Search found 192 matches

by Gottem
Sun Nov 19, 2017 5:54 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Anti mass highlight module.
Replies: 11
Views: 16786

Re: [DONE] Anti mass highlight module.

Works for me. =] I've merged your changes after reviewing them and adjusting the code style to my personal tastes. I did notice a few mistakes though: if(!strcmp(cep->ce_varname, "percent")) { muhcfg.got_maxnicks = 1; Seems to me that should've been muhcfg.got_percent = 1; . So I changed i...
by Gottem
Wed Nov 08, 2017 8:51 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQ] userauth and staticcloak
Replies: 7
Views: 11914

Re: [REQ] userauth and staticcloak

Try using set { cloak-method ip; }; in your unrealircd.conf, that does exactly what you want without everyone having the same host. ;]
by Gottem
Wed Nov 08, 2017 5:52 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQ] userauth and staticcloak
Replies: 7
Views: 11914

Re: [REQ] userauth and staticcloak

The userauth mod sounds good, but I would use at least SHA2-256 in the present day for passwords etc. Cuz you know, MD5 is officially broken. ;] I will port the module when I have some time. As for staticcloak, perhaps you can use set::cloak-method instead. I don't really see the point of everyone h...
by Gottem
Wed Oct 25, 2017 11:44 pm
Forum: Generic support
Topic: CACert.Org Server Certificate Installation Assistance
Replies: 4
Views: 2979

Re: CACert.Org Server Certificate Installation Assistance

Just some background info for in the future (and completeness lel): Well the key should be generated by you and not CACert for security reasons, so it should be on your computer/server somewhere. You simply create a Certificate Signing Request (CSR), which means you generate a private key along with...
by Gottem
Tue Oct 24, 2017 4:25 pm
Forum: Generic support
Topic: CACert.Org Server Certificate Installation Assistance
Replies: 4
Views: 2979

Re: CACert.Org Server Certificate Installation Assistance

You should have a private key and a public key (certificate), verify that you do before proceeding. Now, let's say you installed UnrealIRCd as the user unreal into /home/unreal/ircd . You need to change into the directory /home/unreal/ircd/conf/ssl first, there you'll see multiple files, amongst whi...
by Gottem
Mon Oct 09, 2017 4:42 pm
Forum: Installing and getting connected
Topic: i cant compile ( no acceptable C compiler found in $PATH )
Replies: 12
Views: 10435

Re: i cant compile ( no acceptable C compiler found in $PATH )

-rwxr-x--- 2 root compiler 264016 Mar 21 2017 /usr/bin/gcc Syzop's group src was just an example, you're supposed to replace it with whatever your system actually shows. In your case it's compiler , so run: usermod -a -G compiler ircd Of course, as he pointed out this is operating system stuff. And...
by Gottem
Thu Sep 07, 2017 2:48 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Anti mass highlight module.
Replies: 11
Views: 16786

Re: [DONE] Anti mass highlight module.

The_Myth also requested 2 additional features, which are now implemented:
  • An action viruschan
  • A config directive to allow logged-in users to highlight anyways (allow_authed)
See also my earlier post for more details. =]
by Gottem
Wed Sep 06, 2017 4:54 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Anti mass highlight module.
Replies: 11
Views: 16786

Re: [DONE] Anti mass highlight module.

Update the module. ;] I added config directive block_masshighlight::multiline, which takes a value of 0 or 1 (and defaults to 0/off).
by Gottem
Wed Sep 06, 2017 4:49 pm
Forum: Installing and getting connected
Topic: Error: A critical error occurred when registering ModData
Replies: 4
Views: 4163

Re: Error: A critical error occurred when registering ModData

Could've sworn I filed a bug for it too, but apparently not. :> But yeah, 12 slots should be enough for a while. =]
by Gottem
Sat Sep 02, 2017 3:05 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Looking for delaylist.c port for unreal4
Replies: 7
Views: 12876

Re: [DONE] Looking for delaylist.c port for unreal4

We good. =] I moved all relevant information to the OP to keep it in one place and easily accessible [20181104].
by Gottem
Sat Aug 26, 2017 2:10 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] Server side url tittle fetcher (url tittler type)
Replies: 5
Views: 4471

Re: [REQUEST] Server side url tittle fetcher (url tittler type)

Not a lot we can do about clients not proxying those requests too. ;] There are tons of other ways to get someone's IP anyways, like if they click the link and their webbrowser isn't proxied.

Also, Anope generally runs on the hub so you'd be exposing that IP which you generally don't want to do.
by Gottem
Sat Aug 26, 2017 12:40 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] Server side url tittle fetcher (url tittler type)
Replies: 5
Views: 4471

Re: [REQUEST] Server side url tittle fetcher (url tittler type)

BotServ isn't part of UnrealIRCd, it's part of Anope services. I don't know how it would work for that as I'm not too familiar with Anope's APIs. And yes, this should ideally be implemented client-side so everyone can decide for themselves if their client should show the title (only to them and opti...
by Gottem
Sat Aug 26, 2017 12:39 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] Server side ignore channel events (join,part,quit,etc)
Replies: 3
Views: 3577

Re: [REQUEST] Server side ignore channel events (join,part,quit,etc)

HeXiLeD wrote: Sat Aug 26, 2017 12:20 pm If the channel list always displayed the real number of users in the channel for everyone
Well you can't, that's the whole issue. ;]

Also, +D makes it so that when you join you'll see anyone who has said something up till now. If you get chanops or higher (iirc) you'll always see everyone.
by Gottem
Fri Aug 25, 2017 6:44 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] Server side url tittle fetcher (url tittler type)
Replies: 5
Views: 4471

Re: [REQUEST] Server side tiitle fetcher (url tittler type)

I don't know Matrix at all, but Facebook is an entirely different platform. I haven't looked into it, but I'm pretty sure it uses an XMLHTTPRequest (or something similar) in Javascript to load a given URL, get the title and a thumbnail and modify the chat's HTML to actually display it. It should be ...
by Gottem
Fri Aug 25, 2017 6:39 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] Server side ignore channel events (join,part,quit,etc)
Replies: 3
Views: 3577

Re: [REQUEST] Server side ignore channel events (join,part,quit,etc)

You can't, really. JOIN/PART/QUIT/etc is how clients know who is in what channels. If clients themselves hide it, they still got the message so they still know that X just joined #y and parted #z. Simply not propagating those (as you're proposing) would result in massive desyncs all around. I advise...