Inactive [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin [1317]

Discussion in 'Inactive/Unsupported Plugins' started by Drakia, Feb 10, 2011.

Thread Status:
Not open for further replies.
  1. Offline

    Drakia

    Stargate - The Bukkit Port. A portal plugin.
    Version: 0.6.10
    CraftBukkit: 1317
    Addons: Stargate-DHD

    Plugin Dependencies:
    Permissions 2.x/3.x (Optional)
    Register (Optional, will allow any Economy plugin to be used)

    PLEASE READ IF YOU NEED SUPPORT:
    I require a few things to offer support to you. First, I need you to enable debug mode (set debug to true in the Stargate config.yml file). Second, I need you to post your server.log file to http://pastebin.com and post a link to that in the topic. Then I need you to paste both your Stargate config.yml, and your Permissions config to http://pastebin.com and link to those as well. Without this information I will be unable to help you, so do yourself a favor and post the required information!

    This plugin supports Permissions 2.x/3.x as well as SuperPerms via the PermissionsBukkit plugin or another SuperPerms manager.
    This plugin supports Register -- This will allow use of any economy plugin that Register supports

    =============
    Description
    =============
    This is a port of the Stargate plugin from hMod - Originally by Dinnerbone/Sturmeh.
    Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.

    Download: http://thedgtl.net/bukkit/Stargate.jar
    Source: http://github.com/TheDgtl/Stargate-Bukkit/

    =============
    Language Packs
    =============
    http://thedgtl.net/bukkit/sg/de.txt -- German (Thanks EduardBaer)
    http://thedgtl.net/bukkit/sg/nl.txt -- Dutch (Thanks Grovert11)
    http://thedgtl.net/bukkit/sg/ru.txt -- Russian (Thanks ckr@jk)
    http://thedgtl.net/bukkit/sg/fr.txt -- French (Thanks Dauphin14)

    =============
    Known Issues
    =============
    None

    =============
    User Videos
    =============
    http://www.youtube.com/uggames#p/u/4/_Xzbmp7UlXw - Tutorial video by @BIG_PIP_IN - A few notes:
    1) The 'F' option is actually to create a 'F'ree gate. A fixed gate is when you specify a destination on the second line.
    2) The button is automagically created for you, so there's no need to actually place a button, but no harm in it either

    =============
    Permissions
    =============
    I now fully implemented SuperPerms support, which meant an overhaul of the Permissions nodes. I also removed the network/world filter options as they are completely handled by Permissions now with no need for an option. The new permissions nodes means you may need to redo your permissions setup.
    A child node (indented) will be given if a player has the parent node (So a player with stargate.use will have access to all stargate.world.* nodes essentially, though it's not implemented like this you can think of it like this).

    If you want to have more control over who can use what network, first set the stargate.use permission to false (This is REQUIRED, as it defaults to true, and is a full override). When using the network/world nodes, you will need to set up BOTH nodes, leaving out either stargate.network or stargate.world will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual stargate.network.{name} nodes, or give them stargate.network and set specific stargate.network.{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with stargate.world.{name}. (Make sure to set up both stargate.network AND stargate.world nodes to avoid Permission Denied errors).
    Create and destroy permissions work along the same lines, stargate.create/stargate.destroy will override all other options, if you want more fine-tuned control first set those permissions to false, then give stargate.create.network/stargate.create.gate and use the subnodes to remove specific networks/gates.

    If you are not using stargate.use, stargate.create or stargate.destroy then you MUST define EVERYTHING yourself for that specific set of nodes

    Code:
    stargate.use -- Allow use of all gates linking to any world in any network (Override ALL network/world permissions. Set to false to use network/world specific permissions)
      stargate.world -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use stargate.world.*)
        stargate.world.{world} -- Allow use of gates with a destination in {world}. Set to false to disallow use.
      stargate.network -- Allow use of gates on all networks (For Permissions 2.x/3.x please use stargate.network.*)
        stargate.network.{network} -- Allow use of all gates in {network}. Set to false to disallow use.
    
