[INACTIVE][TP/FUN] NetherGate v0.56 - Just Like Single Player! [803]

Discussion in 'Inactive/Unsupported Plugins' started by NathanWolf, Feb 4, 2011.

  1. Offline

    NathanWolf

    NetherGate - A plugin that uses multi-world to create a completely automatic Nether experience.

    If you're using Essnetials, go no further.

    Essentials breaks NetherGate in strange and frustrating ways, I'm not going to support it anymore. I'll try and get this resolved by NG beta, at which point I'll remove this message.

    [​IMG]


    Use
    To use NetherGate, drop the required jars in your plugins folder.

    Then you can create and light a portal to travel to the nether!

    Downloads
    Grab elBukkit.zip to get all of my plugins- take out the ones you don't want.

    For more details on NetherGate, or for individual jar downloads, see the NetherGate entry on bukkit's wiki.

    Tip Jar
    If you really love my stuff, and you're feeling generous, I'd more than appreciate a donation.

    Go here if you're interested!

    Changelog
    View changelog on github
     
  2. Offline

    KillerBunnys122

    Keep up the progress! Looking forward to this plugin being completed.

    Also I don't know if you have fixed it or not but on version 0.16 I was having errors with Persistence, when I started up my server a 'bukkit' load of errors would scroll up my screen for about 20 seconds, then finally come to and end and the server would run fine.
     
  3. Offline

    Fischkopf

    0.20 .... great!
    Updates are coming and coming, I love it :)

    One issue that is a bit annoying for me .... you create an "Oblivion-Island" beneath your feat so that you can't fall in the lava .... but I just explored that it also happens in the normal world when you would land in water ... don't know if it was a bug or happens everytime, I will try if I can reproduce it, but I would prefer it when this "Oblivion-Island" just appears when the player would fall into lava :)
     
  4. Offline

    theLephty

    few quick questions. I haven't tried using the newest versions:

    1. is your travel location based on the portal yet (instead of the players coordinates)?
    2. does death in the nether put you back to 0, x, 0 in the nether yet? instead of on top of the nether?

    and semi unrelated, does anybody know any /home plugins that support the nether yet (via a separate home location in the nether, or your home x,z coordinates being divided by 8 while in the nether, or /home returning you to the real...)?
     
  5. Offline

    Penorzilla

    Is there a way to turn off mobs inside the hell world yet?
     
  6. Offline

    Spooner

    Just so you are aware, there seems to be a few issues when using this with the Essentials plugin, not too many but still.

    Turns out the issue where it would think I disconnected was from essentials(removed it and it worked) and some commands like /phelp act up a bit.
     
  7. Offline

    zajacmp3

    I found this plugin not working. Made tonight a full update of all plugins and bukkit to #302
    And problem that I have found:
    - At first teleporting throught portal made server crash with no error.
    - Second, when I teleported to nether via portal I was on a bed rock flaw map. Using ARCTeleport throw me to some cave and I saw the nether (awesome). But when I did not use teleport and where running on a bedrock flat map my server crashed with no error.
    - Using /home in nether causes crash.
    - Using /spawn to
     
  8. Offline

    OkinKun

    Is there any way to have Portals in the main world "Target" to multiple other worlds?
    Say we want to have 3 worlds, the main, the nether, and an alternative normal-type world. BUT rather than having them chained together (Main -> Nether -> OtherNormal), is there a way we could have (for example) a "portal room" in the Main map, that has Multiple Portals, each one pointing to a different map?
    If not, could we get an option or alternative way to accomplish this?

    I realize there's another multimap plugin which has a feature like this, using signs... But I really don't like the way that one functions, since it's portals always send you to the Spawn/zeropoint of the maps. (Rather than the same coordinates you were on, like this one does. Which is more like singleplayer.)
     
  9. Offline

    closer013

    Essentials has many clashes with this plugin. If I disable essentials completely I can use gates and /nether go.
    We need a fix :D
     
  10. Offline

    Sammy_Kpatrix

    I say that you should stop updating so fast. [​IMG] It's too hard to keep up!
     
  11. Offline

    NathanWolf

    Yeah, but like I said, I like to change the fast travel world- shrug, it's definitely just a personal preference. If it still feels off after using it for a while, or you have a compelling reason to provide other options, I can definitely do something :)
    --- merged: Feb 11, 2011 2:27 AM ---
    Thank you for all the great info!

