Local channel support (try 2)
Posted: Wed Jun 30, 2004 4:47 am
OK, I have tried asking this before, but apparently I upset the moderators.
I don't mean to SPAM, but since my question was not answered and I *am* actually using a supported, UNMODIFIED source tree, I figured it couldn't hurt to repost my question since the old topic got locked.
Anyway, here's my question in plain English:
Does the UNMODIFIED (i.e. supported, because I didn't modify the source code in any way or form) Unreal 3.2 source tree support local channels (i.e. channels prefixed with & as defined in RFC1459 and RFC2812)?
If so, how is that feature enabled (either at compile time, command-line argument or config file parameter)?
Note that I HAVE NOT modified the source in any way, I untarred the OFFICIAL source tarball that I downloaded from the OFFICIAL UnrealIRCd web site, and recompiled it in its entirety according to the official documentation. Any copies of the source tree that were modified by me previously have been DESTROYED.
Again, I apologize for the prior misunderstanding and hope that this time I made myself more clear.
Anyway, here's my question in plain English:
Does the UNMODIFIED (i.e. supported, because I didn't modify the source code in any way or form) Unreal 3.2 source tree support local channels (i.e. channels prefixed with & as defined in RFC1459 and RFC2812)?
Note that I HAVE NOT modified the source in any way, I untarred the OFFICIAL source tarball that I downloaded from the OFFICIAL UnrealIRCd web site, and recompiled it in its entirety according to the official documentation. Any copies of the source tree that were modified by me previously have been DESTROYED.
Again, I apologize for the prior misunderstanding and hope that this time I made myself more clear.