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

Cesar82 12-09-2023 10:51

Quote:

Originally Posted by Mordaur (Post 502382)
^ I use a dual monitor setup. 1440p at 125% scaling (else its to small to read anything of the screen), and a 1080p at 100% scaling. most apps adjust to the scaling when I drag them over, but this GUI apparently doesn't. it indeed starts up with the 125% scaling which screws with the list view. at 100% scaling it visualizes as intended, but barely readable for me :D

Anyway, I've set the DPI scaling override in the Compatibility tab, to System (Enhanced) and that works as intended. Thanks for the tip.
As nobody else was reporting this, it had to be me. Forgot about the scaling I had set. :D

You can disable this behavior of the DiskSpan GUI by changing the value of the PredefinedLock= key in the [SETTINGS] section of the "DSG_Methods.ini" file to 0 (zero).

Cesar82 12-09-2023 12:23

DiskSpan GUI v2.0.1.9
 
Updated DiskSpan GUI to v2.0.1.9 in the first post (It took a while, but it came out).

Code:

- Added XTool plugin "Starfield (R1)".
- Added XTool plugin "Insomniac Engine (R2)".
- Added required size edit in developer mode to reserve size in first disk.
- Added radio buttons on each "Data #" tab (Developer mode), and a combobox that you change all items at once to one of the supported modes.
  >> Now you choose disk expanning using "CLS-DiskSpan.dll", SPLIT mode (using "SplitLib.dll"), or even not split destination Data#.bin file.
  >> If you choose not to use any "spanning disk" mode, the disk size may become larger than the maximum supported by the chosen disk.
- Added XTool plugin "Divinity"
  >> Supported games: "Divinity: Original Sin [Enhanced Edition]" and "Divinity: Original Sin 2 [Definitive Edition]".
- Updated XTool plugin "Bink Video" to prevent error messages on some bk2 input files.
- Updated key list for Unreal Engine games (with some news keys). 
- Updated XTool plugin "Unreal Engine (R13)"
- Updated XTool plugin "PlayStation Archive (R3)"
- Updated XTool precompressor from v0.7.1 to v0.7.9
- Updated LZMA SDK compressor from v22.01 to v23.01 (2023-06-20).
- Updated 7-Zip compressor from v23.00 beta to v23.01 (2023-06-20).
- Updated SplitLib.dll library to v1.0.0.3 build 2307630.
- Updated XHashEx.dll library to v1.0.0.0 build 230729 no UPX version.
- Updated UnRAR.exe/UnRAR.dll decompressor from v6.22 to v6.23 (DLL 6.23.100.944).
- Updated DiskSpan GUI database to version 1.0.7.4 (Thanks to KaktoR).
  >> Now with 378 game presets and 29 collection presets.
- Fixed height size in directory folder tree view (directory selection page).
- Fixed decompression errors, or no inflation during precompression when using methods based on the "lzo2.dll" library.
  >> Now using the new library provided by razor12911 it is no longer necessary to have Visual C++ 2010 installed.
  >> This way it fixed methods based on lzo2.dll even if executed in systems that don't have "Visual C++ 2010" installed.
  >> Methods fixed: xt_lzo, xtool:manvil:lzo, xtool:mfc3, xtool:mfc4, lzorec.
- Removed game "Unravel 2" from "database".
- Removed XTool methods LZ4 (Experimental), LZ4HC (Experimental), Hydra (Experimental), Leviathan (Experimental)
  >> They cannot directly used as precompressor. Only for detecting streams in verbose mode (-v parameter or xtoolui) to make plugins, nothing more.
  >> LZ4F is the only one which can directly be used.


KaktoR 13-09-2023 11:00

Normally if you use xtool:dd#, DSG is using srep 3.92 as default. You can change the srep version with the following options:
Code:

xtool:dd#:392/393a/393b
If you encounter problems using xtool dd, try another srep version.

