[TP] Stargate v0.7.9.10 - The Bukkit port. A portal plugin

Stargate Support and Discussion
Drakia
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Posts: 542
Joined: October 26th, 2011, 8:20 pm

[TP] Stargate v0.7.9.10 - The Bukkit port. A portal plugin

Postby Drakia » October 26th, 2011, 10:09 pm

Stargate - The Bukkit Port. A portal plugin.
Version: 0.7.9.10
CraftBukkit: 1.4.5/1.4.7
Addons:
Stargate-DHD
StargateCommand

Plugin Dependencies:
Register (Optional, will allow any Economy plugin to be used)
Vault (Optional, will allow any Economy plugin to be used)

PLEASE READ IF YOU NEED SUPPORT:
I require a few things to offer support to you. First, I need you to enable debug mode (set debug and permdebug to true in the Stargate config.yml file). Second, I need you to post your server.log file to http://pastebin.com and post a link to that in the topic. Then I need you to paste both your Stargate config.yml, and your Permissions config to http://pastebin.com and link to those as well. Without this information I will be unable to help you, so do yourself a favor and post the required information!

This plugin supports SuperPerms via any Permissions Handler (bPerms, PEX, GroupManager, etc).
This plugin supports Register -- This will allow use of any economy plugin that Register supports.
This plugin supports Vault -- This will allow use of any economy plugin that Vault supports.

=============
Table of Contents
=============
Description
Language Packs
Known Issues
User Video
Permissions
Instructions
BungeeCord Gates
Custom .Gate Layout
Configuration
Message Customization (Localization)
F.A.Q
Changelog

=============
Description
=============
This is a port of the Stargate plugin from hMod - Originally by Dinnerbone/Sturmeh.
Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters. The core usage of Stargate is completely commandless for a more immersed feel. If you want commands, you can use StargateCommand to add useful commands like /import for easier gate building.
Stargate has support for BungeeCord, allowing travel between multiple servers behind a BungeeCord proxy! Please see the BungeeCord Gates Section

Downloads:
Direct Dowload: http://thedgtl.net/bukkit/Stargate.jar
Source: http://github.com/TheDgtl/Stargate-Bukkit/

=============
Language Packs
=============
http://thedgtl.net/bukkit/sg/en.txt -- English
http://thedgtl.net/bukkit/sg/de.txt -- German (Thanks EduardBaer)
http://thedgtl.net/bukkit/sg/nl.txt -- Dutch (Thanks Grovert11)
http://thedgtl.net/bukkit/sg/ru.txt -- Russian (Thanks ckr@jk)
http://thedgtl.net/bukkit/sg/fr.txt -- French (Thanks Dauphin14)
http://thedgtl.net/bukkit/sg/pt-br.txt -- Portuguese (Brazil) (Thanks TheProbleemm)
http://thedgtl.net/bukkit/sg/it.txt -- Italian (Thanks dimastelian)

=============
Known Issues
=============
Unable to reproduce: Stargates teleport a user to the Nether
Unable to reproduce: Stargates teleport a user into the ground/under the ground

=============
User Videos
=============
http://www.youtube.com/uggames#p/u/4/_Xzbmp7UlXw - Tutorial video by @BIG_PIP_IN - A few notes:
1) The 'F' option is actually to create a 'F'ree gate. A fixed gate is when you specify a destination on the second line.
2) The button is automagically created for you, so there's no need to actually place a button, but no harm in it either

=============
Permissions
=============
Stargate fully supports any SuperPerms handler, which meant an overhaul of the Permissions nodes. I also removed the network/world filter options as they are completely handled by Permissions now with no need for an option. The new permissions nodes means you may need to redo your permissions setup.
A child node (indented) will be given if a player has the parent node (So a player with stargate.use will have access to all stargate.world.* nodes essentially, though it's not implemented like this you can think of it like this).

If you want to explicitly define every world/network/server the user has access to, you will need to set the stargate.use permission to false. You will then need to use both the stargate.network AND stargate.world nodes, as leaving out either stargate.network or stargate.world will result in 'Permission Denied' errors.
Once you have disabled stargate.use, you can either give individual stargate.network.{name} nodes, or give them stargate.network and set specific stargate.network.{name} nodes to false to deny access to those specific networks.
Worlds work in the same way, though with stargate.world.{name}. (Make sure to set up both stargate.network AND stargate.world nodes to avoid Permission Denied errors).
Create and destroy permissions work along the same lines, stargate.create/stargate.destroy will override all other options, if you want more fine-tuned control first set those permissions to false, then give stargate.create.network/stargate.create.gate and use the subnodes to remove specific networks/gates.

