
Monday, December 28, 2020
Pengilang Seragam Malaysia

Tuesday, September 22, 2020
Warsow Is Now Warfork And On Steam
Warfork Gameplay (livestream - skip ahead 1m20s)
Last updated 2019-08-22 (see bottom of this article).
The title says it all. Warfork is the revival of Warsow. Warsow is cool (and super hard to master) but does not have servers running
Warfork is an ironically-named fork of Warsow, has CC0 art assets and is for now only released on Steam. The source supposedly is mostly based on qfusion, the source code is supposed to be available as a DLC.
I recognized one of my own CC0 sounds in the game (dong.wav) without attribution (which is totally fine both legally and morally) but it's too bad that assets (especially the nice announcer voice) can't be re-used/re-shared with voluntary attribution without digging around for it first.
Some art is limited by containing trademarked logos. Would be cool to have clean versions if anybody plans on packaging Warfork for official distro packages eventually.
Shortly after launch time there were around 50 people on all servers, later it was even more. Let's hope it ends up being a success and that many other open source games will dare following!
Warfork on Steam: https://store.steampowered.com/app/671610/Warfork/
Warfork on Discord: https://discordapp.com/invite/VY95TKZ
Fun for me: I found out about Warfork two hours before release time as I was checking out a discussion about bringing Unvanquished to Steam.
Y'all better start with itch.io for distribution first. ;)
Discuss about this article on our forums here.
Update 2019-08-20:
- To my knowledge, the Warfork team is not required to publish the source, the offer to provide the source in the license included in the Steam release might suffice. Somebody who cares enough might try to contact them and ask for the source. [Oh wait somebody already did]. This worked when I asked for the source of an OpenArena Android port on the Play Store years ago.
- I was wrong about Warsow not being under development - Its Beta was updated just days ago. However I'm there are no regular servers available for players.
Update 2019-08-22:
The source code is there: https://steamcommunity.com/games/671610/announcements/detail/3327517968305237985
This post was retrieved from freegamer.blogspot.com.
Monday, September 21, 2020
Riders Of The Pony Express - Map Board Thoughts
I originally tried to use a thematic prototype board for Riders of the Pony Express:
(I had drawn routes on this image)
But while iterating on the design, I quickly switched to a more schematic type of board:
I had originally wanted the routs to be asymmetric, so the board geography would be more interesting, but then I realized that that's what the hazard tiles are for! So I made the symmetric board shown above, with the "shortest" routes being the north-south and east-west ones, and the longest routes being the diagonal ones. The "cost" of the routes is supposed to represent the distance and danger of taking the route, and you pay it by advancing that number of spaces on the time track. At the end of the round, you collect a bonus based on your position on the time track - the farther you have gone, the less money (points) you receive as a bonus.
Hazard tiles will be placed in each of those red squares along the routes, which will add anywhere from +0 (tumbleweed) to +5 (mountain) to the route. These randomly placed hazards serve to make the board asymmetric, and to make certain towns easier to get to than others, or certain routes more expensive than others. This way, the board itself can be a simple grid, but the routes can be dynamic and interesting.
That's all well and good for testing a prototype, but when it comes to getting serious about the design, it would be great to figure out how to represent this schematic board in a more thematic way. In addition, the game is currently a bit fiddly to set up due to having to draw a bunch of hazard and items tiles, place them on the board, and then return some of them to the bag. One of my testers had the great idea of combining a few of the hazards onto single, bigger tiles, so that setup is easier, quicker, and less fiddly.
I wasn't sure how to do that at first, and I'd prefer to also make the board look less like a grid and more like an organic map. However, so far I've only managed to come up with this tessellation, which I think will work just like the schematic above, but with the hazards printed on them. Some of those hazard spaces could be empty, to be filled in later rounds as normal:
This could work out OK, but I don't know if it attracts me as much as an organic-seeming geography. In any case, it could be a step in the right direction.