Anonymous0000 18-09-2023 15:56

an error occurred when downloading one or more plugins

Cesar82 18-09-2023 17:45

Quote:

Originally Posted by Anonymous0000 (Post 502540)
an error occurred when downloading one or more plugins

This error occurs because DiskSpan GUI uses Google Drive to store plugins and Google Drive has a limit on downloads per hour.
Then wait a few hours and try again and the missing items will be downloaded without error.
I always recommend downloading only the plugin for the game that you will need in your conversion so as not to share plugins for other games that will never be used in conjunction with your current conversion.

exorc 26-09-2023 20:31

How to resolve this?


https://i.postimg.cc/hhKGdKZn/error.png

Thanks.

mausschieber 26-09-2023 23:51

Quote:

Originally Posted by exorc (Post 502635)
How to resolve this?


https://i.postimg.cc/hhKGdKZn/error.png

Thanks.

you better push the Summary button to see the error better

KaktoR 27-09-2023 08:38

Looks like no files were found :D

Edit: I see, you are using outdated DSG version. Update to latest version, because the link for the plugin for "ratchet and clank" has changed I guess.

KaktoR 27-09-2023 08:45

1 Attachment(s)
Here is a hotfix for DSG, which César send me a week ago.

Just fixed a component issue if you load collections from database.

I also included the new xtool hotfix release from some days ago.

exorc 27-09-2023 21:13

Quote:

Originally Posted by KaktoR (Post 502643)
Looks like no files were found :D

Edit: I see, you are using outdated DSG version. Update to latest version, because the link for the plugin for "ratchet and clank" has changed I guess.

Solved, thanks :)

KaktoR 11-10-2023 07:09

You cannot set l# option for zstd.

Sample

It should look like this
Code:

Compressed 1 file, 140,845,564 => 278,905,808 bytes. Ratio 198.02%
Compression time: cpu 0.09 sec/real 1.59 sec = 6%. Speed 88.60 mB/s
All OK

-

[External compressor:xtooltest]
header = 0
packcmd  = xtool.exe precomp -mzstd,l3 -c128mb -t100p --diff=5p - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p - - <stdin> <stdout>

With DSG
Code:

Compressed 1 file, 31,100,005 => 31,811,453 bytes. Ratio 102.29%
Compression time: cpu 0.02 sec/real 0.68 sec = 2%. Speed 46.03 mB/s
All OK

-

xtool:mzstd,l3:df5p:zstd_130

With ":l3" it will be compressed with fast-lzma2.

I guess it would be better in next version to revamp the fast-lzma2 option to something different. Or add "l?" to zstd method aswell, like in oodle.

Cesar82 01-01-2024 20:19

Updated Inno Setup Repack 6.05 with updated tools.

Crowru 18-01-2024 00:49

2 Attachment(s)
Hi, I'm trying to unpack the dll, but I'm getting errors. What could this be related to?

Lord.Freddy 18-01-2024 01:46

Quote:

Originally Posted by Crowru (Post 503405)
Hi, I'm trying to unpack the dll, but I'm getting errors. What could this be related to?

Well, I'm not sure, but as I see it, this is for extracting the archive file, not the dll file. Go to the "Setup Dll" tab instead.

Cesar82 18-01-2024 02:47

Quote:

Originally Posted by Crowru (Post 503405)
Hi, I'm trying to unpack the dll, but I'm getting errors. What could this be related to?

Maybe Records.ini was not found (Externally, or inside the *.dll file) or the Data#.bin files are not in the path informed in "Records.ini.dll" , or inside file "AGRepack.dll") or the Data#.bin files are not in the path informed in Records.ini

Try unpack using current version of the DSG.

KaktoR 18-01-2024 07:14

Use the "SetupDLL" tab to unpack DLL file.

Or just rename file extension to .arc and extract with freearc.

KaktoR 30-01-2024 07:17

Just shared database v1.0.8.4 with some fixes. This will be the last one for DSG 2.0.1.9.

pcblizzard 31-01-2024 03:51

But there will be a new version of DSG, right?