If you are not using stargate.use, stargate.create or stargate.destroy then you MUST define EVERYTHING yourself for that specific set of nodes

Code: Select all
stargate.use -- Allow use of all gates linking to any world in any network (Gives access to all non-negated networks/worlds/servers)
  stargate.world -- Allow use of gates linking to any world
    stargate.world.{world} -- Allow use of gates with a destination in {world}. Set to false to disallow use.
  stargate.network -- Allow use of gates on all networks
    stargate.network.{network} -- Allow use of all gates in {network}. Set to false to disallow use.
  stargate.server -- Allow use of all BungeeCord gates to any server.
    stargate.server.{server} -- Allow use of all BungeeCord gates to {server}.

stargate.option -- Allow use of all options
  stargate.option.hidden -- Allow use of 'H'idden
  stargate.option.alwayson -- Allow use of 'A'lways-On
  stargate.option.private -- Allow use of 'P'rivate
  stargate.option.free -- Allow use of 'F'ree
  stargate.option.backwards -- Allow use of 'B'ackwards
  stargate.option.show -- Allow use of 'S'how
  stargate.option.nonetwork -- Allow use of 'N'oNetwork

stargate.create -- Allow creating gates on any network (Override all create permissions)
  stargate.create.personal -- Allow creation and use of gates on network {playername}
  stargate.create.network -- Allow creating gates on any network
    stargate.create.network.{networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
  stargate.create.gate -- Allow creation of any gate layout
    stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates

stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
  stargate.destroy.personal -- Allow destruction of gates owned by user only
  stargate.destroy.network -- Allow destruction of gates on any network
    stargate.destroy.network.{networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname}

stargate.free -- Allow free use/creation/destruction of gates
  stargate.free.use -- Allow free use of Stargates
  stargate.free.create -- Allow free creation of Stargates
  stargate.free.destroy -- Allow free destruction of Stargates

stargate.admin -- Allow all admin features (Hidden/Private only so far)
  stargate.admin.private -- Allow use of Private gates not owned by user
  stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
  stargate.admin.reload -- Allow use of /sg reload
  stargate.admin.bungee -- Allow the creation of server gates


Please read this if you are using PermissionsEx
PermissionsEx loads nodes in a very screwed up manner. You need to put any wildcards AFTER their negations. So if you want to allow access to all networks except 'Bah' you would do it as such:
Code: Select all
        - -stargate.network.Bah
        - stargate.network.*

This is a PermissionsEx issue, and there is nothing I can do to make it easier to use negations.

=============
Default Permissions
=============
stargate.use -- Everyone
stargate.create -- Op
stargate.destroy -- Op
stargate.option -- Op
stargate.free -- Op
stargate.admin -- Op

=============
Instructions
=============
Building a gate:
Code: Select all
    OO
   O  O - These are Obsidian blocks. You need 10.
   O  O - Place a sign on either of these two blocks of Obsidian.
   O  O
    OO

Sign Layout:
Code: Select all
- 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 for a backwards facing gate (You will exit the back)
         'S' is for showing an always-on gate in the network list
         'N' is for hiding the network name
         'R' is for random gates. These follow standard permissions of gates, but have a random exit location every time a player enters.


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

Picture:
Image

Using a gate:
- Right click the sign to choose a destination.
- Right click the button to open up a portal.
- Step through.

Fixed gates:
- Fixed gates go to only one set destination.
- Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to an always-open fixed gate however.
- To create a fixed gate, specify a destination on the second line of the stargate sign.
- Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

Gate networks:
- Gates are all part of a network, by default this is "central".
- You can specify (and create) your own network on the third line of the sign when making a new gate.
- Gates on one network will not see gates on the second network, and vice versa.
- Gates on different worlds, but in the same network, will see eachother.

Hidden Gates:
- Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
- A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
- Set the 4th line of the stargate sign to 'H' to make it a hidden gate.

iConomy Support:
The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them.
There is a default cost defined in the Stargate config.yml, and you can define per-gate layout costs in the custom .gate files you create.
To define a certain cost to a gate just add these lines to your .gate file:
usecost=5
destroycost=5
createcost=5
toowner=true

==============
BungeeCord Gates
==============
As of v0.7.9.0 Stargate now has support for BungeeCord (Or any sufficiently advanced Proxy with plugin support, and an accompanying Stargate plugin). This means that using any gate layout defined in Stargate, you can create a portal to another server behind your BungeeCord proxy!
Unlike the built in /server command, or the Janus plugin, Stargate will teleport the player to a specific location on the destination server, as defined by the "Destination Gate" on the sign.

To utilize BungeeCord with Stargate you will need at least BungeeCord b152 (http://www.spigotmc.org/threads/bungeecord.392/). To enable BungeeCord support in Stargate, set "enableBungee" to true in your config.yml, and start building your inter-server gates!

Building the initial gate is the same as a normal Stargate, the difference comes in the sign:
Sign Layout:
- Line 1: Gate Name (Max 11 characters). This name must be unique among all your BungeeCord gates on this server.
- Line 2: Destination Gate (Max 11 characters). This is the name of the BungeeCord gate to teleport to on the destination server.
- Line 3: Destination Server (Max 15 characters). This is the name of the destination server as defined in your BungeeCord config.yml.
- Line 4: The option 'U'. This specifies that this is a BungeeCord gate.

A BungeeCord gate is always-open, and permissions are currently handled via Network permissions (So to give somebody access to the server "server2", you would give them stargate.network.server2). This is likely to change to a new set of nodes in the future (stargate.server.{servername}).
If a player goes through a gate specifying an invalid destination server, they will be disconnected, and upon reconnecting will be at the gate they tried to go through.
If a player goes through a gate specifying an invalid destination gate, they will be teleported to their last known location on the destination server, as if they had used the /server command of BungeeCord.