    stargate.option -- Allow use of all options
      stargate.option.hidden -- Allow use of 'H'idden
      stargate.option.alwayson -- Allow use of 'A'lways-On
      stargate.option.private -- Allow use of 'P'rivate
      stargate.option.free -- Allow use of 'F'ree
      stargate.option.backwards -- Allow use of 'B'ackwards
      stargate.option.show -- Allow use of 'S'how
      
    stargate.create -- Allow creating gates on any network (Override all create permissions)
      stargate.create.personal -- Allow creating gates on network {playername}
      stargate.create.network -- Allow creating gates on any network (For Permissions 2.x/3.x please use stargate.create.network.*)
        stargate.create.network.{networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
      stargate.create.gate -- Allow creation of any gate layout (For Permissions 2.x/3.x please use stargate.create.gate.*)
        stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates
    
    stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
      stargate.destroy.personal -- Allow destruction of gates owned by user only
      stargate.destroy.network -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use stargate.destroy.network.*)
        stargate.destroy.network.{networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname}
    
    stargate.free -- Allow free use/creation/destruction of gates
      stargate.free.use -- Allow free use of Stargates
      stargate.free.create -- Allow free creation of Stargates
      stargate.free.destroy -- Allow free destruction of Stargates
      
    stargate.admin -- Allow all admin features (Hidden/Private only so far)
      stargate.admin.private -- Allow use of Private gates not owned by user
      stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
    Please read this if you are using PermissionsEx
    PermissionsEx loads nodes in a very screwed up manner. You need to put any wildcards AFTER their negations. So if you want to allow access to all networks except 'Bah' you would do it as such:
    Code:
            - -stargate.network.Bah
            - stargate.network.*
    This is a PermissionsEx issue, and there is nothing I can do to make it easier to use negations.

    =============
    Default Permissions
    =============
    stargate.use -- Everyone
    stargate.create -- Op
    stargate.destroy -- Op
    stargate.option -- Op
    stargate.free -- Op
    stargate.admin -- Op

    =============
    Instructions
    =============
    Building a gate:
    Code:
        OO
       O  O - These are Obsidian blocks. You need 10.
       O  O - Place a sign on either of these two blocks of Obsidian.
       O  O
        OO
    Sign Layout:
    - Line 1: Gate Name (Max 11 characters)
    - Line 2: Destination Name [Optional] (Max 11 characters, used for fixed-gates only)
    - Line 3: Network name [Optional] (Max 11 characters)
    - Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate, 'P' for a private gate, 'F' for a free gate, 'B' is a backwards gate (You will come out the back), 'S' is for showing always-on gates in their destination list)

    Options:
    The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'.

    Picture:
    Show Spoiler
    [​IMG]


    Using a gate:
    - Right click the sign to choose a destination.
    - Right click the button to open up a portal.
    - Step through.

    Fixed gates:
    - Fixed gates go to only one set destination.
    - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to an always-open fixed gate however.
    - To create a fixed gate, specify a destination on the second line of the stargate sign.
    - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

    Gate networks:
    - Gates are all part of a network, by default this is "central".
    - You can specify (and create) your own network on the third line of the sign when making a new gate.
    - Gates on one network will not see gates on the second network, and vice versa.
    - Gates on different worlds, but in the same network, will see eachother.

    Hidden Gates:
    - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
    - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
    - Set the 4th line of the stargate sign to 'H' to make it a hidden gate.

    iConomy Support:
    The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them.
    There is a default cost defined in the Stargate config.yml, and you can define per-gate layout costs in the custom .gate files you create.
    To define a certain cost to a gate just add these lines to your .gate file:
    usecost=5
    destroycost=5
    createcost=5
    toowner=true

    ==============
    Custom Gate Layout
    ==============
    You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
    The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
    Code:
    portal-open=90
    portal-closed=0
    X=49
    -=49
    
     XX 
    X..X
    -..-
    X*.X
     XX 
    
    portal-open/closed are used to define the material in the gate when it is open or closed.
    "X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
    In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
    You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
    As of v0.5.5 you can use block data in .gate files in the format:
    X=35:15
    Which would make the block only work if it's black wool. If no data is supplied any type of that block (Any color wool) will work.

