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From: DerAlSem <der...@de...> - 2005-05-16 13:52:37
|
Hello unreal-users, Is there a way to limit ports range, which is used to establish linking between servers? -- Best regards, DerAlSem mailto:der...@de... |
From: Jan K. <jk...@ni...> - 2005-05-09 14:13:42
|
On Sunday 08 May 2005 15:46, Marcus Joyce wrote: > First of all, why? Why do they need gui? SSH is the only properly > informative way to setup UnrealIRCd. And considering so many other > people have never had this problem before their has never been a need. *There* was at one point the beginning of a http interface as a module. IIRC interest was lost after writing all the generic code to support everything else, and a welcome page or something like that could be served. It suffered bit-rot and is probably removed by now. > Also the UnrealIRCd team has a serious problem with the automated setup > of unrealircd.conf. I'd imagine all third parties who try to create an interface, first read the documentation, and then say "Hey why do I need gui, just as easy with editor". > But if he doesnt > want to do that, be sure to have him donate a few $1000's to > www.webmaster.com that has an ircd, with a gui setup. I wonder how much UnrealIRCD coders would charge for it :P |
From: Marcus J. <new...@on...> - 2005-05-08 12:46:25
|
First of all, why? Why do they need gui? SSH is the only properly informative way to setup UnrealIRCd. And considering so many other people have never had this problem before their has never been a need. Also the UnrealIRCd team has a serious problem with the automated setup of unrealircd.conf. But sure if you want and know enough php you can create a gui, probably take you a few weeks to code up. But if he doesnt want to do that, be sure to have him donate a few $1000's to www.webmaster.com that has an ircd, with a gui setup. Pierce NightStorm wrote: > I have someone asking me this, and I've done some quick searching and > can not find any answers. Hoping someone here will have an idea: > > They want me to host for them a copy of UnrealIRCD... but they need a > GUI of some sort... be it a webpage(s), or a remote control, or > whatever... but something they can use to manage the actual server > (opers, klines, settings, so on). I don't want to give them access to > Webmin, but would be willing to set up a series of pages on the server > in their http account if that is an option available. > Does anyone know of some sort of remote management system for > Unreal3.2.3 for Linux, other than the standard SSH? |
From: NightStorm <un...@is...> - 2005-05-07 20:08:40
|
I have someone asking me this, and I've done some quick searching and = can not find any answers. Hoping someone here will have an idea: They want me to host for them a copy of UnrealIRCD... but they need a = GUI of some sort... be it a webpage(s), or a remote control, or = whatever... but something they can use to manage the actual server = (opers, klines, settings, so on). I don't want to give them access to = Webmin, but would be willing to set up a series of pages on the server = in their http account if that is an option available. Does anyone know of some sort of remote management system for = Unreal3.2.3 for Linux, other than the standard SSH? |
From: Medice <me...@gm...> - 2005-05-03 20:29:37
|
NightStorm wrote: > ugh, I'm a moron this week... it must be the upcoming baby... 5 years with > UnrealIRCD, and I completely overlooked that setting hundreds of times. > *sigh* > thx > such things happen ;) > ----- Original Message ----- > From: "Rick C." <ri...@co...> > To: <unr...@li...> > Sent: Tuesday, May 03, 2005 4:11 PM > Subject: Re: [Unreal-users] Required Channel Modes? > > > >>*set::modes-on-join <+modes>;* >> >>The modes that will be set on a channel when it is first created. Not >>all modes can be set using this command. +qaohvbeOAzlLk can NOT be set >>using this command. >> >> in addition you may also look into: [quote from doc] set::restrict-channelmodes <modes> Restrict users to set/unset the channelmodes listed here (don't use + or -). [/quote] hth greetz Medice |
From: NightStorm <un...@is...> - 2005-05-03 20:16:12
|
ugh, I'm a moron this week... it must be the upcoming baby... 5 years with UnrealIRCD, and I completely overlooked that setting hundreds of times. *sigh* thx ----- Original Message ----- From: "Rick C." <ri...@co...> To: <unr...@li...> Sent: Tuesday, May 03, 2005 4:11 PM Subject: Re: [Unreal-users] Required Channel Modes? > *set::modes-on-join <+modes>;* > > The modes that will be set on a channel when it is first created. Not > all modes can be set using this command. +qaohvbeOAzlLk can NOT be set > using this command. > > > > > NightStorm wrote: > > > >> Is there a way to set Unreal3.2.3 for Linux to require all channels > >> to have > >> a certain mode set and locked in place by the network (such as > >> requiring all > >> rooms to have channel mode +G automatically set and locked in > >> place)? I'd > >> be willing to load a module if anyone knows of one that would accomplish > >> this. > >> I know that it's possible for users, but can not find anything about > >> it for > >> channels. > >> > >> - NightStorm |
From: Rick C. <ri...@co...> - 2005-05-03 20:11:56
|
*set::modes-on-join <+modes>;* The modes that will be set on a channel when it is first created. Not all modes can be set using this command. +qaohvbeOAzlLk can NOT be set using this command. > > NightStorm wrote: > >> Is there a way to set Unreal3.2.3 for Linux to require all channels >> to have >> a certain mode set and locked in place by the network (such as >> requiring all >> rooms to have channel mode +G automatically set and locked in >> place)? I'd >> be willing to load a module if anyone knows of one that would accomplish >> this. >> I know that it's possible for users, but can not find anything about >> it for >> channels. >> >> - NightStorm >> >> >> >> ------------------------------------------------------- >> This SF.Net email is sponsored by: NEC IT Guy Games. >> Get your fingers limbered up and give it your best shot. 4 great >> events, 4 >> opportunities to win big! Highest score wins.NEC IT Guy Games. Play to >> win an NEC 61 plasma display. Visit http://www.necitguy.com/?r=20 >> _______________________________________________ >> Unreal-users mailing list >> Unr...@li... >> https://lists.sourceforge.net/lists/listinfo/unreal-users >> >> >> > |
From: NightStorm <un...@is...> - 2005-05-03 19:36:53
|
Is there a way to set Unreal3.2.3 for Linux to require all channels to have a certain mode set and locked in place by the network (such as requiring all rooms to have channel mode +G automatically set and locked in place)? I'd be willing to load a module if anyone knows of one that would accomplish this. I know that it's possible for users, but can not find anything about it for channels. - NightStorm |
From: tabris <ta...@ta...> - 2005-04-04 01:14:37
|
On Sunday 03 April 2005 2:46 pm, ace wrote: > Hi all, > > Sorry if I am sounding like a noob here but I have been seeing this > message a lot from one of my opers and was wondering what it means.=20 > Is it something I should be concerned about? Possibly, but it's an an ircd problem, but rather a DNS problem. what it means is that the IP->DNS-name doesn't match DNS-name->IP > > [2:39 pm] -hub.tx.us.talkingirc.com- IP# Mismatch: <ip> !=3D <host> > [03433046] (I cut the IP and host out for obvious reasons) > > Thanks, > Robby > > Network Administrator of > irc.talkingirc.com > http://www.talkingirc.com =2D-=20 <BenC> cerb: we subscribed you to debian-fight as the moderator <BenC> cerb: list rules are, 1) no nice emails, 2) no apologies |