    I'm really hoping this gets taken care of in some core way eventually- plugins definitely need a reliable way to share common libraries.
    --- merged: Feb 11, 2011 2:28 AM ---
    Should be fixed after you upgrade and delete your db files. Glad you like it! I think this is going to be my first 1.0 plugin...
    --- merged: Feb 11, 2011 2:29 AM ---
    Nope, that's on purpose. I originally created ice in water- but, actually, the platform-over-water is what happens in single player, so I'm going to stick with that.

    There will soon be a separate permission node for that- if you like, I can make two- one for normal worlds, one for hellworlds.
    --- merged: Feb 11, 2011 2:31 AM ---
    1. Nope- not until I track portals to at least some degree. I don't need to pair them, really, I just need some place to store the "from" location. Soon.

    2. Apparently I need to create my own spawn location ... this may sound crazy, but have you tried just using /setspawn from General or essentials or something?

    and #3, is actually on NetherGate's TODO list, for what it's worth- but mainly because I don't use a plugin that provides /home functionality, and I'd like to have it on my server :) I'm sure Essentials will get updated at some point, and then you could ignore nethergate's home and use that, if you like.
    --- merged: Feb 11, 2011 2:33 AM ---
    If you mean manually, yes- as soon as I track portals, you'll be able to use the "target" command on them to target another portal, much like you can do no with worlds.'

    Also, eventually, the idea with PortalArea's is that you can set up automatic behavior such that certain areas in your world point to a world other than the default "target" - so portals placed there behave differently.
    --- merged: Feb 11, 2011 2:33 AM ---
    Yeah- you're barking up the wrong tree :) I've offered help, dunno how busy everyone is with... you know, life, and stuff.
    --- merged: Feb 11, 2011 2:36 AM ---
    Ha! Dunno if this is a joke or not, but feel free to not update ;)

    Speaking of which, I did just update, put it's minor. I've got a very early version of "peek world" support in. So, if you're a Spells fan, and feeling adventurous, check out the "window" spell. It's pretty freakin' freaky!

    Basically, it targets a big sphere in the world, and swaps it out temporarily for the matching sphere in the next world.

    I might encase it in glass eventually- right now, you get a lot of lava/water blobage, depending on which kind of world you're in- it's still really cool, though. Needs some work.

    Anyway, that got me distracted for a few hours, but I'm gonna get back to the core work now, really :)
     
  12. Offline

    theLephty

    Window Spell sounds amazing!!! :) I look forward to playing with that!
     
  13. Offline

    NathanWolf

    Feel free to visit my server and try- I'm about to modify it (the ball should "sit on" your target, right now it's centered (like peek), which doesn't work.

    Gonna fix that and go play around on my server for a while, I think.

    Oh... uh, now that I think about it- this version might create paired portals too! Whoops... if it does, uh, I didn't mean to release that yet. Need to go test, now! =D
     
  14. Offline

    OkinKun

    Holy COW! That spell sounds epic! (Although, I can't imagine how that'd work right, with any scale other than 1:1)
    Creating a bubble of an alternate world, in order to see where you're going ahead of time, would just be jaw dropping. heh
    Frankly, it wouldn't even need to be a Sphere, a Cube would be just as good. Either way, I seriously can't wait to try this out!

    Also, let me just say, thanks for all the updates, and for answering questions so quickly! =D
     
  15. Offline

    NathanWolf

    BTW- random point, but I just used it and realized its actually super handy...

    If you don't have a player-tracking plugin of some kind installed, try out

    Code:
    /persist list global.player
    This will list every player that's ever visited your server (since installing NetherGate, or the last time you wiped your data, anyway...)

    You can then use

    Code:
    /persist list global.player.PlayerName
    To get some info about someone, such as the last time they were logged in, where they are, etc.

    I know there are probably other plugins out there that do this, but it's just kind of "built in" to Persistence, so you get it as a free feature. Just thought you should know :)

    Anyway, I notice several people have come to visit- not sure if that's you guys, or the Spells crowd, or what, but... fun! :)
    --- merged: Feb 11, 2011 3:26 AM ---
    Yeah, it's only really a sphere because peek was.... and that was only really a sphere because blast was... basically, I like spheres :)

    The actual communication between Spells and NetherGate requests a cube, so the spell could just as easily put a cube.

    Actually, I'll probably do that- a sphere looks cool for peek, but doesn't really come off for window.

    Also, I'm hoping that when I fix the y-axis of the blocks I grab, I won't have such a problem with lava/water spilling out, and I won't need to glass it in.

    Eventually, I'd like to make it so you can step in the window before it closes, and doing so "takes you with it" ;D

    Anyway, thanks- glad you like my stuff!