    ==============
    Configuration
    ==============
    default-gate-network - The default gate network
    portal-folder - The folder your portal databases are saved in
    gate-folder - The folder containing your .gate files
    destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
    useiconomy - Whether or not to use iConomy
    createcost - The cost to create a stargate
    destroycost - The cost to destroy a stargate (Can be negative for a "refund"
    usecost - The cost to use a stargate
    chargefreedestination - Enable to allow free travel from any gate to a free gate
    freegatesgreen - Enable to make gates that won't cost the player money show up as green
    toowner - Whether the money from gate-use goes to the owner or nobody
    maxgates - If non-zero will define the maximum amount of gates allowed in a network.
    lang - The language to use (Included languages: en, de)

    debug - Whether to show massive debug output
    permdebug - Whether to show massive permission debug output

    =======================
    Message Customization
    =======================
    As of 0.6.5 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt.
    If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
    There are three special cases when it comes to messages, these are:
    ecoDeduct=Spent %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%

    As you can see, these three strings have variables in them. These variables are fairly self-explanatory.
    The full list of strings is as follows:
    prefix=[Stargate]
    teleportMsg=Teleported
    destroyMsg=Gate Destroyed
    invalidMsg=Invalid Destination
    blockMsg=Destination Blocked
    denyMsg=Access Denied
    destEmpty=Destination List Empty

    ecoDeduct=Deducted %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%
    ecoInFunds=Insufficient Funds

    createMsg=Gate Created
    createNetDeny=You do not have access to that network
    createPersonal=Creating gate on personal network
    createNameLength=Name too short or too long.
    createExists=A gate by that name already exists
    createFull=This network is full
    createWorldDeny=You do not have access to that world
    createConflict=Gate conflicts with existing gate

    =============
    F.A.Q.
    =============
    Q) Why aren't gates destroyed when I remove the obsidian with a tool like the superpickaxe?
    A) Because when you use a plugin tool such as that, it SETS the block to air, it doesn't destroy it in the same way as hitting it does. Therefor no block destroy hooks are called.

    Q) How do I make a custom .gate file?
    A) Take a look at plugins/Stargate/gates/nethergate.gate, it has all of the information you'll need. You will need to work on a COPY of nethergate.gate however, as nethergate.gate is overwritten on plugin startup.

    Q) Does this plugin work with {X}?
    A) I really don't know, I don't know how {X} is implemented, or whether they will conflict. I'm also about as interested in looking into it as you are apparently ;)

    Q) What is a "Hidden Gate"?
    A) A hidden gate is a gate on a network that is only shown on other gates destination lists if the player looking at them is its creator, or somebody with the stargate.hidden permission. A hidden gate can still be dialed out from by anybody unless it's set to Private.

    Q) What is a "Private Gate"?
    A) A private gate is a gate that can only be dialed out from by its creator, or somebody with the stargate.private permission. If it's not hidden then anybody can still dial into this gate.

    Q) What does "destroyexplosion" do?
    A) If "destroyexplosion" is false, and an explosion even touched a portal control (Sign or button) the entire explosion is cancelled. If it is true, then the gate will be destroyed as if somebody had removed the sign/button. There is currently no way I can stop just the sign/button from being destroyed, which is why the entire explosion must be stopped.

    Q) What does "stargate.create.personal" allow players to do?
    A) If a player has stargate.create.personal, they can create Stargates that have the network name set as their username, or a substring thereof (The maximum length of a network is 11 characters, so I had to substr the name). This allows a specific group to be able to create their own personal Stargate network. This network will not interfere with any other Stargate networks as everything is stored separately in memory.

    Q) Why is PlayerB getting "Access Denied" when trying to go through a gate PlayerA opened?
    A) Only one user can use a stargate at a time, if PlayerA sets the sign, nobody else can hit the button. If PlayerA sets the sign/hits the button, nobody else can walk through the gate. Always-Open Fixed Gates are an exception, as they have no "Active User".

    Q) What does this error mean "[WARNING] [Stargate] Missing destination point in .gate file nethergate.gate"?
    A) This error means there is no destination point in your .gate file, please read the section on custom gate layouts.

    Q) Why can't I use "/sg reload"?
    A) This command is only usable from the console, and will stay that way.

    Q) Can you add command X?
    A) No, the only command this plugin will ever have is /sg reload, and that's a console-only command.

    Q) Why do I get kicked with the message "You moved too quickly!(Hacking?)" when I use a gate?
    A) Stargate is not compatible with iZone.

