Inactive [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin [1317]

Discussion in 'Inactive/Unsupported Plugins' started by Drakia, Feb 10, 2011.

Thread Status:
Not open for further replies.
  1. Offline


    Stargate - The Bukkit Port. A portal plugin.
    Version: 0.6.10
    CraftBukkit: 1317
    Addons: Stargate-DHD

    Plugin Dependencies:
    Permissions 2.x/3.x (Optional)
    Register (Optional, will allow any Economy plugin to be used)

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

    This plugin supports Permissions 2.x/3.x as well as SuperPerms via the PermissionsBukkit plugin or another SuperPerms manager.
    This plugin supports Register -- This will allow use of any economy plugin that Register supports

    This is a port of the Stargate plugin from hMod - Originally by Dinnerbone/Sturmeh.
    Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.


    Language Packs
    ============= -- German (Thanks EduardBaer) -- Dutch (Thanks Grovert11) -- Russian (Thanks ckr@jk) -- French (Thanks Dauphin14)

    Known Issues

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

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

    If you want to have more control over who can use what network, first set the stargate.use permission to false (This is REQUIRED, as it defaults to true, and is a full override). When using the network/world nodes, you will need to set up BOTH nodes, leaving out either or will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual{name} nodes, or give them and set specific{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with{name}. (Make sure to set up both AND nodes to avoid Permission Denied errors).
    Create and destroy permissions work along the same lines, stargate.create/stargate.destroy will override all other options, if you want more fine-tuned control first set those permissions to false, then give and use the subnodes to remove specific networks/gates.

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

    stargate.use -- Allow use of all gates linking to any world in any network (Override ALL network/world permissions. Set to false to use network/world specific permissions) -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use*){world} -- Allow use of gates with a destination in {world}. Set to false to disallow use. -- Allow use of gates on all networks (For Permissions 2.x/3.x please use*){network} -- Allow use of all gates in {network}. Set to false to disallow use.
    stargate.option -- Allow use of all options
      stargate.option.hidden -- Allow use of 'H'idden
      stargate.option.alwayson -- Allow use of 'A'lways-On
      stargate.option.private -- Allow use of 'P'rivate -- Allow use of 'F'ree
      stargate.option.backwards -- Allow use of 'B'ackwards -- Allow use of 'S'how
    stargate.create -- Allow creating gates on any network (Override all create permissions)
      stargate.create.personal -- Allow creating gates on network {playername} -- Allow creating gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
      stargate.create.gate -- Allow creation of any gate layout (For Permissions 2.x/3.x please use stargate.create.gate.*)
        stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates
    stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
      stargate.destroy.personal -- Allow destruction of gates owned by user only -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname} -- Allow free use/creation/destruction of gates -- Allow free use of Stargates -- Allow free creation of Stargates -- Allow free destruction of Stargates
    stargate.admin -- Allow all admin features (Hidden/Private only so far)
      stargate.admin.private -- Allow use of Private gates not owned by user
      stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
    Please read this if you are using PermissionsEx
    PermissionsEx loads nodes in a very screwed up manner. You need to put any wildcards AFTER their negations. So if you want to allow access to all networks except 'Bah' you would do it as such:
    This is a PermissionsEx issue, and there is nothing I can do to make it easier to use negations.

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

    Building a gate:
       O  O - These are Obsidian blocks. You need 10.
       O  O - Place a sign on either of these two blocks of Obsidian.
       O  O
    Sign Layout:
    - Line 1: Gate Name (Max 11 characters)
    - Line 2: Destination Name [Optional] (Max 11 characters, used for fixed-gates only)
    - Line 3: Network name [Optional] (Max 11 characters)
    - Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate, 'P' for a private gate, 'F' for a free gate, 'B' is a backwards gate (You will come out the back), 'S' is for showing always-on gates in their destination list)

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

    Show Spoiler

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

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

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

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

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

    Custom Gate Layout
    You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
    The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
    portal-open/closed are used to define the material in the gate when it is open or closed.
    "X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
    In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
    You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
    As of v0.5.5 you can use block data in .gate files in the format:
    Which would make the block only work if it's black wool. If no data is supplied any type of that block (Any color wool) will work.

