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Well, just ran said gguf on the GeneralsX codebase with a pretty open-ended "Explain this codebase to me, and the general game loop." prompt, and...

  Let me also look at the GameLogic::update() to see the rest of the update flow, especially the object update loop.

  Actually, I think I have enough information now. Let me also check the GameLogic::UPDATE to understand the full update flow.
...repeating forever.

Since they mentioned that they're working on new quants, guess I'll wait. From earlier tests on work stuff, it's definitely capable.

 help




More updates from the Discord (also mostly about the NVFP4):

> we've got an NVFP4 checkpoint that has a KD of 0.135 relative to the BF16 checkpoint (for W4A4, on some GSM8K prompts). [...] We're still seeing some looping on W4A4 (although much less than before), whereas for W4A16 we've not been able to make it loop. Given that W4A4 is still a little broken, we won't make this an official release (we have one more idea planned to fix that). [...] The RC1 for NVFP4 is reachable as poolside/Laguna-S-2.1-NVFP4 @ RC1

Seems to be available already indeed: https://huggingface.co/poolside/Laguna-S-2.1-NVFP4/tree/RC1


Tool calling in pi completely broke with the updated q4 gguf (spinquant-less). Guessing it'll take some time.

...they'd messed something up in that quant, apparently fixed promptly. ds4 now supports it as well and it's... well, context-limited (<=250k on a 128gb machine) but it positively flies on an m5 max - the 60tok/s decode / ~500tok/s prefill is real.



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