[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

    Shadus

    Awesome! You do make some great plugins and the enthusiasm and responsiveness you show towards your userbase and supporting your plugins really makes it great to deal with you for server admins. Thanks!
     
  3. Offline

    minecrafter227

    Its Ok.
     
  4. Offline

    NathanWolf

    You're welcome, thanks for saying! I do try to be helpful... I just have such limited time, and, well... honestly, customer support is a large part of my day job. I'd rather be bukkit coding in my free time :(
    --- merged: Feb 21, 2011 7:59 PM ---
    Thanks for being so understanding :( I would suggest that you do this, it's a very basic list, but I think given all you've learned in the past few weeks, you're so close... you really should be able to get there.

    1. Delete your "plugins" folder, completely.
    2. Download CraftBukkit#357 from the Bamboo Artifact repository. Get the SNAPSHOT jar. I can't provide a link, sorry- this is the hard part, really. :(
    3. Run your server: "java -Xmx1024M -Xms1024M -jar CraftBukkit-0.0.1-SNAPSHOT.jar nohud
    4. If everything works, starts up, your server runs, creates the world- then great! type "stop" for a clean shutdown
    5. Then, one by one start adding plugins. Maybe start with NetherGate.jar and Persistence.jar- get both from the links on their respective pages.
    6. Start up, make sure that plugin works, shut down.
    7. Add new plugin, repeat
    This is basically the science that anyone should be using if they're having trouble with Bukkit- it's very basic, but it will really help to narrow down your issue.

    As for me- right now, I think all my plugins in their current versions are working, and playing nice together. I'm just about to get on my server for a bit and verify this claim by having some fun :)

    Good luck @minecrafter227!
    --- merged: Feb 21, 2011 8:03 PM ---
    And, of course, now that I finally have time to test, the login servers are acting up :p

    Oh, well...
     
  5. Offline

    minecrafter227

    Lol yeah... atleast I can check if i get error messages from the server :p Also it's pretty easy to get the craftbukkit builds...
     
  6. Offline

    NathanWolf

    Yeah, especially now! I just found out about this:

    http://forums.bukkit.org/threads/introducing-recommended-builds.5137/

    Now, if I'm reading that right, the only current recommended build is #53 .. and, I don't think any of my plugins support that :(

    But, this is definitely the right way to go with this, for now. It should, once it's there and there are a nice selection of stable builds to choose from, really help people get up and running with CB, and easily identify what plugins they're going to be able to use with which builds (by checking the forum topic, where we're all supposed to put the version we're targeting).

    For me, I aways aim to be current- my plugins should work at any version above the version I have in my topic.

    I stay current in testing, but only update that version number when I change something in a way that's not Bukkit-backwards compatible.

    This usually happens when I was doing something on my own (e.g. mob spawning) and then they add Bukkit support for it. I ditch my custom code and use Bukkit like I should- which makes my code cleaner. But it also means that you now need that version of Bukkit (or higher) to run my plugin.

    In the most recent case, they allowed us to use default constructors for our plugins in Bukkit#357. This is something I've wanted since day 1 as a bukkit plugin dev, so I jumped on the opportunity to make every single one of my plugins cleaner.

    I could have left the old constructors in there for backwards-compatibility, but... I didn't. I like to keep updated... which may make it hard for you to keep up with me, but, sorry.... that's just how I roll :)

    I hope that makes sense.
    --- merged: Feb 21, 2011 9:44 PM ---
    I'm seeing some log prints that are weird- if you're seeing stuff about "BoundingBox", i'm seeing it too. I'm worried there is something getting lost somehow in the Gameplay library split-up I did. If I can't get to the bottom of it quickly, I'll pull out of that- it's just a copy+paste job, delete a dependency, re-publish... kinda thing.
    --- merged: Feb 21, 2011 9:59 PM ---
    Hrm - seems to have gone away now, maybe a bad link or something. I re-published the one I have running now, just in case.
     
