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

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

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    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

    If you are doing per-world/network permissions you need to be sure to give players access to everything explicitly. This means giving stargate.network.*/stargate.world.* (or without .* for SuperPerms) if you want them to be able to access all networks/worlds. If you just give them stargate.network.central or some other network they are still denied access to gates on every world.
     
  3. Offline

    drt

    welcome home :p

    does this require -stargate.use still? and is it applicable to stargate.option.yadayada?

    free gates not green on fixed gate signs :D

    is it possible to get an explanation why /sg reload wont be made for ingame?
    i run the server on a differnt machine and it would be super sweet to have /sg reload with a perm

    [email protected]
     
  4. Offline

    Rpa;otj

    Drakia just stopping in for a quick update. My host gave up on my plugin support ticket and told me that either I get it fixed via communication with the author or completely reinstall it all and lose everything. They did also mention that they believe there is a chance that 1060 corrupted world data/chunks and caused this issue. My players are more than irate right now, so if you could make some time for me this evening or in the morning to see if there is a possible chance of recovery I'll gladly offer a donation in return for your time!
     
  5. Offline

    Drakia

    Still not home, so haven't had a chance to look at any of the stuff you posted.

    @Rpa;otj In regards to your 1-way hub gates not showing, are they always-open? Because an always-open gate will not show in any gate list. As for permissions, all you should need is:
    stargate.use
    stargate.create
    stargate.destroy
    stargate.option
    stargate.free
    stargate.admin

    That should cover everything.
    As for the gates not creating, I have had one other user who after the update to 1060 noticed issues with blocks returning invalid types (Stone when it was obsidian or air). I'm honestly not sure how to fix it, or if it's even possible.

    @iPixeli No.

    @drt You seem to have removed your post with the video/configs. There's not much I can do unless I know what's wrong. You will still require '-stargate.use' if using Permissions as it is a global override for stargate.network/stargate.world and is checked first. Fixed free gates aren't green because there's no way to tell whether the gate will be free for a specific user under all cases until it is activated. '/sg reload' will never be an in-game command as that was a stipulation of me taking over this project, it took me about a week of talking to the original dev before I could even make that one console command.

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

    Rpa;otj

    @Drakia - My 1 way gates are the ones that DO work, all the gates that just a sign with with a list cannot be interacted with, it treats them all as if it's a blank sign that you are clicking...
     
  7. Offline

    drt

    i removed my post because i've been changing a lot of configurations while debugging this myself.
    i'm stumped but i have discovered a few things in the process.

    #1 issue = blah.blah.* is trumping any -.blah.blah .blah

    im compiling my error report for you now :)

    thanks for fighting to get /sg reload btw
     
  8. Offline

    Drakia

    What permissions system are you using? Because with my tests the negation worked fine in Permissions 3.x
    I'm going to upload a temp debug version that prints a few more messages (Like when a network is empty and you try to browse it)

    @drt: This works as expected where the user gets all usage except stargate.network.central:
    Code:
    users:
        Drakia:
            groups:
            - Default
            permissions:
            - stargate.create
            - stargate.destroy
            - stargate.option
            - stargate.network.*
            - -stargate.network.central
            - stargate.world.*
    Here is a version for people having gates not do anything when you right-click a sign, it will print a message to console on any gate activation, and to the player if the destination list is empty: http://thedgtl.net/bukkit/dev/Stargate.jar
     
  9. Offline

    drt

    PermissionsEx because it allows multiple groups per user

    i feel like a fucking idiot right now, still compiling my error report
     
  10. Offline

    Drakia

    @drt : This works as expected where the user gets all usage except stargate.network.central:
    Code:
    users:
        Drakia:
            groups:
            - Default
            permissions:
            - stargate.create
            - stargate.destroy
            - stargate.option
            - stargate.network.*
            - -stargate.network.central
            - stargate.world.*
    Here is a version for people having gates not do anything when you right-click a sign, it will print a message to console on any gate activation, and to the player if the destination list is empty: http://thedgtl.net/bukkit/dev/Stargate.jar

    @drt Your post disappeared again. This works as expected in Permissions 3.x:
    Code:
            - stargate.create.network.*
            - stargate.destroy.network.*
            - stargate.option
            - stargate.network.*
            - stargate.world.*
            - -stargate.network.central
            - -stargate.destroy.network.central
            - -stargate.create.network.central
    They can create gates on any network except central, they can destroy gates on any network except central, and they can use gates on any network except central.

