Hey, if there is no protection, you better know who you are playing with!!! :-D

Besides, "us" is anyone who wants to join and is willing to take a few extra steps to
insure fair play.  It is the difference between playing in a league or no-holds-barred
on the playground.

Tim Holt wrote:

> This is the "gated community" model.  Only for "us" - "they" need not
> apply :^)
>
> alfred wrote:
>
> > you provide wonid (or username)/password pairs in the config file. The
> > user then has to authenticate himself with the server by having the
> > password in his setinfo buffer when they join. You can make the password
> > null however to skip the checking part :)
> >
> > [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?
> >>
> >> alfred wrote:
> >>
> >>
> >>> You can already achieve this system by using Admin Mod and putting
> >>> wonid's in the user.ini file :) This is actually the stratergy that
> >>> quite a few server ops I know have taken. Couple this with the MySQL
> >>> enabled version of Admin Mod and you can have web page sign-ups and
> >>> other nice easy interfaces.
> >>>
> >>> [EMAIL PROTECTED] wrote:
> >>>
> >>>
> >>>> "The more they overthink the plumbing, the easier it is to stop up
> >>>> the drain."  -Mr. Scott
> >>>> (Star Trek III)
> >>>>
> >>>> Sorry for the Star Trek quote, but I thought it appropriate :-)
> >>>>
> >>>> 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).  In the
> >>>> MOTD, have an e-mail
> >>>> address were a person could find out how to join and what is
> >>>> expected of the members.  At
> >>>> this point, you prevent the player from joining the game (or make
> >>>> him a spectator).  When
> >>>> player registers, have a password and his WON ID.  When they
> >>>> connect, they must enter
> >>>> their password to join the server.  If the member violates the
> >>>> rules, remove his WON from
> >>>> the list.  If a person wants to make his server wide open, he could
> >>>> set a server variable
> >>>> to allow an open server.
> >>>>
> >>>> This does not prevent cheating, but give a mechanism to keep
> >>>> violators out.  It should be
> >>>> relatively simple to code, and hack-proof (unless they hack the
> >>>> server computer itself).
> >>>> You could even encrypt the WONID/password file.
> >>>>
> >>>> -Scott
> >>>>
> >>>> Tim Holt wrote:
> >>>>
> >>>>
> >>>>
> >>>>> 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
> >>>>> bars on the window, and then they get in the front door, so you
> >>>>> replace
> >>>>> it with steel - and then they pick the lock - so you add an
> >>>>> fingerprint/retinal scanner - so they then come down your chimney - so
> >>>>> you close the fireplace - so then they use a chainsaw to come through
> >>>>> the walls - so you side the house with steel - so they use the
> >>>>> chainsaw
> >>>>> on the roof - so you.... Well you get the idea.
> >>>>>
> >>>>> I have no "fix", but I do have a feeling that the "harder walls =
> >>>>> better
> >>>>> security" is not the way to solve this problem.  You're all thinking
> >>>>> very comfortably inside the box - need to think outside the box.
> >>>>>
> >>>>> IMHO.
> >>>>>
> >>>>> Tom 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 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 this...copying the cd =
> >>>>>>> copying
> >>>>>>> the key...but then it isnt immediately visible, and has to be
> >>>>>>> viewed by
> >>>>>>> inserting the cd-rom itself into a drive...etc...
> >>>>>>>
> >>>>>>> /quit rambling
> >>>>>>>
> >>>>>>> _________________________________________________________________
> >>>>>>> Get your FREE download of MSN Explorer at
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>> http://explorer.msn.com/intl.asp.
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>> archives,
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>> please visit:
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>> _______________________________________________
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>> archives, please visit:
> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>> _______________________________________________
> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>> archives, please visit:
> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>
> >>>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list
> >>>> archives, please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>> --
> >>> Alfred Reynolds
> >>> [EMAIL PROTECTED]
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
>
> _______________________________________________
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> http://list.valvesoftware.com/mailman/listinfo/hlcoders

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