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Posted: Tue May 09, 2006 12:03 pm
by MKJ
yea, i was agreeing with you.

Posted: Tue May 09, 2006 12:09 pm
by ^misantropia^
Sorry then. :)

Posted: Tue May 09, 2006 12:12 pm
by tombston3r
me and a few others tried using this patch last nite,and everyone of us were kicked by pb for various reasons.and had to go back to the old exe.
there is very little info about tis on the id site,does it require the server side to have it as well? or has pb not updated for this?

Posted: Tue May 09, 2006 12:15 pm
by CheapAlert
spookmineer wrote:SyncError, does this also apply to Elite Force? Raven made this using the Q3TA engine if I'm correct.
If so, is there going to be an update for this game as well? (It's not played by many people, but the ones still playing it are very loyal/stubborn)
Q3TA IS NOT A SEPERATE ENGINE and elite force does not use it.
infact it's built on from an older Q3A 1.05 build
you can use the iostvoyhm project instead. Raven won't update their older games

Posted: Tue May 09, 2006 12:34 pm
by Eraser
^misantropia^ wrote:
Eraser wrote:You're probably used to any bugs you encounter by now or found a workaround.
I suspect you are thinking of in-game bugs. The patch iD released fixes something far more serious, an exploit that allows a malicious server to execute arbitrary code on the client (i.e. root the box).
I know this, but how many of these under the surface bugs are there then? And how many pose a serious security risk?

Posted: Tue May 09, 2006 1:04 pm
by MKJ
guess time will tell :D

and as long as these exploits will surface, id will get credit for releasing patches for a 7 year old game. :dork:

Posted: Tue May 09, 2006 1:07 pm
by dzjepp
Eraser wrote:
^misantropia^ wrote:
Eraser wrote:You're probably used to any bugs you encounter by now or found a workaround.
I suspect you are thinking of in-game bugs. The patch iD released fixes something far more serious, an exploit that allows a malicious server to execute arbitrary code on the client (i.e. root the box).
I know this, but how many of these under the surface bugs are there then? And how many pose a serious security risk?
Well the argument was that there is a nice open source project out for q3a and it would be cool if it was implemented into an official patch somehow :p

Posted: Tue May 09, 2006 7:14 pm
by Ganemi
SyncError called me late last night and said that there was going to be a Q3 1.36 update with ragdoll support for all models. Needless to say, I was shocked.

Posted: Tue May 09, 2006 7:38 pm
by dzjepp
I can make up stuff too :D

Posted: Tue May 09, 2006 7:43 pm
by foralarx2k3
Wow, holly cow batman!!!

A quake 3 update ... ID are just too much sometimes :)

One small issue:-

Installed the latest exe. Fired up a quick non-dedicated server with a couple of bots and within moments I start getting

punkbuster spamming:-

PunkBuster Server: Ignored Command to kick player in slot# 1 (RESTRICTION: Corrupted File/Memory [81064]) ... (loopback)
PunkBuster Server: Ignored Command to kick player in slot# 1 (RESTRICTION: Corrupted File/Memory [81065]) ... (loopback)

Tried a complete reinstall of punkbuster using pbsetup ... no dice.

Re-installed the old 1.32 exe and ta-da no problems.

Interesting that the new windows exe is only 852KB and the old one is 884KB. Wonder what got axed ;)

Ahh well....Back to the old version for now.

Posted: Tue May 09, 2006 9:04 pm
by ^misantropia^
foralarx2k3 wrote:Interesting that the new windows exe is only 852KB and the old one is 884KB. Wonder what got axed ;)
They probably used a better compiler. The 1.32b executable was compiled with MSVC++ 6. I assume they've used MSVS 2003 or 2005 for the new PR.

Posted: Tue May 09, 2006 9:13 pm
by Caffeine
Ganemi wrote:
SSJ3Goku wrote: Alt fire
Yeah, you lost me riiiiiight there. : |
Alternate fire, or secondary fire, is a feature where a weapon has two firing modes. As far as I know, it was first introduced in Unreal, and used in every subsequent Unreal title.

