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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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@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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