Log to a channel #

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Solutech
Posts: 296
Joined: Thu Mar 18, 2004 11:38 pm

Log to a channel #

Post by Solutech »

Can unreal (win32) be set to log to a channel rather than just a file ?

Also can I get the server to log the ctcp versions it scans when checking for banned scripts?
codemastr
Former UnrealIRCd head coder
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Post by codemastr »

No, and no. Neither are possible.
-- codemastr
Solutech
Posts: 296
Joined: Thu Mar 18, 2004 11:38 pm

Post by Solutech »

Darn oh well . would be nice to get a warning of whats turning up thats all.
codemastr
Former UnrealIRCd head coder
Posts: 811
Joined: Sat Mar 06, 2004 8:47 pm
Location: United States
Contact:

Post by codemastr »

Well, 99% of what is sent to the logfile is already sent as a globops. For example, the log type "tkl" is equivilent to snomask +G, and "kills" is +k, and "connects" is +c etc. So I don't see why you need it in a channel as well. The purpose of the logfile is to have an offline reference. A channel doesn't give you that.
-- codemastr
w00t
Posts: 1136
Joined: Thu Mar 25, 2004 3:31 am
Location: Nowra, Australia

logs yay!

Post by w00t »

Does if your client has logging ;) but it seems pointless anyhow.

Like, wow. Watch the status window or read the logs. What I would like is a way to read from the logs (ie a sort of tail command for Unreal) without logging onto the shell. That'd be cool.
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