About Mod-Making:
It is pretty easy and only minor modifications needed for gameppc.dll. Most changes for Quake 2
were in the main exe, Renderer's and sound-DLLs, not in the gameppc.dll which is pretty platform-independent (from some few exceptions

).And of course you do not have
to change main-exe/renderers/sound-code for
a Mod, you only have to change gameppc.dll.
You need to:
- a minor change in g_main.c for the Amiga
Quake 2 Game API
- Another small change in g_save.c (only needed for Single-Player-Mods)
- Writing a Makefile of course

- If you are doing a Mod Multi-Platform you
have to be careful about pathnames ("/",
not "\")
- You have to use gcc as compiler
- "r+t" as parameter for fopen (if you use
fopen for logfiles or such in your Mod)
should be "r" for Amiga, else it won't work
(There will be more detailed information available after the release of the game)
For Game API Mods that is all which differs
from the Windows/Linux versions in the Game API. Of course you still should do new GFX/Models/Maps for a fine Mod

Of course engine-Mods are a different story. Actually we have one Engine-Mod (q2max) included on the CD (but q2max is slow and memory-hungry, so it is optional). Porting
an Engine-Mod is a LOT of work. Often Engine-Mods require lots of memory also.
Steffen