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


    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)

    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 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 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

    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.


    Language Packs
    ============= -- German (Thanks EduardBaer) -- Dutch (Thanks Grovert11) -- Russian (Thanks ckr@jk) -- French (Thanks Dauphin14)

    Known Issues

    User Videos
    ============= - 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

    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* 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 or will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual{name} nodes, or give them and set specific{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with{name}. (Make sure to set up both AND 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 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

    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) -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use*){world} -- Allow use of gates with a destination in {world}. Set to false to disallow use. -- Allow use of gates on all networks (For Permissions 2.x/3.x please use*){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 -- Allow use of 'F'ree
      stargate.option.backwards -- Allow use of 'B'ackwards -- 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} -- Allow creating gates on any network (For Permissions 2.x/3.x please use*){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 -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname} -- Allow free use/creation/destruction of gates -- Allow free use of Stargates -- Allow free creation of Stargates -- 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:
    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 -- Op
    stargate.admin -- Op

    Building a gate:
       O  O - These are Obsidian blocks. You need 10.
       O  O - Place a sign on either of these two blocks of Obsidian.
       O  O
    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)

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

    Show Spoiler

    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:

    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:
    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:
    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.

    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:
    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

    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 '' and '' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use '*' and '*' 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

    [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*/* on gate creation
    - Check for*/* 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 '{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added '*' permissions
    - Added '*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added '' 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

    Bill Warner

    that worked, thanks!!
  3. Offline


    Just updated from v.17 to v.22, and am now receiving the following error when starting up the server:

    2011-03-10 20:46:50 [INFO] Starting minecraft server version Beta 1.3
    2011-03-10 20:46:50 [INFO] Loading properties
    2011-03-10 20:46:50 [INFO] Starting Minecraft server on *:44150
    2011-03-10 20:46:50 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-524-g82f7800-b534jnks (MC: 1.3)
    2011-03-10 20:46:50 [INFO] Preparing level "world"
    2011-03-10 20:46:50 [INFO] Preparing start region
    2011-03-10 20:46:50 [INFO] [Permissions] version [2.5.4] (Phoenix) was Initialized.
    2011-03-10 20:46:50 [INFO] ControllerBlock: 1.15 by Hell_Fire
    2011-03-10 20:46:50 [INFO] ControllerBlock: Using IRON_BLOCK (42) as ControllerBlock, loaded 0 disallowed types from config
    2011-03-10 20:46:50 [INFO] ControllerBlock: Enabling quick redstone check
    2011-03-10 20:46:50 [INFO] ControllerBlock: Events registered
    2011-03-10 20:46:50 [INFO] [Permissions] version [2.5.4] (Phoenix) loaded
    2011-03-10 20:46:50 [INFO] Stargate v.0.22 is enabled.
    2011-03-10 20:46:50 [SEVERE] null loading Stargate v0.22 (Is it up to date?)
    at net.TheDgtl.Stargate.Stargate.reloadGates(
    at net.TheDgtl.Stargate.Stargate.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.a(
    at net.minecraft.server.MinecraftServer.d(
    2011-03-10 20:46:51 [INFO] Done (0.044s)! For help, type "help" or "?"
    2011-03-10 20:46:51 [INFO] ControllerBlock: Loaded v3 data - 2 ControllerBlocks loaded

    Is there anything special I need to do to upgrade between those versions?
  4. Offline


    so thereis apparently buggy multioworld support now.

    How to i make a Stargate lead to the nether? I have a world called nether in my server root directory with craft bukkit and my other world folder.