    Q) I gave my users 'stargate.world' and 'stargate.network' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use 'stargate.world.*' and 'stargate.network.*' respectively. This is a difference in how Permissions and SuperPerms are implemented.

    Q) My permissions aren't working properly, help!
    A) Turn on both debug and permdebug, you will get a LOT of output when using gates. First of all, try to determine the issue yourself based on this output. If all else fails, and only if all else fails, post your log and ask for me to resolve the issue for you.

    Q) The Russian lang pack isn't showing ingame, why not?
    A) You need to have a client mod to get russian characters in-game, same with any non-ANSI characters. Please Google for this as I don't know how to install them.

    Q) How do I enable debug mode?
    A) Add the following to your config.yml:
    debug: true
    permdebug: true

    =============
    Changes
    =============
    [Version 0.6.10]
    - Added Register support as opposed to iConomy
    [Version 0.6.9]
    - Added UTF-8 support (With or without BOM)
    [Version 0.6.8]
    - Fixed unmanned carts losing velocity through gates
    - /sg reload now properly switches languages
    [Version 0.6.7]
    - Added lang option
    - Removed language debug output
    - Added German language (lang=de) -- Thanks EduardBaer
    [Version 0.6.6]
    - Added %cost% and %portal% to all eco* messages
    - Fixed an issue when creating a gate on a network you don't have access to
    - I can't spell
    [Version 0.6.5]
    - Moved printed message config to a seperate file
    - Added permdebug option
    - Hopefully fix path issues some people were having
    - Fixed iConomy creation cost
    - Added 'S'how option for Always-On gates
    - Added 'stargate.create.gate' permissions
    [Version 0.6.4]
    - Fixed iConomy handling
    [Version 0.6.3]
    - Fixed (Not Connected) showing on inter-world gate loading
    - Added the ability to negate Network/World permissions (Use, Create and Destroy)
    - Fixed Lockette compatibility
    - More stringent verification checks
    [Version 0.6.2]
    - Fixed an issue with private gates
    - Added default permissions
    [Version 0.6.1]
    - Stop destruction of open gates on startup
    [Version 0.6.0]
    - Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!)
    - Added custom Stargate events (See Stargate-DHD code for use)
    - Fixed portal event cancellation
    - Umm... Lots of other small things.
    - I really hope I didn't screw anything up ^.^
    [Version 0.5.5]
    - Added 'B'ackwards option
    - Fixed opening of gates with a fixed gate as a destination
    - Added block metadata support to gates
    [Version 0.5.1]
    - Take into account world/network restrictions for Vehicles
    - Properly teleport empty vehicles between worlds
    - Properly teleport StoreageMinecarts between worlds
    - Take into account vehicle type when teleporting
    [Version 0.5.0]
    - Updated the teleport method
    - Remove always-open gates from lists
    - Hopefully stop Stargate and Nether interference
    Previous Changes (open)

