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Quake3 1.32e

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Re: Quake3 1.32e

Post by Cyrax » 2017-01-06 07:42:43

IrrelevantSpy wrote:innocent users became the attacker.
What kind of traffic they generate: connectionless packets etc.? I need to know what kind of data causing this or at which stage attack is coming. So I will know what part of engine should be patched. For example I can try to backport this: https://github.com/JACoders/OpenJK/pull/832

Re: Quake3 1.32e

Post by IrrelevantSpy » 2017-01-05 22:38:19

Cyrax wrote:
IrrelevantSpy wrote:IIRC dm_71 is for preventing UDP-spofing on LANs, not DDoS


That might be what was happening.
It was taking huge amounts of bandwidth (all of my ISP's upstream), and affected other servers on the same rack.

This attack was not just LAN based. and seemed to act like a Botnet where innocent users became the attacker.
Using alternative game ports (ie, 30320) would not work,they'd still attack on that.

Then IOQ3 introduced an improved network protocol (in their test builds) but I haven't found if this actually helps deters the attacks. I wouldn't want to put a server box at risk under a false sense or security.

Re: Quake3 1.32e

Post by Cyrax » 2017-01-05 17:27:29

IrrelevantSpy wrote:Are these versions of 1.32e DDoS protected?, has it been tested?.
I'm never experienced such problems. However as long as it is engine flaw an you can reproduce attack - it can be fixed.
IrrelevantSpy wrote:IOQ3 offers an option to use a different networking protocol (71), not sure if this works though.
IIRC dm_71 is for preventing UDP-spofing on LANs, not DDoS

Re: Quake3 1.32e

Post by IrrelevantSpy » 2017-01-05 14:15:03

Are these versions of 1.32e DDoS protected?, has it been tested?.

I want to run a Q3 service but unable to due to the nonstop DDoSing that engine has.
I have asked on IOQ3 forums but have not received any answers, just a link to one person who was using IOQ3 but was still DDoS'ed (UDP packet spoofed).

IOQ3 offers an option to use a different networking protocol (71), not sure if this works though.

Re: Quake3 1.32e

Post by Cyrax » 2016-12-16 10:57:28

This is hack on QVM bytecode level - I'm disabled whole functions in CPMA code so now its something like a bit 'blind'

Re: Quake3 1.32e

Post by jammydodger » 2016-12-09 12:53:52

Any explanation on - overwhelming CPMA hack? Sounds a bit devious :>

Btw, from a total stranger, nice work on this and thankyou :)

Re: Quake3 1.32e

Post by Cyrax » 2016-03-31 08:49:04

dagget10 wrote:For some reason, it will not save at all. Any way I can fix this?

Save what?

Re: Quake3 1.32e

Post by dagget10 » 2016-03-21 02:47:30

For some reason, it will not save at all. Any way I can fix this?

Re: Quake3 1.32e

Post by Cyrax » 2016-02-08 11:38:41

Is it possible to include the modern resolutions in the ingame menu? For example 1920x1080? Or Antialiasing, V-Sync, Anisotropic Filtering and Widescreen Fix? Something like this...
Yes, but its mod-related in general. And will not be fully compatibe with other clients/mods

Ingame resolution changing

Post by ZerTerO » 2016-01-09 21:48:41

Is it possible to include the modern resolutions in the ingame menu? For example 1920x1080? Or Antialiasing, V-Sync, Anisotropic Filtering and Widescreen Fix? Something like this...

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