KaktoR 31-01-2024 06:49

Welp, not anytime soon I guess :D

ozerune 18-02-2024 19:49

I think I might be seriously missing something with the database system here. I have a set of bk2 files that don't work with bpk, and have identified what they are. When I put them in I put the files in game.groups as:
----------------------------------
$BPKPack
*\1280x720\file1.bk2
(continue for all files I want)
*\1920x1080\*
----------------------------------

But when I run the compressor with the method $bpkpack=bpk I get a ratio of 99%, while when manually only running bpk (without $bpkpack=) on just the files in the variable I get 84%.

Cesar82 18-02-2024 21:09

Quote:

Originally Posted by ozerune (Post 503692)
I think I might be seriously missing something with the database system here. I have a set of bk2 files that don't work with bpk, and have identified what they are. When I put them in I put the files in game.groups as:
----------------------------------
$BPKPack
*\1280x720\file1.bk2
(continue for all files I want)
*\1920x1080\*
----------------------------------

But when I run the compressor with the method $bpkpack=bpk I get a ratio of 99%, while when manually only running bpk (without $bpkpack=) on just the files in the variable I get 84%.

You only have the files mentioned in the folders.
If you have other strong mask files, they will also be compressed with the default method.

I think it should have the same proportion if it is just the files mentioned, if you are compressing the same files using masks or a filtered compression without using masks.
But if you have better results using normal mode, make use of the Include/exclude + diskspan features present in DSG (only more .bin files will be generated).

KaktoR 19-02-2024 00:55

Quote:

Originally Posted by ozerune (Post 503692)
I think I might be seriously missing something with the database system here. I have a set of bk2 files that don't work with bpk, and have identified what they are. When I put them in I put the files in game.groups as:
----------------------------------
$BPKPack
*\1280x720\file1.bk2
(continue for all files I want)
*\1920x1080\*
----------------------------------

But when I run the compressor with the method $bpkpack=bpk I get a ratio of 99%, while when manually only running bpk (without $bpkpack=) on just the files in the variable I get 84%.

Why they don't work with bpk? As long as they don't have kb2n header, you can also use the bink2 plugin from xtool. This way you don't have to filter out bad bk2 files.

ozerune 19-02-2024 11:02

Quote:

Originally Posted by KaktoR (Post 503694)
Why they don't work with bpk? As long as they don't have kb2n header, you can also use the bink2 plugin from xtool. This way you don't have to filter out bad bk2 files.

I'm not entirely sure why these files in particular refuse to work. Even using xtool's Bink2 will stop compressing with an error when I try it on these. I manually verified that every file has a kb2j header.

Desol 04-03-2024 15:23

Hi, check this lib (- Updated LZMA SDK compressor from v22.01 to v23.01 (2023-06-20)), lately I very often on different PCs get a utility hang using srep+LZMA-MT, usually it happens when the progress reaches 100%, but it can happen that the progress stops at 40-80%. I create 24gb disks, but the freeze happens when packing a much smaller folder.
https://i.postimg.cc/SQ8LRYrJ/2024-03-05-022150.png

KaktoR 08-03-2024 06:42

1 Attachment(s)
Sharing this here because Cesar will not finish it since half a year now lol.

Although extensive testing, this is still beta so bugs could still happen. I use this version for private use, and it is compatible with latest installers as of now (at least CIU/ASIS).

If you encounter any bugs, write it here.

sirdystic 04-04-2024 10:35

Quote:

Originally Posted by Desol (Post 503813)
Hi, check this lib (- Updated LZMA SDK compressor from v22.01 to v23.01 (2023-06-20)), lately I very often on different PCs get a utility hang using srep+LZMA-MT, usually it happens when the progress reaches 100%, but it can happen that the progress stops at 40-80%. I create 24gb disks, but the freeze happens when packing a much smaller folder.
https://i.postimg.cc/SQ8LRYrJ/2024-03-05-022150.png

If you look in Task Manager detailed view and select column for I/O write bytes, it's not frozen (for me at least) but it goes very very slowly for ages with Arc.exe writing only 24 bytes at a time. Eventually it usually progresses, but yes some sort of issue I think.

Cesar82 04-04-2024 12:25

Quote:

Originally Posted by sirdystic (Post 504069)
Tiny fix for that beta:

The idea is to let "" access developer mode automatically on x86 or x64 without needing to do anything other than pressing ENTER.

