Inactive [TP] Transporter v7.2 - Teleportation between gates, worlds, and servers [1185]

Discussion in 'Inactive/Unsupported Plugins' started by frdfsnlght, Jun 22, 2011.

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  1. Offline

    frdfsnlght

    Transporter - Teleportation between gates, worlds, and servers

    This support thread is no longer active. Please visit the project's new site on BukkitDev:

    Version: 7.2

    Make sure to read the Release7 wiki page for important information before you upgrade from v6!

    For the absolute latest information about the plugin, including source, see the Google project site.

    Thanks goes to Raphfrk, whose Server Port plugin served as inspiration.

    If you like this plugin, please consider donating.​
    donate.png

    Features:
    • Teleport between gates in the same world
    • Teleport between gates in different worlds (multiworld support)
    • Teleport between gates on different servers (includes client patcher)
    • Teleports minecarts and boats, with or without a player
    • Server to server chat based on gate proximity
    • Inventory and health transfer (including storage minecarts)
    • Includes client patcher for automatically reconnecting clients
    • No need for client patcher if you're running the BukkitContrib or Spout client
    • Supports server proxies like CraftProxy (v6.9)
    • World creation/loading/unloading (v6.9)
    • Built-in command help
    • Extreme gate design possibilities, including 3D and horizontal
    • Supports gate access using player specific PINs
    • Item banning and transmutation
    • Built-in simple permissions system
    • Permissions plugin integration (preferred)
    • PermissionsEx plugin integration (preferred)
    • iConomy plugin integration
    • BOSEconomy plugin integration
    • Dynmap integration
    • Minecraft-Overviewer integration
    • and more to come...
    Links:
    Changelog:
    v7.2
    • Added client patching for client 1.8.1 (1.8.0 was skipped).
    • Supports RB 1185.
    • Can now remove bad gate links (issue 35).
    • Changed world loading to be delayed after server start.
    • Minor tweaks here and there.
    v7.1
    • Fixed Dynmap integration; requires Dynamp v0.22 or above.
    • Added more customizable gate messages.
    • Now enforces gate permissions on player interactions.
    • New permission `trp.gate.changeLink.<gate>` to limit ability to change gate's current link.
    • Fixed gates not saving to disk properly.
    Changelog for Older versions (open)

    v7.0
    • Working with CB RB 1060
    • Too many things to list here. See the Release7 wiki page for IMPORTANT INFORMATION BEFORE UPGRADING.
    v6.10
    • Working with CB RB 1000
    • Utilizes latest CraftProxy redirect detection so no more need for the craftProxy config setting
    • Compatible with BukkitContrib for client side redirects, so no need for the client patcher if you already have BukkitContrib client side installed
    • Tightened up network protocol handshaking
    • Server to server keepalives with automatic reconnection
    • Prevention of stationary liquids used for portal blocks from flowing under certain circumstances
    • Config setting for custom inter-server chat message formatting
    • Elimination of the minecraftAddress config setting; now it's done on a per-server basis as an additional argument to the "trp server add ..." command; this will almost certainly require you to change your existing server connections, but there are some sensible assumptions made that may allow many setups to "just work"
    • Automatic conversion of servers.yml into the main config
    • New debug command to submit debugging data to my web server so I can review it if necessary
    • Fixed "trp world go ..." command
    v6.9

    • Added world commands.
    • Added gate destroy command.
    • Added CraftProxy support.
    • Change semantics of minecraftAddress global setting.
    v6.8

    • Updated client patcher for MC 1.7.3.
    • Fixed client/server errors when teleporting in CB 953.
    v6.7

    • Updated client patcher for MC 1.7.2, CB 953.
    v6.6

    • Autoloads worlds linked to from local gates.
    v6.5

    • Fixed client patcher. If you've patched the client with a previous version, you must reapply the patch.
    v6.4

    v6.3

    • Added client patcher.
    • Changed client reconnect kick messgaes - now requires new client patcher.
    v6.2

    • Tweaked spawn position when exiting gates.
    • Removed debugging code.
    • Added "Booth" and "Small" gate designs.
    v6.1

