Quake 4 Mods for Dummies.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

Quake 4 Mods for Dummies.Pdf 01_037466 ffirs.qxp 6/26/06 11:45 PM Page iii Quake 4™ Mods FOR DUMmIES‰ by Erik Guilfoyle 01_037466 ffirs.qxp 6/26/06 11:45 PM Page ii 01_037466 ffirs.qxp 6/26/06 11:45 PM Page i Quake 4™ Mods FOR DUMmIES‰ 01_037466 ffirs.qxp 6/26/06 11:45 PM Page ii 01_037466 ffirs.qxp 6/26/06 11:45 PM Page iii Quake 4™ Mods FOR DUMmIES‰ by Erik Guilfoyle 01_037466 ffirs.qxp 6/26/06 11:45 PM Page iv Quake 4™ Mods For Dummies® Published by Wiley Publishing, Inc. 111 River Street Hoboken, NJ 07030-5774 www.wiley.com Copyright © 2006 by Wiley Publishing, Inc., Indianapolis, Indiana Published by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permit- ted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley.com/go/permissions. Trademarks: Wiley, the Wiley Publishing logo, For Dummies, the Dummies Man logo, A Reference for the Rest of Us!, The Dummies Way, Dummies Daily, The Fun and Easy Way, Dummies.com, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates in the United States and other countries, and may not be used without written permission. Quake 4 is a trademark of id Software, Inc. All other trademarks are the property of their respective owners. Wiley Publishing, Inc., is not associated with any product or vendor mentioned in this book. LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NO REP- RESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CRE- ATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CON- TAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FUR- THER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ. For general information on our other products and services, please contact our Customer Care Department within the U.S. at 800-762-2974, outside the U.S. at 317-572-3993, or fax 317-572-4002. For technical support, please visit www.wiley.com/techsupport. Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books. Library of Congress Control Number: 2006926168 ISBN-13: 978-0-470-03746-1 ISBN-10: 0-470-03746-6 Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1 1B/RY/QX/QW/IN 01_037466 ffirs.qxp 6/26/06 11:45 PM Page v About the Author Erik “foyleman” Guilfoyle joined the game-modding scene shortly after the release of Half Life in early 2000 by creating a custom level and supporting material for the game. After that, Erik was hooked on modding games. Two years and a lot of practice later, Soldier of Fortune was released. Erik jumped at the opportunity to map a custom level for this game and was among the first to release a map for the game with custom textures. This led to a flurry of e-mails requesting advice for constructing custom material, and the beginning of a compendium of game modification tutorials. Not much later, Erik started up his own Web site to host existing and new tutorials. The site grew until he had the largest collection of tutorials on the Internet for Call of Duty mapping. Now, Erik is running the www.modsonline. com modding community with the assistance of two other administrators and several friends, covering many games, including Quake 4. As new games are released, he starts off the tutorials section with beginner instruction and leads the member forums in preparation for the next up-and-coming game. Aside from his love for games, Erik is also the vice-president of an established media company, Tres, Inc. His company has been producing 3D models, ani- mations, motion graphics, and Web sites for companies and corporations throughout New Jersey for over five years. Tres, Inc., is now working on an animated short and preparing a game of its own. 01_037466 ffirs.qxp 6/26/06 11:45 PM Page vi 01_037466 ffirs.qxp 6/26/06 11:45 PM Page vii Dedication This book is dedicated to the www.modsonline.com modding community. Author’s Acknowledgments I would like to express my thanks to those that have knowingly and unknow- ingly helped me to gain the knowledge that I now have in the field of game modding. David Gonzales helped to get me started in the world of modding and gave me time to continue even when we had real work to get done. Discussions with Turbo gave me revelations and insight into game levels that have stuck with me to this day. My wife Kate has allowed me to spend count- less hours on the computer rather than with her, without too much complain- ing, and I must thank her for that. John McNicol, Don McElyea, and Jeff Sale have been there to encourage me onward while offering advice when needed. Also, thanks to Peter and Cathy Guilfoyle, my parents. What would this book be without the Quake 4 game itself? id Software, Inc., and Raven Software, Inc., have built an awesome game and have allowed people like me to wreak havoc on the code that makes it all work. Activision, Inc., has helped to put it in the hands of you and me. For this game, the games before it, and the games to come, thank you for making the world that much more fun. This book would not have been possible if