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Which Unreal Modules do you use?
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Trixar_za
Eleet
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Joined: 10 Dec 2006
Posts: 624
Location: South Africa

PostPosted: Jul 04, 2009 10:42am    Post subject: Which Unreal Modules do you use? Reply with quote

There seems to be a multitude of modules for Unrealircd, many of them pretty essential (like Textban and Anti-random), while others are just there for vanity reasons (like netadmins[-is-god]).

The question I want to ask her is which ones do you all recommend and use with your Unrealircd driven networks?
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katsklaw
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PostPosted: Jul 05, 2009 1:55pm    Post subject: Reply with quote

while this is a worthy question to ask "her" ;P I really don't think you'll get many responses. I'm thinking mainly because people don't use Unreal "outside the box" if you know my meaning.

I think most admins simply get their ircd running and connected to services, then they think they are done. Only the few that actually read the manuals even know that 3rd party modules even exist.

Just my opinion though.
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Willaim
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Joined: 27 Jun 2003
Posts: 321
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PostPosted: Jul 06, 2009 1:46am    Post subject: Reply with quote

I only use nocodes and antidccbug.. never bothered looking further
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Trixar_za
Eleet
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Joined: 10 Dec 2006
Posts: 624
Location: South Africa

PostPosted: Jul 06, 2009 5:26am    Post subject: Reply with quote

Willaim wrote:
I only use nocodes and antidccbug.. never bothered looking further

I think antidccbug and nocodes have been incorporated into the newest code (antidccbug being in the spam filters and nocodes being added to the old no colour codes channel mode).

As for not looking further - your missing quite a lot - around 200 other modules to be exact...
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PingBad
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Joined: 05 Feb 2005
Posts: 3027
Location: New Zealand

PostPosted: Jul 06, 2009 5:25pm    Post subject: Reply with quote

Trixar_za wrote:
As for not looking further - your missing quite a lot - around 200 other modules to be exact...
Not every module is a "safe" module publicity wise (I'm pretty sure you wouldn't want to be caught with m_spy [as an example, there are many out there that would fall into the same bucket as this])
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katsklaw
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PostPosted: Jul 06, 2009 7:39pm    Post subject: Reply with quote

PingBad wrote:
Trixar_za wrote:
As for not looking further - your missing quite a lot - around 200 other modules to be exact...
Not every module is a "safe" module publicity wise (I'm pretty sure you wouldn't want to be caught with m_spy [as an example, there are many out there that would fall into the same bucket as this])


and there are many more than 2 that are perfectly valid.
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katsklaw
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PostPosted: Jul 21, 2009 3:51pm    Post subject: Reply with quote

I'll be the first to admit that I generally dislike threads being bumped. However, I don't really complain because there are times that it's useful (unless it's bumped every few hours/days).

At anyrate, *bump*.

I think this is a good topic to discuss and would like more input even if it's "I don't use modules". The purpose of the thread is to find out what's popular with Unreal module wise. So even if you don't use modules, that info is just as important as a detailed list of the ones you *do* use.
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SATAN-HHH
Eleet
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Joined: 29 Nov 2003
Posts: 942
Location: Texas

PostPosted: Jul 24, 2009 10:32pm    Post subject: Reply with quote

The network where I'm staff at uses hideserver and m_getinfo
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katsklaw
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PostPosted: Sep 07, 2009 11:18am    Post subject: Reply with quote

ok, lets bump this and change it around a bit. Which of the Unreal commands are your least favorite and would like to see removed or optional and why?

How about features you'd like to see added or changed in Unreal?

The deal with this thread is I'm working on an ircd based on Unreal called Icarus and would like some input as to how other networks use the most popular ircd in the world.

PS:No, I didn't hijack this thread. Trixar is also part of this project!
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siniStar7boy
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Joined: 18 Aug 2005
Posts: 15
Location: Texas (USA)

PostPosted: Sep 07, 2009 5:29pm    Post subject: Reply with quote

personally, i would like to see /SAMODE and /SAJOIN removed. (typically abused commands by new/power-hungry opers/admins--can be done with Services anyway)

maybe also removing the "access levels" or "flags" except for Local/Global Oper also? (would restrict un-authoized Server-Admins from giving themselves the Network-Admin flags)

(i suppose with access/flag level restricting; one could just make a module for Services to monitor that..)

[neither of these ideas are extremely important - just responding with my opinion.]

katsklaw/Trixar: sounds interesting! will you PM me any new information (if you remember) about it as time goes; or is there a URL i can watch for Icarus?
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katsklaw
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PostPosted: Sep 07, 2009 6:21pm    Post subject: Reply with quote

outstanding feedback! I wish more people would do that Smile

btw, so you know both of those issues have already been addressed in Icarus, most of the modules needed to make a functional ircd have been left in the core and all others have been moved to out of the core so you have to load them in a config file.

