Currently I want to create a real time strategy game in python using pyOpenGL. I am new to python, but have experience with OpenGL and Perlin noise in c++. I want to paint an attractive terrain and think that FxGen could help me generating one. There are no bindings for python yet, but I wouldn't mind to generate them, however, before I can do that a few problems need to be solved:
1. FxGen is not really cross platform (this currently being solved).
2. There isn't much documentation available.
The reason why I want to use python is that I belief it is easy to learn and because it's relatively easy to create and use external modules (libraries) for python. So I belief that creating bindings for python would make FxGen easy to use for starting game developers.

I've been involved with an open source FPS project called OpenFrag. It's still a fledgling project, but recently we've undergone a restructuring, and we've got new direction and new spirit, as well as a good codebase with a game that runs. We're currently trying to make a level for our next demo.
I've spoken to the project leader (IFASS) and the programming leader (brainless) and they are both enthusiastic about implementing the FxGen library into their codebase. I was displeased with the reaction from the Sauerbraten forum, but these folks are a smaller, tight-knit community that is forward-looking yet still practical.
I'm not sure how everyone in our project would react to such a decision just yet, so these project leaders will communicate with the rest of the team and we can reach a good opinion as to what we think we should do.
I would like to see if you guys might like to help with this effort, since it is a smaller project than Sauerbraten and due to that, as well as the support these fine individuals would gladly provide, it might be a more productive experience for us.

There has been some talk of implementing FxGen into games.
This is excellent, and should be supported by our website. Thus, I have created a new forum.
Once a decision to focus our efforts on an engine becomes clear, I will also create a forum for that particular game engine.
I have created a new gallery for game textures, also. This will help us create a repository for specific game textures. Any comments on this decision, and on the organization of our gallery section, would be appreciated.
i think it would help fxgen very much if people could see a game that uses it.
I think integrate fxgen into a existing game, such as quake (well, probably in the more recent quake engine darkspace) would make fxgen very fast very popular.
it's just a idea i had. Integrating fxgen into darkspace would be like adding a new texture format. If somebody does it he could do it in a way that the fxgen texture would overwrite if aviable the default quake 1 texture. a perfect demo would then be to retexture the first quake level only with fxgen generatet textures.
advantages:
-more people will know fxgen = more developers etc.
-fxgen is used to create real textures for a real game, so the limits of fxgen will be found and features implemented to create the needed textures.