There's a good reason for that. They don't want to debug someone elses code. If there's a crash, 90% of the time it'll be because of a third party module, or modifications to Unreal.
(Fixing the other 10% take more than enough of the coders time :))
Understandable, and i really dont blame them ...
Search found 4 matches
- Wed Sep 01, 2004 1:18 pm
- Forum: Unreal 3.2 Support
- Topic: Changing the symbols for +a and +q
- Replies: 5
- Views: 2367
- Mon Aug 30, 2004 9:20 pm
- Forum: Unreal 3.2 Support
- Topic: Changing the symbols for +a and +q
- Replies: 5
- Views: 2367
Wasnt aware you dudes were so hardassed about source modification. Thanks for your replies.Dukat wrote:shinzon, please read the FAQ!
http://www.vulnscan.org/UnrealIrcd/faq/#31
- Mon Aug 30, 2004 3:41 pm
- Forum: Unreal 3.2 Support
- Topic: Changing the symbols for +a and +q
- Replies: 5
- Views: 2367
Changing the symbols for +a and +q
By default, the alternate symbols for +q and +a which can be turned on as a compile time parameter are ~ and & respectively. I would like to keep the ~ designation of the channel founder, but have users with +a show their current mode (+va would show "+" in mirc, +oa would show @, etc). I assume ...
- Wed Apr 14, 2004 12:54 am
- Forum: Unreal 3.2 Support
- Topic: How can i change TOPICLEN=
- Replies: 2
- Views: 2376
How can i change TOPICLEN=
During the compile, when it asks for additional parameters, i tried entering 'topiclen=400' to try and increase the number of characters allowed in a channel's topic. This didn't work so i tried --with-topiclen=400 which also didn’t work. This isn’t surprising as both were just shots in the dark ...