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zstd
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xtool:mzstd Compressed game size: 216,90 MB (Ratio 102.52%) very few((
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You have to use correct zstd library
Use xtool:mzstd:zstd_145 |
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Thanks, it works) Is there a method to understand what the name should be or just test it? |
What do you mean by "name"?
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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
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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 |
hello
Nope it's not diskpangui the issue... You probably have something wrong in your config/setup or rights to write on drive Quote:
I take a fresh new copy of diskpangui. write the same config as you and my log give this : Quote:
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and tell me if it's ok |
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but thank you for the info! ^_____^ |
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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. |
Hello, could you help me with adding the DiskSpan GUI (nz.exe) compression tool?
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: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 |
hello
you have to add in ARC_Standard.ini & ARC_Optimal.ini (installer folder) Quote:
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yes can work on old games, but final ratio are not very impressive.. |
wareck: There are cases where NZ (it doesn't matter which version) definitely beats the LOLZ/RZ duo.
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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. |
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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. |
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? |
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. |
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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 |
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? |
^^
d128m fba4096 You will get lesser compression but better ram usage. |
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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:ldl5In 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" ?? |
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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. |
DiskSpan GUI v2.0.2.4
DSG modules updated on first post.
Download and replace in DSG folder. Code:
- Fixed bugs in DSG module. |
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. |
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Depends on what you want to do within game folder
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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. |
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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. |
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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. |
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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