  7. Offline

    terwilliker

    is the world refresh suppose to take so long? Sometimes it takes a while for the old world to be cleaned away. Can we make the teleport leave something other than obsidian when someone appears in water? Otherwise, looks great and pretty easy to set up.
     
  8. Offline

    NathanWolf

    I imagine that's mainly bandwidth related- I don't think client caches chunks per-world, it doesn't really know that any of this is going on. So it's got to do, like, a full world refresh every time you switch worlds- that's a lot of data to push around.

    Even when running locally, it takes a good bit.

    Heh- I originally had it leave ice in water, actually- that will be an option in the future, controller per-player via their permission profile.

    I changed it to obsidian because that's closer to the end goal- which will be an obsidian platform (if needed- water or lava) and a portal with obsidian frame.

    When creating the portal, the platform is always going to be obsidian- it would look weird otherwise.

    If a user doesn't have auto-create permission, but they do have platform-create permission, that's when you'd be able to set the block they get- separately for water and for lava.

    At that point, you could make it sponge on water for all I care :)

    All that is coming- but it won't be here until I can support bukkit.permissions without having to release my own CraftBukkit built from the permissions branch :p
     
  9. Offline

    Techcuron

    You know, I can't eve get it runnig because bamboo links are all broken!
    My server is falling apart! I tried to get the mod running but I just tore a big hole in my server because I can't get the newest craftbukkit!
     
  10. Offline

    earthiverse

    Can you add a /nether list so I can see all of the worlds linked to nethergate?
     
    NathanWolf likes this.
  11. Offline

    NathanWolf

    Great idea!

    It'll be /nether list worlds for that, though, so you'll also be able to list portals and areas one day, to....
     
  12. Offline

    nossr50

    Does this support the latest RB of CB?
     
  13. Offline

    NathanWolf

    357 or higher, it's in the topic title :)

    So... no, not if the highest RB is like 54 or whatever it was yesterday when I looked.... I don't support anything prior to 357. Unless I'm misunderstanding the new artifact repo, and the numbers actually changed.... in which case, I need to update my OP's and titles ... everywhere.
     
  14. Offline

    terwilliker

    I love the simplicity... anyone creating a working gate gets transport to the set world. Nice. However there seem to be transporting accidents (v.42, persistence .48, craftbukit... not sure .0.0-437-g9de610a-b405jnks (MC: 1.2_01)
    so I am not sure if that is 437, 610 or 405. ). Sometimes I get transported into stone. Once I got transported into another player... that was weird. I would like to use it but these issues and the slow regeneration when traversing worlds makes me hesitate. Sometimes I would have trouble linking gates... for example /nether target world world world2 would often give me errors like could not find world world.

    Again, I like the simplicity for the end user. Just some small issues.
     
  15. Offline

    NathanWolf

    Thanks for the feedback!

    I've almost got the "list" command ready, which should make it a lot easier to use "target" and the other world-by-name commands. Your default world may not actually be named "world", and right now it's kind of hard to tell what your worlds are named, or even how many are registered!

    You'll be able to "/list worlds" for now, and that's it. It shows you some cool stuff, though, like the world scale, type and target world.

    As for the tp accidents.... I think it's that "player moved wrongly" error, which unfortunately I can't do anything about (that I know of). I recently found out that it's not really a benign error, and does represent the player not going where I told it to go, basically. At that point, I have very little control over where you end up..... :(

    But, of course multi-world is new, I'm hoping a lot of these kinks get worked out soon.... though, the "slow regeneration" thing I talk about above- I would not expect to see some kind of per-world caching on the client side anytime soon- not until we get some sort of official multi-world (or just nether?) direct from Mojang. Whatever that would even look like, at this point, I'm not really sure- probably just very much like the Bukkit implementation, but with better client-side support, would be my guess.

