Uplink Multiplayer
Moderators: jelco, bert_the_turtle, Chris, Icepick, Rkiver, Punisher Bass
welterde wrote:vapourware like... aehm Uplink itself?
i(We?) wont fail, get over it.
Well I'll believe it when I see it. I've seen too many on here pump themselves up saying "We wont fail, we'll be great" etc...months pass, and nothing.
I wont hold my breath, best of luck and all, but I've seen far too many fail to even consider you seriously.
Uplink help: Read the FAQ
Rkiver wrote:Well I'll believe it when I see it. I've seen too many on here pump themselves up saying "We wont fail, we'll be great" etc...months pass, and nothing.
Hey on JLink it isnt like that, months have passed, and some month nothing happend but hey if you want watch our progree, look here:
http://cia.navi.cx/stats/project/JLink%20Game
I'll try to commit at least once a day(and most
But no next week, cause next i am makeing holiday without an notebook
k, it builds, how do I run it?
Hi, so I got it built, how do I run it?
there are loads of clas files, and a few jars, I suppose I have to start a server and then a client to connect to it...but how exactly? a run.sh script would be nice...
there are loads of clas files, and a few jars, I suppose I have to start a server and then a client to connect to it...but how exactly? a run.sh script would be nice...
if you have built it with the project with the build.sh, then you got an
server-0.0.1-SNAPSHOT-deps.jar
and an
client-0.0.1-SNAPSHOT-deps.jar
there in are my things + all deps
so you run the server with
java -cp server-0.0.1-SNAPSHOT-deps.jar <<ClassName>>
Where ClassName can be:
* org.jlink.ServerMain <-- the old thingy
* org.jlink.server.Main <-- the new thingy
the client, can be started with
java - cp client-0.0.1-SNAPSHOT-deps.jar <<ClassName>>
Where ClassName can be:
* org.jlink.ClientMain
* org.jlink.Main
* org.jlink.client.Main
sorry... but i had to rewrite some parts, and yeah that lead to some incompatibility in the program...
but nothing will work.... because i am working on the backend of the server in the moment.
And why didnt you ask on the project homepage?
server-0.0.1-SNAPSHOT-deps.jar
and an
client-0.0.1-SNAPSHOT-deps.jar
there in are my things + all deps
so you run the server with
java -cp server-0.0.1-SNAPSHOT-deps.jar <<ClassName>>
Where ClassName can be:
* org.jlink.ServerMain <-- the old thingy
* org.jlink.server.Main <-- the new thingy
the client, can be started with
java - cp client-0.0.1-SNAPSHOT-deps.jar <<ClassName>>
Where ClassName can be:
* org.jlink.ClientMain
* org.jlink.Main
* org.jlink.client.Main
sorry... but i had to rewrite some parts, and yeah that lead to some incompatibility in the program...
but nothing will work.... because i am working on the backend of the server in the moment.
And why didnt you ask on the project homepage?
-
mteknight
- level0
- Posts: 5
- Joined: Mon Oct 16, 2006 3:43 pm
- Location: Rio de Janeiro - Brazil
- Contact:
Dear Uplink fans,
As a fan of this excellent game, and just like you all, wondering for a multiplayer version, although I can't make one of my own, I have written some lines describing nice ideas for a multiplayer version that should work around uplink and a few others off the genre.
the point is to make it very real, and in a near future like in uplink's history, it's ruled by corporations, attackers and defenders. Corps that want hackers to attack other Corps, or other skilled hackers, and Corps with hackers as security admins defending from attacks.
I just hope the following text brightens some of you developers and contribute for a very desired game. Please disconsider the name Hacker: The Future Generation because it was just a name I gave it.
Ah, by the way, please comment and model new ideas in order to perfect the following
This file represents the entire, although not restricted to, documentation for the next game covering the subject “Hacking”.
The intent of this document is to provide future development, and also reunite written ideas and plans, for this game. Programmers shall find the ideas and respective descriptions to fit it in the game as needed in any way possible.
It is important to say that this is a GNU Public Licensed game. Every help is welcome.
- The Game
Hackers is a game elaborated by many ideas about other hacking games, a few Top ones like Uplink: Hackers Elite and Street Hacker. These games, and a few others not mentioned have most of the exciting features about how a hacker works, what it seeks and how the world around him reacts. Although they keep together these special ideas, they lack the most expected, and therefore very difficult, if not impossible yet, feature: Multiplayer Hacking!
