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IRC
Slashnet has been really flakey lately. Constant net-splits, and the server isn't even available at times. Has anyone else noticed this, or am I just taking crazy pills?
I've been 100%. No netsplits for me. Just use radon instead of area51. Actually, I use moo most of the time, so what do I know?
I think slashnets services went down yesterday...
Oh, and I had a bit of trouble connecting today.
Oh, and I had a bit of trouble connecting today.
yeah they did some sort of system wide update or sumthin recently, that might have been it
Actually, rogue is never on, so he wouldnt know, and it seems like they "update" whenever they're experiencing problems. Notice the IRCD version didnt change?
OK, all you IRC people, how about a tutorial for those (like me) who aren't all that familier with IRC? I know people can chat in game through IRC without actually running the game, which I would love for my looong 12 hour work shifts.
http://www.vendetta-online.com/x/msgboard/8/6847#84335 tells me the server and channels to use... but when I tried it I got told I didn't have a voice. I could lurk, but not chat.
http://www.vendetta-online.com/x/msgboard/8/6847#84335 tells me the server and channels to use... but when I tried it I got told I didn't have a voice. I could lurk, but not chat.
First, just for everyone that seem to misunderstand... (Which isn't directed to anyone I know of)
RELAY, KNOWN AS "IRC" INGAME, IS _NOT_ MAINTAINED BY THE DEVELOPERS.
Back to the question.... That is where you read the topic of the channel.
This is the topic that I put to help people with my bot:
Vendetta Ingame Messages | On SlashNET: /msg vendetta help | In Vendetta: /msg IRC help
Help in using IRC (the actual chat protocol): http://www.irchelp.org/
It used to have an enter message for everyone and another for unrecognized users, but SlashNET would have so many splits that it ended up as spam.
And for all of the people that have wondered why I have no information on how to use Relay when you '/msg IRC help', it's because I have not gotten the bot in a ready state. This is the same reason why there is no community projects thread on Relay. There are many problems which I need to solve before I would like to advertise Relay. Some problems remain unsolvable.
- SlashNET has flood protection. Relay is a victim of it.
- Strange interface.
- No guaranteed uptime.
There are a few other problems as well.
RELAY, KNOWN AS "IRC" INGAME, IS _NOT_ MAINTAINED BY THE DEVELOPERS.
Back to the question.... That is where you read the topic of the channel.
This is the topic that I put to help people with my bot:
Vendetta Ingame Messages | On SlashNET: /msg vendetta help | In Vendetta: /msg IRC help
Help in using IRC (the actual chat protocol): http://www.irchelp.org/
It used to have an enter message for everyone and another for unrecognized users, but SlashNET would have so many splits that it ended up as spam.
And for all of the people that have wondered why I have no information on how to use Relay when you '/msg IRC help', it's because I have not gotten the bot in a ready state. This is the same reason why there is no community projects thread on Relay. There are many problems which I need to solve before I would like to advertise Relay. Some problems remain unsolvable.
- SlashNET has flood protection. Relay is a victim of it.
- Strange interface.
- No guaranteed uptime.
There are a few other problems as well.
/mode +l 1000:1 #vendetta-ingame
Solved, no?
Solved, no?
+l sets the limit of the amount of users allowed in the channel.
It is also used as /mode #channel +l <number> (for X-Chat at least)
It is also used as /mode #channel +l <number> (for X-Chat at least)
According to my IRC client, +l sets the channel chat limit and requires no argument. I suppose it differs in different clients' helps.
The channel limit is the amount of users allowed in the channel. That is not the problem (Although I see that you did not state that it is the problem...).