it were not for the kind and tal- ented folks at Wiley. Melody Layne gave me the opportunity to work with Wiley and got me on track with an easy-to-follow format that anyone can read. Christopher Morris, Leah Cameron, Virginia Sanders, and Clint McCarty helped to keep me on that track with insightful and helpful suggestions during editing. As these are only the people I directly dealt with at Wiley; I know there were several others who had a part in helping me put this book together and I extend my thanks to them. Finally, thanks to all the fine members of www.modsonline.com. It is with them that I have learned so much and continue to learn more with each game that comes out. I only hope that all the tutorials, forums, posts, and every- thing else I do help to one day make games even more outstanding then they are now. 01_037466 ffirs.qxp 6/26/06 11:45 PM Page viii Publisher’s Acknowledgments We’re proud of this book; please send us your comments through our online registration form located at www.dummies.com/register/. Some of the people who helped bring this book to market include the following: Acquisitions, Editorial, and Composition Services Media Development Project Coordinator: Tera Knapp Project Editor: Christopher Morris Layout and Graphics: Carl Byers, Acquisitions Editor: Melody Layne Joyce Haughey, Stephanie D. Jumper, Copy Editor: Virginia Sanders Barbara Moore, Barry Offringa, Alicia South, Technical Editor: Clint McCarty Proofreaders: Leeann Harney, Joe Niesen, Editorial Manager: Kevin Kirschner Techbooks Media Development Specialists: Angela Denny, Indexer: Techbooks Kate Jenkins, Steven Kudirka, Kit Malone Media Development Coordinator: Laura Atkinson Media Project Supervisor: Laura Moss Media Development Manager: Laura VanWinkle Editorial Assistant: Amanda Foxworth Sr. Editorial Assistant: Cherie Case Cartoons: Rich Tennant (www.the5thwave.com) Publishing and Editorial for Technology Dummies Richard Swadley, Vice President and Executive Group Publisher Andy Cummings, Vice President and Publisher Mary Bednarek, Executive Acquisitions Director Mary C. Corder, Editorial Director Publishing for Consumer Dummies Diane Graves Steele, Vice President and Publisher Joyce Pepple, Acquisitions Director Composition Services Gerry Fahey, Vice President of Production Services Debbie Stailey, Director of Composition Services 02_037466 ftoc.qxp 6/26/06 11:10 PM Page ix Contents at a Glance Introduction .................................................................1 Part I: The ABCs of Modding .........................................7 Chapter 1: Modifying the Game........................................................................................9 Chapter 2: Getting Familiar with Modding Tools and Techniques.............................17 Chapter 3: Breaking Down the Game .............................................................................23
Recommended publications
  • Master Thesis
    Faculty of Computer Science and Management Field of study: COMPUTER SCIENCE Specialty: Information Systems Design Master Thesis Multithreaded game engine architecture Adrian Szczerbiński keywords: game engine multithreading DirectX 12 short summary: Project, implementation and research of a multithreaded 3D game engine architecture using DirectX 12. The goal is to create a layered architecture, parallelize it and compare the results in order to state the usefulness of multithreading in game engines. Supervisor ...................................................... ............................ ……………………. Title/ degree/ name and surname grade signature The final evaluation of the thesis Przewodniczący Komisji egzaminu ...................................................... ............................ ……………………. dyplomowego Title/ degree/ name and surname grade signature For the purposes of archival thesis qualified to: * a) Category A (perpetual files) b) Category BE 50 (subject to expertise after 50 years) * Delete as appropriate stamp of the faculty Wrocław 2019 1 Streszczenie W dzisiejszych czasach, gdy społeczność graczy staje się coraz większa i stawia coraz większe wymagania, jak lepsza grafika, czy ogólnie wydajność gry, pojawia się potrzeba szybszych i lepszych silników gier, ponieważ większość z obecnych jest albo stara, albo korzysta ze starych rozwiązań. Wielowątkowość jest postrzegana jako trudne zadanie do wdrożenia i nie jest w pełni rozwinięta. Programiści często unikają jej, ponieważ do prawidłowego wdrożenia wymaga wiele pracy. Według mnie wynikający z tego wzrost wydajności jest warty tych kosztów. Ponieważ nie ma wielu silników gier, które w pełni wykorzystują wielowątkowość, celem tej pracy jest zaprojektowanie i zaproponowanie wielowątkowej architektury silnika gry 3D, a także przedstawienie głównych systemów używanych do stworzenia takiego silnika gry 3D. Praca skupia się na technologii i architekturze silnika gry i jego podsystemach wraz ze strukturami danych i algorytmami wykorzystywanymi do ich stworzenia.