From: Medice <me...@gm...> - 2005-04-03 21:32:34
|
This is a more ore less common thing. Several providers or otherwise responsible people don't take much care about their DNS-settings and in this case you can get such an IP-Mismatch. 1.2.3.4 resolves to something.tld something.tld resolves to 5.6.7.8 for example. greets Medice ace wrote: > Hi all, > > Sorry if I am sounding like a noob here but I have been seeing this > message a lot from one of my opers and was wondering what it means. Is > it something I should be concerned about? > > [2:39 pm] -hub.tx.us.talkingirc.com- IP# Mismatch: <ip> != <host> > [03433046] > (I cut the IP and host out for obvious reasons) > > Thanks, > Robby > > Network Administrator of > irc.talkingirc.com > http://www.talkingirc.com |
From: ace <ac...@ta...> - 2005-04-03 18:46:51
|
Hi all, Sorry if I am sounding like a noob here but I have been seeing this message a lot from one of my opers and was wondering what it means. Is it something I should be concerned about? [2:39 pm] -hub.tx.us.talkingirc.com- IP# Mismatch: <ip> != <host> [03433046] (I cut the IP and host out for obvious reasons) Thanks, Robby Network Administrator of irc.talkingirc.com http://www.talkingirc.com |
From: tabris <ta...@ta...> - 2005-04-02 02:11:52
|
Should m_rehash() differentiate btwn a /rehash vs /rehash -PARM ? I found an oddity while coding a remote rehash in OperServ for=20 SurrealServices. basically, I can only do a remote rehash if I have IsNetAdmin(), and to=20 do a /rehash -motd I must have IsAdmin() or IsCoAdmin() (IsNetAdmin()=20 is not enough). Even odder is that it appears that with IsULine() i should be able to=20 do a standard rehash, but from empirical testing, it requires=20 IsNetAdmin(). Would it not make sense for m_rehash() to allow rehash if IsULine() ?=20 Is this a bug worth fixing, or do I just have to stick one of my=20 Services Agents with umodes +AN and live with it? =2D- tabris =2D > > Other than the fact Linux has a cool name, could someone explain why > > I should use Linux over BSD? > > No. That's it. The cool name, that is. We worked very hard on > creating a name that would appeal to the majority of people, and it > certainly paid off: thousands of people are using linux just to be > able to say "OS/2? Hah. I've got Linux. What a cool name". 386BSD > made the mistake of putting a lot of numbers and weird abbreviations > into the name, and is scaring away a lot of people just because it > sounds too technical. (Linus Torvalds' follow-up to a question about Linux) |
From: Bram M. <sy...@un...> - 2005-03-14 01:34:17
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 After almost 5 months of coding (not counting the hotfix) there's finally a new 3.2* stable release out: 3.2.3. As usual, this is a recommended upgrade. Unreal3.2.3 Release Notes ========================== ==[ GENERAL INFORMATION ]== - - If you are upgrading on *NIX, make sure you run 'make clean' and './Config' first before doing 'make' - - The official UnrealIRCd documentation is doc/unreal32docs.html online version at: http://www.vulnscan.org/UnrealIrcd/unreal32docs.html FAQ: http://www.vulnscan.org/UnrealIrcd/faq/ Read them before asking for help. - - Report bugs at http://bugs.unrealircd.org/ - - When upgrading a network, we assume you are upgrading from the previous version (3.2.2). If you got a net running with servers that are several versions behind (eg: 3.2.1) then you might experience (desynch) problems. Also, if you try to use the new features, some might not work properly until all your servers are upgraded. It is therefore recommended to upgrade all servers in a 'short' time span (x day[s], not weeks). ==[ NEW ]== - - Channel mode +I (invex, invite exceptions). Users on this list can join +i channels without needing an /invite. - - Channel mode +j (jointhrottle). If you set +j X:Y you limit each user (individually) to X joins per Y seconds to the channel. - - Nick Character System: this allows you to choose which additional characters to allow in nicknames by language (and codepage). Currently available are: catalan, dutch, french, german, swiss-german, icelandic, italian, spanish, swedish, hungarian, polish, romanian, slovak, czech, greek, turkish, russian, hebrew and chinese. There are also several 'groups' available, for more info see: http://www.vulnscan.org/UnrealIrcd/unreal32docs.html#feature_nickchars - - *NIX: ./Config -advanced, allows you to choose more options - - tld::botmotd and tld::opermotd - - Using /INVITE with no parameters will a list of channels you are invited to but have not yet joined. - - set::gline-address, works just like set::kline-address but then for glines. - - Added a basic regex tutorial in unreal32docs.html - - /SAJOIN now supports multiple channels (and '0') again. - - Spamfilter topic support ('t' in spamfilter, 'topic' in conf). - - Added a feature to +b/+e ~c: ~c:[prefix]<#channel>. This can be used if you for example trust all ops of #leet: mode #x +e ~c:@#leet. - - Various translated documents in doc/: unreal32docs.gr.html (Greek), help.fr.conf and example.fr.conf (French), help.de.conf & example.de.conf (German), and example.hu.conf (Hungarian). ==[ CHANGED ]== - - Updated auspice.conf - - The usual doc updates, help.conf, spamfilter.conf, dccallow.conf, etc. - - The config parser got (mostly) recoded. This makes it rehash much faster, additionally "duplicate item" checking is now available. - - Added a 'B' flag to /who output for bots. Also normal users can now /who +m B. - - Support in configfiles for \\ (= a \) - - set::dns::bind::ip, hardly useful for anyone - - If a user is +b on a channel, and set::allow-userhost-change force-rejoin is in use, then a part/join is not sent in order to prevent flooding. - - OperOverride INVITE notices are now sent out globally to all +s +e users. - - User mode 'g' is now operonly, it hardly did anything for non-opers. - - Made CIDR no longer accept bitmasks with less than 16bits for /*line commands. - - Modulized a lot of commands (~5000 lines of code). - - Made channel modes +c/+S deal with RGB color codes. - - If no log { } block is present, then a warning will be printed and we will log by default to ircd.log (errors only). - - If an invalid character is found in a nick then the whole nick is rejected now. - - Changed numeric&text of 'is a Secure Connection' to 'is using a Secure Connection', client coders are encouraged to add support for this new numeric 671. Until then, in-window-/whois's will probably be broken. - - A locops with can_override/can_gkline/can_gzline is now automatically converted to a globop, just like we do with can_globalroute/can_gkline. These privileges are GLOBAL and therefore are not meant to be granted to locops. - - A warning is now sent to an oper if (s)he tries to use /(G)ZLINE on a host. (G)ZLINES should be placed on *@ipmasks because they are processed before any ident and host lookups. - - Made (fast) badwords work better with word boundaries, in practice this means blocking of words with accents/umlauts/es-zett/etc now works