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Fitzquake Mark V
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.

FitzQuake Mark V Download:

http://quake-1.com/docs/utils/fitzquake_mark_v.zip

Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.

It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.

Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme).
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I know how to do it, but until classic-like Quake engines implement "add static entities at any time" for dead monsters and gibs and the like, static entities is basically just a fixed array that happens during connection to the map.

Compounded by: what if a monster died on a lift or temporary floor -- since static entities don't move? And then if you fix that, you break standard Quake physics.

And the entity_t struct stores a ton of lerp data and other things that don't apply to static entities --- which never move. I killed the grunt on the opening bridge in Metal Monstrocity and then shot the bridge release and then was slightly distressed that his body just floated in the air, but in DarkPlaces he'd fall into the pit when the bridge is gone.

Optimization and Quake can be a paradox or at best a rabbit-hole with no known end. Proof that Quake was made by an HP Lovecraft monster and somewhere Cthulu is laughing ... 
 
wait, what? monsters don't get made static when they die.
monster corpses float in the air only because the fl_onground flag doesn't get cleared so the engine ignores it when doing physics updates. Darkplaces probably just fixes that behaviour. 
 
actually wait... if a corpse floats in the air when a lift goes down, that's some kind of bug because corpses DO go down with lifts and such. maybe a corner was on the ledge? 
 
Monsters don't get made static when they die.

I was arguing that in some ways, they should.

If standard QuakeC exposed the ability to make create new static entities at any time like DarkPlaces permits.

Then QuakeC doesn't waste time performing physics or sending network traffic on dead monster bodies.

(Then I mention the problem with this is that if you make dead monster bodies static entities --- they don't experience physics and some places they should). 
 
attachments could be used on static ents so that corpses could move with the platform.
which would work fine until the platform is killtargetted and then spawned as something else... yay corpses riding your nails!...
might be fun. 
 
...until classic-like Quake engines implement "add static entities at any time" for dead monsters and gibs and the like, static entities is basically just a fixed array that happens during connection to the map

Hmmm - I'm not sure how this is potentially a blocker.

To be clear, the suggestion to just Hunk_Alloc each static ent as it comes in is nothing to do with being able to makestatic at any time.

It's to do with (1) removing the limit on static entities so you don't get in an arms race with mods, and (2) saving memory while doing so.

Both of which are IMO useful and essential things to have in any engine, irrespective of presence or absence of other features. 
 
sizeof(entity_t) = 336 bytes on 32-bit (pretty small size). 336 bytes x 8192 statics = 2.7 MB.

You are correct in engine design and philosophy.

But if I rewired it to do as you suggest, Mr. end user won't know even know he saved around 2.7 MB in RAM on all but the most unusual maps.

I mean, I raised the default zone allocation to 8 MB. That's probably 6 MB more than the most rare situation would actually need.

And both Mark V and Quakespasm default to 256 MB -heapsize. Which is about double the memory any map actually requires.

/At least those are my thoughts 
 
What's the drive to optimize for memory usage in Quake engines these days?

Is it programmer pride, or is there a solid tech reason? 
 
MH wrote DirectQ and RMQ engine (first BSP2 engine, MH designed BSP2) --- it has some slick memory management. FTE and DarkPlaces do as well, but I've only ever really looked at MH's stuff in relation to the memory management.

(Because MH writes really great code. Time permitting, I try to code in his clean style.)

Almost acquired the entirety of RMQ's dynamic memory management into Mark V in 2014.

I have unusually ambitious backwards compatibility goals because of another engine called ProQuake and realized that if I implemented full dynamic that non-dynamic memory engines (ProQuake, Qrack, Quakespasm, WinQuake, FitzQuake, etc.) wouldn't reliably be able to either connect (coop or over the internet) or playback demos with certainty.

To address that, would have to have a mechanism to set a hard limit. Ends up being a lot of work to be back where you started.

[So both Mark V and Quakespasm use 8192 entities as the limit by default.] 
I Think That Means 
'Why make maps better than id1?' :>

I think the other reason is the megamap format. Some things just don't work very well, like flickering lights. 
 
What's the drive to optimize for memory usage

"so modders/mappers can push the engine more" would be my initial thought, although I don't know much about engine coding. 
 
"'Why make maps better than id1?' :> "

No, no ... it means, "My machine has a kojillian gigs of RAM in it. Why stress about a few hundred bytes?"

