Search found 192 matches

by Gottem
Wed Aug 16, 2017 6:43 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Anti mass highlight module.
Replies: 11
Views: 16407

Re: [DONE] Anti mass highlight module.

I moved all relevant information to the OP to keep it in one place and easily accessible [20181104].
by Gottem
Wed Aug 16, 2017 12:41 am
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Anti mass highlight module.
Replies: 11
Views: 16407

Re: [REQUEST] Anti mass highlight module.

Module's well on the way, I just need to do some deeper testing. ;] Also I ended up making a few changes from above, but I'll explain that in a later post. =]
by Gottem
Sun Aug 13, 2017 1:13 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Anti mass highlight module.
Replies: 11
Views: 16407

Re: [REQUEST] Anti mass highlight module.

I've thought about this before, but I held off on writing it because I personally didn't have any use for it and I didn't see anyone else requesting this either. :> It's not too hard to write, but we should also take into account when they do break it up over multiple lines: <somebot> nick1 nick2 <s...
by Gottem
Wed Aug 09, 2017 12:51 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] Porting ojoin module from InspIRCd to UnrealIRCd
Replies: 1
Views: 2893

Re: [REQUEST] Porting ojoin module from InspIRCd to UnrealIRCd

Hmmm, why not use umode +q? It's settable by opers who have the override:kick:nokick privilege (and U:Lines) and does the exact same thing but for all channels. It also doesn't screw up bouncers because setting chans to autojoin will still use /JOIN and not /OJOIN for those. ;] Also, the ! prefix is...
by Gottem
Fri Aug 04, 2017 11:24 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: Question for you Gotem
Replies: 3
Views: 3379

Re: Question for you Gotem

Yeah I suppose that's true, I have my ZNC set to simply discard MOTDs too. :> Sending a PM (or notice) would work, just use me.name for the source (resolves to the server's name) if one is required. =] Any of these could do it: // Notice that most likely ends up in server consoles (unless clients sh...
by Gottem
Fri Aug 04, 2017 11:08 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQUEST] Auto vHost by port
Replies: 2
Views: 3186

Re: [REQUEST] Auto vHost by port

Must agree with rcschaff here. Unless more people want/need this, I'm probably not gonna implement it myself (or tweak m_autovhost to work with this). =]
by Gottem
Mon Jul 31, 2017 1:13 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Timed channel bans
Replies: 3
Views: 3071

Re: [DONE] Timed channel bans

You should really learn how to properly report errors. Just dumping the error output ( as you always do ) is not enough: What exact operating system/distribution are you on? I know it's some flavour of UNIX but there may be major differences between distros. How are you compiling? What commands are ...
by Gottem
Mon Jul 31, 2017 1:10 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: Question for you Gotem
Replies: 3
Views: 3379

Re: Question for you Gotem

The string about being unable to join because the channel is +z, is hardcoded into the core source. So no, you can't change that, but it might be possible to write a hook that simply sends an additional notice.

Of course, information like that is supposed to go in the MOTD. ;]
by Gottem
Wed Jul 26, 2017 9:28 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Timed channel bans
Replies: 3
Views: 3071

[DONE] Timed channel bans

A much requested feature. =] Allows you to give channel bans ( +b etc) an expiration time, using extbans. ;] Since it's integrated with channel mode +b , you need halfops or higher to be able to use it. The resolution for the expiration time is 1 minute; less than that seems useless to me anyways. A...
by Gottem
Mon Jul 24, 2017 8:51 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Add/remove local K/Z:Lines on remote servers
Replies: 0
Views: 3282

[DONE] Add/remove local K/Z:Lines on remote servers

I saw a few requests about a way to add/remove local K/Z:Lines from remote/other servers (ones you're not connected to yourself). =] So, this module allows privileged opers to do just that. The required privileges are tkl:kline and tkl:zline, which the "netadmin" operclass should carry by ...
by Gottem
Mon Jul 24, 2017 5:58 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Channel Auto-Join by port
Replies: 1
Views: 2292

Re: [DONE] Channel Auto-Join by port

Done. =]

Config block:

Code: Select all

autojoin_byport {
	6667 "#plain";
	6697 "#ssl,#ssl2";
};
Should be pretty clear how that works. ;] Currently it doesn't check for duplicates or max channels, so bnice. It does check for valid channel names/lengths and port ranges. =]
by Gottem
Tue Jul 11, 2017 1:54 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DUPE] Port callerid to Unrealircd 4
Replies: 1
Views: 2160

Re: [DUPE] Port callerid to Unrealircd 4

Next time, you may wanna browse this forum first, as there already is something like that.
by Gottem
Tue Jun 13, 2017 3:53 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Temporarily block new, non-SSL user connections
Replies: 0
Views: 3055

[DONE] Temporarily block new, non-SSL user connections

Also requested by Celine. =] Allows privileged opers to temporarily block new, non-SSL (actually TLS but w/e) user connections network-wide. There's a new operpriv, which if set, allows an oper of that class to both block and unblock non-SSL connections. Keep in mind that rehashing the IRCd also res...
by Gottem
Tue Jun 13, 2017 3:05 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Impose a minimum nick length
Replies: 0
Views: 2929

[DONE] Impose a minimum nick length

Requested by Celine on IRC. =] Simply load the module and throw a directive in the set { } block.

Code: Select all

set {
	// Rest of your set block goes here
	nick-min-length 5;
};
Easy. =] Get the module here.
by Gottem
Sun Jun 04, 2017 11:51 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [REQ] Turn courtroom.c to unrealircd 4
Replies: 2
Views: 2676

Re: [REQ] Turn courtroom.c to unrealircd 4

I don't really see the point of porting this module to be honest. Seems like most people would use it to force users to stay in the main channel just because they want "activity". ;] If you want more control over your misbehaving users, Unreal already provides ways for that with spamfilter...