Via of Exploits in MODs

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RmBeer
 
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Via of Exploits in MODs

#1

Post by RmBeer » Mon Feb 24, 2025 6:38 pm

I just stopped a start of some objects in binary contained within a file called adminscriptsdoomv10.pk3, where from LOADACS is intended to load from the directory ACS 3 files objects '.o', whose content contains encrypted binary chains of which I'm not wanting to translate.

It's the first time that I see that these mods are possible to load arbitrary codes, as simple as loading objects of objects.

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TDRR
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Re: Via of Exploits in MODs

#2

Post by TDRR » Mon Feb 24, 2025 8:32 pm

...these are ACS modules and this is completely normal.
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Re: Via of Exploits in MODs

#3

Post by Sean » Mon Feb 24, 2025 8:45 pm

Yes, and the term is "compiled", not "encrypted". ACS is a large part of how all those mods you play do their fancy things, and is well-documented. Mods typically include the source code for their ACS as well, but it's the author's choice whether to do that.
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RmBeer
 
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Re: Via of Exploits in MODs

#4

Post by RmBeer » Tue Feb 25, 2025 12:55 pm

Sean wrote:
Mon Feb 24, 2025 8:45 pm
Yes, and the term is "compiled", not "encrypted". ACS is a large part of how all those mods you play do their fancy things, and is well-documented. Mods typically include the source code for their ACS as well, but it's the author's choice whether to do that.
I mean "encrypted" in the "compiled" binary.
It's the first time that I see this binary in modules. Then with more reason allows the execution of arbitrary codes through exploits or all kinds of malwares. Why they ruin everything allowing the execution of binary codes by means of entry of modules that should be all harmless data and scripts?

EDIT:
Before they think that they are only meaningless complaints because all ACS are harmless scripts, with JS the same thing has happened, and to this day everyone thinks that it is harmless when you can even open and modify any file on disk, allowing until the more basic malware of chapter 1 of the book 'How to build your own malware for Newbies'.

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Re: Via of Exploits in MODs

#5

Post by Sean » Tue Feb 25, 2025 5:27 pm

Image
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Re: Via of Exploits in MODs

#6

Post by TDRR » Tue Feb 25, 2025 5:31 pm

RmBeer wrote:
Tue Feb 25, 2025 12:55 pm
Sean wrote:
Mon Feb 24, 2025 8:45 pm
Yes, and the term is "compiled", not "encrypted". ACS is a large part of how all those mods you play do their fancy things, and is well-documented. Mods typically include the source code for their ACS as well, but it's the author's choice whether to do that.
I mean "encrypted" in the "compiled" binary.
It's the first time that I see this binary in modules. Then with more reason allows the execution of arbitrary codes through exploits or all kinds of malwares. Why they ruin everything allowing the execution of binary codes by means of entry of modules that should be all harmless data and scripts?

EDIT:
Before they think that they are only meaningless complaints because all ACS are harmless scripts, with JS the same thing has happened, and to this day everyone thinks that it is harmless when you can even open and modify any file on disk, allowing until the more basic malware of chapter 1 of the book 'How to build your own malware for Newbies'.
The paranoia is real. There's not even really a point of comparison there. Javascript is a lot more of a general language than ACS is, and as such it has a set of libraries that allow for things like opening files, but ultimately the fault is down to apps that don't trim it as necessary and make sure to sandbox it appropriately. ACS doesn't have any way of reading, let alone modifying arbitrary files on disk, it can only access those loaded into the VFS by the user (and can't write anything there).

The ACS VM has a lot of checking and at this point there's no known way to access anything outside of the memory allocated to it, add that on top of the very limited set of instructions and functions it has and about the worst thing an ACS module could do to you is mess with your config with ConsoleCommand. Extremely scary, I know. As an aside, I really can't understand your logic here. So binary files are bad and a security risk by themselves? This isn't arbitrary x86 code or anything, it's just bytecode for the (highly specialized) ACS VM. And it's not like this is the only scripting ZDoom supports.
When I consider Your heavens, the work of Your fingers, The moon and the stars, which You have ordained; What is man that You take thought of him, And the son of man that You care for him? (Psalms 8:3-4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a Discord server for my projects.

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Re: Via of Exploits in MODs

#7

Post by Ænima » Tue Feb 25, 2025 8:24 pm

we should ban all mods that contain “.o” files

↓↓ start with these ↓↓
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Re: Via of Exploits in MODs

#8

Post by penguin » Sat Mar 08, 2025 5:10 pm

This is one of the reasons why Windows hides file extensions by default XD

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