Search found 110 matches
- Thu Nov 13, 2008 10:40 pm
- Forum: Unreal 3.2 Support
- Topic: Connection Limit Problem?
- Replies: 3
- Views: 3800
Re: Connection Limit Problem?
The problem is the allow blocks. These blocks associate based on IP/Hostname, and/or password. What is happening is that all users are being dropped in the bots class, which has a limit of 10 users. To prevent this happening, if your bots are all from the same IP/Host, change the IP settings in the ...
- Thu Nov 13, 2008 10:33 pm
- Forum: Unreal 3.2 Support
- Topic: Help installing IRCD.
- Replies: 2
- Views: 1377
Re: Help installing IRCD.
The TLD block is optional and is used if you have translations of your MOTD/Rules files for people from countries with non-english languages such as France, Germany. If you don't have these files created (they aren't by default) then you need to comment or remove the block. What are you meaning by c...
- Thu Nov 13, 2008 10:31 pm
- Forum: Unreal 3.2 Support
- Topic: mode characters
- Replies: 2
- Views: 1262
Re: mode characters
Yes, but it will mean editing source and voiding your support warranty.
- Thu Nov 13, 2008 4:51 am
- Forum: Unreal 3.2 Support
- Topic: Keep getting this message in service file.
- Replies: 3
- Views: 1423
Re: Keep getting this message in service file.
I'd take a look at 162 as well.
- Tue Nov 11, 2008 11:29 pm
- Forum: Unreal 3.2 Support
- Topic: Welcome Message
- Replies: 8
- Views: 2228
Re: Welcome Message
It should display fine to any client that will display notices from another client in the channel. Normal behavior for mIRC is to display notices received from users in the active window, this isn't necessarily normal for every client.
- Tue Nov 11, 2008 8:18 pm
- Forum: Services
- Topic: how to hide bot as service
- Replies: 8
- Views: 6417
Re: how to hide bot as service
omg COULD YOU PLEASE READ MY POST? i have tried making it oper up and use usermode +S through operserv but that didn't change much. any suggestions? That isn't very helpful, plus i have already done this. *repeat* also tried /os raw mode master-bot +S but this didnt work. i whoised with multiple co...
- Tue Nov 11, 2008 5:25 am
- Forum: Unreal 3.2 Support
- Topic: Webchat
- Replies: 2
- Views: 1408
Re: Webchat
Unknown, can you provide more information?
This is likely off topic, as it is in all probability a client (webchat) configuration issue, but if you can verify all commands the webchat is sending the server that might cause this to happen it would assist greatly.
This is likely off topic, as it is in all probability a client (webchat) configuration issue, but if you can verify all commands the webchat is sending the server that might cause this to happen it would assist greatly.
- Tue Nov 11, 2008 5:23 am
- Forum: Unreal 3.2 Support
- Topic: Session limit exceeded
- Replies: 1
- Views: 4024
Re: Session limit exceeded
This is a services issue - refer operserv adding the G-line/akill. You need to refer to the documentation for your services package regarding adding an exception for the session limiting feature. A better alternative would be to follow the instructions here to enable the hosts to be cloaked and not ...
- Sun Nov 09, 2008 1:50 am
- Forum: Unreal 3.2 Support
- Topic: BOPM connregex
- Replies: 1
- Views: 1227
Re: BOPM connregex
I had similar problems when I configured BOPM to scan network-wide. This is what worked for me:
Code: Select all
connregex = "\\*\\*\\* Notice -- Client connecting[.A-Za-z0-9 ]*: ([^ ]+) \\(([^@]+)@([^\\)]+)\\) \\[([0-9\\.]+)\\].*";
- Sat Nov 08, 2008 4:07 am
- Forum: Unreal 3.2 Support
- Topic: Multiple Operators
- Replies: 3
- Views: 1294
Re: Multiple Operators
Do you get any errors when rehashing? I see two faults, though it may be in presentation. The first "Password" field has an opening ", but no closing " before the ; Secondly, the first block is closed with a } only, and it should have a semicolon after this. If these two do not f...
- Fri Nov 07, 2008 5:02 pm
- Forum: Unreal 3.2 Support
- Topic: Oper's 127.0.0.1 Default Hostmask
- Replies: 3
- Views: 1793
Re: Oper's 127.0.0.1 Default Hostmask
Two things: Firstly, no, forward/backslashes are not allowed, as these are invalid DNS characters. The basic rule is, if you can make it a domain (or subdomain), you're free to use it as the hostname. Secondly, and this is indicating where the problem is, in the errors - the first one is the problem...
- Fri Nov 07, 2008 1:18 pm
- Forum: Unreal 3.2 Support
- Topic: BOPM
- Replies: 3
- Views: 1888
Re: BOPM
I found this on the BOPM support list, after some digging: http://lists.blitzed.org/pipermail/bopm/2004-December/002222.html On Sat, Dec 04, 2004 at 08:21:18AM +0000, opm-talk-bounces at lists.blitzed.org wrote: > Hello dear opm team > > nice to know about you.. > > i need help about bopm...i set an...
- Fri Nov 07, 2008 1:06 pm
- Forum: Unreal 3.2 Support
- Topic: Round Bind ... problem
- Replies: 1
- Views: 896
Re: Round Bind ... problem
I understand you as saying you have several servers, but users are only able to connect to one? Most networks solve this by using a DNS Round Robin - this is achieved by configuring your DNS servers to have multiple A records for a particular prefix (typically irc.network.com) Each A record will hav...
- Fri Nov 07, 2008 1:03 pm
- Forum: Unreal 3.2 Support
- Topic: Oper's 127.0.0.1 Default Hostmask
- Replies: 3
- Views: 1793
Re: Oper's 127.0.0.1 Default Hostmask
This is the correct location to change the opers vhosts - are there any errors when you rehash, and are the ops disconnecting and reconnecting (or deopering) before using the /oper command in testing this? If you have errors when rehashing, it will fail and no changes will be made. If the opers are ...
- Fri Nov 07, 2008 5:37 am
- Forum: Unreal 3.2 Support
- Topic: channel modes +Z and +P
- Replies: 4
- Views: 2756
Re: channel modes +Z and +P
I've spent a small amount of time searching both google and a couple of module repositories as best I can, and can't find any reference to the channel modes mentioned. You could try /module to see which modules are loaded (this will give you a starting point), you can also look at the server flags (...