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14 <H1>[IRCServices Coding] 5.0.36 and Unreal</H1>
15 <B>M</B>
16 <A HREF="mailto:ircservices-coding%40ircservices.za.net?Subject=%5BIRCServices%20Coding%5D%205.0.36%20and%20Unreal&In-Reply-To=4105074a.24411%40achurch.org"
17 TITLE="[IRCServices Coding] 5.0.36 and Unreal">mark at ctcp.net
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19 <I>Tue Jul 27 14:56:25 PDT 2004</I>
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34 <PRE>Andrew Church wrote:
35 &gt;<i> &gt;Hrm, sorry to throw the spanner into the works. What if the
36 </I>&gt;<i> Unreal dev
37 </I>&gt;<i> &gt;team suggested how this should work?
38 </I>&gt;<i>
39 </I>&gt;<i> Actually, what would be best from my perspective is if
40 </I>&gt;<i> someone--or even better, several someones--made their own
41 </I>&gt;<i> hacks to Services on their own network to do what they
42 </I>&gt;<i> thought was the &quot;right thing&quot;, and some sort of consensus
43 </I>&gt;<i> arose from there. (I often look to Services derivatives for
44 </I>&gt;<i> ideas as well; is anyone aware of a Services-like program
45 </I>&gt;<i> that does use the channel owner mode, and if so, how does it
46 </I>&gt;<i> use the mode?)
47 </I>
48 Some time ago members of the Unreal time developed a derivative of
49 IRCServices called Daylight. This is likely the best package to dertermine
50 how the Unreal team thought the mode ought to work.
51
52 M.
53
54
55
56 </PRE>
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