Search found 8 matches
- Tue Dec 04, 2007 4:32 am
- Forum: News and Releases
- Topic: Syzop reactivated, back as Unreal3* maintainer
- Replies: 8
- Views: 24018
Re: Syzop reactivated, back as Unreal3* maintainer
Welcome back Syzop
- Fri Aug 10, 2007 4:55 am
- Forum: Unreal 3.2 Support
- Topic: Log filename as specified in log block
- Replies: 4
- Views: 2147
Re: Log filename as specified in log block
Thanks for the fast reply, Stealth.
We are running on *nix
Regretfully I'm still learning about this, so I'll pass your suggestion on to the person that is teaching me, as I don't have a clue as to where that would go.
We are running on *nix
Regretfully I'm still learning about this, so I'll pass your suggestion on to the person that is teaching me, as I don't have a clue as to where that would go.
- Fri Aug 10, 2007 3:28 am
- Forum: Unreal 3.2 Support
- Topic: Log filename as specified in log block
- Replies: 4
- Views: 2147
Log filename as specified in log block
Is it possible to have the log filename automatically changed, so that I get a different log for each day, (preferably with the filename of the log containing the date for that log).
Eg: Ircd-07-01-2007.log would be the log for July 1st 2007.
If this is possible, I would appreciate direction on ...
Eg: Ircd-07-01-2007.log would be the log for July 1st 2007.
If this is possible, I would appreciate direction on ...
- Fri Jul 13, 2007 1:27 am
- Forum: Unreal 3.2 Spamfilters
- Topic: Locking a client into a channel
- Replies: 1
- Views: 4298
Locking a client into a channel
My apologies if this is in the wrong forum. I couldn't decide if this should be here or in the Unreal 3.2 Support forum.
The network owner has asked if unreal has something that would allow us to temporarily lock a client into the viruschan when then match a spamfilter.
Currently we're ...
The network owner has asked if unreal has something that would allow us to temporarily lock a client into the viruschan when then match a spamfilter.
Currently we're ...
- Wed Jul 11, 2007 6:51 am
- Forum: Unreal 3.2 Support
- Topic: Displaying/referencing IRCops flags
- Replies: 2
- Views: 3524
- Wed Jul 11, 2007 2:43 am
- Forum: Unreal 3.2 Support
- Topic: Displaying/referencing IRCops flags
- Replies: 2
- Views: 3524
Displaying/referencing IRCops flags
I'm a NetAdmin on a network that currently uses UnrealIRCd 3.2.6
I also have access to modify the opers.conf file in order to add/remove opers, or change their flags.
I've done a fair bit of searching, and haven't been able to find what I want to know (possibly due to an incorrectly phrased search ...
I also have access to modify the opers.conf file in order to add/remove opers, or change their flags.
I've done a fair bit of searching, and haven't been able to find what I want to know (possibly due to an incorrectly phrased search ...
- Mon Jun 04, 2007 5:11 am
- Forum: Unreal 3.2 Support
- Topic: Quit Message
- Replies: 4
- Views: 3888
- Mon Jun 04, 2007 4:54 am
- Forum: Unreal 3.2 Support
- Topic: Quit Message
- Replies: 4
- Views: 3888
My apologies for bringing up a topic that's about 2 1/2 months old.
What I'm wondering, and haven't been able to find, is a method of having a quit message that is used only if the person quitting doesn't have a set quit message in their client.
Using the static-quit shows the static message, even ...
What I'm wondering, and haven't been able to find, is a method of having a quit message that is used only if the person quitting doesn't have a set quit message in their client.
Using the static-quit shows the static message, even ...