    • Fixed problem of network not shutting down properly.
    • Fixed minecarts going server-to-server.
    v6

    • First publicly available release.
    v1-v5

    • Never saw the light of day.
     
    vrox, Hwo, wassilij and 1 other person like this.
  2. This is the log from the other server:

    Code:
    22:25:29 [INFO] Done (0.128s)! For help, type "help" or "?"
    22:25:33 [INFO] [Transporter] connected to 'mainserver' (127.0.0.1:25557)
    22:25:33 [INFO] [Transporter] received information from 'mainserver', running v6.9
    22:25:38 [INFO] [Transporter] disconnected from 'mainserver' (127.0.0.1:25557)
    22:25:38 [INFO] [Transporter] will attempt to reconnect to 'mainserver' in about 68 seconds
    22:25:54 [INFO] [Transporter] accepted a connection from 127.0.0.1/58712
    22:25:54 [INFO] [Transporter] server key match detected for 'mainserver' on connection with 127.0.0.1/58712
    22:25:54 [INFO] [Transporter] cancelling outbound connection attempt to server 'mainserver'
    22:25:54 [INFO] [Transporter] connected to 'mainserver' (127.0.0.1/58712)
    22:25:54 [INFO] [Transporter] received information from 'mainserver', running v6.9
    22:26:06 [INFO] [Transporter] expecting 'Silthus' from 'mainserver.city.Zentrum'...
    22:26:07 [INFO] Disconnecting Silthus [/127.0.0.1:60693]: Failed to verify username!
    22:26:09 [INFO] Connection reset
    22:26:26 [INFO] [Transporter] cancelled expected arrival of 'Silthus' from 'mainserver.city.Zentrum'
    22:28:11 [INFO] [Transporter] expecting 'Silthus' from 'mainserver.city.Zentrum'...
    22:28:12 [INFO] Disconnecting Silthus [/127.0.0.1:47641]: Failed to verify username!
    22:28:14 [INFO] Connection reset
    22:28:31 [INFO] [Transporter] cancelled expected arrival of 'Silthus' from 'mainserver.city.Zentrum'
    Here is the same log with debugging enabled:

    Code:
    22:44:34 [INFO] [DEBUG] wantWrite to 127.0.0.1:25557: true true false true
    22:44:34 [INFO] [Transporter] connected to 'mainserver' (127.0.0.1:25557)
    22:44:34 [INFO] [DEBUG] wantWrite to 127.0.0.1:25557: true true false true
    22:44:34 [INFO] [DEBUG] wrote 95 to 127.0.0.1:25557
    22:44:34 [INFO] [DEBUG] wrote 260 to 127.0.0.1:25557
    22:44:34 [INFO] [DEBUG] read 260 from 127.0.0.1:25557
    22:44:34 [INFO] [DEBUG] received command 'setInfo' from mainserver
    22:44:34 [INFO] [Transporter] received information from 'mainserver', running v6.9
    22:44:47 [INFO] [DEBUG] read 260 from 127.0.0.1:25557
    22:44:47 [INFO] [DEBUG] received command 'attachGate' from mainserver
    22:44:48 [INFO] [DEBUG] read 260 from 127.0.0.1:25557
    22:44:48 [INFO] [DEBUG] received command 'attachGate' from mainserver
    22:44:48 [INFO] [DEBUG] read 1540 from 127.0.0.1:25557
    22:44:48 [INFO] [DEBUG] received command 'expectEntity' from mainserver
    22:44:48 [INFO] [DEBUG] wantWrite to 127.0.0.1:25557: true true false true
    22:44:48 [INFO] [DEBUG] wrote 260 to 127.0.0.1:25557
    22:44:48 [INFO] [Transporter] expecting 'Silthus' from 'mainserver.city.Zentrum'...
    22:44:50 [INFO] Disconnecting Silthus [/127.0.0.1:39649]: Failed to verify username!
    22:44:52 [INFO] Connection reset
    22:45:09 [INFO] [Transporter] cancelled expected arrival of 'Silthus' from 'mainserver.city.Zentrum'
    22:45:09 [INFO] [DEBUG] wantWrite to 127.0.0.1:25557: true true false true
    22:45:09 [INFO] [DEBUG] wrote 1540 to 127.0.0.1:25557
    22:45:36 [INFO] [DEBUG] read -1 from 127.0.0.1:25557
    22:45:36 [INFO] [DEBUG] kill 127.0.0.1:25557
    22:45:36 [INFO] [Transporter] disconnected from 'mainserver' (127.0.0.1:25557)
    22:45:36 [INFO] [Transporter] will attempt to reconnect to 'mainserver' in about 65 seconds
    22:46:40 [INFO] [Transporter] accepted a connection from 127.0.0.1/53361
    22:46:40 [INFO] [DEBUG] read 95 from 127.0.0.1/53361
    22:46:40 [INFO] [Transporter] server key match detected for 'mainserver' on connection with 127.0.0.1/53361
    22:46:40 [INFO] [Transporter] cancelling outbound connection attempt to server 'mainserver'
    22:46:40 [INFO] [Transporter] connected to 'mainserver' (127.0.0.1/53361)
    22:46:40 [INFO] [DEBUG] wantWrite to 127.0.0.1/53361: true true false true
    22:46:40 [INFO] [DEBUG] read 260 from 127.0.0.1/53361
    22:46:40 [INFO] [DEBUG] received command 'setInfo' from mainserver
    22:46:40 [INFO] [Transporter] received information from 'mainserver', running v6.9
    22:46:40 [INFO] [DEBUG] wrote 260 to 127.0.0.1/53361
    22:46:44 [INFO] [DEBUG] read 260 from 127.0.0.1/53361
    22:46:44 [INFO] [DEBUG] received command 'attachGate' from mainserver
    22:46:45 [INFO] [DEBUG] read 260 from 127.0.0.1/53361
    22:46:45 [INFO] [DEBUG] received command 'detachGate' from mainserver
    22:46:46 [INFO] [DEBUG] read 260 from 127.0.0.1/53361
    22:46:46 [INFO] [DEBUG] received command 'attachGate' from mainserver
    22:46:49 [INFO] [DEBUG] read 260 from 127.0.0.1/53361
    22:46:49 [INFO] [DEBUG] received command 'attachGate' from mainserver
    22:46:49 [INFO] [DEBUG] read 1540 from 127.0.0.1/53361
    22:46:49 [INFO] [DEBUG] received command 'expectEntity' from mainserver
    22:46:49 [INFO] [DEBUG] wantWrite to 127.0.0.1/53361: true true false true
    22:46:49 [INFO] [DEBUG] wrote 260 to 127.0.0.1/53361
    22:46:49 [INFO] [Transporter] expecting 'Silthus' from 'mainserver.city.Zentrum'...
    22:46:50 [INFO] Disconnecting Silthus [/127.0.0.1:39709]: Failed to verify username!
    22:46:52 [INFO] Connection reset
    22:47:09 [INFO] [Transporter] cancelled expected arrival of 'Silthus' from 'mainserver.city.Zentrum'
    22:47:09 [INFO] [DEBUG] wantWrite to 127.0.0.1/53361: true true false true
    22:47:09 [INFO] [DEBUG] wrote 1540 to 127.0.0.1/53361
    I will try out Serverport in just a second and post the results here.

    ITS WORKING!

    :D

    I had a hunch and changed the Server Mode to offline. After that the reconnection worked perfectly, now I just have to test if the proxy is taking over the server auth and redirects to minecraft or what the hell is going on ^^.

