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  #1  
Old 15-02-2022, 08:37
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Quote:
Originally Posted by andreiutzu21 View Post
hey Cesar82 why is creating for components and tasks with extension 001
example when i have 2 components COMP1 is Data1.bin and for COMP2 is Data2.bin.001 and if COMP2 is splitted he creates in DISK 1 Data2.bin.001 and in DISK 2 Data2.bin.002 maybe is a problem or a bug beacause im renaming from [Data1a-o1.bin] to Data1.bin ? and if i have more components for example 10 components he creates like that Data1.bin / Data2.bin.001->->->-> Data9.bin.001 after Data9.bin.001 he makes ok Data10.bin / Data11.bin / Data12.bin and after Data13.bin when is splitting again he creates Data23.bin and when installer ask next disk he want data23.bin not 14 / 15 and so on
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.

Last edited by Cesar82; 15-02-2022 at 15:43.
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  #2  
Old 26-02-2022, 08:53
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DiskSpan GUI v2.0.0.8

Updated DiskSpan GUI to v2.0.0.8 in the first post.
Special thanks to @KaktoR for all the work testing compressions and creating the DiskSpan GUI database settings.
Code:
Changes:
- Updated XTool precompressor from v0.4.0 to v0.4.2
- Added some XTool Bms2xtl (QuickBMS) plugins for some games.
  >> The "*.xtl" plugin will be downloaded or generated (slow) during game compression. 
  >> To unlock the creation of the "*.xtl" database in conversion time it is necessary to download the "QuickBMS to XTool" from the download tab in "Developer Mode". 
- Added the previous version of XTool (0.3.21) to work with plugins while the plugins are not updated to the current version of XTool. 
- Updated decompressor UnRAR.exe/UnRAR.dll from v6.00 to v6.10 (DLL 6.10.100.389).
- Updated key list for Unreal Engine games (with some news keys).
- Removed pZlib3 support from DiskSpan GUI (pzlib3/pZ,pD,pR methods).
- Added a new checkbox so that the destination file is ignored during compression if the custom path doesn't exist and the checkbox is checked.
- Fixed issue with masked methods when using multiple games and external "*.groups" file. 
- Added support for oOdle 9 in "OdleRec Precompressor" (The library will be renamed to 7).
  >> The Ooodle library will be renamed to 7, so only the first oodle library will be included in Setup.dll.
  >> If you are going to create a game collection that uses two or more of the oodle libraries like 7 and 9 it will show an extraction error. 
- Fixed some bugs found.
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  #3  
Old 28-02-2022, 01:46
hdneo hdneo is offline
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bfv uses zstd but in xtool plugin use lz4
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Old 28-02-2022, 11:19
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Hello I compressed Skyrim AE with "xtool_skyrim+srep+LOLZ_NORMAL" method but I get CRC check error when unpacking on "Skyrim - Animations.bsa". I excluded this file but I get CRC check on "Skyrim - Meshes0.bsa". Can someone help? Thank you.

Edit: Added screenshot.
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Last edited by pslove; 28-02-2022 at 12:46.
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  #5  
Old 28-02-2022, 11:37
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Quote:
Originally Posted by pslove View Post
Hello I compressed Skyrim AE with "xtool_skyrim+srep+LOLZ_NORMAL" method but I get CRC check error when unpacking on "Skyrim - Animations.bsa". I excluded this file but I get CRC check on "Skyrim - Meshes0.bsa". Can someone help? Thank you.
Skyrim plugin needs updating in order to be used with newer XT versions.
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  #6  
Old 28-02-2022, 11:57
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Quote:
Originally Posted by Masquerade View Post
Skyrim plugin needs updating in order to be used with newer XT versions.
The xtool_skyrim method in DiskSpan GUI uses "XTool 0.3.9" together with the "bethesda R1" plugin.
This set worked well in tests that KaktoR did previously with "Skyrim SE".
The current version of your game may no longer be supported.
KaktoR may be able to provide more information.

EDIT:
Test with game sample "Skyrim - Textures0.bsa" from "Skyrim SE".
Code:
 xtool_skyrim+srep_new+LOLZ_NORMAL (lolz:d143:mtt1:mt16:mc1023)

 17:17:55 - Overall input size: 624,84 MB
 17:17:55 - Overall output size: 430,93 MB (Ratio 68.97%)
 17:17:55 - Overall conversion time: 00:04:10
The Anniversary Edition may not be supported prior to an update to the Bethesda plugin.