If the board were made up of tessellated tiles like this, then it might be good to keep the name of the towns fixed. To facilitate that, I was thinking that each tile could have a hole in it, so the town would show through the holes. This could hep keep it both thematically more accurate, and also easier or players to remember which town is where!
So what do you think? Should I stick with this tessellated tile idea? Or find another way to improve the board for the game?
(I had drawn routes on this image)
But while iterating on the design, I quickly switched to a more schematic type of board:
I had originally wanted the routs to be asymmetric, so the board geography would be more interesting, but then I realized that that's what the hazard tiles are for! So I made the symmetric board shown above, with the "shortest" routes being the north-south and east-west ones, and the longest routes being the diagonal ones. The "cost" of the routes is supposed to represent the distance and danger of taking the route, and you pay it by advancing that number of spaces on the time track. At the end of the round, you collect a bonus based on your position on the time track - the farther you have gone, the less money (points) you receive as a bonus.
Hazard tiles will be placed in each of those red squares along the routes, which will add anywhere from +0 (tumbleweed) to +5 (mountain) to the route. These randomly placed hazards serve to make the board asymmetric, and to make certain towns easier to get to than others, or certain routes more expensive than others. This way, the board itself can be a simple grid, but the routes can be dynamic and interesting.
That's all well and good for testing a prototype, but when it comes to getting serious about the design, it would be great to figure out how to represent this schematic board in a more thematic way. In addition, the game is currently a bit fiddly to set up due to having to draw a bunch of hazard and items tiles, place them on the board, and then return some of them to the bag. One of my testers had the great idea of combining a few of the hazards onto single, bigger tiles, so that setup is easier, quicker, and less fiddly.
I wasn't sure how to do that at first, and I'd prefer to also make the board look less like a grid and more like an organic map. However, so far I've only managed to come up with this tessellation, which I think will work just like the schematic above, but with the hazards printed on them. Some of those hazard spaces could be empty, to be filled in later rounds as normal:
This could work out OK, but I don't know if it attracts me as much as an organic-seeming geography. In any case, it could be a step in the right direction.
If the board were made up of tessellated tiles like this, then it might be good to keep the name of the towns fixed. To facilitate that, I was thinking that each tile could have a hole in it, so the town would show through the holes. This could hep keep it both thematically more accurate, and also easier or players to remember which town is where!
So what do you think? Should I stick with this tessellated tile idea? Or find another way to improve the board for the game?
Saturday, September 12, 2020
Download IGI 2 Covert Strike Highly Compressed For Pc
Download IGI 2 Covert Strike Highly Compressed For Pc
IGI 2 Covert Strike Full Review
Screenshot
IGI 2 Covert Strike System Requirements
Following are the minimum system requirements of IGI 2.
- Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
- CPU: Pentium 4 1.4GHz
- RAM: 512 MB
- Hard Disk Space: 2 GB
Dying Light Enhanced Edition PLAZA Free Download
Dying Light Enhanced Edition PLAZA Free Download
Dying Light Enhanced Edition PLAZA Free Download PC Game setup in single direct link for Windows. It is an amazing action and role playing game.
Dying Light Enhanced Edition PLAZA PC Game 2019 Overview
From the creators of hit titles Dead Island and Call of Juarez. Winner of over 50 industry awards and nominations. The game whose uncompromising approach to gameplay set new standards for first-person zombie games.
Survive in a city beset by a zombie virus! Discover the hard choice you will have to make on your secret mission. Will loyalty to your superiors prove stronger than the will to save the survivors? The choice is yours…
VAST OPEN WORLD
Roam the city with unprecedented freedom and bask in its unique atmosphere. Use parkour to scale every building and reach remote areas.
CREATIVE COMBAT
Engage in gory combat and discover limitless options to confront your enemies. Use the environment paired with various weapon types and abilities to gain an advantage.
DAY AND NIGHT CYCLE
Experience the dramatic shift in the world, as you change from a hunter to hunted at sundown. Face the coming threat or run away without wasting your time to look behind.
