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-   -   DiskSpan GUI (https://fileforums.com/showthread.php?t=104507)

KaktoR 12-01-2026 07:38

zstd

Butza 12-01-2026 07:44

xtool:mzstd Compressed game size: 216,90 MB (Ratio 102.52%) very few((

KaktoR 12-01-2026 07:58

You have to use correct zstd library

Use xtool:mzstd:zstd_145

Butza 12-01-2026 08:08

Quote:

Originally Posted by KaktoR (Post 509193)
You have to use correct zstd library

Use xtool:mzstd:zstd_145


Thanks, it works) Is there a method to understand what the name should be or just test it?

KaktoR 12-01-2026 08:44

What do you mean by "name"?

Butza 12-01-2026 08:46

Sorry, typo) I wanted to ask how to understand which library is needed, is there some kind of tool or do I need to test one by one

KaktoR 12-01-2026 08:50

https://fileforums.com/showpost.php?...2&postcount=23 (oodle)
https://fileforums.com/showpost.php?...8&postcount=24 (zstd/lz4)

ReDsHanks2 15-01-2026 11:38

Quote:

Originally Posted by Cesar82 (Post 495845)
Sendme Dsg_settings.ini by pm to check it.

EDIT:
The file naming must contain the value "1" on the right which will be incremented in each slice.
If it does not contain "1", it is necessary to include ".001" so that the slice count is defined.
You can use Data1.bin, Data2.bin, ... Data11.bin, etc only if you use the UNLIMITED tab.

You can also use #a values to increment alphabetically like Data1#a.bin, Data2#a.bin, Data3#a.bin, ... Data10#a.bin, etc.

Hello! I'm have a problem, the data1.bin is not creating, I tried to change tab dvd5 to unlimited it changed to data1.bin from data1.bin.001 but the data1.bin is not creating, here's the summary

LOG:

------------------------------------------------------------------------------------------
------------------------------- CONVERSION DATE 2026/01/16 -------------------------------
------------------------------------------------------------------------------------------
03:30:25 - You have chosen the unlimited type for the output size.
03:30:25 - ISO images will not be created when conversion is complete.
03:30:25 - The computer will remain on when the conversion is complete.
03:30:25 - Selected ARC/DS method for Data1.bin was: xt_zlib+srep_new+lzma2:d96m:fb273:lc4:mc1000000
03:30:25 - Selected ARC/DS method for Data2.bin was: xt_zlib+srep_new+lzma2:d96m:fb273:lc4:mc1000000
03:30:25 - Selected ARC/DS method for Data3.bin was: xt_zlib+srep_new+lzma2:d96m:fb273:lc4:mc1000000
------------------------------------------------------------------------------------------
03:30:26 - Compression initialized in 16/01/2026 at 03:30:26.
03:30:26 - Starting Data1.bin archive creation.
03:30:26 - Starting Data2.bin archive creation.
03:30:28 - Moving Data2.bin file to media folder.
03:30:28 - Starting Data3.bin archive creation.
03:30:29 - Moving Data3.bin file to media folder.
03:30:29 - Compression finished in 16/01/2026 at 03:30:29.
------------------------------------------------------------------------------------------
03:30:29 - Getting size of the game: Hollow Knight: Silksong
03:30:29 - » Installation folder size: 5.26 MB
03:30:29 - » Data1.bin file size:
03:30:29 - » Data2.bin file size: 2.63 MB
03:30:29 - » Data3.bin file size: 2.63 MB
03:30:29 - » Compressed game size: 5.26 MB (Ratio 100.02%)
------------------------------------------------------------------------------------------
03:30:29 - Overall input size: 5.26 MB
03:30:29 - Overall output size: 5.26 MB (Ratio 100.02%)
03:30:29 - Overall conversion time: 00:00:02
03:30:29 - Overall conversion media: 1 custom media
------------------------------------------------------------------------------------------

and here's the summary:

------------------------------------------------------------------------------------------
Creating Data1.bin file, Please Wait...
------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------
Creating Data2.bin file, Please Wait...
------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data2.bin
Compressing 1 file, 2,755,517 bytes. Processed 0%
Compressing 2,755,533 bytes with "OTHERS\SREP\srep.exe" -hash- -m3f -a0/0 InFile OutFile
13%SREP 3.93 beta (September 30, 2014): input size 2 mb, memory used 17 mb, -m3f -l512 -c512 -a0/0 -hash- -b8mb
100%: 2,755,533 -> 2,755,577: 100.00%. Cpu 84 mb/s (0.031 sec), real 115 mb/s (0.023 sec) = 137%. Remains 00:00
Decompression memory is 0 mb. 0 matches = 0 bytes = 0.00% of file
Errorlevel=0
Compressed 1 file, 2,755,517 => 2,755,812 bytes. Ratio 100.01%
Compression time: cpu 0.00 sec/real 0.85 sec = 0%. Speed 3.23 mB/s
All OK

------------------------------------------------------------------------------------------
Creating Data3.bin file, Please Wait...
------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data3.bin
Compressing 4 files, 2,756,240 bytes. Processed 21%
Compressing 2,756,256 bytes with "OTHERS\SREP\srep.exe" -hash- -m3f -a0/0 InFile OutFile
SREP 3.93 beta (September 30, 2014): input size 2 mb, memory used 17 mb, -m3f -l512 -c512 -a0/0 -hash- -b8mb
100%: 2,756,256 -> 2,756,300: 100.00%. Cpu 168 mb/s (0.016 sec), real 114 mb/s (0.023 sec) = 68%. Remains 00:00
Decompression memory is 0 mb. 0 matches = 0 bytes = 0.00% of file
Errorlevel=0
Compressed 4 files, 2,756,240 => 2,756,532 bytes. Ratio 100.01%
Compression time: cpu 0.02 sec/real 0.86 sec = 2%. Speed 3.19 mB/s
All OK

EDITED:

I figured it out, making data.bin files must be Ascending order

data1.bin (small files) to....... data4.bin (biggest file

UPDATE:

AFTER 2nd try, it skips the Data1.bin again

Data1 - include *exe *.dll
Data2 - include *.bundle
Data3 - Exclude *.exe *.dll *.bundle

3 data bin has same compression, but it skips data1 again, I tried the reverse it skips again

wareck 16-01-2026 00:25

hello
Nope it's not diskpangui the issue...
You probably have something wrong in your config/setup or rights to write on drive
Quote:

Compressing 2,755,533 bytes with "OTHERS\SREP\srep.exe" -hash- -m3f -a0/0 InFile OutFile
13%SREP 3.93 beta (September 30, 2014): input size 2 mb, memory used 17 mb, -m3f -l512 -c512 -a0/0 -hash- -b8mb
100%: 2,755,533 -> 2,755,577: 100.00%. Cpu 84 mb/s (0.031 sec), real 115 mb/s (0.023 sec) = 137%. Remains 00:00
Decompression memory is 0 mb. 0 matches = 0 bytes = 0.00% of file
Here is more or less like you compress 0 bytes.

I take a fresh new copy of diskpangui.
write the same config as you
and my log give this :
Quote:

09:24:42 - » Installation folder size: 15,09 GB
09:24:42 - » Data1.bin file size: 25,02 MB
09:24:42 - » Data2.bin file size: 1,76 GB
09:24:42 - » Data3.bin file size: 1,78 GB
09:24:42 - » Compressed game size: 3,57 GB (Ratio 23.62%)
---------------------------------------------------------------------------------------------------------------------------------------------------------
09:24:42 - Overall input size: 15,09 GB
09:24:42 - Overall output size: 3,57 GB (Ratio 23.62%)
09:24:42 - Overall conversion time: 00:19:47
09:24:42 - Overall conversion media: 1 custom media
---------------------------------------------------------------------------------------------------------------------------------------------------------
a small part of the processus:

Quote:

---------------------------------------------------------------------------------------------------------------------------------------------------------
Creating Data1.bin file, Please Wait...
---------------------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data1.bin
Compressing 200 files, 104,469,880 bytes. Processed 25%
Compressing 104,554,282 bytes with "OTHERS\SREP\srep.exe" -hash- -m3f -a0/0 InFile OutFile
SREP 3.93 beta (September 30, 2014): input size 99 mb, memory used 22 mb, -m3f -l512 -c512 -a0/0 -hash- -b8mb
40%: 41,943,040 -> 41,036,460: 97.84%. Cpu 142 mb/s (0.281 sec), real 148 mb/s (0.270 sec) = 104%. Remains 00:00
64%: 67,108,864 -> 65,937,120: 98.25%. Cpu 111 mb/s (0.578 sec), real 114 mb/s (0.560 sec) = 103%. Remains 00:00
80%: 83,886,080 -> 81,561,464: 97.23%. Cpu 98 mb/s (0.812 sec), real 100 mb/s (0.802 sec) = 101%. Remains 00:00
100%: 104,554,282 -> 100,765,750: 96.38%. Cpu 89 mb/s (1.125 sec), real 87 mb/s (1.142 sec) = 99%. Remains 00:00
Decompression memory is 1 mb. 3,641 matches = 58,256 bytes = 0.06% of file
Errorlevel=0
Compressed 200 files, 104,469,880 => 26,233,432 bytes. Ratio 25.11%
Compression time: cpu 0.13 sec/real 34.46 sec = 0%. Speed 3.03 mB/s
All OK

---------------------------------------------------------------------------------------------------------------------------------------------------------
Creating Data2.bin file, Please Wait...
---------------------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data2.bin
Compressing 2,099 files, 7,995,816,560 bytes. Processed 12.4%
Compressing 7,995,824,562 bytes with "OTHERS\SREP\srep.exe" -hash- -m3f -a0/0 InFile OutFile
12.4%SREP 3.93 beta (September 30, 2014): input size 7625 mb, memory used 502 mb, -m3f -l512 -c512 -a0/0 -hash- -b8mb
7%: 637,534,208 -> 517,543,456: 81.18%. Cpu 63 mb/s (9.719 sec), real 60 mb/s (10.118 sec) = 96%. Remains 01:57
8%: 662,700,032 -> 525,761,156: 79.34%. Cpu 64 mb/s (9.891 sec), real 61 mb/s (10.328 sec) = 96%. Remains 01:54
8%: 687,865,856 -> 538,418,712: 78.27%. Cpu 65 mb/s (10.141 sec), real 62 mb/s (10.575 sec) = 96%. Remains 01:52
8%: 704,643,072 -> 555,176,144: 78.79%. Cpu 64 mb/s (10.469 sec), real 62 mb/s (10.905 sec) = 96%. Remains 01:53
9%: 721,420,288 -> 571,818,792: 79.26%. Cpu 64 mb/s (10.797 sec), real 61 mb/s (11.227 sec) = 96%. Remains 01:53
9%: 738,197,504 -> 588,448,480: 79.71%. Cpu 63 mb/s (11.094 sec), real 61 mb/s (11.532 sec) = 96%. Remains 01:53
9%: 754,974,720 -> 603,954,664: 80.00%. Cpu 63 mb/s (11.391 sec), real 61 mb/s (11.822 sec) = 96%. Remains 01:53
9%: 771,751,936 -> 620,411,744: 80.39%. Cpu 63 mb/s (11.703 sec), real 61 mb/s (12.138 sec) = 96%. Remains 01:54
9%: 788,529,152 -> 636,955,864: 80.78%. Cpu 63 mb/s (12.000 sec), real 60 mb/s (12.443 sec) = 96%. Remains 01:54
10%: 805,306,368 -> 653,723,968: 81.18%. Cpu 62 mb/s (12.312 sec), real 60 mb/s (12.756 sec) = 97%. Remains 01:54
10%: 822,083,584 -> 669,893,032: 81.49%. Cpu 62 mb/s (12.625 sec), real 60 mb/s (13.066 sec) = 97%. Remains 01:54
10%: 838,860,800 -> 686,630,656: 81.85%. Cpu 62 mb/s (12.938 sec), real 60 mb/s (13.383 sec) = 97%. Remains 01:54
10%: 855,638,016 -> 703,297,848: 82.20%. Cpu 62 mb/s (13.250 sec), real 60 mb/s (13.693 sec) = 97%. Remains 01:54
10%: 872,415,232 -> 719,901,712: 82.52%. Cpu 61 mb/s (13.547 sec), real 59 mb/s (14.016 sec) = 97%. Remains 01:54
11%: 889,192,448 -> 736,666,264: 82.85%. Cpu 61 mb/s (13.875 sec), real 59 mb/s (14.334 sec) = 97%. Remains 01:55
11%: 897,581,056 -> 745,030,452: 83.00%. Cpu 61 mb/s (14.031 sec), real 59 mb/s (14.542 sec) = 96%. Remains 01:55
11%: 914,358,272 -> 761,798,556: 83.32%. Cpu 61 mb/s (14.359 sec), real 59 mb/s (14.860 sec) = 97%. Remains 01:55
so restart with a fresh new copy of diskspangui
and tell me if it's ok

