Search found 19 matches

by Ankara23
Mon May 01, 2006 4:28 pm
Forum: General chat
Topic: Unreal Banners
Replies: 5
Views: 4301

hehehe, no...but our website is all about our chat network.




Ankara
by Ankara23
Sun Apr 30, 2006 6:47 am
Forum: General chat
Topic: Unreal Banners
Replies: 5
Views: 4301

We made one for our page, although it isnt *quite*
the size you wanted. Here it is anyway though
in case you can use it anyway.

http://www.taphouse.org/graffix/unreal_badge.jpg



Ankara
by Ankara23
Thu Mar 30, 2006 4:03 am
Forum: Services
Topic: Anope 1.7.14 release notes
Replies: 6
Views: 3341

Anope 1.7.14 release notes

I was just reading over the release notes for the new anope
when I noticed this:
03/01 F Prevented registration of UnrealIRCd's "local" channels. [#456]
Since Unreal doesnt have local channels I assume they have confused it
with another ircd....or am I wrong?
by Ankara23
Fri Mar 17, 2006 5:00 am
Forum: Unreal 3.2 Spamfilters
Topic: Router exploit
Replies: 13
Views: 11117

more router suckage

Ok, so it's not just DCC communications that make this exploit work it is ANY time that the proper sequence of characters pass through the &$#@! thing... vis: On my network I had this guy who was joining and dropping...over and over. He was away from his computer at the time, so I just put a tem...
by Ankara23
Mon Mar 06, 2006 12:11 am
Forum: Unreal 3.2 Spamfilters
Topic: Router exploit
Replies: 13
Views: 11117

um wouldnt this be even better?

spamfilter + cpnNqat kill - Router_Exploit! DCC SEND [^ ]{8,} ([^ ]+ +){2,}.+$

I don't understand why we are using \x01 here, also the first ^ is not necessary is it? also added more than just channel/private
by Ankara23
Thu Oct 13, 2005 1:48 am
Forum: General chat
Topic: wanna installed phpBB forum module on my MAMBO
Replies: 7
Views: 4288

uh, you should see the one he answered in 'support'...
I am thinking he just got released from prison and could hardly wait to
get back to the unreal forums to post reply's to all those threads he had
bottled up inside. :lol:
by Ankara23
Thu Oct 13, 2005 1:34 am
Forum: Unreal 3.2 Support
Topic: Strange quit messages while testing ircd
Replies: 4
Views: 1675

WOW! a blast from the past!

you should prolly not answer ancient posts or something...
by Ankara23
Sat Sep 17, 2005 4:45 pm
Forum: General chat
Topic: Invite To All Personel.
Replies: 4
Views: 2933

the internet is a learning place

This is one of the wonderful things about the internet. I have often wondered to myself. " Does sarcasm play out the same way in countries other than my own?" Thanks to the internet and this forum I have my answer also "Will it sail over the heads of the socially/mentally challenged?&...
by Ankara23
Sat Apr 16, 2005 8:19 am
Forum: Unreal 3.2 Modules
Topic: annonymous channel module
Replies: 12
Views: 5641

This module could use a slight recode anyway, IIRC there were bits of another module in it. Yes, that's true. this module was thrown together quickly when we decided we wanted anon. channels. also, it had not occured to me that anyone would even *care* about idle times....(to me anon channels are f...
by Ankara23
Fri Apr 15, 2005 1:07 am
Forum: Unreal 3.2 Modules
Topic: annonymous channel module
Replies: 12
Views: 5641

I am pulling down this module...as it has errors when compiling in windows,
also...to really make this work flawlessy, it would require modifications to the source, which obviously are not supported. (whois: idle time, channel)


Ankara
by Ankara23
Sat Mar 26, 2005 5:41 pm
Forum: Unreal 3.2 Modules
Topic: annonymous channel module
Replies: 12
Views: 5641

Ok, unless there are any objections, we are going with X

module back up here:
http://www.taphouse.org/m_achan.c

I also amplified the instructions a bit.

enjoy!


Ankara
by Ankara23
Thu Mar 24, 2005 2:08 am
Forum: Unreal 3.2 Modules
Topic: annonymous channel module
Replies: 12
Views: 5641

alright...we were thinking either +H (for hidden) or +X
I didn't want to pick something that was being *saved* for anything though
so if anyone has an objection (or amplification) please let me know
I have pulled down the module until it is settled which one we should use

Thanks

Ankara
by Ankara23
Tue Mar 22, 2005 3:23 am
Forum: Unreal 3.2 Modules
Topic: annonymous channel module
Replies: 12
Views: 5641

I dont think "*" is an RFC-compliant mode, and may break clients. hmm..in that case I am open for suggestions (the "old school" annon. chanmode was +a) http://www.alien.net.au/irc/chanmodes.html ^^ is this complete? (and if not, where could I get a list of *open* letters, etc.?)...
by Ankara23
Tue Mar 22, 2005 2:13 am
Forum: Unreal 3.2 Modules
Topic: annonymous channel module
Replies: 12
Views: 5641

So the new channel mode is 8 "asterick"? If so Id change that originally we were only using the asterick to test the module. but we decided we rather like it, it "fits" the type of channel it makes.. of course it's a perfectly simple thing to change, if need be. but why do you t...
by Ankara23
Sun Mar 20, 2005 5:11 am
Forum: Unreal 3.2 Modules
Topic: annonymous channel module
Replies: 12
Views: 5641

annonymous channel module

we have been playing with this on our network for a little while now and it seems to be working pretty well. we figured that someone else might like to play with it too http://www.taphouse.org/m_achan.c basically it makes use of the auditorium mode to make everyone invisible ( you can't have chanops...