
Water Effects?
#3944 posted by
ranger on 2025/01/19 09:21:27
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!
#3948 posted by
ranger on 2025/06/24 03:56:00
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