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  #1  
Old 25-03-2026, 12:19
Dragonis40 Dragonis40 is online now
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Quote:
Originally Posted by Masquerade View Post
^^
d128m fba4096
You will get lesser compression but better ram usage.
You mean lolz:d128m:fba4096? that's it?
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  #2  
Old 26-03-2026, 11:04
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Quote:
Originally Posted by Dragonis40 View Post
You mean lolz:d128m:fba4096? that's it?
Well, all detections on too. Been a while since I last used lolz
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Old 25-03-2026, 15:00
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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: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" ??

Last edited by kj911; 25-03-2026 at 15:06. Reason: typo/translate fix
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  #4  
Old 02-04-2026, 03:42
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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.
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Old 05-04-2026, 13:12
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DiskSpan GUI v2.0.2.4

DSG modules updated on first post.
Download and replace in DSG folder.
Code:
- Fixed bugs in DSG module.
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  #6  
Old 05-06-2026, 12:25
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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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Old 05-06-2026, 12:32
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I think there is no need.

You have the !GameDir! constant which you can use for tasks.
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  #8  
Old 05-06-2026, 12:36
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Quote:
Originally Posted by KaktoR View Post
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?
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Old 05-06-2026, 12:42
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Depends on what you want to do within game folder
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Old 05-06-2026, 12:51
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Quote:
Originally Posted by KaktoR View Post
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.
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Old 05-06-2026, 12:58
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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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Last edited by KaktoR; 05-06-2026 at 13:03.
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  #12  
Old 05-06-2026, 13:16
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Quote:
Originally Posted by KaktoR View Post
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
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Last edited by Razer-785; 05-06-2026 at 17:54. Reason: i fixed it
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Old 05-06-2026, 18:30
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Quote:
Originally Posted by Razer-785 View Post
Never mind i fixed it thanks KaktoR
Try use rhash.
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  #14  
Old 27-09-2021, 10:10
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A little question.
How to create multiple small data.bins on ONE SINGLE DISK, instead one big one?
Maybe I doing something wrong but the end result always is multiple data.bins split to few DISKs intead all of the be on one DISK.
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  #15  
Old 28-09-2021, 08:23
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Quote:
Originally Posted by MartinezPL View Post
A little question.
How to create multiple small data.bins on ONE SINGLE DISK, instead one big one?
Maybe I doing something wrong but the end result always is multiple data.bins split to few DISKs intead all of the be on one DISK.
DiskSpan GUI splits the ARC files so they can be placed on DVD or BD.
It doesn't have a mode like SlicesPerDisk= using inno Setup's native compression.
The fewer parts the better the extraction will work, so putting more than one part on a disk is useless.

If you want you can choose the Custom size option from DiskSpan GUI and set the size you want and then after compressing move all files from all DISK_# folders to DISK_1 folder and change the Disk= key value of Records.ini to 1 in all sections.
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