A few examples from Unreal Tournament:
- The shock rifle primary fire shoots a hitscan beam, and the secondary fire shoots a slow ball of energy. The neat thing about this weapon is that you can fire an energy ball and then hit it with the beam to cause a very damaging explosion.
- The rocket launcher primary fires rockets; held down, it will load up to six and then fire them all at once. The secondary fires grenades, which likewise can be loaded up and released all at once.
- The sniper rifle primary fire is the usual hitscan bullet. The secondary fire actually zooms, which is variable based on how long it's held down, and another secondary click unzooms.

Some non-Epic games have borrowed this feature. Elite Force (apparently) and Tremulous are two such games.

Posted: Wed May 10, 2006 6:48 am
by Bueller
foralarx2k3 wrote:Wow, holly cow batman!!!

A quake 3 update ... ID are just too much sometimes :)

One small issue:-

Installed the latest exe. Fired up a quick non-dedicated server with a couple of bots and within moments I start getting

punkbuster spamming:-

PunkBuster Server: Ignored Command to kick player in slot# 1 (RESTRICTION: Corrupted File/Memory [81064]) ... (loopback)
PunkBuster Server: Ignored Command to kick player in slot# 1 (RESTRICTION: Corrupted File/Memory [81065]) ... (loopback)

Tried a complete reinstall of punkbuster using pbsetup ... no dice.

Re-installed the old 1.32 exe and ta-da no problems.

Interesting that the new windows exe is only 852KB and the old one is 884KB. Wonder what got axed ;)

Ahh well....Back to the old version for now.
PB hasn't updated for this release yet. The memory errors are natural at this point.

Posted: Wed May 10, 2006 11:04 am
by Ganemi
riddla wrote:he knew what you meant, he was blowing you off for being a UT loser ;)
Yep. The day that a Quake game is shipped with alt fire, is the day I cut my ties to the series.
dzjepp wrote:I can make up stuff too :D
Oh no, I'm serious. Imagine how cool the 1.34 update is going to be with...errrr...1.36 update is going to be with ragdolls! Airial rockets will never be the same again! ACTUALLY THEY'LL BE THE SAME BUT 10X MORE FUN, OKAY I'M DONE NOW.

Posted: Wed May 10, 2006 1:48 pm
by Oeloe
I would have really appreciated it if they would have fixed the long server uptime bug. :( I'd rather see some bugs fixed that affect gameplay but they went for the way that required the least amount of testing of course... Thanks anyway id. :icon14:

Posted: Wed May 10, 2006 4:23 pm
by Caffeine
Id probably doesn't want to spend too much time and effort fixing such an old game, especially when someone else has already done the work. It's too bad that the company can't take the ioQ3 code and integrate it into a PB-compatible binary, but the company knew that could happen when it decided to release the source code under the GPL. If Id had wanted to be able to merge changes back, it'd have used a different software license.

The company could host another, non-PB-compatible release based on ioQ3 perhaps, but ultimately that would cause more problems than it would solve.

Posted: Wed May 10, 2006 5:25 pm
by Oeloe
I wonder if the Q3 source will be updated too now. I assume it will, so ioQ3 and other builds can have the same security fixes.

Posted: Wed May 10, 2006 6:48 pm
by dzjepp
ioq3 was fixed a day or so after the hole was discovered. I dunno about other mods, but remember that plain mods can be fixed too, people can tinker with the source so to those that know what they are doing it shouldn't be to difficult. I just wonder if id used an 'in-house fix' or something that perhaps was posted on a q3 development forum, or maybe they looked at the changes in one of the newer ioq3 builds? :)

Posted: Thu May 18, 2006 9:16 pm
by c0ld
menkent wrote:blah blah blah
NO FTP LINKINGftp.idsoftware.com/idstuff/quake3/quake3-1.32c.zip


Man, it's been a long time since I last messed with my PC for gaming... How the hell do I install this damn thing? :shrug:

Posted: Sun Jun 18, 2006 7:40 pm
by Timbo
dzjepp wrote:ioq3 was fixed a day or so after the hole was discovered.
So yeah old thread... sorry.

The bug fixes CAME FROM ioq3 contributors who agreed to have their code in the closed version, not the other way around.

In relation to my earlier reported error.

Posted: Tue Jun 20, 2006 3:47 pm
by foralarx2k3
Just noticed this thread had resurfaced, anyways, as I reported a fault, I should also report that since the Punkbuster Version 1.229 updates released on Sunday 21st May 2006, the 1.32c point release has been stable (well as far as any software running on MS software can be :D) on both mine and my daughters machine.

Regards

Fora.