    FYI: I only have localhost:25566 and 25567 as set minecraft server and it still works with the proxy

    EDIT:
    Here some short guide what I did to get the proxy running:

    Both servers are on the same mashine.
    Server1-Port: 25566
    Server2-Port: 25567
    Proxy-Bind-Port: 25565
    Proxy-Standard-Server: 25566

    On first server:
    /trp server set minecraft localhost:25566
    And all the rest from the wikipage

    On second server:
    /trp server set minecraft localhost:25567
    And all the rest from the wikipage

    I also had to set Online_Mod=false in the server.properties.
    In order to still have the players be authed by minecraft.net set the following in the proxy config:

    auth_off: false
    bridge_connection=false

    After that do the rest of the wiki tutorial and connect to the proxy (standard mc port). Proxy will take over from there and reconnect you to whatever server you ported too.
    Also there will be no visible login screen it feels like teleporting to someone else on the same server.

    Thanks again for your great help and continuing the idea of a server-to-server port plugin =)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  3. Offline

    frdfsnlght

    Good to hear. I'll incorporate your experience into the wiki page so others can spare themselves some grief. Thanks for figuring it out.
     
  4. Offline

    DELIGNY Loïc

    Please i don't understand : with a friend we have 2 local server on our computer.
    We can create link between us and we can create a gate to go to the other server but we can't return on our respective server , we get this error : "Failed to connect to the server Connexion refused : connect"
    Can you help me please ?
     
  5. Offline

    frdfsnlght

    I'm going to need a lot more information to begin to help. Server logs and plugin configs (both config.yml and servers.yml) from both servers would be a good start.
     
  6. Got a strange error now when teleporting the server gives me this message and disconnects the two gates:

    Code:
    11:37:42 [WARNING] [Transporter] exception while processing message from 127.0.0.1/51002: String index out of range: 0
     
  7. Offline

    DELIGNY Loïc

    My configs file :
    config.yml
    Show Spoiler

    minecraftAddress: (my public ip)
    listenAddress: 0.0.0.0
    serverKey: orange
    bannedAddresses:
    reconnectInterval: 60000
    reconnectSkew: 10000
    arrivalWindow: 20000
    allowBuild: true
    allowLinkLocal: true
    allowLinkWorld: true
    allowLinkServer: true
    useGatePermissions: false
    exportedGatesFile: overviewer/gates.json
    impersonateServerportReconnect: false
    usePermissions: false
    useIConomy: false
    debug: false
    craftProxy: false


    servers.yml
    Show Spoiler

    servers:
    - enabled: true
    address: my friend's public ip
    name: server1
    key: osef


    my server log:
    Show Spoiler

    2011-07-16 13:36:11 [INFO] [Transporter] connected to 'server1' (tyzarkPublicIP:25555)
    2011-07-16 13:36:12 [INFO] [Transporter] received information from 'server1', running v6.9
    2011-07-16 13:36:18 [INFO] [Transporter] ->[nek1802] opened gate 'Nosgoth'
    2011-07-16 13:36:19 [INFO] [Transporter] teleporting player 'nek1802' to 'server1.world.test3'...
    2011-07-16 13:36:19 [INFO] [Transporter] sending player 'nek1802' to 'tyzarkPublicIP' via client reconnect
    2011-07-16 13:36:20 [SEVERE] Could not pass event PLAYER_MOVE to MultiVerse
    java.lang.NullPointerException
    at com.onarandombox.Rigby.MultiVerse.MVPlayerListener.onPlayerMove(MVPlayerListener.java:199)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:286)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:321)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:163)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:84)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:451)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    2011-07-16 13:36:21 [INFO] [Transporter] received confirmation of arrival of 'nek1802' at 'server1.world.test3'
    2011-07-16 13:36:25 [INFO] [Transporter] expecting 'nek1802' from 'server1.world.test3'...
     
  8. Offline

    frdfsnlght

    That all looks good. The exception you see in your log isn't from Transporter. The logs shows a successful teleport to server1 and the beginning of a teleport from server1, but no more. Is there more to the log after that? What happens in the other server?

    That is very strange. I might have to add some debugging code in the next version and come back to this some later day.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  9. Offline

    GoldenX

    I find the permissions difficult. How can I do to permit a player to create a portal and the other players only to use them ?
    Especially, what's the permission which allow a player to use every portals created ?
    Thank you
    EDIT : the permission is : trp.use
    thank you great plugin
     
  10. I am currently trying to create a custom gate. The /trp design build is working fine but when I place a sign at the designated location it does not create the gate.

