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PakFu

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PakFu logo

Step into the PakFu dojo: your Sensei demands tidy archives, sharp tools, and workflows you can repeat without hesitation. Respect the palettes, mount containers within containers, and keep your mod workbench disciplined. Train with the GUI for comfort, or the CLI for speed.

PakFu is a cross-platform archive manager and asset viewer for idTech-era and adjacent game formats. It is built with modern C++ and Qt6, and it keeps both GUI and CLI workflows first-class.

Table of Contents

Overview

  • Current version: 0.1.18.1 (see VERSION).
  • Cross-platform targets: Windows, macOS, Linux.
  • Build system: Meson + Ninja.
  • UI framework: Qt6 Widgets.
  • Primary focus: browse, inspect, preview, extract, and rebuild archive content with a documented CLI.
  • Project state: active development with frequent feature updates.

Download

Get PakFu from GitHub Releases:

  • Windows: installer.msi (recommended) or portable.zip
  • macOS: installer.pkg (recommended) or portable.zip
  • Linux: installer.AppImage (recommended) or portable.tar.gz

The Linux portable archive is a deployed runtime tree with Qt and non-Qt runtime libraries bundled. After extracting it, run ./pakfu from the extracted directory.

PakFu can also check for updates at runtime (GUI) and via CLI (--check-updates). Every installer and portable package includes an offline HTML user guide in a Documentation folder (or the platform's app documentation location). The guide is generated from the user-facing sections of this README, so packaged help stays aligned without carrying build instructions or repository maintenance notes.

Highlights

  • Archive and folder support in both GUI and CLI.
  • Dedicated standalone viewer windows for image, video, audio, and model files.
  • Nested container mounting (open archives inside archives).
  • One-click Extract Selected and Extract All workflows for the active archive tab.
  • Batch conversion tool for selected assets with category tabs (images, video, archives, models, sound, maps, text, other).
  • Manifest-driven extension commands with capability negotiation and GUI import/write-back outputs.
  • An installable pakfu_core static library with public headers and pkg-config metadata for non-UI archive, format, search, game-profile, and extension code.
  • Image batch conversion supports input from all supported image preview formats, including Heretic II m8 textures, and output to all supported image-writer formats (png, jpg, jpeg, bmp, gif, tga, tif, tiff, pcx, wal, swl, mip, lmp, ftx, dds) with format-aware settings (quality, compression, palette source, dithering, alpha threshold, embedded palette where applicable).
  • Preview overviews surface asset context such as palette provenance, model companion files, shader texture dependency resolution, active 3D renderer state, and preview fallback notes.
  • Heavy previews report timing profiles, reuse cached temp exports for repeated media/model previews, and cap BSP texture resolution work for very large maps.
  • Modern platform-native open/save/folder dialogs with standard breadcrumbs/bookmarks and robust cross-platform behavior.
  • 3D preview renderer selection with Vulkan/OpenGL behavior and fallback.
  • Fly camera controls for 3D preview (Right Mouse + WASD, Q/E, mouse wheel speed, Shift faster, Ctrl slower, F frame, R/Home reset).
  • Auto-detection and management of per-game installation profiles, including Heretic II base/htic2-*.pak gamepacks.
  • Built-in update checks via GitHub Releases.
  • Integrated crash reporting with session logs and Windows minidumps.
  • Cross-platform shell integration: Windows Open With registration, Linux desktop/MIME metadata, macOS document types, and per-format icon sets.

Supported Formats

For the fixture-backed support contract and current verification status, see docs/SUPPORT_MATRIX.md. The tables below are the quick reference.

Archive And Container Support

Type Extensions Open/List Extract Save/Rebuild
Folder input directory path Yes Yes N/A
PAK/SIN pak, sin Yes Yes Yes
ZIP family zip, pk3, pk4, pkz Yes Yes Yes
Quake Live Beta encrypted PK3 pk3 (XOR-obfuscated) Yes (auto-detect/decode) Yes Yes (encode/decode via Save As)
Doom 3 BFG resources resources Yes Yes No
WAD2 wad, wad2 Yes Yes Yes
WAD3 wad3 Yes Yes No
Doom IWAD/PWAD wad Yes Yes No