    I dont know if i need a plugin to handle loading the nether world or not. I had multiverse installed but it caused all portals created to lead to the nether. I removed it and stargate is working fine.
  5. Offline


    @NEO Multi-world doesn't mean this plugin CREATES worlds, you need a plugin that gives you other worlds, and then you just build gates in those worlds as you would build a gate in the normal world. Apparently nobody can be bothered to read the last few pages of posts these days.
    @nsmyrnos Looking into it
    @nsmyrnos Fixed in 0.23 that I just uploaded. Make sure with your custom .gate format that you add a destination point (* in the .gate file) otherwise portals using that gate format will not work.
    nsmyrnos likes this.
  6. Offline


    Do you have a suggestion for a plugin that manages multi worlds. Ive been looking and trying things out since your post and cant seem to find anything that works.
  7. Offline


    Thanks, Drakia. It's working great now. I'll give the multi-world functions a test this evening.
  8. Offline


    Hi, Thank you very much for all your hard work on this. When I get some time this weekend, I'll fork your project and add in iConomy support. (Entirely selfish offer since I want it on my own server. :rolleyes:)

    I wonder if you have any thoughts on this behavior I'm seeing. I'm trying to convert a list of gates from the hMod version into this version for my server. The first time I run it on the old data file I get this:

    01:19:45 [INFO] Stargate v.0.23 is enabled.
    01:19:45 [INFO] [Stargate] Migrating existing stargate.db
    01:19:45 [INFO] [Stargate] Unregistering gate Ceres
    01:19:45 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@30694bda, network=West name=Ceres, type=nethergate.gate]
    01:19:45 [INFO] [Stargate] Unregistering gate Valhalla
    01:19:45 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@7ce9fc0a, network=West name=Valhalla, type=nethergate.gate]
    01:19:45 [INFO] [Stargate] Invalid sign on line 38 [CraftBlock{chunk=CraftChunk{x=-63z=-40}x=-1007y=89z=-630}]
    01:19:45 [INFO] [Stargate] Invalid line - 68
    01:19:45 [INFO] [Stargate] {world} Loaded 64 stargates with 0 set as always-on
    01:19:45 [INFO] [Stargate] Using Permissions 2.0 (2.0) for permissions
    From moving around the world it seems that all of the gates are working and active. That is until I reload the plugin again. Then only about 1/2 of the gates come back.

    >plugin reload Stargate
    01:19:48 [INFO] Closing all stargates.
    01:19:48 [INFO] Plugin disabled.
    01:19:48 [INFO] Plugin enabled.
    01:19:48 [INFO] Stargate v.0.23 is enabled.
    01:19:48 [INFO] [Stargate] {world} Loaded 34 stargates with 0 set as always-on
    01:19:48 [INFO] [Stargate] Using Permissions 2.0 (2.0) for permissions
    If I go to each of the gates and remove and re-add the sign the gate comes back to life and is stable from then on. Can you think of any work around that would help save me the time of re-initializing 30 gates?

    Thanks a lot. Really appreciate you bringing this back.
  9. Offline


    I lack a world/gate file from hMod to test importing with, so the code is a lot of guesswork when it comes to importing old gate files.
    I noticed on my server (With a non-released build, it never happened with any of the released builds) that every once in a while gates up and vanished (We went from 32 down to 4), but I have not found the cause at all as there is nowhere that the gates are removed without issuing output to the log that said gate was removed. That's actually the reason I added even more output for things like invalid lines.
    I'll give it another look over, but I don't know why it is having issues.

    As for iConomy support, if you fork and add it I'll merge the changes into the main branch :) Just make a pull request.
  10. Offline


    Okay, found your vanishing gates bug. I've sent back a pull request.

    I'll work in the iConomy stuff later.
  11. Offline


    Yup just got the pull request, that didn't fix the bug but it did show me exactly where the bug was, so I pushed a different fix (Moved gate check to AFTER everything was loaded).
    Pushed it, and uploading 0.24 now
  12. Offline


    Hm..I hope that gate fix fixes the stargates for me. Not sure what happened, they worked, and then I set-up a new stargate and they stopped working...maybe the crafbukkit gate's thing was the cause? Let's hope haha.
  13. Offline


    "they stopped working" isn't a bug report, and gives me zero way of helping you. The bug I fixed in 0.24 was a bug in which if there was an invalid gate (Someone destroyed a block say, but the gate wasn't destroyed by the plugin) then any gate after that was lost while loading.
  14. Offline


    Calm down. I never said I needed any help, I was just stating that, what I thought was referring to gates created using craftbook (which I accidentally called crafbukkit) , was causing the problem and I thought you were fixing that with the update.