I had already noticed the inverted parameters for the Run STANDARD choices, so it would already be corrected in the official version when released, but you didn't even notice what needed to be fixed.

sirdystic 04-04-2024 12:46

Oh OK, but it didn't work at all. Anyway noted :-)

sirdystic 06-04-2024 15:29

When game presets have multiple methods per data file, how are those differentiated / applied?

For example

Data1.Name=Data1.bin
Data1.Method1=xtool:dd3+LZMA-MT|0
Data1.Method2=xtool:dd3+LOLZ_NORMAL|0
Data1.ExclText=*.zip|*.minizip|*.bk2

Is this method 1 then method 2 or Xtool somehow splits the content? Thanks.

KaktoR 06-04-2024 15:47

Method# are just presets you can choose from if you want.

sirdystic 07-04-2024 13:00

Thanks so much. So just a choice.

nb - that beta will crash on anything that closes out using FAZIP with error 0x0000142

I worked out that it is missing FAcompress.DLL and FAcompress_MT.DLL from the WIN64 folder. Not sure if that is why it is crashing though.

KaktoR 07-04-2024 13:22

What method and settings you are using? It does not crash here.

sirdystic 07-04-2024 13:26

Quote:

Originally Posted by KaktoR (Post 504099)
What method and settings you are using? It does not crash here.

So like Method1=xtool:mzlib:dd3+LOLZ_NORMAL|0

At the end when it goes to write out the final bin file using FAZip it crashes instantly. As far as I can see those files are missing from Resources\Win64 and are needed for FAZip. Unless I screwed up somewhere. Anyway this is the nature of using a beta :-)

KaktoR 07-04-2024 13:29

fazip is not used for any of these methods.

sirdystic 07-04-2024 13:38

Quote:

Originally Posted by KaktoR (Post 504101)
fazip is not used for any of these methods.

OK here is the full list I am using just in case I got it wrong. I can assure you it pops up with error 142 in FAZip.exe (packing FH5) using the 64 bit GUI - it doesn't complete.

Data1.Name=Data1.bin
Data1.Method1=xtool:mzlib:dd3+LOLZ_NORMAL|0
Data1.InclText=*.zip|*.minizip
Data2.Name=Data2.bin
Data2.Method1=xtool:c512mb:mbk2:df20p|0
Data2.InclText=*.bk2
Data3.Name=Data3.bin
Data3.Method1=xtool:dd3+LOLZ_NORMAL|0
Data3.ExclText=*.zip|*.minizip|*.bk2



And thank you so much for your work on the game presets database by the way Kaktor. I gather those are from you.

KaktoR 07-04-2024 13:41

Could you send me some sample files to test with? If that happens on any single files from the game.

sirdystic 07-04-2024 14:38

Quote:

Originally Posted by KaktoR (Post 504103)
Could you send me some sample files to test with? If that happens on any single files from the game.

Current version FH5, your database settings, after the first data file prepare and LOLZ compress are both successfully complete, it tries to write out an ~80GB file (from 130GB) using FAZip.exe and fails immediately. So it is not any input file in particular but the part of the creating the final bin file process that fails.

Anyway I have added those 2 apparently missing DLL files to the Win64 folder and am running it again. As this is 170GB source, it's going to take ~5 hours to see if it now completes.

Maybe FAZip is only used above a certain file size or something if it works without this for you? I guess Cesar would know.

KaktoR 08-04-2024 02:17

You can see for what fazip is being used in DSG_Arc.ini file (search for fazip).

sirdystic 08-04-2024 07:35

I have not changed the INI file from the Beta you posted above, bar I tried changing the FAZip32 entries to FAZip, but it still crashes even with those DLLs now in the folder.

Still doing it, can't work out why:



https://imgur.com/dunKREY

https://imgur.com/AzTR4q9

https://imgur.com/NSDZ5pW

KaktoR 09-04-2024 03:48

Does this happen on a single game file aswell? (Instead of the whole game).


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