4-PLAYER CO-OP
Join forces with other players and raise your chances of survival in an exciting co-op mode. Tackle the story campaign together and take part in regularly scheduled community challenges.
DYING LIGHT 2
Wishlist it now to enter a world where your choices have a huge impact on entire regions. The fate of the city is in your hands.
Technical Specifications of This Release.
- Game Version : Initial Release
- Interface Language: English
- Audio Language : English
- Uploader / Re packer Group: Plaza
- Game File Name : Dying_Light_Enhanced_Edition_PLAZA.iso
- Game Download Size : 31 GB
- MD5SUM : 0914e0a9a3284361b38ac88c552e514f
System Requirements of Dying Light Enhanced Edition PLAZA
Before you start Dying Light Enhanced Edition PLAZA Free Download make sure your PC meets minimum system requirements.
Windows
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MINIMUM:
* OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit
* Processor: Intel® Core™ i5-2500 @3.3 GHz / AMD FX-8320 @3.5 GHz
* Memory: 4 GB RAM DDR3
* Hard Drive: 40 GB free space
* Graphics: NVIDIA® GeForce® GTX 560 / AMD Radeon™ HD 6870 (1GB VRAM)
* DirectX®: Version 11
* Sound: DirectX® compatible
* Additional Notes: Laptop versions of graphics cards may work but are NOT officially supported.
Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)
* Processor: Intel® Core™ i5-2500 @3.3 GHz / AMD FX-8320 @3.5 GHz
* Memory: 4 GB RAM DDR3
* Hard Drive: 40 GB free space
* Graphics: NVIDIA® GeForce® GTX 560 / AMD Radeon™ HD 6870 (1GB VRAM)
* DirectX®: Version 11
* Sound: DirectX® compatible
* Additional Notes: Laptop versions of graphics cards may work but are NOT officially supported.
Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)
RECOMMENDED:
* OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit
* Processor: Intel® Core™ i5-4670K @3.4 GHz / AMD FX-8350 @4.0 GHz
* Memory: 8 GB RAM DDR3
* Hard Drive: 40 GB free space
* Graphics: NVIDIA® GeForce® GTX 780 / AMD Radeon™ R9 290 (2GB VRAM)
* DirectX®: Version 11
* Sound: DirectX® compatible
* Additional Notes: Laptop versions of graphics cards may work but are NOT officially supported.
Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)
* Processor: Intel® Core™ i5-4670K @3.4 GHz / AMD FX-8350 @4.0 GHz
* Memory: 8 GB RAM DDR3
* Hard Drive: 40 GB free space
* Graphics: NVIDIA® GeForce® GTX 780 / AMD Radeon™ R9 290 (2GB VRAM)
* DirectX®: Version 11
* Sound: DirectX® compatible
* Additional Notes: Laptop versions of graphics cards may work but are NOT officially supported.
Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)
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Virus status: scanned by Avast security
Monday, August 31, 2020
Voodoo-Kali - Kali Linux Desktop On Windows 10
How it works?
* Kali Linux with XFCE Desktop Environment in Windows Subsystem for Linux (WSL)
* VcXsrv X Server for Windows is doing the hard GUI lifting
* XFCE is started natively in WSL and displayed by VcXsrv
Install Voodoo-Kali:
1, Enable WSL and install Kali Linux from the Microsoft Store. Read Install Kali Linux desktop on Windows 10 from Microsoft Store
2, To start Kali Linux in Windows 10, open Command Prompt and enter the command: kali
3, Enter this commands:
apt install wget -y
wget https://raw.githubusercontent.com/Re4son/WSL-Kali-X/master/install-WSL-Kali-X
bash ./install-WSL-Kali-X
4, Download and install VcXsrv Windows X Server from SourceForge
5, Start VcXsrv, accept change in firewall rules, exit VcXsrv
Run Voodoo-Kali:
Start kali in Windows as normal user (that's default), and launch Voodoo-Kali:
* as normal user: ./start-xfce
* as root: sudo /root/xtart-xfce
Run Kali Desktop in an RDP session:
In Kali Linux WSL, type: sudo /etc/init.d/xrdp start
In Windows 10, open Run and enter mstsc.exe and connect to "127.0.0.1:3390"
Status: Voodoo-Kali is in its infancy and it is far from being elegant. I'm working on it though and step by step I'll push out improvements. Below a snippet of the To-Do list:
* Clean up and comment the scripts
* Make for a cleaner exit
* Better error handling and dependency checking (get rid of sleep, etc.)
