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Featured Replies

Опубликовано:
well I just wanted to try it

Well you can't :P - fake stats.

You can get on the server though

Yeah but it'll just be a standard server, not the 64-man which he wanted ;)

Опубликовано:

Aha, fair play Vextor. Did you crack that or use an exploit?

 

I saw some guy from the US was crashing my server with a crafted packet, so I logged the packet and now I can crash any other server (not that I would), and I also patched my executable so that it's no longer vulnerable to the attack.

 

It would be possible to make the game support more players, but entity indexes above 18 are reserved for other things, so entity information would get overwritten by the game with other stuff every now and then (probably why it's 'unstable' as previously said). It might be possible to force the game to use entity indexes above X number for all its other stuff, but I wouldn't recommend trying it as I really doubt it'd work.

 

I think the only way you could do it properly would be to re-route the entity and client arrays (and maybe other entity based arrays) to newly allocated memory addresses that are big enough for loads of clients, and you'd need to patch everywhere in the game that referred to each array. That's a lot of work though, not worth it really.

Опубликовано:
I think the only way you could do it properly would be to re-route the entity and client arrays (and maybe other entity based arrays) to newly allocated memory addresses that are big enough for loads of clients, and you'd need to patch everywhere in the game that referred to each array. That's a lot of work though, not worth it really.

Come come now, Search => Find and replace all

 

:lol:

Опубликовано:
I think the only way you could do it properly would be to re-route the entity and client arrays (and maybe other entity based arrays) to newly allocated memory addresses that are big enough for loads of clients, and you'd need to patch everywhere in the game that referred to each array. That's a lot of work though, not worth it really.

I tried basic reallocation based on an exported xref list from IDA + IDA's forgotten ds:[int] references, but it seemed to still cause various overwriting issues due to lack of reallocation - not to mention the amount of locations '18' is hardcoded, and the party state which is located from a dynamic pointer and has data after the 18 players' state as well.

Опубликовано:
I think the only way you could do it properly would be to re-route the entity and client arrays (and maybe other entity based arrays) to newly allocated memory addresses that are big enough for loads of clients, and you'd need to patch everywhere in the game that referred to each array. That's a lot of work though, not worth it really.

I tried basic reallocation based on an exported xref list from IDA + IDA's forgotten ds:[int] references, but it seemed to still cause various overwriting issues due to lack of reallocation - not to mention the amount of locations '18' is hardcoded, and the party state which is located from a dynamic pointer and has data after the 18 players' state as well.

That's a pain in the arse. Yeah, essentially the amount of places that arrays of 18 are allocated is the key problem. I just don't think it's feasible to do it, unless you can successfully force the game to start using entity indexes for other things (rather than players) over index 32 or something. But then if you're able to offset that, you'll probably end up overflowing the array, although Q3 arrays are usually dynamically allocated so it should be possible to allocate 32 * sizeof(centity_t) more. I dunno, I just wouldn't bother.

Опубликовано:
although Q3 arrays are usually dynamically allocated so it should be possible to allocate 32 * sizeof(centity_t) more. I dunno, I just wouldn't bother.

CoD4 seemingly changed the client_t/friends arrays to be statically allocated, except for apparently Treyarch not liking that and using dynamic allocation again.

 

Also, most maps should have room for a few additional entities.

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