Uplink - Online Multiplayer
Moderators: jelco, bert_the_turtle, Chris, Icepick, Rkiver, Punisher Bass
You guys ain't exactly chugging along quickly, and I think nobody wants to read through 5 pages with no result. When will we get to see that login program?
You're low on ideas? I'm the idea man. I think an Uplink MMORPG-type thing would get a lot of attention, all you guys need to do is draw a crowd. You're doing this in Visual Studio? So...what language are you programming in? .Net? C#?
I doubt you guys are on any chats now, so send me an e-mail when you read this and I can help you get what you're lacking.
But basically, the reason why nobody gets their mods done is because everyone is trying to do their own mod. If we were to pool a bunch of people together, we could actually make something. I know nobody's reading this, except maybe you three, so we'll have to go out and GET the other modders...but as long as we have something to show, we can get more.
-Syco
You're low on ideas? I'm the idea man. I think an Uplink MMORPG-type thing would get a lot of attention, all you guys need to do is draw a crowd. You're doing this in Visual Studio? So...what language are you programming in? .Net? C#?
I doubt you guys are on any chats now, so send me an e-mail when you read this and I can help you get what you're lacking.
But basically, the reason why nobody gets their mods done is because everyone is trying to do their own mod. If we were to pool a bunch of people together, we could actually make something. I know nobody's reading this, except maybe you three, so we'll have to go out and GET the other modders...but as long as we have something to show, we can get more.
-Syco
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abigbagofcrap
- level2

- Posts: 89
- Joined: Fri Jun 11, 2004 5:40 am
- Location: In your head
yea i guess we arent getting very far, but then again we havent worked on it much. mostly because im too busy with school and the whole trying to graduate early thing. but i have managed to write this small crappy skinned program that actually checks the username and password against a server database (although im not usually running the server so u cant try it out). most of the coding ive done recently has been the groundwork code, subs to create masks at runtime and do transparency effects, some client-server code, and some other random crap.currently the project is gonna be in visual basic since it is fairly powerful but a whole lot simpler and easy to use for graphics work then c++. plus im a whole lot more experienced with it then c++. so i guess heres the login thing program: http://websoftproductions.com/loginthingsetup.exe
since u said ur an idea man, any ideas about the whole too many ppl connecting to the same server thing? or any ideas about hacker vs hacker modes of play that could eliminate the problem with too many connections as only a few connections would be permitted and so ppl could fight for access. kinda like that hacker battle scene in the movie hackers. movie was glorified fake hacking, random 3d images appear on the screen that look cool. but still the concept behind fighting over a server would be quite fun.
well anyways let me know what you think of the login program, and if u notice, in the folder called "skins\standard" you can edit basically the appearance of everything on the form, except for how the text displays and such (tho i am working on code so that an external file will be loaded that will allow the user to change fonts and colors on the non-skinned controls, like the textboxes and such.
hopefully soon i will be able to get some more work done on it, as of now i am in contact with like 5 or so ppl who may offer some (or alot) of assistance with this project.
since u said ur an idea man, any ideas about the whole too many ppl connecting to the same server thing? or any ideas about hacker vs hacker modes of play that could eliminate the problem with too many connections as only a few connections would be permitted and so ppl could fight for access. kinda like that hacker battle scene in the movie hackers. movie was glorified fake hacking, random 3d images appear on the screen that look cool. but still the concept behind fighting over a server would be quite fun.
well anyways let me know what you think of the login program, and if u notice, in the folder called "skins\standard" you can edit basically the appearance of everything on the form, except for how the text displays and such (tho i am working on code so that an external file will be loaded that will allow the user to change fonts and colors on the non-skinned controls, like the textboxes and such.
hopefully soon i will be able to get some more work done on it, as of now i am in contact with like 5 or so ppl who may offer some (or alot) of assistance with this project.
Sorry about not being able to contribute to the project at all, thanks to school (I have my semesters full of courses even though I'm in grade 12 and should have 2 spares) but I'm comming back to my computer studies now..at least I'm trying to...but in February I have mostly computer courses so I'll be doing a lot of programming then...anyways, I'll try to start up working on my VB skills and take a look at the interpreter code and such...maybe spruce it up...and Brian if you could post updated source codes that'd be awesome
well off to bed to wake up early for school...
