Fantasy Fountain - do the DS materials work?

I just installed the Fantasy Fountain that I'd bought earlier tonight.
Can anyone get the D|S materials to work? Clicking on the icons gives the impression the D|S companion file isn't actually applying, leaving only the base Poser material (which isn't all that good). No bump, normal or specular applied anywhere, no tiling on the floor, no proper water material. Oh, and there's no materials at all for the candle or goblet.
I've even tried looking at the .duf materials files, but the new format makes about 99% less sense than the old easily-understood materials scripts, I can't figure it out at all.
:question:
Comments
I've noticed that SOME files need applied in the same manor as a Shader to work. That's Item selected in Scene Tab and then item selected in the Surfaces Tab and then Apply the DUF. Try this method.
My mistake, the D|S MATs are loading — if I load the mossy texture it goes on OK, then the original grey stone and it goes back on OK. Although, in both cases, I never get anything more than the diffuse and (some) bump maps appearing.
It almost looks as if the D|S materials have been saved using the Poser just-like-it's-loaded settings, with no actual D|S changes, but that doesn't slip through QA any more... does it?
Don't ask me. I'm just another user with a fancy title. Forum Admin does not give me more info than other users just more to do.
It was a rhetorical question. ;-)
Well, time to try the new bug reporting system. This definitely isn't working as it should — I can apply the maps for non-basic surfaces settings and they work OK, but it's all my "best guess" at all the values. And I'm not a good guesser...
Not to indicate that I advocate less than good surfaces for studio (crummy Studio settings are one of my personal soap boxes) but the reality is that QA does not read minds nor do they take a stand on aesthetic. While it might be nice if there were a "law" that required good settings from everyone for everything they said worked in x or y program the reality is that QA tests to make sure things load properly and not check to see if there are this or that type settings. That way lies madness anyway. There just is no way to really make a rule about has to or can't happen for surfaces because there are always going to be situations where the rule is going to need exceptions.
Not to indicate that I advocate less than good surfaces for studio (crummy Studio settings are one of my personal soap boxes) but the reality is that QA does not read minds nor do they take a stand on aesthetic. While it might be nice if there were a "law" that required good settings from everyone for everything they said worked in x or y program the reality is that QA tests to make sure things load properly and not check to see if there are this or that type settings. That way lies madness anyway. There just is no way to really make a rule about has to or can't happen for surfaces because there are always going to be situations where the rule is going to need exceptions.
And your Q and A people would be the ones going mad...:)
Absolutely! If I thought there was a way to strong arm them into making sure everything looked the way I would expect it to look when it rendered I would sure try and do it. But even something as simple as "must have bump maps" goes out the window when you really look at the way the surfaces could be set up and the variety of surfaces types that don't need bump maps. Do I think that content creators should be making a full out effort to have a product that renders as beautifully as possible in a program it says it works in? Yes I do. But that just can't fall in QA's lap. I think the only way that will ever happen is if content creators who provide less than adequate settings are called on it directly.