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[WIP] HackLink - Rule The World

This is a discussion on [WIP] HackLink - Rule The World within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; I've succeeded in implemeting the Bouncing Connection Feature. Some screens: The map view display.The blank rectangles are availables servers, i ...

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Old 07-09-2009, 05:47 AM   #31

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I've succeeded in implemeting the Bouncing Connection Feature.
Some screens:

The map view display.The blank rectangles are availables servers, i just set a random number for debug.The middle square is the player's gateway.

Available options are:
  • Go back to the gateway view.
  • Cancel the Entire bounce List
  • Cancel the last entry from the bounce List
  • Dial through bounce list entries and connect to the last one.



Highlighting your gateway retrieves some informations about at the upperleft corner of the screen.


By selecting some servers in a desired order, you create a bounce connection.This is an example.


Bounce List is Dynamic, so that you can delete a previous entry, clean all entries, set a new bounce list from the start.Another screen:



Added an option to prevent the player from deleting the gateway from the bounce list


Now i'll be working on Dialling and Trace Tracking Features to implement.

For those who're interested in, just PM me for a download Link for testing.

Thanks for reading.
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Old 07-09-2009, 08:54 AM   #32
 
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looks very professional, only thing that i found off was that the chicago gateway looked like it was in canada.

some pics


i'm a noob...
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Old 07-09-2009, 11:13 AM   #33

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Dialling and Trace Tracking Feature Implemented.

First you setup a bounce connection.Extending it as long as possible will make tracing you being more difficult for the mainframe you're targetting to trace you back.


When connected to a mainframe (Just the debug).You can see a green indicator blinking at the lower right corner of the screen, meaning you're connected.Trace Level automatically increase, but the time you have before being totally identified not only depends on the size of your bounce connection, but also your bandwidth, and many others features.



Added option to cancel any current connection.


if you let the trace level reach 100 % you're over.
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Old 07-10-2009, 09:18 AM   #34

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Hi all,
I just spent a whole hour fixing some minor bugs and lifting the game design.

  • Fixed a bug that was stopping the background playlist after only one sound streamed.
  • Added the feature to confirm a know user profile deletion, to avoid any wrong manipulation.

  • Added a feature to prevent the player from creating more that 5 users.Just because this is very useless.

  • Fixed a bug that was making the game crash when you want to dial though an empty bounce list.

  • Fixed a bug that making the trace tracker indicator speeding up after being connected a single real time minute to a server.
  • Added a feature that locks definitely your userId profile when you're over after being totally traced.



For some who've asked the question when PMing me:
No I won't release any demo.I do want to make if it something interesting, maybe addictive.So i'm doing my best to make it as complete as i can.
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Old 07-10-2009, 09:57 AM   #35
 
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hey, that looks fun! did u post it somewhere online?
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Old 07-10-2009, 10:03 AM   #36

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Quote:
Originally Posted by InuyashaFan View Post
hey, that looks fun! did u post it somewhere online?
Do you mean any release ? I Just said no, until the gameplay will be entirely done.
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Old 07-10-2009, 10:13 AM   #37
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Quote:
Do you mean any release ? I Just said no, until the gameplay will be entirely done.
Well I can't wait tell this is over. But will it be addicting?Put a score from 1 to 10. :-P Also when do you expect it will be completely over?
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Old 07-10-2009, 10:53 AM   #38

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Quote:
Originally Posted by elite999 View Post
Well I can't wait tell this is over. But will it be addicting?Put a score from 1 to 10. :-P Also when do you expect it will be completely over?
Actually, i'll rate it 5/10...Just because the game engine is complete and bug-free.
I'll expect it as over when someone will play it and have fun at it.
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Old 07-10-2009, 12:55 PM   #39
 
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you have made some major improvments to the game, there are still some bugs. The Connected to message stays on the screen even if you are in a submenu

if you try to exit any sub menu while being connected you get the disconnect option.

in the map i like how you made the connection points smaller but the cursor moves so fast it is kinda hard to get to them also if you are connected you cant go back to the large map view.
other than that you have done a great job , keep up the good work
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Old 07-10-2009, 01:11 PM   #40
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argh! i saw you had replied as i was writing my own bug report. oh well. but other than the same bugs as cmbeke, i found no bugs. no crashes, no errors, or nothing. it looks like it will be real fun when it is done. i like it. when everythign is said and done, i will enjoy playing this. i think it will be addictive.

good job seanpaul
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Old 07-11-2009, 12:17 PM   #41

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Thanks Cmbeke, thanks Larryr.Nice to see you really looked for all glitches..
Well all these kinda bugs are easy to fix.Just some lines to rewrite.

Thanks again.
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Old 07-12-2009, 07:04 PM   #42
 
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really nice so far. Ill report any glitches or bugs when i find them (IF I find any) and ill keep in touch. Nice Work ! ! ! ! ! !
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Old 07-14-2009, 05:47 AM   #43

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Hi all,
Well a short list of changes:
  • Lot of glitches fixed
  • Playlist added
  • Added a Shell Console (Ms-Dos Like)
  • Implemented Server Scan function: this retrieves you all crackable accessible ports of any server you are linked to.