    [Version 0.4.9]
    - Left-click to scroll signs up
    - Show "(Not Connected)" on fixed-gates with a non-existant destination
    - Added "maxgates" option
    - Removed debug message
    - Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
    [Version 0.4.8]
    - Added chargefreedestination option
    - Added freegatesgreen option
    [Version 0.4.7]
    - Added debug option
    - Fixed gates will now show in the list of gates they link to.
    - iConomy no longer touched if not enabled in config
    [Version 0.4.6]
    - Fixed a bug in iConomy handling.
    [Version 0.4.5]
    - Owner of gate now isn't charged for use if target is owner
    - Updated for iConomy 5.x
    - Fixed random iConomy bugs
    [Version 0.4.4]
    - Added a check for stargate.network.*/stargate.world.* on gate creation
    - Check for stargate.world.*/stargate.network.* on gate entrance
    - Warp player outside of gate on access denied
    [Version 0.4.3]
    - Made some errors more user-friendly
    - Properly take into account portal-closed material
    [Version 0.4.2]
    - Gates can't be created on existing gate blocks
    [Version 0.4.1]
    - Sign option permissions
    - Per-gate iconomy target
    - /sg reload command
    - Other misc fixes
    [Version 0.4.0]
    - Carts with no player can now go through gates.
    - You can set gates to send their cost to their owner.
    - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
    - Created separate 'stargate.free.{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added 'stargate.world.*' permissions
    - Added 'stargate.network.*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added 'stargate.free' permission
    - Added iConomy cost into .gate files
    [Version 0.3.3]
    - Moved sign updating into a scheduled task, this fixes the sign bugs.
    [Version 0.3.2]
    - Updated to latest RB
    - Implemented proper vehicle handling
    - Added iConomy to vehicle handling
    - Changed how blox hash is generated, fixes multi-world
    [Version 0.3.1]
    - Changed version numbering.
    - Changed how plugins are hooked into.
    [Version 0.30]
    - Fixed a bug in iConomy checking.
    [Version 0.29]
    - Added iConomy support. iConomy 4.4 or 4.5
    [Version 0.28]
    - Fixed an issue with removing stargates during load
    [Version 0.27]
    - Fixed portal count on load
    [Version 0.26]
    - Added stargate.create.personal for personal stargate networks
    - Fixed a bug with destroying stargates by removing sign/button
    [Version 0.25]
    - Fixed a bug with worlds in subfolders
    - Fixed gates being destroyed with explosions
    - Added stargate.destroy.owner
    [Version 0.24]
    - Fixed a loading bug in which invalid gates caused file truncation - Thanks @ Jonbas
    [Version 0.23]
    - Added a check to make sure "nethergate.gate" exists, otherwise create it
    [Version 0.22]
    - Fixed multi-world stargates causing an NPE
    [Version 0.21]
    - Code cleanup
    - Added a few more errors when a gate can't be loaded
    - Hopefully fixed path issue on some Linux installs
    [Version 0.20]
    - Added more null checks, hopefully fix some errors with other plugins.
    [Version 0.19]
    - Set button facing on new gates, fixes weirdass button glitch
    - Beginning of very buggy multi-world support
    [Version 0.18]
    - Small permissions handling update.
    [Version 0.17]
    - No longer treat GM as a special case, just load it as Permissions 2.0 like the author intended
    [Version 0.16]
    - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
    - Left-clicking to activate a stargate works again
    [Version 0.15]
    - Built against b53jnks -- As such nothing lower is supported at the moment.
    - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
    - Removed long constructor.
    [Version 0.14]
    - Fixed infinite loop in fixed gates.
    - Fixed gate destination will not open when dialed into.
    [Version 0.13]
    - Fixed gates no longer show in destination list.
    [Version 0.12]
    - Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
    - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
    - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
    - Fixed but not AlwaysOn gates now open the destination gate.
    - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
    [Version 0.11]
    - Oops, b0rked something in 0.10, fixed in 0.11
    [Version 0.10]
    - Hopefully fixed the "No position found" bug.
    - If dest > origin, any blocks past origin.size will drop you at dest[0]
    - Switched to scheduler instead of our own thread for closing gates and deactivating signs
    - No longer depend on Permissions, use it as an option. isOp() used as defaults.
    [Version 0.09]
    - Gates can now be any shape
    [Version 0.08]
    - Gates can now consist of any material.
    - You can left or right click the button to open a gate
    - Gates are now initialized on sign placement, not more right clicking!
    [Version 0.07]
    - Fixed where the default gate is saved to.
    [Version 0.06]
    - Forgot to make gates load from new location, oops
    [Version 0.05]
    - Moved Stargate files into the plugins/Stargate/ folder
    - Added migration code so old gates/portals are ported to new folder structure
    - Create default config.yml if it doesn't exist
    - Fixed removing a gate, it is now completely removed
    [Version 0.04]
    - Updated to multi-world Bukkit
    [Version 0.03]
    - Changed package to net.TheDgtl.*
    - Everything now uses Blox instead of Block objects
    - Started on vehicle code, but it's still buggy
     
  2. Offline

    Drakia

    And you're running what version? Because if you were running 0.5.0 it wouldn't be kicking you for hacking.

    Or you could read the first post where it says post your log so I don't need to play 20 questions to fix your problem.
     
  3. Offline

    Jazy Lopez

    Tested it out on the lastest build (935) and it works wonderfly, and no kicking for hacking either, even when I go to nether or another world from my MultiVerse.
    Love your plugin, I'd say it is the best portal pugin for survival :D
    [diamond][diamond][diamond]
     
  4. Offline

    moose517

  5. Offline

    waflija

    is it compatible with wormhole xtrem database? I have to change the plugin, because WX isn't supported in the moment...
     
