F.E.A.R
Anyone played it yet, whats it like?
|
had one go at the demo lastnight, looks good. Slo-mo is fun. check out the 2 or so other threads about it
|
Originally Posted by InvisibleMan
check out the 2 or so other threads about it
Aaaahhh the fabled Scoobynet "search" function...... :) |
i was playing this game before ..its very taxing on a pc in any setting it seems
even on low settings the tracer bullets from the guns dont seem to go where you aim the gun ????? |
Its shadow effects and lighting effects which kill the performance - if you turn these down the game should be more playable.
|
Worth a read
http://aluigi.altervista.org/adv/lithsock-adv.txt Luigi Auriemma Application: Lithtech engine (new network protocol) http://www.lithtech.com Games: Contract Jack <= 1.1 F.E.A.R. <= 1.01 No one lives forever 2 <= 1.3 Tron 2.0 <= 1.042 ... others? Platforms: Windows and Mac Bug: socket unreacheable Exploitation: remote, versus server Date: 13 December 2004 Author: Luigi Auriemma e-mail: aluigi@autistici.org web: http://aluigi.altervista.org ################################################## ##################### 1) Introduction 2) Bug 3) The Code 4) Fix ################################################## ##################### =============== 1) Introduction =============== The Lithtech engine is a game engine used by many games. Some of the latest games released and based on this engine use a network protocol different than all the others (probably they use a new version of the engine but naturally I don't know all these details). Just these latest games (all developed by Monolith) are those affected by the bug I'm going to describe: Contract Jack (Nov 2003), No one lives forever 2 (Oct 2002) and Tron 2.0 (Aug 2003), but possibly others too. F.E.A.R and its 1.01 patch have been released in October 2005 and are vulnerable too. ################################################## ##################### ====== 2) Bug ====== The new network protocol used by the Lithtech engine is composed by a loop used to handle all the UDP packets received. A select() function with a time out of 30 seconds searchs for new data into the socket's queue. If data is received or the socket goes in time out, a recvfrom() is called and its return value is checked to know if has happened an error. If there is a socket error, the game calls WSAGetLastError() to catch the error code and returns reaching a main check that is made ever before the usual select() function. This so-called "main check" simply controls that the error returned by WSAGetLastError() (and stored in a specific variable) is "Operation would block" (10035, the only type of error accepted to continue the listening loop). If an attacker sends an UDP packet of zero bytes, recvfrom() returns this length and an instruction checks just if it is equal than zero. In this case the code flow returns to the "main check" that controls the error code (not set, so equal to zero) and since it is not 10035 exits from the loop that handles the socket's data. After that, the server will be no longer able to receive packets because the loop is completely dead. A similar problem happens if an attacker sends an UDP packet with a size major/equal than 8193 bytes (max data read by recvfrom()) and minor/equal than 12280 (otherwise select() doesn't catch it). The "main check" will fail as before because the error code will be different than 10035 (in fact it will be 10040, "Message too long"). ################################################## ##################### =========== 3) The Code =========== http://aluigi.altervista.org/poc/lithsock.zip ################################################## ##################### ====== 4) Fix ====== No fix. Just some weeks ago I released an advisory about another bug in the Lithtech engine and ignored by the developers, so is useless to try to recontact them again. However I have found a work-around to avoid the problem and I have written an universal autopatcher that can fix both lithtech.exe (the server launched from the game) and server.dll (the dedicated server): http://aluigi.altervista.org/patches/lithsockfix.zip |
im busy playing it and its a good game, i prefer it to quake 4 :)
|
Originally Posted by stevebt
i prefer it to quake 4 :)
|
Originally Posted by Milamber
UnrealQuake 4 you mean :) bit similar for my liking, lost it's way.
if i had to say anything i would say doom3 and quake4 are very similar, nothing like unreal ??? |
Thought the gameplay and weapons were all a bit similar for my liking, bit bored of the franchise now to be honest.
|
after a few tweeks here and there it plays 100% now
very impressed .but i couldnt play it on high settings with pentium 4 2 gig of ram ge f 6800gt 256mb ddr3 but even with some settings on medium its one of the best games ive seen on a pc.. |
i cant play it on top settings as my LCD tv will only allow 1280x768 res, but even at that res this game and all my other games look far better than when i had them at 1600x1200 on my crt monitor :)
|
completed it :D
|
Originally Posted by MadGrip
completed it :D
|
cant be that difficult if youve completed it already? How many hrs & how many saves? try it again on hard & no pressing the F5 :p
|
its like a John Woo movie & The Ring
The live action prequel short film is abit creepy |
All times are GMT +1. The time now is 06:07 AM. |
© 2024 MH Sub I, LLC dba Internet Brands