Inactive [TP] TravelPortals 2.2.4 [1.2 betas, etc... see bukkitdev]

Discussion in 'Inactive/Unsupported Plugins' started by cppchriscpp, Jan 17, 2011.

  1. Offline

    cppchriscpp

    Current version: 2.2.4

    This project is moving to BukkitDev! Go here!
    The information on this post is no longer being maintained. This topic is here for historical reference. I would strongly prefer if BukkitDev were used over this, so that I can keep communication all in one place.

    2.2 brings a few new features and a ton of bug fixes. Most tickets that were open against the plugin are now closed with this release. Check it out over at BukkitDev!


    So, I was thinking the other day about how long it takes to travel from place to place. I figured that portals to the nether would be pretty cool when they work, (oh hey now they do) but I wanted a quick way to get anywhere. /warp works, but that is just too easy for users. As such, I decided to write my own plugin to do this. One day later, enter TravelPortals.

    [​IMG]

    They're fairly simple to use, though I will admit that I would like a more intuitive interface than using commands. Portals are 3x3, and consist of 6 pieces of obsidian, a door, and a redstone torch for the center. From above, the portal looks like this:
    Code:
    n o n
    o R o
    n D n
    
    o is a stack of two obsidian blocks, D is a door, and R is a redstone torch. n can be any block or air. It does not matter. After you have constructed the frame, place a redstone torch at the bottom. It should tell you that you have created a portal, and fill up with water.
    [​IMG]
    Just add a redstone torch!

    After this, just give the portal a name, and give it the name of another portal for the destination and you're set. As long as the destination portal exists, walking into it will take you straight there. For help in-game, type /portal help.

    Yes, this does work across multiple worlds.

    Using /portal help will list all of the commands in game. The important commands are /portal name, /portal warp, /portal list, and /portal hide.

    Here is a video explaining exactly how to make them, provided by MinecraftZero.

    Old Change Log (open)

    New changes will be shown on the BukkitDev project. This is no longer maintained.
    Recent Changes:
    1.5_1
    - Fixed a small world loading issue. If you ever had issues with multiworld worlds not loading right, this build is for you!

    1.5
    - moved TravelPortals.ser to the data folder (finally)
    - also moved travelportals.txt to data folder
    - more intuitive backup system that should remedy any problems with saves
    -- new configuration variable; lets you define how many backups of the portals to keep. This should make recovery easy if anything ever goes wrong.
    - lots of code fixes - if anyone saw all of the misuse of static in the plugin, it's fixed!
    - A minor typo that may not have even been in a released version of the plugin
    - Gives a user feedback when just using /portal.
    Note: Another build may be released in the coming days, but it will have no new functional updates. I just want to work on the documentation a bit; getting a functional release out seemed more important than this.

    1.4_3
    - Cooldown time is now variable. The config option is "cooldown" and the default has been changed to 8.
    1.4_2
    - Made hidden portal destinations show up as such.
    - Fixed a small issue with the included config file. Replace or repair yours if you want both door types to work right. The second instance of door needs to be door2.
    1.4_1
    - Permissions fix because I goofed up something minor. If you don't use permissions, don't worry about this one.
    1.4
    - Fix for portals not always triggering in recent versions.
    - /portal info now shows info about nearby portals, or those named. (Permission node: travelportals.command.info)
    - /portal deactivate [name] will deactivate a portal given its name. The physical portal will be untouched, but all data related to it will be deleted. This is op only without permissions, and should only be used for cleanup. (Permission node: travelportals.command.deactivate)
    - /portal export Will export all portals to a text file. The format is: x,y,z,name,destination. There is a new configuration option that will automate this process whenever a portal is made or destroyed.
    - /portal list is now paginated and shows portal destinations. This looks indescribably better than the old version.
    - Support for metal doors is now on by default. There is now a second configuration option for doors - both block types can be used to make a portal. If you do not want this functionality, set the second door type to be the same as your first door type, as laid out in the comments in the new configuration file.
    - Minor changes to the save system; whenever TravelPortals.ser is saved, the older version is moved to TravelPortals_ser.bak, and the new one takes its place. This might help with the random deletions one user referred to. There is also more debugging information available if something happens to go wrong.
    - Migration to the BLOCK_DESTROY hook; I figured this would trigger when a block was destroyed by anything. WRONG. It is more optimal than the alternative, however.
    - Various bug fixes, code cleanup, and user output cleanup.
    1.3_2
    - onCommand fix.
    1.3_1
    - Block damage fix. (To developers wondering, org.bukkit.block.BlockDamageLevel.BROKEN has become org.bukkit.block.BlockDamageLevel.STOPPED. Your code will compile fine but blocks will not break right.)
    1.3
    - Configuration file support! (plugins/TravelPortals/config.yml)
    -- Customize the types of blocks used to construct the portal
    - Permissions support (Thanks to Cecer)
    - Minor bug fixes.
    1.2 (and its derivatives)
    - Multiworld support!
    - Various bug fixes.


