Search found 110 matches

by zEkE
Tue Nov 18, 2008 9:52 pm
Forum: Unreal 3.2 Support
Topic: gline doesn't work
Replies: 5
Views: 981

Re: gline doesn't work

Wildcard bans will still work as normal. The key is that if the user has *.IP, you need to whois and get the IP to ban (192.168.1.x, using TheLight as the example above). If the user has a hostname, so long as the virtuatv-ADBCB397 section is masked with a * (IE, virtuatv-ADBCB397 nor any part of it...
by zEkE
Tue Nov 18, 2008 9:21 pm
Forum: Unreal 3.2 Support
Topic: gline doesn't work
Replies: 5
Views: 981

Re: gline doesn't work

hi i am using Unreal3.2.7 and i can't ban anyone from the server using gline i use the following command as a test /gline *@*virtuatv-ADBCB397.fbx.proxad.net +10000 ban i have the following response from the server [22:07] -irc.virtuatv.net- tkl update for *@*virtuatv-ADBCB397.fbx.proxad.net/reason...
by zEkE
Tue Nov 18, 2008 9:18 pm
Forum: Unreal 3.2 Support
Topic: mode to forbid private messages outside room ?
Replies: 5
Views: 941

Re: mode to forbid private messages outside room ?

Hi Please is there a mode or anyway to prevent users outside a room to send private messages to other users ? No, there is not. I have an irc server with only one room. some users have fun coming on the server and annoying chatters. I would like to enable private queries ONLY for users inside the r...
by zEkE
Tue Nov 18, 2008 8:38 pm
Forum: Unreal 3.2 Support
Topic: mode to forbid private messages outside room ?
Replies: 5
Views: 941

Re: mode to forbid private messages outside room ?

Outside of these, there is no mode or functionality to completely prevent users private messaging each other based on which channels they are, or are not in. You may consider usermode +R, which will only allow users with this mode to receive private messages from registered users. The more extreme a...
by zEkE
Mon Nov 17, 2008 4:30 pm
Forum: General chat
Topic: bopm wont kline any proxies
Replies: 8
Views: 10974

Re: bopm wont kline any proxies

Is BOPM opered with enough access to add K:Lines?
Is BOPM on the same server as the clients connecting? (If not, K:Line will have no effect.)
Have you tried running BOPM in debug mode? (Will the windows version allow this..? I don't see why it wouldn't, but not sure..)
by zEkE
Sun Nov 16, 2008 11:11 pm
Forum: Unreal 3.2 Support
Topic: error i keep getting...
Replies: 5
Views: 1200

Re: error i keep getting...

Check your config around line 290, and the block(s) beforehand - these errors indicate a block has been closed and there is extra data that doesn't apply to anything. If after fixing these the cloak module still fails to load, you may need to uninstall and reinstall (back up your config first, as yo...
by zEkE
Sun Nov 16, 2008 7:32 am
Forum: Services
Topic: server fails to start
Replies: 23
Views: 5127

Re: server fails to start

Before you post your question here, there are a series of questions you should ask yourself: 1. Is this a bug report or a feature suggestion? If the answer is "yes", then you should post this on http://bugs.unrealircd.org 2. Have I checked the FAQ? Before you post here, you should check the FAQ. Th...
by zEkE
Sat Nov 15, 2008 4:40 pm
Forum: General chat
Topic: Something better than bopm
Replies: 5
Views: 2050

Re: Something better than bopm

Not that I'm aware of, however I've never needed it on Windows. Didn't think so, checking www.neostats.net - all I can see is source downloads for *nix. So the short answer is there may be some compiled for windows, but these are unofficial and likely not supported by anyone. Your best bet is still ...
by zEkE
Sat Nov 15, 2008 7:00 am
Forum: General chat
Topic: Something better than bopm
Replies: 5
Views: 2050

Re: Something better than bopm

You could try NeoStats with the OPSB module, but BOPM is still #1 in most opinions I'm aware of.
by zEkE
Sat Nov 15, 2008 3:03 am
Forum: General chat
Topic: Bopm help
Replies: 5
Views: 4469

Re: Bopm help

I'd guess it has something to do with the last 4 lines... char *target_ip; int target_port; char *target_string; }; Thats C rather than config, if I'm not mistaken. I also noticed a comment that opened (/*) but wasn't closed, located 6 lines above the line 'name = "opm.blitzed.org";' Should be remov...
by zEkE
Sat Nov 15, 2008 2:55 am
Forum: Unreal 3.2 Support
Topic: Categories
Replies: 5
Views: 995

Re: Categories

You could probably do it with a web-application and some PHP/SQL coding using a service such as Denora to keep the channel list up to date, but the IRC protocol doesn't support putting channels into categories.
by zEkE
Fri Nov 14, 2008 3:43 am
Forum: Unreal 3.2 Support
Topic: ok this is my last thing i need help with. it's nubish
Replies: 1
Views: 520

Re: ok this is my last thing i need help with. it's nubish

To get this to work you will need to purchase a domain name using a domain service (GoDaddy, Google, others) and have an A record for the irc subdomain pointed to your server. Alternatively you can get a free subdomain from a service such as no-ip.com or dyndns.org. This will let you have a domain s...
by zEkE
Fri Nov 14, 2008 2:17 am
Forum: General chat
Topic: Channel list
Replies: 6
Views: 3026

Re: Channel list

Remove the two 'echo' lines that you added above the fputs :)
by zEkE
Fri Nov 14, 2008 1:59 am
Forum: General chat
Topic: Channel list
Replies: 6
Views: 3026

Re: Channel list

else if ($match[0] == "PING") { fputs($fp, "PONG :" . $match[1]); } Should become else if ($match[0] == "PING") { echo "PONG :" . $match[1]; echo "\n"; fputs($fp, "PONG :" . $match[1]); } This will echo what the fputs function is sending to the socket. If the output has a double-colon, the solution...
by zEkE
Fri Nov 14, 2008 1:33 am
Forum: General chat
Topic: Channel list
Replies: 6
Views: 3026

Re: Channel list

I'd set some debug lines to echo things, particularly around the PONG point - looking at the code I'd suspect it is sending the reply with two :'s, thus PING :request generates PONG ::request - could be causing problems. So I'd say set lines to find out what the script is sending to the server, and ...