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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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64 Bit 
Sorry forgot to mention that build is 64-bit only. I'll build a 32 bit version.

Honestly I'm not sure what the ultimate purpose is/will be. Really I'm just doing it because it's fun to make. Though Unity runs almost everywhere (Windows, OS X, iOS, Android/Ouya, web browser, Windows Store/Phone, etc) so if I can pull it off the end result will be a (free) Quake engine for a bunch of devices. Really now I'm just doing it as a programming project based around one of my favorite games. 
Visual C++ Redist 
You might also need the Visual C++ runtime on 64 bit, which is here (it's tiny) http://www.microsoft.com/en-gb/download/confirmation.aspx?id=14632 
Blogs Again 
Not had much chance to get things on my blog recently, but put out a short article today.

http://tomeofpreach.wordpress.com/2013/10/19/random-entities-find/

It's a combination of a neat mathematical trick and a little bit of glue code which allows you to select one entity at random from find or findradius result sets. There's also a pattern at the end for writing find loops, so you don't have to repeat your find code at all. Whether it's an actual improvement or not is up for discussion... 
32/64 Bit Builds Of UQuake 
Sorry for the 64-bit snafu. Also sorry for using Dropbox, it's not the best for sharing public files. Lets try Github instead.

https://github.com/mikezila/uQuake1/tree/master/Builds

Pick your favorite flavor, 32 or 64. You might need the Visual C++ 2010 runtime if it complains about Mono. 
VIS Approach 
I'm thinking on the problem of using the vis data from the maps in my renderer, and I'm running into a few snags. Some of these snags are no doubt a result of me trying to take shortcuts.

At first I thought I could use the bounding boxes for the leafs, and just check against them using the player/camera position. This would make it very easy, as each leaf knows what other leafs to render. Problem is that the only bounding boxes in the .bsp are stored as shorts, not floats. The problem with that is that to convert "Quake space" to "Unity space", I have to scale (and rearrange) the vector3s by 0.03! That's a pretty extreme scale, but it wouldn't be a problem if the bounding boxes were stored as floats, but they're not. Once I do this scale, the boxes are not accurate enough, they're obviously off center, and not shaped/proportioned correctly. I thought I could work around this by making a bounding box myself that encompassed all of the faces in a leaf, but there is a lot of overlap in many places, even if I just overlap the center of the faces and not their whole bounds. On the plus side I accidentally made a pretty nice tool to check if parts of your map geometry are producing shitloads of leafs.

I also made a bad assumption that a given face could only be a member of one leaf, but it looks like that's not the case. I should have known better, as if a face could only be in one leaf it'd probably be listed in the face struct.

Is there any shortcut I can take, as opposed to just implementing the bsp tree wholesale? I'm thinking pretty hard, because with all the modern tools available it seems like it'd be easy, but I can't come up with anything. 
 
It sounds at first blush like you're doing something wrong with the bounding box scaling. Scaling it should be perfectly doable without it shifting off center. There must be an incorrect assumption you're making there or something. 
Yup 
I agree with Willem, are you sure you are not somehow casting the result of the scaling back to short? Although if you multiply a short and a float, the result should be a float, also. 
Botched It 
Yeah I was botching it. I was reading the 12 bytes that contain the shorts and passing them to be handled by the leaf constructor, but in that constructor I was only using the first six bytes to make my six floats (ugh). Corrected that and now the boxes are placed and rendered correctly. I'm currently fighting with Unity's local vs worldspace shenanigans, but it looks like this might just work.

Thanks for calling me out on my assumption. 
Find-tuned Looping 
There's also a pattern at the end for writing find loops, so you don't have to repeat your find code at all. Whether it's an actual improvement or not is up for discussion...

How does it compare to using a for loop to find, instead? 
 
How does it compare to using a for loop to find, instead?

