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Alpha
Lurker
Lurker


Joined: 29 Dec 2005
Posts: 206

PostPosted: Feb 25, 2006 10:24am    Post subject: Best IRCD Reply with quote

What IS the best IRCD?

I personally disapprove of Unreal too. It's a crappy IRCd and I don't like how it's composed.

charybdis is definitely a good IRCd, I know that. I don't run it.

InspIRCd is a good IRCd, I run that.

What's all your feed back?
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Aven
Idler
Idler


Joined: 05 Aug 2005
Posts: 393

PostPosted: Feb 25, 2006 10:53am    Post subject: Reply with quote

There's no such thing as the best ircd. That's a generalization Razz everyone has their own opinion.

But I do believe there are "what are the top stable ircds?" and "what are the top feature ircds?"

For stable and secure - I'd say ircu, bahamut, ratbox, hybrid, etc.
For feature ircds - I'd say unrealircd, quakeircd, ultimateIRCd, etc.

Those are all opinions of course, not everyone has to disagree.
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Alpha
Lurker
Lurker


Joined: 29 Dec 2005
Posts: 206

PostPosted: Feb 25, 2006 11:19am    Post subject: IRCD Reply with quote

Alright.

Everyone else tell me your favorites for Stability
Favorites for Features
and favorite new releases.
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NSS-General
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none


Joined: 08 Feb 2006
Posts: 17

PostPosted: Feb 25, 2006 3:25pm    Post subject: Reply with quote

I've had no problems with the stability of Unreal, just have to know how to config it ;P
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nenolod
Idler
Idler


Joined: 23 Jan 2004
Posts: 357
Location: A box!

PostPosted: Feb 26, 2006 6:11am    Post subject: Reply with quote

NSS-General wrote:
I've had no problems with the stability of Unreal, just have to know how to config it ;P


Uhh, Unreal isn't exactly hard to configure. It DOES have issues too. ~1000-2000 global users is really the realistic limit for that thing unless you have a lot of servers.
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Willaim
Idler
Idler


Joined: 27 Jun 2003
Posts: 321
Location: IRC

PostPosted: Feb 26, 2006 12:53pm    Post subject: Reply with quote

Please stop the Unreal bashing. Thank you.
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Aven
Idler
Idler


Joined: 05 Aug 2005
Posts: 393

PostPosted: Feb 26, 2006 1:00pm    Post subject: Reply with quote

Stability has nothing to do with the configuring part Razz

I know what I'm talking about because when I switched from unreal, I did notice a lot more stability.
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Ty
none
none


Joined: 15 Nov 2005
Posts: 47

PostPosted: Feb 27, 2006 1:57am    Post subject: Reply with quote

Aven wrote:
I know what I'm talking about because when I switched from unreal, I did notice a lot more stability.


How so?

I've run Unreal, InspIRCd, and charybdis. All have proven to be fairly stable.
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Aven
Idler
Idler


Joined: 05 Aug 2005
Posts: 393

PostPosted: Feb 27, 2006 2:26am    Post subject: Reply with quote

Ty wrote:
Aven wrote:
I know what I'm talking about because when I switched from unreal, I did notice a lot more stability.


How so?

I've run Unreal, InspIRCd, and charybdis. All have proven to be fairly stable.

Unreal can't handle a lot of users with less lag as much as most ircds, from my personal experience. Unreal also has a lot of crash issues...

ratbox was tested on a DSL connection with about 120+ users and handled them real well, while unreal would fail miserably.

Either way, this is an opinion thread on what you think is the best kind of ircd from your experience... not who's correct and who isn't.

This is from my personal experience, if you have personal experiences with ircds; feel free to share it.
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Sephiroth
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none


Joined: 12 Oct 2004
Posts: 2

PostPosted: Feb 28, 2006 12:52am    Post subject: Reply with quote

Hi

My network is currently running a slightly modified Unreal3.2.4. We have 3500+ global users (and almost 1000 channels) on the weekends, spread across 6 servers, that can hold of a max of between 500-1000.

I have never experienced nor received any complaints about the speed of our servers (unless there was actually another factor causing the lag).

5 of the servers are running on shell accounts, and one is on a VPS.

We're also using a number of additional features such as: ziplinks, ssl, remote includes with ssl, 6400 bytes of mask list space per channel.

I should also note that Unreal has NEVER (we've been using it for almost a year) crashed on us apart from when receiving malformed server->server data.

However, we do suffer from problems with Anope (1.7.13) when sql dumping is enabled. Taking 3~ minutes to save the databases every hour was causing too much drama from our users, so we've disabled this feature for now. Denora 1.1.0 has also been causing performance problems for us.

All in all, Unreal would appear to be quite adequate for small to medium networks. Also, a note to Aven: I once had 300+ clients using Unreal running in a virtual FreeBSD on my aDSL (2mbit down/128kbit up) for almost a week without any problems.

For performance, you would obviously want to take a look at what the big four are using. I haven't played around with as many IRCds as I probably should have, but Hybrid7 (and it's variants) strike me as being fast. Hybrid also has a nice set of features, which might suprise you. It's geared towards a serviceless environment.

The first IRC network I became a regular on was running Bahamut 1.4.x, so that's a somewhat special IRCd to me. It's very reliable, and has great compatibility with services (however I remember there being some issues with services desync). It offers a nice oper power balance by default - you can do the things you need to do without allowing things like automatic ban walking or oper override.

Inspircd looks promising. Not using the legacy codebase found in so many other packages is a great start. It also allows you to customize the IRC experience to a great degree, with a huge number of features stored in optional modules. Mesh linking, when/if reimplemented would be very appealing. However, I believe it may currently have some performance problems. It uses 3.0% of my CPU when completely idle, with no clients or links.