Last edited by Cesar82; 28-02-2022 at 12:23.
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  #7  
Old 28-02-2022, 13:01
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Quote:
Originally Posted by Cesar82 View Post
The xtool_skyrim method in DiskSpan GUI uses "XTool 0.3.9" together with the "bethesda R1" plugin.
This set worked well in tests that KaktoR did previously with "Skyrim SE".
The current version of your game may no longer be supported.
KaktoR may be able to provide more information.

EDIT:
Test with game sample "Skyrim - Textures0.bsa" from "Skyrim SE".
Code:
 xtool_skyrim+srep_new+LOLZ_NORMAL (lolz:d143:mtt1:mt16:mc1023)

 17:17:55 - Overall input size: 624,84 MB
 17:17:55 - Overall output size: 430,93 MB (Ratio 68.97%)
 17:17:55 - Overall conversion time: 00:04:10
The Anniversary Edition may not be supported prior to an update to the Bethesda plugin.
Is there gonna be an update for Bethesda plugin? If not, What's the next best compression method for Skyrim AE?
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Old 01-03-2022, 12:12
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No there is no update for it.

Just use srep+lolz/lzma
For Skyrim - Sounds.bsa you can use msc
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Old 09-03-2022, 08:12
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Hello, I've been experimenting for a few days now to figure out the best method to compress my data to the smallest size possible.

So far this is the best combination I have found:
precomp_mtx+srep_new+LOLZ_ULTRA

Anyone suggests a better method for an even smaller size?

UPDATE:
The method below reduced the size significantly more than the one mentioned above.

xtool:mreflate,l6+srep_new+LOLZ_ULTRA

Last edited by Tigru; 09-03-2022 at 10:38.
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Old 09-03-2022, 17:38
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Hi everyone, I have a problem with diskspan gui, every time I try to compress the archive files of cyberpunk 2077 with srep + LOLZ_NORMAL, at the end of the conversion I get this error so it fails and the archive is damaged. I tried 2 times but I always get the same error, how can I fix it? is there any way to repair the built archive without attempting the conversion again?
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  #11  
Old 10-03-2022, 00:24
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Quote:
Originally Posted by Tigru View Post
Hello, I've been experimenting for a few days now to figure out the best method to compress my data to the smallest size possible.

So far this is the best combination I have found:
precomp_mtx+srep_new+LOLZ_ULTRA

Anyone suggests a better method for an even smaller size?

UPDATE:
The method below reduced the size significantly more than the one mentioned above.

xtool:mreflate,l6+srep_new+LOLZ_ULTRA
It depends on input data.

Quote:
Originally Posted by proviirus View Post
Hi everyone, I have a problem with diskspan gui, every time I try to compress the archive files of cyberpunk 2077 with srep + LOLZ_NORMAL, at the end of the conversion I get this error so it fails and the archive is damaged. I tried 2 times but I always get the same error, how can I fix it? is there any way to repair the built archive without attempting the conversion again?
Do you use Win11? Try with compatibility mode (for Diskspan_Gui.exe and lolz.exe).
Try disabling your AV during the process (escpecially the "real time protection")
Try with a sample file instead of taking the whole game folder.
Try with lzma instead of lolz.
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  #12  
Old 10-03-2022, 08:02
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Anyone knows weather all the compressors in DiskSpan GUI are lossless?
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Old 10-03-2022, 18:57
Tigru Tigru is offline
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Quote:
Originally Posted by KaktoR View Post
It depends on input data.



Do you use Win11? Try with compatibility mode (for Diskspan_Gui.exe and lolz.exe).
Try disabling your AV during the process (escpecially the "real time protection")
Try with a sample file instead of taking the whole game folder.
Try with lzma instead of lolz.
Regarding input data, is there a way to know which is used for what data?
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Old 10-03-2022, 08:05
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Yes, all of them are lossless.
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Old 10-03-2022, 20:12
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Tigru

Yes, take a sample from the game and use game file scanner to check which compression algorithm is used namely lz4,zlib,zstd etc.
and if the game directory has an oodle library, such as oo2core_x_win64.dll then use oodle scanner to check which member of oodle family is used.

for audio files WAV,MP3 use MSC. or MPZ
for BINK files use bpk
and so on

You will get used to it, give it some time.

Last edited by :( Sad8669; 10-03-2022 at 20:15.
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