[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

    NathanWolf

    That was going to be my suggestion, too- so... maybe I broke it? You have to be an op (in ops.txt) to use any of the /nether commands (uh, except "nuke", "home" and "sethome") if you're not using Permissions... is that maybe it?

    I'll take a look, if not! The "normal" at the end should be optional, so I think you've got the command right...
    --- merged: Feb 12, 2011 2:34 PM ---
    It's togglable if you use Permissions- just don't give yourself that permission ;)

    Honestly, that may be be my "solution" to this for a while, since I don't feel like throwing a properties file together.... is that a lame solution? I know Permissions is not that easy to set up, so much so that I've never actually used it myself, as an admin.

    And that's also why I wanted to make an easy way to break those portals- and also why they're frameless, they're meant to "look" temporary. I actually thought they'd be fairly fragile, since I only turn off portal block physics while creating them- but unfortunately they've turned out to be really resilient, and my public world is already crazy-littered with them.

    If Permissions is not a good-enough solution to this for now, I'll turn them back off until I'm matching up and storing paired portals, which is of course the real solution for this :)
    --- merged: Feb 12, 2011 2:35 PM ---
    Hm- meaning, you never make it across alive?
    --- merged: Feb 12, 2011 2:42 PM ---
    Now that you mention it... I'm thinking now I've decided on what my first "small departure from single-player' move is gonna be :)

    I'm going to have a separate permission, eventually, that will let someone use a gate. It won't auto-pair that gate, instead it will act almost exactly like it does now- except that (assuming it's not a paired gate already) the frameless portal on the other side will be temporary (like the portal spell, basically).

    I think this could be really cool! You can go over there, pop in, see what's up, have some time to get back- but you don't leave a portal behind, not permanently. Once portal pairing is working, if you were to then build one around that area it would auto-pair to the other one, ince auto-pairing itself is not a right, only auto-creating things.

    Seems like we were thinking the same thing :) I hadn't actually read this bit yet- I tend to go through these in chunks ;)

    Heh- oh, did I forget to mention I put those permission nodes in there for ya? You can control the creation of both the portal and the platform with Permissions.

    Not sure why I didn't think of that :) Actually, I would not feel at all bad doing that, I always thought in single player that, since the ghasts' fireballs kill my portals, I should be able to disable one with fire, too!

    I think this is actually especially important, long-term, because I don't really want to put a delay on travel (minecarts!!!) - and, right now, I've got a couple of portals set up in places like hallways that assume I can walk through them without immediately getting transported to another world :) It'd be nice to be able to shut it off real quick and walk through.... ok, that's definitely gonna be in the next version, I think.

    Which I guess mean's NetherGate will finally get that BlockListener... which, yeah, probably means I could prevent portal destruction down the road if I/we really want...
    --- merged: Feb 12, 2011 2:45 PM ---
    I think some people have had luck modifying WarpGate (or was it ServerPort) to use a block other than the portal block.

    If your portal/gate plugin of choice is fancy enough to support using non-portal blocks, that should be all you need to do to get it to play nice with NetherGate. I should add an OP topic on this, I think- but I don't really feel researched enough on the subject :)
     
  3. Offline

    wallnuss

    I've set me as op, that was the first thin I tought of..
    But no need to stress you, for the time being I'm fixing my own plugin (I'm strating to hate yaml)
     
  4. Offline

    Fischkopf

    Hm sounds really good .... you mean the frameless Portal is temporary and when you want to you can build one at that position, and it would transport you back exactly from where you started from?

    I don't know how much you want your plugins to cross, but would it be possible that you port from "world" to "nether". Then, when you are there, the frameless (temporary) portal is there (just like now) and you can cast a spell .... maybe ... something like "/cast solidify" on the portal for it to become a permanent one with Obsidian frame?

