   Quake 2 modding or TC help
  Hey guys new to the forums here!  I am wondering if any of you have any experience modding or TC''ing Quake 2. I ask this (even though i know it is dead tech) id released the full source code a while back and I want to make a game but i don''t want to make my own engine and i would like ot hone my skillz before i go off and license one (since it is danged expensive).  also the gpl free license allows you to sell your game and just output the binaries. So basically what i need is some resources, ie, level editors, updating the source to direct x 8 or 9 tips, anything that would help me mod tuts etc.  I have already tried planetquake.com and most of the links are dead so i have no help there.  ANy links or tips etc or just let me know if this is a royally bad idea and i should just mod something like UT2k3 or something else that is new.  THanks for your help-Nightbird1225 
quote:Original post by Nightbird1225  level editorsQuArK is still going strong, and definatly the best out there. Its also got tools for organising all of a TC''s files.http://dynamic.gamespy.com/~quark/ ;  OK thanks for that i will look into it right away! Are there any tuts for QuArk that you know of that are worth looking at??-N ;  Not really, the ones on the site are about the best for it. But its pretty simple once you get the hang of it, most of the complexity comes from trying to get the Quake entities to do what you want. ;  ok great thanks!-N ;quote:also the gpl free license allows you to sell your game and just output the binariesThe GPL actual requires that you make the source freely available, or available at a reasonable charge (i.e. to cover postage and media costs).As for using the Q2 engine, if you''re a fairly experienced programmer, then it could be a good idea.  The Q2 engine is rather flexible but you may find it hard to work with.  You may find some helpful info at QuakeSrc.org though their site appears to be down at the moment, there''s a message promising it''ll be back up by the weekend.Oh and you may be interested in Tenebrae.  It''s written using the Quake 1 source, and it''s basically a huge graphical upgrade.  It uses the same tech as the D3 engine and as it''s built on the GPL version of Q1 it''s all open source. ;  ok thanks for the link to the tenebrae thing i am cheking it out now.  I know about the source files i just called them binaries by habit i meant src files.  So do you agree that the self contained game is better or would it be easier to just mod unreal x (tourny, 1,2, etc.) and make anyone who wants to play it just buy the original since you can pick up unreal 1 for like $10 most places?Questions, thoughts criticizems.-N ;  I''d say play around with both ways and see which one you prefer.  You need to be comfortable with the code before you can start doing any serious modding stuff anyway.  Remember if you mod one of the Unreal Engines you''re restricted to what parts of the engine they''ve exposed to modders.  If you use something like tenebrae or Q2 you get all of the engine.  It just depends on what you''re planning on doing. 