    default-gate-network - The default gate network
    portal-folder - The folder your portal databases are saved in
    gate-folder - The folder containing your .gate files
    destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
    useiconomy - Whether or not to use iConomy
    createcost - The cost to create a stargate
    destroycost - The cost to destroy a stargate (Can be negative for a "refund"
    usecost - The cost to use a stargate
    chargefreedestination - Enable to allow free travel from any gate to a free gate
    freegatesgreen - Enable to make gates that won't cost the player money show up as green
    toowner - Whether the money from gate-use goes to the owner or nobody
    maxgates - If non-zero will define the maximum amount of gates allowed in a network.
    lang - The language to use (Included languages: en, de)

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

    Message Customization
    As of 0.6.5 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt.
    If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
    There are three special cases when it comes to messages, these are:
    ecoDeduct=Spent %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%

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

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

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

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

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

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

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

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

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

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

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

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

    Q) Why can't I use "/sg reload"?
    A) This command is only usable from the console, and will stay that way.

    Q) Can you add command X?
    A) No, the only command this plugin will ever have is /sg reload, and that's a console-only command.

    Q) Why do I get kicked with the message "You moved too quickly!(Hacking?)" when I use a gate?
    A) Stargate is not compatible with iZone.

    Q) I gave my users '' and '' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use '*' and '*' respectively. This is a difference in how Permissions and SuperPerms are implemented.

    Q) My permissions aren't working properly, help!
    A) Turn on both debug and permdebug, you will get a LOT of output when using gates. First of all, try to determine the issue yourself based on this output. If all else fails, and only if all else fails, post your log and ask for me to resolve the issue for you.

    Q) The Russian lang pack isn't showing ingame, why not?
    A) You need to have a client mod to get russian characters in-game, same with any non-ANSI characters. Please Google for this as I don't know how to install them.

    Q) How do I enable debug mode?
    A) Add the following to your config.yml:
    debug: true
    permdebug: true

    [Version 0.6.10]
    - Added Register support as opposed to iConomy
    [Version 0.6.9]
    - Added UTF-8 support (With or without BOM)
    [Version 0.6.8]
    - Fixed unmanned carts losing velocity through gates
    - /sg reload now properly switches languages
    [Version 0.6.7]
    - Added lang option
    - Removed language debug output
    - Added German language (lang=de) -- Thanks EduardBaer
    [Version 0.6.6]
    - Added %cost% and %portal% to all eco* messages
    - Fixed an issue when creating a gate on a network you don't have access to
    - I can't spell
    [Version 0.6.5]
    - Moved printed message config to a seperate file
    - Added permdebug option
    - Hopefully fix path issues some people were having
    - Fixed iConomy creation cost
    - Added 'S'how option for Always-On gates
    - Added 'stargate.create.gate' permissions
    [Version 0.6.4]
    - Fixed iConomy handling
    [Version 0.6.3]
    - Fixed (Not Connected) showing on inter-world gate loading
    - Added the ability to negate Network/World permissions (Use, Create and Destroy)
    - Fixed Lockette compatibility
    - More stringent verification checks
    [Version 0.6.2]
    - Fixed an issue with private gates
    - Added default permissions
    [Version 0.6.1]
    - Stop destruction of open gates on startup
    [Version 0.6.0]
    - Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!)
    - Added custom Stargate events (See Stargate-DHD code for use)
    - Fixed portal event cancellation
    - Umm... Lots of other small things.
    - I really hope I didn't screw anything up ^.^
    [Version 0.5.5]
    - Added 'B'ackwards option
    - Fixed opening of gates with a fixed gate as a destination
    - Added block metadata support to gates
    [Version 0.5.1]
    - Take into account world/network restrictions for Vehicles
    - Properly teleport empty vehicles between worlds
    - Properly teleport StoreageMinecarts between worlds
    - Take into account vehicle type when teleporting
    [Version 0.5.0]
    - Updated the teleport method
    - Remove always-open gates from lists
    - Hopefully stop Stargate and Nether interference
    Previous Changes (open)