[Edit: Being a limit, it's going to need a number... but nevermind, I'm not concerned about how to set a channel limit. I thought you were still thinking it was a solution. ]
[Edit: Being a limit, it's going to need a number... but nevermind, I'm not concerned about how to set a channel limit. I thought you were still thinking it was a solution. ]
Let me quantify "channel chat limit". According to my help, it goes like this "+l <messages>:<second>: Sets the number of messages permitted per second before flood protection kicks in"
SlashNET's IRCd is Unreal3.2.2 so +l is the channel user limit.
http://www.vulnscan.org/UnrealIrcd/unreal32docs.html#userchannelmodes
Thanks for the suggestion though, because there is another channel mode like the one you're describing. However, I already tried it when it was first added to SlashNET which was months ago. It's the +f mode. It sets a flood protection limit of any kind (join, notice, privmsg), but it only adds another limit.
http://www.vulnscan.org/UnrealIrcd/unreal32docs.html#feature_antiflood
The mode didn't do anything because I set it to a very high number like you suggested. The bot never reached that limit so it did not get kicked, but the flood protection on every user was still present. It was pretty much impossible to reach that +f limit I set. So, +f does not lengthen or shorten the flood protection that every user has. I don't know what IRCd has the +l mode you're talking about, but it probably works the same.
If that mode you're talking about really does effect the individual flood protection, I'm not very open to having Relay function on a different IRC server from the official channel. Not unless it was a stable Vendetta fan server with individual flood protection turned off for Relay. That was what VendettaWEB was going to be but Asphyxia was unable to find the responsible code. The forums for the Unreal IRCd, which is the IRCd he used, even refused to help him with that topic. Now, the server frequently disconnects more than SlashNET experiences a netsplit.
Any other solution (multiple connections to SlashNET, asking for removal of flood protection if even possible, selective message relay) is not an option for now. Not until the players of Vendetta start to talk a whole lot, like when there's a huge update, constantly. Relay is doing pretty good right now.
http://www.vulnscan.org/UnrealIrcd/unreal32docs.html#userchannelmodes
Thanks for the suggestion though, because there is another channel mode like the one you're describing. However, I already tried it when it was first added to SlashNET which was months ago. It's the +f mode. It sets a flood protection limit of any kind (join, notice, privmsg), but it only adds another limit.
http://www.vulnscan.org/UnrealIrcd/unreal32docs.html#feature_antiflood
The mode didn't do anything because I set it to a very high number like you suggested. The bot never reached that limit so it did not get kicked, but the flood protection on every user was still present. It was pretty much impossible to reach that +f limit I set. So, +f does not lengthen or shorten the flood protection that every user has. I don't know what IRCd has the +l mode you're talking about, but it probably works the same.
If that mode you're talking about really does effect the individual flood protection, I'm not very open to having Relay function on a different IRC server from the official channel. Not unless it was a stable Vendetta fan server with individual flood protection turned off for Relay. That was what VendettaWEB was going to be but Asphyxia was unable to find the responsible code. The forums for the Unreal IRCd, which is the IRCd he used, even refused to help him with that topic. Now, the server frequently disconnects more than SlashNET experiences a netsplit.
Any other solution (multiple connections to SlashNET, asking for removal of flood protection if even possible, selective message relay) is not an option for now. Not until the players of Vendetta start to talk a whole lot, like when there's a huge update, constantly. Relay is doing pretty good right now.
why not just move it to a network where flood protection isnt an issue?
I stated that in my previous post:
"... I'm not very open to having Relay function on a different IRC server from the official channel. Not unless it was a stable Vendetta fan server with individual flood protection turned off for Relay. That was what VendettaWEB was going to be but Asphyxia was unable to find the responsible code. The forums for the Unreal IRCd, which is the IRCd he used, even refused to help him with that topic. Now, the server frequently disconnects more than SlashNET experiences a netsplit."
But just because the bot had potential for being on multiple servers, there's a one way (Vendetta -> IRC) relay at VendettaWEB (irc.vendettaweb.net #vendetta-ingame) now. It took a lot of changes. I'd have to make more changes if it were to be VendettaWEB -> Vendetta.
"... I'm not very open to having Relay function on a different IRC server from the official channel. Not unless it was a stable Vendetta fan server with individual flood protection turned off for Relay. That was what VendettaWEB was going to be but Asphyxia was unable to find the responsible code. The forums for the Unreal IRCd, which is the IRCd he used, even refused to help him with that topic. Now, the server frequently disconnects more than SlashNET experiences a netsplit."
But just because the bot had potential for being on multiple servers, there's a one way (Vendetta -> IRC) relay at VendettaWEB (irc.vendettaweb.net #vendetta-ingame) now. It took a lot of changes. I'd have to make more changes if it were to be VendettaWEB -> Vendetta.