Search found 852 matches

by aquanight
Tue Oct 31, 2006 9:37 pm
Forum: Unreal 3.2 Support
Topic: #idle and vhost
Replies: 3
Views: 1301

Jobe1986 wrote:For 2 this would require an IRCd module since a services module wont know the idle times of users.
Idle time != time in no channels, which can easily be figured out by watching joins/parts.
by aquanight
Tue Oct 31, 2006 9:21 pm
Forum: Unreal 3.2 Support
Topic: How-to check-out certain bugfix from your CVS repository?
Replies: 4
Views: 1343

The process is similar to that described here , with two differences: 1) You use 'devel' in place of 'unreal3_2_fixes' after the -r switch if you want the 3.3 devel branch. (Though I strongly discourage use of devel branch on a real network.) 2) To my knowledge, there are no nightly builds for the d...
by aquanight
Tue Oct 31, 2006 9:11 pm
Forum: Unreal 3.2 Support
Topic: Is it possible to setup network-wide server-ban?
Replies: 5
Views: 1417

It helps to not link servers like this in the first place (and hostname * is already a bad idea for more reasons than just this). One possible resolution to this is to remove the jupe, let the network rejoin, squit off the bad server (necessary only if your servs choke on squitting a present server ...
by aquanight
Tue Oct 24, 2006 9:37 pm
Forum: Unreal 3.2 Support
Topic: help me pls
Replies: 2
Views: 925

1) http://forums.unrealircd.com/viewtopic.php?t=1582

2) Two options:
- Increase your oper sendq until you can see the list.
- Use the search parameters with /stats G (do just /stats to see how that works) to filter the list.
by aquanight
Thu Oct 19, 2006 6:11 am
Forum: Unreal 3.2 Spamfilters
Topic: spamfilter vercion ctcp
Replies: 7
Views: 3299

Regex:

Code: Select all

^[^\x01].*www\.
by aquanight
Thu Oct 19, 2006 6:09 am
Forum: Unreal 3.2 Spamfilters
Topic: How to block /banner ??
Replies: 3
Views: 2302

Simple message flood helps (eg, chanmode +f).
by aquanight
Thu Oct 19, 2006 6:06 am
Forum: Unreal 3.2 Modules
Topic: Req: protect ulines
Replies: 5
Views: 2178

First, as stealth said, *:lines don't need any specific exclusion. When a *:line is added, it's up to each server to enforce it (else, execpt tkl {} would be useless). Since services are a "server" it's up to them to enforce *:lines on their own "clients" (== the service bots). Services simply choos...
by aquanight
Thu Oct 19, 2006 5:52 am
Forum: Unreal 3.2 Support
Topic: hide opernick on /kill <nick> <reason> help pls
Replies: 10
Views: 1810

I can actually some see justification for this. We don't put the nick of the oper setting a *:line in the ban quitmsg, or in the part msg from /sapart, or similar. But opers can still be held accountable by their admins because of logs and also the server notices still have the full address ("G:Line...
by aquanight
Thu Oct 19, 2006 5:38 am
Forum: Unreal 3.2 Support
Topic: Problem connecting on 6667, 6668, 6669, 7000
Replies: 3
Views: 1098

The issue on 6667 might be due to port-based traffic shaping/firewalls beyond the control of your VPS. You'll need to ask the provider/admin for info on that. As for 6668-7000, check if they're actually listed in your listen blocks...
by aquanight
Thu Oct 19, 2006 5:35 am
Forum: Unreal 3.2 Support
Topic: No O-lines for your host
Replies: 3
Views: 1344

Also if you don't mind being temporarily insecure, when you get the "permission denied" from /stats o, just kill o (or *) from your set::oper-only-stats and rehash, then put it back when it's sorted out.
by aquanight
Sun Oct 08, 2006 8:57 pm
Forum: Unreal 3.2 Spamfilters
Topic: HELP!!
Replies: 6
Views: 3306

If he uses the same nick/user/realname, you could spamfilter on that. Also, since this is a person, it might be worth it to do some ISP contacting :) . Anyway, you can always use \s to catch most forms of space, but I don't know if this can cover the nonbreaking space character that appears in the u...
by aquanight
Sun Oct 08, 2006 8:44 pm
Forum: Unreal 3.2 Support
Topic: hello can you help me
Replies: 14
Views: 5469

LOCK: nondescript topic + should've read docs/faq
by aquanight
Fri Aug 11, 2006 3:41 am
Forum: Unreal 3.2 Modules
Topic: XMLSocket connections
Replies: 18
Views: 7540

It'd be much simpler if you used something that just gives you a raw data stream. Clients should conform to the server, not the other way around.
by aquanight
Fri Aug 11, 2006 1:36 am
Forum: Unreal 3.2 Support
Topic: Question regarding to IP ban
Replies: 2
Views: 790

It's a wildcard mask like with hostnames. Just it matches against the "standard notation" for the IP address (1.2.3.4 for ipv4, or the compressed version for ipv6).
by aquanight
Fri Aug 11, 2006 1:31 am
Forum: Services
Topic: How to set Network service mode?
Replies: 12
Views: 4538

Yes, because it's for services, so you have to be a service to set it. Since anyone on a client server is clearly not a service, it gets ignored.