The particle system is useful to mods+maps, in much the same way as fence textures or strcat (though you're likely to need to use the more limited DP-defined effect definitions if you want compat across all 3 engines). The point is that QSS should no longer feel like crippleware to an aspiring ssqc modder.Īnd hopefully FTE+DP users won't be left with horrible clunky mods that comprise of 60% hacks that were needed to work around QS limitations. I'm not saying that its worth playing SMC with QSS, only that its content-loading limitations that really holds it back (well, okay, a couple of extra things that I didn't bother to network up because I couldn't be bothered to implement the various clientside parts). Note that QSS has a whole load of ssqc extensions, such that mods like SMC can run. I'm more about letting people do what they want without extra barriers (bug-willing), hence csqc etc.
Pretty stuff sells (yay screenshots), hence your interest in DP, which is why FTE has the effects that it does, but its not my personal focus. For instance, FTE has a number of presets, and only ONE of them has fullblown rtlights enabled. Pretty stuff like rtlights is not what I personally favour, which is why I've not gone completely crazy with that stuff. Personally tend to play quake with vanillay setting.