Seems like every time I post I have to say that "most of you probably don't remember me". Whenever I come by here, there's basically a whole new set of active users :p. Anyway, a few days ago I decided to check in on the RF community to see what was happening these days, as I periodically do, and I decided to grab RF2 from SVN to see how the project was going.
At the same time, I also downloaded RF1, since I hadn't played with it since version 070 (or maybe it was 071). Then I started reminiscing about the the 'good old days' when I used to use RF and how much fun it was (for me, anyway :p).
Then it struck me, that maybe I should stop being greedy, and see if I could lend a hand to the RF2 developers. For the last couple of months I've been working on my own engine as a hobby project to keep my skills up to date. Looking at the RF2 code, we seem to be headed in similar directions (Ogre, Bullet, Python, etc).
So first of all, if it's of any use to you at all, you can grab my code from svn at https://sakti.svn.sourceforge.net/svnroot/sakti. It's not without it's problems, but you might be able to find something useful in there for RF. I have a BSP loader and 3D World Studio loader around somewhere that you might want, though I haven't integrated it into sakti yet. The loaders convert the formats into regular .mesh format for Ogre. I figure this might be better performance-wise to the BSP scene manager. Also, my python code probably wouldn't be working right now if I hadn't looked at the RF2 code, so thanks for that

Also, from what I can remember RF2 is supposed to run on Windows and Linux, but I don't recall any mention of mac support. I do most of my coding on the mac these days, so if you like, I could help out with porting and setting up the mac cross-platform stuff in the engine code.
And if there's anything else I can do, just let me know
