Jack Dandy wrote:Hmmm, I see.
So let's say, for example:
If a modder would want to make a level that features retextured version of the game's tiles, or a monster that has the same model as the monsters in the game but slightly altered, he'll have to wait for something that's released by the devteam, yeah?
...
I'm no authority, but I'm trying to logic my way through this
I think you can do these type of mods, but you'd need the right tools.
Sol_HSA says you can use a patcher, and you can use an extractor. This means there is absolutely no reason you couldn't make a program that:
1) Extracts the data
2) *Copies* it to a different file on your HD, renames it, etc
3) Modifies that copy
This would effectively give you the exact same results on the user's computer as if they downloaded your directly modified *copy* of the Grimrock files. You wouldn't have to replace their existing files, either, since you could do a copy/rename after extracting the file.
You'd have to be careful about what type of patch files you use, tho. If you're modding source code or text files, you can't use standard unix patches as those contain a copy of the lines to be removed/modified. You'd have to use a patch that *only* contains your new code, and only has references (like line numbers) to the old code.
The tool would also be complicated if you wanted it to support patching against multiple versions of the game.
I wouldn't be surprised if there were already tools to do this sort of patching. It would be applicable to any game that allowed you to modify files, but not distribute original game content.
A question for the Grimrock Devs:
To make a tool like this easier to write and easier to verify the results, would you be allowed to distribute one-way hashes of files/lines so you can at least verify that you're modding the right files/lines? This seems reasonable to me and potentially within the rules, but it also seems a like a grey area.