> Can a server accommodate more than ONE Game session?
> If so, how do you do that?
Yes, the easiest way to do this in my opinion is to have a different
UNIX user per game instance. And of course each game instance will
need a different port (+set net_port).
Not sure about Windows.
_
> Do you mean to say you're using the same rate limiting code as ioq3, but
> with tighter constraints?
I actually have not looked at ioquake3 code trunk in a while.
One of my "versions" of UrT server source code is based on ioquake3
1.36 (svn://svn.icculus.org/quake3/tags/1.36/) and I could have
I created a special patch for Urban Terror 4.1 server code (open
source, based off an old ioquake3) a month ago when the exploit became
severe.
My code limits the total number of getinfo+getstatus responses to 48
for the previous 2 seconds elapsed. In addition, the code limits the
number of getin
I'm having a funny ioquake3 server problem and was wondering if you guys know
what's going on.
If you look at the serverStatic_t struct in server.h, right below
authorizeAddress I've added another netadr_t there for a custom service.
What's funny is that consistently after the server is
running fo
This is the problem with contaminating licenses. They contaminate.
Long live BSD! <3
- Rambetter
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By sending this message I agree to love ioq
Dominic, you seem to be a tad out of the loop as far as Urban Terror
4.1 binaries go. This is understandable if you're not a hardcore UrT
fan like me. :-)
People on Linux now are using mitsubishi's "ioq3-urt" client (the
"plain vanilla" version mostly, _not_ "bumpy"). The source code for
this i
> Isn't PAE abandoned? Or at least as good as?
Nope.
> The thing looks fine to me. If it gets committed here I'll backport it
> to the 1.36 release, too.
If you do backport it to 1.36, you'll have to change MAP_ANONYMOUS to
MAP_ANON for FreeBSD systems because MAP_ANONYMOUS isn't defined on
Free
>> First, let me just state that cross-compiling a 32 bit binary on a 64
>> bit FreeBSD system is currently not "supported" (for pretty much any
>> 3rd party software such as ioquake3).
>
> Actually this is not true, if the required 32bit libraries are around
> it will work, both with a direct gmak
Hello again. I have some followup information regarding
Rambetter-PAE-FreeBSD-fix.patch.
First, let me just state that cross-compiling a 32 bit binary on a 64
bit FreeBSD system is currently not "supported" (for pretty much any
3rd party software such as ioquake3). In general, cross compiling
ap
Hi guys. I'm taking initiative into fixing ioquake3 on FreeBSD since
it seems to be broken in some respects.
Actually, for now I'm only interested in fixing ioq3ded, not so much
the ioquake3 client (I don't even know how badly the client is broken,
if at all).
Anyhow, I've been running some flavor
>
> you've reverted some of these:
>
> size = write(...);
>
> this produces warnings as write is marked as
> __attribute_warn_unused_result__
>
>
OK, I reverted those changes back to the original. Patch attached.
Compiled and tested, no warnings due to the change.
One question. I actually ended
Hiya n00bsy b00bsies! <3 <3 :-P
First let me give you a little bit of background to justify why I spent so
much
time fixing these bugs. Let's say I'm hanging out with my clan and we find
a
scrim. Someone writes a text message over Mumble with an IP address, port,
and password to the scrim serv
Hi guys. I'm doing some work on the ioquake3 consoles (both in-game and
tty). I came across 2 bugs in cl_keys.c (in-game console).
1. When a player isn't connected to a server and types a command into the
in-game console without a preceding slash, a slash is prepended to the
command. If that ex
> it doesn't really matter, it's far easier prevent people from connecting by
> tying up all the free slots (google q3fill).
>
>
>
I already have that patched in my ioquake3-server branch. I actually have 2
things:
1. If a certain server cvar is set, limit the number of "connect" packets
from a si
>
> > I have not checked the TCP/IP stack code before, but how does someone
> like
> > BSD handle storing of SYN packets in their network code? I imagine SYN
> > packet is similar to challenge, but I don't know too much about TCP/IP.
