
Possible A "sv_betterphysics" For Next Version? 
 
		#3938 posted by 
ranger on 2025/01/03 10:24:19
 
		like MOVETYPE_BOUNCE would properly bounce down slopes... etc? 
 
 but be sv cvar so only clinet & server with same value won't mismatch? 
	 
		
		
Trouble Connecting To Local Dedicated Server 
 
		
		Hey there... long time no see you guys. Anyway, I tried to join to a local dedicated Quakespasm server but even with a clean Quakespasm install it's failing. It keeps sending keepalive messages but the connection never completes.
 
 Am I doing something wrong ? AFAIK there's no blocked ports, but... Here's a screenshot for more details: 
https://ibb.co/3NMMZ3Z  
	 
		
		
Coordinates Of The Effects In The File "effectinfo.txt" 
 
		#3940 posted by 
Andrew on 2025/01/18 10:07:30
 
		Maybe someone can help me?
 In the file "effectinfo.txt" there are lines, for example, "text 62 64" - these are the coordinates of a certain effect. How many X and Y parts is the file "particlefont.tga" divided into so that I can understand which values can be used to change the visual effects? 
	 
		
		
QoL Features? 
 
		#3941 posted by 
ranger on 2025/01/18 15:20:52
 
		Like a "delete save" button in the menu?
 
 or a "load map" button? (so I don't have to minimize the game to manually search through the maps folder for the map name to paste into console?) 
	 
		
		
@ranger 
 
		#3942 posted by 
metlslime on 2025/01/18 19:44:22
 
		there is a “maps” command that prints a list of available maps. 
	 
		
		
Can It Be Modified For Next Version? 
 
		#3943 posted by 
ranger on 2025/01/19 09:19:59
 
		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? 
 
		#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 
	 
		
		
		#3949 posted by 
oglerau on 2025/09/30 22:18:54
 
		what do you mean by "all the ironwail features"?