Quick question:

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w00t
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Quick question:

Post by w00t » Sat Sep 25, 2004 1:36 am

This may seem blindingly obvious, but I'm still going to ask it.

Is it still considered "modifying the source" if one modifies a module?
(shush aquanight)
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Jason
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Post by Jason » Sat Sep 25, 2004 2:10 am

Even loading a unofficial module is modifying the source

For official ones, yes, it is
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aquanight
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Re: Quick question:

Post by aquanight » Sat Sep 25, 2004 5:48 am

w00t wrote:This may seem blindingly obvious, but I'm still going to ask it.

Is it still considered "modifying the source" if one modifies a module?
... I think you can expect complaints from code/et al for a commands.so module...
w00t wrote:(shush aquanight)
...

*edit* oh, and if it's what I think it is (more control over the /kill command), why not just make a command override module? :P */edit*

AngryWolf
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Post by AngryWolf » Sat Sep 25, 2004 10:29 am

Modules that comes with UnrealIRCd are part of the Unreal source. Moreover, if you use unofficial modules, you - even if not intentionally - make it difficult for the coders to find & fix bugs. That's why loading 3rd party modules can be considered as source code modifications. What is worse, if you modify the code of an unofficial module, you make its author's life harder, too. :)

w00t
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Post by w00t » Sat Sep 25, 2004 10:59 am

Well, if I was doing such a thing, I wouldnt be asking for support - I was just interested, and I expect that others would be too.

aquanight, you hit the nail on the head, but I have no idea how this "command override" works, and the module API documentation... isn't the best :)

Besides, I'd rather change a few things to achieve my aim than break the whole of Unreal trying to make a new module-- my C isn't that great :)
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aquanight
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Post by aquanight » Sat Sep 25, 2004 4:29 pm

w00t wrote:aquanight, you hit the nail on the head, but I have no idea how this "command override" works, and the module API documentation... isn't the best :)
In that case, I would look through some of AngryWolf's modules. Specifically, cmdshun, cmdflood, netadmins, operjoin, and maybe courtroom, and any of his other modules that use command overrides.

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Post by AngryWolf » Sat Sep 25, 2004 4:53 pm

But only after getting friendly with C. :)

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Post by Syzop » Sun Sep 26, 2004 3:01 am

The thing is, if you are experiencing odd problems or crashes, you shouldn't be surprised if we ask you to try it with a 'clean' server (no 3rd party mods).
This is because in the past 6 months or so, like 70% of the crashes reported to us were caused by 3rd party mods.
As you might have noticed, we have a seperate '3rd party modules' field in the bug report form now, just be sure to fill it in and then it should be ok.

Source code modification (UnrealIRCd code) is however explicitily NOT supported, which btw includes "just a few simple (text) changes". In such a case, be sure to reproduce your bug/problem on a clean ircd before reporting, else we will not be very friendly.

w00t
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Post by w00t » Sun Sep 26, 2004 11:36 am

All I was thinking was changing kill to require a higher level of access, basically.

And AngryWolf, I am acquainted with C, we just aren't friends yet :) It's bloody hard to teach yourself, heh. I can generally modify something someone else has done (with little or no problems) but I have little knowledge of how to do stuff myself.

(If you have any resources, I would be greatful for you to show me some linkage :))

I guess you can call this case closed, thanks all.
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Jason
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Post by Jason » Sun Sep 26, 2004 2:44 pm

I want some of that linkage too!
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