    Download:
    Latest Version: Download

    If you want help with this plugin, please provide the following information about your server setup. It will help me figure out what is wrong, and what you or I can do about it. Your failure to include this information in support requests may result in your post being ignored.

    Help Requests (open)

    I receive a good amount of requests for support with this plugin. Some of them are better than others; if you do not want to be part of the second category, I will need some information about your server, and how it is set up. Simply telling me "it doesn't work" does not tell me anything. I run the most recent version of this on my own server with around 60 users; I'm pretty sure it is capable of working in at least some settings.

    Please provide as much of this information as you can reasonably find. If I detail how to get it, I want you to do that!
    - an EXTREMELY detailed description of the problem (Don't spare any words; I don't mind reading)
    - Any errors shown in the console
    - Any errors shown to the client
    - All of the information from /debug info and /plugins
    - Server's CraftBukkit build (go to the console and type /version; provide that.)
    - Any changes in your setup that preceeded the errors
    - Any other details that could be relevant.


    Source code is in the dev.bukkit git repository!

    Please report any bugs via email, or here.

    Enjoy!
     
    vrox, kahlilnc, Wind and 2 others like this.
  2. Offline

    cppchriscpp

    Uh, Bukkit for 1.2 isn't even fully ready yet. Yes, there's a build out, but it isn't really stable yet.

    I know that this worked with R5 for 1.1; assuming no major breaking API changes are coming with 1.2, this should work just fine without any changes for 1.2. (Though I do intend to release a new version in the semi-near future to address some concerns I have with the plugin.)
     
  3. Offline

    LetCraft

    Ok, but do you have updated your server to 1.2? Because I can't find craftbukkit 1.2, so I can't update my server..
     
  4. Offline

    cppchriscpp

    No, I haven't, since as I just said a stable build is not out yet. I usually update when there is either a recommended build, or at the least a very stable build that does not blow up when I test it on my local machine.

    If you want to find the latest builds for craftbukkit, they're on http://ci.bukkit.org, but these builds are NOT always going to work. I know that I've been hearing about broken plugins left and right on the latest 1.2 builds, so I would really hold off on updating until the builds mature a bit.
     
  5. Offline

    LetCraft

    Yes that sounds safe... But when do you think the new CraftBukkit version came? I mean, I have never updated a Bukkit server before, so I mean, do I have to wait in hours, days, weeks?
     
  6. Offline

    cppchriscpp

    This isn't really the question you want to direct at a plugin developer; there are forums for this kind of question. When will it come out? When it comes out. I suggest waiting until a recommended build comes out if you have any players on your server, but yeah, ask this somewhere else.
     
  7. Offline

    LetCraft

    Ok Anyways are your plugin 1.2.2 now?
     
  8. Offline

    cppchriscpp

    Plugins do not update with every Minecraft version; CraftBukkit does. There will not be a release for 1.2.2 unless something is broken. The current version should work.
     
  9. Offline

    LetCraft

    Ok, then it was only problems with the CraftBukkit and not the plugins.
    Because I can't use my plugins ^^
     
  10. Offline

    KarlCullinane

    I'm using the current dev build for Bukkit, 1.2.2-RO.1, and Travel Portals does not function. At all.
    90% of the plugins that I use for my server (World Guard, World Edit, MultiVerse, MCBans, MultiInv, Vault, iConomy) have all released updates for the latest release of bukkit.
     
  11. Offline

    cppchriscpp


    Hey guys, it turns out I was slightly wrong about not needing an update. The information I saw suggested that R5 would be all of the breaking changes related to the 1.2 update, so I tested against this, and when it worked, I assumed I was good. It turns out that some minor changes in R6 actually did impact us, which I did not immediately notice. Some methods were added to some base bukkit classes which conflicted with my naming scheme, causing the errors you likely saw.

    This issue has been resolved, and a new version is available on BukkitDev and from the link in the first post now. You should be all set to work with this version; it works against R6, and I assume that it will also work in the 1.2 beta, when it is available. I will test against the current dev builds in a few minutes to be sure. Worst case, there might be another minor release out tomorrow, but I think we should be all set now.