    [Show full text]
  • GWT + HTML5 Can Do What? (Google I/O 2010)
    GWT + HTML5 Can Do What!? Ray Cromwell, Stefan Haustein, Joel Webber May 2010 View live notes and ask questions about this session on Google Wave http://bit.ly/io2010-gwt6 Overview • HTML5 and GWT • Demos 1. Eyes 2. Ears 3. Guns What is HTML5 • Formal definition o Best practices for HTML interpretation o Audio and Video elements o Other additional elements • Colloquial meaning o Canvas o WebGL o WebSockets o CSS 3 o LocalStorage o et al GWT support for HTML5 • Very easy to build Java wrappers • Many already exist in open-source projects • Will be moving many of these into GWT proper (~2.2) • Not part of GWT core yet • GWT has always strived to be cross-browser • Most new features are not available on all browsers WebGL • OpenGL ES 2.0, made Javascript-friendly • Started by Canvas3D work at Mozilla • Spread to Safari and Chrome via WebKit • Canvas.getContext("webgl"); WebGL Differences to OpenGL 1.x • No fixed function pipeline (no matrix operations, no predefined surface models) • Supports the GL Shader Language (GLSL) o Extremely flexible o Can be used for fast general computation, too • Distinct concepts of native arrays and buffers o Buffers may be stored in graphics card memory o Arrays provide element-wise access from JS o Data from WebGL Arrays needs to be copied to WebGL buffers before it can be be used in graphics operations Eyes: Image Processing Image Processing Photoshop Filters in the Browser • Work on megapixel images • At interactive frame rates • Provide general purpose operations o scale, convolve, transform, colorspace
    [Show full text]
  • Collaborative Design: Integrating Game Engine to Online Interactive Presentation Tool
    COLLABORATIVE DESIGN: INTEGRATING GAME ENGINE TO ONLINE INTERACTIVE PRESENTATION TOOL RAKTUM SALLKACHAT, ARAYA CHOUTGRAJANK Master of Science Program in Computer-Aided Architectural Design Rangsit University, Thailand. [email protected]; [email protected] Abstract. In this research, we aim at the development of a computer- aided collaborative design tool, which supports the online architectural presentation independently from computer platforms and locations. Users are enabled to access the system and collaborate among working team via the Internet. Various online 3D Game engines are explored and evaluated. One 3D Game engine is selected and used as a base engine for the collaborative tool development. The application development will specifically concentrate on real-time presentation, shared representation and understanding among design teams and project owner. Traditional architectural design presentation in collaboration process will be imitated and transformed into digital age online presentation. 1. Introduction Traditionally, design collaboration between designers and clients used to be simply managed by using sketch, two-dimensional drawing, architectural model, and perspective drawing. These traditional tools are essential in architectural design process since they represents some forms of prototypes, which help architects in understanding clients’ needs as well as designing and developing projects that match clients’ expectation. In this information age, computer technology has been playing an important role and gradually replacing the traditional tools. Outcomes from this new digital tool are so real that customers could convincingly experience the design prior to actual construction. The development of architectural-specific application, especially 3-D presentation application, are complex and would need high-end system in both development and implementation phases.
    [Show full text]
  • Quake Manual
    The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards.
    [Show full text]
  • Quake Three Download
    Quake three download Download ioquake3. The Quake 3 engine is open source. The Quake III: Arena game itself is not free. You must purchase the game to use the data and play. While the first Quake and its sequel were equally divided between singleplayer and multiplayer portions, id's Quake III: Arena scrapped the. I fucking love you.. My car has a Quake 3 logo vinyl I got a Quake 3 logo tatoo on my back I just ordered a. Download Demo Includes 2 items: Quake III Arena, QUAKE III: Team Arena Includes 8 items: QUAKE, QUAKE II, QUAKE II Mission Pack: Ground Zero. Quake 3 Gold Free Download PC Game setup in single direct link for windows. Quark III Gold is an impressive first person shooter game. Quake III Arena GPL Source Release. Contribute to Quake-III-Arena development by creating an account on GitHub. Rust Assembly Shell. Clone or download. Quake III Arena, free download. Famous early 3D game. 4 screenshots along with a virus/malware test and a free download link. Quake III Description. Never before have the forces aligned. United by name and by cause, The Fallen, Pagans, Crusaders, Intruders, and Stroggs must channel. Quake III: Team Arena takes the awesome gameplay of Quake III: Arena one step further, with team-based play. Run, dodge, jump, and fire your way through. This is the first and original port of ioquake3 to Android available on Google Play, while commercial forks are NOT, don't pay for a free GPL product ***. Topic Starter, Topic: Quake III Arena Downloads OSP a - Download Aerowalk by the Preacher, recreated by the Hubster - Download.
