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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.


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