RE: [hlcoders] Question about the EULA again

2002-01-07 Thread Michael Shimmins

Dave, are you from Infinity/Talking about Infinity that used to have their
site at http://www.games-fusion.net/~infinity and at one stage
http://cgi-bin.spaceports.com/~usmc/wow ?

Michael Shimmins
The Absconder Effect (http://www.tae-mod.com)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of alfred
Sent: Monday, 7 January 2002 5:57 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Question about the EULA again


Legally (IANAL) I don't think its an issue. If you don't steal there
property (i.e copyright) and if you don't pass yourself off as doing
someone elses work its okay.
Morally its a different story. MOD programmers spend months coding and
drawing and thinking (and sleeping) to perfect their mods. If you
corrupt a mod think how it makes them feel... I guess the politite thing
to do would be to contact the mod author and tell them what you want to
do. I bet most won't mind (just word the email real carefully).

omega wrote:

 why would you have to worry about that? releasing dat files containing
 info to spawn stuff on any map for your mod isnt any worse that
 releasing a bot for another mod that you didn't make. besides, if you're
 not recompiling the map, what can you get in trouble for? making your
 mod with with anything else? =)

 -omega
 Blackened Interactive
 http://www.nofadz.com/blackened
 IRC: irc.gamesnet.net channel: #blackened-interactive
 Assistant Coder, Underhive (http://www.underhive.com)

 - Original Message -

 *From:* Dave R. Meyers mailto:[EMAIL PROTECTED]

 *To:* [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED]

 *Sent:* Sunday, January 06, 2002 4:34 AM

 *Subject:* [hlcoders] Question about the EULA again


 Using the newly finished Infinity mod, I can remove all the
 specified entities from any map, then go back in and place what ever
 stuff I want.



 So I can run any map under a mod that supports the files written buy
 Infinity, so my question is this:



 If I want create 'dat' files for Counter Strike maps, Op4 map, and
 TFC maps, are there any legal issues I need to address first?



 I do not need to modify or distribute the maps, just the 'dat' file.



 Any concerns???



 Dave









--
Alfred Reynolds
[EMAIL PROTECTED]

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Re: [hlcoders] Question about the EULA again

2002-01-07 Thread Dave R. Meyers

This was kinda of my thinking, but I E-mailed many people, and have not
gotten any word back. From any mod teams.

I know people who code CS, TFC, and OP4 watch this list, so I hoped that by
post this question they might respond.

Also the thing you forgot to add below, is the hours spent making maps, and
placing the gear in just the right place.

Thanks for the kind words though. 8)

Dave

- Original Message -
From: alfred [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 8:57 PM
Subject: Re: [hlcoders] Question about the EULA again


 Legally (IANAL) I don't think its an issue. If you don't steal there
 property (i.e copyright) and if you don't pass yourself off as doing
 someone elses work its okay.
 Morally its a different story. MOD programmers spend months coding and
 drawing and thinking (and sleeping) to perfect their mods. If you
 corrupt a mod think how it makes them feel... I guess the politite thing
 to do would be to contact the mod author and tell them what you want to
 do. I bet most won't mind (just word the email real carefully).

 omega wrote:



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Re: [hlcoders] file reading from...

2002-01-07 Thread Christopher Long



when using c++ file streams to detect end of file 
you can do something like

ifstream if;
if.open("filename", flags);
while(!in.eof() )
{
read lots of stuff in
}
in.close();

i am not fluent with c's file openings and such but 
i have managed to open files read from it etc but what i now require is how to 
check using c style syntax whether its at end of file or not?

So basically what is the c style end of file check 
i can use in my while and if loops??? botman anyman :) ???

thanks peoples.

  - Original Message - 
  From: 
  Varlock 
  To: [EMAIL PROTECTED] 
  
  Sent: Sunday, January 06, 2002 8:15 
  PM
  Subject: Re: [hlcoders] file reading 
  from...
  
