Am Montag, 7. Januar 2002 01:17 schrieben Sie:
Why can't it just be available on the CD itself (in a datafile). I'm sick
of losing my cases and therefore not being able to play the game again.
That's not feasible. CDs aren't burned but pressed, which means that all the
CDs are exactly the
i've always wondered why, during production, cd keys are not hard coded onto
the cd-rom itself...instead of a machine that prints out stickers with
unique key's, have a machine that writes bytes onto a specific location on
the cd-rom itself...
i know there are upsides and downsides to
we could have product activation like micrsoft with the phones personnaly
manned by valve
- Original Message -
From: Ack Doh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during
wrote:
we could have product activation like micrsoft with the phones personnaly
manned by valve
- Original Message -
From: Ack Doh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always
I feel like the whole thread of this conversation is going the wrong
way. Ppl keep wanting to make more and more complex/technical
solutions to this problem of cheating. Signatures, IDs, etc. etc. etc.
It's very much like if someone breaks into your house - so you put
snip
I have no
- Original Message -
From: Ack Doh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard coded
onto
the cd-rom itself...instead
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
- -BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
- - - Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 9:21 PM
Subject: Re: [hlcoders] ogc required to play??
The more they overthink
personnaly
manned by valve
- Original Message -
From: Ack Doh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard coded
onto
the cd-rom itself
[EMAIL PROTECTED] wrote:
Instead of Banning WON IDs, why not allow only certain WON IDs to be permitted
(basically,
require a person to register with a server before playing).
That is what Adminmod offers. But if you read the hlds and
hlds_linux lists, you'll notice that running a closed
The problem with any kind of membership required to play system is
that you are not going to get cheaters on those sites in the first
place. My bet is that cheaters want to hop onto public servers, be
relatively anonymous, and kick some butt via cheating. I would love to
see some stats on
PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard coded
onto
the cd-rom itself...instead of a machine that prints out stickers with
unique key's
: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard coded
onto
the cd-rom itself...instead of a machine that prints out stickers with
unique key's, have a machine that writes bytes onto a specific location on
the cd-rom itself...
i know
[EMAIL PROTECTED] wrote:
Cool! I have not used Admin Mod, so I did not know about that feature. Does it
require the
user to have a password, so someone does not hijack a WON ID?
If you choose to set one up, then yes. But you can also leave it
out. Currently the security model isn't the
Tim Holt wrote:
The problem with any kind of membership required to play system is
that you are not going to get cheaters on those sites in the first
place.
Is that a problem or the solution? :-)
___
To unsubscribe, edit your list preferences,
manned by valve
- Original Message -
From: Ack Doh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard
coded
onto
the cd-rom
PROTECTED]
Sent: Monday, January 07, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard coded
onto
the cd-rom itself...instead of a machine that prints out stickers with
unique key's, have a machine that writes bytes onto
, 2002 5:00 PM
Subject: Re: [hlcoders] ogc required to play??
i've always wondered why, during production, cd keys are not hard coded
onto
the cd-rom itself...instead of a machine that prints out stickers with
unique key's, have a machine that writes bytes onto a specific
location
leming wrote:
Also an idea would be to not only
stop at checking the client dll being loaded, but to also do a check on the
memory that the mod was loaded into.
Well, checking the client.dll on disk doesn't do you any good
since modern hacks do not modify it. They simply load between the
3dsmax has a dongle didnt it?
It worked well there!
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 1:22 AM
Subject: Re: [hlcoders] ogc required to play??
Ahh, perhaps another good addition to this version would be tieing
3dsmax has a dongle didnt it?
It worked well there!
Is that supposed to be sarcastic? one of my friends had a cracked copy of
3ds max that required no dongle.
My suggestion is, is that HL passes a token to the dongle, the dongle spits
out another token, based on the algorithm used, plus the
: Sunday, January 06, 2002 8:16 PM
Subject: Re: [hlcoders] ogc required to play??
3dsmax has a dongle didnt it?
It worked well there!
Is that supposed to be sarcastic? one of my friends had a cracked copy of
3ds max that required no dongle.
My suggestion is, is that HL passes a token
this small blue bit of plastic).
It was called sential or something.
