Search found 9 matches

by tiko
Mon Jul 12, 2004 12:37 am
Forum: Unreal 3.2 Spamfilters
Topic: Bottler
Replies: 8
Views: 3701

Let me tell you, it's really fun when you see 500 people thinking that they are undetectable suddenly realize that they aren't ;) Couldn't agree with your more, there. Blotter has come to my attention too. I suppose it's yet another thing I'll be dealing with tonight. Looks like I'll be sending you...
by tiko
Sun Jul 11, 2004 11:47 pm
Forum: Unreal 3.2 Spamfilters
Topic: Bottler
Replies: 8
Views: 3701

looking through the source code, when a bottler client is banned from the network, it removes the network from its internal list, thus preventing it from reconnecting after you have removed the ban. I've found another type of xdcc leecher as well, called XDCCcatcher. It reports itself as being mirc ...
by tiko
Thu Jul 08, 2004 9:37 pm
Forum: Unreal 3.2 Support
Topic: Unreal 3.2.1, numeric 378
Replies: 0
Views: 1347

Unreal 3.2.1, numeric 378

I noticed that the users IP has been added as a value in their /whois, would just like to say it's a nice touch.. saves a bit of time when dealing with problem users.

-tiko
by tiko
Thu Jul 08, 2004 9:05 pm
Forum: Unreal 3.2 Spamfilters
Topic: new feauture
Replies: 12
Views: 5139

To combat spam bots that register nicknames, I coded a registration delay into our services. I'm sure that other services can do it as well.
by tiko
Thu Jul 08, 2004 9:02 pm
Forum: Unreal 3.2 Spamfilters
Topic: Bottler
Replies: 8
Views: 3701

What codemastr said is true.. I've had to rid my network of a few of them.. about 100. I added "No bottler clients please" to all my motds, and did a ctcp version of the entire network, killing anything that replied with "Bottler". They do however reconnect, but drop the connection as soon as the li...
by tiko
Tue Jul 06, 2004 7:12 pm
Forum: Unreal 3.2 Support
Topic: /htm
Replies: 2
Views: 734

/htm

In what ways does high traffic mode assist in bandwidth preservation, and how?
by tiko
Thu Jul 01, 2004 9:26 pm
Forum: General chat
Topic: Machinepower and bandwith requiared by unrealircd
Replies: 5
Views: 3617

Here's an example for you, Doikor: Just recently my network acquired several hundred bots, I won't go into detail; this is merely an example. At the very peek of their connections, each of my servers were consuming approximately 60 kbit/s. All in all, when they finally ceased with the mass connectio...
by tiko
Thu Jul 01, 2004 9:16 pm
Forum: General chat
Topic: Using IRC as a communications framework for other apps
Replies: 10
Views: 3452

Tribes 2, from sierra/dynamix also uses IRC as it's in-game chat software.
by tiko
Thu Jul 01, 2004 9:52 am
Forum: Unreal 3.2 Support
Topic: U3.2win - Hub problem (maybe wrong hub/leaf cfg)
Replies: 3
Views: 840

if i've read correctly, what you're looking for is a round robin.

Basically all you need to do is create multiple entries for irc.your.net in your DNS zone file, each one pointing to a different server IP.