Search found 192 matches
- 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].
- 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. =]
- 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...
- 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...
- 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...
- 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). =]
- 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 ...
- 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. ;]
Of course, information like that is supposed to go in the MOTD. ;]
- 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...
- 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 ...
- 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:
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. =]
Config block:
Code: Select all
autojoin_byport {
6667 "#plain";
6697 "#ssl,#ssl2";
};
- 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.
- 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...
- 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.
Easy. =] Get the module here.
Code: Select all
set {
// Rest of your set block goes here
nick-min-length 5;
};
- 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...