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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?

kj911
25-03-2026, 15:00
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

LILU
02-04-2026, 03:33
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

KaktoR
02-04-2026, 03:42
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.

Cesar82
05-04-2026, 13:12
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.

KaktoR
05-06-2026, 12:32
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?

KaktoR
05-06-2026, 12:42
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.

KaktoR
05-06-2026, 12:58
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

Cesar82
05-06-2026, 18:30
Never mind i fixed it thanks KaktoR
Try use rhash (https://sourceforge.net/projects/rhash/files/rhash/1.4.6/).

GybEMHPj4XAp3Cu
28-06-2026, 19:22
I have inno setup 6.7.3 and none of the scripts are compiling lmao
I tried with CODEX Installer Script , I didn't edit the script and it's not compiling?

File:C:\Users\PC\Desktop\Codex (Remake)(final)\Include\DSG\DSG_Module.iss
line 887:
Column 42:
Invalid number of parameters.

Cesar82
28-06-2026, 19:53
I have inno setup 6.7.3 and none of the scripts are compiling lmao
I tried with CODEX Installer Script , I didn't edit the script and it's not compiling?

File:C:\Users\PC\Desktop\Codex (Remake)(final)\Include\DSG\DSG_Module.iss
line 887:
Column 42:
Invalid number of parameters.
The latest versions of Inno Setup now use parameters in the "CreateCustomForm" function.
Therefore, please use Inno Setup v6.60 or an older version until the CODEX remake installer script is updated (I recommend Inno Setup 6.05 repacked (https://fileforums.com/showpost.php?p=492988&postcount=4)).
The new DSG modules are compatible with the latest versions of Inno Setup, but the CODEX remake script will require adjustments to utilize this new module.

GybEMHPj4XAp3Cu
28-06-2026, 22:09
I need some help. Let's say I have the original game in ISO format from CODEX. I install the game in a folder on my desktop(example :Outlast 2) and now I have all the game files. Then I update those files so the game is fully up to date. After that, I repack everything using DiskSpan GUI, compile an installer with Autoruns.ini, and create a new ISO with DiskSpan GUI. Would that work, or not? Because I feel like i'm missing something.

KaktoR
29-06-2026, 00:14
That's how it works.

You can even use Diskspan_GUI.exe to extract the files if you don't want an installer.

Cesar82
05-07-2026, 14:45
Updated compatible installers Black Box Script (BBS) and CODEX Installer Script (CIS) on post #3 (https://fileforums.com/showpost.php?p=492987&postcount=3)

wareck
01-09-2026, 09:46
hello
I changed these lines in DSG_Methods.ini for addex :

[OrderRules.CATEGORY]
...
IndexOf=ADDEX; RuleTo: Level=1;


this makes addex run before final compressor

Registered55
02-09-2026, 17:56
Hello everyone,

I'm trying to create a hands-off, batch-mode workflow for a significant collection of PS3 ISOs. While I discovered the CHD format years ago, I've only recently fallen down the rabbit hole of modern advanced compression methods. Over the last week, I’ve been developing a PowerShell v7 script designed to scan a directory, intelligently group/move similar multi-region ISOs into their own folders (e.g., Bejeweled 3 [BLES01601] [BLUS30865]), and process them. I quickly found that tools like SREP are remarkably effective here due to the highly repeated assets found in multi-language regional releases.

However, despite my script coming along nicely, I hit a massive wall. No matter what profile or options I tried in Mini Compressor, I could never get a clean, error-free extraction of the PS3 ISO Afrika (BLUS30399). After testing almost every profile (including mxx) on a clean installation, the extraction failures were always predictable rather than random—breaking at specific offsets depending on the settings. It became clear that Mini Compressor just doesn't agree with that specific image format.

Fortunately, after searching the forum, I discovered DiskSpan 2, and every profile I've tested on it works completely out of the box with zero extraction errors.

The New Dilemma: Batch Processing & Cryptic CLI Commands
Now I’m facing a structural hurdle. As great as DiskSpan 2's GUI is, it is built around a single-task-at-a-time workflow, and I can't find a native batch-processing mode.