    Did I do something wrong in the gate config?

    Code:
    name: Well
    duration: -1
    buildable: true
    buildFromInventory: false
    buildWorlds: .*
    linkLocal: true
    linkWorld: true
    linkServer: true
    multiLink: true
    restoreOnClose: false
    
    blockKey:
      x: NONE
      X: AIR
      S: SAND
      W: { build: WATER, open: 8, portal: true }
      w: { build: {type: WALL_SIGN, facing: NORTH }, screen: true, trigger: true, switch: true }
      i: { build: AIR, insert: true, spawn: PLAYER }
    
    blocks:
      -
        - "xxSx"
        - "xxxx"
      -
        - "xxwx"
        - "xWWx"
      -
        - "xixx"
        - "xWWx"
      -
        - "xxxx"
        - "xxxx"
     
  11. Offline

    Raphfrk

    Not that it matters now, but I updated CraftProxy so you can use [Redirect] instead of [Serverport]. I think you already added support for Serverport, so makes no difference now.

    Also, Afforess has accepted my pull request for BukkitContrib which is basically my reconnect patch. This also accepts both prefix messages.

    [edit]

    Hmm, looks like you wanted "[.*]" rather than a hard coded value. [Redirect] was intended as a plugin neutral phrase.

    [Edit2]

    On the issue with craftproxy, servers have to be placed in offline mode since the proxy doesn't know the password associated with the user. This means that it can't connect.

    The proxy can be set to act as a passthrough for the first connection, but since the client doesn't actually reconnect for later connections, the proxy has to be able to connect manually.

    This means that the recommendation is that all the servers are placed in offline mode and the proxy is set to handle authentication. However, for that to be safe the game ports for the servers must NOT be forwarded.

    I know the feeling :). Unfortunately, minecraft doesn't have a clean packet system. Ideally, the packet structure would be something like

    Byte: Packet Id
    Int: packet length
    <rest of packet>

    This would allow the proxy to easily forward/skip packets without having to understand them. Only the few packets that are important for reconnecting would need to be parsed.

    I have managed to break the field types in the protocol down into 11 different fundamental units:

    Fixed length
    Byte sized byte array
    Short sized byte array
    Short sized double byte array
    Short sized quad byte array
    Integer sized byte array
    Integer sized triple byte array
    Meta data (fun to decode that one :))
    Motion Info
    Item
    Item array

    You have to get it 100% right, or you lose your position in the data stream and also Notch changes it (slighty) with each major release. This guys at this site have info about the protocol.

    I think the problem with the logs was that the proxy was being run as a plugin, so you were getting the logs all in one (and also sometimes the log messages aren't clear I admit).

    The proxy was connecting and then connecting back on itself, since the proxy was connecting to the server that the proxy was a plugin for.

    The "unable to verify username" was because the password was wrong.

    I normally recommend that the proxy is run stand-alone, but people like the plugin version.

    One other thing, the Craft Proxy example setup would mean that you could only switch between the 2 servers behind the firewall using the proxy.

    In theory, a player could connect to the proxy and then be routed to server 1. However, for that to be safe, server 1 would need to be behind a proxy + firewall.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  12. @Raphfrk
    Is it possible to have the proxy sent an Auth Accepted or smth to the server so that plugins like mcbans know that the user is authenticated?
     
  13. Offline

    Raphfrk

    The proxy can send any packet to the server. Compatibility with other plugins requires discussion with the other author though :).

    One option would be for McBans to have an IP whitelist. Only connections which come from the IP of the proxy would be accepted. If the client connects from any other IP, it would be immediately kicked. This would work where all the servers are on the same network.

    I notice McBan has an offline mode, but I think that just means that their server is offline?

    There used to be a plugin which allowed users to log in and enter a password to prove who they are. CraftProxy could be made to do that automatically.
     
  14. Offline

    Amrac

    I got the same error after changing gate parameters for the chat.(relayChat and relayChatDistance). I did this change and didnt test it, when i came later connection between server was down.