It generates essentially the same code, so it's just a trade-off in human terms. The for loop is a bit more explicit on what's going on, but the while loop is shorter and better from the Don't Repeat Yourself point of view. 
Qccs 
your two loops are not equal. the for loop will ensure initialisation.
the while loop will run slightly faster - the way its written will consume one less instruction (additionally the progs will be a smidge smaller due to the reduced repeats).

modern qccs (including recent fteqcc builds) will be able to optimise more agressively if all locals are initialised before use, reducing the number of temps used (because initialised locals will not have undefined values when recursion or overlapping is used). Plus its good practise if you ever write C code. :P
Also, fteqcc likes to warn about unintended assignments within conditionals, which can be fixed with an otherwise redundant extra parenthesis (consistant with gcc).
Put that all together and the ideal loop is something like:

for(candidate = world; (candidate = find(candidate,classname,"monster_ogre")); )
{
foo(candidate);
}

Yeah, it costs an extra vm cycle, and an extra instruction to go with it, but it potentially saves as many 'globals' as you have locals in your function, including localised temps (assuming the qcc doesn't detect any other uninitialised locals).
It definitely saves a few headaches too, when you use the same variable in multiple loops in the function.

Of course, if you want compatibility, the for loop is an extension. Only while and do while loops are supported in all qccs. 
A View Into The Optimisation Process 
That's interesting to know, thanks! So if I explicitly initialise a local I get can get a reduction in stack size. Is that at the cost of additional length in function size? I think it's right that the extra instruction doesn't cost execution time because an extra temp would also mean an extra zeroing-out. Guess there's no benefit if you're not under pressure for temporary variables in that function?

The ability to suppress the warning is a massive boon though! I'm back down to zero warnings and blissful silence... 
Random Query 
Are there any occasions where the optimising code takes advantage of "leaf functions" i.e. functions which call no other functions? It seems like a category of function which would be easy to identify at compile time, and where you could go very aggressive in terms of reusing variables as you don't have to worry about recursion or anything needing to be restored later... 
 
QC stack:
when a function is called, the current locals are copied off to some hidden stack. the 'globals' (globals is definitely the wrong word to use here... in this post this is the only meaning of the word 'global') that hold the locals are not overwritten automatically when the function then runs.
when the function returns, the globals that are used for the function's locals are reset to their original values, thus they are cleared or so again ready for the next time its called.
if you have a recursive function, those locals will thus be set to the value they had in the parent (even if its not the direct parent). which is probably not what you want.

the optimisation the qcc is trying to use here is to overlap all locals from all functions using the same set of globals. this means you don't waste globals on other things. the engine still does the same amount of archiving (to preserve the caller's locals), just it deals with the same block every time.
the requirement that things are manually initialised avoids bugs with legacy code where unitialised variables are expected to be 0 (despite there being cases in vanilla where they are not - recursion).

Where the function looks like it has at least one uninitialised (read-before-write) local, the function's locals are given a unique non-shared location for all of its locals, as the engine supports only a single globals block for the locals stack.

While its possible that better cache utilisataion might make the code faster, the reality is that the actual cpu will need to execute more instructions than it previously would have. 
Wow 
That's a fascinatingly weird glitch I'd never heard of before - I'd held the zero initialisation as being a fundamental property of the language! For those who like demonstration code, the following shows off the important properties:

void() Recurse =
{
��local float delta;
// note we use delta here uninitialised on the
// RHS before the assignment happens
��delta = delta + 1;
��dprint("IN: ",ftos(delta),"n");
��if(delta < 5)
����Recurse();

��dprint("OUT: ",ftos(delta),"n");
}


This outputs:
IN: 1
IN: 2
IN: 3
IN: 4
IN: 5
OUT: 5
OUT: 4
OUT: 3
OUT: 2
OUT: 1


The value of delta is retained between calls as we recurse deeper onto the stack, but is restored to the value the caller had when we return to her. No doubt someone can do something creative with this, I'm gonna go audit all my code for correctness again... 
Sidenote 
the prerelease had no local stack. Essentually it had no locals at all.
carmack really loved his globals...

Using fteqcc, try:
#pragma warning enable F302
Might have false positives - but let me know if you do spot any false negatives. 
Yeah 
I assumed '0' was correct behaviour.

What would coders expect to be correct for an undefined variable? A null value? 
 
I don't get what you're asking.
An undefined variable would be a compile-time error. 
I Only Dabble 
In code.

