Local channel support

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rouben
Posts: 11
Joined: Wed Jun 30, 2004 3:45 am

Local channel support

Post by rouben »

Hi everyone!

Does UnrealIRCD3.2 have "local" channel support? By that I mean channels whose names are prefixed with ampersands instead of hashmarks (e.g. &channel, not #channel) that exist only on the server that they were created on? In other words, if I have two linked servers, A and B, and if I connect to server A and /JOIN &channel, and someone else connects to server B and /JOIN &channel, we will NOT be able to see or talk to each other on that channel. Instead, we both need to be on the same server (either A or B) and only then /JOIN &channel.

For a "demo" of this feature, try EFNet, which seems to support local channels.

If yes, which include do I need to modify in order to enable that feature? So far I have only been able to change the output of /VERSION. :oops:

Thanks for your time and my sincerest apologies if this has been asked before. Trust me, I looked. ;) Unfortunately Googling the issue has not proven fruitful and a search of this forum revealed only this topic which doesn't really answer the question whether the feature is supported or not, instead it makes it very clear that hacked versions of UnrealIRCd are not supported under any circumstances. ;)
codemastr
Former UnrealIRCd head coder
Posts: 811
Joined: Sat Mar 06, 2004 8:47 pm
Location: United States
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Post by codemastr »

instead it makes it very clear that hacked versions of UnrealIRCd are not supported under any circumstances
So far I have only been able to change the output of /VERSION.
And your hacked Unreal is no exception.
-- codemastr
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