Quake III Arena 1.32c Patch

User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

yea, i was agreeing with you.
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Sorry then. :)
tombston3r
Posts: 125
Joined: Sun Dec 04, 2005 8:30 pm

Post 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?
DEATH AWAITS YOU!!
CheapAlert
Posts: 448
Joined: Tue Mar 19, 2002 8:00 am

Post 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
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Post 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?
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Post 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:
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post 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
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

Post 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.
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

I can make up stuff too :D
foralarx2k3
Posts: 306
Joined: Wed Feb 01, 2006 9:56 pm

Post 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.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post 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.
Caffeine
Posts: 115
Joined: Fri Feb 24, 2006 8:00 pm

Post 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.
Bueller
Posts: 124
Joined: Tue Feb 22, 2005 3:10 pm

Post 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.
[color=Green]I Root 4 Chaos ![/color]
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

Post 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.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post 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:
Caffeine
Posts: 115
Joined: Fri Feb 24, 2006 8:00 pm

Post 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.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post 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.
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post 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? :)
c0ld
Posts: 155
Joined: Wed Apr 06, 2005 9:44 am

Post 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:
Timbo
Posts: 171
Joined: Sat Jun 10, 2000 7:00 am

Post 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.
foralarx2k3
Posts: 306
Joined: Wed Feb 01, 2006 9:56 pm

In relation to my earlier reported error.

Post 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.
Locked