    [Show full text]
  • Where to Download Quake 1 Full Version Pc Quake Windows 10
    where to download quake 1 full version pc Quake windows 10. Quake II is the next major follow up after Quake I. Shortly after landing on an alien surface . Similar choice. Programs for query ″quake windows 10″ XenArmor All-In-One Key Finder Pro. All-In-One Key Finder Pro is the enterprise software to recover license keys of Windows, Office & 1300+ popular softwares/games. of Windows from XP to 10 . NFS, AOE, Quake , Star Wars . starting from Windows XP to Windows 10. Windows Product Key Finder. Windows Product Key Finder is the all-in-one software to recover license keys of Windows & 500+ popular softwares/games. of Empires, Quake , The . or periodically Windows Product . from Windows XP to Windows 10. Quake Live Mozilla Plugin. QUAKE LIVE delivers the excitement and energy of first-person multiplayer action to a broader audience than ever before. QUAKE LIVE delivers . "web game," QUAKE LIVE offers . QUAKE 2007. Quake Virtual DJ is ground breaking in concept (hence the name “Quake”). Quake Virtual DJ . the name “ Quake ”). It is . environment. With Quake , the days . Quake Mate Seeker. QMS is a simple utility that allows you to find players on Quake 3 servers. players on Quake 3 servers. Unlike . and customizable Quake 3 server list . Quake Video Maker. Here is Quake Video Maker. A simple tool to create AVI files with both video and audio. Here is Quake Video Maker. A . Quake2xp. Quake 2 is a based engine with glsl per pixel lighting effects and more. Quake 2 is a based . QuakeMap. QuakeMap is a powerful GPS/mapping program for your Windows computer.
    [Show full text]
  • The Tweakguides Tweaking Companion Download Page, Or to the Main Tweakguides Page Without Seeking Written Permission
    WWW.TWEAKGUIDES.COM [Version 3.00 ‐ January 2006] T HE T WEAKG UIDES T WEAKING C OMPANION TABLE OF CONTENTS Table Table of Contents ........................................................................................................................................................... 2 of Copyright & Credits..................................................................................................................................................... 10 Contents Introduction................................................................................................................................................................... 11 Using this Guide .......................................................................................................................................................... 12 Basic Requirements ........................................................................................................................................................................................... 12 Different Versions of Windows ......................................................................................................................................................................... 12 Why is the Guide So Long? .............................................................................................................................................................................. 12 Recommended Software ..................................................................................................................................................................................
    [Show full text]
  • Talking Esports a Guide to Becoming a World-Class Esports Broadcaster
    Talking Esports A guide to becoming a world-class esports broadcaster Paul “ReDeYe” Chaloner INTRODUCTION 4 HOW ON EARTH DID WE GET HERE? 6 BROADCAST ROLES 10 STREAMING 12 RESOURCES ............................................................. 14 EARLY BROADCASTING 15 THE FIRST BROADCAST ............................................... 15 GOING PUBLIC ......................................................... 16 TEETHING ISSUES ...................................................... 17 HANDLING CRITICISM ................................................ 19 LEARNING FROM THE PROFESSIONALS ............................ 20 THE KEYS TO SUCCESS ON ANY FORMAT 22 PREPARATION ......................................................... 22 GAME-SPECIFIC PREPARATION ............................. 26 PLAY THE GAME! ............................................... 26 PRACTICE ............................................................... 28 PASSION ................................................................ 28 PROFESSIONALISM .................................................... 29 OFFLINE EVENTS 31 LANGUAGE ............................................................. 32 THE CROWD ............................................................ 32 PRODUCTION DIFFERENCES ......................................... 33 DRESS CODE ............................................................ 35 1 CAMERAS! .............................................................. 35 REHEARSALS ............................................................ 37 THE VOICE 38 WHAT
    [Show full text]
  • The Discourse of Digital Dispossession
    Article Games and Culture 2018, Vol. 13(7) 690-707 ª The Author(s) 2018 The Discourse of Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/1555412018756488 Digital Dispossession: journals.sagepub.com/home/gac Paid Modifications and Community Crisis on Steam Daniel James Joseph1 Abstract This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodifi- cation of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work. Keywords digitallabor,play,Steam,platformstudies, digital distribution, game studies, discourse analysis 1 University of Toronto, Mississauga, Canada Corresponding Author: Daniel James Joseph, University of Toronto, 3359 Mississauga Rd., Mississauga, Canada L5L 1C6. Email: [email protected] Joseph 691 On April 23, 2015, the digital game developer and production company, Valve Corporation, announced through their digital distribution platform Steam the intro- duction of buying and selling of “mods, maps, and all kinds of items that you’ve created.” They continued, saying that “with a new, streamlined process for listing and selling your creations, the Steam Workshop now supports buying mods directly from the Workshop, to be immediately usable in game” (Valve Corporation, 2015).
