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Dmitriy Salnikov

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A member registered Feb 26, 2016 · View creator page →

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(1 edit)

Please re-read the description here and on Github. I clearly wrote there that only Godot 4 is supported. 3.4.2 is not Godot 4.

At least at the time of writing the program, Godot 3 did not store MD5 for each file inside the PCK. If this has changed, please let me know and I will add Godot 3 support.


Oh, it seems MD5 is saved there, but there was definitely a problem with them.


PCKPacker in Godot 3 does not save MD5, but normal export does.

I’ll see if I can adapt Bruteforcer to find the key in Godot 3. But in any case, Godot 3 encrypts only script files (correct me if I’m wrong), which can also be compiled and will require decompilation.

Oh, I looked at your screenshot again and probably this empty file is causing problems. It literally has no name or size. Can you send me this PCK file or the entire game by email (in my profile)? I need to figure out if this is a bug in my program or godot itself and figure out how to fix it.

image.png

Are you able to extract files to the same folder using the previous version of the program?

Because this error should indicate that the program cannot create a test file in the selected folder and should not affect the behavior of the program. That is, if files were previously extracted there, then they should be extracted without any problems in the new version.

Maybe it’s another user’s folder, or maybe you’ve run out of space?

Some of the compressed texts that are in the files are assets/locales/text.*.translation and I do not know how to edit them.

As well as social networks, email, and something else are located in assets/databases/*.json.

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image.png

I successfully managed to get the key, open the PCK and extract its data using the latest versions of PCK Explorer and Bruteforcer.

You can simply use the address from the screenshot as the “Start Address” to get the key instantly.

Can you share the game with a PCK file or at least the name of the game? If you want, you can send it to an email from my profile.

If you are trying to open a PCK file for Godot 4.5, you need the latest version of PCK Explorer compiled from source. It has already been updated along with Bruteforcer, but has not yet been released.

The menu and something else are compressed and encrypted in the Godot engine localization format. I do not know if there are tools to localize these files.

But it is possible to translate the text of the social network and email, as they are stored in plain json.

Thanks, glad to help!

You just need to download PCK Bruteforcer (UI + Console) dotnet.zip, unzip it and run PCKBruteforcer.Console.dll with dotnet.

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The same as my godot_debug_draw_3d: random user ID, random session ID, system language and region, editor language, OS, OS version, OS architecture, app version.

For me, it just shows the number and duration of sessions.

code from godot_debug_draw_3d

But in fact, I still haven’t processed the data of this program in any way.

Also in the paid version, you can export all the strings to a json file and edit them using any text editor.

As far as I know, all the dialogues and scenes are inkcpp. News and mail on a smartphone are like json or just plain text files. But the user interface was in the OptimizedTranslation format from Godot (*.translation files), where the developers decided to save a few kilobytes, which is why it is impossible to restore the original key:value pairs (almost impossible, most likely they can be restored by iterating through all existing lines in the project).

I think at the time I wrote the guide, it was 1.3, which was released shortly before my program was released.

1.0.2

You have downloaded the console version of the program. To work with it, you must first run cmd or shell.

To work via the graphical interface, please download the version with the UI in the name.

downloaded godot-pck-explorer-native-console-win-64

Next time, please edit your comment or write to the same thread instead of creating another one with additional information.

Not at the moment. But it sounds interesting, I’ve been thinking about trying to implement interprocess communication for a long time.

For a user, it might look like this obsnotifier.exe custom_toast "My title" "My notification text".

At the moment, I am actively using this program myself, so if it completely stops working with new versions of OBS, then I will try to fix it.

the only way for me to break obs-websocket is to run something to go beyond the available RAM so that it crashes OBS. After that, I may need to reboot my PC to restore websocket functionality.

Thanks! Do you mean such transparency?

Just change the color in the configuration (it is stored in Hex ARGB format)…

Unfortunately, I can’t promise anything in terms of updates to this program right now.

My Payout ‘ID #174781’ has been in review for 22 days.

I sent an email to support 3 days ago and haven’t gotten any response (except bot).

I also initiated a new payout but nothing has changed.

As mentioned in the same 3rd point, you need to download 1.0.5 or lower. https://github.com/DmitriySalnikov/OBSNotifier/releases/tag/1.0.5

But also, as it says in the title, this is only necessary if you are using an older version of OBS and/or OBS Notifier.

Yes, the program works anywhere.

What do you mean?

Have you downloaded “UI + Console” or “native-console”?

