hey i just tried directQ and i really liked some aspects of it, i find its very similar to fitzquake but the water looks nicer on directQ especially because on fitz the water brushes glitch a little where they were split by the bsp. i know that you're aiming for a d3d version of dos quake but i'd really like to see you add rtlights support as well as for luma/normal/gloss maps. i have always wanted to see a bugfixed and extremely modern looking dos-like-quake. i would also like to see an option to create more particles for people who like to make particles a very small size like 0.25... or for example in your engine with a size of .5 and a distance scale of 0 they look pretty good but you need more of them for the proper density. speaking as a mapper i would also like to see full support for q3a shaders and the map format, and/or doom3, quake4! the level scripting language on those games would be nice too
on to the bugs
#1 directQ will refuse to run if it scans a pk3 file containing md3 models named with a .bsp file extension. i'm seeing many pk3's for darkplaces with models named in this way? i don't know if that's a requirement of darkplaces to name them this way or not but it really sucks that i cant just run directQ without first moving all my pk3 files out of the id1 folder.
#2 i like that the fly cheat was bugfixed, very useful! but, you missed something, if you start flying underwater and then fly out of it, you can still drown
#3 the white line problem on the bottom of large ammo boxes was fixed, but not the white line on the side of the lightningbolt gun, and on the sides of e1m1 lamp posts when they are seen head-on from a distance
#4 fullbrights work only if you dont use the QRP texture replacements, why no glowmap support? i was very confused when it reported fullbrights as enabled in the menu, and they weren't working
#5 can anything be done about the z-fighting on the e2m2 water bridge thru the gold doorway? it doesn't happen in dos quake.