properly. - - Made it so halfops can now -h themselves and chanadmins can -a themselves. - - Made spamfilter 'u' also check nickchanges. ==[ MAJOR BUGS FIXED ]== - - Serious crashbug [this is the same fix that was fixed by the hotfix/3.2.2b] - - TRE mem corruption- & crash-bugs (eg: in backreferences). ==[ MINOR BUGS FIXED ]== - - Made kline/shun/zline/gzline without parameters report the correct stats(flag). - - Made a few more errors send out to all opers, such as link::bind-ip problems. - - A few missing operflags in /STATS O (and SVSO) - - DCC Spamfilter was not always working correctly - - OperOverriding to, for example, a +zi channel did not print the special join notice. - - Servers behind ulines were not properly ulined, one effect that had was causing an odd view in /MAP if you had flat-map + hide ulines + a juped server in services. - - Made SVSMODE -b/-e remove bans/excepts placed on IPs - - The set::htm::incoming-rate config item was not working correctly - - If a user was +R then remote server notices were accidently also filtered. - - A locop setting MODE #CHAN +O caused a desynch - - Resolver sometimes incorrectly aliased names, causing incorect TTLs etc. - - Fixed SVSNOOP not removing ALL oper status properly. - - 'shun' target was not working for spamfilter and ban version { } - - Removing of shuns placed on IP's did not take effect immediately (had to reconnect). - - Fixed a bug in mode skipping (eg: '+qk a b' if not +q) and error msgs. - - Chanmode +f #t (per-user text limit) now no longer affects halfops. - - Opers w/can_override can now +qa/-qa if they are not netadmins, also affected +L/+u. Be sure you upgrade all servers to 3.2.3 if using these new abilities, or else you will get desynch issues. - - Fixed several /SAMODE bugs as well, regarding non-netadmins, being halfop'ed, etc. - - /GZLINE [nick] was placing a *line on *@host instead of *@IP, fixed. - - alias::format in combination with ::type 'command' caused a crash - - zlib upgraded to 1.2.2, curl upgraded to 7.13.1, both fix various issues. - - Win32 installer now also installs doc\technical\*.* - - Desynch issues regarding +s/+p and +c/+S - - /SAMODE causing a 'fishy timestamp' if a cmode with a digit parameter was used. ==[ REMOVED ]== - - NAZIISH_CHBAN_HANDLING (did not work at all) - - The 'oldcloak' cloaking module is now removed, since this old algorithm got broken 8 months ago, nobody should be using it anymore. ==[ CHANGELOG ]== - - Fixed a typo in the makefile for USERIP - - Made the WATCH command work for WebTV users (#0002121) suggested by White_Magic. - - Some text updates... docs: now 3.2.2-CVS, also got rid of double version to avoid confusion. credits: fixed typo. - - Added updated auspice.conf from Rocko since previous one was outdated (#0002147). - - Recoded the config parsing code - The new system is much faster, for the programmers out there, the old system averaged O(MN) where N was the number of sub-directives for a block, and M was the number of sub-directives actually contained in the block in the config file. The new system averages O(N), so the number of sub-directives no longer has a significant impact on performance. - Added duplicate config entry detection (#0002126) suggested by brain2 - May have a few bugs (easily fixed) - - Corrected numerous -Wall warnings - - Fixed a bug with /rehash and classes due to the config parser rewrite - - Modified the module symbol dependency code to do more accurate searching for the module that contains the necessary symbol (#0002123) suggested by Xuefer. - Unreal will now prepend the pathname to the module and append the appropriate extension (.so or .dll) to the end) - The new module system version is "3.2.3" to allow for backwards compatibility - - Documented the default behavior of snomasks when /mode nick +s is used (#0002141) suggested by Bugz. - - Added "const" to the functions in match.c, (#0002116) suggested by Xuefer. - - Made ./Config better handle command line arguments - - Removed NAZIISH_CHBAN_HANDLING as it didn't do anything - - Added -advanced flag to ./Config to configure advanced options (#0002145) suggested by Bugz. As a result, some config.h options are now in ./Config -advanced. - - Small fix for above - - Added the ability to specify a botmotd and opermotd in a tld {} (#0000176) suggested by swissSolaris. - - Fixed crashbug on /rehash due to config rewrite, also made DEBUGMODE working again. - - Removed an excess space from the SAMODE notice when a mode without a parameter was set (#0002134) reported by Bugz. - - Fixed small memory leak on /rehash (post-3.2.2). - - Fixed botmotd crash due to last change (post-3.2.2). - - Updated the Donation file - - Added a 'B' flag to /who output for bots, and allowed normal users to /who +m B (#0002096) suggested by White_Magic - - Added support for using \\ in the config file to indicate a \ (#0002178) reported by TimeFX - - Added documentation for set::options::fail-oper-warn (#0002166) reported by Snake - - Removed an extra ) in the Throttle disconnect message (#0002165) reported by Snake - - Fixed a bug where the "looking up your hostname" message could still be displayed even if hostname resolving was disabled (#0002161) reported by Xuefer - - Made typing /kline, /shun, /zline, and /gzline correctly report the correct /stats flag, and these commands now produce the same output as the respective /stats flag they emulate (#0002149) reported by Snake - - Renamed some calls from report_error() to report_baderror() since otherwise the errors are hardly ever seen (unless you have +s +j set). For example a bad link::bind-ip only caused "Couldn't connect to xxxxxx" without any meaningful error message. Additionally, errors sent to report_baderror() are now logged. - - Win32 installer: Apparently 'install as a service' was still not the default, reported by fez (#0002191, #0002189). - - Fixed the crule parser to treat - and : as valid 'word' characters rather than separators (#0002188) reported by diskman1. - - Fixed bug in remote version reply, reported by DukePyrolator (#0002180). - - Added set::dns::bind-ip (rarely ever needed, but might be useful for paranoid people). - - Some unreal32docs->security section improvements. - - Fixed a minor bug in the new config system when displaying link {} and set::hosts errors (#0002194) reported by AngryWolf. - - Renamed RPL_INVITELIST/RPL_ENDOFINVITELIST to RPL_INVEXLIST/RPL_ENDOFINVEXLIST - - Using /invite with no parameters now lists the channels you are invited to but have not yet joined (#0002190) suggested by sac. - - Added some missing operflags to /stats O and SVSO (#0002193) reported by Bugz. - - If a user is +b on a channel, and set::allow-userhost-change force-rejoin is used, a part/join is not sent in order to prevent flooding (#0001933) suggested by Z3l3zT. - - Rewrote some of the previous change to deal with some strange issues found by aquanight - Introduced two new macros DYN_LOCAL and DYN_FREE to allow creation/deletion of dynamically sized arrays in the most efficient manner (C99 variable length, alloca, or malloc) - - Changed the +z cannot join message to be a bit more descriptive (#0002148) suggested by cust. - - Added a config.h options, IPV6_COMPRESSED to make Unreal use compressed IPv6 addresses where possible (#0002107) suggested by Neo-Vortex. - - Fixed alloca warning @ Linux (post-3.2.2) - - Numeric