    [Version 0.4.9]
    - Left-click to scroll signs up
    - Show "(Not Connected)" on fixed-gates with a non-existant destination
    - Added "maxgates" option
    - Removed debug message
    - Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
    [Version 0.4.8]
    - Added chargefreedestination option
    - Added freegatesgreen option
    [Version 0.4.7]
    - Added debug option
    - Fixed gates will now show in the list of gates they link to.
    - iConomy no longer touched if not enabled in config
    [Version 0.4.6]
    - Fixed a bug in iConomy handling.
    [Version 0.4.5]
    - Owner of gate now isn't charged for use if target is owner
    - Updated for iConomy 5.x
    - Fixed random iConomy bugs
    [Version 0.4.4]
    - Added a check for*/* on gate creation
    - Check for*/* on gate entrance
    - Warp player outside of gate on access denied
    [Version 0.4.3]
    - Made some errors more user-friendly
    - Properly take into account portal-closed material
    [Version 0.4.2]
    - Gates can't be created on existing gate blocks
    [Version 0.4.1]
    - Sign option permissions
    - Per-gate iconomy target
    - /sg reload command
    - Other misc fixes
    [Version 0.4.0]
    - Carts with no player can now go through gates.
    - You can set gates to send their cost to their owner.
    - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
    - Created separate '{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added '*' permissions
    - Added '*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added '' permission
    - Added iConomy cost into .gate files
    [Version 0.3.3]
    - Moved sign updating into a scheduled task, this fixes the sign bugs.
    [Version 0.3.2]
    - Updated to latest RB
    - Implemented proper vehicle handling
    - Added iConomy to vehicle handling
    - Changed how blox hash is generated, fixes multi-world
    [Version 0.3.1]
    - Changed version numbering.
    - Changed how plugins are hooked into.
    [Version 0.30]
    - Fixed a bug in iConomy checking.
    [Version 0.29]
    - Added iConomy support. iConomy 4.4 or 4.5
    [Version 0.28]
    - Fixed an issue with removing stargates during load
    [Version 0.27]
    - Fixed portal count on load
    [Version 0.26]
    - Added stargate.create.personal for personal stargate networks
    - Fixed a bug with destroying stargates by removing sign/button
    [Version 0.25]
    - Fixed a bug with worlds in subfolders
    - Fixed gates being destroyed with explosions
    - Added stargate.destroy.owner
    [Version 0.24]
    - Fixed a loading bug in which invalid gates caused file truncation - Thanks @ Jonbas
    [Version 0.23]
    - Added a check to make sure "nethergate.gate" exists, otherwise create it
    [Version 0.22]
    - Fixed multi-world stargates causing an NPE
    [Version 0.21]
    - Code cleanup
    - Added a few more errors when a gate can't be loaded
    - Hopefully fixed path issue on some Linux installs
    [Version 0.20]
    - Added more null checks, hopefully fix some errors with other plugins.
    [Version 0.19]
    - Set button facing on new gates, fixes weirdass button glitch
    - Beginning of very buggy multi-world support
    [Version 0.18]
    - Small permissions handling update.
    [Version 0.17]
    - No longer treat GM as a special case, just load it as Permissions 2.0 like the author intended
    [Version 0.16]
    - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
    - Left-clicking to activate a stargate works again
    [Version 0.15]
    - Built against b53jnks -- As such nothing lower is supported at the moment.
    - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
    - Removed long constructor.
    [Version 0.14]
    - Fixed infinite loop in fixed gates.
    - Fixed gate destination will not open when dialed into.
    [Version 0.13]
    - Fixed gates no longer show in destination list.
    [Version 0.12]
    - Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
    - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
    - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
    - Fixed but not AlwaysOn gates now open the destination gate.
    - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
    [Version 0.11]
    - Oops, b0rked something in 0.10, fixed in 0.11
    [Version 0.10]
    - Hopefully fixed the "No position found" bug.
    - If dest > origin, any blocks past origin.size will drop you at dest[0]
    - Switched to scheduler instead of our own thread for closing gates and deactivating signs
    - No longer depend on Permissions, use it as an option. isOp() used as defaults.
    [Version 0.09]
    - Gates can now be any shape
    [Version 0.08]
    - Gates can now consist of any material.
    - You can left or right click the button to open a gate
    - Gates are now initialized on sign placement, not more right clicking!
    [Version 0.07]
    - Fixed where the default gate is saved to.
    [Version 0.06]
    - Forgot to make gates load from new location, oops
    [Version 0.05]
    - Moved Stargate files into the plugins/Stargate/ folder
    - Added migration code so old gates/portals are ported to new folder structure
    - Create default config.yml if it doesn't exist
    - Fixed removing a gate, it is now completely removed
    [Version 0.04]
    - Updated to multi-world Bukkit
    [Version 0.03]
    - Changed package to net.TheDgtl.*
    - Everything now uses Blox instead of Block objects
    - Started on vehicle code, but it's still buggy
  2. Offline