    Yea I thought that ;) and I am really grateful for that, it's nice when a Plugin-Developer implements something just for me ^^ you are really great :D
    But up until now I was a bit lazy .... in my Permissions I am an Admin and I just have the '*' (Wildcard) permission because I don't want to add every new thing always to that file .... but it seems that now is the time to make a good Permission for that

    My first thought was a bucket with water (you know ... portal created with fire, disabled with water) but I think with Flint & Steel it's more easy .... but think about which idea you like more ;)


    http://forums.bukkit.org/threads/tp-wormhole-x-treme-v0-70-313.1782/page-15

    Wormhole X-Treme works with Nethergate and with Wormholes you can make a nice Stargate to travel intra-world ... but its not just a portal frame, it's a real Stargate ^^ you should look into that Plugin maybe you'll like it. :)
     
  5. Offline

    person

    uuu well im haveing a proublem with newest version the teleporters dont work for me
     
  6. Offline

    gustav9797

    im not having any response when suing the /nether commands, they dont do a shit either
     
  7. Offline

    NathanWolf

    Persistence may interest you then :) My hatred of YAML and ubiquity within Bukkit was one of the main motivators for me to make that framework :)

    And, yeah- weird. :( None of the nether commands work for you? What about just "nuke"?
     
  8. Offline

    ShadowOfLegends

    I currently cannot get portals to teleport me to other worlds.
    I create and name a new world in the nether, set up the /nether target but when I walk through a portal it just outputs an error to console:
    2011-02-12 10:30:32 [INFO] From: 28, 64, 109 to 13, 64, 75
    Feb 12, 2011 10:30:32 AM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_MOVE to NetherGate
    java.lang.NoSuchMethodError: com.elmakers.mine.bukkit.plugins.persistence.dao.BoundingBox.fill(Lorg/bukkit/World;Lorg/bukkit/Material;Ljava/util/HashMap;Ljava/util/ListV at com.elmakers.mine.bukkit.plugins.nether.NetherManager.clearPortalArea (NetherManager.java:665)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.buildPortal(NetherManager.java:624)

    I have the latest craftbukkit installed, could this be an error with the persistence plugin?
     
  9. Offline

    NathanWolf

    Sounds like a lot of people are having trouble with this one... not sure what's going on there.. ?

    You've all deleted you .db files, right?
    --- merged: Feb 12, 2011 3:36 PM ---

    That actually does look like an outdated Persistence- make sure you update both of those jars from the zip when you update (sqlite should never change....)

    If that's not it, then I need to take a look and see what's broken :(
     
  10. Offline

    ShadowOfLegends

    indeed just installed to a clean new server. is there a post with a step by step guide of what /nether commands need to be run to get a portal to heck working?

    Edit:
    just reinstalled persistence, all new tables were made on walking through a portal, it created a new world called 'nether' when i walked through, but i got the same error (see above) when it tried to teleport me SEVERE: Could not pass event PLAYER_MOVE to NetherGate
     
  11. Offline

    NathanWolf

    Exactly- it would actually find and auto-bind to the un-bound portal you left from, creating a pair. So, it's basically a way for users to use gates (safely- without getting stuck) but not have the other side automatically create a permanent portal structure. I like it :)

    I love integration.... you can always expect that, with any plugins I have control over, they will always (optionally!) integrate in fun ways...

    I like this idea! I've been trying to think about how to differentiate between a permanent and temporary portal spell- and I kind of think this is a really great solution.... you could also then use that spell on the auto-created temp portal described above to make it permanent!

    Re-reading your post, seems like this is what you had in mind :D I was thinking more about the "portal" spell, and how cool it would be for there to be a spell combo that makes it permanent ;) So, two birds, one stone, I guess!

    Hrm- I haven't looked into Permissions that much (also lazy), but I would hope there is some sort of concept of a "deny" permission? Can you give yourself * for everything, and then revoke your nether auto-create privs?

    I'm pretty sold on the flint+steel! It was going to be either the diamond pickaxe or some sort of gold tool/weapon, but I think I like the flint+steel being the universal "on/off" tool- that was a really great suggestion- you seem to be full of these ;)



    Yeah, that was the one! Thanks for chiming back in on this .... though, as I said, any gate/portal plugin with custom games (or at least custom gate blocks) should play nice with NetherGate.

    I don't ever plan on getting that fancy (or that divergent from my core mission, more to the point), so it'll unfortunately be on the whatever the other plugin is you're using to do the work of letting me "own" portal blocks...
    --- merged: Feb 12, 2011 3:49 PM ---
    You shouldn't have to use any console commands, if everything is working right

    Can you please paste the entire stack trace from that error? Put it in a spoiler tag if possible.

    That would really help me get to the bottom of this, I think.
    --- merged: Feb 12, 2011 3:50 PM ---
    K, I'm gonna go wipe my public server's db, download the zip, install it, and see what's up :)
     
  12. Offline

    thunderz

    Is there a way to make it so it doesnt make a portal everytime you goto a nether im having a bad problem with this.
     
