Unreal 3.3 (Updated)

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Unreal 3.3 (Updated)

Postby nate on Sat Feb 09, 2008 3:36 pm

The idea of a 3.3 release of UnrealIRCd has been revived recently.

We're aiming at making 3.3 something impressive, more than just a fix branch at that, and a good change of things.

What we need though is some strong community interaction, this is really going to be an IRC community based effort, we'd like a lot of feedback, ideas, suggestions on things to really make this into something... well as the title seems to have always said, 'next generation' : P

So if you got ideas, suggestions, etc., please make a posting at the Bug Tracker (http://bugs.unrealircd.org) in regards to something you'd like to see in UnrealIRCd down the road.

Please read the following tracker entry first though first before making a post, to see if your idea has already been posted or something similar is there:
http://bugs.unrealircd.org/view.php?id=3049

Might also be useful to do a general search of tracker first too in the event of something there that hasn't been included into the 3.3 todo (hopefully : P) list, as we may not obviously include all suggestions/features into a 3.3 todo list.

So to any and all with interest in IRC improvements in general, give them a toss, lets see what we can do with 3.3 collectively from community suggestions.
nate
 
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Status update

Postby nate on Sat May 31, 2008 7:42 pm

I figured I might as well make a note onto this posting as the frequency of people asking about 3.3 various places has increased.

3.3 has halted a slight bit in development at the moment as well, this mainly being due to shortly after reviving this particular branch I ended up getting a job which has me working wake to sleep daily, so its left me with a couple months now of very little ability of being able to touch the code.

This far from means the project is dead, I most definitely assure that 3.3 has a future and it will arrive, as well as present many new ideas, its just simply still a fair time off, which I've said from the start (This really was not a couple month project development, I was telling people from the start that I was looking at half a year to work everything into what I'd like it to be and something for people to really expect different. And its still likely to be a good timeline before an RC is released, though I definitely expect to kick betas out decently before RC stages just for sake of mass testing.

With that all said, I will admit the community feedback hasn't been horrible, but I definitely wanted more, though we have a massive todo list already from the past, with some ideas added to it now for the future, I still really would like the community of people in IRC (new and old) to really try to come up with ideas not just for UnrealIRCd itself but for IRC in general as I've noted before.

So come on, get up off your butts, go prod people, let me see a noticeable list of stuff already : P
nate
 
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Re: Unreal 3.3 (Updated)

Postby God on Wed Nov 05, 2008 7:18 pm

hai Sir Im Using Unreal already for one year y must the Op icon be diffrent all y nvr do all look as @ like tis will look nice and smart wen see Ist In future will get like that sir
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Re: Unreal 3.3 (Updated)

Postby [dx] on Sun Nov 09, 2008 1:25 pm

So just add user to @ level on channel :-)

I think it is not possible without source code edit, and source code edit is not supported by anyone :D
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[dx]
 
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Re: Unreal 3.3 (Updated)

Postby invalid on Wed Dec 10, 2008 2:37 pm

Whee for bringing back a month old topic.

Anyway. There IS an option in the unreal configuration to disable ~ & so that all operators just have @ voices have + and Half-Ops have %

Just look for this when issuing ./Config

Do you want to enable prefixes for chanadmin and chanowner?
This will give +a the & prefix and ~ for +q (just like +o is @)
Supported by the major clients (mIRC, xchat, epic, eggdrop, Klient,
PJIRC, irssi, CGI:IRC, etc.)
This feature should be enabled/disabled network-wide.
[Yes] -> <insert no here>

Just remove the < >
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