    Oh, also- the scale is not an issue. Keep in mind the worlds aren't really "bigger" than each other- it's just some math to map locations using a scaling factor. I just use that same scaling factor when I grab my blocks.

    I also use the "find a place to stand" logic, so it actually grabs from where it would put you if you portal there, as opposed to some random bunch of blocks in the middle of a wall somewhere.
    --- merged: Feb 11, 2011 3:37 AM ---
    Some screen shots :) Still needs some work...

    [​IMG]

    [​IMG]

    I think that's part of my basement there... clearly it didn't make the transition entirely well- it looks like some kind of beaming accident!

    Actually, what it looks like is I didn't fix the optimized sphere code, since normally a sphere is symmetrical along all of its axes... I really thought I did that, but maybe not :)
    --- merged: Feb 11, 2011 3:54 AM ---
    Ha ... I just noticed that there are clouds in the nether :) Wonder if there'll be some way to turn that off eventually.

    Speaking of, as soon as I'm done goofing around in here, I'm going to go do some CraftBukkit digging, see how mob spawning gets turned off, if possible.
    --- merged: Feb 11, 2011 3:56 AM ---
    I am noticing I always return to spawn in the normal world :(

    Darn distance-mapping!!
     
  16. Offline

    OkinKun

    =O You're just full of epic ideas, huh? ^_^
    That would be one of the most cinematic dimensional teleport ideas ever!

    hmm, I have yet to try out your spells plugin, mainly because most of it I don't really need.. But these ideas are making it a must-have. I'm sorta torn. I don't suppose the Spells plugin lets you disable the individual categories of spells? Cause I'd probably turn off most, other than the Nether ones.
     
  17. Offline

    NathanWolf

    Ok, I really haven't had time to test this as much as I like (I maybe need to spend less time in the forums! :p)

    But, I think maybe I see now what you guys are trying to tell me, and why my Nether always takes me so near spawn- the scale ratio is maybe just backwards? Has anyone tried making their normal world "8" and the nether "1"? Does fast-travel work better with that setup?

    If so, and if this method of scaling makes more sense to people, I'll just make the default world "8" and call it a day :)
    --- merged: Feb 11, 2011 4:28 AM ---
    Feel free to come visit and try them out- my guests have access to all Spells :) (including a preview-version of "window")

    mine.elmakers.com
    --- merged: Feb 11, 2011 5:26 AM ---
    Also, yes, the scales are clearly resetting still.. I need to track that down. They seem to reset to 0:8, for some reason :\

    There's a sanity check that turns that into 1:1, which is why that's how it seems to be behaving for most of you, I think.

    Testing now to see if this can be fixed, at least temporarily, with the "scale" command.
     
  18. Offline

    OkinKun

    Ok, I had a question while on your server, about that Window spell.
    Does it take a section out of both worlds and swap them temporarily? Or does it say "User is in World1, so Copy the corresponding spot out of World2, and display it in World1 temporarily."?
    I would assume the second method would be easier to do, than swapping both? I mean, what's the point in displaying World1 in World2, if no one is there on that side to see that? (Also, since the other side's chunks aren't loaded if no one is near them.)
    Sorry, just a bit curious about how it functions. ^_^; Also a bit confused.
     
  19. Offline

    Dreadreaver

    but if some1 was to walk by on world2 it would be great if he were to swap worlds too! or just see the stuff
     
  20. Offline

    NathanWolf

    Right- the second one. I like the concept of actually swapping but, really, what are the odds someone's gonna be on the other side to see it? :)
     
  21. Offline

    OkinKun

    Cool. That's what I thought, just the way you described it before, made me wonder.
    Thanks for giving me (/anyone) a chance to hop on your server and check those plugins out. I'm totally going to put Spells on my server, now! =D
    And I can't wait for these new ones you're working on!
     
  22. Offline

    NathanWolf

    Had some fun tonight- scaling is definitely broken. I'd say things behave the most reliably with it turned off.

    Hopefully I can figure out what's wrong with that tomorrow- I know I was using the Vector math functions wrong (they're modification functions, not operators!) - but, barring that being fixed, it still acts super-wonky. Will get to the bottom of it :)

    On a happy note- I KILLED A GHAST!!!!

    This was a first for me- I'd never managed to kill one in single player. Well, now I gotzs magic, biachessss!!

    The "arrow" spell works really well on ghasts, as it turns out. "fireball", not so much, as fitting as it would be to kill a ghast with that.

    "arrow" is like a rapid-fire sniper rifle for ghasts. It was extremely satisfying. Just make sure to increase your render distance... those guys can really shoot you from quite a ways away :\

    The resistance has begun!