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 8:16 PM
Subject: Re: [hlcoders] ogc required to play??
3dsmax has a dongle didnt it?
It worked well
of
plastic).
It was called sential or something.
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 8:16 PM
Subject: Re: [hlcoders] ogc required to play??
3dsmax has a dongle didnt it?
It worked well
the quake protocol hasnt been revserd engineerd in all the time it was
going! Or I dont think so atleast!
- Original Message -
From: leming [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 10:19 PM
Subject: Re: [hlcoders] ogc required to play??
That exact
]
To: [EMAIL PROTECTED]
Sent: Saturday, January 05, 2002 6:31 PM
Subject: Re: [hlcoders] ogc required to play??
Ahh, perhaps another good addition to this version would be tieing down
WONID's to clients. How you could do this, I don't know. Hrmm, how do
people (cheaters) change WONID's
: Re: [hlcoders] ogc required to play??
I do agree that downloadable code produces a virus potential, but it
depends on how you structure the process. You did download the hlds
binary right, how do you know that it didn't have a virus? Through
careful use of digital signatures you should
You don't need to detect a cheat every time, only once and they are gone
:) This is where we have the advantage.
You assume that someone only has 1 or 2 WONids. That's not true for many
cheaters, they have hundreds of WONids...
[EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, January 05, 2002 1:43 PM
Subject: Re: [hlcoders] ogc required to play??
You don't need to detect a cheat every time, only once and they are gone
:) This is where we have the advantage.
You assume that someone only has 1 or 2 WONids
Am Samstag, 5. Januar 2002 14:43 schrieben Sie:
You don't need to detect a cheat every time, only once and they are gone
:) This is where we have the advantage.
You assume that someone only has 1 or 2 WONids. That's not true for many
cheaters, they have hundreds of WONids...
each ethernet card? I got modem...
- Original Message -
From: PdeZ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, January 05, 2002 6:07 PM
Subject: Re: [hlcoders] ogc required to play??
ok, newbie here...no flaming =)
what about banning by MAC addr? its unique for each
Am Samstag, 5. Januar 2002 18:07 schrieben Sie:
ok, newbie here...no flaming =)
what about banning by MAC addr? its unique for each ethernet card, and
cheaters would therefore need to change cards all the time, a lot less
likely then registering new emails...
You don't have MAC addresses on
- Original Message -
From: PdeZ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, January 05, 2002 5:20 PM
Subject: Re: [hlcoders] ogc required to play??
each ethernet card? I got modem...
oops, ill be quiet now.. =)
___
To unsubscribe
You can also ban by IP address, but this will only be effective on static
IP
cable modems and static IP xDSL connections. Many cheaters will have
dynamic IP broadband connections or dynamic 56K dial-up connections. You
may have to ban the same cheater hundreds of times to keep them off of
)
- Original Message -
From: alfred [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 12:31 AM
Subject: Re: [hlcoders] ogc required to play??
Ahh, perhaps another good addition to this version would be tieing down
WONID's to clients. How you could do this, I don't know. Hrmm
Just to expand a little on the idea, have it where something
computer-independent (processor serial or similar) that every computer has,
but is unique, have that be sent to WON in their auth sequence, and have
WON reject authorization of that computer using any other WONID but the one
they
Ahh, perhaps another good addition to this version would be tieing down
WONID's to clients. How you could do this, I don't know. Hrmm, how do
people (cheaters) change WONID's at the moment? Surely its not by
guessing a new (valid) code alone is it?
They have a prog that can set the WONID to
The problem is how do you generate the unique id, and how do you force a
client to stick to one ID... They could just hack the HL binary to
report any ID they want... Or alter something about their machine to
make the new id (the GID in windows can be generated from random numbers
alone...).
My thought was that the unique id per computer would not be generated but
rather be something burned in their hardware (and a piece of hardware that
everyone has) such as their processor serial. But a bios switch (default
set off) controlls whether or not the processor serial is available to
PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 3:31 PM
Subject: Re: [hlcoders] ogc required to play??
Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie:
Then the hook only need to listen on the network and it will get the
key...