When defining a local value in a function, it defaults to 0 until I set it, correct?

I might be missing the gist of the post entirely. 
 
The QCVM initialises locals on return rather than on entry. This means that locals *typically* default to whatever the qcc assigned for them, with 0/null/world if it was uninitialised.
The exceptions are when recursion is involved, in which case it starts with the value it has in the earlier instance of the function on the stack (even when its not the direct caller).
Or when the qcc bugs out and tries to reduce local use even when its unsafe to do so, in which case the locals will have pseudo-random values depending upon the values in the same slot in the caller.

Note that:
float a=5;
is technically an initialisation and not an assignment. This means that if you stored something else into a in a parent function, the value of a will NOT start as 5.
Note that vanilla qcc also then considered 'a' to be a constant and then merges it with other constants with the same value, which can mess stuff up quite a lot and is just unsafe however you look at it.

FTEQCC will internally use assignments instead of initialisers if the local is a variable and not a const. If you want the broken behaviour back, you can just define the local as 'local const float a=5;' instead.
Assuming var and using assignments instead of initialisers also allows 'float speed = vlen(self.velocity);' as valid and well-defined code, which is the main reason for the behaviour change. :P 
Ah 
I use FTEQCC and also the broken format, just because that's what I've learned from looking at other code. 
 
yeah, that last paragraph was to say 'except in fteqcc, initialised locals work as expected', so no worries.
might not be 'standard' (if such a thing even still exists), but its more useful and intuitive. 
An Open QC Question... 
I have a suspicion that the answer is going to be no going into this one, but here goes. Does anyone know of an engine-neutral trick to distinguish BSP models from non-BSP models in QC. Apart from the obvious way of trying to make them SOLID_BSP and checking to see if you've crashed...

I can think of a few heuristics that might imply BSP models based on the maxs and mins, but none that would be anywhere close to reliable enough. Mins and maxs have also varied in the past between different custom engines, so it doesn't seem very safe.

You might try incredibly ugly hacks in QC to increment the pointer to the modelpath string one character at the time. By running a few string comparisons at each step you should eventually get a match to one of the file extensions. Apart from the danger of making a mistake in the pointer arithmetic and causing a segmentation fault, this method would fall foul of someone who lied about the extension of their model!

It turns out Quake engines don't actually rely on the extension for determining the model format - instead they read the magic number at the start of the file. This is a piece of good fortune for people who create md3 replacement models for advanced engines, as they can match the names of the original files yet use the replacement format.

I did scour the codebase a little while looking for any places the crucial difference between a .mdl and .bsp format model poke their heads out, but I couldn't see anything. Any thoughts? 
Make A Working Model? 
About the only thing I can think of is testing the model for crashes while not running in a live environment, but that's hardly a helpful solution.

I'm wondering now why this might matter, though. About the only plausible guess I have is that you're trying to make Quoth's .mdl box items lit properly. 
@preach 
Vanilla NQ code will *always* set mdl format's size to '-16 -16 -16' '16 16 16'. A poor choice, but lovely and consistant. Failure to do so still breaks mods.
This size is distinct from all vanilla .bsp models, which have a mins of '0 0 0'.
Sadly, third-party engines fix that (no more dodgy frustum culling), but gain qc bugs as a result.

In DP, you'd need to set sv_gameplayfix_setmodelrealbox to 0 first. Its now the default but wasn't in slightly older versions.

In QW, setmodel *only* does setsize for actual bsp models. mdl models are not actually supported/loaded by QW servers. Sadly it uses the extension to see if it should try to load a bsp... But, if its foo.bsp you can use this to check its actual type.

There's a couple of extensions lying around like DP_QC_GETSURFACE's getsurfacenumpoints(ent,0) that will return 0 for non-bsp formats, until it gets extended to work with other formats too... :s

Other than that, a model format is a model format. QC defines the physical size of the object (to avoid bugs), and the model itself provides just the mesh.
The only time you'd need to be able to tell the difference is when you have something like func_trains which expect bsp objects. I suggest you use spawnflags or something to say 'non-solid' instead. You'd need to modify the qc code to add a non-inline precache anyway. 
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