Indeed. I have done most on the 1.0x game code, and something like 1/5 of the post 1.01 game code. So I have few knowledge of the recent parts of the game code, such as monster AI. But I can certainly provide some general help.Cruaich wrote:I know Mathieu did a lot of code with the weapons.
All you should need to start messing with the code is the latest qblood-CVS snapshot on our development site. Go to our home page -> "Developer's Corner" -> "Snapshots". The source code is in "qblood-CVS-xxxxxx.zip" packages, prebuild binaries in "qblood-bin-..." packages if you don't want to compile BQCC (our QuakeC compiler) by yourself.
Once you have unpacked the source code, put the BQCC binary in the "progs" directory and run it. You should get 3 new files: "progs.dat", "bqcc.log" and "progdefs.h". You don't care about the last one. It's used for compiled the engine, and it should NEVER change. "progs.dat" is the actual game code you must put into the TF packages.
Voila! You will eventually want to use CVS directly to fetch the source code from the repository, but given it hasn't changed since quite some time, the snapshots should be good enough to start.