Search found 798 matches

by codemastr
Thu Mar 10, 2005 7:00 pm
Forum: Unreal 3.2 Support
Topic: Connect as a service
Replies: 1
Views: 1101

You don't actually connect "as a service" you connect as a server (sending the PASS/SERVER [and possibly PROTOCTL]) commands. Unfortunately, the Unreal server<->server protocol is poorly documented. You can find some information in doc/technical but other than that, your best bet is to loo...
by codemastr
Wed Mar 09, 2005 3:07 pm
Forum: General chat
Topic: Bugtracker problems?
Replies: 5
Views: 4751

I run IE6 and I've never experienced this problem before.
by codemastr
Wed Mar 09, 2005 3:06 pm
Forum: Unreal 3.2 Support
Topic: SSL causes lag on my server
Replies: 2
Views: 965

SSL is a very CPU intensive process. If many users/servers are using SSL, there will be lag, especially if you have a slow CPU/low memory and are not using a hardware-based cryptographic processor.
by codemastr
Tue Mar 08, 2005 4:32 pm
Forum: General chat
Topic: Register Nick From web portal
Replies: 22
Views: 11494

Doesn't PHP come with a basic set of IRC functions? http://docs.php.net/en/ref.ircg.html
by codemastr
Tue Mar 08, 2005 4:28 pm
Forum: Unreal 3.2 Support
Topic: Having Trouble with linking more than 2 servers Please help
Replies: 4
Views: 1665

What can i do (on Win) To Synch my clock ?? That depends on the version of Windows. Windows XP/2003 has a clock syncing system built right in! Just double click the clock then go to the Internet Time tab. Check the "Automatically synchronize with an Internet time server" and you're good t...
by codemastr
Tue Mar 08, 2005 4:21 pm
Forum: Unreal 3.2 Support
Topic: SuGGeSTioN To Unreal :D
Replies: 9
Views: 2507

#2 - If you want to attempt timers in C go right ahead. The problem with such a thing is what happens if I'm talking to someone, then someone floods me making me go +D, I have to stop my converstaion (or take it to a channel which defeats the purpose of it being a private message) for a minute? To ...
by codemastr
Tue Mar 08, 2005 1:27 am
Forum: Unreal 3.2 Modules
Topic: levellimit-1.1 fails to compile.
Replies: 5
Views: 2893

Yes, that fix is correct. I wonder how the hell it compiled/ran in my test! Without the variable, it definately shouldn't have compiled... I'll get a fix out tomorrow.
by codemastr
Mon Mar 07, 2005 10:46 pm
Forum: Unreal 3.2 Support
Topic: maybe bug
Replies: 1
Views: 976

1.) This isn't a place to report bugs

2.) Read the documentation, that's a feature, not a bug. If you look at the help for JOIN, it clearly says that JOIN 0 makes you part all channels.
by codemastr
Mon Mar 07, 2005 3:28 am
Forum: Unreal 3.2 Support
Topic: Questions about topics
Replies: 4
Views: 1341

2. when u do a channels list (/list) and a channel has reached above 10000 users that particular channel doesnt appear on the list any more. Is there a way around this so it does appear on the channel list? That's a client issue. Unreal will send all (non-secret) channels unless the client tells it...
by codemastr
Mon Mar 07, 2005 3:26 am
Forum: Unreal 3.2 Support
Topic: can /stats c be removed completely?
Replies: 8
Views: 2762

Use services to place the newly linked servers in NOOP mode.
by codemastr
Sun Mar 06, 2005 5:46 pm
Forum: Unreal 3.2 Support
Topic: ELine/GLine
Replies: 9
Views: 2985

w00t wrote:I may be wrong, but afaik, services should already be able to send a TKL to do what you're asking for :) They just don't.
Nope. There is no TKL flag for exceptions.
by codemastr
Sun Mar 06, 2005 5:43 pm
Forum: Unreal 3.2 Support
Topic: vhosts
Replies: 3
Views: 1550

Well for the first part of your question, this is exactly what my HostChange module does. You specify a hostmask and anyone matching that hostmask gets a preset vhost at connect time. About the chanops getting a vhost, I don't know of any module that does that.
by codemastr
Sun Mar 06, 2005 5:42 pm
Forum: Unreal 3.2 Support
Topic: can /stats c be removed completely?
Replies: 8
Views: 2762

If someone has access to link a server to your network, they can get this information. /stats C is one of many ways that it can be found. If you don't trust them, don't let them link. Blocking /stats C just provides a false sense of security.
by codemastr
Sun Mar 06, 2005 2:35 am
Forum: Services
Topic: Anope SSL
Replies: 10
Views: 4623

and what about attack man-in-the-middle ? I take it you have no idea what a man-in-the-middle attack is? It has absolutely nothing to do with this scenario. If it is on the local machine, there can be no man-in-the-middle attack because there is no man and no middle! The communication is direct - i...
by codemastr
Sat Mar 05, 2005 4:45 pm
Forum: Services
Topic: Thales
Replies: 3
Views: 2142

Are you sure you compiled Thales for Unreal support?