    So, please don't talk to me like I'm one of these other idiots on here screaming for help and saying ITS BROKEDDDD FIX IT NOW!!!

    When I need help, I'll post a bug report. For now, I'll wait it out and check up on the updates every now and then to see if one of them fixes the problem.
  15. Offline


    I've got a suggestion. I'd like the players to be able to destroy their own created stargates. Maybe have an option for stargate.destroy.owner, and rename stargate.destroy to stargate.destroy.all? I see in the db file that the owner gets jotted down, so I think this might be possible and I'd like this feature. :)
  16. Offline


    Trying to set up the mod after all this upgrade confusion. Was using it just fine before minecraft updated. I had several gates set up on a single world install.

    Started up the server after updating and got this:

    14:17:33 [INFO] [Stargate] Migrating existing stargate.db
    14:17:33 [INFO] [Stargate] {hgsbackup/world} No stargates for world

    Logged in and none of my gates seem active. Opped myself and tore down a sign and recreated a portal and got this error:

    14:22:57 [SEVERE] Exception while writing stargates to plugins/Stargate/portals/hgsbackup/world.db: plugins/Stargate/portals/hgsbackup/world.db (No such file or directory)
    14:22:57 [INFO] [Stargate] Initialized stargate: Crater

    Did I miss a step in updating? Do I need to create the folders and files?
  17. Offline


    I didn't take worlds being in subfolders into account. Will fix tonight
  18. Offline


    I am having some trouble with this plugin, not sure why.
    I am using v.023 of Stargate, I have both Essentials and Permissions installed, (permissions is 2.5.4) but I can't seem to get any gates working.
    I suspect I'm setting up permissions incorrectly, though I have added the appropriate /stargateuse and /stargatecreate commands. I'm having great difficulty figuring out where/how I am messing up.
    There are some errors on my command line, and for the sake of space, I'm just going to attach it as a txt file.

    Could someone post or upload a copy of their /groups file for permissions that works? I'm at the point where copy+paste is about all I think is going to work. Any help is much appreciated : )

    Attached Files:

  19. Offline



    I'm using 0.24 on RB 531 and I'm having trouble creating a new gate. If I destroy a sign on an existing gate i get: Gate Destroyed. Then I can replace it and get Gate Created (using whatever name and network I want). But if I build a new ring, and put a sign on it, nothing happens.

    Any thoughts?

    GroupManager permissions
  20. Offline


    Howdy drakia, been using stargate for a while on our server and love it but found that alot of times if the gates are accidentally destroyed or broke from tnt or creepers, the gate (in the file) will remain, but the signs and buttons will be gone, and even if re-added the gate wont open up, even though the gate is technically STILL there. So I was hoping there could be a command added to delete gates as a temporary fix until all the current bugs are adressed (because not everyone can access the stargate file on the server :p) It'd make testing ALOT easier too. Thanks for your time
  21. Offline


    Okay, found it. looks like the plugin is requiring 14 obsidian blocks on my server for some reason. Here's the nethergate.gate file:

    Any thoughts?
  22. Offline


    @CallMeVlad911 I don't offer support for permissions plugins, you'll need to ask over at the permission plugin topic. I can definitely tell you that it IS your permission config file that's wrong.
    @Jonbas Could you take a picture of the gate you're making? And is there any output in the terminal? Using 531 I don't run into that problem.
    @inkwriter I'll look into either making that destroy the gates, or making those things invincible to explosion.
  23. Offline


    No output on the console.

    Using obsidian:

    X  X
    X  X
    works, but:

    X  X
    X  X
    does not.

    Does that * in the nethergate.gate file look wrong?
  24. Offline


    Uploaded v0.25 which adds:
    - Fixed a bug with worlds in subfolders
    - Fixed gates being destroyed with explosions
    - Added stargate.destroy.owner

    @Jonbas Can you post an actual screenshot from ingame? And the "*" is now required, it is the "exit point" of the gate, essentially what square the player ends up on. In the HMod version, and earlier versions, the plugin "figured out" where the player ended up, but it was flaky at best between gates of different sizes, so I decided this was an easier method.

