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Archive for the ‘ioquake3’ Category

ioquake3 updated to SDL 2

Monday, August 25th, 2014

If you’ve been following along via github, twitter, facebook, and our new discourse-powered forums, you might have noticed that we’ve been working on updating ioquake3 to Simple DirectMedia Layer (SDL) version 2. SDL 2 is already in use in lots of games, and we’ve been using it internally for over a year now, which is why we felt that it was finally appropriate to bid farewell to SDL 1.2.

The SDL upgrade won’t make a huge difference to the experience of playing Quake 3 and the assorted games that have been built with this engine, but if you’ve got a copy of Q3A please try out the new test builds. Your testing will give us a chance to see if everything checks out OK on more systems than the ones we have access to.

Once in-game you can /connect to our new test server at phobos.ioquake.org

Please report any issues you find with the test builds on the forums, in IRC, or on bugzilla.

 

Test Builds are Back!

Thursday, July 18th, 2013

If you’ve been waiting to try out the latest features like the new renderer from our github, you don’t have to wait any longer. We’ve got our test builds page back online and updated with the latest builds from our continuous integration systems.

These builds aren’t tested, but you can file bugs against them on our bug tracker and let us know how they work out for you on our forums.

Go frag somebody today.

Continuous Integration with Travis

Thursday, March 7th, 2013

Ghost of shame

It’s been a long time since I last wrote about any kind of testing, and one of the most basic forms is making sure your build compiles as a step of continuous integration.

This has been added to ioquake3’s github with the Travis service.

What this means is that every time one of your friendly neighborhood ioquake3 team members makes a commit, travis will pull down a copy of the codebase from github to a fresh virtual machine, read our instructions, and follow them to compile our codebase with a script that we’ve created.

If the build succeeds, great!

If the build fails, then, oh no! Somebody screwed up and let me write code again. A bot is dispatched by travis to our irc chat compound (irc.freenode.net #ioquake3) to let us know and will let everyone know which commit broke the build. The author will then receive the depicted ghost of shame in the mail within 64-128 weeks.

Currently we’re telling Travis to build for mingw (under Linux) and Linux itself with various options and it takes about 14 minutes to complete the operation.

In the future we hope to figure out a way save the builds Travis creates to the ioquake3 website so that we can offer you more expedited builds.

Travis’ website suggests a method that involves Amazon S3 but we are interested in other storage solutions.

Happy New Year, ioquake3 and github!

Tuesday, January 1st, 2013

Hi All,

This August will be the 7th Anniversary of ioquake3!
Time flies when you’re fragging fools and breaking builds.
We still haven’t had a release since 2009. Don’t worry, we still have another 365 days to go until it has been 5 years since a release!
The real reason for this post is that I wanted to tell you all that we’re moving the project to github.
There is a new organization there, called ioquake.
But most importantly there is a project there that you can clone, fork, and send pull requests.
Bugzilla and other things hosted on icculus.org will keep going, but the SVN repository is now deprecated and I don’t know if it will remain online or not. If possible, we may set up a thing to automatically slurp in changes from the github project.
ioquake3.org itself is not going anywhere
Thank you to everyone who has contributed and played ioquake3 since the project started on August 20th, 2005!

Make sure to join us on server.ioquake3.org for some baseq3 fragging when you get a chance!

Here are your top-ten all-time contributors, by number of commits:

  1. Thilo Schulz
  2. Tim Angus
  3. Ludwig Nussel
  4. Zack Middleton
  5. Ryan C. Gordon (he beat me by 3 commits!)
  6. Zachary J. Slater
  7. Tony J. White
  8. Aaron Gyes
  9. James Canete
  10. Coyote

If you have any questions or suggestions let me know in the comments here, on our freenode irc channel #ioquake3, or on our twitter account and facebook page.

(more…)

ioquake3 and OS X Mountain Lion

Wednesday, August 8th, 2012

10imac27 photo

The latest version of OS X, Mountain Lion has been available for a little while and we have now confirmed that ioquake3’s latest SVN (revision 2306) compiles and runs smoothly on it.

If you already have ioquake3 installed on your intel Mac running 10.6 or greater please try this build:

http://ioquake3.org/files/ioquake3-svn2306.app.zip

It should run fine under Mountain Lion, if you have Gatekeeper enabled with the default setting you will have to right click and then select Open on the .app.

Please let us know if it works well for you.