Does the program not start at all?

Hopefully there won’t be any more major problems 😅.

Good luck with the translation! And let me know if you find any other problems.

Thanks for reporting the problem!

Update is live. Please check if it is working now.

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Oops. The last time before the release, I checked the launch only on Ubuntu and macOS.

I just double-checked and Ubuntu vm runs the program without problems (try double-clicking in explorer or launch it from the console), even on a completely clean image. And macOS 15 runs the program.

But yes, I confirm that the program cannot run on clean Windows. I don’t know why yet.


I think I’ve found the reason. And most likely, the FREE version of the program really shouldn’t have run on all operating systems. I will release an update soon.

Да, можно попробовать. Напишите мне на почту поддержки, которая указана в профиле. Я пришлю ссылку на оплату $5 (400р) и после оплаты вышлю ссылку с ключом активации.

This program was originally created to view the contents of a PCK, after which I added the ability to extract files (without restoring them) and create new PCKs.

gdsdecomp was originally created to decompile GDScript from Godot 3 and restore resource files.

gdsdecomp is trying to decompile everything. It sometimes works, but it does it extremely slowly.

I am currently exploring what I need to convert binary data from Godot and the main problem that I have now is to port the marshaling code (and all types of godot Variant…). After that, I should have enough tools to restore project.binary to the project.godot.

Via the Hex editor.

But seriously, the file name says .binary, not .godot, this means that the file was converted from text to binary during export. At the moment, you need to use other tools to change this file.

Perhaps I will add the ability to convert this file to text, if possible. This would be just as useful as restoring .ctex (which cannot be restored currently either).

Not implemented yet. It will also require obtaining a paid certificate to sign the application to avoid anti-cheat issues. Although there is a workaround for DirectX, which I will probably publish along with the new version. But this is not a safe way.

Are you sure that obs-websocket 4.9.1 is compatible with 30.0.2? Is there a settings menu for it? Starting with OBS 28, obs-websocket 5 is part of the default installed OBS. But obs-websocket 5 is not compatible with 4.9.1 and OBS Notifier 1.0.5. Just use the latest version of OBS Notifier (without even specifying the IP, only the password).

Are you really using OBS 27? And downloaded OBS Notifier 1.0.5? And have obs-websocket 4.9.1 installed? I’m not sure that Localhost can be capitalized, but otherwise I can’t confirm or deny the functionality in any way, because I don’t have such an old OBS at the moment.

Most likely, this game runs in borderless mode. That is, like a regular window, but without a borders/frame. Many games have this mode.

Sound notifications are planned for the next version. But I still haven’t decided on a set of sounds.

I have met several other programs that change the state of game windows and draw elements on top of games and do not seem to ban anyone for this. But these interactions were with windows, not fullscreen games.

If a borderless game is enough for you, then in the current version you can disable Quick Actions and enable `ClickThrough = True’.

Also, speaking of fullscreen mode, I will need to spend a lot of time in order to figure out how to integrate into the process and draw my windows. At the moment, I have already spent a lot of time to update the OBSNotifier to the latest version .NET and add more modules.

I will try to add support for rendering notifications in fullscreen, and if I can find a ready-made solution for embedding my notifications in games, it will happen much faster. But I haven’t been able to find anything yet.

The only solution I already have is to bypass Windows security restrictions and pretend to be a lock screen… This allows you to draw notifications on top of DirectX games in an optimized fullscreen (win 10, like win + space language switch or media notifications). I will probably release this separate program with the next version.

There is no such functionality at this time. But I’ve already looked at encoding and decoding Godot resources. At this moment, you can use another tool gdsdecomp.

But if you just want to view PNG/WebP images from PCK, you can use my other tool.

Can you provide more information? It is advisable to provide a PCK file.

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need to select ‘App’ as the root folder

Actually if you specify as the root C:/My/App, then inside the PCK there will be paths without App.

I think I need to add a preview of the paths inside the PCK 😅 (link)

It is also probably worth adding packing and extraction modes that would take into account only filtered/visible elements. (link)

Regarding the prefix, I created a issue

When you pack the PCK, you specify the root folder that will be packed with the hierarchy preserved. First, unpack the PCK somewhere, then change the contents of the extracted files and specify the same folder when packing.

  • But there are problems here: Firstly, usually exported resources/textures are not located like res://Graphic/icon.png'. This path usually contains a remap file that references file inside .godot/imported`.
  • Secondly, this image can be loaded from the script, which will also have to be changed.