  [CODE]
  
  #include stdio.h 
   // not sure which one or both of these two includes you 
  need
  #include stdlib.h
  
  FILE *pFile = NULL;
  
  void MyFunction( void )
  {
   pFile = fopen( "filename.txt", 
  "r" );  // "r" means 
read-mode
  
   if( !pFile )
// 
  error
  
   char line[1024];
  
   fgets( line, 1024, pFile 
  );
  
   fclose( pFile );
  }
  
  [/CODE]
  
   This code will open 
  "filename.txt" in read-mode. You should do something if it doesn't load 
  properly (where there's the // error comment). Then it reads the FIRST 1024 
  CHARACTERSor UNTIL A NEWLINE IS REACHED. The fgets function 
  automatically reads up to the number of characters you pass it (in this case 
  1024) or until a newline character is reached. Now you can use line as you 
  wish. Finally, the code closes the file.
  
  - Varlock
  
- Original Message - 
From: 
Christopher Long 
To: [EMAIL PROTECTED] 

Sent: Saturday, January 05, 2002 7:39 
PM
Subject: [hlcoders] file reading 
from...

gEngfuncs.COM_ParseFile takes tokens from the 
file and with it i can keep grabbing tokens but each token is delimited by 
white space.

char* pFile = 
gEngfuncs.COM_LoadFile("commandmenu.txt", 5, NULL);

pFile points to commandmenus contents so i have 
a pointer to whats in the commandmenu.txt but thats all of it 
:/.

What i was after was if there is a way to grab 
from a file one line at a time until it hits the newline character 
'\n'.

i have done it so far with grabbing chunks one 
at a time checking each character to see if its a new line then setting back 
the location read... it works but i don't like the way i have done it 
:(.

All i was after is if there is a better way to 
read one line at a time till the end line char is reached. or do i have 
to start including fstream.h to start doing this type of stuff?

also another thing is i was after what each of 
the variables COM_LoadFile takes is?

("commandmenu.txt", 5, NULL);
i realise the first string is the file to draw 
it from
dunno what the 5 is??? someone enlighten 
me
and from looking i am guess where NULL is you 
can send a length variable to
have returned the length of the file or 
something?? but i am not sure only NULL seems to be used 
everywhere.

thanks to anyone that can 
  help.


Re: [hlcoders] file reading from...

2002-01-07 Thread Stuart Walsh

It depends on the type of file and how you're reading it.
Assuming you're reading a text file:
int main()
{
char buf[1024];
FILE *fptr;

fptr = fopen( file.txt, rt );
if( fptr == NULL )
{
// file didnt open, so exit
printf( Unable to open file.\n );
exit(1);
}

buf = fgets( buf, 1024, fptr );
while( buf != NULL )
{
// do something with that 1024 byte block, eg print it
printf( %s, buf );
buf = fgets( buf, 1024, fptr );
}
return 0;
}

That should do quite nicely, providing i havent made any mistakes :)

- Original Message -
From: Christopher Long [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 11:52 AM
Subject: Re: [hlcoders] file reading from...


when using c++ file streams to detect end of file you can do something like

ifstream if;
if.open(filename, flags);
while(!in.eof() )
{
read lots of stuff in
}
in.close();

i am not fluent with c's file openings and such but i have managed to open
files read from it etc but what i now require is how to check using c style
syntax whether its at end of file or not?

So basically what is the c style end of file check i can use in my while and
if loops??? botman anyman :) ???

thanks peoples.



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Re: [hlcoders] file reading from...

2002-01-07 Thread botman

 when using c++ file streams to detect end of file you can do something
like

 ifstream if;
 if.open(filename, flags);
 while(!in.eof() )
 {
 read lots of stuff in
 }
 in.close();

 i am not fluent with c's file openings and such but i have managed to open
 files read from it etc but what i now require is how to check using c
style
 syntax whether its at end of file or not?