    Also, I am still investigating how to just turn them all off :)
    --- merged: Feb 11, 2011 6:43 AM ---
    Glad I could convert you! [diamond]
    --- merged: Feb 11, 2011 8:41 AM ---
    Not sure what we did in there, but I think we crashed my server pretty hard! :D

    For what it's worth, I think a lot of the lag you're experiencing may be due to my faulty location mapping- since it's got to create so many random nether tiles all the time. Hopefully this will get better once things stabilize.

    I'm going to try just multiplying the components myself, since apparently vector math is beyond me :\
    --- merged: Feb 11, 2011 9:28 AM ---
    Sorry, don't want to go thread digging, but- to whoever pointed out that portals do work differently than "/nether go", I think you were right! Thank you.

    I'm trying to consolidate the code as much as possible so that there is as little of that as necessary. I've been digging around, and I found three different paths it could take to create a world- that's two too many!

    At least one of those paths wouldn't initialize the scale or the target world, so I think that's explaining a lot of the nonsense I'm seeing.

    Hoping to get a build up tonight on my public server with this insaneness repaired and super-duper-simplified distance scaling logic. Feel free to come test if you're interested :) mine.elmakers.com
    --- merged: Feb 11, 2011 9:43 AM ---
    Wow, so many little bugs in here... finding a lot of great stuff in the wee hours of the night :)

    I'm hoping the build I just put up on elmakers is going to be pretty solid. Scales and targets seem to actually save right.. the code was a bit more of mess than I'd like to admit... what can I say, you guys kinda pressured me to get this out the door ;)

    Going to test for a wee bit on the server and then go back to bed. G'night!
     
  23. Offline

    OkinKun

    Well, just a note, I re-downloaded the zip file in the OP, and installed.. And now we ARE getting lag when people teleport between worlds. So something recent (like today-ish) is causing a quite a bit of lag with that, it would seem. =/
     
  24. Offline

    theLephty

    Idea for development, make a command like /where, or a spell if you like ;-), when you type it in, it spits out your current cords, and your would be cords in the other world.


    I type
    /where

    console says:
    theLephty is in the REAL at 128 64 128, and would portal to 16, 64, 16 in the NETHER.


    That way we can test the math without lagging the server, just walking a few feet from 0, 64, 0 we could test all the math + and - pretty quick.

    Also, once the math looks right, pulling the coords for actual travel from say, ground level on the left side of the portal would be ideal (instead of the player), otherwise the left and right side (and front and back) of the portal will continue to confuse, since you'll be 8 blocks away in any of the 4 direction depending on what face and side of the portal you enter. And this can be a huge difference, with cliffs, caves, and walls, and the (seems to be working) vertical placement code :)
     
  25. Offline

    Fischkopf

    Ah, ok. Would be reaaaally great if you could make that, because I don't really like Obsidian appearing in my castle moat [​IMG]

    Holy .... that sound amazin :D i'm anxious to try this one out!

    Oh god .... you really would create the most epic teleportation in Minecraft :D

    Congratulations ! :D
    Now we know how to strike back .... but I think to kill them efficiently I finally need to install Wands, because with commands its a bit hard to fire at ghasts ^^

    *wave* that was me ^^
    So my feeling was right, great that you found a bug matching these strange things that were happening, and that there weren't hallucinations on my side :p
    And glad I could help :)
     
  26. Offline

    NathanWolf

    Yeah- I think it's the screwed-up location mapping..... it causes a lot of "random" nether tile creation, so hopefully things'll get better once I'm not throwing you around all over the place in there.

    That, and the ghasts, are my current working theory with that, anyway. I still need to explore the horrifying possibility that Persistence somehow lags things though I really have a hard time seeing how that's physically possible since it's only got player login/quote listeners...
    --- merged: Feb 11, 2011 3:55 PM ---
    Yeah- I think i'm gonna do this :) heading, too. As a debug tool, if nothing else- I know there are plenty of plugins out there that have this sort of feature, but I don't have any installed on my test system! ;)

    Actually, try this in the meantime =D

    Code:
    /persist list nether.player.theLephty
    It'd take some "digging" (you have to follow the vector as a reference link- I may fix this) to really see the location, and you'd have to dig through the "targetWorld" reference to see where they last tp'd to as well.... but, technically all that information is there ;)

    This is starting to sound more and more like the kinda thing I should just be doing with some debug logging :)

    I really have to apologize for not having enough time to have really test this stuff thoroughly... :(

    Yeah- for sure. Ultimately, the player is not even going to have to/from locations when teleporting. The nether.player structure has a bunch of data in it, but a lot of it is redundant, to be used later for different" forms" of tp.

