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Latest News

Unreal 3.2.8-rc1 ...
    [12/29/08 @ 6:27 AM]

UnrealIRCd Development & Future
    [12/10/08 @ 8:01 AM]

Stskeeps says goodbye.
    [12/6/08 @ 9:06 AM]

Unreal 3.3 (Updated)
    [02/9/08 @ 10:36 AM]

Quick-get System
    [12/26/07 @ 12:36 AM]



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News/Announcements


Old News Archive

I've released Unreal3.2.8-rc1 (Release Candidate 1) for testing.
This RC allows members from the public to test if there are any major release critical bugs (eg: crash bugs) present, so they can be corrected before the real 3.2.8 release. If you want to help out testing a bit, check out the downloads below. Note that 3.2.8-rc1 should NOT be used at production servers!

Downloads: Source | Windows | Windows SSL

If you're willing to help some more, maybe you could help out in the Unreal3.2 testing forum as well, to test specific test-items, be sure to read the first post ('READ THIS! (how to use)').


Code:
==>>>>>>>>>>>>>>>>>>>>>==
Unreal3.2.8-RC1 Release Notes
==============================

==[ GENERAL INFORMATION ]==
* If you are upgrading on *NIX, make sure you run 'make clean' and './Config'
first, before doing 'make'
* The official UnrealIRCd documentation is doc/unreal32docs.html
online version at: http://www.vulnscan.org/UnrealIRCd/unreal32docs.html
FAQ: http://www.vulnscan.org/UnrealIRCd/faq/
Read them b ... (Read More)
Post Reply :: 0 Replies & 919 Views

Upon the announcement of Sts leaving the project, who of course without him there would never have been UnrealIRCd and will definitely be missed (though you can send lotsa cookies to him, maybe he'll come back : P), I figure an update on things will be wise now as speculation is gonna fly I'm sure.

While development on the 3.2 branch will fall to as Syzop has recently noted again, primarily bug fixes (with exception of .8 which has some new features), a 3.3 project is still in the works and has taken the role over of what u4 was originally meant to be. To note primarily that of what originally was meant to be was a completer re-write from the ground up basically, and in C++ rather than C. Its also intended to be heavily heavily modular, which will present many new possibilities of course.

Its still going to be a few months off before any code is here for base uses, I'm the only one working on 3.3 right now, though mainly for sanity reasons, I'm simply doing the core basis of the IRCd, the stuff that makes IRC work, then it'll go into subversion as an alpha codebase and at that point myself and other developers still with the project will talk about either ... (Read More)
Post Reply :: 0 Replies & 865 Views

So, after a long wait, I've decided to pull out of the UnrealIRCd project - which I started back in 1999. My reasons for this is that IRC has reached a point where it's growing increasingly difficult to do anything remotely inventive, restricted by the lack of cooperation in the IRCd community and amongst networks & clients, and lack of people interested in helping out with doing the actual code. And when it's not possible to do anything inventive, it just isn't exciting anymore, and it's a drag to code on. :|

nate has taken over the #unreal-devel channel and some people are active there and might keep on working on Unreal3.2.8, and I wish them the best of luck. It would be selfish of me to shut down the project when there's still people active within it, so this isn't a shut down notice, but I've decided I don't have time for maintaining the project anymore, contribute to, or participate in it. So the fate of the project is in their hands now.

I would like to thank the people that have helped out with contributions both code, support, donations, infrastructure and time through these many years. A testament to this would be http://searchirc.com/ircd-versions , which illustrates how strong Unreal still is, even with inactive development for quite a while. And the fact that Unreal started out with being a fringe IRCd noone really used, to being the most used IRCd on the internet.

For myself, I'm no longer going to answer support questions with regards to UnrealIRCd, or hang out at the channels anymore. I'll be on freenode if any of those who know me personally would like to hang out still.

[image at: http://bsd.tspre.org/~stskeeps/n810.jpg ]
My current focus, is finishing my masters degree in computer science, and developing (in my spare time) for Nokia Internet Table ... (Read More)
Post Reply :: 7 Replies & 1141 Views

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, le ... (Read More)
Post Reply :: 4 Replies & 15474 Views

So after a few nights of development here, an idea which spawned a couple/few months back actually is complete.

We've now implemented a 'Quick' get system of sorts to grab UnrealIRCd from the site while still utilizing the mirrors here and let us keep track of download statistics as well.

This feature at least in my opinion for the purpose I did it was mainly aimed at those who might utilize scripts to grab and install UnrealIRCd without the use of portage (which in my experience within the #unreal-support channel, portage related installs of UnrealIRCd are more trouble than ease of getting : P) and such.

The simplest way to utilize this at least on *nix related systems is simply by wget get.unrealircd.com. Using that will provide you the latest stable UnrealIRCd source (.tar.gz) package.

The URL however can take some arguements, which basically as an example to get the 3.2.7 source (.tar.gz) package:

http://get.unrealircd.com/3.2.7/source

The Version value is fairly obvious, it would be the UnrealIRCd release. At this time there is no legacy supporting, 3.2.7 is the only version available at the minimum level, however upon the release of 3.2. ... (Read More)
Post Reply :: 0 Replies & 5294 Views

And I'm back! I was forced to go inactive 4 months ago due to a severe wrist issue. Now, after surgery and 3 months of recovery, I'm starting to get back on track again and I've resumed my position as Unreal3* maintainer in the UnrealIRCd team.
Some major changes have happened when I was away, such as the new focus on Unreal4* (based on inspircd). It's a drastic move, with a lot of work to do (many Unreal-features needed to be implemented, other things changed to make it Unreal'ish, lot of testing and debugging to make it a good quality ircd), but once completed and fully stabilized I believe it will be a good next-generation ircd which should give us enough flexibility for the next -many- years. It's also written in C++ and is less spaghetti code than Unreal3, which means more coders involved, which again turns out in faster development and hopefully less bugs.
Unreal3.2*, as Stskeeps has said, will continue to exist for quite a while. It will mostly be a bugfix-only branch (with a couple of new features, sorry.. can't resist...). There will be plenty of overlap between Unreal4 stable release and the discontinuing of Unreal3, there'll be no rush.
Finally, I'd ... (Read More)
Post Reply :: 5 Replies & 5566 Views