Search found 798 matches
- Thu Mar 10, 2005 7:00 pm
- Forum: Unreal 3.2 Support
- Topic: Connect as a service
- Replies: 1
- Views: 1103
- Wed Mar 09, 2005 3:07 pm
- Forum: General chat
- Topic: Bugtracker problems?
- Replies: 5
- Views: 4759
- Wed Mar 09, 2005 3:06 pm
- Forum: Unreal 3.2 Support
- Topic: SSL causes lag on my server
- Replies: 2
- Views: 966
- Tue Mar 08, 2005 4:32 pm
- Forum: General chat
- Topic: Register Nick From web portal
- Replies: 22
- Views: 11498
Doesn't PHP come with a basic set of IRC functions? http://docs.php.net/en/ref.ircg.html
- 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
- Tue Mar 08, 2005 4:21 pm
- Forum: Unreal 3.2 Support
- Topic: SuGGeSTioN To Unreal :D
- Replies: 9
- Views: 2510
#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 ...
- Tue Mar 08, 2005 1:27 am
- Forum: Unreal 3.2 Modules
- Topic: levellimit-1.1 fails to compile.
- Replies: 5
- Views: 2915
- Mon Mar 07, 2005 10:46 pm
- Forum: Unreal 3.2 Support
- Topic: maybe bug
- Replies: 1
- Views: 984
- 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...
- Mon Mar 07, 2005 3:26 am
- Forum: Unreal 3.2 Support
- Topic: can /stats c be removed completely?
- Replies: 8
- Views: 2762
- Sun Mar 06, 2005 5:46 pm
- Forum: Unreal 3.2 Support
- Topic: ELine/GLine
- Replies: 9
- Views: 2991
- Sun Mar 06, 2005 5:43 pm
- Forum: Unreal 3.2 Support
- Topic: vhosts
- Replies: 3
- Views: 1553
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.
- Sun Mar 06, 2005 5:42 pm
- Forum: Unreal 3.2 Support
- Topic: can /stats c be removed completely?
- Replies: 8
- Views: 2762
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...