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Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
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Can It Be Modified For Next Version? 
to only shows the maps in the current mod?

currently seems to list all maps, including in the ID1, which might not be mod compatible 
Water Effects? 
Also can the old school quake underwater effect be brought back as a "r_waterwarp 2"? 
@Baker 
Macs applications can't do command line parameters.
Hmm... since when ? But i believe you. macOS should have it's Unix accrediation revoked. It's a disgraceful clusterf*ck of a design mess with no regard for anything but making a buck, lock-in, and selling disposable hardware. I turned off about 4 years ago and just run Mojave on my household laptops. Now get off my lawn :) 
Oh, Maybe Not, But Modern OSX Is Still A Festering Mess 
@ranger
to only shows the maps in the current mod?
Sounds reasonable... Currently shows all maps in id1/maps (which in my case is quite a few) mixed up with mod maps (shoved into 'extralevels').

Maybe i'll code this ? Probably easiest to do something like "maps_mod". Just had a quick look. haha, geezus our data structures are basic. 
Neural Network Backed Reinforcement Learning In Quake 
I incorporated the following RL and NN library of mine here
https://github.com/frabbani/ML/tree/main/c/reinforce

into my own quakespasm branch here
https://github.com/frabbani/quakespasm/tree/rlearn
(it has other stuff too, but look at sv_move.c)

i also have quakec changes here
https://github.com/frabbani/quakec/tree/fxr/soldierai

youtube
https://youtu.be/H90kfbqx4Zo 
Stevenaaus - QS & Ironwail Features! 
can you add all the ironwail features to QS?

The reason i ask is, today apparently i discovered, ironwail and QSS are incompatible with certain mods (was playtesting Malice DE), but I love all their missing features which I always wanted in QS 
 
what do you mean by "all the ironwail features"? 
Quakespasm 0.97.0 Released 
Version 0.97.0 of QuakeSpasm is released.

Downloads:
https://sourceforge.net/projects/quakespasm/files/
http://quakespasm.sourceforge.net/download.htm

Changes since the previous version:

- Quake rerelease: Support for playing 2026 (30th aniversary) update:
Proper loading of localization file and word-wrapped centerprints.
- Valve BSP, WAD, and external texture support.
- The maps console command now takes an optional ModName, e.g.:
'maps ad' or 'maps id1'
- New maps_mod console command to list maps only from the active mod.
- Add support for -userdir cmdline arg to override the hardcoded
user directory.
- Reset r_skyfog between maps.
- Bump MAXALIASVERTS from 2000 to 2400 (needed by start map of the
RoofTop Jam.)
- Bump MAX_MODELS/MAX_MOD_KNOWN from 2048 to 4096 (needed by qbj3_hcm
from Quake Brutalist Jam 3.)
- Support for type 3 (uncompressed grayscale) TGA files (needed by
qbj3_rabbit from Quake Brutalist Jam 3.)
- Fixes to type 1 (paletted) TGA files support.
- SV_PushMove: preserve pusher solid field instead of overwriting
with SOLID_BSP.
- Fix svc_clientdata weapon byte potentially not being written for
mission packs.
- Don't spawn monsters when starting map with nomonsters 1.
- Disable EXT_packed_pixels support on big endian systems.
- Allow any supported music type to be considered as cdrip.
- snd_mpg123 now uses 64 bit-only libmpg123 api if built against
mpg123 >= 1.33.0
- Increase default heap size to 384 MB
- Fix potential buffer overrun in condump command
- Initial escripten wasm port.
- Code cleanups, minor fixes, updates to third party code.
- Thanks to Andrei Drexler, Alexey Lysiuk, Roman Turchin, Justin,
Andrey Budko, Jesse Elliott and Alexander Tsoy for patches. 
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