Search found 535 matches

by AngryWolf
Mon Nov 22, 2004 11:55 am
Forum: Unreal 3.2 Support
Topic: channel mode +q ?
Replies: 1
Views: 1047

There's no restriction in the number of owners in a channel, however it's indeed more rational to have at most one. Services programs follow this way, too.
by AngryWolf
Mon Nov 22, 2004 11:51 am
Forum: Unreal 3.2 Support
Topic: Showing IP
Replies: 9
Views: 2323

Yes, if you make changes in the Me Block, you must restart the server in order to bring them into effect. (That can't be avoided, because all the values you can set in that block must be distributed all over the network, that's why Unreal ignores those changes on rehash.)
by AngryWolf
Mon Nov 22, 2004 9:50 am
Forum: Unreal 3.2 Modules
Topic: Porting a linux module to Windows
Replies: 9
Views: 3784

Oh, sorry. I understand now. By looking at the source code and the error log, I can say, the module actually is Linux-specific. Modules on Windows require one or two additional header files to be included (io.h is one of the requirements, however I'm not sure about version.h).
by AngryWolf
Mon Nov 22, 2004 5:06 am
Forum: Unreal 3.2 Modules
Topic: Porting a linux module to Windows
Replies: 9
Views: 3784

I think his problem is that he hasn't got a compiler and doesn't even know how to compile it.
by AngryWolf
Sun Nov 21, 2004 5:00 pm
Forum: Unreal 3.2 Support
Topic: weird error when i try to start latest unreal on linux
Replies: 19
Views: 5676

I don't think setting the privileges of the tmp directory to 777 is absolutely necessary. Unreal should be able to write into it with chmode 700, if the owner is the same user that you use to start the ircd. Of course, 777 will always work, but I think it's a little bit against security (even if noo...
by AngryWolf
Sun Nov 21, 2004 4:49 pm
Forum: Unreal 3.2 Support
Topic: help with removing ircop from system
Replies: 7
Views: 2236

and by doing /stats o i found that someone made 3 ircop useres with the same name I know you were right, but just a note: it's not always true that if /stats o shows 3 oper logins with the same name, they all belong to different oper blocks. That's because /stats o displays each oper::from::userhos...
by AngryWolf
Sun Nov 21, 2004 12:16 am
Forum: Unreal 3.2 Support
Topic: Connecting 2 networks
Replies: 4
Views: 1540

Okay, sorry. And yes, I didn't understand you. The way you described your problem confused me very much. (It might be that I'm not a native speaker of English.) To show you an example, when you wrote "... and one server, actually it is a server for a network and a simple computer in the second ...
by AngryWolf
Sat Nov 20, 2004 8:27 pm
Forum: Unreal 3.2 Support
Topic: Connecting 2 networks
Replies: 4
Views: 1540

To the first question the answer is no, because an Unreal server can't act as two ones, therefore if you link two IRC servers from two different Unreal networks, those networks will necessarily become one (= the same), all servers connected to both parts of the link will see each other with no excep...
by AngryWolf
Mon Nov 15, 2004 5:20 am
Forum: Unreal 3.2 Modules
Topic: Adding/editing commands.
Replies: 12
Views: 4511

Sorry, aquanight, but that alias will still say "no text to send" if you simply type "/ns" (this checking is hard coded, not configurable), and doesn't have a "type" directive with the value "command", anyway.
by AngryWolf
Sun Nov 14, 2004 11:54 am
Forum: Unreal 3.2 Modules
Topic: Adding/editing commands.
Replies: 12
Views: 4511

Well, as far as I know, module coding is somewhat supported, that's why this forum exists here, and adding/editing/removing commands can be done through 3rd party modules. To add a new command, module coders generally use CommandAdd , to remove, CommandDel , and to modify the behaviour of a command,...
by AngryWolf
Sat Nov 13, 2004 12:16 pm
Forum: Unreal 3.2 Support
Topic: Still stuck
Replies: 9
Views: 2491

katsklaw, no! Here "The specified module could not be found" is actually supposed to mean "a DLL required by commands.dll could not be found". It's a typical error message by Windows operating systems. As confusing as it can be, I know, but it's Microsoft that calls runtime libra...
by AngryWolf
Thu Nov 11, 2004 8:28 pm
Forum: Unreal 3.2 Support
Topic: MOTD
Replies: 20
Views: 5638

simply rehashing won't work. You need to rehash -motd. Let me correct you. I'll show you how a simple /rehash reloads the MOTD: 1. No MOTD file, after UnrealIRCd startup and connecting as a client, I get the following message: 422 MOTD File is missing 2. After creating ircd.motd and /rehash'ing: 37...
by AngryWolf
Thu Nov 11, 2004 4:58 pm
Forum: Unreal 3.2 Support
Topic: MOTD
Replies: 20
Views: 5638

Just type the message. MOTD files are simple plain text files that are displayed to users as they are, with the exception that mIRC color codes and other usual formattings are supported.
by AngryWolf
Thu Nov 11, 2004 11:23 am
Forum: Services
Topic: Services Problem Anope
Replies: 2
Views: 1958

I suggest you to first find out if Anope is actually connected to your server. Assuming it is, send a message to nickserv with the "/msg nickserv <text here>" command, so we know that NickServ is alive. Secondly, use an alias command, for example, /nickserv or /ns to test if your aliases c...
by AngryWolf
Thu Nov 11, 2004 11:11 am
Forum: Unreal 3.2 Support
Topic: two question
Replies: 6
Views: 1836

"set::services-server" is a shorter way to talk about the "services-server" configuration directive in the "set" block. You can find more info about this directive in section 4.36 of unreal32docs.html (of Unreal version 3.2.2).