The grouped oper flags such as Server Admin, Net Admin etc have been toned down to something more realistic. For example server admins are global opers that can do local kills, restart, rehash, die, squit and connect their own servers. All other flags must be explicitly added in the config file. so you have finer control over who can do what.

Local IRCops are basically users that get +O and can use /*ops commands. They can't kill or anything else without the proper flags. This is good for a "Helper" level staff member or trial opers. If you wish to use the traditional local oper then add can_localkill to their flags and poof. To add global opers just add the global flag.

Net Admins got hit the worst, they can do less than server admins by default. My idea here was to keep things as barebones as possible and allow individual nets to choose what privs a NetAdmin has. In short a NetAdmin is nothing more than a Global Oper that can set umode +N.

Oper Overrides and umode +q have been removed from the conf parser as they really aren't needed. Since /sa* commands and services access can do all that stuff anyway. +q was removed because opers have just as much access outside a channel as they do inside the channel and really don't need to join a channel to recover from a takeover, so there is no need to be "unkickable". For those that really like overrides and +q, they can both be compiled in and/or given out by services like Anope's /os oline command.

Icarus uses 3 config files instead of just 1. There is ircd.conf, modules.conf and netsettings.conf. The purpose for the 3 files is ircd.conf is for server specific data, modules.conf contains all the modules removed from the core as well as a few 3rd party modules that we think are useful, netsettings.conf is all the network level settings that must be the same on all servers. When you couple modules.conf and netsettings.conf with secured remote includes left in from Unreal, you get far more uniformity and less hassle in splitting the data up as it's already done for you.

Additionally, having most commands loaded by modules.conf, if you don't want to use sajoin/sapart then simply comment them out and don't load them.

Icarus1.00(.02) (Release) is the latest release and .03 (svn) is around the corner and it will include a windows installer complete with Unreals GUI and can be installed as a service. .03 svn source can already be compiled on windows, I just haven't finished the scripts or installer yet.

Icarus can be found at: http://code.google.com/p/icarus-ircd/ including user and development mailing lists. svn commits are broadcasted to the dev list so you can keep track of the progress
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Trixar_za
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Joined: 10 Dec 2006
Posts: 624
Location: South Africa

PostPosted: Sep 08, 2009 8:08am    Post subject: Reply with quote

Yeah, and I still have to write the amendment to the unreal documentation to show what's different in Icarus Razz
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therock247uk
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Joined: 26 Aug 2005
Posts: 23

PostPosted: Sep 08, 2009 10:03am    Post subject: Reply with quote

Need any windows help let me know i do compile my own builds.
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katsklaw
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Joined: 28 Jun 2004
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PostPosted: Sep 08, 2009 5:31pm    Post subject: Reply with quote

therock247uk wrote:
Need any windows help let me know i do compile my own builds.


Me too, just haven't got around to it yet. Thanks though.
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Hated_Rogue
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Joined: 13 Mar 2010
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Location: Hot Springs, Arkansas

PostPosted: May 08, 2010 3:31am    Post subject: None Reply with quote

I use no unrealircd modules as I refuse to run inspircd, unreal, or any of their knockoffs. Even atheme is discontinuing support for inspircd when using the m_invisible module (sp) because three people ahve already been killed by the chinese secret police over it. Ircds should not have such modules, anyone that uses modules even like this should be tarred and feathered.

http://nenolod.net/tag/inspircd/
Check that out, and all of us know that spy modules and such things exist for unreal. They are power hungry childrens ircds that like to view their users as if they are in a pitre dish. Irc is meant to be an unmoderated medium of communication. Unreal and Inspircd have turned IRC into a mockery of what its meant to be.

Not to mention the services most commonly used by these people...OMG IM A SUPER ADMIN! GIVE ME A CAPE! I THINK I CAN FLY!

I also agree with sini in his earlier post, sajoin and forced join should be removed, leave it to the individual user to join a channel if he or she wants. Why turn your irc network into an ugly dictatorship where users are forced to join channels, or operators can force users to join channels? What purpose do those features serve? Giving pleasure to assh*le admins with nothing better to do? This is another reason why most unreal or inspircd networks have basically no users ...but plenty of admins...exibiting what I like to call link whoring....sure! lets link a crapton of servers to gain 5 admins and 2 users! That makes sense! (That was sarcasm for you impaired people)

UNreal and Inspircds solution: Lets cram as many unessecary features into a poor defenseless ircd as we can and every kid with ten bucks a month will use it because hey...they are kids...and they want to feel like they are in power.....and they like to flex it too...

ENOUGH ALREADY! Whats wrong with an adult ircd with just enough features to be sufficient for any networks needs? Why is there a need to cram all this crap into those ircds? They attract children, and people that buy into the hype about unreal is SO EASY TO CONFIGURE. In reality, Unreal and Inspircd are no more easy to configure than any other ircd. I have probably compiled/run/configured more ircds than the average person since Ive been doing it since 1996..They are just hyped up to be. All ircds require you to edit a config, they all require you to read, whats so damn easy about unreal or inspircd compared to the others? NOTHING
/endrant
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