It won't do any good
Am Samstag, 5. Januar 2002 02:22 schrieben Sie:
Wallhack cheats wouldn't be possible if stuff on the other side of the wall
isnt sent to the client :P
-av
Which would immediately lead to problems if a lagged player walks around
corners because entities don't appear immediately. You can see
An idea might be that the half-life game itself (valve guy stuff) would do
more of a security check on the mod being loaded. The game is provided
the location of the .dll (or .so) to load, so why not do something like a
CRC on the mod, compare it do a crc of the actual distributed file by the
Wallhack cheats wouldn't be possible if stuff on the other side of the wall
isnt sent to
the client :P
Which is exactly why we should do all rendering on the server and then just
stream the video to the clients :P
(yeah yeah, I know, bad joke)
--Reedbeta
Executable code downloaded and run is a spawning pool for viruses, but good
idea nonetheless. Maybe have my original idea of a checksum being used on
the client dll that was loaded by the game client-side, and compare it to a
checksum that the server the player is playing on had. If the
I do agree that downloadable code produces a virus potential, but it
depends on how you structure the process. You did download the hlds
binary right, how do you know that it didn't have a virus? Through
careful use of digital signatures you should be able to secure this
process (to a
hope the english and ideas make sense, I'm a bit tired and my thinking is
eratict at the best of times)
- Original Message -
From: alfred [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, January 05, 2002 5:32 AM
Subject: Re: [hlcoders] ogc required to play??
I do agree
reply below..
- Original Message -
From: Nicolai Haehnle [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 3:31 PM
Subject: Re: [hlcoders] ogc required to play??
Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie:
Then the hook only need to listen on the network
in the
way of breaking it, unless there are flaws in the server-side patch.
--
leming
At 23:04 1/3/2002 +, you wrote:
reply below..
- Original Message -
From: Nicolai Haehnle [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 3:31 PM
Subject: Re: [hlcoders] ogc
s dir (i.e. \valve).
- Original Message -
From:
andrew
To: [EMAIL PROTECTED]
Sent: Wednesday, January 02, 2002 4:40
AM
Subject: Re: [hlcoders] ogc required to
play??
I would like to repot to that WONID comment. I have in
the p
-Original Message-
From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 02, 2002 7:04 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ogc required to play??
Leon Hartwig wrote:
know anyone who has reverse engineered the HL networking
protocol
, 2002 5:34 PM
Subject: [hlcoders] ogc required to play??
I'm curious how these DLL hacks work. Any one like to give a brief
synopsis?
If I know what they're doing, then I have a fighting change to stop it.
But if I understand the process, the DLL hack inserts itself between the
engine
pff. doing a test of the signature movementsof OGC
players (latest ver), over a local PB enabledlan game, with some
bots,and a ghost following the cheater, PB is ineffective. I went and
downloaded all the HL hacks I could.
PB doesn't even need to be hacked... I can run a clean PB,
and it
PB no longer supports HL, it hasn't since september (due to values lack
of interest, check out www.punkbuster.com for details).
There are a few detection programs out there that currently do simple
checks (like checking for the existance of certain files or cvars).
Check out cs-guard, jedinocheat
:
Andrew Foss
To: [EMAIL PROTECTED]
Sent: Tuesday, January 01, 2002 7:15
PM
Subject: Re: [hlcoders] ogc required to
play??
pff. doing a test of the signature movementsof OGC
players (latest ver), over a local PB enabledlan game, with some
bots,and a ghost following
: [hlcoders] ogc required to play??
lol no, its the best anti cheat software ive ever seen. When
you connect it
checks if it can find all these dlls, then if it can it bans
you. But the
good thing is it tells every1 else so you can patronise them
whenever you
see them again :D
Oh I am so sorry but that is wicked 1337 hahaha I hate Counter-Strike... - Original Message - From: Dave R. Meyers Sent: Monday, December 31, 2001 3:54 AM To: [EMAIL PROTECTED] Subject: [hlcoders] ogc required to play?? A regular on my server sent me this screenie of an attempt to play
No comment other than - http://www.snpclan.com/myg0t/img/hax0r-strike.jpg - Original Message - From: Leon Hartwig Sent: Monday, December 31, 2001 4:15 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] ogc required to play?? Maybe this was humor, but just in case...successful exec's don't
56 matches
Mail list logo