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 > >> > > > > > > _______________________________________________ > 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