Edit: I mean post the source on the server
well off to bed to wake up early for school...
Edit: I mean post the source on the server
Shmaw.
If only my penis was as big as my ego.
-Anon

If only my penis was as big as my ego.
-Anon

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abigbagofcrap
- level2

- Posts: 89
- Joined: Fri Jun 11, 2004 5:40 am
- Location: In your head
features
look first is the leagal problems if somebody learns to hack by playin then goes out and tries stuff we could get blamed. anyways 1. should be being to protect your self from getting hacked think about it u cant do any thing. 2 is making your own exploits, to code, in addition it would be boring to just have ppl siting around and hacking each other
their should be like teams cyber cops and the bad guys, the bad guys try to hack the cyber cops servers and the cyber cops go looking for the bad guys and attack back. Kinda like counter strike but then have ppl as sysadmins guarding the server and the philes the have a list of ips of everybody on the team or ips of other servers and firewalls that kind of stuff more realistic . instead of cops and robbers just make clans an use the same idea attac each other servers find the philes. but the requires alot of coding.
their should be like teams cyber cops and the bad guys, the bad guys try to hack the cyber cops servers and the cyber cops go looking for the bad guys and attack back. Kinda like counter strike but then have ppl as sysadmins guarding the server and the philes the have a list of ips of everybody on the team or ips of other servers and firewalls that kind of stuff more realistic . instead of cops and robbers just make clans an use the same idea attac each other servers find the philes. but the requires alot of coding.
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abigbagofcrap
- level2

- Posts: 89
- Joined: Fri Jun 11, 2004 5:40 am
- Location: In your head
well just an update of what ive been doing. been trying to figure out how servers should be configured. i think im gonna end up with 1 group of servers that the game client stays connected to so that layers and admins can send messages. then whenever u access a server in the game it will actually connnect to a real server, so that connections r only opened as needed. basically when u 1st login u will connect to the main game servers (the 1st group i mentioned), and from them u will download dns tables that provide u with the real world ips and ports of the game-server servers. so when u try to connect to www.hackme.hack in the game, it will resolve it as a specific comp running the server on a specific port. the game servers would also serve player stats and ranks, so they would all have to be synchronized.
the current aspect of the program ive been working on is the scripting language. rather than write my own (i had alrdy started my own scripting language, tho dealing with if statements was especially difficult), i found the msscript control. basically im writing an interpreter so that u basically use a vbscript language, except certain things are handled differently. basically this middleman interpreter is meant to do 2 things. 1st and foremost is security, if in the game u will be able to hack other ppl and modify their scripts, i dont want ppl do be able to actually modify ppls hard drive contents which they could easily do thru vb script. so basically my interpreter severely limits what u can use. secondly, for game "hard drive" access, the open commands will still need to work, but they will not actually open files, so this mid level interpreter will reinterpret those statements into actual vbscript code to my game.
Another bonus to the vbscript use is that for game servers i can write dynamic programs (hopefully). so basically i can create new game servers with all different kinds of functionality with the same base code. so 1 server program will allow me to make a chat server or a file server without recompilation and 100 program versions.
lol wow thats a long post.
i havent heard from anyone in a while who promised to help :\ so ive been doing everything. but im fine with that, i will just take more money
if there ever is any. any ideas about gameplay, or game structure (especially client server setup and balancing-just like before, about 50 posts ago
) would be nice. btw any comments on my login program? ok well if anyone else is interested in helping with the game, espcially with game play, lemme kno. i need someone with some real hacking experience since i barely know anything on the subject and some of the more advanced missions i would like to be more realistic. basically my idea is that the early stages of the game, u find exploit info at an in game website. as u advance more, u will need to determine how to exploit vulnerabilities. so basically at lvl 1: client is running apache 1.3.28. u go to the exploit web site and search for apache. it says "apache 1.3.28 has unchecked buffer on authorization requests. more than 12 characters overflows the password buffer, and 4 bytes after the password buffer is stored the local password. apache pads variables with ascii char 0. a hacker could exploit this by writing a 12 character password, another 4 characters, and the same password again and the server will mistakenly authenticate user"
later on at level 80:
target has apache 1.3.28
exploit site: password buffer is unchecked. here is the susceptible module: <c code excerpt>
assembly dump <dumped code>
and it would be up to the person to figure out how to exploit it.
