Zandronum 1.2.1

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Dusk
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Zandronum 1.2.1

#1

Post by Dusk » Sun May 25, 2014 10:35 pm

We're live with Zandronum 1.2.1.

This is a security release which addresses major issues in both server and client integrity. These were fixed in version 1.3 and have been backported into a separate release.
Spoiler: Full changelog (Open)
- - Fixed: A malformed packet could make the server kick the clients. Thanks to Konar6 for supplying a proof-of-concept exploit that allowed to debug the issue. [Torr Samaho]
- - Fixed an exploit with color codes in player names (ported from Konar6's kpatch). [Torr Samaho]
- - Fixed a client memory exhaustion vulnerability. Thanks to AgentME for reporting the vulnerability and submitting a preliminary patch. [Torr Samaho]
- - Fixed a client heap corruption vulnerability. Thanks to AgentME for reporting the vulnerability and submitting a patch. [Torr Samaho]
- - Fixed an exploit based on out of bounds userinfo sent by a malicious client (ported from Konar6's kpatch). [Torr Samaho]
- - Fixed an exploit based on improperly disconnected malicious clients. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
- - Fixed an exploit that allowed malicious clients to create additional bodies. Kudos to kgsws for finding and reporting this exploit. [Torr Samaho]
- - Fixed: A malformed packet could crash the server. Thanks to AgentME for reporting the vulnerability and submitting a preliminary patch. [Torr Samaho]
! - The linux binaries are not compiled with -fno-stack-protector anymore. This was originally intended to increase compatibility with distros using older glibc versions but is not necessary anymore since the source is open. Thanks to AgentME for pointing this out. [Torr Samaho]
Also shipped with the release is Doomseeker 0.12b.

Downloads: Note: for this release the Mercurial source code repository can be downloaded from https://bitbucket.org/CrimsonDusk/zandronum-stable at commit 7cac9d36556956d36f52c19473da8078b63272f1.
Last edited by Blzut3 on Mon May 26, 2014 2:07 am, edited 1 time in total.

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ibm5155
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RE: Zandronum 1.2.1

#2

Post by ibm5155 » Sun May 25, 2014 11:50 pm

what, isn't kgsws banned? :s
and, also, did someone reported a bug when mission failed and there's a polyobject moving? I got a problem when that happened the door was opening, and on the next round it was doing a 360º O_o and it didn't stop lol
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RE: Zandronum 1.2.1

#3

Post by The Toxic Avenger » Mon May 26, 2014 12:11 am

He's currently banned for another month, but that doesn't bar him from submitting fixes.

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RE: Zandronum 1.2.1

#4

Post by Ijon Tichy » Mon May 26, 2014 1:05 am

Perfect time to recompil-

okay what the hell fmod do I use for this

4.24.16 (what I used for z& 1.2) breaks on linking
4.26.36 (what I use for gzdoom) breaks on building
aaaaaghhh fmod why are you so SHITTY
Last edited by Ijon Tichy on Mon May 26, 2014 1:06 am, edited 1 time in total.

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RE: Zandronum 1.2.1

#5

Post by Blzut3 » Mon May 26, 2014 1:44 am

2.24.16 should link fine. You're probably using the wrong include directory or something.

The other builds are up.

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RE: Zandronum 1.2.1

#6

Post by Ijon Tichy » Mon May 26, 2014 1:53 am

Turns out that while it was using the correct include directory (the one in zandronum-stable), it was using /usr/lib/libfmodex64-4.26.36.so.
... why isn't it using 4.24.16, especially when it's in /usr/lib too?

edit: to clarify, it's cmake being retarded here, not zandronum
Last edited by Ijon Tichy on Mon May 26, 2014 1:57 am, edited 1 time in total.

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Monsterovich
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RE: Zandronum 1.2.1

#7

Post by Monsterovich » Mon May 26, 2014 12:19 pm

I thought that zandronum 2.0 is finally released (oh, yeah), but I looked attentively, fuk.. where is 2.0?!!1 Where is new ZDoom 2.5.0?! It's time to reinstall zandronum, bro!
Last edited by Monsterovich on Mon May 26, 2014 12:24 pm, edited 1 time in total.

