Go Back   FileForums > Game Backup > PC Games > PC Games - CD/DVD Conversions > Conversion Tutorials
Register FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Search this Thread Display Modes
  #496  
Old 16-02-2026, 13:35
mausschieber's Avatar
mausschieber mausschieber is offline
Conversion Designer
 
Join Date: Jan 2011
Location: germany
Posts: 4,311
Thanks: 6,755
Thanked 11,698 Times in 3,223 Posts
mausschieber is on a distinguished road
Quote:
Originally Posted by Cesar82 View Post
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
__________________
It would be nice if you appreciate my work with the thanks Button
Reply With Quote
Sponsored Links
  #497  
Old 16-02-2026, 17:41
Cesar82's Avatar
Cesar82 Cesar82 is online now
Registered User
 
Join Date: May 2011
Location: Brazil
Posts: 1,073
Thanks: 1,814
Thanked 2,302 Times in 786 Posts
Cesar82 is on a distinguished road
Quote:
Originally Posted by mausschieber View Post
it gave me an error incompatible cls-diskspan.dll
wait ciu script update
Reply With Quote
The Following 2 Users Say Thank You to Cesar82 For This Useful Post:
GTX590 (21-04-2026), mausschieber (17-02-2026)
  #498  
Old 21-02-2026, 08:48
Cesar82's Avatar
Cesar82 Cesar82 is online now
Registered User
 
Join Date: May 2011
Location: Brazil
Posts: 1,073
Thanks: 1,814
Thanked 2,302 Times in 786 Posts
Cesar82 is on a distinguished road
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.

Last edited by Cesar82; 23-02-2026 at 16:59.
Reply With Quote
The Following 4 Users Say Thank You to Cesar82 For This Useful Post:
GTX590 (21-04-2026), Lord.Freddy (22-02-2026), mausschieber (21-02-2026), Razer-785 (26-02-2026)
  #499  
Old 24-03-2026, 12:14
Dragonis40 Dragonis40 is offline
Registered User
 
Join Date: Mar 2021
Location: italy
Posts: 70
Thanks: 0
Thanked 3 Times in 3 Posts
Dragonis40 is on a distinguished road
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?
Reply With Quote
  #500  
Old 24-03-2026, 12:23
KaktoR's Avatar
KaktoR KaktoR is offline
Lame User
 
Join Date: Jan 2012
Location: From outer space
Posts: 4,684
Thanks: 1,106
Thanked 7,331 Times in 2,834 Posts
KaktoR is on a distinguished road
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.
__________________
Haters gonna hate
Reply With Quote
  #501  
Old 25-03-2026, 06:51
Masquerade Masquerade is offline
Registered User
 
Join Date: Jan 2020
Location: Monte d'Or
Posts: 1,217
Thanks: 294
Thanked 1,404 Times in 637 Posts
Masquerade is on a distinguished road
Quote:
Originally Posted by Dragonis40 View Post
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
Reply With Quote
  #502  
Old 25-03-2026, 10:03
Dragonis40 Dragonis40 is offline
Registered User
 
Join Date: Mar 2021
Location: italy
Posts: 70
Thanks: 0
Thanked 3 Times in 3 Posts
Dragonis40 is on a distinguished road
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?
Reply With Quote
  #503  
Old 25-03-2026, 11:30
Masquerade Masquerade is offline
Registered User
 
Join Date: Jan 2020
Location: Monte d'Or
Posts: 1,217
Thanks: 294
Thanked 1,404 Times in 637 Posts
Masquerade is on a distinguished road
^^
d128m fba4096
You will get lesser compression but better ram usage.
Reply With Quote
  #504  
Old 25-03-2026, 12:19
Dragonis40 Dragonis40 is offline
Registered User
 
Join Date: Mar 2021
Location: italy
Posts: 70
Thanks: 0
Thanked 3 Times in 3 Posts
Dragonis40 is on a distinguished road
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?
Reply With Quote
  #505  
Old 25-03-2026, 15:00
kj911 kj911 is offline
Registered User
 
Join Date: Apr 2010
Location: world
Posts: 231
Thanks: 158
Thanked 88 Times in 62 Posts
kj911 is on a distinguished road
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
Reply With Quote
  #506  
Old 26-03-2026, 11:04
Masquerade Masquerade is offline
Registered User
 
Join Date: Jan 2020
Location: Monte d'Or
Posts: 1,217
Thanks: 294
Thanked 1,404 Times in 637 Posts
Masquerade is on a distinguished road
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
Reply With Quote
  #507  
Old 02-04-2026, 03:33
LILU LILU is offline
Registered User
 
Join Date: Dec 2022
Location: Nederlands
Posts: 57
Thanks: 40
Thanked 55 Times in 42 Posts
LILU is on a distinguished road
Quote:
Originally Posted by Cesar82 View Post
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
Reply With Quote
  #508  
Old 02-04-2026, 03:42
KaktoR's Avatar
KaktoR KaktoR is offline
Lame User
 
Join Date: Jan 2012
Location: From outer space
Posts: 4,684
Thanks: 1,106
Thanked 7,331 Times in 2,834 Posts
KaktoR is on a distinguished road
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.
__________________
Haters gonna hate
Reply With Quote
The Following 2 Users Say Thank You to KaktoR For This Useful Post:
Cesar82 (02-04-2026), LILU (02-04-2026)
  #509  
Old 05-04-2026, 13:12
Cesar82's Avatar
Cesar82 Cesar82 is online now
Registered User
 
Join Date: May 2011
Location: Brazil
Posts: 1,073
Thanks: 1,814
Thanked 2,302 Times in 786 Posts
Cesar82 is on a distinguished road
DiskSpan GUI v2.0.2.4

DSG modules updated on first post.
Download and replace in DSG folder.
Code:
- Fixed bugs in DSG module.
Reply With Quote
The Following 4 Users Say Thank You to Cesar82 For This Useful Post:
GTX590 (21-04-2026), hdneo (14-05-2026), mausschieber (05-04-2026), palievka (06-04-2026)
Reply

Tags
cls-diskspan, compressor, diskspan, diskspan_gui


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
How to use diskspan bat mausschieber Conversion Tutorials 13 14-01-2026 19:20
DiskSpan on Linux hydefromt70s Conversion Tutorials 1 15-10-2020 07:12
DiskSpan FreeArc returns an error Titeuf Conversion Tutorials 2 18-07-2020 01:46
CIU 3.0.0.0.u3 (2019-03-28) - Diskspan Issues mesut28 Conversion Tutorials 17 30-03-2019 02:28
R.G. Gamers DiskSpan Simorq Conversion Tutorials 1 28-10-2017 08:22



All times are GMT -7. The time now is 15:48.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
FileForums @ https://fileforums.com