  6. Offline

    VolkovTheGreat

    Nevermind, I installed the last version ^^
     
  7. Offline

    Drakia

    "gb9d0b04-b860jnks (MC: 1.6.6)"
    See how the first post says this works with b928? Yeah, I know what I'm doing, and your log will always tell me exactly what the problem is.
    If a dev asks for certain information from you it's so they can help, it's best not to assume it's useless.
     
  8. Offline

    moose517

    sh*t my bad, i could have swore it said 860, so any idea as to when it will be updated for 860?
     
  9. Offline

    Drakia

    You mean downgraded? It won't be.
     
  10. Offline

    moose517

    wait wtf, hmmmm now i have some digging to do myself, unless i goofed a file i should be running 935, ah now i'm gonna scream LOL

    EDIT: *facepalm* i downloaded the 935 RB but never actually copied it to my server, all is good now haha, my bad Drakia
     
  11. Offline

    Leemur

    now the use cost don't take money :/ (for teleport)
     
  12. Offline

    I_Am_No_One

    Not sure if its this plugin, but everytime me and the people on my server use the stargates, their minecraft crashes, any help?
     
  13. Offline

    parker_digg

    It is this plugin. Or a code within the plugin that other plugins might use also. I hope it gets fixed though :O

    I have heard he wasn't going to work on his plugins anymore... If not, I really hope someone takes it over.
     
  14. Offline

    Flenix

    I had this, when using RB928 and the older version of Stargate. in 928 the teleport methods changed, so you need to download the new stargate too.

    Anyone know if this works on 950?
     
  15. Can anyone confirm this works with update 1.7.2 (RB #953)?
     
  16. Offline

    axebyte

    Code:
    Current Known Issues:
     -"Moved too quickly!" error still persists after each MC update. Removing all stargates and recreating the signs tends to remove this error.
     
    This does not work with the newest 953
    any idea where one can disable this issue? i love this plugin as it has no hubs and is easy to use and make, is this dropped and unsupported? if so is someone picking it up?
     
  17. Offline

    BIG_PIP_IN

    Are you F-ing serious if you would have taken time to read the posts you would see he is activly supporting this plugin just not Dumb ass people like you I realy cant belive you have the nerve to come on someone elses post and post your own work WOW what a piece of work Drakia nice work still not having any issues been flawless since your release Thanks
     
    Drakia likes this.
  18. Offline

    Slashinator

    First of all, you should read the description....

    This plugin wasn't even originally designed by Drakia. I have not seen an actual change to this plugin since I was introduced to Minecraft. All I see is people testing it for each update, if it works for them, the craftbukkit version changes in the thread title. No real changes made, just text being edited. I have actually spent a good amount of time rewriting a lot of the code in this plugin that was just totally useless. I have it working the way stargates work in the TV series.

    In no way am I stealing credit away from anyone. I took a great idea and added to it. I simply added my name to the author list, didn't remove any names. I didn't add my name to files I didn't edit either, so you could go through that JAR file, find my source files and see exactly all the work I put into that release as well.

    By the way..... people post the source code so that people like me can view it and edit it.
     
  19. Offline

    Drakia

    @Slashinator
    This plugin IS still updated, please remove your link. This plugin is also NOT GPL or licensed under ANY license that allows you to re-distribute it, whether in binary or source format.
    And in regards to your last post about this plugin not being updated, you're a friggin idiot, I have spent MONTHS updating this plugin and adding features to it. Just because you are too fracking stupid to actually read doesn't mean I'm not actually working on it. Now GTFO of my topic.

    Actually I post my source so people can LEARN, not so they can take my plugin. You want to make your own Stargate mod? Go ahead, ask Dinnerbone, then start from here: https://github.com/Sturmeh/Stargate
    Just like I did, because you can't use my code, ever.

    In regards to b953, the plugin seems to be working fine, but my MC crashed (unrelated) and the login server is down, so I can't do extensive testing.

    Plugin is working fine in b953

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
    Jan Tojnar likes this.
  20. Offline

    Slashinator

    Dude... you don't even want to help people use your plugin, I don't see why you have a stroke when someone else updates it and then is even willing to help the community use it.

    I won't remove anything unless someone from bukkit tells me to (or they could do it without me even knowing) or a lawsuit comes my way. And with there being no copyright or patent, you don't even have legal means of owning this code.

