Search found 219 matches
- Fri Apr 15, 2022 10:01 pm
- Forum: Installing and getting connected
- Topic: Auto disconnect?
- Replies: 5
- Views: 8523
Re: Auto disconnect?
Does your shell allow background process ? I know some low-prices shell forbid that.
- Thu Mar 03, 2022 10:48 am
- Forum: Services
- Topic: Services kill fight (myserver -> IRC), shutting down
- Replies: 7
- Views: 13144
Re: Services kill fight (myserver -> IRC), shutting down
It's in modules/nick.c: https://github.com/unrealircd/unrealirc ... ick.c#L122
Code: Select all
if (!do_remote_nick_name(nick) || !strcasecmp("ircd", nick) || !strcasecmp("irc", nick))
- Mon Feb 28, 2022 1:27 pm
- Forum: General chat
- Topic: Android IRC client with DCC?
- Replies: 1
- Views: 8024
Re: Android IRC client with DCC?
Not sure it's unrealircd related trouble as DCC is Direct Client to Client. The trouble come from one of the client: your phone or the sender.
- Fri Feb 11, 2022 12:11 pm
- Forum: Linking servers
- Topic: multi-link
- Replies: 1
- Views: 5866
Re: multi-link
You can (must? probably better) use the same port to link all servers. Setting a port means this port is reserved only for servers.
That's quite the same than for clients: you don't set a port per client, they all use the same one.
That's quite the same than for clients: you don't set a port per client, they all use the same one.
- Wed Feb 02, 2022 12:32 pm
- Forum: Services
- Topic: Services kill fight (myserver -> IRC), shutting down
- Replies: 7
- Views: 13144
Re: Services kill fight (myserver -> IRC), shutting down
ok, you were right, it's an hardcoded denied as ircd.
So, two alternatives:
1. find another nick for your bot
2. remove the hardcoded condition and recompile unrealircd
So, two alternatives:
1. find another nick for your bot
2. remove the hardcoded condition and recompile unrealircd
- Wed Feb 02, 2022 10:26 am
- Forum: Services
- Topic: Services kill fight (myserver -> IRC), shutting down
- Replies: 7
- Views: 13144
Re: Services kill fight (myserver -> IRC), shutting down
Is atheme unlined in unrealircd ? And haven't you a ban block matching MasterSifoo (or whatever is the nick of the bot you create - something like "*M*a*s*t*e*r*") ?
- Sat Jan 22, 2022 11:17 pm
- Forum: Generic support
- Topic: Possibility of logging...
- Replies: 3
- Views: 6869
Re: Possibility of logging...
The client is not Chrome, the client is kiwiirc or The Lounge, or mibbit. And unrealircd (or any ircd) is just server side, it can't help you logging.
You are looking for a chrome extension to one of the previous client (non exhaustive list), so you have to ask client' developpers.
You are looking for a chrome extension to one of the previous client (non exhaustive list), so you have to ask client' developpers.
- Sat Jan 08, 2022 2:38 pm
- Forum: Linking servers
- Topic: Unreal 6.0.0 can't link (spkifp mismatch)
- Replies: 4
- Views: 9752
Re: Unreal 6.0.0 can't link (spkifp mismatch)
Excellent idea to add the warning.
- Sat Jan 08, 2022 2:36 pm
- Forum: Linking servers
- Topic: using fingerprint for links, false good idea ?
- Replies: 2
- Views: 6824
Re: using fingerprint for links, false good idea ?
Hi Syzop and thanks for the explanations. I understand that and I then will probably use a self-signed long-term certificate to link servers if my script doesn't feat how I hope. And for anope, the trouble is that I sometime have to stop the ircd where is located anope, so I make it join another ser...
- Thu Jan 06, 2022 11:05 am
- Forum: Linking servers
- Topic: using fingerprint for links, false good idea ?
- Replies: 2
- Views: 6824
using fingerprint for links, false good idea ?
Since I use spkifp, I frequently encounter troubles (failed authentication) with my links. WHY ? I use Let's encrypt certificates (wildcarded ones), so I met some problems: - only one of my servers (master) renew them, then I've to create a little script to copy them to other servers (done, working,...
- Thu Jan 06, 2022 9:47 am
- Forum: Installing and getting connected
- Topic: Unreal 6.0.0 : prefixes for chanadmin and chanowner
- Replies: 7
- Views: 7750
Re: Unreal 6.0.0 : prefixes for chanadmin and chanowner
I'll ask about that on anope forum, thanks Syzop !
- Thu Jan 06, 2022 7:55 am
- Forum: Installing and getting connected
- Topic: Unreal 6.0.0 : prefixes for chanadmin and chanowner
- Replies: 7
- Views: 7750
Re: Unreal 6.0.0 : prefixes for chanadmin and chanowner
Ok, the 6.0.1 works well after the correction of the issue #4454 but now I get lot of warn notice because of unknown mode setted by services (anope 2.0.10): 08:24:41 Zeolia -- avalon.zeolia.net: mode.REMOTE_UNKNOWN_CHANNEL_MODE [warn] Server services.zeolia.net sent us an unknown channel mode +q! 08...
- Sat Jan 01, 2022 1:01 pm
- Forum: UnrealIRCd modules (third party)
- Topic: listrestrict not compatible with unreal6
- Replies: 2
- Views: 7101
Re: listrestrict not compatible with unreal6
Sounds logical
BTW, I'll note for next upgrade to first disable plugins then upgrade
BTW, I'll note for next upgrade to first disable plugins then upgrade
- Tue Dec 28, 2021 5:38 pm
- Forum: Installing and getting connected
- Topic: Unreal 6.0.0 : prefixes for chanadmin and chanowner
- Replies: 7
- Views: 7750
Re: Unreal 6.0.0 : prefixes for chanadmin and chanowner
No, this option seems to remove the levels, I want to not use the prefixes but keep the a and q levels. Support for compiling without PREFIX_AQ has been removed because people often confused it with disabling +a/+q which is something different. I want to compile with this, and having a and q show as...
- Tue Dec 28, 2021 5:29 pm
- Forum: Installing and getting connected
- Topic: Unreal 6.0.0 : prefixes for chanadmin and chanowner
- Replies: 7
- Views: 7750
Unreal 6.0.0 : prefixes for chanadmin and chanowner
Hi there,
I can't find the option to deactivate the prefixes for chanadmin and chanowner (& and ~).
After doing the upgrade, I had the bad surprise to notice they were activated. So I tried to recompile from the source, the option doesn't exists.
Did I forget something ?
I can't find the option to deactivate the prefixes for chanadmin and chanowner (& and ~).
After doing the upgrade, I had the bad surprise to notice they were activated. So I tried to recompile from the source, the option doesn't exists.
Did I forget something ?