Search found 42 matches
- Fri Apr 15, 2005 9:10 pm
- Forum: Unreal 3.2 Support
- Topic: ssl error question
- Replies: 2
- Views: 1392
ssl error question
We are runing Unreal3.2.3 on all our servers, and I was just provided an error message that was seen via server notice on one of our ssl servers: Exiting ssl client myflix[myflix@xx.xxx.xxx.xxx.61121]: SSL_read(): Underlying syscall error? I looked into the error log for this server, and did not see...
- Fri Apr 15, 2005 6:14 pm
- Forum: General chat
- Topic: clarification on my question
- Replies: 0
- Views: 1971
clarification on my question
I am looking specificatly for references on sh shell scripting. Not bash. I have found, that even when running in a bash shell no matter what the system. That I can use the sh shell scripts.
Thats where I was looking for reference material.
I do appligise for not being specific.
droolin
Thats where I was looking for reference material.
I do appligise for not being specific.
droolin
- Thu Apr 14, 2005 1:37 am
- Forum: General chat
- Topic: unix scripting
- Replies: 5
- Views: 3783
unix scripting
I am currently writting a bunch of .sh scripts to automate alot of the crap that I normaly did on the various servers that I work on. I am useing .sh scripts because basicatly that works on all flavors of Unix. Examples of scripts that I am looking to do or am doing. Automaticaly backup the servers ...
- Mon Mar 21, 2005 3:39 am
- Forum: Unreal 3.2 Support
- Topic: set question and a general question on the new release
- Replies: 5
- Views: 1754
we have thought about that
I've seriously thought about setting up remote includes. But, my thinking on that is that sooner or latter. The site that host's the files will be down, lagged, or just plain unreachable. I like the idea of the remote includes, and I haven't ruled that out. But, Im still tossing that idea back an fo...
- Sun Mar 20, 2005 5:44 pm
- Forum: Unreal 3.2 Support
- Topic: set question and a general question on the new release
- Replies: 5
- Views: 1754
thank you
Most of these set's that I want to do concern the time limit on the spamfilter glines and stuff. They are not consistant accross the network. It's my fault, I will admit that. But, a config file will make it easy for me to correct the issue. Thank you for the information on the module also. droolin
- Sun Mar 20, 2005 6:07 am
- Forum: Unreal 3.2 Support
- Topic: Protection
- Replies: 7
- Views: 3441
set yourself to look like services
roflamo, the csops and above on our network use the svs2mode to add the +S flag so we look like service bots. Can't be killed then. We did this because we had a couple of delinks where the people tried to kill/gline everyone when they left. We also have tkl's set. We have all agreed though. If we ar...
- Sun Mar 20, 2005 4:58 am
- Forum: Unreal 3.2 Modules
- Topic: LevelLimit module question
- Replies: 1
- Views: 1583
LevelLimit module question
As I understand the levellimit module. You can specify what level of IRCop that can join a channel. Previously, a +O channel would not allow a local IRCop to join. Not sure if that is still true, but I think it is(watch me be wrong). If it's still the case, can I use the LevelLimit module to allow l...
- Sun Mar 20, 2005 4:39 am
- Forum: Unreal 3.2 Support
- Topic: set question and a general question on the new release
- Replies: 5
- Views: 1754
set question and a general question on the new release
Im finding that all the servers on our network do not necessarily have the same set values that I want. So, I want to create a set.conf file and dump them on each server. My question is simply, do I have to restart the server for this to work. Or can I rehash? Second question. For some reason, I tho...
- Thu Mar 17, 2005 2:13 am
- Forum: Unreal 3.2 Support
- Topic: Making server not appear in map
- Replies: 6
- Views: 1813
very true
Yea, your right. I forgot about password protecting it. And the server name says testserver.xxxxxxxxx.net
If that doesnt tell you its not for public joining, I dont know what does.
But, then again. I wouldn't be supprized.
Ok, thank you. Your input was very much appriceated.
droolin
If that doesnt tell you its not for public joining, I dont know what does.
But, then again. I wouldn't be supprized.
Ok, thank you. Your input was very much appriceated.
droolin
- Thu Mar 17, 2005 2:00 am
- Forum: Unreal 3.2 Support
- Topic: Making server not appear in map
- Replies: 6
- Views: 1813
Making server not appear in map
I have just linked a leaf server that I want to use for testing various things. It will not be on the round robbin. The server name isnt on the dns. Im going to set the allow blocks so that only specific ip's can join it. This server will also only be listed in one hub's c/n lines. So, the test serv...
- Sat Dec 25, 2004 12:13 am
- Forum: Unreal 3.2 Support
- Topic: throttle question
- Replies: 1
- Views: 885
throttle question
I have just installed the throttle set block on all our servers due to a few specific twits that just connect and quit, connect and twit. Ya know, idiots are us type of people. I seen the exception block that I can build for some of our users that have eggies for trivia and stuff that would possible...
- Thu Dec 23, 2004 1:29 am
- Forum: Unreal 3.2 Spamfilters
- Topic: XDCC Catcher
- Replies: 9
- Views: 5001
;o), yea. I got to say thanks too
I've been meaning to add a spamfilter for that quit message, but unfortionally I havent seen the quit in awhile.
Appriceate the reminder and filter.
droolin
Appriceate the reminder and filter.
droolin