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onexexplorer's Introduction

Pumba98 🤘

Hi I'm Pumba, IT Student from Germany. I'm in love with everything tech related from ASM and Reverse Engineering to Kubernetes and automation. I'm mostly known from the Hacks & Bots scene of the MMORPG NosTale, but at the moment my main interest is DevOps & Kubernetes.

Social:

       

Languages:

C++   C# Go

Frameworks/Tools:

Docker   Kubernetes   Helm Ansible   Terraform Linux   Git  

CI/CD Experience:

GitLab   GitHub   Azure   DroneCi  

My Projects

Olympus (former NosWings) - Admin

A MMORPG Private Server of the game NosTale, written from scratch with a team of passionate IT students.

We are a team of ~15 people, developing our own Game server project, from the game server itself to all the tooling that permits to enhance our work.

I work on all sides of the project, but my main focus is advanced Client Modding, Resource Modding & DevOps.

Olympus Discord

Kubernetes GitOps Cluster (k3s with flux)

I'm running my Home-Kubernetes cluster using the GitOps tool Flux.
The Git repository is the driving the state of the cluster & everything is kept up to date by Renovate.

OpenSource Contributions

I'm always trying to contribute to OpenSource Projects when I notice problems when deploying things into my Cluster. So far I made small contributions for missing features or regression bugs to @Minio, @Metallb, @Mailu and @Longhorn.

Stats

Anurag's github stats

onexexplorer's People

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onexexplorer's Issues

Crashes when loading NSmnData and NSpnData

@Pumbaa98

In the current version 0.6.1 Beta, the tool crashes when I want to open the files NSmnData.nos and NSpnData.nos. Instead of crashing, it would be useful to inform the user that these files are not supported.

Workaround suggestion:

Summary:
As soon as a user tries to load the file NSmnData.nos or NSpnData.nos, a message box (or similar GUI) informs the user that there is currently no support for these two files.

Implementation suggestion:
The QFileDialog mentioned in Source/MainWindow.cpp, line 117 starts an algorithm which checks the input filename, e. g.:

// ...  
private:  
    // ...  
    bool isFileUnsupported(const QString& filename);  
// ...  
// MainWindow
bool MainWindow::isFileUnsupported(const QString& filename)  
{  
    static const QString unsupportedFilesPattern = "(nsmndata)|(nspndata)";   
    QRegExp regExp(unsupportedFilesPattern);  
    regExp.setCaseSensitivity(Qt::CaseSensitivity::CaseInsensitive);  
    return !regex.indexIn(filename) < 0;  
}

Acceptance criteria:

  • The software won't crash anymore
  • The user gets informed about the support issue
  • The user can continue operating with the software

Improve MultiImagePreview

At the moment images are floating out of the screen.
Display them side-by-side and among themselves and scale them if needed.

Pay attention to duplicate IDs

In files like NstpData are multiple items with the same ID e.g. in NStpData00 are three items with the ID 0.
At the moment they get overwritten with one Image.
That's probably not a problem, because the game presumably can't access all of these items but it should still be improved.

Issue update NSmpData00

While trying to update monster picture the software alway crash at repack. (tryed with 1 file or multiple).

The archive become a empty.

The creationDate in OnexTreeItem *NosZlibOpener::decrypt is NOT A DATE

Recently, I translated Onex Explorer's unpack ,packing and cryptography to C# for my own use.
I used the those translated codes to repack map textures. The result is, if I used the translated code of OnexTreeZlibItem::setCreationDate and repack texture, the game can no longer read them. Then I addressed this issue and records the so called"Creation Date" when unpacking, then write the so called"Date Time" when repacking.
Then the repacked NStpData works just fine, textures can be read by the game.
Also , if someone use Nosunpack to view the .NOS package file,
Will find out the CreationDate is actually type instead of a DATE.

"Start game" button

add a button to start the game form the software. First click ask the path and then it's saved locally.
Improve a bit game manipulation...

Standardize patching archives to easily replace things in .NOS files

Hi,

As we discussed earlier, I think we should provide some kind of standardized way to have "patching archives"

Those patching archives should be available for :

  • Images/Sprites
  • .dat files
  • whatever that is related to client files

I think we should have a designed tool to :

  • Facilitate patching archive generation
  • Facilitate patching archive application

Here is the "directory structure" I already thought about :

./
  - manifest.json
  - {nostaleFileName}
    - randomFileName.fileExtension
    - randomFileName.fileExtension
    - randomFileName.fileExtension

We will have to clarify how the manifest.json should be architectured as well

{
   "author": "",
   "project-name": "wings-blabla",
   "version": "1.0.0",
   "files": [
     {
       // todo,  i'm looking for the different use cases we could have for different files
     }
   ]
}

Add more error messages

Show error message box if imported image is null or isn't replaced because the resolution doesn't match etc...

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