Search found 1917 matches

by Syzop
Fri Jul 02, 2004 4:02 pm
Forum: General chat
Topic: bandwidth
Replies: 8
Views: 5819

It's hard to predict.. As mentioned in another thread it depends on how your users chat, so there are like 2346293 factors here :P. Think: scripts (colors, popups), games, purpose of channel, how your channels are organized (1 big channel or rather tens of small channels), how often people talk in q...
by Syzop
Fri Jul 02, 2004 3:42 pm
Forum: General chat
Topic: 3.2 -> 3.2.1?
Replies: 1
Views: 1672

It's even asked so often that I've added that question to the FAQ ~half a year ago.
See FAQ - What is the current version and when will next version be released?
So within a few days - a week.
by Syzop
Fri Jul 02, 2004 3:39 pm
Forum: Unreal 3.2 Support
Topic: Bugtracker not working and Security issue with 3.2.....
Replies: 8
Views: 2589

Ah you ment the bugracker? http://bugs.unrealircd.org/ ?
If you tried to register with 'nkarki7', then that account already exists.. Try another username. (lost pass? ;p)
by Syzop
Fri Jul 02, 2004 3:33 pm
Forum: Unreal 3.2 Support
Topic: Local channel support (try 2)
Replies: 6
Views: 2473

I think we can close this thread.. Readding this properly would take over a week (for EVERY channel thingy you would have to make it not to send out to other servers [join, part, mode, kick, invite, ..], not to mention that there are like xx places in the source that recognize channels by '#'.. so t...
by Syzop
Fri Jul 02, 2004 3:22 pm
Forum: Unreal 3.2 Support
Topic: Bugtracker not working and Security issue with 3.2.....
Replies: 8
Views: 2589

As mentioned, +u's purpose is not to hide everyone for security reasons or whatever. Rather, it doesn't show join/parts to normal users (and thus also not quits, nickchanges, bla..). It's made for celebrity chat alike things or other semi-one-way chats (like I've a news channel which is +mu where a ...
by Syzop
Wed Jun 30, 2004 6:48 pm
Forum: Unreal 3.2 Support
Topic: Local channel support (try 2)
Replies: 6
Views: 2473

Correct. Since nearly nobody uses it (I think <0.05% is a good educated guess).. the trouble of supporting it doesn't seem worth it at all.
[yes I do know those the very few cases where it might be useful, but again.. see above]
by Syzop
Wed Jun 30, 2004 6:34 pm
Forum: General chat
Topic: Using IRC as a communications framework for other apps
Replies: 10
Views: 5849

Bad idea for most games. If they are very realtime and use quite some traffic / there's lot of action (as you mention, games such as: quake, Unreal Tournament, etc..) it goes horrible... A seperate protocol on top of UDP is usually much more suitable (for a lot of reasons, things like retransmits, s...
by Syzop
Wed Jun 30, 2004 6:25 pm
Forum: Unreal 3.2 Support
Topic: set::hosts?
Replies: 2
Views: 1367

by Syzop
Wed Jun 30, 2004 6:24 pm
Forum: Unreal 3.2 Support
Topic: Client limit for OPERS only
Replies: 12
Views: 3784

That should work. Make sure the order of your allow blocks are correct (the *@* block first, then the specic ones, as mentioned in the documention on the allow block . To double check this, try connecting with a wrong or no password but with the correct ident (you should be denied then). Also note t...
by Syzop
Tue Jun 29, 2004 8:33 pm
Forum: Unreal 3.2 Support
Topic: Connection ( Operation Timed out )
Replies: 3
Views: 2344

Never heard of, never seen, no idea :).
so this doesn't help much :p
by Syzop
Mon Jun 28, 2004 9:25 pm
Forum: Unreal 3.2 Support
Topic: PAssword encrption
Replies: 3
Views: 1592

No, it's a "one way hash".

(well yes, in practice you could "brute force" all passwords, however this usually takes several hours/days/years [highly depends on the quality/length of your password]).
by Syzop
Mon Jun 28, 2004 2:57 am
Forum: Unreal 3.2 Modules
Topic: Prevent services (+S) from lusers stats?
Replies: 14
Views: 20705

Ah ok, in that case: you can't.

I guess you could request it in the modules section *move*.
by Syzop
Mon Jun 28, 2004 2:49 am
Forum: Unreal 3.2 Support
Topic: IPv6 Compiled but not accepting connections
Replies: 16
Views: 5375

Actually I'm lost too now.

You bind to ""IPv4"" address (::ffff:<ipv4ip>) and then you are surprised nobody can connect to you using ipv6? ;). To have ipv6 users able to connect you would have to bind to a real IPv6 addr of course.
by Syzop
Mon Jun 28, 2004 2:15 am
Forum: Unreal 3.2 Support
Topic: IPv6 Compiled but not accepting connections
Replies: 16
Views: 5375

- What OS are you on?
- Try looking at 'netstat -an' output to see at which socket it actually binds (on Linux 'netstat -anp|grep irc' is usually helpful)
by Syzop
Sun Jun 27, 2004 11:57 pm
Forum: Unreal 3.2 Support
Topic: IPv6 Compiled but not accepting connections
Replies: 16
Views: 5375

does not recogonize the ipv6 addresses.
Which means...? What does it do/say? (check log etc)