Quake 3 Arena 117 readme.txt

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*****     Quake III Arena (c) 1999-2000 Id Software Inc.     *****
*****                  Point Release v1.17                   ***** 
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Since the release of Quake III Arena in 1999, id's development team has been working to address issues that have risen within the code. These issues involved correction of newly discovered errors, responding to requests for new features, adding features to improve on-line functionality, and ways to allow beneficial and fun game modifications -- while still making it hard for players to cheat.

This point release or "patch" includes the program and data corrections made in previous point releases (so you only need the latest patch). Much of the "new" content in this release deals with added functionality. In particular, we've focused on making it easier to distribute and play game modifications (known as "mods") created by talented fans of the game. These modifications can be as simple as substituting rail guns and rail ammo for all weapons in a map, or a new player model and skin; or as complicated as a "Total Conversion" (or "TC") in which all game rules, graphics, maps and sounds are changed to make a brand new game.  History has shown (with several games) that some of these mods can become more popular with on-line players than the original games alone.

Potential mod authors should take note of them when preparing to distribute their mods.

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*               New Updates to version 1.17                      *
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This patch fixes a fairly serious security flaw in Quake 3 Arena. Internet Security Systems identified the flaw and notified us with reproduction details as well as an overview of the exploit. The basic nature of the exploit is that malicious server operators could overwrite any file on a client system. This type of thing is always possible with DLL based mods ( which is why we strongly recommend VM based mods ) but with this exploit, it was possible within the VM system. 

To help facilitate a rapid transition to the new codebase we have also bumped the network protocol version. This means 1.17 is not network compatibile with any prior version.

The install also includes all 3 PK3 files, because the original "pak1.pk3" was not included in the final 1.16 release for Mac and Win32 builds. This will address some pure server connection issues. You will have to have all 3 pak files present to connect to a pure server.

In addition to this security fix, we have also fixed the following:

- Callvote to single player game type causes the server to crash.
- Crash in bot initialization on some systems.




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*               New Updates to version 1.16k-n                   *
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1.16n
-Unlatched sv_pure 
-Added designer models
-Fixed gamestate reload when running mods in pure mode

1.16k-m
-Fixed Models and Skins not showing up when you have more than the max ( 256 )
-Fixed Single player loop issue when a bunch of pk3 files ( 100-200 ) exist in baseq3
-Fixed issue with greater than 1K server config strings, this only happens when you have several hundred PK3 files
-Added Q3Space_CTF, a 2 on 2 CTF modification of Q3Tourney6
-Updated bot behaviour to work better with the platform in Q3Space_CTF
-Turn off floating point exceptions ( fixes potential crash right after startup )
-Fixed unpure client bug when levelshots loaded out of secondary pk3 files
-Fixed connection issues for pure clients
-Fixed invisible player bug when clients connected during downloads

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*               New Updates to version 1.16j                     *
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-Zombie/Ghost unpure clients no longer remain connected.
-Recursive File System error corrected when running mods with logfile set to 1
-The Auto-download rate is controlled by 'sv_maxRate', specify this value in bytes per second. The maximum band rate caps out around 25K per second.

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*               New Updates to version 1.16i                     *
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| Security update |
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This update adds an additional layer of CD Key security.

When you type your CD Key in, the letters and numbers will appear as they normally would. If you leave the screen and return at a later time, blank spaces replace all the characters.



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*               Feature and Functionality Changes                *
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| Pure Servers/Cheating | 
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There were some flaws in the original implementation of "Pure Servers." The intent was to keep players from cheating (gaining unfair advantage when playing against other players) by modifying or hacking game code or data on the client (player) side. When a server administrator set his server to run pure, it had the unfortunate side effect of booting out players who had personal character skins or new map pk3 files in their directories.  That was not what id intended.

Server administrators, who want to help prevent cheating, need to run a pure server. This point release adds server side authentication of pure clients. Pure servers now will prohibit entry into a game (with a warning message) if a client is USING a modification that the server is not using (or does not possess as in the case of unique character skins). If a server administrator does not run a pure server, then the game is wide open to any number of cheats.

Serves must also be set to PURE if the server administrator wishes to allow auto downloading.

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| Auto Downloading |
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Auto-download was a feature that id patched into the Quake 2 code well after the game was released. It was a wonderful feature for the makers of smaller mods, and for players with fast Internet or local network connections. Players gained easy access to the mod-makers' work.  But for players with dial-up modems, or for attempts to download large modifications (like maps or total game conversions), it was horrible. For that reason, we were concerned about the effects that auto-downloading might have on the quality Quake III Arena play. And with that in mind, id chose not to include auto-downloading with the game.

With this point release, Auto download is active. The default setting for both game servers and game players is "ON."

Auto download can be turned on or off (on the client or player side) by a button on the Setup=>Game Options menu. Set it to "ON" if you want to receive files from a server and "OFF" if you don't. The default value is "ON." If you are comfortable entering commands on the game console's command line, type in "/cl_allowdownload 0" to disable it and hit ENTER. "/cl_allowdownload 1" will turn it on again.  

For Auto downloading to work, the server MUST be set to PURE. Non-pure servers will not auto-download game content. 

There is currently no menu command to enable or disable Server side auto download. On the server side, the auto download commands can only be made through the game console. The default value for server side auto download is on. Server administrators may deactivate auto-download with the c_var command "/sv_allowdownload 0" followed by ENTER. "/sv_allowdownload 1" followed by ENTER turns it on again.


How Auto Downloading works:
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The server presents a list of referenced PK3 files to the client (player) computer. In turn the client checks to see if those PK3 files are present in its Quake III Arena folder and, if not, it asks the server to send them. The rules for what is transmitted are as follows:

1. A checklist of all the PK3 files in the server's current fs_game directory (a directory at the same "level" as baseq3 in the Quake III Arena folder that contains game variant mods) is sent to the client computer for comparison purposes. This allows mod authors to add an update to a mod, distribute just the PK3 file containing the changes and have only the new one auto-download.

2. The client computer looks to see which PK3s are being "referenced" (actively used) by the server. Only "referenced" PK3 files are then transmitted from baseq3. Th...
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