  13. Offline

    ShadowOfLegends

    right on just a moment. I also found out that the commands (like home) throw errors on a callback, i'll post some traces!

    callback problem onGoHome (i think i'm getting a similar one if i try to use nether commands to go to other worlds)
    Show Spoiler

    2011-02-12 10:54:01 [INFO] From: 18, 64, 99 to 21, 64, 99
    2011-02-12 10:54:01 [SEVERE] Error invoking callback 'onGoHome
    java.lang.NoSuchMethodError: com.elmakers.mine.bukkit.plugins.persistence.dao.BoundingBox.fill(Lorg/bukkit/World;Lorg/bukkit/Material;Ljava/util/HashMap;Ljava/util/List;)V
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.clearPortalArea (NetherManager.java:665)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.buildPortal(NetherManager.java:624)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportTo(NetherManager.java:611)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.finishTeleport(NetherManager.java:579)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportPlayer(NetherManager.java:417)
    at com.elmakers.mine.bukkit.plugins.nether.NetherGatePlugin.onGoHome(NetherGatePlugin.java:465)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.elmakers.mine.bukkit.plugins.persistence.PluginUtilities.dispatch
    (PluginUtilities.java:351)
    at com.elmakers.mine.bukkit.plugins.persistence.PluginUtilities.dispatch
    (PluginUtilities.java:317)
    at com.elmakers.mine.bukkit.plugins.persistence.PluginUtilities.dispatch
    (PluginUtilities.java:289)
    at com.elmakers.mine.bukkit.plugins.nether.NetherGatePlugin.onCommand(Ne
    therGatePlugin.java:591)
    at org.bukkit.command.PluginCommand.execute(PluginCommand.java:17)
    at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:77
    )
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:1
    71)
    at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:610)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:589)
    at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    at net.minecraft.server.NetworkManager.a(SourceFile:232)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)


    trace for other business

    Show Spoiler

    2011-02-12 10:58:53 [INFO] From: 28, 64, 109 to -6, 64, -1
    Feb 12, 2011 10:58:53 AM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_MOVE to NetherGate
    java.lang.NoSuchMethodError: com.elmakers.mine.bukkit.plugins.persistence.dao.Bo
    undingBox.fill(Lorg/bukkit/World;Lorg/bukkit/Material;Ljava/util/HashMap;Ljava/u
    til/List;)V
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.clearPortalArea
    (NetherManager.java:665)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.buildPortal(Net
    herManager.java:624)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportTo(Neth
    erManager.java:611)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.finishTeleport(
    NetherManager.java:579)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportPlayer(
    NetherManager.java:417)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(N
    etherManager.java:442)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(N
    etherManager.java:437)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.onPlayerMove(Ne
    therManager.java:483)
    at com.elmakers.mine.bukkit.plugins.nether.NetherPlayerListener.onPlayer
    Move(NetherPlayerListener.java:23)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.ja
    va:154)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:60)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:214)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:115)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(SourceFile:232)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    2011-02-12 10:58:54 [INFO] From: 28, 64, 109 to -6, 64, -1
    Feb 12, 2011 10:58:54 AM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_MOVE to NetherGate
    java.lang.NoSuchMethodError: com.elmakers.mine.bukkit.plugins.persistence.dao.Bo
    undingBox.fill(Lorg/bukkit/World;Lorg/bukkit/Material;Ljava/util/HashMap;Ljava/u
    til/List;)V
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.clearPortalArea
    (NetherManager.java:665)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.buildPortal(Net
    herManager.java:624)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportTo(Neth
    erManager.java:611)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.finishTeleport(
    NetherManager.java:579)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.teleportPlayer(
    NetherManager.java:417)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(N
    etherManager.java:442)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.startTeleport(N
    etherManager.java:437)
    at com.elmakers.mine.bukkit.plugins.nether.NetherManager.onPlayerMove(Ne
    therManager.java:483)
    at com.elmakers.mine.bukkit.plugins.nether.NetherPlayerListener.onPlayer
    Move(NetherPlayerListener.java:23)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.ja
    va:154)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:60)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:214)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:115)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(SourceFile:232)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
     
  14. Offline

    NathanWolf

    Ok, just did some testing- deleted all my db files, used wget to grab NetherGate.zip - I unzipped it right in my server root, overwrote NetherGate.jar and Persistence.jar - I also use Spells and Wand... (I'll try to test without those, but it's really a Spells->NetherGate type of relationship, so I doubt they're the problem)

    Anyway, everything seemed to work fine- I walked into a portal, it took me to the nether (pretty much all this plugin does ;))

    I also then shut down my server, started it back up, and did the same thing- to make sure that the data saved and loaded correctly.