==============
Custom Gate Layout
==============
You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
Code: Select all
  portal-open=90
  portal-closed=0
  X=49
  -=49

   XX
  X..X
  -..-
  X*.X
   XX


portal-open/closed are used to define the material in the gate when it is open or closed.
"X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
"." is used to define where the portals Gate Material will show up.
In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
As of v0.5.5 you can use block data in .gate files in the format:
X=35:15
Which would make the block only work if it's black wool. If no data is supplied any type of that block (Any color wool) will work.

==============
Configuration
==============
default-gate-network - The default gate network
portal-folder - The folder your portal databases are saved in
gate-folder - The folder containing your .gate files
destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
useiconomy - Whether or not to use iConomy
createcost - The cost to create a stargate
destroycost - The cost to destroy a stargate (Can be negative for a "refund"
usecost - The cost to use a stargate
chargefreedestination - Enable to allow free travel from any gate to a free gate
freegatesgreen - Enable to make gates that won't cost the player money show up as green
toowner - Whether the money from gate-use goes to the owner or nobody
maxgates - If non-zero will define the maximum amount of gates allowed in a network.
lang - The language to use (Included languages: en, de)
ignoreEntrance - Set this option to true to not check the entrance of a gate on startup. Enable this when changing a gates open material.
handleVehicles - Whether or not to handle vehicles going through gates. Set to false to disallow vehicles (Manned or not) going through gates.
sortLists - If true, network lists will be sorted alphabetically.
protectEntrance - If true, will protect from users breaking gate entrance blocks (This is more resource intensive than the usual check, and should only be enabled for servers that use solid open/close blocks)
signColor: This allows you to specify the color of the gate signs. Valid colors: http://pastebin.com/fBGPSCwt

debug - Whether to show massive debug output
permdebug - Whether to show massive permission debug output

=======================
Message Customization
=======================
As of 0.6.5.0 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt.
If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
There are three special cases when it comes to messages, these are:
ecoDeduct=Spent %cost%
ecoRefund=Redunded %cost%
ecoObtain=Obtained %cost$ from Stargate %portal%

As you can see, these three strings have variables in them. These variables are fairly self-explanatory.
The full list of strings is as follows:
prefix=[Stargate]
teleportMsg=Teleported
destroyMsg=Gate Destroyed
invalidMsg=Invalid Destination
blockMsg=Destination Blocked
denyMsg=Access Denied
destEmpty=Destination List Empty

ecoDeduct=Deducted %cost%
ecoRefund=Redunded %cost%
ecoObtain=Obtained %cost$ from Stargate %portal%
ecoInFunds=Insufficient Funds

createMsg=Gate Created
createNetDeny=You do not have access to that network
createPersonal=Creating gate on personal network
createNameLength=Name too short or too long.
createExists=A gate by that name already exists
createFull=This network is full
createWorldDeny=You do not have access to that world
createConflict=Gate conflicts with existing gate

=============
F.A.Q.
=============
Q) Why aren't gates destroyed when I remove the obsidian with a tool like the superpickaxe?
A) Because when you use a plugin tool such as that, it SETS the block to air, it doesn't destroy it in the same way as hitting it does. Therefor no block destroy hooks are called.

Q) How do I make a custom .gate file?
A) Take a look at plugins/Stargate/gates/nethergate.gate, it has all of the information you'll need. You will need to work on a COPY of nethergate.gate however, as nethergate.gate is overwritten on plugin startup.

Q) Does this plugin work with {X}?
A) I really don't know, I don't know how {X} is implemented, or whether they will conflict. I'm also about as interested in looking into it as you are apparently ;)

Q) What is a "Hidden Gate"?
A) A hidden gate is a gate on a network that is only shown on other gates destination lists if the player looking at them is its creator, or somebody with the stargate.hidden permission. A hidden gate can still be dialed out from by anybody unless it's set to Private.

Q) What is a "Private Gate"?
A) A private gate is a gate that can only be dialed out from by its creator, or somebody with the stargate.private permission. If it's not hidden then anybody can still dial into this gate.

Q) What does "destroyexplosion" do?
A) If "destroyexplosion" is false, and an explosion even touched a portal control (Sign or button) the entire explosion is cancelled. If it is true, then the gate will be destroyed as if somebody had removed the sign/button. There is currently no way I can stop just the sign/button from being destroyed, which is why the entire explosion must be stopped.

Q) What does "stargate.create.personal" allow players to do?
A) If a player has stargate.create.personal, they can create Stargates that have the network name set as their username, or a substring thereof (The maximum length of a network is 11 characters, so I had to substr the name). This allows a specific group to be able to create their own personal Stargate network. This network will not interfere with any other Stargate networks as everything is stored separately in memory.

Q) Why is PlayerB getting "Access Denied" when trying to go through a gate PlayerA opened?
A) Only one user can use a stargate at a time, if PlayerA sets the sign, nobody else can hit the button. If PlayerA sets the sign/hits the button, nobody else can walk through the gate. Always-Open Fixed Gates are an exception, as they have no "Active User".