audit: 15 small changes (int/long mismatches etc). This might have fixed some bugs on architectures where 'long' and 'int' have different sizes (eg: opteron). - - Added a set::gline-address which works like set::kline-address (#0001298) suggested by Bugz. - - Added missing documentation for spamfilter away target (#0002205) reported by Dukat. - - Fixed dcc spamfilter problem reported by TimeFX and Deadalus (#2177, #2204). - - Fixed Oper Override not giving a 'special join notice' if +z is set along with another mode (eg: +i/+k), reported by tabrisnet (#0001487). - - help.conf: Fixed a typo, updated *CMDS indexes a bit, reported crazy (#0002208), added long flags to OFLAGS. - - OperOverride INVITE notices are now also global (if you have the eyes snomask set) (#2212). - - Module coders: New function: sendto_snomask_global(). - - Speedup sendto_snomask/sendto_connectnotice/sendto_fconnectnotice code. - - spamfilter.conf: fixed mIRC exploit sigs - - Fixed all spamfilters in configfile not working due to configrewrite (post-3.2.2). - - Module coders: sendto_snomask* now only sends to opers, sendto_snomask_normal* can be used to send to normal users w/the snomask set. - - Fixed dcc filtering a bit more. - - Made usermode 'g' operonly since it didn't do much, reported by DukePyrolator (#0002024). - - Fixed tkl except { } not working (post-3.2.2). - - Fixed bug where servers behind ulines were not ulined, causing for example juped servers to show up if flat-map was enabled, reported by GSF19 (#0002230). - - Some doc/ updates: removed: Unreal31_to_32.html & example.settings, updated: Authors & translations.txt. - - Added a basic regex tutorial to unreal32docs.html (#0000920) - - Updated wircd.def - - Made CIDR no longer accept bitmasks with less than 16bits for /*line commands (#0002240) reported by aquanight. - - Made the (?) kill message not show IP addresses (#0002227) reported by neothematrix. - - Added some error checking to /sapart (#0002253) suggested by Troco. - - Imported TRE 0.7.2 for Windows - - Imported TRE 0.7.2 for *nix - - Got rid of wma/wmv in dccallow.conf, better to require an explicit select here due to recent DRM exploits (spyware etc). - - Fixed /restart reasons, reported by SouL-FoRTuNe. - - Partial (incomplete!) fix for alloca warnings during compile (especially w/SSL). - - Fixed serious crashbug that can be triggered by users, released a hotfix and a seperate version called 3.2.2b (which is just 3.2.2+patch+version change to '3.2.2b', nothing else). - - Fixed 'make install' error due to example.settings remove. - - Fixed a minor typo in the "now an oper" announcement (#0002284) reported by Rocko. - - Made SVSMODE -b and -e remove bans/excepts placed on IPs (#0002270) reported by Snake. - - Fixed a couple of problems introduced with the ./Config -advanced changed (#0002239). - - Made the win32 installer include the dccallow.conf (#0002269) reported by Ron2K. - - Made the win32 installer work with the latest version of Inno Setup (5.0.6). - - Made /sajoin support multiple channels and using 0 (#0002231) suggested by acemi. - - Fixed a problem where doing ./unreal restart multiple times would not actually restart the ircd (#0002120) reported by SineSwiper. - - Made it so +f notices are sent to %#chan, not @%#chan (#0002248) reported by aquanight. - - Hopefully fixed the last of the alloca warnings (#0002202) reported by Stoebi. - - Fixed a problem with set::htm::incoming-rate being interpreted incorrectly (#0002266) reported by tabrisnet. - - Fixed a resolver cache bug regarding CNAME's. Thanks to insiderZ.DE for tracing down this issue. - - Fixed a bug related to the sajoin recode regarding notices displayed (#0002293) reported by Troco. - - Reworded a cloak-key error message to make it clearer (#0002297) reported by Bugz. - - Fixed a bug where /whois notices were not sent to users who are +R if the sender is -r and on a remote server (#0002288) reported by Freadon. - - Made /stats E include tkl except stats as well (#0001524) suggested by Cnils. - - Added an options member to the ExtbanInfo structure. This currently supports one flag, EXTBOPT_CHSVSMODE. When set, this extban will be removed when an SVSMODE -b [nick] is executed (#0002222) suggested by Snake. - - Fixed a bug where specifying a reason to SVSPART would cause it to fail (#0002210) reported by tabrisnet. - - Moved channel mode +G to extcmode to make room for invex. - - Added debug code to trace proto-check bugs in DEBUGMODE [IsToken() etc] - - [Module coders] Added new function: do_cmd(cptr, sptr, cmd, parc, parv) which is an uniform method to call any other commands. For more info, see description in src/packet.c. This will be used for any further modulization of commands that need to call other commands, like NICK (will be done soon). - - Added invite exceptions (+I). This prevents users from needing a /invite in for a +i channel (#0002044) suggested by medice. - - Updated help.conf's +f documentation for the new syntax - - Fixed some problems with the /stats help and documentation (#0002299) reported by Rocko. - - Corrected the help.conf documentation for /invite (#0002306) reported by White_Magic. - - Fixed a documentation inconsistency with me::numeric (#0002290) reported by Bugz. - - Fixed a problem when compiling Unreal with GUEST support (#0001758) dvzion. - - Fixed a win32 GUI problem where the tray menu's config submenu was not updated when new files were loaded or files were unloaded (#0002084) reported by Troco. - - Made m_template.c use CommandAdd() and CMD_FUNC() - - Modulized a lot of commands and related subfunctions: NICK (750 lines), USER (200), MODE (2300), WATCH (250), JOIN (600), PART (250), MOTD (100), OPERMOTD (100), BOTMOTD (100), LUSERS (100). More will follow soon (probably including more subfunctions related to existing commands). - - Various (important) fixes to above, also made win32 compile work again. - - And some more. - - Made unreal_copyfile try hardlinking first, if that fails.. it will try to copy (perhaps this should be a different function?). Anyway, this means less diskspace is needed (~1.5mb or more), and it also makes it a bit easier for RBAC (#2300). - - Made a new function DoMD5() which is ssl/non-ssl independent. Also made the cloaking module and the auth functions use it. Hopefully I didn't break anything ;). Suggested by Bugz (#2298). - - Fixed mode #chan +O set by locop causing a desynch, reported by Unim4trix0 (#0001946). - - Added spamfilter topic support ('t' in /spamfilter, or 'topic' in conf), suggested by Z3l3zT (#0001929). - - Updated makefile to fix compile problem, reported by vonitsanet (#0002317) [?]