Search found 55 matches

by Moogey
Mon Sep 26, 2005 9:22 pm
Forum: Unreal 3.2 Support
Topic: Everything is installed, but not connections
Replies: 6
Views: 2273

If you have a router i bet you port forward :P

Also if you're on a router, make sure you're using the right IP, not your local one. http://www.whatismyip.com/
by Moogey
Sun Sep 25, 2005 6:52 pm
Forum: Unreal 3.2 Support
Topic: use of variables in the config
Replies: 12
Views: 2754

Well if there's going to be a lot of hype about 3.3 (and changes) I would just make it 4.0 :)
by Moogey
Sun Sep 25, 2005 12:23 am
Forum: Unreal 3.2 Modules
Topic: SSL for /oper
Replies: 21
Views: 11052

Well I think in addition to regular password changings you should restrict to a hostmask. Maybe a good idea is to create a vhost for all your opers restricted to their hostmask and an oper login restricted for that vhost for an additional layer of security. Then the login would be restricted to know...
by Moogey
Sat Sep 24, 2005 11:57 pm
Forum: Unreal 3.2 Support
Topic: checking server uptime...
Replies: 3
Views: 1841

Also type /stats to see a list of everything you can see!
by Moogey
Sat Sep 24, 2005 4:42 pm
Forum: Unreal 3.2 Support
Topic: Help please
Replies: 4
Views: 1250

Aside from all that, if you give your op the can_override flag they can do everything an op can do without being opped.
by Moogey
Fri Sep 23, 2005 6:50 pm
Forum: Services
Topic: Probleme for linking services
Replies: 3
Views: 2129

That's right excuse me I knew that :)
by Moogey
Fri Sep 23, 2005 3:37 am
Forum: Services
Topic: Probleme for linking services
Replies: 3
Views: 2129

The link block doesn't refer to your server name but the server connecting.

Since your services' name is myteam.com (ServerName "myteam.com")

then your link block should say the same:

link myteam.com

then type /connect myteam.com (after rehashing)
by Moogey
Fri Sep 23, 2005 1:44 am
Forum: Unreal 3.2 Support
Topic: Failed to run???
Replies: 1
Views: 1083

Well first off read the docs if you haven't already. If you're running windows, add: loadmodule "modules/commands.dll"; loadmodule "modules/cloak.dll"; up on the top. If you're running *nix loadmodule "src/modules/commands.so"; loadmodule "src/modules/cloak.so"...
by Moogey
Fri Sep 23, 2005 12:26 am
Forum: General chat
Topic: Shells?
Replies: 27
Views: 10654

Heh I knew it! That's what I thought but I wasn't sure :)
by Moogey
Thu Sep 22, 2005 11:11 pm
Forum: General chat
Topic: Shells?
Replies: 27
Views: 10654

Heh. Well I'm pretty sure I'm not going to home host since I'm going to run a hub. What I may do is run a server specifically for opers here at my house, which can have some advantages :)
by Moogey
Thu Sep 22, 2005 4:04 am
Forum: Services
Topic: svsmode
Replies: 4
Views: 2294

I'm assuming you're referring to a specific service. I've no clue, but for the people who might have a clue you should specify what services :)
by Moogey
Thu Sep 22, 2005 12:37 am
Forum: Unreal 3.2 Modules
Topic: Klines gone...
Replies: 13
Views: 5316

They should be kept in memory and on the HD as the unrealircd conf file is
by Moogey
Thu Sep 22, 2005 12:36 am
Forum: Unreal 3.2 Support
Topic: ./unreal start error :(
Replies: 4
Views: 1470

Did you first compile it?

readme
by Moogey
Wed Sep 21, 2005 11:04 pm
Forum: Services
Topic: How to Gline or Kline through services
Replies: 23
Views: 8510

I *think* you're supposed to put the uline underneath the link line

This *might* matter.

If it does matter then the uline probably has no effect.
by Moogey
Wed Sep 21, 2005 10:42 pm
Forum: Unreal 3.2 Modules
Topic: Klines gone...
Replies: 13
Views: 5316

Seriously? Why??? That sucks!