    Keep in mind the parent nodes are a one-check node. If you have stargate.create defined, the sub-nodes are NOT checked. They are meant for full ability only, if you want more specific usage, use the stargate.create.network.* (etc) subnodes instead.

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

    Rpa;otj

    @Drakia - I found what my issue mostly is. On the older version of Stargate you could see 1-way always-on portals on your sign list. The way our server has been set up since launch has been to have a main "hub" that lists all the portals and allows travel. However, to travel somewhere else you would step back through the same always-on portal to the server's main travel hub to pick a different network/location. This has been hugely popular among my players and I do see something in the changelog that I'm assuming prevents always on gates from showing on the browser list.

    Is there a way I can restore this function, or will I have to figure out a way to warp to each gate and convert them all to be browsers instead of always-on? I am guessing that this is what caused all the [Stargate] gate destroyed messages in the console on initial server boot after updating my version?
     
  12. Offline

    Drakia

    This behaviour was actually a bug introduced when I split fixed-gates from always-on gates. Always-on were never supposed to be listed.
    Technically you can change the Stargate database file in the portals subfolder. The 13th entry is whether it's always-on or not (Set it to false).
    This wouldn't cause gates to be removed, only not show in the list. I did however change something to be more strict with verification of gates. Are these gates using custom gate formats, or the default nethergate.gate? I know the new checks work, as this is the startup from my server:
    Code:
    21:54:37 [INFO] [Stargate] Loaded 8 gate layouts
    21:54:37 [INFO] [Stargate] Sign on line 91 doesn't exist. BlockType = AIR
    21:54:37 [INFO] [Stargate] Sign on line 92 doesn't exist. BlockType = AIR
    21:54:37 [INFO] [Stargate] {ZeenixCraft} Loaded 95 stargates with 15 set as always-on
    
    The only thing that doesn't load is two gates that were actually destroyed via plugin commands so weren't cleared from the database. But we have 95 gates on our server, none of which are having the odd behaviour yours is. What I'm thinking is that there was the chunk/sign issue that MC 1.7 introduced that is causing this :(

    Try using this build, I've added some more debug output when removing a gate to say EXACTLY why it was removed (Whether it's a control block, gate layout, etc issue). Post your log when loading with your old portal database so I can see what's up :)
    http://thedgtl.net/bukkit/dev/Stargate.jar (Updated @ 9:08pm Pacific)
     
  13. Offline

    Kane

  14. Offline

    Rpa;otj


    Unfortunately I had made a huge mistake yesterday where I put in my backup and lost it as well :)

    I am running the default gate layout with the portal material changed to water to prevent people from getting into the nether by standing near the edge of the notch portal material(we have a stargate system in place designated for the nether).

    Thanks for all of your help!

    I would like to humbly request a new 4th line option "S", having an S on the 4th line along with A(4th line would become AS) would make it be "Always On" and "Shown", making it appear on the network only if you have the S option on that individual gate.

    For now I have just decided to make most of the 1-way gates into normal gates but it kind of defeats the theme of our server and the way it has been set up for 6 months now...Completely understand if you would be against this suggestion but I know of 62 accounts that would be grateful =)
     
  15. Offline

    drt

    i guess the bukkit site format is changing. when i click "get plugins" then type stargate in the search. this page doesnt come up. dont get lost :D
     
  16. Offline

    Drakia

    @drt Yeah, they stopped indexing the forums, only indexing dev.bukkit.org now. Did you figure out the issues you were having?
     
  17. Offline

    Falsed

    can you join my server

    173.234.41.234

    im having some trouble with the gate
     
  18. Offline

    Drakia

    no
     
  19. Offline

    drt

    no i havnt. i think leaving out stargate.use and putting in stargate.network.* is overiding -stargate.network.{network i wish to block}. The gate not refunding was fixed in 6.4 but now it wont charge to create for me lol!
    I am setting up a test using 1060 (not 1063) with PermissionsEx, stargate(6.4 with deep debug), iconomy5.1 and commandhelper(requiring worldedit(for quick switching between groups)) then i will post links to the video explanation having links to the configs, settings and a zip with the whole test environment. :)

    im going to run this test tonight because my server laptop is occupied right now. i'll post it for you tonight or tomorrow :) if i can recreate a bug i found where creating the first portal on a network with always on made all the portals in the network be defaulted to free, i'll include it in the video.

    i really love this plugin and am excited to get it baby booty smooth XD
     
  20. Offline

    Falsed

    Drakia like it wont let default players use the gate we are using PermissionsEx
     
  21. Offline

    Drakia

    And? Go read the first post.
     