Now a days single player games have lost territory to multiplayer ones, and this happened because no computer cam “think” as a human, and therefore can match the most experienced players. Hacker games are exciting and keep fans playing for hours...but then suddenly it becomes so easy and expectable that it’s real fun ends. Imagine then these once exciting games allowing you to play against others? Hacking each other for any purpose, or simple just to see who is the best? Unfortunatelly any game to date allows that... FORTUNATELLY thats why Hackers: The Future Generation is here for!
The main idea of Hackers is to allow players to experience all those already known features, like hacking passwords, decyphing encryptions, creating viruses, hacking through LANs and more, and adicionally working on a multiplayer enviroment where you might need to apply hacking skills on other player’s computers in order to accomplish tasks given to you by your corporation, faction or even by your own.
Please consult the Features Section below for more.
- Features
Multiplayer: Players will be able to interact with each other using the internal e-mail or chat system. They will have to cooperate in orther to achieve their designated objectives, hacking corporate servers, network devices, LANS, WLANS and even other hackers’ computers.
Types of Employment: Hackers will be able to work for corporations, be part of a faction or even freelance. This will be chosen at the account creation, and will change constantly as he get experienced. With experience, corporations will offer you jobs, factions will ask for your cooperations in terrorist services and as a freelancer you will receive missions from both corporations and factions.
Employment: Hackers will have a few different jobs deppending on his working style.
As a Freelancer, he will not be linked neither to any corporation or faction, even if he perform tasks for any of those. He will have only his PC as workstation and therefore will be much more vulnerable against other hackers and law enforcement.
You are required to pay for your Internet Connection.
You can work at home or on specific places with Internet Connection at differente prices
Working for factions makes you a terrorist. You will work as a Terrorist Hacker only and will also have only your own PC as workstation being vulnerable only against other hackers. Working for factions consumes half of any payment for your services.
Internet Connection will be required to afford only when accessing from outside the faction’s HQ
Corporates can be Corporate Hackers or System Administrators. Corporate Hackers perform different kinds of jobs, always outside the LAN. Steal files, transfer cash, destroy systems and etc. System Administrators work inside the LAN performing traces and looking for other hackers attacking the LAN.
Corporates do not require Internet Connection. They always access from inside the corporation.
Network Devices: In Hackers, hacking takes place on a nearby future that includes most of known network devices, including Servers, Switches, Routers, Access Points, LANs, WLANs and Workstations. Any of these devices can and will most likely have to be hacked in order to accomplish most advanced tasks.
Ranking System: In Hackers: The Future Generation things are considered as a device. Every player is considered a Workstation device for game concepts. So every device, be it a Workstation, Server, Router, and so on is an object, and therefore has a Rank. The rank represents its effectiveness, liability, security and other factors described in the right section. The higher the rank, the better. I.e. a high rank Server means that it has some importance, store some top secret data and therefore has a strong security system that of course will require high hacking skills and tools, while Workstation ranks represents it’s security and the hacker abilities.
Hacking tools: Many kinds of tools will be available depending on rank levels, and as almost everything will be developed as modules, players will be able to build personalized tools and scripts in order to avoid typing many long commands every time that is needed. The game will have both text and visual tools.
Customization: Although many game concepts can’t be changed, Servers, AI Workstations, Routers and so on can be created and LANs and WLANs can be made combining theses devices to create customized targets.
- Concepts
Hackers: The Future Generation takes place in a near future, so many 20th and 21st century technology is used. The main protocol used is TCP/IP based on IPv4 and IPv6 as configured by the server. Devices like Routers, Switches and Bridges work the same way. They can be acquired and have simple but important configurations. Corporations will most likely have many of these devices, but it’s not restricted to them only, as players can acquire them and configure their own LANs. Link speeds will be considered for some operations like download/upload and for high processing tasks like Decyphing.
Common security programs like Firewalls, IDSs and Antivirus will also exist. Also there will be viruses that can be forged with specific functions.
The game interface will be fullscreen in order to have all icons, windows and all operating system stuff. The OS will be just like Linux, but you will have many different concepts, items, menus and so on.
The game will be a client/server topology. A central server will connect players in order to have a centralized database. Every user’s profile will be store on the server and only visual operations and a few processing will happen on the client.
Game time will flow just like real time. Offline players will be considered as unavailable, and therefore unreachable.
- Modules
Operating System: It will be the game itself. Every time you run the game as login and password will be asked to access the main server. The screen must have a Taskbar where almost all programs will be accessed, the game date and clock set by the server, the Desktop with the most common icons and system info on top of the screen. Processor and memory usage must be displayed, and CPU % usage must be adjustable. The taskbar will contain a categorized menu of every hacking tool, including e-mail and chat system.