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RE: Zandronum 1.2.1

#8

Post by Konar6 » Mon May 26, 2014 1:50 pm

Did you forget to remove the testing flag (Internal build) or is it supposed to be a testing release?

inb4 don't download this, 1.2.1.1 incoming
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RE: Zandronum 1.2.1

#9

Post by ibm5155 » Mon May 26, 2014 1:52 pm

waiting for 1.2.1.2 xD
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RE: Zandronum 1.2.1

#10

Post by ryupichu suszuki » Mon May 26, 2014 2:48 pm

man i was hoping to see a return of voxels from skulltag
im that neko that you tried to kill, now im back and im gonna get you *gitterskull noises*

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Monsterovich
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RE: Zandronum 1.2.1

#11

Post by Monsterovich » Mon May 26, 2014 3:03 pm

ryupichu suszuki wrote: man i was hoping to see a return of voxels from skulltag
I don't remember voxels in skulltag.

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RE: Zandronum 1.2.1

#12

Post by Catastrophe » Mon May 26, 2014 3:58 pm

ryupichu suszuki wrote: man i was hoping to see a return of voxels from skulltag
There were no voxels in skulltag.

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RE: Zandronum 1.2.1

#13

Post by Ru5tK1ng » Mon May 26, 2014 8:35 pm

Well done Dusk, a good security release since everyone is probably tired (I would hope so) of servers crashing due to exploits.
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RE: Zandronum 1.2.1

#14

Post by Slim » Mon May 26, 2014 8:52 pm

Heh, looks like a certain someone's not gonna be crashing SNS anymore. Man that got annoying. :/
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: Zandronum 1.2.1

#15

Post by ryupichu suszuki » Mon May 26, 2014 9:11 pm

Catastrophe wrote:
ryupichu suszuki wrote: man i was hoping to see a return of voxels from skulltag
There were no voxels in skulltag.
hmm they wasent any, what about the 3d mechs in all out war back in skulltag
im that neko that you tried to kill, now im back and im gonna get you *gitterskull noises*

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RE: Zandronum 1.2.1

#16

Post by Slim » Mon May 26, 2014 10:10 pm

ryupichu suszuki wrote:
Catastrophe wrote:
ryupichu suszuki wrote: man i was hoping to see a return of voxels from skulltag
There were no voxels in skulltag.
hmm they wasent any, what about the 3d mechs in all out war back in skulltag
Models, not Voxels.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

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RE: Zandronum 1.2.1

#17

Post by StrikerMan780 » Tue May 27, 2014 2:50 am

And models are still there. Use gl_use_models 1 (iirc).
Last edited by StrikerMan780 on Tue May 27, 2014 2:50 am, edited 1 time in total.

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RE: Zandronum 1.2.1

#18

Post by ryupichu suszuki » Sun Jun 01, 2014 2:55 pm

Suicide Slim wrote:
ryupichu suszuki wrote:
Catastrophe wrote:
ryupichu suszuki wrote: man i was hoping to see a return of voxels from skulltag
There were no voxels in skulltag.
hmm they wasent any, what about the 3d mechs in all out war back in skulltag
Models, not Voxels.
oh, heh sorry i must be confused then, well then im just hoping for an expansion for the bandwidth then
im that neko that you tried to kill, now im back and im gonna get you *gitterskull noises*

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cyberman
 
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RE: Zandronum 1.2.1

#19

Post by cyberman » Mon Jun 02, 2014 8:37 pm

for some odd reason it says this when i try connecting to servers, "failed to connect. your version is different" which is weird considering that i have version 1.2.1, are i guess they are either using the older version, or it is just being an ass for me. this is so confusing ???

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RE: Zandronum 1.2.1

#20

Post by uggi121 » Mon Jun 02, 2014 8:44 pm

Cyberman, 95% of the servers are using 1.2
Iddqd servers seem to be the only ones using 1.21
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