    In other words, right now you can only "direct tp"- this uses the "target world" and "target location" fields, and your current location- this is meant to be the "/go" or "/cast phase" type of functionality.

    There are also "to/from portal" fields in that same data, that simply reference a portal structure. Each portal structure will always use the same block as the to/from location for consistency.

    I think this'll handle everything really nicely, once I'm ready for that.
    --- merged: Feb 11, 2011 4:10 PM ---
    For sure, next release, those'll be in there. I've got a similar problem- I have a little pool of water I keep by spawn that has been super handy when I phase back home while on fire, and run panicky in there to douse myself before dying.

    Well, that little pool is just about capped over with obsidian by now :)

    I'm hoping you can understand now why I don't want to be building those portal pairs automatically just yet ;) Though, one the permission nodes are in there, I'm gonna just start "shipping" whatever the best portal i can make at the time is- I know I can get at least one portal block to work ;)


    It needs a good bit o' work, and it was really hacked together, so it'll probably get re-wrote when I do Spells/Persistence integration, but anyway- it's still kinda neat :)

    And since the whole "going into another world to retrieve blocks" thing was really the hard part here, I don't see why it can't be used as a super-stylish form of Nether travel :)

    Technically, it'd actually be a good bit smoother form of travel- since the chunk is already loaded by the time you start tp'ing .... though.... now that I say that, generally speaking that should always be true (this is the problem with walking away from the portal before it "really" teleports you....). Need to look into that, 'cause now I'm not sure why I hang there in limbo for like an hour while the nether creates new tiles... why isn't it just waiting for the chunk load event, like I coded it to??

    Anyway, just thinking out loud there....

    Oh, yeah. You can just aim at them and hold the button down- it's insane, I felt like I was playing an FPS for a second or something :)

    Indeed! Thank you very much, as always, for your diligent testing- shoulda guessed it was you :)

    I'm hoping I have that part resolved, targets and scales seem to be "sticking" like they should now. So, now it's all down the to math, which I am having a stupid-hard time with. There's gotta be something silly going on somewhere in there...
     
  27. Offline

    OkinKun

    Any chance we could get one of the previous versions, from before the lagy teleporting? That is, if it's going to be a while before a fixed version can be made?
    ^_^; I'm so bad at saving older versions of things, as backup.
     
  28. Offline

    heeen

    Just downloaded the latest version and scaling still doesn't work. Can you insert some debug statements that shows the start and destination coordinates?
     
  29. Offline

    NathanWolf

    No problem- check http://www.elmakers/minecraft

    I've been trying to save old versions, but since it's really a bunch of different plugins (each with their own version) in one zip- it might be hard to find the version of NetherGate you're looking for :)

    That being said, try this:

    Code:
    /nether scale world nether 1
    Should turn off the scaling, putting things back to not being so crazy laggy (I hope) :)
    --- merged: Feb 11, 2011 7:18 PM ---
    Yeah- someone just suggested that last night, I think it's a great idea. I clearly need some more eyes on this :D
    --- merged: Feb 11, 2011 7:20 PM ---
    Ok, I know we're all very much interested in scaling- should I keep working on that til it's right, or are the ghasts more concerning?

    I guess, what I'm asking is, do people want fast travel more, or a safe nether?

    I'm going to shop around, see if anyone has made some sort of mob control plugin (anyone know?)

    If not, I may slap one together. Should only take a day, and it'll make my testing a LOT easier in the Nether :p

    Though I do want to get a little group together at some point and go ghast hunting!! Any takers?
     
  30. Offline

    Fischkopf

    Great :) my pool is thanking it you ;)

    I'm looking forward what interesting no functions and other things will come to your mind with this new feature ... and I'm anxious for the "window" spell to be perfect ;)
    One question, could it be that something is wrong on you server? Was there before and I could cast NO Spells =((

    Sounds funny ..... Minecraft vs. Ghast FPS :D

    Glad that I could help since my Java skills are ... err ... not that good and this way I could help at least you :)
    BUT, I need Java for University, so maybe I'll start to make something too ^^
    --- merged: Feb 11, 2011 7:38 PM ---
    Hmm can't decide .... think the Ghast problem is more important for safe travel and testing purposes ^^

    I'm in! :D
     
  31. Offline

    iSushi

    Wow, thanks for all the support. You're the first person actually caring this much about a plugin :) ... if there's coming a built in version. I will still use this one ^^
     
    NathanWolf likes this.

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