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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    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


    Scratch that, that IS obsidian. Damned texture packs.
    I'm not sure, did you give yourself stargate.create permissions?
    --- merged: Feb 13, 2011 8:09 AM ---
    Version 0.08 is up, it fixes gates being a different material than obsidian, they are properly created/saved/loaded/destroyed.
    It also adds the SIGN_CHANGE hook, and so REQUIRES BUILD 319 OR LATER
  3. Offline


    Wait how do I give myself permisions? you just said put in permisions.jar and im rdy to go???
  4. Offline


    Learn to read, setting up Permissions is up to you, I said you have to SETUP PERMISSIONS, not just put it in and you're ready to go.
    Go here: Read the first post, yes it's long, but read it anyways. It explains how Permissions works, my first post in this topic explains what permissions you must give yourself to do different things. Hopefully after reading all of that you'll understand how it works.
  5. Offline


    Ok, now when I right click the signs it changed to to Tjs test1 and tjs test2 but when I try and do what u said to select a portal (left click or right click), nothing happens.... now what am i doing wrong, sorry if im reaally annoying its just this is the 1st plugin ive came over this highly difficult....
  6. your problem is the following: you setup the second line of the sign with 1. high sand 2. high grass if I have seen it right.
    But your gates are named test1 and test2.
    The second line specifiys the destination of a fixed gate. So you need an actual gate name there. Set it up like this:

    1. SurfaceSand
    2. HighGrass
    And to you Dakia: Good work, again this time. The non-Obsidian Gates are recognized as such again.
    But here comes new stuff:

    2011-02-13 10:21:31 [INFO] Stargate v.0.08 is enabled.
    2011-02-13 10:21:31 [INFO] [Stargate] Migrated existing locations.dat
    2011-02-13 10:21:31 [INFO] [Stargate] Migrating existing gate hiddengate.gate
    2011-02-13 10:21:31 [INFO] [Stargate] Migrating existing gate Insivible.gate
    2011-02-13 10:21:31 [INFO] [Stargate] Migrating existing gate nethergate.gate
    2011-02-13 10:21:31 [INFO] [Stargate] Migrating existing gate smallgate.gate
    2011-02-13 10:21:31 [INFO] [Stargate] Migrating existing gate Stargatebig.gate
    2011-02-13 10:21:31 [INFO] [Stargate] Migrating existing gate Stargatesmall.gate
    2011-02-13 10:21:31 [INFO] [Stargate] Migrating existing gate Transmitter.gate
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate HQ
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Domlager
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Tiefenlager
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Domversteck
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Kanluran
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Silangan
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Hotel
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Arrakis
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate New Land
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Reisetempel
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Tempel
    2011-02-13 10:21:31 [INFO] [Stargate] Unregistering gate Tempel
    2011-02-13 10:21:31 [INFO] Destroying stargate at Portal [id=net.TheDgtl.Stargat
    e.SignPost@da90c, name=Tempel, type=Stargatebig.gate]
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Tempelhub
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Zwillinge
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Hobbith+Âhle
    2011-02-13 10:21:31 [INFO] [Stargate] Unregistering gate Hobbith+Âhle
    2011-02-13 10:21:31 [INFO] Destroying stargate at Portal [id=net.TheDgtl.Stargat
    e.SignPost@d58939, name=Hobbith+Âhle, type=Stargatesmall.gate]
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Baustelle
    2011-02-13 10:21:31 [INFO] [Stargate] Unregistering gate Baustelle
    2011-02-13 10:21:31 [INFO] Destroying stargate at Portal [id=net.TheDgtl.Stargat
    e.SignPost@124111a, name=Baustelle, type=Transmitter.gate]
    2011-02-13 10:21:31 [INFO] [Stargate] Registering gate Geheim
    2011-02-13 10:21:31 [INFO] [Stargate] Loaded 13 stargates with 0 set as always-o
    Player count: 1
    2011-02-13 10:22:19 [INFO] [Stargate] Registering gate Tempel
    2011-02-13 10:22:19 [INFO] Initialized stargate: Tempel
    2011-02-13 10:22:26 [WARNING] No position found calculting route from Portal [id
    =net.TheDgtl.Stargate.SignPost@1c486f2, name=Geheim, type=hiddengate.gate] to Po
    rtal [id=net.TheDgtl.Stargate.SignPost@1779885, name=Tempel,
    2011-02-13 10:22:26 [INFO] 3 / 7 * 3
    2011-02-13 10:22:33 [WARNING] No position found calculting route from Portal [id
    =net.TheDgtl.Stargate.SignPost@1c486f2, name=Geheim, type=hiddengate.gate] to Po
    rtal [id=net.TheDgtl.Stargate.SignPost@1779885, name=Tempel,
    2011-02-13 10:22:33 [INFO] 4 / 7 * 3
    2011-02-13 10:23:01 [INFO] [Stargate] Unregistering gate Geheim
    2011-02-13 10:23:10 [INFO] [Stargate] Registering gate Geheim
    2011-02-13 10:23:10 [INFO] Initialized stargate: Geheim
    2011-02-13 10:23:15 [WARNING] No position found calculting route from Portal [id
    =net.TheDgtl.Stargate.SignPost@1779885, name=Tempel, type=Stargatebig.gate] to P
    ortal [id=net.TheDgtl.Stargate.SignPost@1867df9, name=Geheim,
    2011-02-13 10:23:15 [INFO] 4 / 3 * 7
    2011-02-13 10:24:14 [INFO] [Stargate] Registering gate Hobbith÷hle
    2011-02-13 10:24:14 [INFO] Initialized stargate: Hobbith÷hle
    2011-02-13 10:24:48 [WARNING] No position found calculting route from Portal [id
    =net.TheDgtl.Stargate.SignPost@1867df9, name=Geheim, type=hiddengate.gate] to Po
    rtal [id=net.TheDgtl.Stargate.SignPost@c1a0eb, name=Hobbith÷hle, type=Stargatesm
    2011-02-13 10:24:48 [INFO] 3 / 5 * 3
    1. As I said before, the plugin unregisters and destroys three of my shapes, but not the one you fixed in your last update. I will add the files, maybe someone finds a mistakte I made?

