The Blog of Eternal Stench

RawShark is the admin of Quake.ie, so he knows a little bit about Quake, Quakeworld etc etc. By his own admission he's not a great player, but he loves messing with source code, configuring servers, trying out new mods, playing Quake II CTF against bots and other stuff that real players don't actually do. His blog is probably the most active one here and is great for security and programming info, so give it at least a glance! He's really big into Linux and other scary Open Source stuff. Other games he likes and plays online include Urban Terror and Alien Arena.

When not playing games RawShark loves listening to indie rock music, drinking coffee and watching old sci-fi movies... sometimes all at once.... which isn't really impressive now that we think about it.....

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Code along with RawShark #1

So now that we know how to compile ioquake3, and we know what we want to acheive with the mod, we need to start trying things out. The ioquake3 wiki has a tutorial on Cloaking, which is great, 'cos we need that! We'll add this in and later on fix it so only players with the lowest score can use the command. Also, we don't want player health to deplete when cloaked, so we'll simply leave that bit out.

Compiling ioquake3 on Ubuntu Linux

Woh - got the compiling blues the other day when compiling Wolf 3D, decided to go back to a project I started 10 years ago. My first game related programming experience was writing a bot for Quake II, the bbqbot. It was based on a mod I was involved with 2 years before that, called simply bbq. I did it on Windows using MSVC in the Summer of 2001.

Preventing DDOS attacks on a Quake 3 Server

We have come across a situation (at altFIRE.com) where our ioquake3 server was being used for a Distributed Reflection Denial of Service attack.

This happens if attackers spoofs some packets (with target server ip) and asks the gameserver to send all server information (about 2k of data). The gameserver sends all server information (500k of data). Attacker repeats for thousands of gameservers.

Why Quake should never be forgotten

There's a peculiar tension at the heart of the original Quake. Something's not quite right. For this reason it's a game that sits apart from id's other efforts while at the same time still being fundamental to the overall Brown Corridor heritage of the shooter genre.

It was a game that did so very much to evolve and define the FPS, and yet it does not fit so easily into the conventions that the Texan Doom-makers' other games wallow in. This tension is what makes it one of the developer's most interesting games.