Hmm registered on the darkmod forums and am able to log in but im not allowed to post yet it seems
I read the thread there so to avoid any confusion from the other devs its probably best to tell them that the openmp part was originally for linux and does not currently work correctly for windows.
The reason is that linux openmp uses pthreads and the parts needed for it to work on windows would have to be ported to a windows threading library instead.
The OpenMP from the patch is also used for Doom3's heap manager / as well as other parts of the renderer. The only part im using atm are the codechanges for defering the interactions but without the openmp part
the speedgain will probably not be worth it.
Does not hurt though and in case we get the openmp part working then most of the code would be ready for it

Productivity is a state of mind.