    At that point, we'd also probably get the red sky, cloudless nether, maybe access to the portalling screen effects (at which point I'd make "delayed portalling" an option), a real loading screen while tp'ing, maybe- all the stuff that's really missing from this because it's all client-side.
    --- merged: Feb 22, 2011 12:51 PM ---
    0.43 Released

    This adds a new command - "list worlds". Handy!

    There are also some bugfixes in here that require you update Persistence as well, so please grab both jars:

    Persistence.jar v0.50
    NetherGate.jar 0.43

    You should not need to delete any data files. Hopefully ever again.... going to go update the OP now.

    Next stop: portal tracking! 0.43 actually has a refactored Portal object- just primed and ready to be used to track all your portals..... working on it! :D
     
  16. Offline

    minecrafter227

    I need to say something... I LOVE YOU (no homo). THE NETHER WORKED FOR ME!!! I JUST NEEDED TO UPDATE CRAFTBUKKIT! I' so stupid :p. But, this time i checked INGAME. And guess where I am while typing this message? On my multiplayer server IN THE NETEHR!!! :D :D :D Thanks for all the help! I could never have done this without you!
     
  17. Offline

    NathanWolf

    Awesome!! I'm so glad you finally got up and running :D

    So, is Spells and Wand next? ;) Should be cakewalk for you now....
     
  18. Offline

    minecrafter227

    Nah I'm not getting those. I don't have any clue what they do, and I run a legit server and those sound like cheat-things. :p
     
  19. Offline

    NathanWolf

    Ha!

    Well, right now.... they are. Yeah, they are :)
    --- merged: Feb 22, 2011 3:56 PM ---
    I think the build numbers are still the same- it's just that they're not recommending any newer ones yet... they're all still there:

    ci.bukkit.org/job/dev-CraftBukkit
    --- merged: Feb 22, 2011 3:57 PM ---
    Uh... how did that happen? :eek:
    --- merged: Feb 22, 2011 3:58 PM ---
    Anyway- now that you mention it, I notice that it starts at 400, after jumping up from such a low number...

    I dunno what's up with that. Hm. Are all my plugins now unsupported? Guess I better find at good build a 400+ to start testing with.
     
  20. Offline

    phondeux

    Anyone know where I can get build 357 now that the old build system is gone? The most recent build I have is 326.
     
  21. Offline

    Shadus

    53 (last recommended) is actually a build from Feb 20th, in theory it should be higher than 326, although it's hard to say what build number it actually is so it didn't correspond to old build system. The jump to the 400s was to set the current build numbers in the right line chronologically with the old build numbers.

    EvilSteph ends up explaining it down the post http://forums.bukkit.org/threads/introducing-recommended-builds.5137/ at some point.
     
  22. Offline

    phondeux

    It's okay, once all of the plugins I run line-up with 400+ builds we'll move there.
     
  23. Offline

    NathanWolf

    Ah! Thank you so much for spelling that out for me :) I've been really confused about the whole thing.

    Well, now 1.3's here, so we're all going to have to upgrade. Once we're live again, I'll update all my topic headers with a new 400's version number, and we'll be done with this mess, hopefully :)
     
  24. How do you turn on the option for portals to be auto-made for the otherside?
     
  25. Offline

    Don Redhorse

    so I didn't miss that [​IMG]

    perhaps I should have explained better... btw. I like the plugins you code even if I'm not using them atm [​IMG]

    I have one world1... the default one, which has a nether... both of them are creative kind of worlds.. no or tame monsters, special configs etc.

    I have another world2, which has a nether... both of them are survival kind of worls... normal monsters, other special configs etc.

    I have another world3, which is a funpark... no monsters, and another special config.

    I would like to have the gates go by default from world to nether.. in the correct pair, but I would also like to have specific gates go from world1 to world2 and from world1 to world3.

