Search found 852 matches

by aquanight
Sun Jun 18, 2006 7:28 pm
Forum: Unreal 3.2 Support
Topic: m_ircops.dll language
Replies: 3
Views: 1373

We don't support source modifications. (Plus, this is the wrong forum to ask.)
by aquanight
Sun Jun 18, 2006 7:24 pm
Forum: Unreal 3.2 Support
Topic: bans do not work
Replies: 7
Views: 1900

Yes it does, otherwise you get exactly the same problem as mismatched cloak keys. Fix the prefix.
by aquanight
Wed Jun 14, 2006 4:16 pm
Forum: Unreal 3.2 Spamfilters
Topic: Identd required for other state.
Replies: 19
Views: 10991

Code: Select all

!~[^@]*@[^:]*\.([^:]|[^:f][^:]|f[^:r]|[^:]{3,}):
That should definately work. :)

(Of course, you can only get : in your hostname with ipv6 but this keeps people from doing something like setting their realname to .fr: to fool the filter, for example.
by aquanight
Mon Jun 05, 2006 5:48 pm
Forum: General chat
Topic: How To Protect ICMP or UDP flood?
Replies: 8
Views: 7092

1) ICMP has nothing to do with unreal.
2) The only thing Unreal uses UDP for is resolving hostnames (and that's assuming it still does, since the latest versions are now using c-ares).
by aquanight
Mon May 15, 2006 1:06 am
Forum: Unreal 3.2 Spamfilters
Topic: Replace Words
Replies: 11
Views: 6305

Replace is literal text. It's not a regex, and it doesn't do capture substitution.
by aquanight
Mon May 15, 2006 12:59 am
Forum: Unreal 3.2 Support
Topic: User Capacity
Replies: 3
Views: 1530

Like Stealth said, it's really hard to even just make a wild ass guesstimate. But I can say one thing for sure, that box better be patched and firewalled to hell and back or it won't stay up enough to get even 1 regular user ;) . Also, computer reboot == server goes down, no way around it. It's just...
by aquanight
Mon May 15, 2006 12:50 am
Forum: Unreal 3.2 Support
Topic: linking errors I have link block correct according to docs
Replies: 2
Views: 1157

You can use * for hostname, but if you do, you cannot use link::options::autoconnect or the /connect command. You must have the other server initiate the connection. Also, be warned that * will allow the server to connect from anywhere, so for example people knowing the link pass could pretend to be...
by aquanight
Sun May 07, 2006 7:25 pm
Forum: Unreal 3.2 Spamfilters
Topic: very long nickname
Replies: 11
Views: 6015

If you don't want repeated characters:

^(.)\1{4,}
by aquanight
Tue May 02, 2006 11:35 pm
Forum: Unreal 3.2 Spamfilters
Topic: NICNAME
Replies: 11
Views: 5319

Except the conf gets excessively large when you want to require, say, minimum of 6.
by aquanight
Tue May 02, 2006 3:49 pm
Forum: Unreal 3.2 Spamfilters
Topic: NICNAME
Replies: 11
Views: 5319

Well, firstly I'd have to say, define "short" (1 letter, 2 letters, 5 letters, etc).

Assuming just one or two letters you could do:

Code: Select all

spamfilter {
    regex "^.{1,2}!.*";
    target { user; };
    action block;
    reason "Nick too short. Pick a longer nick.";
};
by aquanight
Mon Apr 24, 2006 1:22 am
Forum: Services
Topic: How do they do it?
Replies: 8
Views: 4109

http://cvs.unrealircd.com/cgi/viewcvs.c ... cvs-markup

Or just read the serverprotocol.html doc in your doc/technical folder.
by aquanight
Sun Apr 23, 2006 10:47 pm
Forum: Unreal 3.2 Spamfilters
Topic: Router exploit
Replies: 13
Views: 11131

The first two have nothing to do with the router exploit here... (those are DCC exploits of older mIRC versions.)

...and the last one renders both of them redundant (by glining anyone who attempts any kind of DCC :P).
by aquanight
Sun Apr 23, 2006 6:49 pm
Forum: Unreal 3.2 Support
Topic: unknown directive cgiirc
Replies: 5
Views: 2257

Late, but... this was in the wrong forum :P (nothing to do with a module).
by aquanight
Thu Apr 13, 2006 2:21 pm
Forum: Unreal 3.2 Support
Topic: Compile windows binaries under nix
Replies: 7
Views: 2599

You don't have to spend "thousands of dollars" for a compiler. Try googling for Visual C++ toolkit.