    This is awsome!

    Also, is it already avalible to change gate format?
  3. Offline


    I haven't done any experimentation with different gate formats yet, give it a shot and post if it works :)
  4. Offline


    A couple of things.
    1. The project "Wormhole-XTream" was originally named "Stargate" and changed due to foreseeable copyright infringements. Your walking on a fine line, be careful!
    2. I use the "Wormhole XTream" plugin. Tell us why your's is better and the pros and cons with contrasting.
    3. With a quick glance I see there is a buffer on the character input and I'm guessing you only have the StargateName var declared as a string. I can't remember if numbers can fit into a declared string but I think not.
    4. I have a better yet implementation of a gate. Click sign which has a stargate address; portal opens there. More than one sign may be placed. Here's some code which dosn't work but explains what what I'm talking about. I call it CScript++.
    If PLAYER_EVENT == Touched_Sign then
    get Sign's text (PLAYER_touched)
    set EndPostion to Sign's text
    Set PortalPosition to EndPostion
  5. Offline


    1- Hmm, this is a port of the original stargate plugin, and dinnerbone said people are free to use his plugin name, soo... guess there is no real problem.

    2-Wormhole Xtream is great. But stargate is simpler. There are no commands at all, and u can configure the gate format. Also, it is compatible to the hmod stargate data some server altready used.

    3,4 have no idea :D
  6. Offline


    I'm getting some Access Denied errors when I go through portals made by others...even with full permissions. Nothing in the console.

    Other than that, everything is working wonderfully! Thanks a bunch.
  7. Offline


    This was a Great Plugin for hMod. Lets see if it still works.


    Craftbukkit build - 302
    Stargate build - v0.03

    2011-02-11 01:09:02 [INFO] Stargate v.0.03 is enabled.
    Feb 11, 2011 1:09:02 AM org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: org.bukkit.Server.getWorlds()[Lorg/bukkit/World; (Is it up to date?)
    java.lang.NoSuchMethodError: org.bukkit.Server.getWorlds()[Lorg/bukkit/World;
            at net.TheDgtl.Stargate.Stargate.reloadConfig(
            at net.TheDgtl.Stargate.Stargate.onEnable(
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(
            at net.minecraft.server.MinecraftServer.e(
            at net.minecraft.server.MinecraftServer.c(
            at net.minecraft.server.MinecraftServer.d(
    Just got this when i added Stargate. Anything i'm doing wrong? or is it broken?
  8. Offline


    @anon Dinnerbone is not the orgional inventer of the name Stargate. Stargate comes from a popular TV Show(s) which include; Stargate SG-1, Stargate Atlantis, and Stargate Universe. Of all of these down do the tottal of 400 episodes or so i have watched. This term is very much copyrighted. Hate it when people throw terms around with out knowing where it origionated like "awesome-sause" or "Stargate" or "Anonymous".
  9. Offline