    So... I'm not sure- what version of Persistence is being reported in your server log? Should be 0.37.
    --- merged: Feb 12, 2011 4:02 PM ---
    Yes- check the "Permissions" section in the OP.

    Without Permissions, right now there's no way to turn it off. (Other than that I might just turn it back off by default until I get portal pairing working....)

    You'll be able to destroy them soon, easily, if that helps :)
    --- merged: Feb 12, 2011 4:03 PM ---
    BTW, it shouldn't do this- I've got some state in there to make sure you've moved out of a portal block and into an air block before it will TP you again- that should prevent you bouncing back and forth between paired gates. If this is not the case, please let me know!
    --- merged: Feb 12, 2011 4:07 PM ---
    Thanks! That always helps- those look like the same errors as the other poster, and all that looks like outdated Persistence.

    From what I can tell, the right version is in the zip file- so make sure you update both, and that it's reporting the right version in your log.

    I'm going to start moving a lot of common tech into my PluginUtilities feature of Persistence, so chances are when you update, you're going to need to grab both jars. Once it stabilizes and I have at least all of the core Spells tech (targeting, undo system, etc) over there, it shouldn't be as big of a deal.

    Failing that... I'll do some more digging :) Let me know.
     
  15. Offline

    ShadowOfLegends

    grar apparently the persistence i got off the thread was .33 lol hang on ill be checkin this out
    --- merged: Feb 12, 2011 4:19 PM ---
    Indeed the right version was in the ZIP FILE and not on the FORUM POST. things seem to be working for the win now huzzah!!!! problem solved
     
  16. Offline

    VanillaPie

    Hello.
    Setspawn does not work for me.
    I still come out anywhere :(
    In addition I can't use /plugin list with NetherGate activated.
    Thanks :)
     
  17. Offline

    NathanWolf

    0.27 "adds" /home and /sethome commands! I use ironic finger quotes there because there is actually not one line of NetherGate code changed in this release- just a Persistence fix.

    I added /home and /sethome a while back, but when I did I realized there was a bug with loading Vector references- and this was the first time I had tried to save and load one, apparently- the rest of them (spawn locations, etc) are either transient or just mirroring existing data, so I couldn't tell that they weren't loading.

    Anyway, I figure that's some really handy functionality to have- at least until Essentials et al have had a chance to make their plugins work with multiworld.
    --- merged: Feb 12, 2011 4:47 PM ---
    I think someone mentioned this plugin list thing before- what is that? I'll have to try that, I wasn't aware there was such a thing.

    As for setspawn- does it give you a message? It's "/nether setspawn", not just "/setspawn", so make sure you're using the NetherGate version.
    --- merged: Feb 12, 2011 4:53 PM ---
    Doh!

    Thank you for pointing that out to me!!

    Heh- yeah I totally forgot there was even ever a link to a jar file on the Persistence page! It's more of an API/framework, so I kind of guessed what few people were using it had the source ....

    I thought about removing it, but I think WinSock links to it in his ProtectedDoors OP- so I think the better solution is for me to be more diligent about updating it :)

    Things should be good now, no matter where you get your Persistence from.

    Though, if you want /sethome to work (save between server restarts) you'll need at least Persistence 0.38 now ;) If you don't feel like grabbing the whole zip, I guess you can just get the Persistence jar this time, since I just updated it, and that's all that changed....

    Or am I really making things too confusing, now? :D
     
  18. Offline

    Sol

    Sometimes my users, or even myself occasionally (more like rarely) will die while returning to the normal world from the nether. I can see the player fall from high above (since the "spawn points" for each portal vastly differ on the Y axis) then hit the ground (taking fall damage) and die. It has happened to me about 3 times in over 100 ports. Some members die like EVERY time. We have put water there for now to stop it from happening.

    Any ideas there?

    NOTE: I am not using the most recent build of the plugin (I am using one from yesterday though). I have not noticed in the change logs any mention of fixing this issue... but it is highly possible that I am blind and/or stupid.
    I will update as soon as possbile, but it's difficult with the way my server is structured (at this time of the day anyway).