. Also made loading m_*.so work again. - - Added unreal_copyfileex() which works just like unreal_copyfile() but has an additional param to try hardlinks first. - - Win32 crash fixes due to modulizing - - Made channel mode +c block RGB color codes. - - Fixed a bug with channel alias{}'s where using the format syntax caused a crash (#0002323) reported by Snake. - - Made channel mode +S strip RGB color codes. - - Added channelmode +j (jointhrottle), syntax: /mode #chan +j X:Y, and then it will throttle the number of joins per-user to X in Y seconds. Idea from Angrywolf (who wrote a module that did this before). This needs testing :). It's enabled by default but can be #undef'ed in include/config.h (line 449). - - Added a feature to +b ~c, ~c:[prefix]<#channel>, prefix can be +/%/@/&/~ and will check if the user is voiced/halfoped/etc.. Especially useful for +e ~c. Idea from Bugz (#0002198). Obviously all servers need to be upgraded to make this work. - - Fixed SVSNOOP bug where remote servers still thought the opers had privileges, reported by Zell (#0002185) - - Docs: log { } from 'optional' -> 'recomended' - - If no log { } block is present a warning will be printed out and we will fallback to a default of logging errors to ircd.log. Suggested by w00t (#0002327). - - Fixed shuns not working as target in spamfilter and ban version { }, reported by Bugz (#0002223). - - Fixed a bug where shuns placed on IP's did not take effect to currently connected users. - - Fixed a small doc bug regarding shun in spamfilter, reported by KnuX (#0002338). - - Added greek docs, translator: GSF. - - Some help.conf/005.txt updates, reported by Ron2K (#0002354). - - No longer cutoff nick upon illegal character -- just reject the whole nick. The nick is still cutoff if the nick is too long. Basically this is the same way as Hybrid does it so it should work ok :). - - Added nick character system. This allows you to choose which (additional) characters to allow in nicks via set::allowed-nickchars. See unreal32docs.html -> section 3.16 for a list of available languages and more info on how to use it. Current list: dutch, french, german, italian, spanish, euro-west, chinese-trad, chinese-simp, chinese-ja, chinese. If you wonder why your language is not yet included or why a certain mistake is present, then please understand that we are most likely not experienced (at all) in your language. If you are a native of your language (or know the language well), and your language is not included yet or you have some corrections, then contact sy...@vu... or report it as a bug on http://bugs.unrealircd.org/ - - Added swedish support for nicks, supplied by Tank. - - Various updates to unreal32docs from Ron2K (#0002354). - - set::allowed-nickchars: - Renamed 'euro-west' to 'latin1' since that's more descriptive/fair ;) - Added 'hungarian' [supplied by AngryWolf] - Added category 'latin2': just Hungarian for now - Added 'catalan' [supplied by Trocotronic] - Added 'greek' [supplied by GSF] - Added category 'latin7': alias for 'greek' - Added category 'gbk': alias for 'chinese' - - Removed 2 unneeded characters from 'catalan'. - - Added NICKCHARS= in PROTOCTL. This indicates which languages are accepted in nicks. If 2 servers try to link and the allowed nick characters do not fully match, then the link will be rejected. Note that this will not prevent you from 3.2.2<->3.2.3/CVS charsets mistakes, but only with linking CVS/3.2.3+ servers. Suggested by Troco (#0002360) This might need some additional testing, but initial results are positive :). - - NickChars: - Got rid of 'latin7', tiny mistake ;) - Removed e' accent from German (used in borrow-words only), reported by Dukat. - Added 'swiss-german', which is just German without es-zett, reported by Dukat. - Added 'turkish', supplied by Ayberk Yancatoral. - Build in some additional checks (especially for Chinese). - Fixed a bug in chinese character range (affecting 3.2*) - Relaxed nick character checking from remote servers (rely on NICKCHARS= PROTOCTL to deal with problems). This is useful to prevent any kills in case we slightly change the characters that are allowed in a language. - Added 'polish' (latin2), supplied by k4be. - Added 'hebrew' (iso8859-8I / windows-1255), supplied by PHANTOm. - - Added French example.fr.conf and help.fr.conf, translated/maintained by Babass. - - Fixed a doc typo, reported by SDF_of_BC. - - NickChars: Updated polish a bit, and added polish-w1250 which is unfortunately more common than real latin2 (iso-8859-2), supplied by k4be as well. - - NickChars: Added 'icelandic', supplied by Saevar. - - Updated wircd.def - - Fixed a bug where USERIP would say USERHOST in the not-enough-parameters numeric (#0002366) reported by vonitsanet. - - Fixed a bug causing SVSNICK not to send out a snomask +n notice (#0002359) reported by Rob_. - - Fixed a bug where SAJOIN would list channels multiple times in the notices (#0002325) reported by vonitsanet. - - Fixed a bug in mode-skipping (eg '+qk a b' if not +q) and error msgs, reported by brain2 (#0002372). - - Fixed bug where chanmode +f #t (per-user text kick[ban]) was also affecting halfops, reported by seneces (#0002333). - - Fixed doc bug reported by Dukat (#0002374). Also fixed 2 error msgs related to the nickchars system printing out incorrect set:: directives. - - spamfilter.conf and dccallow.conf are now also copied upon make install, reported by TommyTheKid (#0002313). - - Made CHGIDENT, CHGHOST and CHGNAME use more numerics (where possible) (#0002358). - - Fixed halfop trying to set chanmode +G/+T/+j not getting an error message, reported by Ron2K (#Ron2K). - - Module coders: using extcmode_default_requirechop is now depricated, check src/extcmodes.c ctrl+f extcmode_default_requirechop for more details (solution: copy+paste & fill in modechar). - - Nicks with ~ are now also not cutoff anymore but rejected like any other illegal char (#0002074). - - Fixed bug in +G where with not-really-matching-words color was needlessly stripped, reported by SpeedFire (#0002375). - - Changed the 'is a Secure Connection' msg/numeric in /whois from RPL_WHOISSPECIAL to a slightly changed RPL_WHOISSECURE, namely: ':%s 671 %s %s :is using a Secure connection', I'm sure some client coders will bitch at this, but the current way is brok in 2 ways: - RPL_WHOISSPECIAL is meant for 1 line of additional whois info, usually an IRCOp title or description. Having a dedicated numeric for it allows for client-side interpretations and/or translations. - The 'is a Secure Connection' was incorrect English, this has been reported numerous times. The PRO's of this change are clear, the only CON is that in-window-/whois's are now likely not to show this line properly in-window but rather in the status window, until client coders implement this numeric. If you wonder why we didn't use RPL_USINGSSL, that's because this numeric collides with RPL_STATSDLINE (which we are already using for >5 years). If you wonder why we didn't use the RPL_WHOISSECURE numeric as-is (even though I haven't seen it in use anywhere), then that's because we wanted to minimize display problems in the transition period and the extra parameter would not be used by us anyway. - - If a locop now has can_override/can_gkline/can_gzline we will print out a warning and convert it to globops. This is also what we always did for can_globalroute/can_gkill (well, except the warning). Giving such NETWORK (GLOBAL) privileges to a LOCAL operator does not make any sense and is therefore no longer allowed. - - NickChars: - Added 'russian-w1251', supplied by Roman Parkin. There are like 7 standards in Russia (and like 2-3 main ones), so I didn't dare to call this one 'russian' ;). - Added 'czech-w1250' and 'slovak-w1250' (both might miss a few characters). - Added 'windows-1250' group which contains czech-w1250, slovak-w1250, polish-w1250 and hungarian. - Hungarian characters show both fine in w1250 and latin2, hence hungarian is included both in 'windows-1250' and 'latin2'. - Fixed bug: polish was not included in latin2 - - Fixed various OperOverride issues: - Opers with