Q) What does this error mean "[WARNING] [Stargate] Missing destination point in .gate file nethergate.gate"?
A) This error means there is no destination point in your .gate file, please read the section on custom gate layouts.

Q) Can you add command X?
A) No, the only command this plugin will ever have is /sg reload. StargateCommand is an addon for Stargate that adds import, export and dial commands.

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) 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

Q) Stargate-Bungee is outputting an "org.bukkit.plugin.InvalidPluginException" error, why?
A) Stargate-Bungee is not actually a Bukkit plugin, it is a plugin designed for BungeeCord itself. Put it in the "plugins" folder of your BungeeCord directory.

Q) Why did you add support for BungeeCord, but not some other proxy?
A) A user requested support for BungeeCord, and I found it sufficiently advanced to add the features I needed. If you have another proxy you would like supported, that allows plugins to be written for it, and it supports what is required by Stargate-Bungee, then I would be willing to support it as well.

Q) I want to change the open material of my gates, but it ends up deleting them all, what should I do?
A) Change the "ignoreEntrance" option in config.yml to "true" and Stargate won't check the entrance blocks for gates.

=============
Changes
=============
[Version 0.7.9.10]
- Fix personal gate permission check for players with mixed-case names.
[Version 0.7.9.9]
- Remove "Permissions" support, we now only support SuperPerms handlers.
[Version 0.7.9.8]
- Make sure buttons stay where they should
[Version 0.7.9.7]
- Do the Bungee check after the gate layout check.
[Version 0.7.9.6]
- Actually remove the player from the BungeeQueue when they connect. Oops :)
- Implement stargate.server nodes
- Improve the use of negation. You can now negate networks/worlds/servers while using stargate.use permissions.
[Version 0.7.9.5]
- Fixed an issue with portal material not showing up (Oh, that code WAS useful)
[Version 0.7.9.4]
- Fixed an issue where water gates broke, oops
[Version 0.7.9.3]
- Update BungeeCord integration for b152+
- Removed BlockPhysicsEvent checks, it was a massive CPU hog
[Version 0.7.9.2]
- Remove my custom sign class. Stupid Bukkit team.
- Will work with CB 1.4.5 builds, but now will break randomly due to Bukkit screwup (NPE will be thrown, may cause random gate creation failure)
- Update MetricsLite to R6
[Version 0.7.9.1]
- Optimize gate lookup in onPlayerMove
- Resolve issue where Stargates would teleport players to the nether
[Version 0.7.9.0]
- Added BungeeCord multi-server support (Requires Stargate-Bungee for BungeeCord)
- Updated Spanish language file
- Added basic plugin metrics via http://mcstats.org/
- Resolve issue where language updating overwrote custom strings
[Version 0.7.8.1]
- Resolve issue of language file being overwritten as ANSI instead of UTF8
[Version 0.7.8.0]
- Updated languages to include sign text (Please update any languages you are able!)
- Resolved NPE due to Bukkit bug with signs
- Resolved issue regarding new getTargetBlock code throwing an exception
- Languages now auto-update based on the .JAR version (New entries only, doesn't overwrite customization)
- New command "/sg about", will list the author of the current language file if available
- Language now has a fallback to English for missing lines (It's the only language I can personally update on release)
- Added Spanish (Thanks Manuestaire) and Hungarian (Thanks HPoltergeist)
- Added portal.setOwner(String) API
[Version 0.7.7.5]
- Resolve issue of right clicking introduced in 1.3.1/2
[Version 0.7.7.4]
- Removed try/catch, it was still segfaulting.
- Built against 1.3.1
[Version 0.7.7.3]
- Wrap sign changing in try/catch. Stupid Bukkit
[Version 0.7.7.2]
- Load chunk before trying to draw signs
- Implement a workaround for BUKKIT-1033
[Version 0.7.7.1]
- Permission checking for 'R'andom gates.
- Random now implies AlwaysOn
- Added all languages to JAR
[Version 0.7.7.0]
- Added 'R'andom option - This still follows the permission rules defined for normal gate usage
- Added a bit more debug output
[Version 0.7.6.8]
- Hopefully fix backwards gate exiting
[Version 0.7.6.7]
- Reload all gates on world unload, this stops gates with invalid destinations being in memory.
[Version 0.7.6.6]
- Check move/portal/interact/signchange events for cancellation
[Version 0.7.6.5]
- Resolve issue with buttons on glass gates falling off
- /sg reload can now be used ingame (stargate.admin.reload permission)
[Version 0.7.6.4]
- Move blockBreak to HIGHEST priority, this resolves issues with region protection plugins
[Version 0.7.6.3]
- Fixed issue with displaying iConomy prices
- iConomy is now hooked on "sg reload" if not already hooked and enabled
- iConomy is now unhooked on "sg reload" if hooked and disabled
[Version 0.7.6.2]
- Button now activates if gate is opened, allowing redstone interaction
- Fixed issue with sign line lengths. All sign text should now fit with color codes.
[Version 0.7.6.1]
- Update API for StargateCommand
- Resolved issue with block data on explosion
- Added signColor option
- Added protectEntrance option
[Version 0.7.6.0]
- Moved gate opening/closing to a Queue/Runnable system to resolve server lag issues with very large gates
[Version 0.7.5.11]
- PEX now returns accurate results without requiring use of the bridge.
[Version 0.7.5.10]
- Added sortLists options
[Version 0.7.5.9]
- Quick event fix for latest dev builds
- Fix for sign ClassCastException
[Version 0.7.5.8]
- Fixed an exploit with pistons to destroy gates
[Version 0.7.5.7]
- Removed SignPost class
- Resolved issues with signs in 1.2
[Version 0.7.5.6]
- Quick update to the custom event code, works with R5+ now.
[Version 0.7.5.5]
- PEX is built of fail, if we have it, use bridge instead.
[Version 0.7.5.4]
- Fix issue with private gates for players with long names
[Version 0.7.5.3]
- Added another check for Perm bridges.
[Version 0.7.5.2]
- Make sure our timer is stopped on disable
- Move Event reg before loading gates to stop portal material vanishing
[Version 0.7.5.1]
- Don't create button on failed creation
[Version 0.7.5.0]
- Refactored creation code a bit
- Added StargateCreateEvent, see Stargate-API for usage.
- Added StargateDestroyEvent, see Stargate-API for usage.
- Updated Event API to the new standard, please see: http://wiki.bukkit.org/Introduction_to_ ... ent_System
- Added handleVehicles option.
- Added 'N'o Network option (Hides the network from the sign)
[Reveal] Spoiler: "Previous Changes"
[Version 0.7.4.4]
