UnrealIRCd Strategy Change, Forking InspIRCd
Posted by Eric Iles on 14 July 2007 - 12:21 · 4 comments & 1813 views
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#1 Posted by Azmodan on 14 Jul 2007 - 16:16
- Cool, considering that InspIRCd's my fave IRC daemon and UnrealIRCd's has a nice i18n nickname option (you can add characters in chinese, japanese, etc..).
Here's a comparison of IRC daemons: http://en.wikipedia.org/wiki/Comparison_of_IRC_daemons
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#2 Posted by th3rEsa on 14 Jul 2007 - 17:17
- Which language was UnrealIRCd developed in?
edit: Found it.
Personally I'd prefer the euIRCd daemon, but IIRC it's not public...
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We've been working to improve this code base but run into serious issues constantly due to old code laying about and design decisions in the past by previous coders that has locked us into an IRCd that can hardly evolve.
In light of this, and through that people have worked on a IRCd from scratch, in C++ - InspIRCd. InspIRCd was made by people who initially used Unreal, but foresaw that something radical was needed to fix the IRCd code base so many IRCds share.
InspIRCd was partly inspired by Unreal and this means that it will be easier for us to move on to the logical step - we're forking InspIRCd (through a tight cooperation with them), to give you Unreal4.0. For more information on the new core, see http://www.inspircd.org - any documents dealing with module coding, server protocol, etc, works for Unreal4 too - as we will be the project that extends from bare (InspIRCd) to colourful and featureful (UnrealIRCd) and the goal is to be able to move modules from Unreal to InspIRCd without problems.