The IRCD server protocol

Cody Harris qbasicer at
Sun Sep 12 19:15:35 EDT 2004

Well, we can't move to hybrid because they use unreal for Windows, or
something like that.  I like hybrid, they like unreal.  Sounds like
fun eh?

I think I have a little much work ahead of me, but i'll see what I can
work out with them...

I will get back to you guys shortly, take care.

On Mon, 13 Sep 2004 01:09:25 +0200, pcgod at
<pcgod at> wrote:
> On Sun, Sep 12, 2004 at 07:04:35PM -0300, Cody Harris wrote:
> > It sounds weird, but what I want to do is connect hybrid and unreal
> > together, and I thought I have to make my own server to do it...
> >
> > But my question is, how does it get this ecoding:
> > :.?sUt0??? PART #mediaone
> >
> > And:
> > SJOIN 1095003606 #mediaone + :@QBasicer
> > 
> > Where does it get the # from, and where does it get .?sUt0??? from?
> hmm, why would you want to do something like that? Because of the
> differences in hybrid and unreal, not only would this be more difficult
> to do than it would appear at first, but unreal has all kinds of strange
> extensions to the protocol that hybrid just doesn't support. Best case,
> you end up with a desynched network, unless you really know what you're
> doing.
> I'm not all that familiar with unreal's server communications, but that
> .?sUt0??? is in the position for the client's ID. as for the #, the only
> place I see one there is at the beginning of the channel names.
> Anyway, if you really want to go ahead with this, a first step would be
> to learn TS in hybrid. I believe there's some documentation on that
> protocol distributed with the source. Unreal should have something
> similar. Honestly, I think it'd be much easier to migrate everyone to
> the same ircd.
> -- PC^God --


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