ReDsHanks2 16-01-2026 03:49

Quote:

Originally Posted by wareck (Post 509221)
hello
Nope it's not diskpangui the issue...
You probably have something wrong in your config/setup or rights to write on drive

Here is more or less like you compress 0 bytes.

I take a fresh new copy of diskpangui.
write the same config as you
and my log give this :


a small part of the processus:



so restart with a fresh new copy of diskspangui
and tell me if it's ok

hello! I solved the problem by extracting new DiskpanGUI (same version to prev. I used) and it works, I think it's a bug(?)

but thank you for the info! ^_____^

Cesar82 16-01-2026 17:40

Quote:

Originally Posted by ReDsHanks2 (Post 509217)
Hello! I'm have a problem, the data1.bin is not creating, I tried to change tab dvd5 to unlimited it changed to data1.bin from data1.bin.001 but the data1.bin is not creating, here's the summary

LOG:

------------------------------------------------------------------------------------------
------------------------------- CONVERSION DATE 2026/01/16 -------------------------------
------------------------------------------------------------------------------------------
03:30:25 - You have chosen the unlimited type for the output size.
03:30:25 - ISO images will not be created when conversion is complete.
03:30:25 - The computer will remain on when the conversion is complete.
03:30:25 - Selected ARC/DS method for Data1.bin was: xt_zlib+srep_new+lzma2:d96m:fb273:lc4:mc1000000
03:30:25 - Selected ARC/DS method for Data2.bin was: xt_zlib+srep_new+lzma2:d96m:fb273:lc4:mc1000000
03:30:25 - Selected ARC/DS method for Data3.bin was: xt_zlib+srep_new+lzma2:d96m:fb273:lc4:mc1000000
------------------------------------------------------------------------------------------
03:30:26 - Compression initialized in 16/01/2026 at 03:30:26.
03:30:26 - Starting Data1.bin archive creation.
03:30:26 - Starting Data2.bin archive creation.
03:30:28 - Moving Data2.bin file to media folder.
03:30:28 - Starting Data3.bin archive creation.
03:30:29 - Moving Data3.bin file to media folder.
03:30:29 - Compression finished in 16/01/2026 at 03:30:29.
------------------------------------------------------------------------------------------
03:30:29 - Getting size of the game: Hollow Knight: Silksong
03:30:29 - » Installation folder size: 5.26 MB
03:30:29 - » Data1.bin file size:
03:30:29 - » Data2.bin file size: 2.63 MB
03:30:29 - » Data3.bin file size: 2.63 MB
03:30:29 - » Compressed game size: 5.26 MB (Ratio 100.02%)
------------------------------------------------------------------------------------------
03:30:29 - Overall input size: 5.26 MB
03:30:29 - Overall output size: 5.26 MB (Ratio 100.02%)
03:30:29 - Overall conversion time: 00:00:02
03:30:29 - Overall conversion media: 1 custom media
------------------------------------------------------------------------------------------

and here's the summary:

------------------------------------------------------------------------------------------
Creating Data1.bin file, Please Wait...
------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------
Creating Data2.bin file, Please Wait...
------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data2.bin
Compressing 1 file, 2,755,517 bytes. Processed 0%
Compressing 2,755,533 bytes with "OTHERS\SREP\srep.exe" -hash- -m3f -a0/0 InFile OutFile
13%SREP 3.93 beta (September 30, 2014): input size 2 mb, memory used 17 mb, -m3f -l512 -c512 -a0/0 -hash- -b8mb
100%: 2,755,533 -> 2,755,577: 100.00%. Cpu 84 mb/s (0.031 sec), real 115 mb/s (0.023 sec) = 137%. Remains 00:00
Decompression memory is 0 mb. 0 matches = 0 bytes = 0.00% of file
Errorlevel=0
Compressed 1 file, 2,755,517 => 2,755,812 bytes. Ratio 100.01%
Compression time: cpu 0.00 sec/real 0.85 sec = 0%. Speed 3.23 mB/s
All OK

