| 05-24-2004, 03:56 AM | #1 |
I just got done with my Saving System and was wondering if it was good enough not to get hacked. Was hoping if you guys could download it and try it and see if you could hack it and make a password for urself. ***Saving System V1.02*** What the features are now is: - Saves points 1-9999 - Four encoders that mix up the numbers - Two Scramble methods that arrange the numbers - Unique to each username, so you can share passwords - There can be up to 8 different passwords a point value making it hard to hack. - Over 100 variables most are arrays though. I might release a script Im not sure yet because I put alot of time into it! Scroll down to download it |
| 05-24-2004, 10:42 AM | #2 |
I couldnt really figure out anything with this saving system. It seemed like the numbers had to do with a randomly generated seed, but the relationship between the seed and the code I could not figure out. GJ. Btw, that might be a little long for just one thing to save... |
| 05-24-2004, 11:15 AM | #3 | |
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Ya, I guess the length is long, but I want it so ppl cant just change a random number and get a new score. If you take a guess in mine, four numbers can be changed and it will change your score. If you change one of them then you have a 50% chance that it will work. Im going to modify it a bit so its harder guess. I dont know a good way to encrypt it. BTW I used over 100 variables. :( |
| 05-24-2004, 05:57 PM | #4 |
Is it just me or are both maps protected? |
| 05-24-2004, 08:15 PM | #5 | |
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Also Ive updated it prob for last time. I think ive gotten the password system perfect now. |
| 05-24-2004, 08:41 PM | #6 | |
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... I should talk to you with help on my save/load code tutorial... :-) - There can be up to 8 different passwords a point value making it hard to hack. Ah, i knew it. |
| 05-24-2004, 09:21 PM | #7 |
Ya, Ill help with the tutorial but ive ran into another problem !! ahhhh too many things |
| 05-24-2004, 09:24 PM | #8 |
I am releasing Rijndael, the official "Advanced Encrpytion Standard", certified by the National Institute of Standards and Technology and approved by the National Security Agency. It will support block sizes (data to be encrypted) in blocks of 32 bits (a single 32 bit integer) ranging from 64 bits to 256 bits. The amount of data savable need not be measured purely by the number of bits or integers. For an RPG you might use this system: First 5 bits for level (for any level ranging from 1 to 32), total so far: 5 bits Three bits for each skill, five skills in all (ranging from 0 to 7 in level), total: 20 bits Eighteen bits, one for each quest, total: 38 bits Thirty bits using an item system where there are less than 32 items, you could have 4 bits per item, and 6 slots, for a total of: 68 bits Twenty-four bits for stats (0 to 255), for 3 stats, for a total of: 92 And you still have 4 bits left over. Need encryption? Use a 160 bit hash of the players name via a tried and true NIST algorithm called SHA-1 (Secure Hashing Algorithm). Its in Jass, but I could probably implement it in GUI given the time. So, password setup... Gotcha covered. I'd love to see your method for mixing and scrambling, however. |
| 05-24-2004, 09:25 PM | #9 |
Speaking of your save+load tutorial johnfn when i read in the word document u were gonna do a section on items saving also. When will that be done? |
| 05-24-2004, 10:31 PM | #10 |
Gearhead: I never thought of using industry encryption standards with a save/load system... that seems a bit too far, but now that I consider it that seems a pretty good idea. Now that I am a bit more familiar with JASS I could probably code something like that. orcmasta: I dont think I was going to do that because it would be map-specific. You would have to code every item into a key, and hopefully by the time you finished the tutorial you would have some clue how. |
| 05-24-2004, 10:47 PM | #11 | |
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I think that could work with my system too, just set the item=(integer between 1-9999) or sumthin like tat. How I encoded it was first you set the score -then i checked the length of the username and set it into a variable. -then i checked the score modulo of 9 so it would give me a remainder and set a variable to that. -then i checked the first letter and the third letter of the username and set those into a variable. -then i made two scramble methods that would be set random, which scrambled length,first letter, third letter, modulo, and score. -after that i made 4 encoders and each encoder changes the number into a different one eg. Encoder1: 1=6 Encoder2: 1=2 etc -then i outputed it out by converting all to strings adding in the scramble method and encoder number to decode it. Also i updated it again, i think hopefully fixed all bugs. Also upload my sig ignore it. |
| 05-24-2004, 11:00 PM | #12 | |
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