can_override can now +qa/-qa even if they are not netadmins, and they can also (un)set L/u. - Fixed several SAMODE bugs, such as not completely working for non-netadmins and not working if you were halfop'ed, etc. Bugs reported by pak, aquanight, niphler, Bugz, and more. If there are still any bugs left, please report them on http://bugs.unrealircd.org/ NOTE: some of these enhancements will produce desynchs if your net is not 100% on current CVS / Unreal3.2.3 and an oper tries to use these 'new features'. So use with care on mixed-version nets. - - Fixed /(G)ZLINE [nick] placing the *line on *@host instead of *@IP, reported by Snake (#0002246). - - A warning is now sent to the oper if (s)he tries to add a (G)ZLINE on *@host. (G)ZLINES should have an ipmask, not a hostmask, because they are processed BEFORE any dns lookups are done. Therefore any (g)zlines placed will probably work (but not necessarily) for like an hour (or whatever TTL), but after that the (ab)user can get in again so this is usually not what you want ;). I suppose I'll add a FAQ entry about this. - - Made badwords (+G) now work with hardcoded word boundaries. Also made the fastbadwords system accept more characters. Basically what this means is that the (fast) badwords system can now be used to properly block words with accents and things like that, just the way you block English words. Bug reported by MJ12Helios (#0002311). - - Fixed 'russian-w1251', was not working ok at all. - - Made it so halfops can -h themselves, and chanadmins can -a themselves, reported by fez (#0001503). - - Made spamfilter 'u' also check nickchanges, reported by Gilou (#0002251). - - Updated doc/technical/token.txt, reported by webfox (#0002373). - - NickChars: Added 'romanian', supplied by crazytoon. - - Added 3.2.3 release notes (expected to be changed later on). - - Updated russian-w1251 (added 2 chars). - - Made the (G)ZLINE warning only happen on add, as it should. Reported by crazy. - - Made some (incorrect) -Wall warnings dissapear. - - Renamed version to 3.2.3-pre1, for Thursday. I'll keep the doc version numbers at 3.2.2-CVS to avoid confusion with the online semi-realtime docs ;). ** internal 3.2.3-pre1 release ** - - Fixed a bug with /invite with no parameters (accidentily broken when +I was added) (#0002383) reported by trystanscott. - - Fixed a bug where /SAJOIN user 0 caused a desynch, reported by trystanscott (#0002384). - - Merged NICKCHARS= in PROTOCTL for now, since a seperate one is not (yet!) needed, reported by SolutechUK and psadi (#0002386). - - Fixed various (major) problems that the '-h yourself' caused, reported by Trocotronic (#0002387). - - Fix for above, also reported by Trocotronic. ** internal 3.2.3-pre2 release ** - - Fixed a couple of typos in doc/example.conf (#0002393) reported by AngryWolf. - - Added documentation about channel mode +j (#0002392) suggested by Dukat. - - Added doc/help.de.conf and doc/example.hu.conf - - Fixed +s/+p and +c/+S desynch issue during netmerge, reported by Ron2K (#0002391). - - Fixed a bug where an unknown operflag would cause a crash. - - Windows versions will now be compiled with zlib 1.2.2 and curl 7.13.1. - - Made windows installer also install doc\technical\* - - Removed oldcloak cloaking module, everyone should be using the new cloak one by now. - - Updated release notes (translated docs, zlib, doc\technical, sp/cS desynch). - - Made +g get removed when an oper sets -o (#0002399) reported by Ron2K. - - Made it so the win32 version shows channel modes in /list (#0002397) reported by Ron2K. - - Fixed /SAMODE with no can_override not always working with +G/+j/+T (extcmodes), reported by Ron2K (#0002398). - - Added doc/example.de.conf ** internal 3.2.3-pre3 release ** - - Some spelling fixes in unreal32docs.html, reported by alex323 (#2412). - - Updated the list of donators - - /SAMODE could cause 'fishy timestamp' if digit parameters were used (eg: SAMODE #chan +l 5), this has now be fixed by sending an explicit TS 0. - - Fixed an important channelmode +j memory corruption bug that would cause crashes, reported by Bergee (#0002416). - - Some clarifications on /RESTART, remote restarts were well never supported, so the docs are now updated on that (no code changes). ** internal 3.2.3-pre4 release ** - - Corrected small doc typo in unreal32docs, reported by arbiter. ** 3.2.3 release ** Downloadable, as usual, from http://www.unrealircd.com/ We have created 2 PGP keys: rel...@un... [0x1C8A554E] http://www.unrealircd.com/pgp/release_key.asc Used for signing releases _only_ co...@li... [0x61904C03] http://www.unrealircd.com/pgp/coders_key.asc For secure communication with the UnrealIRCd head coders. Since all releases now have PGP signatures (see details when downloading a file), we suggest you to validate the downloaded files via PGP/GPG instead of using MD5/SHA1 checksums. But here they are anyway... MD5 checksums (not recommended): b41f09c5999c67dc8e33db777b7397cf Unreal3.2.3.tar.gz 32c1b8545901717775a7d1fc26bea45c Unreal3.2.3.exe 5e2052ce173edc63c577ab97af1c99c5 Unreal3.2.3-SSL.exe SHA1 checksums: 5820906434f0c9e2cd027882e85900a919a2065d Unreal3.2.3.tar.gz b5897b0e02ae96475fa15c08d5e1c8452de468bb Unreal3.2.3.exe 535e06ba695f134683d91d7f9cd2eaf15cdf3457 Unreal3.2.3-SSL.exe Thanks you for using UnrealIRCd, The UnrealIRCd team. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.5 (MingW32) iD8DBQFCNOpi4cPWX+btKqIRAsvaAKCTpH4dWuiy6R0Tcji6vBqmtaw/vQCeI88i pMrXj8YxFkUgomcKaVaKiFc= =16DW -----END PGP SIGNATURE----- |
From: Devin <sa...@te...> - 2005-03-04 01:36:40
|
There is a nice and easy way to do this too. it is used with a proggie called popedit. this was used for scripts and color popups in the channel. But I prefer using it for color MOTD's http://dl.winsite.com/files/280/ar2/win95/miscutil/pope25.zip try it out and see. makes life easier sometimes. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.6.0 - Release Date: 3/2/2005 |
From: -=JinXy=- <Ji...@sk...> - 2005-03-03 21:56:26
|
Hey Mike. I have found on most mIRC scripts, the default font is not a fixed width font, therefore a lot of the placing is messed up on output of the motd = etc. I got round this by trying to use characters that are the same size of = the biggest font and not having characters after text. e.g ************************************************************ Failure to comply with these rules will result in your=20 access to this server being terminated=20 on a temporary or permanent basis =20 ************************************************************ =20 =20 1/ No one under the age of 18 is allowed on this server. =20 =20 2/ No Illegal Activities - including mp3/file serving. =20 3/ No Flooding or Packeting. =20 =20 4/ Harrassing or Disruptive Behavior will not be=20 tolerated on this network. =20 =20 5/ No Spamming or Mass Advertising of Commercial=20 Websites or other Servers. =20 6/ There is a maximum of 3 connections per user. =20 =20 7/ Bots must be parked in #bot-shop at all times. =20 =20 =20 ************************************************************=20 Guidelines for your own benefit and security =20 ************************************************************ HTH -----Original Message----- From: Michael [mailto:xe...@xs...]=20 Sent: 03 March 2005 04:02 To: Dana Cc: unr...