    Sorry for the confusion.
     
  12. Offline

    LetCraft

    Ok, but are you making for Dev 1.2.3?
     
  13. Offline

    cppchriscpp

    Yes, it will work for 1.2.3. Again, plugins are not made for Minecraft versions; they're made when changes to the api are made, usually. The main concern for this last update was to make sure things would work for R6 and 1.2.3, however. It has been tested and does work on 1.2.3.
     
  14. Offline

    LetCraft

    Ok thanks it worked perfect on my server :D
     
  15. Offline

    hozzdutch

    Hi, I'm having problems getting the mod to work on my 1.2.3. server.
    I can create the portal, name it and set it's destination. This all works perfectly.
    The only problem is the portal doesn't actually teleport me to the location.
    I've destroyed both portals and rebuilt them and triple checked the names of both but I don't teleport.
    I've tried deleting every other mod in case of conflicts, deleting the travelportals folder and starting from scratch, but I still can't teleport.
    No errors are being displayed in the log.
    Any ideas?
     
  16. Offline

    cppchriscpp


    I've responded to this issue a few times in a few places. The short answer: jump.

    It looks like the y position of the player changed with the most recent builds or with the most recent version of Minecraft. I've been waiting on official word to find out why this happened, butI don't seem to be getting it. I'll probably release an update tomorrow (if I can get the time; no promises) to address this; I think we've passed the time where Bukkit can just say this was a fluke and revert it without warning, which is why I have been reluctant.
     
  17. Offline

    hozzdutch

    No sorry, I've tried jumping and that doesn't do anything other that give the little guy a headache from banging his head on the ceiling of the teleporter.
     
  18. Offline

    cppchriscpp

    Hey guys, as a heads up, a new minor build is out which should fix the issues that some people are having with portals, and needing to jump to get them to work. I'm sorry this took a while to get out; I've had a hectic schedule lately. I strongly recommend moving to this build if you've had any issues with portals since moving to 2.2.3.

    It's not going to be present on dev.bukkit as of this posting, since they have to approve every release. The link in the first post and on in the actual text of the front page of the dev.bukkit project will work, though.

    That probably would have worked if you didn't have a roof. The roof actually isn't strictly required by code; I originally had intended to way back when I was writing this, but I decided to go without it for simplicity's sake. Either way, 2.2.4 should take care of your issues; sorry to leave you hanging over the weekend.
     
  19. Offline

    PTluzitano

    Awsome plugin.
    Im using Catacombs plugin and like in any mmo i created some with diferent degrees of dificulty all around the world.. some of my friends always complained about:
    - Hey luzi why the f** catacombs are so far? we need so many time to reach there -.-
    I always answered..
    - Make me felll like vanilla wow , were u needed to walk all over world to enter the instance :p

    But with this pluggin that ITS OVER !! hell yeah.. ive created a portal zone.. with all portals destination to each the catacombs.. (way back is ok.. but they use /Home or /spawn lol) but now its awsome... they prayed to the pluggin creator.. and i must say : Beloved you.. awsome pluggin :)
     
  20. Offline

    cppchriscpp

    Always nice to see this getting some use; glad you like it.

    Also, 500th reply. (I don't usually do this, but that's a lot!)
     
  21. Offline

    ZIPLEX

    Thank You Sooo Much This Is Sooooooo Cool LOVE IT!
     
  22. Offline

    zorten

    can this plugin across servers on the dame pc
     
  23. Offline

    cppchriscpp

    No. There are no cross-server capabilities, and none are currently planned.
     
  24. Offline

    EmperorKenjin

    @cppchriscpp

    Sir I have a suggestion can you change your design just like a nether portal ,

    I dont mean that I hate your work I totaly appreciate it ,

    Its just the door is kind of irritating and my players get drowned on the water :((

    please response :D
     
  25. Offline

    cppchriscpp

    As I responded to you on BukkitDev when you asked this same exact question two days ago,



    I will NOT be changing the style of this plugin to meet your needs when there are dozens of other plugins out there that you could use for that purpose. The entire point is to be something different than the nether portals. You can change every single block involved in the portals in the config.yml file, but if you don't like the design of the portals themselves, you're going to have to use something else. Please stop asking for a feature that would require a rewrite of the plugin to entirely change how it works to make it duplicate the functionality of the other teleporting plugins for bukkit. Thank you. I will not be answering this question again.
     

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