Preview And Inspector Support

  • Images:
    • Core: pcx, wal, png, tga, jpg
    • Also supported: jpeg, bmp, gif, tif, tiff, swl, m8, mip, lmp, dds, ftx
  • Audio:
    • Core: wav, ogg
    • Also supported: mp3, idwav (Doom 3 BFG; converted to WAV for playback when payload codec is supported)
  • Video:
    • Core: cin, roq
    • Also supported: bik, ogv, mp4, mkv, avi, webm
  • Models:
    • mdl, md2, fm, md3, mdc, md4, mdr, skb, skd, mdm, glm, iqm, md5mesh, tan, obj, lwo
  • idTech inspectors and metadata views:
    • spr, sp2/spr2, bk, os, dm2, aas, qvm, progs.dat, tag, mdx, mds, skc, ska, ttf, otf
  • Text and script assets:
    • Core: cfg and similar plain-text config/script files
    • Includes many common idTech-family script formats (shader, menu, def, mtr, map, proc, ent, qc, and others)

Notes:

  • Multimedia playback support depends on the installed Qt Multimedia backend and codecs.
  • cin and roq are also handled by built-in cinematic decoders.
  • Some indexed formats (wal, mip, selected lmp cases) use game palettes when required; Heretic II m8 textures carry an embedded palette.
  • Heretic II bk book sprites composite referenced .m8 tiles, while os dynamic scripts are binary bytecode and open as metadata/opcode previews.
  • BSP inspector/preview supports Heretic II IBSP/converted QBSP maps with .m8 texture resolution, plus Quake 3-derived families including FAKK variants used by Heavy Metal: F.A.K.K.2 and American McGee's Alice (FAKK v42 checksum-header BSPs).
  • idTech4 .map source files and .proc compiled render descriptions open as text/metadata inspections. 3D map rendering is currently scoped to Quake-family .bsp files; idTech4 .proc/collision map rendering is not claimed.

Build and Run

Prerequisites

  • C++20 toolchain
  • Meson + Ninja
  • Qt6 (Core, Gui, Network, Widgets, OpenGL, OpenGLWidgets, Multimedia, MultimediaWidgets)
  • Windows: DbgHelp (system library, used for crash reporting)

The Vulkan 3D preview renderer is optional at build time. If Qt private RHI headers are unavailable, Meson builds the OpenGL preview path instead; use -Dvulkan_preview=enabled to require Vulkan or -Dvulkan_preview=disabled to force the portable OpenGL-only build.

See docs/DEPENDENCIES.md for full dependency details and packaging toolchain requirements.

Windows Helper Build

pwsh -NoProfile -File scripts/meson_build.ps1

Manual Build (All Platforms)

meson setup builddir --backend ninja
meson compile -C builddir

Core Library Target

meson compile -C builddir pakfu_core
meson test -C builddir core-api-smoke

Installed builds publish pakfu_core, the public header set under include/pakfu, and pakfu_core.pc metadata for helper tools that want to reuse PakFu's non-UI archive and asset-format surface.

Parser Hardening Build

For parser hardening smoke tests with libFuzzer + sanitizers:

CC=clang CXX=clang++ meson setup builddir-fuzz --backend ninja --buildtype=debugoptimized -Dvulkan_preview=disabled -Dfuzzing=enabled -Db_sanitize=address,undefined
meson test -C builddir-fuzz --print-errorlogs

Run

./builddir/src/pakfu
./builddir/src/pakfu --cli --help

Windows:

.\builddir\src\pakfu.exe
.\builddir\src\pakfu.exe --cli --help

CLI Quick Reference

Usage:

pakfu[.exe] --cli [options] [archive-or-folder]

Core actions:

  • -l, --list : list entries.
  • -i, --info : show archive summary.
  • -x, --extract : extract entries (-o, --output <dir> optional).
  • --save-as <archive> : rebuild selected entries into a new archive.
  • --convert <format> : convert selected images to a supported image-writer output (png, jpg, bmp, gif, tga, tiff, pcx, wal, swl, mip, lmp, ftx, dds) or IDWAV audio to wav.
  • --preview-export <entry> : export the CLI preview rendition of one entry; images write an image file, text and binary entries write bytes.
  • --list-plugins : list discovered extension commands.
  • --run-plugin <plugin[:command]> : run one extension command against the loaded archive.
  • --check-updates : query GitHub Releases.
  • --qa-practical : run practical archive-ops smoke QA (selection/marquee/modifier checks).