if this could be the games format, it would help teach ppl some valuable programming experience as well as hopefully be fun.
also when u have to code ur own exploit like that example, it would be a very simple c exploit, not like anything very realistic. basically something as in depth as a newbs buffer overflow tutorial. something that would take like 20 secs to break, but still takes some degree of skill.
wow ive written way too much. but i kept u occupied for a little bit.
and sry for my long useless post about my progress.
the current aspect of the program ive been working on is the scripting language. rather than write my own (i had alrdy started my own scripting language, tho dealing with if statements was especially difficult), i found the msscript control. basically im writing an interpreter so that u basically use a vbscript language, except certain things are handled differently. basically this middleman interpreter is meant to do 2 things. 1st and foremost is security, if in the game u will be able to hack other ppl and modify their scripts, i dont want ppl do be able to actually modify ppls hard drive contents which they could easily do thru vb script. so basically my interpreter severely limits what u can use. secondly, for game "hard drive" access, the open commands will still need to work, but they will not actually open files, so this mid level interpreter will reinterpret those statements into actual vbscript code to my game.
Another bonus to the vbscript use is that for game servers i can write dynamic programs (hopefully). so basically i can create new game servers with all different kinds of functionality with the same base code. so 1 server program will allow me to make a chat server or a file server without recompilation and 100 program versions.
lol wow thats a long post.
i havent heard from anyone in a while who promised to help :\ so ive been doing everything. but im fine with that, i will just take more money
later on at level 80:
target has apache 1.3.28
exploit site: password buffer is unchecked. here is the susceptible module: <c code excerpt>
assembly dump <dumped code>
and it would be up to the person to figure out how to exploit it.
if this could be the games format, it would help teach ppl some valuable programming experience as well as hopefully be fun.
also when u have to code ur own exploit like that example, it would be a very simple c exploit, not like anything very realistic. basically something as in depth as a newbs buffer overflow tutorial. something that would take like 20 secs to break, but still takes some degree of skill.
wow ive written way too much. but i kept u occupied for a little bit.
and sry for my long useless post about my progress.
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Jak_uplink
- level0
- Posts: 1
- Joined: Mon Oct 18, 2004 6:09 pm
[color=white]Two main groups that fight,
the hakers and the proggramers.
Proggramers get missions to make specific programs
hackers get missions to destroy them.
Proggrammers can hire hackers and vice versa.
all have the ability to by net severs and create mainframes and lans to protect data.
Solution to the to many admins problem: set it so that there can only be one admin.
this gives a sence of urgancy because if you can't get logged on than you are afraid that someone else will complete the mission befor you and get your mony.
missions are created the same as in uplink on a larger scale so that every one is abale to take on at least 1 every one and a while.
you are only alowed to take 1 mission at a time so there won't be people doin 100 misions at once.[/color]
No n00bs, a n00b is just someone who isno good. someone who is good
won't ever have to be a n00b
the hakers and the proggramers.
Proggramers get missions to make specific programs
hackers get missions to destroy them.
Proggrammers can hire hackers and vice versa.
all have the ability to by net severs and create mainframes and lans to protect data.
Solution to the to many admins problem: set it so that there can only be one admin.
this gives a sence of urgancy because if you can't get logged on than you are afraid that someone else will complete the mission befor you and get your mony.
missions are created the same as in uplink on a larger scale so that every one is abale to take on at least 1 every one and a while.
you are only alowed to take 1 mission at a time so there won't be people doin 100 misions at once.[/color]
No n00bs, a n00b is just someone who isno good. someone who is good
won't ever have to be a n00b
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abigbagofcrap
- level2

- Posts: 89
- Joined: Fri Jun 11, 2004 5:40 am
- Location: In your head
Ok well hey everyone, just an update.
