Quote: " I just don't know which one yet. One day I say I am going to drop DBP and work with C++ but then the next day I come back to DBP"
I had this issue with DBP and Visual Basic.NET; my final decision is to use them both.
C++ is far more complete than DBP, but the reason I haven't bothered to learn it is because I don't think I have to. If I ever need something that only C++ can deliver, I'll just pay for it. Many games and applications out there a interpreted these days.
I think C++ would bring you closer to the core of the DirectX API and is an educational investment that would bring you more employment than DBP would. I would choose C++ unless you already have alternative industry standards under your belt.
From my perspective, I have VB.NET, PHP, JS, XML, XSL, a little Python and MySQL; plus CG and design; so what I cannot do in DBP gets done with one of these assets; and wouldn't need additional tech on my CV.
Quote: "Chris Tate I did have the idea to read the FPSC source code but kind of forgot about it. You just brought it to the front of my mind now I am going to go do that!"
Have fun, it's real long program; you got the game, the editor and an X10 version I think. A good tip is to add comments as you study it, and start off with the entity UDT, the main core loop and AI script select branch; once you grasp those parts it then makes more sense.
There's also Van B's Bruce code snippet. The other big one was a space simulator, can't remember its name, thinks its ESP, but I found that one difficult to understand. (Have a search for them)