Well, as I said, it is a rant. I feel much better now it's out

@Spike: CSQC, at least to me, is your brainchild, and is a remarkable work, to the point that LordHavoc saw enough value to bring it to DP, too. And while I understand all your reasons (and won't even try to argue), you should really think about how this may be preventing CSQC to become something more than a niche into an already diminute community. I wish I had enough knowledge about it to share and help to spread knowledge, but I can barely make a single HUD (and this, working over gnounc's example and only in DP). And if even experienced* people cannot grasp beyond the basic examples alone, what are the chances for a beginner ?
* (I'm not saying I am good, but I am experienced)
So, I really, really suggest you guys behind the CSQC to *at least* gather and discuss about this (hey, if you want to do that on IRC or pidgin, fine, but I think this forum or any other forum like QuakeOne or Func_ or anywhere are good enough). I cringe to see the list of features on csplat.qc that I cannot even imagine how to try to test because nope, no further info anywhere. And I am sure I am not the only one thinking this way.
I see people questioning the use of regular quakec nowadays and yet, regular quakec tutorials and examples with source code and eventually an embedded reskinned model is what most of the new modders will find info about when searching for quake modding on Google. We alll started copying from silly weapons modifications on old tuts, after all! (I have a backup static copy of AI Cafe, BTW)
I do want CSQC to be a sucessful standard born to overcome as many original Quake limitations as possible.
I want to make mods using extensively CSQC (without tearing my hair apart after hours of fruitless search and failed experiments) and help people make their own mods and play their mods and make the Quake community shine again.
Better map and models formats are nice, high resolution textures and shaders are an important selling point for any decent engine, but the bread and butter of our modding community *is* quakec. And is not enought anymore. We need more than quakec, and CSQC, with all compatibilities problems (a point that deserves to be seriously discussed, evaluated and soluted ASAP) between the only two supporting engines (another important issue) is what we need. Well documented CSQC, that is, with small, modular examples (most game libraries nowadays are released with lots of demos and examples using a few artwork assets, this is feasible), good documentation. And when someone get a complex problem and ask the devs for help, please, make sure this info can be found by the rest of us in any form. The eaiser, the better.
...
"But the modders don't make examples! I am just an engine coder, I am not good at mapping or stuff like that", I can hear.
Well, what about this: let's peek that feature list from csplat.qc and break it into groups (you guys decide how to break it in a more logical way), and I propose we start right now a permanent contest called the "CSQC Demo Challenge" (duh).
The idea: every two weeks/a month (you guys decide if is too much/too little time) we vote for one or more CSQC feature (let's keep few, so it's eaasier to implement and easier to study) and the modder/mapper/modeller community will work together to put a minimalist, working example of that feature.
Let's say we voted for skeletal models and ragdolls this week. One of our talented modellers will cook a very simple public domain model (let's keep it into CC/GPL territory guys, credits obviously will be given) to be used as the target artwork fo the challenge, and we the modders will have to figure out (with the help of the engine coders) how to make things work and, eventually, how to make things that weren't expected with the new knowledge.
At the end of the time frame, we must have at least one working example, worst case scenario. At best ?
a) these forums will have plenty of discussions about the challenge theme;
b) there will be different approaches teaching how to use the same feature;
c) everyone who takes part of the challenge learns about CSQC (so next time someone asks about ragdolls, someone besides Spike will try to help);
d) new knowledge brings new possibilities and new game ideas and eventually, new mods;
e) the CSQC API will maturate and stabilize once more people starts to use it (more people using, more bug reports, etc);
f) suddenly people will start to ask for CSQC in their favorite engine (FitzQuake anyone ?);
g) because f) engine coders will feel the urge to adhere and turn it into a comon feature among Quake engines;
h) and because f) even some really, really oldskool talented mappers may even feel the itch to just test a slightly customized CSQC HUD because at this point someone ported CSQC to FitzQuake so, why not ?;
i) (...)
j) COMMUNITY PROFIT!
So, what do you guys say ? Can we do this ? All of us working together ?