 So basically what is the c style end of file check i can use in my while
and
 if loops??? botman anyman :) ???

Many of the C file I/O functions return -1 indicating error (or end of
file).  fread() will return 0 items read on end of file.  fgets() returns
NULL on end of file.  See the documentation for your C/C++ compiler for
details.

Jeffrey botman Broome

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RE: [hlcoders] Question about the EULA again

2002-01-07 Thread James Williams

 Dave, are you from Infinity/Talking about Infinity that used to have their
 site at http://www.games-fusion.net/~infinity and at one stage
 http://cgi-bin.spaceports.com/~usmc/wow ?

Shimms: The Spaceports mod was Intensity, not Infinity.

-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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Re: [hlcoders] file reading from...

2002-01-07 Thread Ralph Hartley

Stuart Walsh wrote:


 char buf[1024];


Technically an array is not quite the same as a pointer, it's more like 
a pointer constant. So assigning to it, like this

 buf = fgets( buf, 1024, fptr );


is not legal. You need to have a separate pointer variable, or simpler, 
just test the result directly:


 while( fgets(buf,1024,fptr) != NULL )
 {
 // do something with that 1024 byte block, eg print it
 printf( %s, buf );
 }

Some (or even most) compilers will let you get away with it, but

some may object, or even give unexpected behavior (for instance, an 
optimizer might decide that the test condition is a constant, and run 
the loop forever).

Ralph Hartley


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Re: [hlcoders] file reading from...

2002-01-07 Thread Stuart Walsh

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

- - Original Message - 
From: Ralph Hartley [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 3:40 PM
Subject: Re: [hlcoders] file reading from...


 Stuart Walsh wrote:
 
 
  char buf[1024];
 
 
 Technically an array is not quite the same as a pointer, it's more
 like  a pointer constant. So assigning to it, like this
 
  buf = fgets( buf, 1024, fptr );
 
 
 is not legal. You need to have a separate pointer variable, or
 simpler,  just test the result directly:
 
 
  while( fgets(buf,1024,fptr) != NULL )
  {
  // do something with that 1024 byte block, eg print it
  printf( %s, buf );
  }
 
 Some (or even most) compilers will let you get away with it, but
 
 some may object, or even give unexpected behavior (for instance, an
  optimizer might decide that the test condition is a constant, and
 run  the loop forever).

Very true, was just to illustrate the point of returning NULL though
:)

You'd be better doing it dynamically anyway, ie char *buf = new
char[1024]; or the malloc() equivalent.
msvc++ will let you get away with a lot of things it shouldn't...

Stu

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Nicolai Haehnle

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 same. Otherwise, the prices would rocket sky-high.

cu,
Prefect
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Ack Doh

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

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tom

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.

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 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tim Holt

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.
 
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 please visit:
 
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 To unsubscribe, edit your list preferences, or view the list archives, please visit:
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread botman

 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 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.

True.  More complicated solutions lead to more problems.  Also anything
requiring changes to CD keys or WON authorization is probably right out
since Valve/Sierra can't go back and modify the millions of CDs and keys
that are already out there and, as it's already been pointed out, cheaters
already have hundreds of CD keys anyway.  If you invalidate all of those
keys, they will still be able to get more.  Get away from the mindset of
banning someone and they're gone forever.

Like Tim stated, it's a difficult problem to solve (and might be
unsolvable).  Whatever solutions get implemented, you should realize that
ANYTHING done on the client can be hacked/patched/bypassed.  So spending
lots of time on complex schemes to validate/authenticate/monitor a client
might be easily bypassed in 5 minutes by a simple hack to the client
executables or DLL files (which you have NO control over once they are
downloaded to the client).

I think the best solution would have to be something that is ACTIVE.
Something that monitors players FROM THE SERVER and something that is able
to dynamically update itself as new cheat information becomes available.
These types of systems are NOT trivial to design or implement (getting back
to the complicated solutions again).