    2. the hiddengate.gate seems to have problems with the actual teleport.

    3. Since your last update the signs don't shut down. The constantly show the gates and not the standart message. scratch that, seemed to be a temporary bug.

    Keep up the good work. [diamond]
  7. Offline


    Ty!!!, is it possible to put more than 2 portals in a network if so what would i put in the 2nd line and how do i cycle em? or do i just make the 2nd line like, surface portals and keep right clicking it till i get the portal i want???

    Finally someone gives a straight forward answer which it already written out to copy paste :D
  8. Offline


    Hiramas, sorry I couldn't get to your problem, I just tested that portal shape and you're right, it's not working, and I don't know why >.> I'll have to look at it tomorrow though, it's late and I have work tomorrow. A lot of my time was wasted today.
  9. Don't worry. I just have to much time at the weekend. I don't hold it against you that you have a propper live ;)
    Here are my custom gate shapes in file form:
    If anyone wants to use them, feel free, they are fun. Just put them in your /plugins/stargate/gates folder
    As said above, since your last update, my hidden.gate works fine, except the pathfinding issue (also above)

    The first line is the only one you HAVE to fill.
    The others are just optional. See the first post if you want to know what exactly every line is for.
    If you fill just the first line at every gate, you will have a gatenetwork with as many gates as you like.
  10. Offline


    no stargate has ever worked for me but I have version 314 so hopefully you can make it against that, would be nice.
  11. Offline


    @Stephen92: Please re-read the first post about getting help. And no, this won't be ported back to an older version of bukkit.
    @Hirama: I know what's causing the problem you're running into, I'm off to work but will post a fix tonight after I get home. Sorry it's taken so long!
    --- merged: Feb 13, 2011 8:08 PM ---
    Uploaded v0.09 which supports gates being (hopefully) any shape :) That should fix your problems Hirama
  12. Offline


    well then this is useless to me thanks anyway i guess.
    well then this is useless to me then thanks anyway I guess.
  13. Offline


    This uses features ADDED in 319, I can't exactly make it work with an older version magically.
  14. You, Sir, deserve a truckload of [diamond].
    I will certainly keep testing and following the developement. And certainly I can help some folks setting up their plugins.

    I'm down to two bugs I can find right now.
    The first is only graphical. When I build a gate that has a 1x2 portal this happens:

    The second one is the the problem I mentioned above:
    2011-02-13 10:23:15 [WARNING] No position found calculting route from Portal [id
    =net.TheDgtl.Stargate.SignPost@1779885, name=Tempel, type=Stargatebig.gate] to P
    ortal [id=net.TheDgtl.Stargate.SignPost@1867df9, name=Geheim,
    2011-02-13 10:23:15 [INFO] 4 / 3 * 7
    This causes me to appear at the gate of depature.
    I narrowed it as far down as possible.
    The error just appears if two custom-shape portals are involved. Never with a nethergate.
    And they just appear with certain kinds of shapes, which are the following

     X-... -
    But I use at least to other ring shaped designs which exhibit no problems.

    My best guess is that the plugin has problems with calculating the destination at the custom gates.