And as usual, some screenshots:

















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Old 07-21-2009, 05:58 AM   #44
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nice! looking better every minute
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Old 07-21-2009, 06:38 AM   #45
 
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Good work
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Old 07-21-2009, 10:19 AM   #46

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Hi all,

i've been busy these times, so that i didn't have the time to bring some updates to this.
Here are a short list of new things added since the last post.
  • Full support of English & French now.
  • Added an options Menu: Player can now choose his language, and display FPS.Maybe new options will be added.
  • Entirely Rewrite the code so that the game no longer crashes after running even for long.
  • Added the abitlity to crack a port though an active connection.

Now the basics are nearly done, I'll start implementing some basics missions for a kinda gameplay, before I release.

Also, fonts make the app runs terribly slow.I'm planning to move under LPE.

Some screens.











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Old 07-21-2009, 10:33 AM   #47
 
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wow your game looks awsome, cant wait for your release
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Old 07-24-2009, 06:02 AM   #48

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Hey all,
here is a full list of some updates :

Modified a lot the Shell Console.It will now act as a debugging tool for the player.Actually the console supports some elementary commands, such a disconnecting from a remote host, aborting any current hacking operation.
I've planned added a reset Ip command so that your current connection settings are reset, and trace level will reduce a lot.

Fixed Cracking func. This will let you hack a server through a open port you've previously discovered with a scanner.

Fixed some drawing bugs, and cleaned the code a lot: the game run faster than before, and i'm still using LPHM7.

Fixed scrolling cursor bug: this was making the cursor let some ugly traces on the screen.Now fixed.

Added a store, where the player will buy some softwares for hacking stuffs

Added Download Func: this will let you download any file from a server you hacked through.works fine, see screenshots below.

Added Password Breaker: this tool will help you hacking the administrator account of a remote host server by cracking the password.The speed of the process is linked to the player's current hardware abilities.

Screenshots:



















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Old 07-24-2009, 06:51 AM   #49
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nice! looking better every minute
pretty much sums it up
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Old 07-24-2009, 10:46 PM   #50

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not to be a pain or anything, but all the file's are gigabyte in size, using any connection type(other than fibos, and even then), it'd take about an hour to download any file that you've posted up their, i'd suggest changing them all to mb, but that's just my opinion

also some other suggestions:

1. allow hacking of internal networks, most time's the server people see on the outside is just a dummy server really, which doesn't have any real power but to request data from the inside, perhaps gaining access to the server can open up new possibility's to the other servers on the same network

2. add firewalls(or atleast i don't see any)

3. add server's with counter-intrusion measures, for example too many attempted attacks on the same network, and you'll be forced to change from where your attacking from(i know you have tracing available, but until i play the game idk how well it is done), also you can add devices in front of a server designed to do this as well(but much more advanced)

4:
Quote:
Originally Posted by seanpaul223
The speed of the process is linked to the player's current hardware abilities.
what?, it's not only your hardware, but it's also the bandwidth on the lines, you can only send data so fast, which brings me to

5. bandwidth, speed, line upload/download rate, i don't see any of that in here

6. subnet masks?, sometimes company's have multiple server's accessible through multiple ip's on the same subnet

7. please fix your ip address's, 215.255.255.0 <-- that's most likly a network address unless you assume the subnet mask is 255.255.254.0, in which case, that leaves alot of open computers and servers in the network, same for 255.255.255.0 which isn't even a legal ip address for anything that can be seen on the internet(this is what rly bugs me the most)

so i suggest using only class a-b and few c addresses, makes it seem more realistic(even though much of what your doing isn't that realistic anyway)

8. add os's to the servers(not full out obviously), but it'd add for unique ways to crack different server's, based on certain os's certain things work and other things that work on other os's don't for a certain os, also don't straight out give what the server os is, make the player work for it, with error's and such things to give clues as to what type of os is being used.

9. add server level's of security at least(don't know if you have or not but can't see on your images), for example the password cracker, make it only able to work 3 times(or 2 or 1 times) on extremely secured server's, and unlimted times on servers configured by bad network administrators

10. workstations, not just servers?, depending on the company's policy their might be alot of invaluable data on local drives rather than in the server's

11. internal networks(to go along with 10 and1), this could be the most fun imo, not only do you have to gain access to the outside server, you than could theoretically work backwards and determine all the locations of internal server's and workstations

12. switchs and routers, mostly switchs, if you do decide to make an internal network, switches can cause a very large problem in trying to discover all locations inside a network(vlans cut off alot to see), however being able to take control of routers in a network would be fun also

13. monitor traffic on a server(can even add if the server's network card is able to do this to limit this approach)

these are just a few suggestions off the top of my head to make it more challenging and realistic(some of the things you posted don't make any sense at all when compared to real server's and computers), however their all my own opinions, and it's up to you to listen or ignore them, and if you want more, i'd be happy to give you many more.
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Old 07-26-2009, 07:22 PM   #51
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your spoiler dosnt work
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Old 07-26-2009, 09:48 PM   #52

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Quote:
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your spoiler dosnt work
Works for me, although i dont know why i put it in a spoiler its in a quote now
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Old 07-27-2009, 05:17 AM   #53

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@ Slicer4Ever: These are really nice suggests.Well i've already planned adding most of the things you suggested.