    ~Sol
     
  19. Offline

    NathanWolf

    You know what they say about pleasing all the people all the time.... :D

    0.28 turns off auto gate creation (will still make the platform and clear breathing room if needed, though).

    A lot of people really wanted this in, but I think now that they realize how it's going to be until portals are really pairing, maybe they want it out now :)

    If you want it back, just rolback to 0.27

    Fast travel has been looking pretty good, by the way- don't know if anyone's been playing with it. I think the problem (in my world at least) was the centering-around-spawn math. The way I was using vectors before was broken, so that's why it didn't work then- but I had the right idea.

    Since removing that, it's basically never worked for me because my spawn is off somewhere far- so where I gate from there, instead of taking me somewhere near (0,0,0), it takes me to some extremely remote spot in the Nether.

    Which would make sense if (0,0,0) was my spawn.

    Anyway, if you want to play with /nether scale, feel free- setting everything back to "1" should put it back the way it was.

    I'm also considering just removing the sanity check on that command and letting you set it to 0 to really turn scaling off.

    Let me know what you find! I've yet to do science on it. Hopefully today.
    --- merged: Feb 12, 2011 5:11 PM ---
    Nope, don't think I've touched that code in a bit- but it still needs work. I have had this happen to me, too, so you're not crazy.

    It did get a good bit better at one point, but that was probably a couple of days ago.

    I'm hoping to touch back on it soon - I don't really know why it's dropping us like that :(
    --- merged: Feb 12, 2011 5:12 PM ---
    This part is particularly interesting- when I figure out what's up, I'll have to spend some neurons thinking about what would make it player-specific. Maybe lag-based?
     
  20. Offline

    Sol

    OK thanks for the heads up NathanWolf.

    Glad it's not just me... for now we can go for a quick "dip" on return from the Nether since, well... it's hot as Hell in there right? :D

    ~Sol
     
  21. Offline

    NathanWolf

    FYI, I just updated a bad manifest in my jar- oops. If anyone was real quick on the draw downloading 0.28 and is having issues, please re-download. Anytime after now and you should be fine.

    Thanks!
    --- merged: Feb 12, 2011 5:20 PM ---
    LOL :)

    The newer version actually seems a bit worse about this... I think I removed some 'extra' code that made sure not to drop you, because I thought I'd fixed findPlaceToStand and such... seems like not!

    I think I'm going to re-write that whole logic to more closely match what I think notch does, even (possibly) taking into account hellworld. So, more of a "find highest safe place" and "find lowest safe place" rather than "start from here and go up and down".

    I "borrowed" that logic from the ascend/descend spells, and come to think of it, it doesn't really make sense here...

    Actually, I know there's some stuff in CraftBukkit (maybe even Bukkit) like findHighestBlock() etc - I should really just look at using those functions :) The'ye probably at least the basis of what the real Nether would use.
     
  22. Offline

    Sol

    Sweet as mate :)

    Also, yes I think it seems to be lag based (for those guys that die every time). I somehow missed that part of your post before... it's weird though since it even happens to me, but so RARELY. :/

    Good luck tracking that down... it sounds like a lot of "fun".

    ~Sol
     
  23. Offline

    NathanWolf

    As a temp solution, I've found the disintegrate spell to be very handy for cleaning up all those portals....
    --- merged: Feb 12, 2011 5:37 PM ---
    Yeah- happens to me sometimes, too, on my public box- which is just in my garage :) But I don't think I've ever had it happen locally, which is why it's hard to catch.... prolly lag then :(

    I'll get it fixed soon, I hope... :)
     
  24. Offline

    OkinKun

    hmm, How hard would it be to customize the way the server creates/generates new maps? Would it be possible to change the generation features of the Nether? Like to make it use blocks that aren't normally in Nether, or alter the shape of the caves? (Yeah, that's probably a whole different beast to figure out, all together. Not really a request, just some random brain-storming.)

    The reason I bring this up, is I just came across this video:
    http://www.youtube.com/watch?v=fMEAiV4GmQI
    And it made me think, how cool would it be, to have a few different Elemental Dimensions, to access for various reasons, or just for looks. lol
    hehe, I hope someday we are able to customize things to THAT level.. ^_^;
     
  25. Offline

    NathanWolf

    I *think* that falls under the realm of biome support, but this is a topic I'm woefully ignorant of. I've heard rumblings that this sort of thing may be on the way (from Mojang, not as a Bukkit feature).