>
> The trick is to not store the cookie on the server but rathe
So after getting more familiar with the getchallenge code in sv_client.c of
ioquake3, I started thinking about how to do a denial of service attack.
Here is the idea.
I send getchallenge UDP packets to an ioquake3 server, where the source
address and port of each packet is spoofed, chosen at rando
Thanks for the info. I actually went through the trouble of downloading the
latest version of rq3 and installing it. I installed it along with the Q3A
pak files (pak0.pk3 and up) in baseq3/. Not sure if it would work with
com_standalone set to 1 and without the pak files, but anyhow I got it
wor
> Hopefully things work out for ya. And if anyone's not pleased with UrT
> and interested in seeing what Reaction offers, please feel free to hit me
> up via email or in IRC.
>
> I will definitely take a look. What sorts of online player counts do you
have in this game? For example, UrT gets upw
all of the
> contributers are okay with it?
>
> Zack Middleton
>
> On Wed, Nov 3, 2010 at 6:58 PM, eviljoel wrote:
> > Yeah, I'm pretty confused after reading that. Might be a GPL violation.
> >
> > Later,
> > EJ
> >
> >
> > On Wed
>
>
> To be able to do all that, Frozen Sand is going to ship as an official
> Q3 licensee, forked properly from the 1.32b Quake sources. The GPL
> stuff we’ve made public releases of (IoUrbanTerror 4.1 and IOBumpy)
> will still have their sources available, but there won’t be another
> Q3/GPL’d En
Am writing some client libs to query master servers. I'm trying to find a
running instance of a master server that understands the "getserversExt"
request type. I know that dpmaster software supports this. Are there any
running instances of dpmaster out there? I tried master.ioquake3.org port
2
Hi guys. This is a more general question about IP networks I guess. Even
though I'm a FreeBSD dude, I don't know that much about IP networks. I've
implemented a feature for my Urban Terror server which works very much like
the legacy Q3 auth server. Now I have realized something (thanks to a re
If I wanted to DoS a server, I'd also forge the source IP address.
> Address-based rate limiting alone isn't enough.
>
>
Very good point I didn't think of that.
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Hi guys. I'm becoming quite familiar with ioquake3 server code, in
particular the connect procedure defined in code/server/sv_client.c. I'm
modifying SV_GetChallenge() and SV_DirectConnect() quite extensively,
because I am implementing a central player database and auth server for all
of my Urban
>> As John Carmack just announced during QuakeCon, RTCW and Enemy Territory are
>> open-source!
Hi, I make trick jump maps for the free game Urban Terror (see
http://www.icyjumps.com/). My maps are pretty successful. I would
like to maybe try making maps for Enemy Territory. I have a few
questi
> Try applying this setting in the ioquake3 console: "in_dgamouse 2" (no
> quotes)
>
> I recently had to do this with Quake Live with a recent SDL build. My
> problem was not the same as your's but is similar. According to this
> (http://ubuntuforums.org/showthread.php?t=60529), it turns off SD
I'm running the latest and greatest ioquake3 from SVN to run Urban
Terror on CentOS 5.3. I am having a problem where my mouse movements
seem to be artificially limited. For example, when I enter the game,
and I start moving the mouse to the right side, my player will rotate
right, and then will h
>>> Moin Moin,
>>>
>>> So it seems that the "buffer exploit" that's running around UrT
>>> servers is related to the QVM, at least from what I can tell that's
>>> where it segfaults for the x86 QVM (using the interpreted QVM I get
>>> "VM program counter out of range in OP_LEAVE" instead, still a c
> Moin Moin,
>
> So it seems that the "buffer exploit" that's running around UrT
> servers is related to the QVM, at least from what I can tell that's
> where it segfaults for the x86 QVM (using the interpreted QVM I get
> "VM program counter out of range in OP_LEAVE" instead, still a crash).
> Thi
On Sat, May 8, 2010 at 5:57 AM, un dead wrote:
> As you know, GTV is an abandoned program that is used for viewing
> Quake3 matches. It has a number of issues that make it a pain:
>
> * GTV is closed source and based off of an old quake3 source tree (IIRC 1.17).
> * It's a separate executable so
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