    I fix this issue by reseting the map on both server, but remove the gate will probably be good.
     
  15. Offline

    Takel

    Phew, just spent a good portion of an hour trying to get my development servers to play nice with each other and I've got a question based from my experience.

    Is there a limitation to how long a FQGN can be?
     
  16. Offline

    Tyzark

    I have a problem with my installation (it's not a problem with transporter but a network one): 2 servers, server1 and server2. I am player1 who manage server1 and my friend is player2 who manage server2.

    player 1 can go on server2, player 2 can go on server1 (transporter works perfectly :p) BUT if player1 try to use the gate to return on server1 (the one on his computer) that dont work. same for player2 trying to go back on his server2(on his own computer).
    I know where is the problem (a local computer can't access to his own computer with public ip address) but i'm looking for a solution (without a proxy). i tried a /trp server set minecraft "192.168.1.50,192\.168\. xxx.xxx.xxx.xxx"(my public adress) but it don't work.

    Please help me to found the way out ^^.

    PS: I'm the Loic Deligny's friend (look on page 4). And we are french so please be gentle with my writed english ( and correct me if you have time xD)
     
  17. Offline

    JayFight

    i had no problems like your saying but then i set the ip with the port number so that mine was /trp server set minecraft 98.244.149.35:25565 and i set the listen port manually to 0.0.0.0:25555
    that might be all you need but then you might be going through a firewall or a proxy so idk if that would help you
     
  18. Offline

    frdfsnlght

    Yes. Each name part between the periods can be a maximum of 15 characters. That implies server and world names must be 15 characters or less. The 15 character limit is so that name parts fit on a line on a sign.

    Let me take this opportunity to say that the design of the server-to-server configuration portion of the plugin is borked. I based it on how Server Port did things and made some slight modifications, but it's becoming clear as more people use the plugin, it's not going to work for many situations. I will be working on a more complete solution over the next couple of weeks and probably release it v6.10 or something.

    That said, I presume your both behind firewalls? The [temporary] solution to your problem might be something like:

    Server1: trp server set minecraft 192.168.1.50,xxx.xxx.xxx.xxx xxx.xxx.xxx.xxx (xxx address is public IP of your server)
    Server2: trp server set minecraft yyy.yyy.yyy.yyy,zzz.zzz.zzz.zzz zzz.zzz.zzz.zzz (yyy address is private IP of MC server 2, zzz address is public IP of server2)

    You are absolutely correct is your reason why it's not working for you. After you've teleported to your friend's server, your player IP address looks the public address of your own MC server (because you're being NATed through your firewall). So with the original pattern match looking for a 192 address, it doesn't find it, and your client is told to connect to your public IP address, which, as you found out, doesn't work for most folks. The commands above set things up so the patterns match against the public IPs it will look like your coming from, so your client will then be told to connect to the private IP address of the MC server.

    Give it a shot. Hopefully it will work. I have to edit the ServerToServer wiki page now and make a giant note that says it doesn't work as written.

    Just to let everyone know, I'm starting a bit of vacation, so my ability to answer questions and offer help will be spotty this next week. To be clear, I AM NOT ABANDONING THE PLUGIN, just taking some time off my day job away from computers.

    Hopefully, during the hiatus, I'll be able to sort through the current issues with the server-to-server configs and come back ready to code up a solution.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  19. Offline

    Tyzark

    Thx for your answer, i will try it soon... when he wake up and launch his server ^^ ! Have nice vacation !
     
  20. Offline

    frdfsnlght

    Yes. You have the sign/screen block facing NORTH, but the block you have to it's south is NONE, so you'll never be able to place the sign since a sign cannot be attached to nothing. I believe you want to change the sign facing to SOUTH, so it must be attached to block to its north, which you have as SAND.

    Also, you have WATER blocks with nothing around them, so they're going to flow all over the place (which isn't necessarily a problem, but maybe you want STATIONARY_WATER). And the SAND block the sign is attached to has nothing below it, so it will fall, destroying the sign.