    It would certainly make multiworld tremendously more interesting!! [​IMG]
     
  26. Offline

    OkinKun

    hah, yeah. ^_^ sorry, that was a bit off topic.
     
  27. Offline

    NathanWolf

    No, not at all! I will definitely add support for biomes if it ever becomes available! Man, that would awesome...
     
  28. Offline

    iSushi

    I move into a air block first... then fall a bit, and teleport again D:
     
  29. Offline

    Fischkopf

    That would be a REALLY great thing :)

    Yep, I had in mind to cast the spell on the auto-created temp portal ;)
    But I also like this idea, but have nothing good in mind for people who don't use spells ... hmm maybe ... how long do you plan the timeout for the temp portal to be?
    What about when there is a temp portal, and you build an frame out of obsidian around it, it becomes permanent? And the "solidify" spell I talked about before would create that frame with one click on its own?

    I don't think there is a possibility for that ... so do disable the autocreation no one could use the '*' Wildcard to get all command without beating around the bush and write all the things they want in there.
    Maybe to disable the auto-creations you should use a config file or something like that.

    Hehe, thanks. I'm happy you like my ideas ;)
    And here yet another one, I hope you will like it (again for Spells .... maybe I should really start looking at the API ^^):
    Another new Spell für the Combination of NetherGate and Spells ... and maybe for other purposes.
    The "burn" spell .... I think it's not that much of a work, something like a ranged Flint & Steel to ignite/deactivate portal, just a more "magical" way :)

    Yea, I think your plugin is good as it is with the standard portal etc. and no fancy stuff .... who wants fancy portals should use other plugins, and this one even works parallel with yours :)
     
  30. Offline

    NathanWolf

    Hrm... is there maybe another portal right in front of that one on the other side?

    EDIT: this may be related to the bad "find place to stand" code- like, it's tp'ing you out in to thin air- but there happens to be a return portal on the ground beneath you, and you zip right back... maybe?

    Also- I've noticed that (at least for now) momentum doesn't seem to be preserved. I've actually saved myself from fall death several times with phase :)

    The new version doesn't auto-create portals anymore, that might help...
    --- merged: Feb 12, 2011 7:32 PM ---
    Well, if you've got the obsidian, you've gone through the trouble of building the frame... all you need to do is light it at that point :) Bam, permanent portal. Don't forget the core functionality! ;)

    The real problem I'm trying to address with the temporary "way home" portal is if you cross over, don't have permission to have a return portal auto-created for you, and you didn't bring any obsidian. That could suck :)

    Especially since obsidian doesn't occur naturally in the nether...

    Speaking of which, unless I run into "issues" with teleporting dead players, I think the "return you to home spawn on death" feature is right around the corner. That would also "solve" this issue, since there's often a lava pit around to jump in :) Though, sometimes it does put you right in the middle of a giant Netherrak mountain! You'd be pretty stuck in there, without a lot of long, tedious tunneling... I guess there's always "/nether home" :D

    That's a little disappointing :( The built-in permissions system for Persistence was going to have deny/allow lists for players and groups so you could set up some complex arrangements like this.

    I got a lot of what I would call "backlash" from the whole idea of Yet Another Permissions system, and I didn't want to tarnish the (hopefully good) reputation of Persistence, so that's how we got to having a very light Persistence wrapper around Permissions :)

    Anyway.... I guess I can't rely on Permissions to handle things like this for me.

    I'm still trying to figure out if I want to store config data in the db. This is a pretty hot issue, I've avoided it so far here by just not having any config data :) So, I guess now I need to go ahead and make some sort of decision on that.

    I know I don't want to use YAML. I hate it. Anything more structured that a simple key/value list should be in a database- there's absolutely no reason to use a text-based file format as complex as that, if you're meant to edit it by hand :\

    So, it'll probably just be a plain ole' properties file for now :) Coming soon...

    I actually already have a "fire" spell planned :) You should check out my issue tracker:

    (my issue tracker on github)

    Ideas, suggestions (and of course bugs) are always welcome there. Just check the (reasonably short, at this point) list first.

    As for fire, it's waiting on the entity targeting system that I'm going to write very soon :) I had primarily intended it as a PvP spell, but now that you mention it (assuming it works), that'd be a really sweet way to light up a portal!
     
  31. Offline

    BacaBej

    Hi,
    nice plugin !
    Is it possible to spawn at the worlds spawnpoint when you go through a portal ?
    Just like /nether go nether
     

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