The only other alternatives are, to quit playing the game and move on to
something else (not good if you REALLY love playing the game), let the
cheaters cheat and play the game fairly (not taking it so seriously that it
pisses you off), or always play on a password protected server where you
know everyone else and know that everyone who plays on that server feels the
same way about cheaters as you do.

Jeffrey botman Broome

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread [EMAIL PROTECTED]

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
 
 
 
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Stuart Walsh

-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 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.
 

Or, a variation on this.  Do what Tribes2 does.  It's a very good way
of doing it.  First time  you run the game online, you register your
cd key along with your player name, so when you come along in future
you enter your username and password and are allowed on the servers. 
It works very well, and it only relies on you keeping your password
secure.  Also, the cd key only need be entereed once.  If you
reinstall, all you need is your user/pass.  If someone tries to
register with your cd key, they can't.

Stu

 
 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.
  

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread alfred

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

_
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Florian Zschocke

[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 server isn't
very common with server admins.

 When they connect, they must enter
 their password to join the server.  

That part could be much easier and safer if Valve could offer some
functions to do so in the server (and client).

Florian.
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tim Holt

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 how many servers your average player plays on.  I 
personally play DoD on about 2 - both with admin mod.  If cheaters had 
that profile, then it would be easier to catch 'em.  But I bet you the 
more you cheat, the more servers you play on over the course of time. 
Thoughts?


Florian Zschocke wrote:

 [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 server isn't
 very common with server admins.
 
 
When they connect, they must enter
their password to join the server.  

 
 That part could be much easier and safer if Valve could offer some
 functions to do so in the server (and client).
 
 Florian.
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread [EMAIL PROTECTED]

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
 
 
 
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 --
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread alfred

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

_
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http://explorer.msn.com/intl.asp.



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--
Alfred Reynolds
[EMAIL PROTECTED]

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[EMAIL PROTECTED]

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Florian Zschocke

[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 best since the
password has to bet in the client's setinfo buffer. Adminmod will
delete it from there once the user got authenticated. We were
hoping for Valve to provide some better way to check a users
authentcation to make it safer. 

Florian.
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread [EMAIL PROTECTED]



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?  :-)

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread Tim Holt

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.



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 archives,



 please visit:



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 please 

Re: [hlcoders] Question about the EULA again

2002-01-07 Thread omega

i did somethin like that for quake2 a long time ago. didnt release it tho.
and then someone else did it and released that too =) oh the fun stuff. it
was lotsa fun going thru the q2 maps and putting stuff there that wasnt
supposed to be. hehe

-omega
Blackened Interactive
http://www.nofadz.com/blackened
IRC: irc.gamesnet.net channel: #blackened-interactive
Assistant Coder, Underhive (http://www.underhive.com)

- Original Message -
From: Dave R. Meyers [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 07, 2002 12:09 PM
Subject: Re: [hlcoders] Question about the EULA again


 Nope.  Infinity was originally developed and created by Jeff Jammer
Meyer.
 (not a relative).

 The way it was setup, you could start a map in HL, and enter edit mode,
and
 begin removing and/or placing any weapon, ammo, item, and
 Info_player_deathmatch points.  Save the file, then start up Infinity
 without edit mode on, and play it like standard HL, except that you have
 items in diffrent places.  Also random weapon, and ammo spawns, so you
never
 knew what type of weapon or ammo wouldspawn there next.

 He stopped the project right around the 1100 patch, mainly due to time
 requirements.

 He had helped work onOZ Deathmatch, so Oz had support for it built in, so
I
 revived the project.  I have since added quite abit, and learned alot
about
 keyvalues and what they can be used for.  Making items too.

 If anyone thinks this sounds usful, and would like the code to add to your
 own mod, just let me know.

 I am also working on releasing it as an open source mod

 Dave


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Re: [hlcoders] ogc required to play??