I've been working on the project recently, which, lacking a title, is codenamed "El Gameo". I've managed to get a decent amount of client-server code written. So far, I have 3 server types: the admin server, which maintains a connection with all the game servers and admins can use it to ban keys, boot users, etc. The Load Server, which the game client connects to initially, and it uses it to retrieve a serverlist of all the game servers, which the client then pings and selects the best one. the load server also tells the account which dataserver their account is stored on. The code is not yet complete, and a more security testing is needed, but I am confident that this server network will be running soon. I've been busy, and the project is also difficult. Unlike many of the planned MMO uplink games out there, im looking ahead to having many people play, and so rather than the simple 1 server-client architecture that most people are probably doing, i am doing a full server architecture, so if 10000 people play and we need 20 servers, my program can fit them all. by using multiple programs, a single computer can host all the different servers, or it may only host one.
using round robin dns, i can distribute the load on the loadservers by having them all under a single domain name and so i dont have to worry about that kind of code. as of now, my client will connect to a load server, and after authenticating with a username, password, and registration key, the server checks to see if the server list on the client computer matches the server list on the server. if not, it will download the server list. it then pings all the servers in that list and connects to the lowest ping.
so thats my update.
as far as the actual game is considered, i have decided to use both client side and server side vbscript. this will allow the server code to be the same on all servers, but the in-game "sites" can all be customized and expanded in the future without problems. some security has to be planned for all this, so that people can not trick the server code into thinking the person "hacked" the server and giving them the mission completed notification. all this will have to be worked out eventually.
perhaps i may put out a small test application (the login program) just as an example of what has been done so far. the only problem is i keep my computer off a lot, except for evenings and weekends, so i cant host the servers 24/7. but oh well. we will see what happens.
I've been working on the project recently, which, lacking a title, is codenamed "El Gameo". I've managed to get a decent amount of client-server code written. So far, I have 3 server types: the admin server, which maintains a connection with all the game servers and admins can use it to ban keys, boot users, etc. The Load Server, which the game client connects to initially, and it uses it to retrieve a serverlist of all the game servers, which the client then pings and selects the best one. the load server also tells the account which dataserver their account is stored on. The code is not yet complete, and a more security testing is needed, but I am confident that this server network will be running soon. I've been busy, and the project is also difficult. Unlike many of the planned MMO uplink games out there, im looking ahead to having many people play, and so rather than the simple 1 server-client architecture that most people are probably doing, i am doing a full server architecture, so if 10000 people play and we need 20 servers, my program can fit them all. by using multiple programs, a single computer can host all the different servers, or it may only host one.
using round robin dns, i can distribute the load on the loadservers by having them all under a single domain name and so i dont have to worry about that kind of code. as of now, my client will connect to a load server, and after authenticating with a username, password, and registration key, the server checks to see if the server list on the client computer matches the server list on the server. if not, it will download the server list. it then pings all the servers in that list and connects to the lowest ping.
so thats my update.
as far as the actual game is considered, i have decided to use both client side and server side vbscript. this will allow the server code to be the same on all servers, but the in-game "sites" can all be customized and expanded in the future without problems. some security has to be planned for all this, so that people can not trick the server code into thinking the person "hacked" the server and giving them the mission completed notification. all this will have to be worked out eventually.
perhaps i may put out a small test application (the login program) just as an example of what has been done so far. the only problem is i keep my computer off a lot, except for evenings and weekends, so i cant host the servers 24/7. but oh well. we will see what happens.
hello...
maybe you already have enough idea's...but i thought ill post it..
in uplink..there are compagny's...
and if you look to most MMorpg's,its al about money and power..
so how bout make some empty compagny's in it...
able to be bought,solded or hacked...
people who are earning big money by hacking a other player's compagny and sell it to " a computerist person?"
when people have enough money..wich can be make by being much online...
buy there own compagny's,let them buy expensive software...
just make it pretty expensive..so you have the skill difference...
people who are much online,can get to buy compagnies...and if your extremely often online...try dominating all compagny's
how bout making it possible to start your own compagny's wich clans?
