Thx, I will test that 'global' flag.
Its XP. It is a fun poject of mine to convert an usual XP Prof. (like nearly everyone had it) into a fully working server only using freeware.
I stripped it down to only use 200MB of RAM, trapped it with a few Execution- and Network-Traffic-Preventions (only ...
Search found 6 matches
- Sun May 22, 2016 10:57 am
- Forum: Unreal 3.2 Support
- Topic: Delay in Messages
- Replies: 7
- Views: 25459
- Sat May 21, 2016 5:35 pm
- Forum: Unreal 3.2 Support
- Topic: Delay in Messages
- Replies: 7
- Views: 25459
Re: Delay in Messages
In UnrealIrcD3,2 I managed to get rid of fakelag for the corresponding bot by adding an oper line/block for him:
oper <user> {
class clients;
from {
userhost <name>@<IP>;
userhost <name>@<IP>;
};
password "<pw>";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global ...
oper <user> {
class clients;
from {
userhost <name>@<IP>;
userhost <name>@<IP>;
};
password "<pw>";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global ...
- Tue May 17, 2016 2:59 pm
- Forum: Unreal 3.2 Support
- Topic: Delay in Messages
- Replies: 7
- Views: 25459
Re: Delay in Messages
I see you are still on 3.2.x.
In that case: any IRCOp is exempt from fakelag, except local opers.
Okay, I'm confused now even if I re-read that line 100 times. :)
Did you really mean to say, that (in 3.2.x) IRCOps don't have fakelag, but when an IRCOp is connected from local host AND indentified ...
In that case: any IRCOp is exempt from fakelag, except local opers.
Okay, I'm confused now even if I re-read that line 100 times. :)
Did you really mean to say, that (in 3.2.x) IRCOps don't have fakelag, but when an IRCOp is connected from local host AND indentified ...
- Mon May 16, 2016 2:30 pm
- Forum: Unreal 3.2 Support
- Topic: Delay in Messages
- Replies: 7
- Views: 25459
Re: Delay in Messages
Which kind of IRCOp do you mean?
a status given by the services?
the netadmin status defined in unreal config itself?
What way would you suggest to raise some bots that have to post fast in that fakelag-less state?
a status given by the services?
the netadmin status defined in unreal config itself?
What way would you suggest to raise some bots that have to post fast in that fakelag-less state?
- Sun May 15, 2016 5:56 pm
- Forum: Unreal 3.2 Support
- Topic: Delay in Messages
- Replies: 7
- Views: 25459
Delay in Messages
Hi all,
on my set up unrealircd most users have a line speed limit.
Some time ago I've read about possible causes and that I most likely will have to disable FakeLag, which can only be done by re-compiling with the corresponding compiler-flag set, which is totally not recommended, can lead to ...
on my set up unrealircd most users have a line speed limit.
Some time ago I've read about possible causes and that I most likely will have to disable FakeLag, which can only be done by re-compiling with the corresponding compiler-flag set, which is totally not recommended, can lead to ...
- Thu Apr 24, 2014 2:11 pm
- Forum: Unreal 3.2 Support
- Topic: Periodical "Connection reset by peer"
- Replies: 1
- Views: 3157
Periodical "Connection reset by peer"
This is my first post in this forum, so: Hi everyone!
I have a problem with my UnrealIrcD 3.2.10.2.
I think it is related to Ping timeouts every 10 mins or so .
I've set it up on my home PC (which has a pretty good connection for a home line, 100MBit/s down, 5MBit/s up) and everything works fine ...
I have a problem with my UnrealIrcD 3.2.10.2.
I think it is related to Ping timeouts every 10 mins or so .
I've set it up on my home PC (which has a pretty good connection for a home line, 100MBit/s down, 5MBit/s up) and everything works fine ...