The Client: Mostly @MH here ...
1) I've absorbed many of my FitzQuake Mark V changes (hehe ) and well --- back 2 years ago my coding sucked, was a somewhat hacky, etc. I've rapidly largely cleaned up the codebase (viva WinMerge efficiency). Except I haven't tackled the 2 thorniest issues (video and input cleanups).
2) The D3D and OpenGL builds are in a singular binary, even more so than Engine X. Still not as slick as, say, FTE. Requires engine restart to switch. Like Engine X, I abuse the wrapper to give it vsync ability and such Which it doesn't really support, but hey where is the fun with living within clearly defined limits.
3) Graphical niceties? Zero. I've played Black Mesa and after maybe 15 minutes, I dug through a stack of CDs to find the REAL Half-Life. I kind of see ProQuake as the last refuge of archaic GLQuake. ProQuake feels like ugly old GLQuake in a way that even DirectQ or FitzQuake don't give off --- and every engine needs its specialty and ProQuake's is gonna be ugly 1996 GLQuake smudgy feel. Kind of like how Doom and Doom II should be dated.
The Server: Twenty kinds of administrative ease. Where administrative ease = if there is trouble, be able to handle it with ease. And with options more gentle and creative than bans. And loaded with stats. (Thanks libcurl!!! ) The admin controls are rather "robust" --- even by rather imaginative standards of "robust". Kinda Robocop-like
Here's the real question: For anyone that knows (I suspect Spike does) ... if I want to swap renderers, any thoughts on the most hassle free way to reload all the textures? Right now it requires an engine restart, and I don't want to spend 2 weeks to write a texture manager.
/Yeah, sure long-winded post for such a simple question. Enough said.