adding a nice cool own interface wich makes it more personal..
im now at school.and im gonna quit typing..that so far my idea about the compagnies...i have many more...so let me know if u want to hear
greetz and respect
maybe you already have enough idea's...but i thought ill post it..
in uplink..there are compagny's...
and if you look to most MMorpg's,its al about money and power..
so how bout make some empty compagny's in it...
able to be bought,solded or hacked...
people who are earning big money by hacking a other player's compagny and sell it to " a computerist person?"
when people have enough money..wich can be make by being much online...
buy there own compagny's,let them buy expensive software...
just make it pretty expensive..so you have the skill difference...
people who are much online,can get to buy compagnies...and if your extremely often online...try dominating all compagny's
how bout making it possible to start your own compagny's wich clans?
adding a nice cool own interface wich makes it more personal..
im now at school.and im gonna quit typing..that so far my idea about the compagnies...i have many more...so let me know if u want to hear
greetz and respect

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abigbagofcrap
- level2

- Posts: 89
- Joined: Fri Jun 11, 2004 5:40 am
- Location: In your head
had some of those ideas myself. companies as clans was planned from the beginning. and no, we dont have enough ideas, we can always use more.
i was hoping to make a very in depth company setup, have a full stock market and everything just like uplink, only a whole lot more in depth. with the way im trying to develop code, it should be possible to add in a whole lot of unique server types with the same basic code. im hoping to finish writing the basic server code soon so that i can put out an example program. if you have any other ideas, feel free to share them. im hoping to put together a game basically made by gamers for gamers, trying to incorporate all the things people enjoy, and everything that they want. using this scripting engine, i think that almost everything will be possible, as both client and server will run scripts that can be customized for everything.
heres a screen shot of the login interface, with a familiar uplink picture skinned onto it. dont get your hopes up if this looks very nice, jpgs tend to look a little cooler than the actual program. but i doubt this will look that nice to everyone.
if the image doesnt appear, its because my computer is off.
well thats everything i had to say.
btw, you wouldnt happen to speak french as a native language would you? im just guessing from your spelling of companies.
i was hoping to make a very in depth company setup, have a full stock market and everything just like uplink, only a whole lot more in depth. with the way im trying to develop code, it should be possible to add in a whole lot of unique server types with the same basic code. im hoping to finish writing the basic server code soon so that i can put out an example program. if you have any other ideas, feel free to share them. im hoping to put together a game basically made by gamers for gamers, trying to incorporate all the things people enjoy, and everything that they want. using this scripting engine, i think that almost everything will be possible, as both client and server will run scripts that can be customized for everything.
heres a screen shot of the login interface, with a familiar uplink picture skinned onto it. dont get your hopes up if this looks very nice, jpgs tend to look a little cooler than the actual program. but i doubt this will look that nice to everyone.
if the image doesnt appear, its because my computer is off.
well thats everything i had to say.
btw, you wouldnt happen to speak french as a native language would you? im just guessing from your spelling of companies.
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abigbagofcrap
- level2

- Posts: 89
- Joined: Fri Jun 11, 2004 5:40 am
- Location: In your head
just a small update. been trying to get a full server network code up and running, ran into some problems as i redid the entire data handling code (on both server and client programs). basically i realized that i may have out of order packets which would cause problems for a network game, especially when very sensitive information is sent in the wrong order. each data packet now has a header which indicates its packet number and the code handles packets based on the packet number, not on the order in which it was received. hopefully i can get all this up and running soon
So, your writing in VB? Well, atleast it isn't octagon, or Hex. You might try C#, it uses the basic .NET framework, but it's easier to learn that C++ or VC++. There's a better tutorial out there on the net somewhere for C#, but I can't find the link.
A couple ideas, though. I didn't read through all the pages, read the first two and skipped to the last because I'm lazy, but I like the ideas of companies being clans.
A good way to keep the database for the logins low would be to use a mySQL database, like with most PHP websites. You could have them make an account at said website, and when they log into the game, have it cross-reference with the mySQL database and pull the login information from that, so that your not running a ton of different DB's at a time.