    Up to know it looks like that these hub worlds kinda setups are not supported as you can only autodaisychain worlds..

    and yeah... I asked for it [​IMG]
     
  26. Offline

    NathanWolf

    Ah! :D Ok, then I can't help you until portal tracking :p

    I was actually making some good progress on this, but a combination of "real" work and 1.3 has kind of slowed me down some :(

    Once I have that working, you'll be able to aim at a portal, and use a command to name it. Once you have named portals, you'll be able to use "/nether target portal"- that extra "world" part of the current "target" command is not just there to annoy you :)

    Once that's in place, i think you'll be able to do what you want.

    I, personally, want to have one hidden-away portal somewhere, locked up in bedrock maybe, that takes me from the "default" world I stick people in to my safe, grief free world (I currently have to use "/nether go" to get home!)
    --- merged: Feb 22, 2011 8:50 PM ---
    You don't, you have to wait for me to turn it back on- which I will not do until I track the portals.

    I let you all talk me into that a while back, and regretted it- no auto-creation until portal tracking! :p
     
  27. Offline

    Ambedrake

    *sigh* looks like we need an update for the CraftBukit b421 update >.< Oh well time to poke my nose into other mods too see whats broke and what works =P

    Thanks fo all your work m8!

    EDIT :

    Sorry forgot to add this, it may be of use to you ^_^

    Code:
    2011-02-22 20:07:43 [INFO] Starting minecraft server version Beta 1.3
    2011-02-22 20:07:43 [INFO] Loading properties
    2011-02-22 20:07:43 [INFO] Starting Minecraft server on *:25566
    2011-02-22 20:07:43 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-443-g8f199f7-b421jnks (MC: 1.2_01)
    2011-02-22 20:07:43 [INFO] Preparing level "Crazy Mountain"
    2011-02-22 20:07:43 [INFO] Preparing start region
    2011-02-22 20:07:45 [INFO] NetherGate version 0.43 is enabled
    2011-02-22 20:07:45 [INFO] Persistence version 0.48 is enabled
    2011-02-22 20:07:45 [INFO] Done (1409918155ns)! For help, type "help" or "?"
    2011-02-22 20:07:57 [INFO] 143 recipes
    2011-02-22 20:07:57 [INFO] ambedrake [/127.0.0.1:50854] logged in with entity id 120
    2011-02-22 20:08:42 [INFO] trulady [/127.0.0.1:50866] logged in with entity id 2009
    2011-02-22 20:08:58 [INFO] ambedrake issued server command: tp ambedrake trulady
    2011-02-22 20:08:58 [INFO] ambedrake: Teleporting ambedrake to trulady.
    2011-02-22 20:09:17 [SEVERE] Could not pass event PLAYER_MOVE to NetherGate
    java.lang.NoSuchMethodError: com.elmakers.mine.bukkit.persistence.dao.WorldData.getWorld()Lorg/bukkit/World;
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportPlayer(NetherManager.java:419)
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(NetherManager.java:449)
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(NetherManager.java:444)
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.onPlayerMove(NetherManager.java:490)
        at com.elmakers.mine.bukkit.plugins.nether.NetherPlayerListener.onPlayerMove(NetherPlayerListener.java:16)
        at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.java:165)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:225)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:115)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.a(SourceFile:230)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:70)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:338)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:252)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    2011-02-22 20:09:17 [SEVERE] Could not pass event PLAYER_MOVE to NetherGate
    java.lang.NoSuchMethodError: com.elmakers.mine.bukkit.persistence.dao.WorldData.getWorld()Lorg/bukkit/World;
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportPlayer(NetherManager.java:419)
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(NetherManager.java:449)
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(NetherManager.java:444)
        at com.elmakers.mine.bukkit.plugins.nether.NetherManager.onPlayerMove(NetherManager.java:490)
        at com.elmakers.mine.bukkit.plugins.nether.NetherPlayerListener.onPlayerMove(NetherPlayerListener.java:16)
        at org.bukkit.plugin.java.JavaPluginLoader$8.execute(JavaPluginLoader.java:165)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:225)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:115)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.a(SourceFile:230)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:70)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:338)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:252)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    2011-02-22 20:09:21 [INFO] ambedrake lost connection: disconnect.quitting
    2011-02-22 20:09:28 [INFO] trulady lost connection: disconnect.quitting
    
