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Test Builds are Back!

Posted on July 18th, 2013 by TimeDoctor

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

Posted on March 7th, 2013 by TimeDoctor

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!

Posted on January 1st, 2013 by TimeDoctor

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

Posted on August 8th, 2012 by TimeDoctor

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.



Quake 3 Source Code Review by Fabian Sanglard

Posted on June 30th, 2012 by TimeDoctor

Fabian Sanglard:

I was particularly impressed by :

  • The virtual machines system and the associated toolchain that altogether account for 30% of the code released. Under this perspective idTech3 is a mini operating system providing system calls to three processes.
  • The elegant network system based on snapshots and memory introspection.

Check out his entire code review here.



Open Source Tools for Game Development

Posted on June 21st, 2012 by TimeDoctor

Ryan spoke again at Flourish, and here’s the video:

 

Notes are here:

http://icculus.org/flourish/



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

Posted on June 14th, 2012 by TimeDoctor

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.
 
http://ioquake3.org/files/CVE-2012-3345/0001-CVE-2012-3345-write-ioq3.pid-to-home-path-not-temp-d.patch
http://ioquake3.org/files/CVE-2012-3345/0002-CVE-2012-3345-remove-Sys_TempPath-altogether-to-avoi.patch
 
References
==========
 
[IOQ] http://ioquake3.org/
[OA] http://openarena.ws/
[REA] http://www.rq3.com/
[SGN] http://www.smokin-guns.net/
[TREM] http://tremulous.net/
[TA] http://ztm.x10hosting.com/ta/
[URT] http://www.urbanterror.info/home/
[WOP] http://worldofpadman.com/website/
[DOT] http://0pointer.de/lennart/projects/pam_dotfile/



Calling all content creators!

Posted on June 2nd, 2012 by 8bit

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.



Turtle Arena 0.6 Released!

Posted on April 13th, 2012 by TimeDoctor

Boasting better than HD graphics, the Turtle Arena team have released version 0.6 of their Turtle-Powered video game.

Here’s what’s new:

  • Four player splitscreen!
  • The turtles now have tails, like in the original TMNT comics.
  • Added cel-shading to many 3D models (code from ZEQ2-lite)
  • Remade many images at higher resolution (most or all UI/HUD graphics are “HD”)
  • TrueType fonts are used by default and are rendered to screen size (always look nice).
  • Redesigned main HUD area.
  • Added joystick select menu.
  • Created new texture for Overload base.
  • Possible to play while hosting an internet server using the game client.
  • Team name is now colorized in team play messages.
  • Now uses dpmaster protocol, instead of quake3 master protocol, keeps the game separate on master server.
  • Automatically choose next map in multiplayer using scripts/arenas.txt (and scripts/*.arena), allows new maps to be automatically be added to map rotation.
  • Lots of fixes from ioquake3 contributers, updated from ioq3 revision 1794 to 2236.
  • …and many other bug fixes and improvement!

You can download Z Turtle Arena for Windows or Linux. Order some pizza while you do so.



Reaction Beta 1

Posted on April 1st, 2012 by TimeDoctor

reaction

The first beta standalone release of Reaction, an ioquake3-based Action Quake 2-styled game is now available.

Previously, Reaction required a full install of Quake 3: Arena to play.

If you’ve never played Action Quake 2, you should know that it was in the style of your favorite realistic action movies. Guns akimbo, headshots, ridiculous trick jumps, and more await you.

You can check it out here.

 

(This is not an April fools joke)

 



Doomed

Posted on November 23rd, 2011 by TimeDoctor

If you’re interested in the Doom 3 source code release, check out iodoom3.



Thursday Night Throwdown with Giant Bomb!

Posted on July 30th, 2011 by TimeDoctor

 

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



Ryan “icculus” Gordon speaks on Open-Source gaming

Posted on April 8th, 2011 by TimeDoctor

including the Quake series:



High-Resolution Creative Commons Texture Replacement Pack

Posted on August 24th, 2010 by TimeDoctor

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!

Posted on August 12th, 2010 by TimeDoctor

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!



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