Right now, i've planned to modify a lot the game structure, and turn the code onto Object Oriented Programming, and add coroutine implementation, and bunch of functions.On the other side, i'll have to create some little functions which will make coding next features easily.

Anyway, i've really enjoyed reading all your ideas, and i'll recordered your entire post somewhere on my PC, so that i'll see after what of them and quickly doable.

Thanks again.
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Old 07-27-2009, 09:37 AM   #54

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Quote:
Originally Posted by seanpaul223 View Post
@ Slicer4Ever: These are really nice suggests.Well i've already planned adding most of the things you suggested.

Right now, i've planned to modify a lot the game structure, and turn the code onto Object Oriented Programming, and add coroutine implementation, and bunch of functions.On the other side, i'll have to create some little functions which will make coding next features easily.

Anyway, i've really enjoyed reading all your ideas, and i'll recordered your entire post somewhere on my PC, so that i'll see after what of them and quickly doable.

Thanks again.
sounds good man, good luck
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Old 08-16-2009, 12:13 PM   #55

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Hey all,
Well i just dropped drop drown here quickly to give some feedbacks about the project and screenshots.
As slicer4ever and some others suggested, i've entirely reviewed the game code, added some new elements to make it more realistic.I do not have enough time to tell in details the complete changelog (i'm in holidays), anyway here is some screens and comments.

A simpe menu screen, no comment.


A example of gateway available in the game


A worldmap view, to setup a bounce connection list.


The most common type of mainframe security, pass protected screen.


A view of all others security systems detected by your own gateway on the targetted mainframe.


A view of players softwares, crackers, bypassers,etc stored on the player's gateway.


here we start running the proxy bypass


As we can see, proxy is now deactivated.And notice that proxy bypass uses some CPU resource, as shown on the filling rectangle on the upper of the screen.


The elliptic Decypher running...


The password breaker running...


At least, we're in..


I do not have enough time actually, then i'm workin on it slowly, anyway, it's growing up.Feel free to say some critics and suggests.
Thanks.
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Old 09-03-2009, 08:52 AM   #56

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Hi all,
I just dropped down here to give some feedbacks about the work done.
Right know I'm far from a PSP, then I cannot post any screenshots.
Here is the list of the main changes i brought to this:

Changelog

Quote:
-Reordered a bit the game structure.Now runs fine without overclocking cpu speed (Meaning 222Mhz).This was one of the main goals to reach.
Fixed some mistakes on the code.
-Fixed a bug that was making the game crashes after running it many times.(Some kinda memory Overflow, I guess).
-Implemented an in-built File Manager to the Player's gateway.Player can now use some combo keys to delete a file/software on his gateway memory.He can also delete/download a file from any server he is connected to, only if security modules (proxy, firewall etc were disabled before).
-Fixed some little glitches about Bounce List drawing.
-Fixed a (stupid) bug that was allowing the player to modify his current connection.Now player has to disconnect first before boucing to another location.
-Fixed Password Breaker software
-Added & Fixed Version for softwares.Using a cracker/bypasser software to bypass a security system whose version is greater will no longer work.
-Added Scrolling Feature for file Lists printing (some items were printed out of the visible part of the screen when a list was too long).Now fixed.
-Added Upload Feature, available for Data only.
-Fixed a bug that was allowing files operations on a server if Security Systems were disabled and enabled after.
-Added Governement Database servers: International Academic Databse, International Social Database, and International Criminal Database.
-Player can interact with data on these government databases, modify records as he wants.
-And much more i cannot remember...
I'll add some screens as soon as possible.
Thanks.
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Old 09-04-2009, 08:49 AM   #57
 
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This project looks good.
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Old 09-04-2009, 05:26 PM   #58
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:O extremeley long time no see .
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Old 09-06-2009, 12:08 PM   #59

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Hi,
Here are a few screenshots to illustrate the previous changelog.














Quote:
Originally Posted by @FaT3oYGC
:O extremeley long time no see
I do not understand.
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00:00: Windows is loading...Come back tomorrow.
01:00 : Booting done.Not yet errors encountered...
01:10: Fatal error.Windows has been detected on logical drive
01:22: Keyboard Locked, try everything.
01:42 : Mouse Device Pilot not found, or uninstalled.Press Left-Bouton to continue.
01:50 : Ending User session.Do you want to play another game ?
01:59: Not enough memory.Only 508'312'583 bytes available.
02:00 : System is shutting Down.

Last edited by seanpaul223; 09-08-2009 at 02:23 AM..
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