I apologise for the terseness of this answer, but I am still snowed under at work (though things should be returning to normal soon):
* You don't need to decompile anything to recompile it -- all the source code is available. * This chapter in the dev manual explains where things are kept and why: http://docs.agrip.org.uk/development/multi-page/start-getting.html It doesn't mention that the address of our subversion repository is http://www.agrip.org.uk/svn/ though. * The ZQuake QC compiler does support some extensions (C preprocessor-like #ifdef and #define directives) that we use to keep the code clean. * progs.dat is the old Quake gamecode. We use QuakeWorld and the files spprogs.dat and qwprogs.dat are what you need (one is for single-player and one is for multi-player modes). Please keep us up-to-date about the changes you'd like to make. The code is well commented and should help you work out which bits do what but I've not been able to make a decent overview in the developer documentation yet. I would hate you to have to re-invent the wheel to do stuff as it will just mean more refactoring work for me in the end, as has happened in the past. Best of luck in the meantime, anyway! bye just now, best regards, -- Matthew T. Atkinson <[EMAIL PROTECTED]> _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
