[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

    tarto

    Im getting this error when loading plugin :

    PHP:
    [SEVERECould not load plugins/NetherGate.jar in pluginsnull
    org
    .bukkit.plugin.InvalidPluginException
            at org
    .bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:85)
            
    at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.java:129)
            
    at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:94)
            
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:55)
            
    at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:195)
            
    at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:189)
            
    at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:77)
            
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:173)
            
    at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:362)
            
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:347)
            
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:253)
            
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    Caused byjava.lang.NoClassDefFoundErrorCould not initialize class com.elmakers.mine.bukkit.plugins.nether.NetherGatePlugin
            at java
    .lang.Class.forName0(Native Method)
            
    at java.lang.Class.forName(Class.java:247)
            
    at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:72)
            ... 
    11 more
    Im using last version of bukkit with persistence and minecraft 1_3
     
  3. Offline

    NathanWolf

    Yup!
    Just came here to post about this.

    So, I think I see what happened, and it's really interesting...

    NOTE

    It seems like the new mcserver 1.3 will ONLY convert the map you have listed as your default world!

    For me, my other worlds, it is as you say- they have (somehow) reverted to their default state. It's really eerie to see this map so clean after almost a year!

    Ok- more science on this later... but backup your maps!
    --- merged: Feb 24, 2011 1:40 AM ---
    Yeah, that's weird- it's acting like it's loading the plugin, but can't find it... ? What version of CB are you at? I tested with 431, which was latest at the time, though probably not anymore.
    --- merged: Feb 24, 2011 1:42 AM ---
    Ok, so, I think my suspicion is confirmed!

    If you want to save your worlds, here's what you do:
    • Start up 1.3, let it convert your default world
    • Shut down server
    • Edit server.properties, change default world
    • If this world is meant to be a nether world, set "hellworld" to true
    • Start back up, let it convert that world
    I think if you do this for each of your worlds, you can then start portalling and your maps will be as they were.

    I'm testing this out now. I will say that once you got a world with 1.3, it won't convert it after that! I had to restore from a pre-1.3 backup to get it to convert the map.

    I'm going to do my nether map next, then test this out- I'll report back then.

    And, I'm keeping that "faulty" convert of my original world! Calling it "eden ":D
     
  4. Offline

    seanth

    I was able to force the nether world to be converted by changing the server properties so it loaded the nether folder, and set the hellword to true. Everything was great then.

    I'm not so sure that the worlds default to start. At least in my case, the nether world was completely a new world (as far as I could tell)
     
  5. Offline

    WormSlayer

    I'm not getting any errors but Nethergate isnt working, post 1.3 :(

    When entering a gate, or using a spell the first time, the server does some "Preparing spawn area for nether, x%".. and nothing happens...

    Thereafter, entering gates or casting nether spells doesnt do anything at all...

    (This is on a freshly generated world.)
     
  6. Offline

    garylisk

    Ditto for me, it was working yesterday, it's not working today. Weirdest damn thing.
     
  7. Offline

    nossr50

    @NathanWolf Could you write code so that monsters won't target entities in another world? When returning to the normal world they still try to attack me, which is problematic because ghasts despawn blocks momentarily and lets face it its pretty loud.
     
  8. Offline

    NathanWolf

    I recommend WinSock's MobControl plugin for this :)

    Or, CrowdControl can just turn them off, if you'd rather.
    --- merged: Feb 24, 2011 2:12 PM ---
    That _is_ weird- you do need to update, though, for 1.3- I probably should've bumped the version#, but I was hoping to make a "real" release (as opposed to just breaking setspawn and making it work with 1.3) soonish...
    I've tested with CB431, but nothing higher or lower :)
     
  9. Offline

    nossr50

    Well seeing as how your mod interacts with traveling between worlds doesn't it make more sense for you to add it in to your mod?
     
  10. Offline

    NathanWolf

    No, no it doesn't- especially when there's already a plugin out there that does exactly what you're asking- not sure what the problem is, here?
     
  11. Offline

    nossr50

    Your mod lets players travel between the normal world and a nether world
    This is fine, but why should we have to download a seperate mod just to stop mobs from targetting us when we are in another world?
    And why does it matter if other mods do such a thing?
    I like your plugin a lot except you don't correct for mobs that keep targeting players when they return to the original world.

    The problem is simply, I don't believe we should have to download another mod when this would be a quick fix. And I think its something thats somewhat crucial to your mod functioning correctly. (Stopping mobs from targeting players after they leave the nether)

    But whatever, I'll just forget about it, I think it would be a great feature to have.
     