------------------------------------------------------------------------------------------
Creating Data3.bin file, Please Wait...
------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data3.bin
Compressing 4 files, 2,756,240 bytes. Processed 21%
Compressing 2,756,256 bytes with "OTHERS\SREP\srep.exe" -hash- -m3f -a0/0 InFile OutFile
SREP 3.93 beta (September 30, 2014): input size 2 mb, memory used 17 mb, -m3f -l512 -c512 -a0/0 -hash- -b8mb
100%: 2,756,256 -> 2,756,300: 100.00%. Cpu 168 mb/s (0.016 sec), real 114 mb/s (0.023 sec) = 68%. Remains 00:00
Decompression memory is 0 mb. 0 matches = 0 bytes = 0.00% of file
Errorlevel=0
Compressed 4 files, 2,756,240 => 2,756,532 bytes. Ratio 100.01%
Compression time: cpu 0.02 sec/real 0.86 sec = 2%. Speed 3.19 mB/s
All OK

EDITED:

I figured it out, making data.bin files must be Ascending order

data1.bin (small files) to....... data4.bin (biggest file

UPDATE:

AFTER 2nd try, it skips the Data1.bin again

Data1 - include *exe *.dll
Data2 - include *.bundle
Data3 - Exclude *.exe *.dll *.bundle

3 data bin has same compression, but it skips data1 again, I tried the reverse it skips again

Your test files were very small (approximately 2 MB), so DSG obtains the size of Setup.dll, and only setupDLL must have exceeded the size defined for DISK1.

If possible, please send me the test files and the DSG_Settings.ini file from the Resources folder of your test, and also a screenshot of the sizes reported as DiskSize where your test failed.

Snake288 01-02-2026 02:25

Hello, could you help me with adding the DiskSpan GUI (nz.exe) compression tool?
 
1 Attachment(s)
:confused: Hello, could you help me with adding the DiskSpan GUI (nz.exe) compression tool?

Hi everyone,

I’ve been trying to integrate nz.exe with DiskSpan / DSG tools as an external compressor, but I keep running into problems and I haven’t been able to get it working reliably.

I attempted various configurations and tried to follow advice from ChatGPT, but unfortunately I am still facing issues. I have tried different method settings, external compressor definitions, and adjustments in both DSG_Arc.ini and DSG_Methods.ini, but I keep running into compatibility or configuration problems — such as “method not supported”, recursive NZ entries, or the GUI crashing.

ChatGPT suggested alternative compressor method approaches that might work with nz.exe, but I’m not sure which one is correct, safe, or recommended in practice. I believe I have explained the situation clearly, but I haven’t been able to resolve the issue myself.

I would greatly appreciate it if someone experienced with DiskSpan / External compressors could review this and suggest stable and working method configurations for using nz.exe. If there are any known working examples of nz.exe integration (especially with DiskSpan 2.0.2.4), that would be extremely helpful.

Thank you in advance for any guidance.


1️⃣ DSG_Arc.ini (ENGINE – THE ACTUAL WORKING PART)

👉 External Compressor Only

[External compressor:nz_ext]
header = 0
solid = 0

packcmd = "FINAL\NZ\nz.exe" a -cO -t0 -m512m -nm $$arcpackedfile$$.nz $$arcdatafile$$
unpackcmd = "FINAL\NZ\nz.exe" x $$arcpackedfile$$.nz

datafile = $$arcdatafile$$
packedfile = $$arcpackedfile$$.nz


✔ No crashes
✔ No recursive effects
✔ DiskSpan compatible

2️⃣ DSG_Methods.ini (GUI – SADECE ETİKET)

👉 NZ Method NOT AVAILABLE
👉 We are adding a preset under ARC

[Method:ARC_NZ]
Name=ARC + NZ (Balanced)
Type=ARC
ExternalCompressor=nz_ext


We can create 3 presets if you want 👇

⚡ FAST
[Method:ARC_NZ_FAST]
Name=ARC + NZ (Fast)
Type=ARC
ExternalCompressor=nz_ext
Options=-cf -t0 -m256m