    Also, the gate has to be three high in the middle:
    X  X
    X  X
    X  X
  25. Offline


    Yah, sorry about the typo on my gate design. They were 5 blocks high of course.

    Okay, really weired: had a server restart last night and now everything is working fine this morning. Must be another plugin trying to conflict or something.
  26. Offline


    Ok, I posted over on the Permissions forum requesting help there.
    I understand that not being in charge of Permissions you wouldn't want to or be able to help someone get it working.

    That being said, is there anyone on this forum that actually has stargate working? If so, is there a chance that you could upload a copy of your world.yml file? I can't find examples online that are easily viewable. The youtube tutorials I've seen have extremely bad resolution on their vids, so I can't actually read what they're typing out on the screen. An example of a working file would be extremely helpful, not in just setting up stargate, but for future plugins too.
  27. Offline


    1) You look like you are running multiple permissions plugins.
    2) Your permissions file is completely screwy from the looks of that output.
    3) Here is a part of my permissions file for Permissions 2.5.4:
    4) I don't know where you got that you are supposed to be using "/stargateuse" or "/stargatecreate" as that isn't mentioned ANYWHERE in my post. Next time I highly recommend READING everything, as the first post in this topic clearly states that the permissions nodes it uses are stargate.* and not the old hMod method of / commands.
    5) You say there are no examples, yet Permissions itself comes with a completely working RENAME-ME.yml file, this file shows you how to make groups, users, permission nodes, information nodes, inheritance, pretty much everything you need. There's a reason I don't offer support for permission plugins, and it's because 90% of the time, the reason it doesn't work is the user was too lazy to actually read things and figure it out for themselves.
    6) If all that will work for you is copy/paste, maybe running a minecraft server isn't the best choice? ;)
    @Jonbas There's a good chance it was a chunk glitch. There are known issues in bukkit where chunks end up returning ghost values for blocks. If this were true, then the blocks wouldn't be detected by my plugin as obsidian and the gate wouldn't be created. And that typo is the exact reason I ask for screenshots and no just typing out what you were making, so next time I ask for a screenshot, please post one instead of typing out what you were doing, thanks.
    Version 0.26 uploaded:
    [Version 0.26]
    - Added stargate.create.personal for personal stargate networks
    - Fixed a bug with destroying stargates by removing sign/button
  28. Offline


    Everything works so far, but something struck me as odd when starting up the server.

    18:31:53 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-516-gdf87bb3-b531jnks (MC: 1.3)
    18:26:04 [INFO] Stargate v.0.26 is enabled.
    18:26:04 [INFO] [Stargate] {worldSurvival} Loaded 9 stargates with 0 set as always-on
    18:26:04 [INFO] [Stargate] {worldNether} Loaded 9 stargates with 0 set as always-on
    18:26:04 [INFO] [Stargate] Using Permissions 2.0 (2.0) for permissions
    worldSurvival has 9 stargates, alright. But worldNether is still empty, no stargates built yet. I'd think it should've shown 'Loaded 0 stargates'?
    Oh, and I do have yet another suggestion!

    Add an option so that you can only use stargates within a world so you can't transfer to other worlds with it. Useful for those servers who want to allow inter-world travel only via special portals (like made by MultiVerse or similar).

    Or, even cooler, allow stargates to travel between specific worlds with the same method in the configuration as the MultiInv plugin does? That'd be sweet, to be able to say that World1 and World2 can have free stargate-travel between them, and WorldA and WorldB seperately.
  29. Offline


    Any chance there will be future support for Horizontal portals. Like say some u can jump down into? Or climb into?
  30. Offline


    @Trinsec That is already possible with gate networks, just have each world on their individual network. It's not a planned option however
    @DrNAught That is not a feature I will be implementing.
    Wait, I see the error with gate count, I'll fix it after work today.
  31. Offline


    Aww, that is a shame, because if people are allowed to build their own stargates, they can use whatever network name and simply bypass this. I do hope you do consider it in the future. :)
Thread Status:
Not open for further replies.

Share This Page