- Changed the implementation of StargateAccessEvent. Now it is a post-perm check event, allowing access to the permission result.
- Disable Permissions if version is 2.7.2 (Common version used between bridges)
- Fix long-standing bug with hasPermDeep check. Oops.
[Version 0.7.4.3]
- Implement StargateAccessEvent, used for bypassing permission checks/denying access to gates.
[Version 0.7.4.2]
- stargate.create.personal permission now also allows user to use personal gates
[Version 0.7.4.1]
- Quick API update to add player to activate event.
[Version 0.7.4.0]
- Fixed issue with non-air closed portal blocks
- Added StargatePortalEvent/onStargatePortal event
[Version 0.7.3.2]
- Actually fixed "><" issue with destMemory
[Version 0.7.3.1]
- Hopefully fixed "><" issue with destMemory
[Version 0.7.3]
- Lava and water gates no longer destroy on reload
- "sg reload" now closes gates before reloading
- Added Vault support
- Added missing "useiConomy" option in config
[Version 0.7.2]
- Make it so you can still destroy gates in Survival mode
[Version 0.7.1]
- Added destMemory option
- Switched to sign.update() as Bukkit implemented my fix
- Threw in a catch for a null from location for portal events
[Version 0.7.0]
- Minecraft 1.0.0 support
- New FileConfiguration implemented
- Stop gates being destroyed on right-click in Creative mode
- Fixed signs not updating with a hackish workaround until Bukkit is fixed
[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
[Version 0.4.9]
- Left-click to scroll signs up
- Show "(Not Connected)" on fixed-gates with a non-existant destination
- Added "maxgates" option
- Removed debug message
- Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
[Version 0.4.8]
- Added chargefreedestination option
- Added freegatesgreen option
[Version 0.4.7]
- Added debug option
- Fixed gates will now show in the list of gates they link to.
- iConomy no longer touched if not enabled in config
[Version 0.4.6]
- Fixed a bug in iConomy handling.
[Version 0.4.5]
- Owner of gate now isn't charged for use if target is owner
- Updated for iConomy 5.x
- Fixed random iConomy bugs
[Version 0.4.4]
- Added a check for stargate.network.*/stargate.world.* on gate creation
- Check for stargate.world.*/stargate.network.* on gate entrance
- Warp player outside of gate on access denied
[Version 0.4.3]
- Made some errors more user-friendly
- Properly take into account portal-closed material
[Version 0.4.2]
- Gates can't be created on existing gate blocks
[Version 0.4.1]
- Sign option permissions
- Per-gate iconomy target
- /sg reload command
- Other misc fixes
[Version 0.4.0]
- Carts with no player can now go through gates.
- You can set gates to send their cost to their owner.
- Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
- Created separate 'stargate.free.{use/create/destroy}' permissions.
[Version 0.3.5]
- Added 'stargate.world.*' permissions
- Added 'stargate.network.*' permissions
- Added 'networkfilter' config option
- Added 'worldfilter' config option
[Version 0.3.4]
- Added 'stargate.free' permission
- Added iConomy cost into .gate files
[Version 0.3.3]
- Moved sign updating into a scheduled task, this fixes the sign bugs.
[Version 0.3.2]
- Updated to latest RB
- Implemented proper vehicle handling
- Added iConomy to vehicle handling
- Changed how blox hash is generated, fixes multi-world
[Version 0.3.1]
- Changed version numbering.
- Changed how plugins are hooked into.
[Version 0.30]
- Fixed a bug in iConomy checking.
[Version 0.29]
- Added iConomy support. iConomy 4.4 or 4.5
[Version 0.28]
- Fixed an issue with removing stargates during load
[Version 0.27]
- Fixed portal count on load
[Version 0.26]
- Added stargate.create.personal for personal stargate networks
- Fixed a bug with destroying stargates by removing sign/button
[Version 0.25]
- Fixed a bug with worlds in subfolders
- Fixed gates being destroyed with explosions
- Added stargate.destroy.owner
[Version 0.24]
- Fixed a loading bug in which invalid gates caused file truncation - Thanks @ Jonbas
[Version 0.23]
- Added a check to make sure "nethergate.gate" exists, otherwise create it
[Version 0.22]
- Fixed multi-world stargates causing an NPE
[Version 0.21]
- Code cleanup
- Added a few more errors when a gate can't be loaded
- Hopefully fixed path issue on some Linux installs
[Version 0.20]
- Added more null checks, hopefully fix some errors with other plugins.
[Version 0.19]
- Set button facing on new gates, fixes weirdass button glitch
- Beginning of very buggy multi-world support
[Version 0.18]
- Small permissions handling update.
[Version 0.17]
- No longer treat GM as a special case, just load it as Permissions 2.0 like the author intended
[Version 0.16]
- Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
- Left-clicking to activate a stargate works again
[Version 0.15]
- Built against b53jnks -- As such nothing lower is supported at the moment.
- Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
- Removed long constructor.
[Version 0.14]
- Fixed infinite loop in fixed gates.
- Fixed gate destination will not open when dialed into.
[Version 0.13]
- Fixed gates no longer show in destination list.
[Version 0.12]
- Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
- Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
- Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
- Fixed but not AlwaysOn gates now open the destination gate.
- Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
[Version 0.11]
- Oops, b0rked something in 0.10, fixed in 0.11
[Version 0.10]
- Hopefully fixed the "No position found" bug.
- If dest > origin, any blocks past origin.size will drop you at dest[0]
- Switched to scheduler instead of our own thread for closing gates and deactivating signs
- No longer depend on Permissions, use it as an option. isOp() used as defaults.
[Version 0.09]
- Gates can now be any shape
[Version 0.08]
- Gates can now consist of any material.
- You can left or right click the button to open a gate
- Gates are now initialized on sign placement, not more right clicking!
[Version 0.07]
- Fixed where the default gate is saved to.
[Version 0.06]
- Forgot to make gates load from new location, oops
[Version 0.05]
- Moved Stargate files into the plugins/Stargate/ folder
- Added migration code so old gates/portals are ported to new folder structure
- Create default config.yml if it doesn't exist
- Fixed removing a gate, it is now completely removed
[Version 0.04]
- Updated to multi-world Bukkit
[Version 0.03]
- Changed package to net.TheDgtl.*
- Everything now uses Blox instead of Block objects
- Started on vehicle code, but it's still buggy