  12. Offline

    seanth

    Some people, like myself, enjoy things that do one very specific thing very well. Lots of people like Dr. Bronner's All-In-One Soap and Swiss Army Knives. I like my nether portal plugins simple.

    Kudos, NathanWolf.


     
  13. Offline

    nossr50

    @seanth It wouldn't take any extra effort from the user...

    I appreciate the mod a lot too, it was just a suggestion. I wasn't criticizing the plugin. I was just you know, suggesting what I thought would make it better [​IMG]
     
  14. Offline

    NathanWolf

    Well, here's the thing- Bukkit is all about modularity, and I embrace it fully.

    I have a lot of plugins. This is not because I'm an overly active plugin dev- I actually have relatively little time for any of this, unfortunately. The reason I have so many is that I enjoy writing modular code. It's cleaner, it's easier to test, it's always more flexible. If you're not being lazy, there's absolutely no reason not to write your code this way, at least, if not actually package it that way (which really keeps you in line!)

    Do Wand and Spells need to be separate plugins? No, they don't- Wand relies on Spells, it's useless on its own.

    Similarly, I wrote CrowdControl basically as an add-on for NetherGate, though it can be useful on its own, or in conjunction with other multi-world plugins.

    This is how I do things, it's how I like it. I really don't think it's a big deal to have to download an additional jar- I even link to it in the OP for NetherGate (I don't link to MobControl, it's not my plugin- WinSock and I are discussing merging, but the more I look at his code, I realize they're really very different....)

    Anyway, point being if this was something I, personally, were to do- I'd do it as a separate plugin anyway- so one way or another, you're downloading that extra jar :)
    --- merged: Feb 24, 2011 4:33 PM ---
    =D Thanks :)

    It's definitely one of those "religious" things for devs, I think...
     
  15. Offline

    nossr50

    @NathanWolf I didn't realize this was how you did things.. sorry, I'll download that CrowdControl thing.
     
  16. Offline

    EdGruberman Retired Staff

    It's something to consider a bit further perhaps. In the title for this mod, you have "Just Like Single Player!"... In SP ghasts don't attack you from another world. Perhaps clarifying "Gates ONLY just like single player!"? But to be honest, when people want a gate to work like SP, they will most likely want "the nether" to work like SP in it's entire experience.

    Maybe at a minimum remove the expectation that it's not exactly like SP unless you download a conglomeration of mods to achieve such and detailing how to accomplish that would also help?

    I too appreciate loose coupling/good modularity and recognize this is where Bukkit shines in it's design and your efforts to achieve that also. At the same time it can be complex if you aren't familiar with Bukkit, all the plugin choices, the bugs, etc, etc. I'm a new Bukkit server owner and it's taken me days to finally even get to a point where I can start piecing it all together. For instance, I'm still confused on how to force a player to automatically respawn in the normal world upon death in the nether. I need to spend more time testing/etc. But right now, it's just not clear to me.

    Any clarity and simplification you can provide as a developer is ALWAYS appreciated! :)
     
  17. Offline

    nossr50

    @EdGruberman My mcMMO mod does this with its 'myspawn' the source code is in my signature (follow the gitrepo link) hope that helps!
     
  18. Offline

    EdGruberman Retired Staff

    Well this goes the other way now, hehe. Your mod has a lot more functionality than just managing spawns that I'd worry might add bugs/problems when it's completely unrelated to my interests with the nether only. I suppose this is the fun of development... finding that useful balance of developer logic and user simplicity.

    (Also, I just want my players to respawn where they always spawn in the normal world, the original spawn. I don't want them to be able to change that even. I'm trying to replicate as close to the original/default SSP as possible for my SMP server. In my server, players need to ensure they have a planned transit solution to get back to where they were when they died from the shared original spawn location. It's a fun aspect of the server we enjoy the challenge of. It's made us ensure we have proper transportation solutions in place.)
     
  19. Offline

    NathanWolf

    Wait, what?

    Ghasts are attacking you from other worlds?

    If that's happening, then, ah- I missed that... and haven't noticed it myself. I don't CC for ghasts in my main world- are you guys still having the "mobs exist in all worlds" bug? Is that still a thing?

    If so, then maybe CC is hiding this from me by killing all the ghasts in my nether world, so they don't "fake spawn" in my real world?

    In any case, it would certainly be some kind of Bukkit bug that I would hope would get fixed soon, I really though it had already.

    I get your point about the "just like single player" experience- and if this is a continued problem, I'll throw a patch into NG. I don't want you to have to download CC to avoid getting blown up randomly in your normal worlds, if that's happening!

    Sorry for the misunderstanding. I'll remove CC from my test machine for a bit and play around, see if I'm getting randomly pummeled by invisible ghasts while in a normal world.
    --- merged: Feb 24, 2011 7:34 PM ---
    Hey, no problem, it seems like I may have misunderstood your real concern, as well.