    1) The reason Wormhole X-Treme changed their name was because Dinnerbone asked them to as he was the author of the original Stargate plugin, I'm not saying he made up the name, but he didn't want people confusing Wormhole X-Treme for his plugin. This is an actual port (Though lacking some features still) and so I don't see a problem with using the name.
    2) The Stargate plugin requires 0 command interaction, everything is done using objects. You create a gate by placing the blocks and right-clicking the sign, you select your destination by right clicking the sign to scroll through the list, and then right clicking the button to open the portal. Some people like the "immersion" factor of not having to type commands to set your destination or open a gate. I ported this plugin because it's what I used when I was running hMod, and I like it, I wanted a plugin that would work in the same fashion, and work with my existing Stargate database.
    3) There's a maximum limit to Stargate names because signs get kinda funky if you try to set their text to a too-long string. I don't quite get what you're saying about number? A string can contain any character I'm pretty sure.
    4) How is that a "better implementation"? First of all it doesn't follow the usage of the original Stargate plugin at all, second it requires a different sign for every destination gate? Considering there are servers with 30+ gates on a single network I don't think that would go over too well with users.

    You'll get an access denied error if somebody else opened the gate and you try to go through it, or if somebody else has started scrolling the list and you push the button without starting a new "session". It stores what player opened the gate or scrolled the list as a way to keep hidden gates not-accessible by people who shouldn't be able to see them. It will also start a new "session" of scrolling destinations if a different player comes along while the sign is still half-scrolled, again for security of hidden gates.

    I'm pretty sure there's some big red bold letters up there you should read. This is compiled for CraftBukkit 262, the older non-multi-world version.

    You don't have to be rude to anon, the guy was saying that Dinnerbone created the original PLUGIN named Stargate, not that he came up with the name. You're not the only person to have watched every episode of Stargate, nor the only person to know where the name originates from.
    --- merged: Feb 11, 2011 8:43 AM ---
    Latest update makes it compatible with 302+ (The multi-world server) but it doesn't currently support gates on multiple worlds.
    --- merged: Feb 11, 2011 10:06 AM ---
    I tested out a different gate layout (The layout used in Wormhole X-Treme) and they do indeed work. You just need to make a copy of nethergate.gate and edit it to what you want your gate to look like.
  10. Greetings,
    first: Thank you for your work on porting this awesom plugin.
    second: can I only have one gatelayout at a time or can I use multiple layouts side by side?
  11. Offline


    Multiple gate layouts work together, they can also dial into eachother as far as I'm aware (That isn't something I've tried). The plugin will load all available .gate files from the stargates folder, and depending on the layout when a gate is initialized it will select the correct gate to use.
  12. Ok, I noticed a few things while testing.
    Using: todays craftbukkit, stargate, permissions on a backup of a server, which ran the unoffical hmod.

    1. I can't use the gates properly. When I create one or use one that already exists, I can cycle through the network on the shield, but I can't push the button. Fixed gates work though.
    2. It seems that the gates don't get deleted properly from the database. When I build a gate, then destroy it and rebuild it with different writing on the sign, it adapts the properties of the previously destroyed gate.
    3. Is there a location where I can change the text that is displayd when using portals? Or will this be implemendet later.

    Other than that: multiple shapes work perfectly, fixed gates also.
  13. Offline


    Anyway to get an older version. We run craftbukkit version 188 and about to upgrade to 290 But that's still below your requirements. And our players are screaming for stargates back.
  14. Offline


    @Hiramas: I'll look into those, thanks for the bug reports :) is a version that _should_ work with 188, but I give no guarantee. The one posted should work with 290, they switched to the new getWorlds() format at 263. 302 is just what I tested with the latest.
    --- merged: Feb 12, 2011 7:18 AM ---
    Updated to v0.05, fixed deleting portals, moved files around (Everything is now stored in plugins/Stargate/ where it should be, old files are automatically moved, so don't worry about it), and auto-generated a default config.yml file.

