 bit : 68'208 kb
dxt1 model : 1'275'819 kb
dxt3 model : 292 kb
dxt5 model : 302 kb
o1 model pos mod 2 : 99'564 kb
o1 model pos mod 4 : 61'374 kb
o1 model pos mod 8 : 562'345 kb
o1 model pos mod 16 : 76'373 kb
total size : 11'102'884 kb
total decode mem usage = 183mb
100.0%
Errorlevel=0
Compressed 1 file, 11,369,353,897 => 3,074,609,947 bytes. Ratio 27.04%
Compression time: cpu 38.00 sec/real 136505.89 sec = 0%. Speed 0.08 mB/s
All OK
Tech infos: ~9.5GB *.ACE file -> xZlib out: ~28GB -> srep out: ~10.6GB.
In the above case, instead of breaking up the files separately, a much better solution is to use multiple solid blocks, as in FreeArc. For such 100+ GB monsters, let's use solid blocks of say 15-25GB during packaging, if we force the use of the given dictionary size/compression configuration, we do not make concessions. In the above MSTS, 25GB example, the solid block was fragmented precisely because of the 100k file limit, so I was able to avoid the possibility of running out of memory.
Has anyone seen "bc5" DDS texture info after packaging? And what could these be: "float0, float1....4" ??
Masquerade
26-03-2026, 11:04
You mean lolz:d128m:fba4096? that's it?
Well, all detections on too. Been a while since I last used lolz :p
Updated DiskSpan GUI to v2.0.2.4 in the first post.
- Changed the key responsible for informalizing the checksum algorithm within "Records.ini" in the sections intended for the hash file.
>> Previously the key used was Size=, but from now on there is a new key Algo= for this functionality.
- Added new functionality to DiskSpan GUI that allows generating a hash of the "Data#.bin" file for possible integrity checks of binary files before installation.
>> The new keys that will store these values in "Records.ini" will be Hash= for the hexadecimal value and Algo= for the algorithm type if it is an algorithm not supported in auto mode.
- Added more oodle libraries to oodle libraries collection.
- Added compressor descriptions on selection checklist.
- Added final compressor BZip3 to final methods group.
- Fixed some bugs in DiskSpan GUI database methods.
- Fixed user cancellation error displayed in patch creation mode after canceling and restarting patch creation.
- Updated key list for Unreal Engine games (with some news keys).
- Updated 7-Zip compressor from v24.09 to v26.00 (2026-02-12).
- Updated LZMA SDK compressor from v24.09 to v26.00, (2026-02-12).
- Updated UnRAR.exe/UnRAR.dll decompressor from v7.11 to v7.20 (DLL 7.20.100.1861) (2026.02.04).
>> The UnRAR.exe x86 (32-bit) version has been discontinued by the developer and will remain at v7.01.0.
>> The UnRAR.exe x64 (64-bit) version has been updated to v7.20.0.
- Updated XTool precompressor from v0.8.9 to v0.9.2 (only x64 version)
- Updated oodlle library oo2mtc.dll (oo2core_9_win64_2.dll v2.9.12) on oo2mtc method.
- Updated "EA Frostbite Engine" plugin to work "bf6" method (clone of the "nfsub").
- Updated DiskSpan GUI database to version 1.1.0.1 (Thanks to KaktoR) (Don't wait for other database updates).
>> Now with 554 game presets and 35 collection presets (64-bits).
>> Now with 37 game presets and 8 collection presets (32-bits).
Hello! I was wondering if there are any plans to update DiskSpan GUI to support the latest XTool precompressor v0.9.5? It was released on March 21, 2026 — see: https://fileforums.com/showthread.php?t=102832&page=48
The released xtool version has some bugs. Internal version 0.9.6 already exists and is in testing.
However even DSG has still some bugs which are adressed at the moment.
You can just replace xtool.exe in DSG with the new version if you like. No need to update DSG just for that.
DSG modules updated on first post.
Download and replace in DSG folder.
- Fixed bugs in DSG module.
Razer-785
05-06-2026, 12:25
Hello the setting "File type *.bat|.exe* to run before compress this data file" is it possible to run the file in the directory that you select before you compress the data.
Thanks.
I think there is no need.
You have the !GameDir! constant which you can use for tasks.
Razer-785
05-06-2026, 12:36
I think there is no need.
You have the !GameDir! constant which you can use for tasks.
How can i use that in a batch file?
Depends on what you want to do within game folder
Razer-785
05-06-2026, 12:51
Depends on what you want to do within game folder
I want to run RapidCRC to make file hash's of the files inside the folder of the game before the compression and i want to make file checksums of the "BINS" after compression because XHashEx is to slow.
Does rapidcrc have a command line? If not then it's not possible. Not because of DSG, but because of rapidcrc.
Edit: It has a command line, but I just figured out for hash checking, not for create hash files.
rapidcrc.exe "test.md5"
So it is useless in your case if it can't make hash files.
Razer-785
05-06-2026, 13:16
Does rapidcrc have a command line? If not then it's not possible. Not because of DSG, but because of rapidcrc.
Edit: It has a command line, but I just figured out for hash checking, not for create hash files.
rapidcrc.exe "test.md5"
So it is useless in your case if it can't make hash files.
Never mind i fixed it thanks KaktoR
Never mind i fixed it thanks KaktoR
Try use rhash (https://sourceforge.net/projects/rhash/files/rhash/1.4.6/).
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