    Update : Ok so doing some finagling, it seems this is a 0.43 NetherGate issue only, my other servers, running 0.41 and 0.42 respectively still work as expected. Only in 0.43 do I recieve the above error.
    --- merged: Feb 23, 2011 7:55 AM ---
    Not trying to nag, just trying to help as I love your mods (recently started replacing the essentials packages with your other mods as essentials isnt so plugin friendly as yours), but here are some things I see that should be simple.

    - Per world settings in a text file same as the vanilla server setting file.
    - Ability to use multi word names, in example my servers main map is 'Crazy Mountain' and 'The Dragon's Den' respectively (this isnt including my test server that I just named 'World' lol), but say use the ' or " to determine the name string.
    - (This one is difficult but it is just an ide) When thinking of Portal tracking, what about the possibility of sign control, connected either directly to the portal or connected via active redstone wire. This would be neat as you could have 1 portal and have a switch system controlling the destination.

    Anyways just ideas from playing around with your stuff ^_^ I am a C++/PHP/SQL person so Java is a little foreign to me, but if you can see a use for me at all I am more then down with helping, either in ideas, design, or in a limited quick learning fashion some scripting.

    Thanks for everything, your stuff keeps me and my userbase very entertained!
     
  28. Offline

    NathanWolf

    Yay, forums are back! I'll come in soon and check in on everything, but have a lot OP's to update .. please update ALL my jars for 1.3 support (with CB431)!
    --- merged: Feb 23, 2011 6:26 PM ---
    Glad you like my stuff! :D Should be working now with CB431- I had to kill "setspawn" for the time being, which is (I think) why it wasn't working- how to do that has changed, apparently, and I haven't figured out the new way yet.

    As for your suggestions... well... I hate to disappoint you, but NetherGate is going to stay as simple as possible for as long as I control it. If I have it my way, it will never have a properties file of any kind- and I will certainly never be doing anything in-game with signs. Maybe something with redstone wire, since that feels like something "real" in game - so I could see being able to activate/disactivate a portal via redstone... I'd have to think about it, though!

    For now, I'm just focused on replicating the single-player experience. Once I've done that to my satisfaction, I'll largely be moving all of my focus back to Spells and Wand.

    Soooo... if you're "sticking it out" with me here, waiting for the day when NetherGate does some fancy/crazy stuff.. you might be in for sadness! :D
    --- merged: Feb 23, 2011 7:08 PM ---
    Uh, wow, guys- I don't know if any of you are up and running with CB431+ yet, but.. WOW!

    NetherGate ROCKS now! I imagine it's the new map file format, but world loading is super fast now... it's really brought this to a whole new level for me.
     
  29. Offline

    EdGruberman Retired Staff

    A lot to read through here. What exactly is the status here with the nether? Are ghast's fireballs still invisible? What about the number of mob spawns causing a problem? When a player dies in the nether, is their spawn set back to the normal world at original spawn?
     
  30. Offline

    Ambedrake

    It's all good mate, just the ramblings of someone up at 2 am ^_^ that's when some of my oddest ideas get thought up lol.
     
  31. Offline

    seanth

    Thank you so much for getting this running with the latest craftbukkit. I'm having a problem, though. When I try and reenter the nether through a gate I had made before the latest update, I find myself in a brand new location. It looks like the entire nether world has been rewritten.

    I backed up the nether folder before the upgrade, so I can roll back, but I'm not sure what happened. Do I need to convert the nether map first and then use nether gates as normal? I'd hate to lose the glass topped greenhouse I build under a lava lake. [​IMG]
     

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