2002-01-07 Thread alfred

Feel free to throw out ideas (I am sure people will address their good 
and bad features :)

There a lots of ways to curb cheating. Another technical but non-PC 
based solution would be to send a wireless video camera (or keyboard 
logger) to every user and then monitor them. It would be effective, but 
not economical.

Another option is social. Make cheating uncool. I am not a psyc so I 
have no idea how to do this effectively but I believe it would be 
impossible anyway. Unlike the real world, the internet is anonymous 
(well, not technically, but in reality it is for us plebs). If someone 
can't be punished for their behaviour there is no feedback to them to 
make them alter their behaviour. There is no dis-incentive to cheat. 
Also, you cannot tell the difference between a cheater and a non-cheater 
(not absolutely, they could always have an uber cheat...). Now, if the 
internet coupled people to ip's (don't laugh, people are suggesting this 
as a way of controlling piracy and p0rn), then you could excert some 
social control. But until them I believe you are doomed.

You could limit the distribution of the game to only those who you can 
trust. That would make it safe. Problem is that it would really kill the 
sales of the game


Ah, I have an idea. In the PGP world their is the idea of key-signing 
parties where you meet people and sign each others public keys. This 
provides a web of trust between you and someone who wants to verify 
your key. They can use a friends public key (which they trust) to verify 
that their friend signed your key, so your key must be kosha.
How about implementing this idea in HL. Have a web of trust were 
people sign other players they trust and believe to be non-cheaters. 
Then you setup servers and you can seed it with certain keys that you 
trust. Then people who have been signed by that key (or by a chain of 
keys even) can get in. Cheaters will still exist, but they would be 
excluded from your server as (hopefully) no one will sign their 
identity as being good. This concept requires a revocation list as 
well, so people can turn evil and get away with it. How is that for 
out of the box eh?





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.

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 please visit:

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread alfred

read This concept requires a revocation list as  well, so people 
can'T turn evil and get away with it. NOT This concept requires a 
revocation list as  well, so people can turn evil and get away with it.

;)



alfred wrote:

 Feel free to throw out ideas (I am sure people will address their good 
 and bad features :)
 
 There a lots of ways to curb cheating. Another technical but non-PC 
 based solution would be to send a wireless video camera (or keyboard 
 logger) to every user and then monitor them. It would be effective, but 
 not economical.
 
 Another option is social. Make cheating uncool. I am not a psyc so I 
 have no idea how to do this effectively but I believe it would be 
 impossible anyway. Unlike the real world, the internet is anonymous 
 (well, not technically, but in reality it is for us plebs). If someone 
 can't be punished for their behaviour there is no feedback to them to 
 make them alter their behaviour. There is no dis-incentive to cheat. 
 Also, you cannot tell the difference between a cheater and a non-cheater 
 (not absolutely, they could always have an uber cheat...). Now, if the 
 internet coupled people to ip's (don't laugh, people are suggesting this 
 as a way of controlling piracy and p0rn), then you could excert some 
 social control. But until them I believe you are doomed.
 
 You could limit the distribution of the game to only those who you can 
 trust. That would make it safe. Problem is that it would really kill the 
 sales of the game
 
 
 Ah, I have an idea. In the PGP world their is the idea of key-signing 
 parties where you meet people and sign each others public keys. This 
 provides a web of trust between you and someone who wants to verify 
 your key. They can use a friends public key (which they trust) to verify 
 that their friend signed your key, so your key must be kosha.
 How about implementing this idea in HL. Have a web of trust were 
 people sign other players they trust and believe to be non-cheaters. 
 Then you setup servers and you can seed it with certain keys that you 
 trust. Then people who have been signed by that key (or by a chain of 
 keys even) can get in. Cheaters will still exist, but they would be 
 excluded from your server as (hopefully) no one will sign their 
 identity as being good. This concept requires a revocation list as 
 well, so people can turn evil and get away with it. How is that for 
 out of the box eh?
 
 
 
 
 
 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

 _
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 http://explorer.msn.com/intl.asp.

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