    [Show full text]
  • Modifying the Game
    05_037466 ch01.qxp 6/26/06 11:11 PM Page 9 Chapter 1 Modifying the Game In This Chapter ᮣ Looking at the game through a modder’s eyes ᮣ Finding modding tools that you had all along ᮣ Walking through the making of a mod ᮣ Going public with your creations ave you ever been playing a video game and thought, “I would have Hdone it differently” or “I could have done it better”? Perhaps you thought, “Wouldn’t it be cool if. “ Well, you don’t have to just think it. You can make changes to games and you don’t have to be a software engineer to do it. Game modification is the process of changing something in a game and has generally been associated with the first-person shooter and real-time strategy genres. The change could be very small, such as making a player’s outfit orange instead of blue, or the change could be very large, such as creating a whole new environment for the player to explore. You could change almost every aspect of a game and make it look and feel like something completely different, or instead of altering an existing part of the game, you could add new elements to it. Anything that in some way modifies a game from what it was when the publisher released it is termed a mod. Game modification is not a new practice. It has been going on for quite some time, but only recently, with the creation of multiplayer shooters for the PC, has it become popular.
    [Show full text]
  • Exploiting Game Engines for Fun & Profit
    Paris, May 2013 Exploiting Game Engines For Fun & Profit Luigi Auriemma & Donato Ferrante Who ? Donato Ferrante Luigi Auriemma @dntbug ReVuln Ltd. @luigi_auriemma Re-VVho ? - Vulnerability Research - Consulting - Penetration Testing REVULN.com 3 Agenda • Introduction • Game Engines • Attacking Game Engines – Fragmented Packets – Compression Theory about how to – Game Protocols find vulnerabilities in game engines – MODs – Master Servers • Real World Real world examples • Conclusion ReVuln Ltd. 4 Introduction • Thousands of potential attack vectors (games) • Millions of potential targets (players) Very attractive for attackers ReVuln Ltd. 5 But wait… Gamers ReVuln Ltd. 6 But wait… did you know… • Unreal Engine => Licensed to FBI and US Air Force – Epic Games Powers US Air Force Training With Unreal Engine 3 Web Player From Virtual Heroes. – In March 2012, the FBI licensed Epic's Unreal Development Kit to use in a simulator for training. ReVuln Ltd. 7 But wait… did you know… • Real Virtuality => It’s used in military training simulators – VBS1 – VBS2 ReVuln Ltd. 8 But wait… did you know… • Virtual3D => Mining, Excavation, Industrial, Engineering and other GIS & CAD-based Visualizations with Real-time GPS-based Animation and Physical Simulation on a Virtual Earth => SCADA ReVuln Ltd. 9 But wait… did you know… Different people but they have something in common.. They are potential attack vectors • When they go back home, they play games • When they play games, they become targets • And most importantly, their Companies become targets ReVuln Ltd. 10 Game Engines Game Engines [ What ] • A Game Engine is the Kernel for a Game GAME API Sounds Graphics A GAMENetwork ENGINE Maps Animations Content Development Audio Models ReVuln Ltd.
    [Show full text]
  • Server Discovery for Quake III Arena, Wolfenstein Enemy Territory and Quake 4
    Server Discovery for Quake III Arena, Wolfenstein Enemy Territory and Quake 4 G. Armitage Centre for Advanced Internet Architectures, Technical Report 070730A Swinburne University of Technology Melbourne, Australia [email protected] Abstract—This report briefly summarises the server- notes on the ioquake3 variant of the GPL’d Quake III discovery protocol used by Quake III Arena, Wolfenstein Arena source code.) Enemy Territory and Quake 4. When requested by the Server discovery operates similarly for many FPS player, a game client issues a query to a well-known games, due to the decentralised and ad-hoc nature of FPS ‘master server’, which replies with a list of registered (and game server hosting. First, a game client queries a master nominally active) game servers. The client then probes each game server in sequence, presenting the player with server unique to the particular game (a server whose IP information about each game server as replies come back. address is pre-configured into the game client software). Game servers participate in this process by registering The master server returns a list of hundreds (or thou- with the master server when they start up. The server sands) of IP addresses and port numbers representing discovery process is similar for all three games, based on game servers who’ve registered themselves as ‘active’. short UDP packet exchanges. A discussion of UDP traffic The client then steps through this list, probing each listed between game servers and clients during connection and game server for information (such as about current map actual game-play is beyond the scope of this report.
    [Show full text]