Because my end goal is to automate this entirely through my PowerShell script, I've been trying to inspect the underlying commands. However, snippets like these are proving quite cryptic to decipher:

commands that i have found from my investigation for example ""C:\WINDOWS\system32\cmd.exe" /C ""C:\Diskpan2\Resources\Win32\Arc.exe" create -ep1 -r -s; -w"C:\Diskpan2\Resources\Win32\TEMP" -m"3" -dp"C:\Diskpan2\Resources\Win32\TEMP\is-H93M2" "E:\Diskpan2\Setup.dll""

and "C:\WINDOWS\system32\cmd.exe" /C "(@echo off)&((if exist "C:\Diskpan2\Resources\Win32\OTHERS\SREP\srep.exe" del /F /S /Q "C:\Diskpan2\Resources\Win32\OTHERS\SREP\srep.exe" >nul))"

Could anyone kindly give me some insights or point me in the right direction on how best to approach automating DiskSpan 2's underlying engine (or FreeArc/external toolchains) to achieve a seamless, automated batch loop for subfolders? Any advice on mapping these command structures or utilizing headless execution would be hugely appreciated!

KaktoR
02-09-2026, 21:27
If you only want to use srep without anything else, I suggest to use ADDeX (https://fileforums.com/showthread.php?t=107269) instead.
Batch cmd could be as follow

To encode the file you can use this (check out other options aswell)
ADDeX.exe -m1 "input.iso" "input.output"

To decode the file to it's original state you can use this
ADDeX.exe -d "input.output" "input.original"

This way you only need the tool itself without any other files, installers and such.

Edit:
Example Windows 11 ISO

ADDeX.exe -m1 "Win.11.AiO.28000.1719.iso" "Win.11.AiO.28000.1719.output"

ADDeX -m1 done: 100% matches=28518
Compressed -m1 7737972736 -> 6191517568 (80%) in 80,99 s
Estimated peak decompression RAM: 852 MB

ADDeX.exe -d "Win.11.AiO.28000.1719.output" "Win.11.AiO.28000.1719.original"
https://i.imgur.com/C3rYVwi.png

KaktoR
25-09-2026, 11:28
Consider this as BETA version please.

DiskSpan_GUI 2.0.2.5 [2026.09.25]
- Changed packJPG v2.5k (22/01/2016) by Matthias Stirner to packJPG Multi-threaded v5.0f (2026-08-25) by Yade Bravo.
- Changed packMP3 v1.0g (22/1/2016) by Matthias Stirner to packMP3 Multi-threaded v3.0f (08/22/2026) by Yade Bravo.
- Changed methods names:
>> from "rz_stdio" and "razor_stdio" to "rz_stdio_razor" and "razor_stdio_razor".
>> from "razor_stdio_pmt to "razor_pmt"
- Added new "balrogg" lossless Vorbis/Opus recompressor by Kamila Szewczyk (iczelia).
>> balrogg now uses 90% of available cpu threads if you use method name "BALROGG"
>> You can change level like "BALROGG:1..9 (btw oggre is somewhere between level 1 and 2).
- Added new "ADDeX" deduplication engine (similar to SREP) by panker1992.
>> Uses cls-addex for decoding files.
- Added new razor stdio methods: "rz_stdio_symm" and "razor_stdio_symm".
- Added "wem(un)pak" tools to pack/unpack WEM files.
- Added more oodle libraries to oodle libraries collection (Thanks to KaktoR).
- Added new "Kaktor's" plugins for XTool.
* LEGO Star Wars - The Skywalker Saga
* WWE 2K19
- Updated BZip3 compressor from v1.5.2 to v1.5.3
>> Uses now cls-bzip3 for decoding files.
- Updated 7-Zip compressor from v26.00 to v26.03 (2026-09-03).
- Updated LZMA SDK compressor from v26.00 to v26.03 (2026-09-03).
- Updated XTool precompressor from v0.9.2 to v0.9.9 (only x64 version).
>> fast-lzma2 is now working again.
- Updated "WAVExtractor" tool to version 1.3
- Updated XTool Bink Plugin to work with XTool 0.9.9
>> Old Bink Plugin does not work with XTool 0.9.9
>> I have left it in Plugins folder for this release
- Updated DiskSpan GUI database to version 1.1.0.7 (Thanks to KaktoR) (Don't wait for other database updates).
>> Now with 660 game presets and 36 games collection presets.
- Removed DiskSpan GUI compatibility with 32-bit systems is completely gone.
- Removed DiskSpan GUI "NORMAL" design (From now on, only the "COMPACT" design exists).
- Removed some left overs (files + database).
- Fixed some minor bugs.

If you get a question when start DSG "overwrite DSG_Methods.ini with default one" or something like that, choose "No".

Ishikudeska
27-09-2026, 14:16
Hi! Is there a way I can help contribute to the development of this tool?