    You should rethink the design a bit.
     
  21. Offline

    DELIGNY Loïc

    Thanks a lot for your help !!
    I have 2 questions for you :
    Can i see gates on Dynmap like LandMarks ??
    Do you know how i can create portal witch use the portal texture like real nether portal ? When I put "PORTAL" in my design, the texture disappear after 2s :'(
     
  22. Offline

    Amrac

    In source i saw
    That would be awesome cause i fear that player can use Transportation to duplicate item.
     
  23. Offline

    frdfsnlght

    I've never seen the plugin. Not sure how it works. I'll have to check it out and see. I integrate with Minecraft Overviewer now, which puts up a web map based on the Google map APIs. But I'm up for integrating with others too.

    That's a problem I wish I had a solution to. I believe it's a MC server thing. Portal blocks seem to have special behavior in the server code and using them in custom gates is difficult at best, but usually impossible. That's why none of the designs that ship with the plugin use it.

    You are right. It's a possible exploit for users. I'm reluctant to implement that feature though, until I can get input from users like yourself. There are always other options but I don't claim to know what they are.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  24. Offline

    AgentKid

    Awesome plugin! I'm now using it on my servers to have inter-server chat and to allow teleporting between them (along with CraftProxy). One feature that I'd like, though, would be to have a configuration field for the way that chat comes through the portals. I say this because we use HeroChat on our server and so messages from other servers don't really fit in well.
     
  25. Offline

    thefoxeur

    Hello , your plugin work perfectly in two server one the same host.

    but I have a question :

    It's possible to have different inventory for each server?

    Thx

    Thefoxeur
     
  26. Offline

    frdfsnlght

    You'd have to explain a bit more what you're after. Do you mean something like a format string that allows the server admin to describe how the messages should be displayed? For example: %p@%s said %m (where %p is the player's name, %s is the server name they're on, and %m is the message text). Something like that?

    Edit: I've added this as a feature request. Maybe you're idea is different. Let me know.

    No. A player's inventory is teleported with them. Maybe I could make that an option, but it might be tricky. No promises on when something like that would be available.

    Edit: I've added this as a feature request.

    I've started collecting ideas for new features. I'll eventually create a wiki page for them.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  27. Offline

    thefoxeur

    Very thanks

    Because I have three server :

    - Rp economy + city build
    - PvP
    - Free construction with give and worldedit

    And i don't want my players come to RP world with the give inventory :)

    Thx
     
  28. Offline

    AgentKid

    Yeah, something like that. On my server, we use HeroChat's channels and it's set up like this: "&2[g] &f[&9<WorldName>&f] <UserPrefixColor><Username>&f: <Message>". All I the plugin needs to have is a line in the configuration file for how the messages should be displayed and to have %player% %prefix% %server% %world% as fields that you can add. I'm probably not doing a good job explaining it, so if you don't understand what I mean, I'll try to explain it better.

    EDIT: Oh, and one other thing. I noticed that when I use a portal to a different server, I appear inside that portal and get teleported back and forth over and over until I manage to break the loop. Any way you could look into offsetting the arrival by a few blocks?
     
  29. Offline

    frdfsnlght

    That's not supposed to happen. I haven't seen that behavior myself, so I'll have to do some testing again.
     
  30. Offline

    AgentKid

    Actually now that I looked into it further, the problem seems to be that people get DC'd in transit and the proxy puts them on the original server inside the active portal, then they get pulled through again. Any way you can make it so that you can't go through a portal within 5 seconds of connecting to a server?
     
  31. Offline

    Tueurdragon

    hello, can you help me

    I install the plugin craftproxy v1.7 to enjoy the inter-server reconnection and transporter v6.9
    Installling and the setting works
    by cons, I just have a little problem when I activate the white list
    When the whitelist is enabled on the server and I try to go through a portal he said the following:

    - [transporter] server complained : player is not allowed to connect

    also when I use transport without craftproxy with the white list enabled, its not working either

    Can you help me please

    thank you very much

    regards
    Draco

    PS: Excuse me for my English, I'm french
     
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