On 02/10/15 07:22, Alexandre Detiste wrote: > but also action, arena, capture, chaos, eraser, jail, kick, pb2 & rover.
There isn't necessarily a great deal of point in packaging these: they likely won't work without game-code, which for Quake II means native code. > now I have no idea if these mods require a game.so or not; > were the presence of a .dll would had told me. Anything that "changes the rules" (so, any mod with new weapons, monsters etc.) will need a game.so. S