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1 Forums / Server Support / Re: Security Patch for Tribes 2 on: July 16, 2018, 11:24:36 PM
There is one more problem that I experienced when having too many bots, but I still need to make a fix for that.  I made a temporary fix for it a while ago however it was buggy.
2 Forums / Server Support / Re: Security Patch for Tribes 2 on: July 16, 2018, 11:21:14 PM
This is almost certainly the only problem in Tribes2 that can be exploited for RCE.  I also created a pull request for Torque3D to fix the same problem.  There may be a few ways to crash a T2 server without RCE, but the only one I found was the Null command one which is already patched by cmdArmor
3 Forums / Server Support / Security Patch for Tribes 2 on: July 15, 2018, 11:08:55 AM
This patch fixes a serious remote code execution vulnerability in the network code of Tribes 2.
The vulnerability affects both the client and server.
If anybody wants proof that there is a problem, I can show how it is exploitable remotely. (I will only do this if asked to by the server owner)
To install the patch, put it in the scripts/autoexec folder.

4 Forums / Support / Re: Raspberry Pi 3 Tribes 2 Linux server on: June 08, 2017, 06:19:07 PM
I got the client working on a Raspberry Pi 3 at around 15-30 FPS in-game at minimum view distance.

I used a MEMSPLIT patched linux kernel on the Pi and a custom build of Wine with
It also requires the experimental OpenGL driver to run a client.

I also had it working with Qemu and Wine, but it wasn't nearly fast enough even with my experimental Qemu VC4 passthrough patches.  The only problem was that it ran at 12-20 FPS in the menu, but in-game it ran at 2-5 FPS.
5 Forums / Competition and Pick-ups / Re: ({STAR}) is Recruiting! on: June 08, 2017, 06:11:52 PM

I'd like to be in the clan.  Also, If you are planning on holding a tourney, it may be a good idea to install a few unofficial security patches for Tribes 2.  There is one serious problem with Tribes 2 which I was originally planning on using as an automatic mod/map downloading interface. (With player permission)  After asking Ragora about it and deciding it wouldn't be a good idea to use it that way due to the large security risk.  Currently you should install the CmdArmor script which will fix the easiest to exploit problem.  I will have two more scripts ready soon to fix the timescaling problem and the other serious problem.  Someday I hope to make a "Tribes 2: Remastered" edition with all of the fixes and a lot more included, but that may have to wait until I am able to buy the Tribes 2 source code and IP.  It would also be cool to have Thyth update the TribesNext installer in the meantime with the fixes, the datablock limit patch, ghosting limit patch, and possibly the network speed limit patches.

Best Regards,
6 Forums / Mods and Customization / Re: Botlimit Patch V3.0 (tested up to 300 bots) on: March 29, 2017, 04:49:54 AM
Sorry, I need to fix a bug which causes UEs when going over 170-180 bots.  I am no longer hosting the server with the patch until I figure out why the problem happened again.
7 Forums / Mods and Customization / Botlimit Patch V3.0 (tested up to 300 bots) on: March 22, 2017, 11:27:38 AM
I have created a new version of the bot limit extending patch.  I've tested it up to 300 bots with minor lag, and 170 bots with no lag problems on my computer.
It requires high single thread performance to run with 170 bots.

The patch is a two part patch due to the need to allocate another memory segment in the executable to store extra data for the AI code.  The only changes are to the code and data which reference the original memory addresses, and a bunch of zeros to store the AI code data into.  The other part is a replacement console_start.cs which allows using "-botpatch" as an argument to enable the second patch.  Please make sure to backup the tribesnext console_start.cs file to another directory before replacing it.  It also includes a network patch to improve network throughput for a dedicated server using more bots.  Also, there is a slight chance this patch can cause problems with server listings, so please test it and make sure you can still get a server list without crashing.  If you cannot, stop the server immediately and reply to this thread.  There is also a chance that the server will UE when it would normally stop, like during a server reboot.  That has a chance to cause DSO corruption which can be corrected by removing all non-readonly DSOs.  By using this patch, you agree to not hold me responsible if it breaks your server, or if anything else happens. (It should not break your server, but if DSOs get corrupted or a file isn't backed up it could temporarily break something.)

Start the dedicated server like: "tribes2bots7.exe -botpatch -dedicated -mod Classic"
You will probably have to manually add bots using another script, or addBots(100); for testing.

Here are the two files:
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