CVE-2012-3345 symlink attack in ioquake3 >= r1773

Thursday, June 14th, 2012
Background
==========
 
ioquake3 [IOQ] is a fork of the Quake III Arena (id Tech 3) game engine,
and has become the de facto upstream for that engine since id Software
ceased to develop it. It is also used (unmodified, modified or forked)
in various open-source and proprietary games including OpenArena [OA],
Reaction [REA], Smokin’ Guns [SGN], Tremulous [TREM], Turtle Arena [TA],
Urban Terror [URT] and World of Padman [WOP].
 
Vulnerability
=============
 
Access vector: local
Authentication required: local system
Impact: overwrite a file owned by the victim with a predictable integer
 
Since svn revision 1773, ioquake3 has written its process ID to the file
/tmp/ioq3.pid (or ioq3.pid in a world-writeable location) under the
following circumstances:
 
* running on non-Mac Unix and TMPDIR not set, or set to a
world-writeable location; or
* running on Mac OS and FSFindFolder() for a temporary directory fails
or returns a world-writeable location
 
On a multi-user system, an attacker could create a symbolic link
/tmp/ioq3.pid pointing to any file owned by a user who plays an
ioquake3-based game. When the victim runs ioquake3, the target file will
be overwritten and replaced with the process ID of ioquake3.
 
The effect of this attack depends on the file being overwritten: it
could be simple vandalism (destroy one of the victim’s files), or it
could have further security implications if knowledge of the contents of
a target file is used for authentication (in a system similar to
pam_dotfile [DOT], for instance).
 
For the dedicated server, the process ID is written to ioq3_server.pid,
but the attack is essentially the same. For forks of ioquake3, the
filename will typically include the name of the fork, e.g. openarena.pid.
 
Affected versions
=================
 
* ioquake3 >= svn r1773
* ioquake3 < svn r2253
* OpenArena 0.8.8
* Reaction beta 1.0
* Smokin’ Guns 1.1
* Tremulous “trunk” >= svn r2125
* Tremulous “gpp” >= svn r2140
* Turtle Arena >= svn r204 (all releases named Turtle Arena)
* World of Padman >= 1.5.2 beta
 
Unaffected versions
===================
 
* ioquake3 1.36
* ioquake3 <= svn r1772
* ioquake3 >= svn r2253
* OpenArena <= 0.8.5
* Smokin’ Guns <= 1.1b4
* Tremulous “trunk” <= svn r2124
* Tremulous “gpp” <= svn r2139
* Tremulous GPP1
* Tremulous <= 1.1.0
* Turtle Arena <= svn r203
* TMNT Arena 20091211 (former name of Turtle Arena)
* ioUrbanTerror 2007-12-20 client
* ioUrbanTerror 2007-12-20 server
* World of Padman <= 1.5.0
 
Solution
========
 
The attached patches have been reviewed by two ioquake3 maintainers.
Please apply them to affected versions on or after the embargo date.
 
Patch 0001 fixes the vulnerability by writing the pid file into the
ioquake3 user’s home directory (e.g. ~/.q3a/ioq3.pid for an unmodified
engine with default configuration) instead of the temporary directory.
 
Patch 0002 is recommended, but not strictly necessary to fix the
vulnerability. It removes the functions to get the temporary directory,
as a precaution against other unsafe uses.
 
 
References
==========
 

Calling all content creators!

Saturday, June 2nd, 2012

Work has started on “baseio“, a project to create a small game to include with the ioquake3 engine download with Creative Commons licensed content. Work has already been started on textures, weapon models, and a player model, but there is still much to be done. Animations, mapping, and audio are most needed, but if there’s anything you can contribute, join the discussion. Any content contributed must be under a Creative Commons nonccommercial-by-sharealike license. The ioquake3 code base and any contributed code will remain GPL. We also need some people who have lead mods before since we’ve run out of beer so now we’re too sober to know what to do.

Thursday Night Throwdown with Giant Bomb!

Saturday, July 30th, 2011

 

Giant Bomb‘s weekly thursday night throwdown featured Quake 3: Arena running with ioquake3 this week.

Ryan “icculus” Gordon speaks on Open-Source gaming

Friday, April 8th, 2011

including the Quake series:

High-Resolution Creative Commons Texture Replacement Pack

Tuesday, August 24th, 2010

Looking for a graphical update to Quake 3?

Check out this new texture pack from Paul Marshall (aka Kpax).