After the login, it could pull a RSS feed from the website's front page, which has all the top news stories, like in Uplink. The same could be done for the Top Agents list, and so forth. I like the realism you want to put into the game (if your still using this idea), the Apache server types, and password buffer uses.
The client itself won't be to much problem, but your talking a TON of server-side activity, so make sure you have a great host that allows unlimited bandwith, because your going to need it. I can't provide much help programming wise, because I'm just starting to learn, but I can try to help you out as much as possible, because I'd love to see this made.
A couple ideas, though. I didn't read through all the pages, read the first two and skipped to the last because I'm lazy, but I like the ideas of companies being clans.
A good way to keep the database for the logins low would be to use a mySQL database, like with most PHP websites. You could have them make an account at said website, and when they log into the game, have it cross-reference with the mySQL database and pull the login information from that, so that your not running a ton of different DB's at a time.
After the login, it could pull a RSS feed from the website's front page, which has all the top news stories, like in Uplink. The same could be done for the Top Agents list, and so forth. I like the realism you want to put into the game (if your still using this idea), the Apache server types, and password buffer uses.
The client itself won't be to much problem, but your talking a TON of server-side activity, so make sure you have a great host that allows unlimited bandwith, because your going to need it. I can't provide much help programming wise, because I'm just starting to learn, but I can try to help you out as much as possible, because I'd love to see this made.
What's the sound of one hand clapping?
{if (object != "") then? null.string["+object.sourceVoid+"]= 0);}
{if (object != "") then? null.string["+object.sourceVoid+"]= 0);}
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mistersledge
- level0
- Posts: 1
- Joined: Wed Dec 01, 2004 12:27 pm
- Contact:
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abigbagofcrap
- level2

- Posts: 89
- Joined: Fri Jun 11, 2004 5:40 am
- Location: In your head
yay a few posts since my last visit
yea, sql is a good idea, however i really dont need it since im basically writing my own database into the server. basically i will have a few servers that handle logins that all have a synchronized userlist of where data is located, etc. i cant have a single server with a database that you retrieve info from because if there are many people, it would likely be very slow.
since you missed some of the in between posts ill sum it up: basically im using a scripting engine both client and server side so that i can expand everything very easily. so easy missions can be easy, but hard missions (with buffer overflows, etc) will be hard and can use custom tools.
and as far as the second post, im planning on an internal scripting language so that some tasks can be automated, there will likely even be a "packet sniffer" program in the game so that your mini program can spoof a real tool, however i believe i will have to make everything a text only type of scripting, since a full interface with graphics would be complicated. maybe if this project is ever finsihed i can go back and redo that aspect of it. but yea, its not finished so im not gonna start planning all that.
and todays friday so maybe i can actually get some work done on it this weekend.
yea, sql is a good idea, however i really dont need it since im basically writing my own database into the server. basically i will have a few servers that handle logins that all have a synchronized userlist of where data is located, etc. i cant have a single server with a database that you retrieve info from because if there are many people, it would likely be very slow.
since you missed some of the in between posts ill sum it up: basically im using a scripting engine both client and server side so that i can expand everything very easily. so easy missions can be easy, but hard missions (with buffer overflows, etc) will be hard and can use custom tools.
and as far as the second post, im planning on an internal scripting language so that some tasks can be automated, there will likely even be a "packet sniffer" program in the game so that your mini program can spoof a real tool, however i believe i will have to make everything a text only type of scripting, since a full interface with graphics would be complicated. maybe if this project is ever finsihed i can go back and redo that aspect of it. but yea, its not finished so im not gonna start planning all that.
and todays friday so maybe i can actually get some work done on it this weekend.
Uplink online would be cool, but I believe many have tried and failed so it is probally very hard to program, or just to time consuming, it would really catc a lot of attention though so I hope you do it.
P.S. How long would a project like this take?
Ideas: Well almost all my ideas that I thought were original were thought up lol.
P.S. How long would a project like this take?
Ideas: Well almost all my ideas that I thought were original were thought up lol.
...Yeah that ^ says something...If you can read it.
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