@li...; -=3DJinXy=3D- Subject: Re: [Unreal-users] Simple question - color - motd Dana wrote: >I'll try to explain this. > > > >What I did was copy the color codes below from mirc and paste into my = motd >in wordpad. > > > >=034 would be red and so on using the numbers that correspond to mirc = colors. > > > >Once I pasted on into my motd them I just pasted the same thing over = and >over, changing the numbers to make the different colors I wanted. > > > >>From my motd: > >=034To see a list of rules for this Network type /rules =20 ><---------------------RED > >=0312StormDancing Web site : http://www.stormdancing.net ><--------------------BLUE > >Might be another way, but this was pretty easy to do. > >=20 > > > >=20 > >Stats by Storm > >Stormdancing IRC Chat Network > >Where friends meet to chat and learn > >Fun, Family Friendly, No Porn > >http://www.stormdancing.net=20 > >=20 > >=20 > >=20 > >=20 > > > >------------------------------------------------------- >SF email is sponsored by - The IT Product Guide >Read honest & candid reviews on hundreds of IT Products from real = users. >Discover which products truly live up to the hype. Start reading now. >http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick >_______________________________________________ >Unreal-users mailing list >Unr...@li... >https://lists.sourceforge.net/lists/listinfo/unreal-users > > =20 > Along these same lines, I'd like to know how you guys are building your=20 banners within your ircd.motd's. When I try to create one using vim, and then load the motd into unreal=20 (/rehash /motd) all of the characters I use to create the banner get all = messed up when viewed within unreal. How are you keeping all of the=20 characters that make up your motd in place? I'm using standard characters such as | / \ _etc. to build the one I = have. Michael |
From: Dana <da...@st...> - 2005-03-03 00:12:52
|
I'll try to explain this. What I did was copy the color codes below from mirc and paste into my motd in wordpad. 4 would be red and so on using the numbers that correspond to mirc colors. Once I pasted on into my motd them I just pasted the same thing over and over, changing the numbers to make the different colors I wanted. From my motd: 4To see a list of rules for this Network type /rules <---------------------RED 12StormDancing Web site : http://www.stormdancing.net <--------------------BLUE Might be another way, but this was pretty easy to do. Stats by Storm Stormdancing IRC Chat Network Where friends meet to chat and learn Fun, Family Friendly, No Porn http://www.stormdancing.net |
From: -=JinXy=- <Ji...@sk...> - 2005-03-02 23:07:23
|
Hi, I would like to try and add color to the motd message, but am not too sure on the codes to use within the file. Can anyone shed some light on this please? Thanks, J |
From: Florin A. <fl...@an...> - 2005-03-02 20:33:04
|
I figured it out. I thought that, since i use ircservices, i don't need to define any oper { }; in unrealircd.conf. Of course, i was wrong. :-) Now it seems to be working fine. On Wed, 2005-03-02 at 20:00 +0100, Denis 'SciFi' Simonet wrote: > hi > > try to do /oper before /os stuff. > > -- Denis 'SciFi' Simonet > > ----- Original Message ----- > From: "Florin Andrei" <fl...@an...> > To: <unr...@li...> > Sent: Wednesday, March 02, 2005 10:14 AM > Subject: [Unreal-users] kickstarting ircservices > > > > I'm pretty sure this is an ircservices issue, but i want to make sure > > there aren't any "special" quirks related to running Unreal with > > ircservices. > > > > So, is there any "special" configuration items to look at when using > > ircservices? I cannot kickstart the configuration, i.e. i cannot give > > admin privileges to any user, even though i'm logged in as the > > ircservices SuperUser. I keep getting the error: > > > > operserv/main: Non-oper xyzk!ab...@xx... sent: ADMIN ADD mnopqr > > > > Which is stupid because xyzk is the SuperUser! > > > > I googled for a solution and i saw a mention to ircd.conf (link below), > > so that's why i thought i should ask on this list. > > > > http://lists.ircservices.esper.net/pipermail/ircservices/2004/004550.html > > > > -- > > Florin Andrei > > > > http://florin.myip.org/ > > > > > > > > ------------------------------------------------------- > > SF email is sponsored by - The IT Product Guide > > Read honest & candid reviews on hundreds of IT Products from real users. > > Discover which products truly live up to the hype. Start reading now. > > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > > _______________________________________________ > > Unreal-users mailing list > > Unr...@li... > > https://lists.sourceforge.net/lists/listinfo/unreal-users > > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Unreal-users mailing list > Unr...@li... > https://lists.sourceforge.net/lists/listinfo/unreal-users -- Florin Andrei http://florin.myip.org/ |
From: Denis 'S. S. <sa...@gm...> - 2005-03-02 19:00:07
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hi try to do /oper before /os stuff. -- Denis 'SciFi' Simonet ----- Original Message ----- From: "Florin Andrei" <fl...@an...> To: <unr...@li...> Sent: Wednesday, March 02, 2005 10:14 AM Subject: [Unreal-users] kickstarting ircservices > I'm pretty sure this is an ircservices issue, but i want to make sure > there aren't any "special" quirks related to running Unreal with > ircservices. > > So, is there any "special" configuration items to look at when using > ircservices? I cannot kickstart the configuration, i.e. i cannot give > admin privileges to any user, even though i'm logged in as the > ircservices SuperUser. I keep getting the error: > > operserv/main: Non-oper xyzk!ab...@xx... sent: ADMIN ADD mnopqr > > Which is stupid because xyzk is the SuperUser! > > I googled for a solution and i saw a mention to ircd.conf (link below), > so that's why i thought i should ask on this list. > > http://lists.ircservices.esper.net/pipermail/ircservices/2004/004550.html > > -- > Florin Andrei > > http://florin.myip.org/ > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Unreal-users mailing list > Unr...@li... > https://lists.sourceforge.net/lists/listinfo/unreal-users > |
From: Florin A. <fl...@an...> - 2005-03-02 09:15:03
|
I'm pretty sure this is an ircservices issue, but i want to make sure there aren't any "special" quirks related to running Unreal with ircservices. So, is there any "special" configuration items to look at when using ircservices? I cannot kickstart the configuration, i.e. i cannot give admin privileges to any user, even though i'm logged in as the ircservices SuperUser. I keep getting the error: operserv/main: Non-oper xyzk!ab...@xx... sent: ADMIN ADD mnopqr Which is stupid because xyzk is the SuperUser! I googled for a solution and i saw a mention to ircd.conf (link below), so that's why i thought i should ask on this list. http://lists.ircservices.esper.net/pipermail/ircservices/2004/004550.html -- Florin Andrei http://florin.myip.org/ |
From: Florin A. <fl...@an...> - 2005-03-01 00:40:11
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On Fri, 2005-02-25 at 21:08 -0500, tabris wrote: > On Friday 25 February 2005 8:05 pm, Florin Andrei wrote: > > I'm using Unreal3.2.2b and ircservices-5.0.48 on Linux Fedora Core 3. > > Both applications run on the same machine. This is the first time i'm > > using Unreal and ircservices, although i played a bit with other IRC > > servers before. > server names MUST have at least ONE period > so you could try link localhost. but not link localhost > i know that's hard to see the diff, but you can get away with just a > single period... but you MUST have one or more! Yeap, that took care of the error, thanks! Now back to decyphering the ircservices documentation... :-) -- Florin Andrei http://florin.myip.org/ |
