|Wazakindjes ec2950ba6d Added bit bout gecos_replace bean case-insansativ0 =]||2 months ago|
|avy||6 months ago|
|malv||2 months ago|
|man||2 months ago|
|skrip||6 months ago|
|spec||6 months ago|
|templates||6 months ago|
|.gitignore||6 months ago|
|HALP.md||6 months ago|
|LICENSE||3 years ago|
|README.md||6 months ago|
|appveyor.yml||1 year ago|
|modules.list||2 months ago|
This repo used to be a giant collection of the modules I've written, but since the advent of UnrealIRCd v5 there's now a centralised repo for that shit instead. Many of my mods can be found there, so if you're a *NIX user then use Unreal's own module manager to install them and keep them up to date. ;]
When modules aren't in that central repo, it usually means it's something tailored to very specific needs and there's no real reason to include it on there. For those, you still need to do a couple of manual steps (see below).
Windows users: you're currently shit out of luck when it comes to using my modules. I need to hack my AppVeyor to build modules from all the new locations first. :DDDDDDD Unless you're feeling brave and wanna try manually compiling them yourself of course. ;]
All modules should be loaded on all servers, unless explicitly specified otherwise
The shown config block snippets are just examples of the structure, it's up to you to integrate it properly with your existing config
This repo now rocks a
modules.list file, which can be used with Unreal's mod manager. ;];] Simply edit
<Unreal install dir>/conf/modules.sources.list and add the following URL to the bottom of that file:
https://gottem.nl/unreal/modlist. Then run
<Unreal install dir>/unrealircd module list and verify that modules from this repo are included in the output.
I also started writing modules with the intention of selling them, as those are generally very complex and take up a lot of my spare time. ;] For more information about those, simply go to my shop sort of thing.