3dsmax does have a hardware lock AND a serial code. But, thanks to the hard 
working crackers out there, we have both the hardware lock crack, and a 
serial key generator. And, btw, hardware locks arent all that hard to crack 
if the cracker in question has, say, an electronics engineering degree. 
Also it wouldnt be hard to crack a program with a hardware lock.. 
considering it has been done over and over to 3dsmax and other applications 
like Microstation. Its a good idea but it has to be taken into 
consideration that the production costs for this and implimentation all 
rely on valve and sierra. And considering how quickly that a hardware lock 
could be cracked, it isnt very feasible from my view.
--
leming

At 21:15 1/6/2002 +0000, you wrote:
>yes it is :)
>
>r3.1 had a dongle thingy on the serial port (I think anyway, telling from
>the diagrams in the help of how to install 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 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 CDkey. that
> > prevents the crackers from having a chance, because the token has to be
> > authed at sierra's side. That opens the ability for the codelets to work.
> > The codelets then check for cheating.so here's how it goes:
> >
> > 1: user buys game, installs it
> > 2: user plugs in dongle
> > 3: User runs RegisterMachine, inserting CDkey into dongle and game
> > executable
> > ---now the fun begins---
> > 4: machine begins connection to server, sends wonID to Won.
> > 5: Won recieves ID, sends a  random token.
> > 6: HL passes token to Dongle, dongle crunches numbers for a couple
> > miliseconds
> > 7: dongle spits authtoken back out.
> > 8: on the WON side, it is decoded to: WonID, Token Answer
> > 9: Won compares token with the list of token answers if it doesn't match,
> > Won disallows client connect.
> > 10: if it matches, codelets are sent to machine to be run for anticheat
> > detection.
> >
> > Of course, this is all well and good, but it can't be implemented until
>TF2
> > of HL2, whichever is first...
> >
> > Valve? Any comments?
> >
> > _______________________________________________
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> >
>
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