I’m not sure this is the right place to publish keys.
I know that, for example, there is a forum online where keys for UE4/UE5 are published, but it’s a slightly less official place…
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.
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?
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).
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.
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.
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.
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.
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).
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.
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.
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