As a fan of this excellent game, and just like you all, wondering for a multiplayer version, although I can't make one of my own, I have written some lines describing nice ideas for a multiplayer version that should work around uplink and a few others off the genre.
the point is to make it very real, and in a near future like in uplink's history, it's ruled by corporations, attackers and defenders. Corps that want hackers to attack other Corps, or other skilled hackers, and Corps with hackers as security admins defending from attacks.
I just hope the following text brightens some of you developers and contribute for a very desired game. Please disconsider the name Hacker: The Future Generation because it was just a name I gave it.
Ah, by the way, please comment and model new ideas in order to perfect the following
This file represents the entire, although not restricted to, documentation for the next game covering the subject “Hacking”.
The intent of this document is to provide future development, and also reunite written ideas and plans, for this game. Programmers shall find the ideas and respective descriptions to fit it in the game as needed in any way possible.
It is important to say that this is a GNU Public Licensed game. Every help is welcome.
- The Game
Hackers is a game elaborated by many ideas about other hacking games, a few Top ones like Uplink: Hackers Elite and Street Hacker. These games, and a few others not mentioned have most of the exciting features about how a hacker works, what it seeks and how the world around him reacts. Although they keep together these special ideas, they lack the most expected, and therefore very difficult, if not impossible yet, feature: Multiplayer Hacking!
Now a days single player games have lost territory to multiplayer ones, and this happened because no computer cam “think” as a human, and therefore can match the most experienced players. Hacker games are exciting and keep fans playing for hours...but then suddenly it becomes so easy and expectable that it’s real fun ends. Imagine then these once exciting games allowing you to play against others? Hacking each other for any purpose, or simple just to see who is the best? Unfortunatelly any game to date allows that... FORTUNATELLY thats why Hackers: The Future Generation is here for!
The main idea of Hackers is to allow players to experience all those already known features, like hacking passwords, decyphing encryptions, creating viruses, hacking through LANs and more, and adicionally working on a multiplayer enviroment where you might need to apply hacking skills on other player’s computers in order to accomplish tasks given to you by your corporation, faction or even by your own.
Please consult the Features Section below for more.
- Features
Multiplayer: Players will be able to interact with each other using the internal e-mail or chat system. They will have to cooperate in orther to achieve their designated objectives, hacking corporate servers, network devices, LANS, WLANS and even other hackers’ computers.
Types of Employment: Hackers will be able to work for corporations, be part of a faction or even freelance. This will be chosen at the account creation, and will change constantly as he get experienced. With experience, corporations will offer you jobs, factions will ask for your cooperations in terrorist services and as a freelancer you will receive missions from both corporations and factions.
Employment: Hackers will have a few different jobs deppending on his working style.
As a Freelancer, he will not be linked neither to any corporation or faction, even if he perform tasks for any of those. He will have only his PC as workstation and therefore will be much more vulnerable against other hackers and law enforcement.
You are required to pay for your Internet Connection.
You can work at home or on specific places with Internet Connection at differente prices
Working for factions makes you a terrorist. You will work as a Terrorist Hacker only and will also have only your own PC as workstation being vulnerable only against other hackers. Working for factions consumes half of any payment for your services.
Internet Connection will be required to afford only when accessing from outside the faction’s HQ
Corporates can be Corporate Hackers or System Administrators. Corporate Hackers perform different kinds of jobs, always outside the LAN. Steal files, transfer cash, destroy systems and etc. System Administrators work inside the LAN performing traces and looking for other hackers attacking the LAN.
Corporates do not require Internet Connection. They always access from inside the corporation.
Network Devices: In Hackers, hacking takes place on a nearby future that includes most of known network devices, including Servers, Switches, Routers, Access Points, LANs, WLANs and Workstations. Any of these devices can and will most likely have to be hacked in order to accomplish most advanced tasks.
Ranking System: In Hackers: The Future Generation things are considered as a device. Every player is considered a Workstation device for game concepts. So every device, be it a Workstation, Server, Router, and so on is an object, and therefore has a Rank. The rank represents its effectiveness, liability, security and other factors described in the right section. The higher the rank, the better. I.e. a high rank Server means that it has some importance, store some top secret data and therefore has a strong security system that of course will require high hacking skills and tools, while Workstation ranks represents it’s security and the hacker abilities.
