If I recall, I remember someone saying those strings are stripped of all control codes upon output into /LIST and what not...
Any one else know if thats the case?
Search found 140 matches
- Tue Mar 04, 2008 6:46 pm
- Forum: Unreal 3.2 Support
- Topic: Problems with ANSI colors in official-channels section
- Replies: 6
- Views: 2272
- Tue Mar 04, 2008 6:42 pm
- Forum: Unreal 3.2 Support
- Topic: Vista compiling
- Replies: 2
- Views: 1254
Re: Vista compiling
Are you using a supported compiler? What compiler are you trying to use?
- Tue Mar 04, 2008 6:42 pm
- Forum: Unreal 3.2 Support
- Topic: Invalid Link Password
- Replies: 1
- Views: 1111
Re: Invalid Link Password
The error is straight out descriptive, its the password, doesn't say anything about connection or ports or anything of the sort other than password : P Either someone isn't rehashing the password into the IRCd properly or they aren't saving it, or something of a similar sort : P The IRCd config must...
- Tue Mar 04, 2008 6:39 pm
- Forum: Unreal 3.2 Support
- Topic: cant get Oper priveledges
- Replies: 4
- Views: 1958
Re: cant get Oper priveledges
What specifically are you doing that gives the 'Not authorized' error? Just oper commands? Are you still an oper? Did you /whois yourself to make sure you still have oper flags and what not? If you disconnected and reconnected, you do realize you gotta re /oper right? : P
- Tue Feb 26, 2008 2:18 pm
- Forum: General chat
- Topic: U4 with one channel only.
- Replies: 2
- Views: 2893
Re: U4 with one channel only.
Why are you trying to do this with u4? The u4 branch is still basically in absolute beginning of development (eg; alpha), should far from be used on any production/live environment. You can easily get this done in the u3 branch (Latest: 3.2.7) using an allow channel block containing only the channel...
- Tue Feb 26, 2008 2:03 pm
- Forum: Unreal 3.2 Support
- Topic: Segmentation error
- Replies: 4
- Views: 1494
Re: Segmentation error
mist:
Do a ./unreal backtrace
And paste the output for it.
Do a ./unreal backtrace
And paste the output for it.
- Sat Feb 23, 2008 2:12 am
- Forum: Unreal 3.2 Support
- Topic: cloak key errors on linking ...
- Replies: 6
- Views: 2387
Re: cloak key errors on linking ...
how about posting us both sets of keys then?
- Sat Feb 23, 2008 1:09 am
- Forum: General chat
- Topic: php bot cant connect
- Replies: 5
- Views: 7361
Re: php bot cant connect
You should look up technical specifications on how connections to an IRC server are meant to be made, step by step per protocol, do that and it won't be hard to understand what you need to do in PHP.
- Mon Feb 18, 2008 6:05 pm
- Forum: Services
- Topic: services down
- Replies: 2
- Views: 2684
Re: services down
If you mean you are getting the 'services are down' error while trying to use your aliases, such as `/ns info` and crap, try doing say something like `/msg NickServ Info`, if you get a reply then, you most likely did not set the 'set::services-server' directive.
- Thu Feb 14, 2008 4:56 am
- Forum: Unreal 3.2 Support
- Topic: Newbie Help in setting up Unreal IRCD.
- Replies: 7
- Views: 2158
Re: Newbie Help in setting up Unreal IRCD.
Personally at least within my own opinion, I can't think of any reasons you should have to 'take over' a channel, if you have a channel violating your policies that would require IRCop action, I think /chanserv DROP and /chanserv FORBID would prob be more suitable. As stealth said, in general most p...
- Thu Feb 14, 2008 4:51 am
- Forum: Unreal 3.2 Support
- Topic: Password?
- Replies: 1
- Views: 1019
- Thu Feb 14, 2008 4:49 am
- Forum: Unreal 3.2 Modules
- Topic: [Request] Listing of Non-Registered Channels
- Replies: 1
- Views: 2122
Re: [Request] Listing of Non-Registered Channels
Has been submitted into the bug tracker as a future feature of Unreal to be able to list channels by /LIST that contain or don't contain a certain mode:
http://bugs.unrealircd.org/view.php?id=3635
May not be modulized yet, but you will most likely see it in a future release of Unreal at least : P
http://bugs.unrealircd.org/view.php?id=3635
May not be modulized yet, but you will most likely see it in a future release of Unreal at least : P
- Tue Feb 12, 2008 6:15 am
- Forum: Unreal 3.2 Support
- Topic: Auto-Op Question
- Replies: 1
- Views: 1302
Re: Auto-Op Question
Services are what handle xOP style features, not the IRCd.
However there isn't really any services or IRCd feature in any services/IRCd which will generally grant you auto-channel power just because you are a network IRCop : P
However there isn't really any services or IRCd feature in any services/IRCd which will generally grant you auto-channel power just because you are a network IRCop : P
- Tue Feb 12, 2008 5:30 am
- Forum: Unreal 3.2 Support
- Topic: A Problem
- Replies: 1
- Views: 953
Re: A Problem
Nothing really.
Since your still hosting off your own home box which most likely is using a LAN IP (or well in short, only one IP at all period), you can easily bind on the bind-ip directive for link blocks and listen blocks using an asterisk (Wildcard).
Since your still hosting off your own home box which most likely is using a LAN IP (or well in short, only one IP at all period), you can easily bind on the bind-ip directive for link blocks and listen blocks using an asterisk (Wildcard).
- Tue Feb 12, 2008 5:26 am
- Forum: Unreal 3.2 Support
- Topic: 2 quest.
- Replies: 2
- Views: 1174
Re: 2 quest.
1) Could be a routing issue or the 1st server isn't listening right or the port you have it set to 'listen' on isn't permitted/open by your firewall or the hosts firewall/etc if you have it at a provider. 2) Not all IRC clients understand redirection, its basically the same as with the jumpserver mo...