Archive selection and mounting:

  • --entry <path> : limit --list, --extract, --save-as, --convert, or --run-plugin to an exact archive entry. Repeat for multiple entries.
  • --prefix <dir> : limit --list, --extract, --save-as, --convert, or --run-plugin to entries under a directory prefix. Repeat for multiple prefixes.
  • --mount <entry> : mount a nested archive entry first, then run the requested action against the mounted archive.
  • --plugin-dir <dir> : add an extension search directory (repeat for more than one).

Save-as options:

  • --format <pak|sin|zip|pk3|pk4|pkz|wad|wad2> : choose the output archive format. If omitted, PakFu infers it from --save-as.
  • --quakelive-encrypt-pk3 : write ZIP-family --save-as output with Quake Live Beta PK3 encryption.

Installation profile actions:

  • --list-game-installs
  • --auto-detect-game-installs
  • --select-game-install <selector>

Legacy aliases still accepted:

  • --list-game-sets
  • --auto-detect-game-sets
  • --select-game-set <selector>

Update source overrides:

  • --update-repo <owner/name>
  • --update-channel <stable|beta|dev> (full releases only; prereleases are ignored)

Examples:

./builddir/src/pakfu --cli --info path/to/archive.pk3
./builddir/src/pakfu --cli --list path/to/archive.wad
./builddir/src/pakfu --cli --extract -o out_dir path/to/archive.resources
./builddir/src/pakfu --cli --extract --prefix maps -o maps_out path/to/archive.pk3
./builddir/src/pakfu --cli --save-as mod_subset.pk3 --format pk3 --prefix textures path/to/archive.pk3
./builddir/src/pakfu --cli --convert png --prefix textures -o converted_textures path/to/archive.pk3
./builddir/src/pakfu --cli --preview-export gfx/conback.lmp -o previews path/to/pak0.pak
./builddir/src/pakfu --cli --mount nested/maps.pk3 --list path/to/archive.pk3
./builddir/src/pakfu --cli --list-plugins
./builddir/src/pakfu --cli --run-plugin example:inspect-cfg --entry scripts/autoexec.cfg path/to/archive.pk3
./builddir/src/pakfu --cli --check-updates
./builddir/src/pakfu --cli --qa-practical
./builddir/src/pakfu --cli --list-game-installs
./builddir/src/pakfu --cli --auto-detect-game-installs
./builddir/src/pakfu --cli --select-game-install quake2

GUI Workflow

  • Main modes:
    • Archive View
    • Image Viewer
    • Video Viewer
    • Audio Viewer
    • Model Viewer
  • Opening behavior:
    • Opening a supported media/model file can launch its dedicated viewer window.
    • Opening an archive prompts: open directly, install a copy then open, or move to installation then open.
  • Navigation:
    • In standalone viewers, mouse wheel and arrow keys cycle sibling files in the same folder.
    • Fullscreen toggles with F11, middle mouse, or platform fullscreen shortcut.
  • Archive operations:
    • Drag-and-drop import/export across directories and tabs, plus file/folder drops from external applications.
    • Drag modifier keys: hold Shift to request move; hold Ctrl/Cmd (or Option on macOS) to force copy. Cross-application drops are copy.
    • Move semantics work across open tabs via drag or cut/paste when the source tab is editable; otherwise operations safely fall back to copy.
    • Locked/read-only archive states (Pure PAK protector, mounted container views, folder views) disallow import drops and disable cut/paste-style modification actions.
    • Name collisions during add/import/rename prompt for Overwrite, Keep Both, Skip, or Cancel (with apply-to-remaining support).
    • Multi-selection follows platform conventions: Shift range selection, Ctrl/Cmd toggle selection, marquee/rubber-band selection in icon/list views, and Ctrl/Cmd+A for Select All.
    • Shell-open paths from Explorer/Finder/file managers route through the same open flow as drag/drop, including directories, archive tabs, and standalone viewers.
    • Double-click nested container files to mount and browse in-place.
    • Multiple nested layers are supported.
    • File menu and context menu actions support Extract Selected, Extract All (archive views), and Convert Selected Assets....
    • The Extensions menu discovers manifest-backed external tools, validates the current archive selection before launch, and can import extension-generated files as pending archive changes.
  • Safety:
    • Pure PAK Protector is enabled by default for official archives (read-only protection with Save As workflow).

Installations (Game Profiles)

PakFu stores per-game installation profiles with:

  • default directories,
  • palette preferences,
  • launch settings (executable/arguments/working directory).