⚖ BALANCED
[Method:ARC_NZ_BAL]
Name=ARC + NZ (Balanced)
Type=ARC
ExternalCompressor=nz_ext
Options=-cO -t0 -m512m

🧱 MAX
[Method:ARC_NZ_MAX]
Name=ARC + NZ (Max)
Type=ARC
ExternalCompressor=nz_ext
Options=-c> -t8 -m2g


📌 Options→ DiskSpan passes the method name to nz.exe as an additional parameter via ARC. 📌 Since the method name is ARC
, which DiskSpan recognizes, it will not give an error.

3️⃣ HOW DOES DiskSpan APPEAR IN THE GUI?
Compressors
└─ Type ARC
├─ ARC + NZ (Fast)
├─ ARC + NZ (Balanced)
└─ ARC + NZ (Max)


✔ No “method not supported”
✔ No NZ → NZ → NZ loop
✔ No access violation

wareck 01-02-2026 02:59

hello
you have to add in ARC_Standard.ini & ARC_Optimal.ini (installer folder)
Quote:

[External compressor:nz_ext]
header = 0
solid = 0
unpackcmd = "NZ\nz.exe" x $$arcpackedfile$$.nz
and in DSG_Methods.ini :

Quote:

[Decomp.NZ]
FINAL\NZ\nz.exe; Destination: NZ\nz.exe;
by the way, NZ is far to lolz / razor / LZMA-MT ratio.
yes can work on old games, but final ratio are not very impressive..

kj911 01-02-2026 04:32

wareck: There are cases where NZ (it doesn't matter which version) definitely beats the LOLZ/RZ duo.

Cesar82 15-02-2026 12:36

DiskSpan GUI v2.0.2.4
 
Updated DiskSpan GUI to v2.0.2.4 in the first post.
Code:

- 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).


mausschieber 16-02-2026 13:35

Quote:

Originally Posted by Cesar82 (Post 509405)
Updated DiskSpan GUI to v2.0.2.4 in the first post.
Code:

- 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).


it gave me an error incompatible cls-diskspan.dll

Cesar82 16-02-2026 17:41

Quote:

Originally Posted by mausschieber (Post 509420)
it gave me an error incompatible cls-diskspan.dll

wait ciu script update

Cesar82 21-02-2026 08:48

DiskSpan GUI v2.0.2.4
 
The DiskSpan GUI has been updated in the first post.
I ask everyone who downloaded the previous version to delete the DSG and download the new version again from the first post (the file version remains 2.0.2.4).
Several errors related to methods such as those using BMS scripts, among others, have been fixed. Several internal bugs and some visual bugs in full-size mode have also been corrected.

Edit: Fixed checksum module.
Download in first post if replace if your use.

Dragonis40 24-03-2026 12:14

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?

KaktoR 24-03-2026 12:23

Natively you cannot do this. You can do the following:
Split the ucas files into several parts before compression and merge them back again after unpacking.
Problem: You will probably miss alot of duplicates from srep.

Masquerade 25-03-2026 06:51

Quote:

Originally Posted by Dragonis40 (Post 509679)
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

Quote:

Originally Posted by Masquerade (Post 509689)
^^
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):

Code:

LOLZ v22c4b / LDMF1 / lolz:dt:dtb1:d160m:fba4096:mc1023:tt16:mtt0:mt1:ldmf1: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

Quote:

Originally Posted by Dragonis40 (Post 509690)
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

Quote:

Originally Posted by Cesar82 (Post 509405)
Updated DiskSpan GUI to v2.0.2.4 in the first post.
Code:

- 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

DiskSpan GUI v2.0.2.4
 
DSG modules updated on first post.
Download and replace in DSG folder.
Code:

- 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

Quote:

Originally Posted by KaktoR (Post 510249)
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

Quote:

Originally Posted by KaktoR (Post 510251)
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

Quote:

Originally Posted by KaktoR (Post 510253)
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

Quote:

Originally Posted by Razer-785 (Post 510254)
Never mind i fixed it thanks KaktoR

Try use rhash.

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

Quote:

Originally Posted by GybEMHPj4XAp3Cu (Post 510362)
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).
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.


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