  22. Offline

    drt

    since you're in the code right now, can you please make it so .gate files have permissions assigned as well?
    i'm looking to enforce the technology of other layouts be purchased.

    - stargate.creategate.*
    - -stargate.creategate.compact

    adding an option into the config for permission handled gate layouts as well for people that dont want to f' with adding node neednt, or simply having
    - stargate.creategate/.* (for permissions 2/3.x) default?
    :p
    *slowly backing away from the forums now...* XD

    ~~~ i sense a .6.5 is approaching ~~~

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

    Drakia

    @drt 0.6.5 is up, added stargate.create.gate nodes, they are based on the filename (minus the .gate) of the gate file.
    @Inscrutable Hopefully I've squished the last of the iConomy bugs with this release :)
    @Rpa;otj Implemented 'S'how as an option, it will cause always-on gates to show up on their destination's list :)

    [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
     
  24. Offline

    Rpa;otj

    @Drakia - Thank you so very much =)
     
  25. Offline

    drt

    permissions:
    - stargate.option.alwayson
    - stargate.option.free
    - stargate.option.show
    - -stargate.network.Main
    - stargate.network.*
    - -stargate.world.nether
    - stargate.world.*
    - -stargate.create.personal <---------with or without, when i create a gate on "Main" it creates a gate
    - -stargate.create.gate.compact on a personal network named "Main"
    - stargate.create.gate.* still on Pex... let me know if you decide to shun support for pex ok
    - -stargate.create.network.Main :) it would suck bigger than should be swallowed but i'll understand.
    - stargate.create.network.*
    - -stargate.destroy.network.Main
    - stargate.destroy.network.*
    &
    im guessing %portal% is translated to the name that a portal was created with so:
    ecoRefund=%portal% removed, %cost% has been refunded...
    should read
    "lane1 removed, 15000 has been refunded..."
    if i destroy the portal {lane1} and have its destroy cost at -15000
    yet, it reads
    %portal% removed, 15000 {currency} has been refunded...

    ecoObtain=You recieved %cost% from portal %portal%... produces the same error.

    the cost string displays the expected numerical amount for iconomy5.1 but the minor is neglected
    such as when set to a cost to destroy of -15000.25 it reads:
    %portal% removed, 15000 {currency} has been refunded... and it actually does so.
    i'll call em as i find em :)
    ur doin awesome
     
  26. Offline

    Drakia

    @drt Working on the Perms issue (Friggin PermissionsEx).
    Both %cost% and %portal% will be available with 0.6.6 :)
    The cost for everything is read/stored as integers, so floating point values aren't supported.

    Just threw up 0.6.6 to deal with a few issues:

    [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

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

    drt

    stargate.option.show is present. "show/Show" is not found in the debug so i ran ome test to check it out.
    i find that for an always on gate to register in a network list it must have 'AS' on the bottom line and be directly pointed to the portal with the sign you want to see it from.
    is that how its intended to work? is it possible to see it on any sign in the network somehow?
    thank you for the 6.6 update!
     
  28. Offline

    Drakia

    @drt Show is strictly for Always-On gates to show up on their destination gates sign only. It just reverts some behaviour I changed in a previous version.

    After posting in the PermissionsEx topic I will no longer be offering support for PEX. If you are using it I recommend switching to a real permission plugin.

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

    drt

    thank you for figuring out the compatibility issue with PermissionsEx.

    if a player is in a group that has a negated perm such as: -stargate.network.central
    when added to a group with the perm stargate.network.central

    stargate.network.central is still negated because it adds groups to the player like this:

    users:
    drt:
    group:
    - fist group i was in (has -stargate.network.central)
    - newest group added to (has stargate.network.central)

    because PEx uses the closest to the top of the file as highest priority stargate.network.central is ignored.

    removing the first group and then adding it after the newest group should resolve this.
    its retarded and i understand why you have discontinued support for it.

    perhaps all perm managements do this? im thinking about making a group for every network on my server now... :p

    if you have any recommendation ... anyone... hit me up? please and let me know how it deals with this issue maybe? reach me at [email protected] thanks
     
  30. Offline

    Drakia

    No, PermissionsEx is the only plugin I know of with this f*cking retarded setup.
     
  31. Offline

    drt

    k, thnx
     
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