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Inscrutable
 
Posts: 114
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Location: Fortress of Evil, Tasmania, Australia

Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Inscrutable » October 30th, 2011, 6:26 am

Hiya. First, the thread title needs fixin': [13 should read [1337]

Secondly, Stargate 0.6.10 works in the new MC 1.9.5 under dev Craftbukkit build a-b4 :D (dances in street)
I am running Dynmap 0.24 and Pail 0.7.5 as well.
Small bug observed, the signs don't update properly. That makes it a bit hard to choose a destination.
Probably a kink in bukkit. I have no idea if they'll bother declaring a RB for 1.9.5...
I still gotta find something to let me travel to the Skylands shown on the Dynmap.
Regulation Brass Ones, Guv'nor

Drakia
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Drakia » October 30th, 2011, 8:07 am

Thanks for trying it out Inscrutable :) I'll look intothe sign thing today after a few more hours sleep ;)
Also fixed the topic, phpBB had a really low Topic length limit by default, lol

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Inscrutable
 
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Inscrutable » October 31st, 2011, 2:33 am

Same prob still exists in 1.9.5 Bukkit build #14 too. But frankly, why bother?
No one sane expects updates to the Pre-release builds. Do whatever you like. :D
Regulation Brass Ones, Guv'nor

jlsjonas
 
Posts: 1
Joined: October 31st, 2011, 5:55 pm

Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby jlsjonas » October 31st, 2011, 6:03 pm

first of all; sorry to hear you got banned

second (and most important):
great you're continuing your work :-)
love the SG plugin

Drakia
Site Admin
 
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Drakia » October 31st, 2011, 6:14 pm

jlsjonas wrote:first of all; sorry to hear you got banned

second (and most important):
great you're continuing your work :-)
love the SG plugin

Thanks :) The Bukkit team can't keep me down. Welcome to the forums!

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ZeroPoke
 
Posts: 102
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby ZeroPoke » October 31st, 2011, 9:07 pm

But they sure as hell tried.
Image

BlacK-Wolf
 
Posts: 2
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby BlacK-Wolf » October 31st, 2011, 10:42 pm

Hi everybody,

I have a problem but being new on this domain I know in no way or he(it) is I nevertheless followed tutoriel.

