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Help with IRC project needed

 
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katsklaw
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Joined: 28 Jun 2004
Posts: 1604
Location: Somewhere you're not.

PostPosted: Jul 12, 2009 9:32am    Post subject: Help with IRC project needed Reply with quote

I'm working on an Unrealircd based custom ircd. Mainly because I'm bored. This project is called Icarus and is in svn as well as it's first release. The main differences are the lack of "God powers", directory structure changes, some minor coding changes including grouped oper flags are a bit more sane. For example, NetAdmins can't do anything they want. In fact, the NetAdmin flag is little more than a flag and mode +N. By Default NetAdmins can't kill, rehash, restart or die servers or even use oper overrides. Umode +qW can only be set by Services. Configuration file changes to make the ircd more remote includes friendly, some 3rd party modules have been added and will compile automaticlly. Modules have been moved to modules.conf and are now loaded separately and much more!

These changes allow for a more "barebones" feel as far as oper privs goes but still allow most of the flags to be added explicitly on a per oper basis to allow for each oper to have the commands the network staff deem appropriate. Local opers have no powers except the use of helpops/locops/chatops/globops. By default no oper can /kill or /kline. this is to allow lower level staff to be added that admins feel need to be trained before given kill privs.

I'm running a semi-open network at this time at irc.shellnode.net. I say semi-open because I am still configuring the box the only server and services is on. Once I'm done with that box configuration, the network will stabilize and be completely open.

I'm seeking anyone interested in helping. Help can be defined as anything from constructive suggestions & comments as "users", to coding the ircd.

If you are interested in helping, please feel free to stop by and we'll talk about it Smile
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nenolod
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Joined: 23 Jan 2004
Posts: 357
Location: A box!

PostPosted: Jul 15, 2009 9:30am    Post subject: Reply with quote

out of curiosity, what is your motive for forking unreal, and not something more modern in the unreal class of ircd like inspircd or nefarious?
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ButtaKnife
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Joined: 26 Apr 2005
Posts: 93

PostPosted: Jul 15, 2009 11:18am    Post subject: Reply with quote

This sounds like an interesting project, and I'll definitely keep my eye on it and possibly even provide a little feedback. I can't help with more than that, due to time constraints and trying to find any shred of free time to work on our own development projects. Smile

I'm also curious why you're using Unreal over Inspircd. (I'm not saying it's a bad move. I'm just curious.)
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katsklaw
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Joined: 28 Jun 2004
Posts: 1604
Location: Somewhere you're not.

PostPosted: Jul 15, 2009 1:58pm    Post subject: Reply with quote

nenolod wrote:
out of curiosity, what is your motive for forking unreal, and not something more modern in the unreal class of ircd like inspircd or nefarious?


I'm more comfortable with Unreal as an IRCd, the only programming experience I have is in C so there would be a larger learning curve if I chose an ircd like Inspircd simply because it's in C++. I didn't choose Nef because I'm looking at doing something based on Anope 1.8 as well, again simply out of comfort on my part. Being on the Anope team for a few years and writing several modules already just give me one less thing to overcome.

Initially this is or was to be a quick "why not?" kinda project just to learn something. Perhaps after I'm more comfortable with programming it's self I'll do something else with something more modern.

I know Unreals codebase is aged, but to be honest that has nothing to do with this project from a personal standpoint. I'm not even going to advertise or push the ircd as far as publicity goes because it is more of a personal project than anything else.

Picking Unreal is actually a bad move, ButtaKnife. Something more modern/scalable would be better from a technical standpoint.
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nenolod
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Joined: 23 Jan 2004
Posts: 357
Location: A box!

PostPosted: Jul 17, 2009 3:46pm    Post subject: Reply with quote

hmm, if you're doing stuff with anope 1.8, i have some patches sitting around (that are in use on e.g. Rizon) which significantly improve scalability...
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katsklaw
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Joined: 28 Jun 2004
Posts: 1604
Location: Somewhere you're not.

PostPosted: Jul 17, 2009 4:01pm    Post subject: Reply with quote

nenolod wrote:
hmm, if you're doing stuff with anope 1.8, i have some patches sitting around (that are in use on e.g. Rizon) which significantly improve scalability...


That would be most generous of you. Smile You know where to find me.
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Trixar_za
Eleet
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Joined: 10 Dec 2006
Posts: 613
Location: South Africa

PostPosted: Jan 18, 2010 4:40pm    Post subject: Reply with quote

For anybody that is still using this or wants to play with the newest version, I recently uploaded the 1.00.03 version to the download section here.

Think of this as a going away present of katsklaw's - Enjoy Smile

(There kats, I kept my promise Razz)
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