As I said before, I haven't played with other IRCds as much as I would like to, so most of what I've said here are really just my initial impressions..
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Kelsey23
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none


Joined: 27 Feb 2006
Posts: 33

PostPosted: Feb 28, 2006 3:34pm    Post subject: Reply with quote

I would recommen IRCd-Hyrbid, Charybdis, or PlExUs. Use IRCd-Hybrid if you want Anope and NeoStats. With IRCd-Hybrid (basic install, no extra options besides the path to install, no contrib/) you will actually be fairly close to the RFC (but not right on). Charybdis has excellent support for atheme services. I also like some of chaybdis's features like +P chamode (for permenent channel). I think Charybdis would be great if you want a small or medium network..where you know the users well. PlExUs has the most chanmodes of IRCd-Hybird and Charybdis. I noticed when I ran PlExUs there was a bit more lag, but I think that is do to the increased features. If your users really like +qa (~&) you might want to wait until PlExUs 3, which will support that. Whatever you do, do not use Unreal. Unreal is too bloated and it "feels" like it makes more lag (example: one network switched from Unreal to InspIRCd, they went from having 1+s lag to no lag at all, instantly). Unreal isn't harder to setup, it's actually easier, which I find surprising considering how alot of options are setup in the core when you compile it that should't (READ: Hub vs. Leaf). There is a reason BIG nets don't run Unreal, because it's really not that great.
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Ty
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none


Joined: 15 Nov 2005
Posts: 47

PostPosted: Feb 28, 2006 3:59pm    Post subject: Reply with quote

Unless your network is 1,000+ users, I really don't think Unreal is the thing causing this "lag."

I oper on a ~150 network using Unreal, and latency isn't a problem at all. If you're getting one second lag times, you probably have more important things to fix than an inefficient IRCd. I know Unreal bashing is all the rage these days, but at least use some common sense.

Also, Kelsey, networks looking for the feature set of Unreal aren't going to find charybdis, PleXus, or hybrid appealing at all.
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Kelsey23
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none


Joined: 27 Feb 2006
Posts: 33

PostPosted: Feb 28, 2006 5:57pm    Post subject: Reply with quote

Ty wrote:
Unless your network is 1,000+ users, I really don't think Unreal is the thing causing this "lag."

I oper on a ~150 network using Unreal, and latency isn't a problem at all. If you're getting one second lag times, you probably have more important things to fix than an inefficient IRCd. I know Unreal bashing is all the rage these days, but at least use some common sense.

Also, Kelsey, networks looking for the feature set of Unreal aren't going to find charybdis, PleXus, or hybrid appealing at all.


The network I speak of has ~30 users. On R-TypeNet I usually get between .6s lag and 1s lag.

PlExUs has many of the good feautes of UnrealIRCd, but not many of the oper-override/abuse features, and not many of the useless features of UnrealIRCd.
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Ty
none
none


Joined: 15 Nov 2005
Posts: 47

PostPosted: Feb 28, 2006 8:17pm    Post subject: Reply with quote

Kelsey23 wrote:
Ty wrote:
Unless your network is 1,000+ users, I really don't think Unreal is the thing causing this "lag."

I oper on a ~150 network using Unreal, and latency isn't a problem at all. If you're getting one second lag times, you probably have more important things to fix than an inefficient IRCd. I know Unreal bashing is all the rage these days, but at least use some common sense.

Also, Kelsey, networks looking for the feature set of Unreal aren't going to find charybdis, PleXus, or hybrid appealing at all.


The network I speak of has ~30 users. On R-TypeNet I usually get between .6s lag and 1s lag.

PlExUs has many of the good feautes of UnrealIRCd, but not many of the oper-override/abuse features, and not many of the useless features of UnrealIRCd.


Features are only as useless as you make them.

Let's not forget, the IRCds are NOT under any strain, so Unreal isn't going to be a factor in your "lag."

Also, how are you measuring your lag?
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Aven
Idler
Idler


Joined: 05 Aug 2005
Posts: 393

PostPosted: Feb 28, 2006 9:07pm    Post subject: Reply with quote

Ty wrote:
Kelsey23 wrote:
Ty wrote:
Unless your network is 1,000+ users, I really don't think Unreal is the thing causing this "lag."

I oper on a ~150 network using Unreal, and latency isn't a problem at all. If you're getting one second lag times, you probably have more important things to fix than an inefficient IRCd. I know Unreal bashing is all the rage these days, but at least use some common sense.

Also, Kelsey, networks looking for the feature set of Unreal aren't going to find charybdis, PleXus, or hybrid appealing at all.


The network I speak of has ~30 users. On R-TypeNet I usually get between .6s lag and 1s lag.

PlExUs has many of the good feautes of UnrealIRCd, but not many of the oper-override/abuse features, and not many of the useless features of UnrealIRCd.


Features are only as useless as you make them.

Let's not forget, the IRCds are NOT under any strain, so Unreal isn't going to be a factor in your "lag."

Also, how are you measuring your lag?

Some clients and scripts measure lags for you.

If people consider "unreal" stable, then what in the world do you consider unstable? honestly.

I also doubt unreal has been tested much with botnets, because unreal was basiclly made for the features not stability, even the website says

Quote:
Unreal was created from the Dreamforge IRCd that was formerly used by the DALnet IRC Network. Over the years, many new and exciting features have been added to Unreal.


That's all they mention, all their pretty new features -- where's the stability and other important stuff go?

It gets some of its stability from dalnet's dreamforge, but all the new features have bothered its stability.
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