premium af lol

Wazakindjes f2e03ba983 Updated update skrip to work with new rep0 structure too 1 year ago
avy 936f1beed5 Let AppVeyor ign0re missing modules while we transitionan to U5 ;];];]];]; 1 year ago
malv 2780c71229 Ported all remaining fucking m0ds over to U5, including templ8s y0 (doing some misc optimisation/bugfixing in the pr0cess), also m_forward's OperOverride hecks is now implemented in operoverride_ext.c =]]]]]]]]]]]]]]]]] 1 year ago
man b963ab72a9 Split main README into separate per-module manpages lmoa 1 year ago
skrip f2e03ba983 Updated update skrip to work with new rep0 structure too 1 year ago
spec 2780c71229 Ported all remaining fucking m0ds over to U5, including templ8s y0 (doing some misc optimisation/bugfixing in the pr0cess), also m_forward's OperOverride hecks is now implemented in operoverride_ext.c =]]]]]]]]]]]]]]]]] 1 year ago
templates 2780c71229 Ported all remaining fucking m0ds over to U5, including templ8s y0 (doing some misc optimisation/bugfixing in the pr0cess), also m_forward's OperOverride hecks is now implemented in operoverride_ext.c =]]]]]]]]]]]]]]]]] 1 year ago
u4 2780c71229 Ported all remaining fucking m0ds over to U5, including templ8s y0 (doing some misc optimisation/bugfixing in the pr0cess), also m_forward's OperOverride hecks is now implemented in operoverride_ext.c =]]]]]]]]]]]]]]]]] 1 year ago
uncommon 2780c71229 Ported all remaining fucking m0ds over to U5, including templ8s y0 (doing some misc optimisation/bugfixing in the pr0cess), also m_forward's OperOverride hecks is now implemented in operoverride_ext.c =]]]]]]]]]]]]]]]]] 1 year ago
.gitignore 2780c71229 Ported all remaining fucking m0ds over to U5, including templ8s y0 (doing some misc optimisation/bugfixing in the pr0cess), also m_forward's OperOverride hecks is now implemented in operoverride_ext.c =]]]]]]]]]]]]]]]]] 1 year ago
HALP.md bd50fc1a76 Updated HALP fiel to reflect new U5 defaults, also clarified some shit 1 year ago
LICENSE 1344e3f1cc initial commit 5 years ago
README.md b963ab72a9 Split main README into separate per-module manpages lmoa 1 year ago
appveyor.yml fb4b678f23 Added .dll zip to em readme + appvey0r build matrix for Unreal v4.2.4.1 2 years ago

README.md

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).

For troubleshooting etc, view the HALP.md fiel. You can also find (some) discussion in the 3rd party mods board on the Unreal forums. =]

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

Module compilation (*NIX only)

Protip: To download a module, use the Raw button on the right-hand side when viewing a .c file. This way you're sure to get the proper code. ;]

I personally clone this git repo and symlink modules into the Unreal 3rd party directory, meaning I can simply pull the changes and re-run make. So:

cd /home/unreal # Home directory of your IRC user
mkdir build # Or whatever folder you want
cd build
git clone https://gitgud.malvager.net/Wazakindjes/unrealircd_mods.git
cd /home/unreal/unrealircd-5.0.0/src/modules/third # This is your Unreal source directory
ln -s /home/unreal/build/unrealircd_mods/malv/otkl.c otkl.c
# More links here: ln -s <target> <link name>
# You can prolly omit <link name> because many versions of `ln` use the destination file's name for link name by default
cd ../../../ # Back to the source tree's root
make && make install

After that just add the relevant loadmodule "third/modname"; line(s) to unrealircd.conf. =] When I've updated one or more module(s), you can simply do:

cd /home/unreal/build/unrealircd_mods
git pull
cd /home/unreal/unrealircd-5.0.0
make && make install
/home/unreal/ircd/unrealircd rehash

Repo structure

  • skrip: Some miscellaneous scripts that might be of use (see readme in the dir for deetz) ;]
  • templates: Muh templ8s for Unreal m0ds m8, everything is explained inside the .c files there
  • spec: Specifically written for someone by request, as such it's tailored to them/their network and is probably not very useful to you (see readme in the dir for deetz)
  • malv: Specifically written for Malvager; move along, nothing to see here =]

Paid modules

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.

If you don't need these but still want to support me, feel free to donate through PayPal or use the custom job fee option in my shop if you want to donate with credit card or iDEAL. :>