Right, some good news: at long last I have a cross-platform build script working, which means the same code is used to build AQ whether you're on Mac or Windows. What happens is that the 'prepare' script should be run, which will get all the bits together to make an AQ release and put them into the 'app-staging' directory. On the Mac this includes compiling the engine and QuakeC compiler; on Windows you need to do that before you run the script (which can be done using Visual Studio Express and the supplied project files). The cross-platform build script then compiles the QuakeC code, puts all the AGRIP-developed assets and the launcher into the right places and downloads the shareware data and mind grid and puts them all into the 'app-staging' directory.
The clever bit is that the Launcher (as with the build script) are written in Python, but there's a cool program called cx_Freeze that can 'compile' Python into a stand-alone Windows exe or Mac application, so you don't need Python installed to simply download and run the game. Further, as we're including the shareware and mind grid data by default (in a manner that I believe is still compliant with the licences for said materials), all you will need to do is download and run the launcher. Only developers will need to have Python installed.
There are some caveats at the moment, for example, when you first run the game, a window will pop up asking if it should be allowed through the firewall. This can be difficult to navigate to and activate/dismiss. Further we need to sort out the interaction between whatever screen reader you're using and the self-voicing bits of AQ. Also, now I have been able to test the build and install instructions, I want to go through them again and ensure they are as clear and simple as possible.
So whilst there are rough edges, I hope to polish these off soon, improve the build documentation to match the cross-platform build process (it's nearly there but could be shorter and clearer) and then finally we should have parity between Mac and Windows. And maybe, in future, we can look at supporting Linux again then too. But before that I'd like to work on making LDL part of the whole package, as I believe that's now the main attraction of AQ. And I do hope to update the documentation for developers so you can, at long last, take this into your own hands and do with it (or not) as you will. It's been an excruciatingly long time coming (for me very-much included), but I hope that will finally be able to happen.