Hacking tools: Many kinds of tools will be available depending on rank levels, and as almost everything will be developed as modules, players will be able to build personalized tools and scripts in order to avoid typing many long commands every time that is needed. The game will have both text and visual tools.
Customization: Although many game concepts can’t be changed, Servers, AI Workstations, Routers and so on can be created and LANs and WLANs can be made combining theses devices to create customized targets.
- Concepts
Hackers: The Future Generation takes place in a near future, so many 20th and 21st century technology is used. The main protocol used is TCP/IP based on IPv4 and IPv6 as configured by the server. Devices like Routers, Switches and Bridges work the same way. They can be acquired and have simple but important configurations. Corporations will most likely have many of these devices, but it’s not restricted to them only, as players can acquire them and configure their own LANs. Link speeds will be considered for some operations like download/upload and for high processing tasks like Decyphing.
Common security programs like Firewalls, IDSs and Antivirus will also exist. Also there will be viruses that can be forged with specific functions.
The game interface will be fullscreen in order to have all icons, windows and all operating system stuff. The OS will be just like Linux, but you will have many different concepts, items, menus and so on.
The game will be a client/server topology. A central server will connect players in order to have a centralized database. Every user’s profile will be store on the server and only visual operations and a few processing will happen on the client.
Game time will flow just like real time. Offline players will be considered as unavailable, and therefore unreachable.
- Modules
Operating System: It will be the game itself. Every time you run the game as login and password will be asked to access the main server. The screen must have a Taskbar where almost all programs will be accessed, the game date and clock set by the server, the Desktop with the most common icons and system info on top of the screen. Processor and memory usage must be displayed, and CPU % usage must be adjustable. The taskbar will contain a categorized menu of every hacking tool, including e-mail and chat system.
yeah... thx for those ideas
LAN hacking is planned, too.
As lib for displaying the LAN I plan using this lib:
http://graph.netbeans.org/10/
Thats an lib used in my favourite IDE, too.
LAN hacking is planned, too.
As lib for displaying the LAN I plan using this lib:
http://graph.netbeans.org/10/
Thats an lib used in my favourite IDE, too.
Amazing how many people can come up with "great ideas", and yet none of them have a clue how to make a game......
Uplink help: Read the FAQ
-
AJ_Letson
- level1

- Posts: 65
- Joined: Tue Dec 06, 2005 12:11 am
- Location: In front of a computer screen
- Contact:
JLink looks like the 2nd one I've seen with possibilities; Project Weblink was the first; just visited their site and it turns out there's no more progress updates there for a while. Both show promise, IMHO.
A very simple uplink deathmatch wouldn't be too hard to implement if you had the know-how. You have a capture-the-flag style setup, where each player hacks another players in-game computer to steal files, and the first to have all (or send it to the employer) wins. To make it more complex, perhaps you need to find the other players' IP through a log trace, for example.
You could practically have it rely solely on the single player campaign, the multiplayer aspect coming in purely in relation to the relative times. The only info needing to be transferred would be a success message, and perhaps what servers are in the 'world'.
I realise this sounds like one of those "Gee, I've got a great idea, someone go do it" posts, but I'm merely meaning to highlight an approach to MP Uplink that is less ambitious - and as a result perhaps more practical - than projects like Weblink.
You could practically have it rely solely on the single player campaign, the multiplayer aspect coming in purely in relation to the relative times. The only info needing to be transferred would be a success message, and perhaps what servers are in the 'world'.
I realise this sounds like one of those "Gee, I've got a great idea, someone go do it" posts, but I'm merely meaning to highlight an approach to MP Uplink that is less ambitious - and as a result perhaps more practical - than projects like Weblink.
ok, JLink now has a new development page, which is here
That page include the bug-tracker, a wiki and a repository viewer.
That page include the bug-tracker, a wiki and a repository viewer.
When you say "multiplayer", how multiplayer are you talking about?
is this like "four friends set up a lan party and play a simple game of "hack the network first"?, or are you talking about a realtime: players logging on and off of a dedicated game server?
I'd really like to see the latter.
(if it's not too much to ask
)
Is there anything us lesser mortals can do, though?
I know some java (not much, but enough to get by), and I know that projects can sometimes get bogged down by the simple, though tedious, work.
is this like "four friends set up a lan party and play a simple game of "hack the network first"?, or are you talking about a realtime: players logging on and off of a dedicated game server?
I'd really like to see the latter.
(if it's not too much to ask
Is there anything us lesser mortals can do, though?
I know some java (not much, but enough to get by), and I know that projects can sometimes get bogged down by the simple, though tedious, work.
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