:) 
 
Why stress about a few hundred bytes?

Because it's not. 
 
I think it would be daft to take a bloatware approach to engine mods to a 1996 game, even if computers in 2016 can handle it. A lot of people will want to run this on older PCs. The original was coded efficiently and there's no reason not continue in the same philosophy. 
 
What's the drive to optimize for memory usage
Dynamic limits for stuff means that it'll not crash due to the limit being too low (note: you typically still need a sanity limit).
Fixed limits are a constant battle between sanity and actual use. Any time anyone makes a slightly bigger map, the engine needs twice as much memory. Essentually, the program eventually ends up allocating memory right up to the edge of sanity. Which then causes it to crash because its BSS section clogs its virtual memory pool.
Okay, maybe I'm exagurating a little, while 1 fixed limit can be ignored, by the time you have enough such limits things do start to hit the fan. Its just good to make all limits dynamic early, before it gets too problematic.


Baker, so you want MarkV to have limited static entity counts because someone *might* record a demo and then play that demo in an even more crippled engine?
Really you're just ensuring that maps won't work in either engine, spreading the crippleware. 
 
"The original was coded efficiently and there's no reason not continue in the same philosophy."

Well, it would eliminate the now routine conversation that takes place when any new mod or large map gets released about which engine it works in, which limits need to be raised, etc.

And there's nothing inefficient about a dynamic array. Software around the world uses them every day. :) 
Playing Quake 
Well, it'd be nice if Quake was more accessible to people who don't know what the console is, or simply don't want to mess around with heapsize and the like.

But the onus there is on the mappers to set up their rc or autoexec properly.

Which engine is more difficult, although Quakespasm has become the standardised engine of choice for many. 
 
Well, it'd be nice if Quake was more accessible to people who don't know what the console is

Absolutely. I dream of an engine where a noob can just start it, and load a mod/map through an ingame menu and literally not need to worry about anything else. 
 
I think the ideal situation is dynamic arrays when possible, with some sanity check hard limit, and also "xxx exceeds standard limit of yyy" messages when "developer 1" is set.

- still runs as well on old computers / vanilla maps as an engine with vanilla limits would
- mappers can check how high over vanilla limits they are.
- eliminates frustration for players running huge maps


In practice there can be challenges doing this for each different limit.

Looks like QS and MarkV both MAX_STATIC_ENTITIES at 512. Hunk_Allocing the static entities as they arrive sounds like a good solution, as long you can be sure things added to the hunk during CL_ParseServerMessage will stay around until the client is restarted. 
 
map viewer

Mark V has a map browser already... maybe it could do with a mod browser. To be honest is it necessary? Most maps come with a readme txt with instructions. 
 
To be honest is it necessary? Most maps come with a readme txt with instructions

I once tried getting some people at work into Quake. The short answer? Yes. 
 
Doesn't something like QuakeInjector solve the noob issue? 
Heh 
I didn't know about that thing. I guess I'm the noob :} 
 
The original was coded efficiently and there's no reason not continue in the same philosophy.

It actually wasn't. The original was coded for an 8 MB MS-DOS machine with no multitasking and no virtual memory, so (1) it could freely grab all of the memory in a machine without worrying about having to play nice with other programs, and (2) if it ran out of physical memory it would explode.

There's vestiges of this all through the original memory management system. Zone memory is one example; the whole LRU/MRU/flush/evict thing in cache memory is another.

When doing any analysis of Quake's memory subsystem you absolutely have to bear in mind that it was coded for an OS and for constraints that no longer exist.

And of course, with specific reference to static entities (and a few other things), there is always this: https://github.com/id-Software/Quake/blob/master/WinQuake/cl_main.c#L46 
 
The quake engine was coded for efficiency in the use of memory and stability. For one, the so-called modern engines typically have bugs which are not detectable because of the slack memory handling in a modern OS, whereas the popular DOS extenders were strict. This enables detection of memory related bugs and stable code.

The majority of modified winquake engines seem to be enthusiast projects to show off the latest visual feature. This is worthwhile for working on experimental features, but much less so for the mappers and gamers. They should have to debug the maps and OS issues and not have a common source of bugs in the engine, too. This is why quakespasm is favored, even though it is missing the original software engine. 
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