From: Robert S. <rob...@vo...> - 2005-02-28 22:00:41
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Sorry, I replied to this and it went to a member off list! Sorry again for that. ------------ All right, thanks. Another problem, though. After configuring CURL and C-Ares, I still get this when compiling Unreal: gcc -I../include -I/usr/local/unreal/Unreal3.2/extras/regexp/include -pipe -g -O 2 -funsigned-char -DZIP_LINKS -DUSE_LIBCURL -export-dynamic -c url.c url.c: In function `download_file': url.c:171: `CURLOPT_NOSIGNAL' undeclared (first use in this function) url.c:171: (Each undeclared identifier is reported only once url.c:171: for each function it appears in.) url.c: In function `download_file_async': url.c:265: `CURLOPT_PRIVATE' undeclared (first use in this function) url.c:272: `CURLOPT_NOSIGNAL' undeclared (first use in this function) url.c: In function `url_do_transfers_async': url.c:328: `CURLINFO_RESPONSE_CODE' undeclared (first use in this function) url.c:329: `CURLINFO_PRIVATE' undeclared (first use in this function) make[1]: *** [url.o] Error 1 make[1]: Leaving directory `/usr/local/unreal/Unreal3.2/src' make: *** [build] Error 2 [unreal@themillionweb Unreal3.2]$ At 05:28 PM 2/27/2005, you wrote: >Take a look at this link: >http://www.phpmemx.net/~unrealir/forums/viewtopic.php?t=353 > >On Sun, 27 Feb 2005 17:01:44 -0500, Robert Spangler wrote: > > Hello, > > > > When one wishes to use remote includes, what could they do to > > password-protect the directory? Would they just password protect, > > let's say, public_html/confs with Apache? Would I have to have the > > box admin password-protect the directory or could I do it myself? > > If I can do it, how? What is the format of the line that would be > > included in unrealircd.conf? I've used Remote Includes before, but > > never password-protected the directory. Since I am now thinking of > > using it on my production network, I think it would be wise to do > > this as I don't want the public viewing my configuration files. > > > > Thanks, > > Robby > > Network Administrator of > > irc.talkingirc.com > > > > > > ------------------------------------------------------- SF email is > > sponsored by - The IT Product Guide > > Read honest & candid reviews on hundreds of IT Products from real > > users. Discover which products truly live up to the hype. Start > > reading now. > > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > > _______________________________________________ Unreal-users > > mailing list Unr...@li... > > https://lists.sourceforge.net/lists/listinfo/unreal-users |
From: Denis 'S. S. <sa...@gm...> - 2005-02-28 20:18:30
|
hi search for htaccess password protection (maybe with google) -- Denis 'SciFi' Simonet ----- Original Message ----- From: "Robert Spangler" <rob...@vo...> To: <unr...@li...> Sent: Sunday, February 27, 2005 11:01 PM Subject: [Unreal-users] Remote Includes > Hello, > > When one wishes to use remote includes, what could they do to > password-protect the directory? Would they just password protect, let's > say, public_html/confs with Apache? Would I have to have the box admin > password-protect the directory or could I do it myself? If I can do it, > how? What is the format of the line that would be included in > unrealircd.conf? I've used Remote Includes before, but never > password-protected the directory. Since I am now thinking of using it on > my production network, I think it would be wise to do this as I don't want > the public viewing my configuration files. > > Thanks, > Robby > Network Administrator of > irc.talkingirc.com > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Unreal-users mailing list > Unr...@li... > https://lists.sourceforge.net/lists/listinfo/unreal-users > |
From: Brian T. (brut) <br...@di...> - 2005-02-28 04:05:43
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cod...@pt... wrote: you could also use .htaccess files as well (i think) -Brian >How exactly you want to password protect the directory is completely up to >you. Whether or not you have access to password protect it depends on how >Apache was configured. Contact your administrator and/or read the Apache >manual, it's certainly beyond the scope of Unreal. > >As for the include line, it would work just like any password protected URL: > >include "http://user:pas...@ho.../file.conf"; > >-- codemastr > >Robert Spangler <rob...@vo...> said: > > > >>Hello, >> >>When one wishes to use remote includes, what could they do to >>password-protect the directory? Would they just password protect, let's >>say, public_html/confs with Apache? Would I have to have the box admin >>password-protect the directory or could I do it myself? If I can do it, >>how? What is the format of the line that would be included in >>unrealircd.conf? I've used Remote Includes before, but never >>password-protected the directory. Since I am now thinking of using it on >>my production network, I think it would be wise to do this as I don't want >>the public viewing my configuration files. >> >>Thanks, >>Robby >>Network Administrator of >>irc.talkingirc.com >> >> >> >>------------------------------------------------------- >>SF email is sponsored by - The IT Product Guide >>Read honest & candid reviews on hundreds of IT Products from real users. >>Discover which products truly live up to the hype. Start reading now. >>http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click >>_______________________________________________ >>Unreal-users mailing list >>Unr...@li... >>https://lists.sourceforge.net/lists/listinfo/unreal-users >> >> >> > > > > > -- DilexNetwork | Network Administrator http://www.dilexnet.net irc.dilexnet.net:6667 | port 6900 for ssl |
From: <cod...@pt...> - 2005-02-28 00:21:50
|
How exactly you want to password protect the directory is completely up to you. Whether or not you have access to password protect it depends on how Apache was configured. Contact your administrator and/or read the Apache manual, it's certainly beyond the scope of Unreal. As for the include line, it would work just like any password protected URL: include "http://user:pas...@ho.../file.conf"; -- codemastr Robert Spangler <rob...@vo...> said: > Hello, > > When one wishes to use remote includes, what could they do to > password-protect the directory? Would they just password protect, let's > say, public_html/confs with Apache? Would I have to have the box admin > password-protect the directory or could I do it myself? If I can do it, > how? What is the format of the line that would be included in > unrealircd.conf? I've used Remote Includes before, but never > password-protected the directory. Since I am now thinking of using it on > my production network, I think it would be wise to do this as I don't want > the public viewing my configuration files. > > Thanks, > Robby > Network Administrator of > irc.talkingirc.com > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Unreal-users mailing list > Unr...@li... > https://lists.sourceforge.net/lists/listinfo/unreal-users > -- |