    Please read my last post and use CC to work around the issue for now, if that is what's going on.

    I will add something to NG in the meantime if this is still happening... it's especially lame if so, since I finally got around to removing "nuke" in the latest NG, thinking that this out-of-control mob issue was no longer a problem :p
     
  20. Offline

    nossr50

    To be more specific. Ghasts 'target' you while you are in the normal world. This causes the blocks in the normal world to be displaced for a few seconds before they pop back in. The ghasts cant hurt you, but they will never stop attacking and its quite loud and annoying.
     
  21. Offline

    NathanWolf

    Ah... well, I can see what WinSock has done, but looking at his code, unfortunately I have to say it may not be possible.

    The way he's adjusting behavior was the first thing I tried with Ghasts- and, at least at the time, the "target" event wasn't supported for ghasts.

    So, really, you're only option is to cancel the spawn event (setting their health to zero doesn't kill them, either, so nuke never even worked with them anyway.... ).

    Basically, ghasts suck- and I hope some of this gets worked out. Right now, using CC to cancel their spawning entirely is probably the best "solution" to this problem. I could move that code over here, just have it cancel ghast spawning unless you've installed CC. I'll put that on my TODO list...
     
  22. Offline

    Darren Farr

    broken after v1.3 minecraft beta

    maybe because of the way maps are now generated and saved

    hope this gets an update !!

    Dazza098
     
  23. Offline

    NathanWolf

    Working for me- updated a couple of day ago for 1.3, it's in the changelog and everything. Re-download both jars if you're having issues!
     
  24. Offline

    asdaarg

    I just tried this with bukkit 439 and it didn't auto-create a portal on the other side.
     
  25. Offline

    g1real

    I can't seem to retarget worlds, maybe I'm not doing something wrong, but the syntax would be "/nether target world world1 world1hell"

    I get the error (potentially due to persistance) "Can't find callback method onTargetWorld of com.elmakers.mine.bukkit.plugins.nether.NetherGatePlugin"

    Edit: In fact, none of the commands work I think, it keeps giving me the description and giving the same sort of errors.
     
  26. Offline

    Fischkopf

    I have some problems with NetherGate too ..... I'm sitting in the Nether and can't go home :S
    Portals don't work, /nether go will teleport me somewhere in the nether, /nether home does nothing ^^

    God damn you Minecraft update .... everything was working so smoothly [​IMG][​IMG]
     
  27. Offline

    microware

    I have the same Issue here. Have you found a solution yet?
     
  28. Offline

    jcgamo88

    I've been trying to run this plugin for the past week without any luck. Currently I'm using craftbukkit 450 and the behavior is such that I walk through a portal in normal world and go nowhere. I've generated the nether world, made sure the naming is proper, and retargeted the two worlds without any success. I also am seeing multiple entries for each world and am unable to delete them.
    I'd love to be able to get this working!
     
  29. Offline

    NathanWolf

    What version of Persistence do you have? 0.50 should have fixed this issue, I think- I just released 0.51 which I've been testing for a while and not seen this problem.

    A new NetherGate is coming- I could release now, but I really think I'm getting close to having portal tracking working, and I'd like to wait. If you're still having issue, I can do some quick commenting-out and release, though. Let me know.

    The solution would be to wait for that feature to be implemented. It's not about just throwing a portal on the other side, unless you don't care about fast travel.

    I've lost many "customers", I think, due to how long it's taken me to come out with this last, crucial feature. I believe at least one of them went off and made their own plugin (I could be wrong, I don't mean to be narcissistic here).

    Anyway, I will say that there is at least one other plugin out there that's been doing fast travel with paired portals for a while now- so feel free to show around if you're getting antsy :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 8, 2016
  30. Offline

    hansudo

    Are portals auto created on the netherside, i want the single player experience.
     
  31. Offline

    yeahMan

    Installed this plugin last night and just chiming in to say that it has worked perfect! It's true, portals auto created on the netherside don't work but I didn't really care about that, definitely not a deal breaker for me. Most other nether plugins appear to be bugged and not cooperating with my other plugins so this was a nice suprise to see when it did work. One thing I would mention is that the commands are very brutal if you don't know what you are doing or just blindly executing commands to test them. THESE IN-GAME COMMANDS ARE SERIOUS BUSINESS. I learned the hard way by using the "/nether create underground" command thinking oh maybe it'll make a portal for me underground, nice.....NOPE, created a whole nether like chunk underground :( It was my fault and was easily repaired with worldedit. Thanks again for the plugin!
     

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