* Improve stability of Java programs
* Improve the looks??
* …
Any help is truly appreciated, in any shape or form – from tips to pull requests.
Why don't you join the forums to discuss?
Further Information:
* Offsec – Kali Linux in the Windows App Store
* MSDN – Windows Subsystem for Linux Overview
Download Voodoo-Kali
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Sunday, August 30, 2020
PHASES OF HACKING
What is the process of hacking or phases of hacking?
Hacking is broken up into six phases:The more you get close to all phases,the more stealth will be your attack.
1-Reconnaissance-This is the primary phase of hacking where hacker tries to collect as much as information as possible about the target.It includes identifying the target,domain name registration records of the target, mail server records,DNS records.The tools that are widely used in the process is NMAP,Hping,Maltego, and Google Dorks.
2-Scanning-This makes up the base of hacking! This is where planning for attack actually begins! The tools used in this process are Nessus,Nexpose,and NMAP. After reconnaissance the attacker scans the target for services running,open ports,firewall detection,finding out vulnerabilities,operating system detection.
3-Gaining Access-In this process the attacker executes the attack based on vulnerabilities which were identified during scanning! After the successful, he get access to the target network or enter in to the system.The primary tools that is used in this process is Metasploit.
4-Maintaining Access-It is the process where the hacker has already gained access in to a system. After gaining access the hacker, the hacker installs some backdoors in order to enter in to the system when he needs access in this owned system in future. Metasploit is the preffered toll in this process.
5-Clearning track or Covering track-To avoid getting traced and caught,hacker clears all the tracks by clearing all kinds of logs and deleted the uploaded backdoor and anything in this process related stuff which may later reflect his presence!
6-Reporting-Reporting is the last step of finishing the ethical hacking process.Here the Ethical Hacker compiles a report with his findings and the job that was done such as the tools used,the success rate,vulnerabilities found,and the exploit process.
Hacking is broken up into six phases:The more you get close to all phases,the more stealth will be your attack.
1-Reconnaissance-This is the primary phase of hacking where hacker tries to collect as much as information as possible about the target.It includes identifying the target,domain name registration records of the target, mail server records,DNS records.The tools that are widely used in the process is NMAP,Hping,Maltego, and Google Dorks.
2-Scanning-This makes up the base of hacking! This is where planning for attack actually begins! The tools used in this process are Nessus,Nexpose,and NMAP. After reconnaissance the attacker scans the target for services running,open ports,firewall detection,finding out vulnerabilities,operating system detection.
3-Gaining Access-In this process the attacker executes the attack based on vulnerabilities which were identified during scanning! After the successful, he get access to the target network or enter in to the system.The primary tools that is used in this process is Metasploit.
4-Maintaining Access-It is the process where the hacker has already gained access in to a system. After gaining access the hacker, the hacker installs some backdoors in order to enter in to the system when he needs access in this owned system in future. Metasploit is the preffered toll in this process.
5-Clearning track or Covering track-To avoid getting traced and caught,hacker clears all the tracks by clearing all kinds of logs and deleted the uploaded backdoor and anything in this process related stuff which may later reflect his presence!
6-Reporting-Reporting is the last step of finishing the ethical hacking process.Here the Ethical Hacker compiles a report with his findings and the job that was done such as the tools used,the success rate,vulnerabilities found,and the exploit process.
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