161 recipes
17 achievements
06:31:18 [INFO] Starting minecraft server version Beta 1.8.1
06:31:18 [INFO] Loading properties
06:31:18 [INFO] Starting Minecraft server on *:25565
06:31:18 [ATTENTION] **** SERVER IS RUNNING IN OFFLINE/INSECURE MODE!
06:31:18 [ATTENTION] The server will make no attempt to authenticate usernames.
Beware.
06:31:18 [ATTENTION] While this makes the game possible to play without internet
access, it also opens up the ability for hackers to connect with any username t
hey choose.
06:31:18 [ATTENTION] To change this, set "online-mode" to "true" in the server.s
ettings file.
06:31:18 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-1131
-g86b7fa8-b1337jnks (MC: 1.8.1)
06:31:18 [INFO] Preparing level "Shin Sekai"
06:31:18 [INFO] Default game type: 0
06:31:19 [INFO] Preparing start region for level 0 (Seed: -7893058435963815652)
06:31:19 [INFO] Preparing start region for level 1 (Seed: -7893058435963815652)
06:31:20 [INFO] Preparing spawn area: 3%
06:31:20 [INFO] Essentials version 2.6.4 par Zenexer, ementalo, Aelux, Brettflan
, KimKandor, snowleo, ceulemans, Xeology, KHobbits a ÚtÚ chargÚ
06:31:20 [INFO] Essentials: Using config based permissions. Enable superperms in
config.
06:31:20 [INFO] EssentialsSpawn version 2.6.4 par essentials team a ÚtÚ chargÚ
06:31:20 [INFO] Stargate v.0.6.0 is enabled.
06:31:20 [INFO] [Stargate] Loaded 1 gate layouts
06:31:20 [INFO] [Stargate] {Shin Sekai} No stargates for world
06:31:20 [INFO] [Stargate] {Shin Sekai_nether} No stargates for world
06:31:20 [INFO] Server permissions file permissions.yml is empty, ignoring it
06:31:20 [INFO] Done (0,206s)! For help, type "help" or "?"
06:31:24 [INFO] Wolf [/127.0.0.1:51226] logged in with entity id 334 at ([Shin S
ekai] 77.0, 70.0, 254.0625)
06:31:24 [INFO] New max size: 484
06:31:24 [INFO] New max size: 784
06:31:40 [INFO] [PLAYER_COMMAND] Wolf: /time set 0
06:32:05 [INFO] [PLAYER_COMMAND] Wolf: /time set 0
06:32:17 [INFO] [PLAYER_COMMAND] Wolf: /time set 1
06:33:01 [GRAVE] Could not pass event SIGN_CHANGE to Stargate
java.lang.StringIndexOutOfBoundsException: String index out of range: 11
at java.lang.String.substring(Unknown Source)
at net.TheDgtl.Stargate.Stargate.canCreate(Stargate.java:415)
at net.TheDgtl.Stargate.Portal.createPortal(Portal.java:730)
at net.TheDgtl.Stargate.Stargate$bListener.onSignChange(Stargate.java:71
0)
at org.bukkit.plugin.java.JavaPluginLoader$36.execute(JavaPluginLoader.j
ava:506)
at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
a:58)
at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
ava:339)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:1046)
at net.minecraft.server.Packet130UpdateSign.a(SourceFile:4)
at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:92)
at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:471)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
Last edited by BlacK-Wolf on October 31st, 2011, 10:45 pm, edited 1 time in total.

Drakia
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Posts: 542
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Drakia » October 31st, 2011, 10:45 pm

Black-Wolf, you're running a version of Stargate ~10 builds out, please download the latest build from the first post and see if the error persists :)

BlacK-Wolf
 
Posts: 2
Joined: October 31st, 2011, 10:28 pm

Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby BlacK-Wolf » October 31st, 2011, 10:51 pm

thanks

cocoson
 
Posts: 1
Joined: November 4th, 2011, 2:35 pm

Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby cocoson » November 4th, 2011, 2:43 pm

i'm glade you are keeping this plugin alive its the best and smoothest teleport plugin i have seen

skajeff
 
Posts: 1
Joined: November 11th, 2011, 12:52 pm

Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby skajeff » November 11th, 2011, 12:57 pm

Hey Drakia, super stoked that you haven't given up on this plug-in. Like others have said, it's the smoothest portal mod for Minecraft. Have a quick question for you that hopefully you will have time to answer. I want to be able to have a test room of some sort, that four of the five portals dish you to one portal. Is this possible? I know that a normal gate cannot dial to an always-on gate, but can an always-on gate dial to a normal gate? That's the only solution I've come up with, but I do want to use this mod to accomplish this task. Could you please give me advice? Thanks, Skajeff

Drakia
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Drakia » November 11th, 2011, 1:16 pm

skajeff wrote:Hey Drakia, super stoked that you haven't given up on this plug-in. Like others have said, it's the smoothest portal mod for Minecraft. Have a quick question for you that hopefully you will have time to answer. I want to be able to have a test room of some sort, that four of the five portals dish you to one portal. Is this possible? I know that a normal gate cannot dial to an always-on gate, but can an always-on gate dial to a normal gate? That's the only solution I've come up with, but I do want to use this mod to accomplish this task. Could you please give me advice? Thanks, Skajeff

Yes, you can have multiple always-on or fixed gates that link to a single normal gate :)

theman
 
Posts: 6
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby theman » November 14th, 2011, 11:38 am

Just wondering, since this plugin used to have water in an active gate, is there any chance you could bring in a config option to allow water again instead of portal material please ?
I have a preference for water and for always-on gates, you don't have to put up with the portal noise - its also handy when you have been smacked in the face by a fireball and you need to find water quick.

