Search found 110 matches
- Fri Nov 28, 2008 5:20 pm
- Forum: Unreal 3.2 Spamfilters
- Topic: disable quits joins parts...
- Replies: 5
- Views: 5181
Re: disable quits joins parts...
If none of this has answered the question, then you need to paste the messages you are seeing that you would like to not see anymore.
- Fri Nov 28, 2008 6:17 am
- Forum: Unreal 3.2 Spamfilters
- Topic: disable quits joins parts...
- Replies: 5
- Views: 5181
Re: disable quits joins parts...
If you are referring to enforcing a static quit and part message, in order to prevent spam from your users, you need to see the config directives set::static-quit and set::static-part. If you are referring to the messages that you as an IRCOp receive when someone connects, disconnects, joins or part...
- Wed Nov 26, 2008 6:41 pm
- Forum: Unreal 3.2 Support
- Topic: Connection problem
- Replies: 22
- Views: 7342
Re: Connection problem
It brings us back to the point that your IRCd is accepting connections, and you can connect to it from other PC's from inside your LAN. The issue is in one of two places, either the router isn't forwarding the traffic (in part or in whole) like you believe it should be, or your ISP is blocking the i...
- Wed Nov 26, 2008 4:25 pm
- Forum: Unreal 3.2 Modules
- Topic: Request: Add iline by command
- Replies: 1
- Views: 2157
Re: Request: Add iline by command
Adding can be done via addline with netadmin privs.
I'd suggest a more friendly command if this were to be implemented IRC side.
/iline [+|-]*@ip/host [maxperip] [-c class] [-p password]
Detect IP/host and apply it, making the other non-resolvable.
I'd suggest a more friendly command if this were to be implemented IRC side.
/iline [+|-]*@ip/host [maxperip] [-c class] [-p password]
Detect IP/host and apply it, making the other non-resolvable.
- Tue Nov 25, 2008 10:02 pm
- Forum: Unreal 3.2 Support
- Topic: Connection problem
- Replies: 22
- Views: 7342
Re: Connection problem
home IP?
Is that where it is forwarding to?
Is that the external IP address of your home network, or the internal IP address for the server?
Is that where it is forwarding to?
Is that the external IP address of your home network, or the internal IP address for the server?
- Tue Nov 25, 2008 8:46 pm
- Forum: Unreal 3.2 Support
- Topic: Connection problem
- Replies: 22
- Views: 7342
Re: Connection problem
GT1: The internal connection is fine, he's trying to connect from outside.
- Tue Nov 25, 2008 8:34 pm
- Forum: Unreal 3.2 Support
- Topic: Connection problem
- Replies: 22
- Views: 7342
Re: Connection problem
Is that port being listen'd on by the IRCd?
Check that it is being opened by the IRCd and not another application, and that its not a 'serversonly' port, or an 'ssl' port.
Check that it is being opened by the IRCd and not another application, and that its not a 'serversonly' port, or an 'ssl' port.
- Tue Nov 25, 2008 6:13 pm
- Forum: Unreal 3.2 Support
- Topic: Connection problem
- Replies: 22
- Views: 7342
Re: Connection problem
If you can connect internally, either the port-forward is incorrectly configured (IE, not actually forwarding) or there is an issue with those ports on your ISP's side.
Try port-scanning those 3 ports (and some others that should be closed) and see if they show up differently.
Try port-scanning those 3 ports (and some others that should be closed) and see if they show up differently.
- Mon Nov 24, 2008 3:19 am
- Forum: Services
- Topic: how to install
- Replies: 19
- Views: 18900
Re: how to install
The object of the example.conf is that you rename (or copy) it to the correct name, and uncomment lines as appropriate, editing them to suit your requirements. Un-comment the line, and change it, along with every other directive as you desire your configuration to be.
- Sun Nov 23, 2008 6:11 pm
- Forum: Services
- Topic: how to install
- Replies: 19
- Views: 18900
Re: how to install
How about reading the INSTALL and README and other documentation? Following the instructions in the example.conf? It appears you either haven't done so, or you rushed through when you did. As Casper said, running a channel on an existing network is a lot easier than maintaining your own server and s...
- Sat Nov 22, 2008 5:50 pm
- Forum: Unreal 3.2 Modules
- Topic: commands.so
- Replies: 16
- Views: 9251
Re: commands.so
You need commands.dll, not .so for windows.
- Sat Nov 22, 2008 6:21 am
- Forum: Unreal 3.2 Support
- Topic: Channel limit?
- Replies: 5
- Views: 2048
Re: Channel limit?
Just tested your script on my server. With 50 official channels rehashed into the server, in addition to those actually existing with users, all showed up. And as for "We are not using /list to see our channels, we are using a PHP page, which was talked about in the Offtopic Section." - yo...
- Sat Nov 22, 2008 5:27 am
- Forum: Unreal 3.2 Support
- Topic: Channel limit?
- Replies: 5
- Views: 2048
Re: Channel limit?
The ONLY reason they will NOT show up in the list is if: A) NOONE is in them (users, eggdrops, botserv, nothing) B) The channel is set +p or +s. With Anope, Botserv WILL NOT stay in a channel if it is the only thing in the channel. It WILL leave and it will return when something non-anope joins. Thi...
- Wed Nov 19, 2008 10:39 pm
- Forum: Unreal 3.2 Support
- Topic: map/links Restriction
- Replies: 3
- Views: 2330
Re: map/links Restriction
In addition, if you have sensitive servers (such as hubs, etc) they should probably not be user-connectable anyway, thus DNS doesn't need to resolve and only the servers (and admins) need to know the IP addresses of such. U:Lines are typically hidden from the map for non-opered users, but again ther...
- Wed Nov 19, 2008 10:35 pm
- Forum: Unreal 3.2 Modules
- Topic: XMLSOCKET
- Replies: 4
- Views: 3082
Re: XMLSOCKET
Could you provide more detail on what it needs to do, and how it needs to work, and also as to what its purpose is?
I'm aware of several flash-based IRC clients that need no additional modules IRCd side.
I'm aware of several flash-based IRC clients that need no additional modules IRCd side.