    I guess I will just submit it myself and support it on a new thread.


    P.S. went through your changelog and it looks like just about everything you added, I ended up taking out. So, I am not even using your useless code.
     
  21. Offline

    Drakia

    @Slashinator Actually, Canadian copyright law states that any work is copyright the creator unless explicitly stated otherwise. This plugin (Atleast the parts I created, which is 75% of the Bukkit version) are copyright ME. The admins on this forum WILL remove your link, and they will NOT accept your plugin submission if you try to submit your own "version".
    If you insist on pushing the issue I will have C&D notices sent to whatever host you're using, as you are hosting copyrighted material without permission of the copyright holder.
    I actually had to agree with Dinnerbone on how I would develop this plugin, it wasn't just that I took it and did my own thing.
    Thanks to you, I'm now removing the source for this project from GitHub, so go screw yourself.

    Unless you base your plugin on this codebase: https://github.com/Sturmeh/Stargate
    I can guarantee your plugin will never be accepted on this forum.

    @EvilSeph @Plague @Dinnerbone Please remove this users link from my topic. Thank you.
     
  22. Offline

    Slashinator

    75% of the code is yours, wow that is a lie!

    This plugin consists of multiple java files, not just the Stargate. java file that is the only one that has your name on it.

    Blox.java: 127 lines of code
    Gate.java: 460 lines
    Portal.java: 739 lines
    RelativeBlockVector.java: 30 lines
    SignPost.java: 125 lines

    and then....

    Stargate.java: 616 lines

    These are how many lines of code are in my current files. Even if you wrote the whole Stargate.java file, that is nowhere near 75% of the code. Hell, not even close to half. Maybe 30%, but only if you wrote the whole file yourself! Quit over-exaggerating to make it seem like you did more than add always open, fixed, private and whatnot gates that don't even exist within the stargate tv series so you really should be getting sued by MGM for a plugin that uses their name, that they legally own, and you don't even use the rules of stargates that MGM created.
     
  23. Offline

    Drakia

  24. Offline

    Slashinator

    I'm not worried at all. If it doesn't get accepted, it will just be a loss to the community. You obviously care a lot about the community.... All you are doing is taking credit for way more than you did. And on top of that tossing a donate button in there as well to try and make money where money shouldn't be made. It's greedy people like you that ruin the open source world.

    By the way, how is the code stolen when you posted the source? That right there made it open source, meaning anyone can use it. Should have never posted your source if you wanted to be this greedy.

    Downloaded that original source.... looks very similar to your source, maybe because you didn't really change that much! Looks to me like you mostly changed the economy plugin that used to be built in with it to work with iConomy instead. That's about all I am seeing here. Not really any changes to the actual function and purpose of the plugin except to make it compatible with yet again, someone else's plugin.
     
  25. Offline

    Drakia

    @Slashinator Good to know it's not only English you can't read. Now screw off.

    And for future reference, posting source doesn't make it open source, and it doesn't imply any license. Good luck trying to prove otherwise.
     
  26. Offline

    Jazy Lopez

    Idiot just shut up and leave with what ever pride you have left...
     
  27. Offline

    ZeroPoke

    @Slashinator All you did was get his code, remove the flexibility and try to release. Well you did that being able to set a list of dest. but Im gonna put out that doesnt follow SG gates sets sooo.... STFU!
     
  28. Offline

    andrewkm

    Even though ive previously had my own dispute with @Drakia , I think @Slashinator 's posts in this thread are completely uncalled for/unnecessary. Please... just get out.
     
  29. Offline

    Jan Tojnar

    Please don't remove source. As you said "I post my source so people can LEARN, not so they can take my plugin.", I am plugin creator — beginner and i actually think your code is one of best written plugins. Exploring your plugin makes me understand bukkit plugin development. Don't let stupid idiots without basic knowledge of law and not even little piece of brain discourage you from doing this great plugin.
     
  30. Offline

    Drakia

    @Jan Tojnar I will still be keeping Stargate up to date, but because of the fact I don't have an explicit license on it I end up with too many idiots like this guy who think they can just take the plugin as their own.
     
  31. Offline

    Jan Tojnar

Thread Status:
Not open for further replies.

Share This Page