Search found 192 matches

by Gottem
Sat Mar 03, 2018 5:29 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Public network/server information such as SSL/TLS links
Replies: 0
Views: 9549

[DONE] Public network/server information such as SSL/TLS links

Another request/proposal by PeGaSuS, this module displays information for every server that is allowed to be publicly available. Right now it'll simply show if a server is linked over localhost and if it's using SSL/TLS to communicate with the other end. Simply execute /pubnetinfo and check the serv...
by Gottem
Fri Mar 02, 2018 7:57 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] PART from oper-only channels on oper down
Replies: 0
Views: 9735

[DONE] PART from oper-only channels on oper down

Originally proposed by PeGaSuS, this module makes IRC opers part +O channels once they oper down. I've kept the "ghosts" thing for lack of a better term. =] Config block: noghosts { message "g h o s t b u s t e r s"; flags "O"; channels { "#opers"; // Don't fo...
by Gottem
Mon Feb 19, 2018 10:07 pm
Forum: Generic support
Topic: HIDESERVERS module not working
Replies: 1
Views: 2200

Re: HIDESERVERS module not working

Turns out the wiki didn't include a page for the hideserver block, so I added it. It does actually require some configuration to make it do something. =]
by Gottem
Mon Feb 19, 2018 10:05 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] SWHOIS MODULE
Replies: 4
Views: 9594

Re: [REQUEST] SWHOIS MODULE

I have no idea what your purpose is for the additional SWHOIS line(s). Maybe using it in a vhost block will work for you, but you'd have to set an actual vhost for them I think (besides the swhois directive obviously). If that's no good, trying to get Anope's module to work might be worth another sh...
by Gottem
Sun Feb 18, 2018 4:58 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] SWHOIS MODULE
Replies: 4
Views: 9594

Re: [REQUEST] SWHOIS MODULE

What's the point of having a module for it anyways? Once the user quits IRC, all SWHOIS lines you set for them will be gone. By using the oper and/or vhost block's swhois option, it gets set automatically whenever they reconnect. ;]
by Gottem
Sun Feb 18, 2018 4:57 pm
Forum: Generic support
Topic: SVSNOLAG
Replies: 4
Views: 3401

Re: SVSNOLAG

Maybe you should read what I said before (stubbornly) going on about disabling it. Seeing as how your class block is called "opers", you do not need to disable fake lag:
Gottem wrote: Thu Feb 15, 2018 4:25 pm Opers are already exempt, are you sure you need to disable it?
by Gottem
Thu Feb 15, 2018 4:25 pm
Forum: Generic support
Topic: SVSNOLAG
Replies: 4
Views: 3401

Re: SVSNOLAG

Well first of all, this particular board is for third party modules, not built-in features. You'll want to post stuff like this in Generic support instead. Second: notice how the command begins with SVS ? That means it's reserved for U:Lined servers (services) only and no oper can use it directly. T...
by Gottem
Sun Feb 11, 2018 6:45 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] [PAID] Restrict IRC connections to those with proper LDAP authentication
Replies: 0
Views: 9749

[DONE] [PAID] Restrict IRC connections to those with proper LDAP authentication

Restrict access to your IRC network based on the user's LDAP authentication status. This is not a pseudo-ChanServ thing in that it doesn't register nicks nor hand out channel modes, you still need Nick/ChanServ for that. ;] Compatible with Microsoft Active Directory (tested against Server 2012 R2) C...
by Gottem
Sun Feb 11, 2018 6:40 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [N] Allow authorized nicks to bypass banned IP address
Replies: 3
Views: 9150

Re: Allow authorized nicks to bypass banned IP address

Well Unreal doesn't have a(n easy) way to "hold" a specific client's connection (while only allowing PRIVMSG to NickServ) before X:Line checking is done. Unreal also processes everything in series so if 6 people were to connect at once and the timeout is set to 1 minute, every consecutive ...
by Gottem
Sun Jan 28, 2018 12:01 am
Forum: UnrealIRCd 4 modules (third party)
Topic: [N] Allow authorized nicks to bypass banned IP address
Replies: 3
Views: 9150

Re: Allow authorized nicks to bypass banned IP address

Users don't have dynamic IP addresses in the sense that they can switch on a whim. It's usually possible to force a different IP (at least here lel) by disconnecting your ISP's modem entirely for about 8 hours, which is a much-used duration for DHCP leases. You're more likely seeing proxy connection...
by Gottem
Mon Jan 08, 2018 7:34 am
Forum: Generic support
Topic: How to setup domain?
Replies: 2
Views: 2942

Re: How to setup domain?

Error binding stream socket to IP xxx.xxx.xxx.xxx port 6697 - :Cannot assign requested address Your server isn't aware of your public IP address thanks to NAT so you can't bind to it. Simply listen on the local interface (very likely something like 192.168.x.y) or just * and forward the needed port...
by Gottem
Sat Dec 30, 2017 7:26 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: Gottem's modules
Replies: 0
Views: 19646

Gottem's modules

Sooooo since I have quite a bit of modules now, it might be useful to have a central index of it all (newest at the top). =] This post is just for the one-liner descriptions, for more in-depth info you should refer to the git repo . I will also keep making threads per module for discussion. ;] IMPOR...
by Gottem
Thu Dec 28, 2017 6:49 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQ] userauth and staticcloak
Replies: 7
Views: 11482

Re: [REQ] userauth and staticcloak

Your right about using set { cloak-method ip; }; to hide the hostname, thats working but without the posibility to set your own hostname. But as long as the complete hostname is hidden im happy :D Cool. =] Im waiting on the userauth module so I can get on UnrealIrcd 4.x, its installed and up runnin...
by Gottem
Thu Dec 28, 2017 6:33 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Looking for delaylist.c port for unreal4
Replies: 7
Views: 12366

Re: [DONE] Looking for delaylist.c port for unreal4

I don't really see a reason why you would need to edit those. =] It already sends both those messages (as you mentioned) and they should be pretty clear anyways.
by Gottem
Sun Nov 19, 2017 7:04 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Anti mass highlight module.
Replies: 11
Views: 16148

Re: [DONE] Anti mass highlight module.

There has to be no "break"s. It is supposed to append all the following masks, so adding "break" breaks the concept ;) . Also I think there is no need for "defalut", because we are checking the value in masshighlight_configtest(). My bad, I read that bit too fast and t...