    But with every release you exceed the old hmod version.
    That alone is awesome work. And these are solely custom shape bugs, and that is not even the most important feature. Please be assured that at least I am very thankful.
  15. Offline


    I'm still at work, but I'll take a look into that when I'm home. You're probably right about the cause of it. Also, there's nothing I can do about the 1x2 problem, it's just how the client deals with portal material, sorry.
    It's good to know someone appreciates the work I'm doing :)
  16. Offline


    StarGate is working perfectly! No bugs, errors or anything. Thank you so much for making this, it helps alot! =D

  17. Offline


    CraftBukkit build 325.
    Stargete 0.09 not working.
  18. Offline


    Considering nothing in bukkit has changed in the past few commits that my plugin uses, I doubt that. Also, re-read my first post, in bright bold red, post the output of "version" before claiming things don't work. Also post WHY it doesn't work, console output, what doesn't work as expected, etc. Don't just say "it doesn't work" because so far everyone who has done that has screwed things up themselves.
  19. Offline


    I'm using Bukkit 325 / Stargate v.09, and the only way I can create portals is with the standard 4x5 obsidian gate. Portals made with a different block / shape don't do anything. No errors in the server log.
  20. you have to design your individual portal in a seperate file.
    Take a look at this post

    I have addet my different stargate designs in the .rar
    Put them into /plugin/stargate/gates
    and you will be fine.
    Open the files with WordPad or Notepad++ to see the different shapes or create your own.
    I think I'm gonna write a tutorial about designing gates. But it is really easy.
  21. Offline


    Yea, I figured that out just moments before you posted, I knew there was something I missed!

    I'm hoping someday there will be support for non-vertical portals without the use of clever gate design. :)
  22. Offline


    Oh yeah, you're my hero! THANKS!!
  23. Offline


    I wish it supported iConomy again.
  24. Offline


    Awesome work so far Drakia. I've been watching and hoping someone would make a true port of Dinner Bone's Stargate mod. It's really the ideal way (imo) to handle gating in game. Can't wait until you have multi-world support in there though!

    Thanks for all the hard work :)
  25. Offline


    Hiramas, I'm still working on your problem, I haven't delved too much into this part of the code, so it's tough trying to figure out what's doing what, lol.
    --- merged: Feb 14, 2011 8:57 PM ---
    @Phanku, iConomy is the last thing on my mind, mainly because my server doesn't use it. If it gets added back in then it's going to be after all of the core bugs are fixed.
    --- merged: Feb 14, 2011 9:05 PM ---
    @Hiramas: I fixed one part of the bug, but there's still an issue with gates of different sizes linking up. I'm heading to work, will be back in around 7 or 8 hours, and will try to get this last bug squashed for you :)
    --- merged: Feb 15, 2011 5:54 AM ---
    Uploaded v0.10, these are the changes:
    - 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.

    This should fix the issues you were having Hiramas
    --- merged: Feb 15, 2011 6:02 AM ---
    Oh shit, broke everything with 0.10, apparently I deleted a piece of code.
    Fixed in 0.11 which is up. Please re-download just incase :)
  26. Offline


    Here is a bug I've encountered.

    If you try and jump into the portal intead of walk, it will teleport you to the exact location =(

    Anyway no biggy, good luck with fixing bugs.
  27. Offline


    That jumping bug should have been fixed in 0.11, are you using that or 0.09?
  28. Offline


    I'm using v0.09 because you said v0.10 was bugged and when I checked there was no v0.11 :p
  29. Ok. It is definetly 0.11 up there. Works perfectly. I can't find any bugs with my current gate setup.
    Great work. You've earned yourself a truckload of [​IMG].
    Will keep testing, tough. Next maybe multiverse? ;)
  30. Offline


    Sorry if i ask but what am i doing wrong?

    SEVERE: Could not pass event SIGN_CHANGE to Stargate
    java.lang.NoSuchMethodError: org.bukkit.event.block.SignChangeEvent.getPlayer()Lorg/bukkit/entity/Player;
        at net.TheDgtl.Stargate.Stargate$bListener.onSignChange(
        at org.bukkit.plugin.RegisteredListener.callEvent(
        at org.bukkit.plugin.SimplePluginManager.callEvent(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.Packet130UpdateSign.a(SourceFile:39)
        at net.minecraft.server.NetworkManager.a(SourceFile:232)
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
        at net.minecraft.server.MinecraftServer.h(
    here are my settings.

    default-gate-network: central
    not-selected-message: Invalid Destination
    portal-destroy-message: Gate Destroyed
    portal-create-message: Gate Created
    not-owner-message: Access Denied
    gate-folder: plugins/Stargate/gates/
    other-side-blocked-message: Destination Blocked
    teleport-message: Teleported
    portal-save-location: plugins/Stargate/stargate.db
  31. On first thought: I would say you need to update bukkit.

    SEVERE: Could not pass event SIGN_CHANGE to Stargate
    java.lang.NoSuchMethodError: org.bukkit.event.block.SignChangeEvent.getPlayer()Lorg/bukkit/entity/Player;

    As far as I know, this was implemented very recently.
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