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Inscrutable
 
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Location: Fortress of Evil, Tasmania, Australia

Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Inscrutable » November 14th, 2011, 4:48 pm

Water gates are possible. You just need to make your own custom gate file.
The default file (nethergate.gate) uses nether-portal material.
You can use permissions to grant/deny particular gate types (see OP),
so it's easily possible to prevent players from making nethergate portals.

Here is the watergate.gate file I use on every server I've ever run Stargate on:

Code: Select all
portal-open=8
portal-closed=0
toowner=false
X=42
-=42

XXX
X...X
-...-
X.*.X
XXX

(EDIT: Damn code encapsulation edits off leading spaces of top and bottom XXX, sigh...)

Hope that helps...
Regulation Brass Ones, Guv'nor

theman
 
Posts: 6
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby theman » November 15th, 2011, 11:18 am

Inscrutable wrote:Water gates are possible. You just need to make your own custom gate file.
The default file (nethergate.gate) uses nether-portal material.
You can use permissions to grant/deny particular gate types (see OP),
so it's easily possible to prevent players from making nethergate portals.

Here is the watergate.gate file I use on every server I've ever run Stargate on:

Code: Select all
portal-open=8
portal-closed=0
toowner=false
X=42
-=42

XXX
X...X
-...-
X.*.X
XXX

(EDIT: Damn code encapsulation edits off leading spaces of top and bottom XXX, sigh...)

Hope that helps...


>>facepalm<<
Didn't click that the line : portal-open=8 related to the current portal material.
Great answer, and thanks. It makes sense now.

Drakia
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Re: [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin

Postby Drakia » November 20th, 2011, 8:56 pm

[Version 0.7.0]
- Minecraft 1.0.0 support
- New FileConfiguration implemented
- Stop gates being destroyed on right-click in Creative mode
- Fixed signs not updating with a hackish workaround until Bukkit is fixed

theman
 
Posts: 6
Joined: November 14th, 2011, 11:24 am

Re: [TP] Stargate v0.7.0 - The Bukkit port. A portal plugin

Postby theman » November 23rd, 2011, 3:26 pm

Any chance of the gatesign keeping the last destination used please, rather than having to right-click each time ? I've looked in the config. can't see anything. Hope I haven't missed a simple change that I could do somewhere.

Drakia
Site Admin
 
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Re: [TP] Stargate v0.7.0 - The Bukkit port. A portal plugin

Postby Drakia » November 23rd, 2011, 11:14 pm

theman wrote:Any chance of the gatesign keeping the last destination used please, rather than having to right-click each time ? I've looked in the config. can't see anything. Hope I haven't missed a simple change that I could do somewhere.

Good suggestion, I'll add a DestMemory option in the next release :)

godsyn
 
Posts: 5
Joined: November 24th, 2011, 12:15 am

Re: [TP] Stargate v0.7.0 - The Bukkit port. A portal plugin

Postby godsyn » November 24th, 2011, 12:21 am

Code: Select all
02:19:10 [INFO] This server is running Craftbukkit version git-Bukkit-1.8.1-R4-17-g04a14f7-b1493jnks (MC: 1.0.0) (Implementing API version 1.0.0-R1-SNAPSHOT)

Code: Select all
02:16:28 [SEVERE] Could not pass event PLAYER_PORTAL to Stargate
java.lang.NullPointerException
        at net.TheDgtl.Stargate.Stargate$pListener.onPlayerPortal(Stargate.java:632)
        at org.bukkit.plugin.java.JavaPluginLoader$10.execute(JavaPluginLoader.java:323)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
        at net.minecraft.server.ServerConfigurationManager.a(ServerConfigurationManager.java:321)
        at net.minecraft.server.EntityPlayer.e(EntityPlayer.java:332)
        at net.minecraft.server.BlockEnderPortal.a(SourceFile:55)
        at org.getspout.spout.block.mcblock.CustomContainer.a(CustomContainer.java:321)
        at net.minecraft.server.Entity.move(Entity.java:609)
        at net.minecraft.server.EntityLiving.a(EntityLiving.java:748)
        at net.minecraft.server.EntityHuman.a(EntityHuman.java:1094)
        at net.minecraft.server.EntityLiving.d(EntityLiving.java:910)
        at net.minecraft.server.EntityHuman.d(EntityHuman.java:308)
        at net.minecraft.server.EntityLiving.w_(EntityLiving.java:294)
        at net.minecraft.server.EntityHuman.w_(EntityHuman.java:156)
        at net.minecraft.server.EntityPlayer.a(EntityPlayer.java:221)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:306)
        at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:660)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:92)
        at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:546)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
        at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:516)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)

When going through a portal to the end (normal in-game creation).

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