Quake 1 and NetQuake servers allow remote attackers to cause a denial of service (resource exhaustion or forced disconnection) via a flood of spoofed UDP connection packets, which exceeds the server's player limit.
Quake 3 engine, as used in multiple games, allows remote attackers to cause a denial of service (client disconnect) via a long message, which is not properly truncated and causes the engine to process the remaining data as if it were network data.
The Quake 3 engine, as used in multiple game packages, allows remote attackers to cause a denial of service (shutdown game server) and possibly crash the server via a long infostring, possibly triggering a buffer overflow.
Absolute path traversal vulnerability in Quake II server before R1Q2 on Linux, as used in multiple products, allows remote attackers to cause a denial of service (application crash) via a download command with a full pathname for a directory in the argument, which causes the server to crash when it cannot read data.
Quake II server before R1Q2, as used in multiple products, allows remote attackers to cause a denial of service (application crash) via a modified client that asks the server to send data stored at a negative array offset, which is not handled when processing Configstrings and Baselines.
Quake 3 arena 1.29f and 1.29g allows remote attackers to cause a denial of service (crash) via a malformed connection packet that begins with several char-255 characters.
Quake 1 (quake1) and ProQuake 1.01 and earlier allow remote attackers to cause a denial of service via a malformed (empty) UDP packet.
Quake II server before R1Q2, as used in multiple products, allows remote attackers to cause a denial of service (exhaustion of connection slots) via a large number of connections from the same IP address.