It replaces the original textures in Quake 3 with high-resolution versions, and it is licensed under the creative commons!

Download now: xcsv_hires.zip (179MB)

Unzip this file to your baseq3 directory, note that pure servers will need to have the file as well.

Welcome Wolfenstein: Enemy Territory and Return to Castle Wolfenstein!

Thursday, August 12th, 2010

A wonderful thing happened today at QuakeCon. John Carmack announced the release of GPL source code for the Wolfenstein: Enemy Territory and Return to Castle Wolfenstein engines!

Work has already begun on iowolfet and iortcw!

This post will be updated as infrastructure is prepared.

Stop by the irc channels #ioquake3 #iortcw and #iowolfet on irc.freenode.net for more collaboration.

Bugzilla is configured at bugzilla.icculus.org to allow entries for both iowolfet and iortcw.

You can now clone the Mercurial source repositories (Thanks to icculus.org!):

http://hg.ioquake.org/

If you’re new to Mercurial please check out this excellent guide.

Thank you id software!

ioquake3 (kwaak3) on the Droid & G1

Tuesday, May 11th, 2010

Via Thunderbird’s excellent kwaak3 ioquake3 spin-off, I just tried out ioquake3 on a borrowed Verizon Droid (Motorola Milestone). I’ve also tried kwaak3 on a donated T-Mobile G1 (HTC Dream):

it is truly amazing that ioquake3 can run well on these platforms, not just for first-person-shooters or doom clones, but for new kinds of games to have a stable engine for many, many platforms.

Relnav’s Quake 3 Announcement

Wednesday, March 31st, 2010

THIS WAS AN APRIL FOOLS JOKE!

San Francisco, CA – After over four and a half years of serving the Quake 3 community, the developers have behind ioquake3 have decided to make some changes. Citing the need to keep with the future and keep up with the community’s demands, the ioquake3 team has teamed up with Relnav of the Relnav’s Quake 2 project. With this, several changes will be made:

  • ioquake3 will be renamed to Relnav’s Quake 3
  • The principal development platform will be Windows 7 and Direct3D 11
  • Legacy suport for Mac OS X and Linux will be provided by the WINE emulation software project.
  • The multiplayer subsystem has been rewritten and a new, written-from-scratch, anti-cheat system has been created.

The first release of Relnav’s Quake 3 will be made available in the next few days. Due to the anti-cheat system, source-code releases have been suspended for the forseeable future.

We’ve already provided a few mod teams with a prerelease version of Relnav’s Quake 3, and we’re excited to see what people can do with it.
One particularly promising mod team has created a mod in the Goldeneye: 007 style but using the CSI: Miami universe! It is really quite amazing.

The Relnav’s Quake 3 team thanks you for your continued support and looks forward to the next five years!

ioquake3 on the Nokia n900

Sunday, January 17th, 2010

One of the more interesting platforms for ioquake3 is the Nokia n900. The n900 is a smartphone running the Maemo version of Linux and a few months ago a project started to bring ioquake3 to it.

Oliver McFadden maintains this version and demonstrated it in this video captured at Maemo Summit 2009 after the break. Here’s a link to the packages for the n900.

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ioquake3 1.36 in the news!

Friday, May 1st, 2009

Since the release of ioquake3 1.36 we’ve had a lot of attention from various sites and I thought it would be nice for people who only read ioquake3 to check out the reaction we’ve gotten in comments on some other places:

Slashdot was by far the leader in both legitimate comments, visits back to ioquake3.org, and trolling. Of course in preparing a Slashdot post at around 1AM I made a huge blunder in attempting to make a joke about Quake Live, which is a great game and I encourage everyone to check out now that the queues have been eliminated.

ioquake3 was even featured around the 16:30 mark on the MODSonair video podcast:

MODSonair Episode 177 on Vimeo.

By far the best reaction was the decision of the Smoking Guns team to start experimenting with ioquake3 as you can see over at their site.

Yee haw!

A few people were confused about what Mumble is, for them I would suggest that they check out the comparison article over at TimeDoctor Dot Org.

The biggest issue ioquake3 faces with public reception is the problem of having content built-in for people to play that does not require the Quake 3 data.

Be assured that we’re working on this though we could really use your help in coming up with content under the creative commons license and game code under the GPL. Please get in touch with us or contact me directly (zachary [at] ioquake.org) if you’re interested.