Re: Modding ITB: R&D And Current Findings
Posted: Mon Mar 05, 2018 4:30 am
@KartoFlane : I reckon modding will require a dat file serializer/deserializer in order to get access to the asset files and edit them.
As for the lua scripts - are they precompiled and loaded as dynamic libraries, or are they open code files which are evaluated/executed during the game runtime?
If precompilation is involved, I suspect the dat file cracker will also require compilation support prior to repacking modded content.
Both cases are feasible and should require a lot of work IMHO.
What about Vhati ? Wouldn't he like to join in, being the author of the FTL Slipstream mod manager?
As for the lua scripts - are they precompiled and loaded as dynamic libraries, or are they open code files which are evaluated/executed during the game runtime?
If precompilation is involved, I suspect the dat file cracker will also require compilation support prior to repacking modded content.
Both cases are feasible and should require a lot of work IMHO.
What about Vhati ? Wouldn't he like to join in, being the author of the FTL Slipstream mod manager?