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14 <H1>[IRCServices Coding]
5.0.36 and Unreal
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"[IRCServices Coding] 5.0.36 and Unreal">mark at ctcp.net
19 <I>Wed Jul
28 02:
55:
53 PDT
2004</I>
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34 <PRE>Martin Pels wrote:
35 ><i> On Tue,
2004-
07-
27 at
23:
56, M wrote:
36 </I>><i> > Andrew Church wrote:
37 </I>><i> > > >Hrm, sorry to throw the spanner into the works. What if the
38 </I>><i> > > Unreal dev
39 </I>><i> > > >team suggested how this should work?
41 </I>><i> > > Actually, what would be best from my perspective is if
42 </I>><i> > > someone--or even better, several someones--made their own
44 </I>><i> > > Services on their own network to do what they thought was
45 </I>><i> the
"right
46 </I>><i> > > thing
", and some sort of consensus arose from there. (I
47 </I>><i> often look
48 </I>><i> > > to Services derivatives for ideas as well; is anyone aware of a
49 </I>><i> > > Services-like program that does use the channel owner
50 </I>><i> mode, and if
51 </I>><i> > > so, how does it use the mode?)
53 </I>><i> > Some time ago members of the Unreal time developed a derivative of
54 </I>><i> > IRCServices called Daylight. This is likely the best package to
55 </I>><i> > dertermine how the Unreal team thought the mode ought to work.
58 </I>><i> As far as I can remember the +a mode didn't exist yet in
59 </I>><i> Unreal when Daylight was around.
61 You remember incorrectly, +a did exist in Unreal at that time. Daylight may
62 or may not have supported +a but the discussion seems to be centred around
63 chan founder mode (+q) which was handled by Daylight.
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