Behavior:

  • If profiles exist, PakFu opens directly into Archive View.
  • If none exist, the Installations dialog opens on startup.
  • Auto-detection order: Steam -> GOG.com -> EOS.
  • Auto-detection coverage includes Quake-family, Doom-family, Half-Life, SiN, Heretic II, RtCW/ET, Jedi Outcast/Academy, Elite Force titles, Heavy Metal: F.A.K.K.2, American McGee's Alice, Quake 4, Doom 3, Doom 3 BFG Edition, Prey, and Enemy Territory: Quake Wars.

Selector support:

  • --select-game-install accepts UID, game key, or display name.
  • Use --list-game-installs to enumerate current profiles and keys.

Updates and Releases

PakFu can check GitHub Releases at runtime and from CLI. GUI auto-checks run after the main window is shown, so network latency does not block startup.

GUI updater install handoff:

  • Downloaded update assets are verified against the release manifest (size and sha256) before PakFu opens the download folder or launches an installer.
  • Windows: Install and Restart waits for installer completion, then relaunches PakFu (preferring the installer-managed %LOCALAPPDATA%\PakFu\pakfu.exe after MSI updates).
  • macOS/Linux: PakFu exits and starts the downloaded installer artifact (.pkg / .AppImage) after shutdown.

Build-time updater config:

  • -Dgithub_repo=themuffinator/PakFu (default; see meson_options.txt)
  • -Dupdate_channel=stable|beta|dev (default: stable; full releases only; see meson_options.txt)

Release automation:

  • Nightly pipeline: .github/workflows/nightly.yml
  • Channel auto-version pipeline: .github/workflows/auto_version.yml
  • Manual rebuild pipeline: .github/workflows/release.yml

Release artifact naming contract:

  • pakfu-<version>-windows-<arch>-installer.msi
  • pakfu-<version>-windows-<arch>-portable.zip
  • pakfu-<version>-macos-<arch>-installer.pkg
  • pakfu-<version>-macos-<arch>-portable.zip
  • pakfu-<version>-linux-<arch>-installer.AppImage
  • pakfu-<version>-linux-<arch>-portable.tar.gz

For full policy details, see docs/RELEASES.md.

Environment Variables

Variable Purpose
PAKFU_CRASH_DIR Override crash output directory (session logs and crash artifacts).
PAKFU_DISABLE_QT_MESSAGE_HOOK Disable Qt log interception for troubleshooting.
PAKFU_DEBUG_MEDIA Enable extra media diagnostics in logs.
PAKFU_AUTO_PLAY_ON_OPEN Auto-start playback when opening videos.
PAKFU_FORCE_QT_FILE_DIALOG Force Qt's non-native file dialog implementation (useful for troubleshooting platform dialog issues).
PAKFU_ALLOW_MULTI_INSTANCE Disable single-instance behavior and allow multiple app instances.
PAKFU_SMOKE_TABS Run tab smoke test automation on startup (debug/CI helper).
QT_MEDIA_BACKEND Override Qt multimedia backend selection.

Documentation

  • docs/CORE_LIBRARY.md : pakfu_core public headers, API metadata, install contract, and sample consumer code.
  • docs/DEPENDENCIES.md : dependency baseline and optional libraries.
  • docs/EXTENSIONS.md : manifest schema, JSON payload contract, and CLI/GUI extension workflow.
  • docs/QA_ARCHIVE_FILE_OPS.md : practical QA checklist for selection, drag/drop, cut/copy/paste, and modifiers.
  • docs/RELEASES.md : versioning, release rules, and asset contract.
  • docs/UI_BUTTON_ICONS.md : UI action icon inventory.
  • docs/FILE_ASSOCIATION_ICONS.md : file association icon mapping and implementation notes.
  • docs/CREDITS.md : project attributions, compatibility acknowledgements, and third-party credits.
  • CHANGELOG.md : release-by-release change history.
  • scripts/build_user_guide.py : generates the packaged HTML user guide from the user-facing README sections.

Credits

  • Creator: themuffinator (DarkMatter Productions)
  • Full attribution list: docs/CREDITS.md

Tech Stack

  • Language: C++20
  • UI: Qt6 Widgets
  • Build: Meson + Ninja
  • Rendering preview path: Vulkan and OpenGL paths with fallback behavior
  • Packaging and release automation: platform scripts + GitHub Actions

License

  • GPLv3 (LICENSE)
  • No warranty

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A kung-fu-powered archive and asset manager for classic games.

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