    And Hiramas, I need more info on gates "not working properly." Does the console give any messages?
  15. Offline


    SIGN_CHANGE hook was added today.
  16. Offline


    It's currently missing the getPlayer() event, I requested it and am waiting for it to be implemented.
    --- merged: Feb 12, 2011 9:56 AM ---
    Oops, forgot to change something in 0.05, updated to 0.06 with the fix in place.
  17. Greetings,
    new observations:
    I have still the problem that I can't just the button. Gates work only if I build them as permanently open.
    I still get an error when I delete the old stargates folder, despite the 0.06 update.
    You can't edit the config.yml to include text that is longer than one line or the plugin will get severe errors when starting the server

    And a little question: Will you support the multiple worlds at some point? Maybe trough a special sing-code? With the other plugins you just have these forever-active portals. A good Stargate Implementation would be awesome
  18. Offline


    just perfekt, thx!
  19. Offline


    You are right clicking the button, correct?
    What error are you getting? "I still get an error" is no help at all. Post what the terminal is saying, post a screenshot, anything is better than that.
    Yes, the text has to be stored on a single line, it doesn't support multi-line.

    Multi-world will be added eventually, and it won't be based on the text on the sign, it'll just be based on where the sign was built.
  20. Please excuse my misleading choice of words.
    I don't get an error in the console. I just can't push the button.... It simply does nothing.
    I checked my permissions (deffinitly admin with ALL permissions).
  21. Offline


    I'm asking for the error in reference to "I still get an error when I delete the old stargates folder, despite the 0.06 update." What is the error you get?
    And are you using the default .gate file, or a custom one? I've run this on three different machines with 0 errors with the button. You are right clicking the button, and not left clicking it, correct?
  22. I really should practice reading. ;)
    ok, I have to say sorry. For some reason I didn't try using a right click...
    Im used to the hmod unofficale version of Stargate, no problems with right/left click there. I'm very sorry.
    But I hope the other things helped a little. Keep up the good work. ;)[diamond]

    I will post the exact error as soon as I can get to my PC.
    Sry for the confusion.

    I know you work a lot, but I found another issue. At every server start the plugin disables Stargates with a custom shape. It looks like this:
    2011-02-13 01:54:55 [INFO] [Stargate] Registering gate Reisetempel
    2011-02-13 01:54:55 [INFO] [Stargate] Registering gate Tempel
    2011-02-13 01:54:55 [INFO] [Stargate] Unregistering gate Tempel
    2011-02-13 01:54:55 [INFO] Destroying stargate at Portal [id=net.TheDgtl.Stargat
    e.SignPost@1922f46, name=Tempel, type=Stargatebig.gate]
    2011-02-13 01:54:55 [INFO] [Stargate] Registering gate Tempelhub
    2011-02-13 01:54:55 [INFO] [Stargate] Registering gate Zwillinge
    2011-02-13 01:54:55 [INFO] [Stargate] Registering gate Hobbith├Âhle
    2011-02-13 01:54:55 [INFO] [Stargate] Unregistering gate Hobbith├Âhle
    2011-02-13 01:54:55 [INFO] Destroying stargate at Portal [id=net.TheDgtl.Stargat
    e.SignPost@5dc994, name=Hobbith├Âhle, type=Stargatesmall.gate]
    2011-02-13 01:54:55 [INFO] [Stargate] Registering gate Baustelle
    2011-02-13 01:54:55 [INFO] [Stargate] Unregistering gate Baustelle
    2011-02-13 01:54:55 [INFO] Destroying stargate at Portal [id=net.TheDgtl.Stargat
    e.SignPost@15d3388, name=Baustelle, type=Transmitter.gate]
    2011-02-13 01:54:55 [INFO] [Stargate] Registering gate Geheim
    2011-02-13 01:54:55 [INFO] [Stargate] Unregistering gate Geheim
    2011-02-13 01:54:55 [INFO] Destroying stargate at Portal [id=net.TheDgtl.Stargat
    e.SignPost@676e3f, name=Geheim, type=hiddengate.gate]
    2011-02-13 01:54:55 [INFO] [Stargate] Loaded 12 stargates with 0 set as always-o
    With one click on the sign, it will register it again.
    One of my shapes stopped working suddenly. I don't know why. It looks like this:

         Y Y Y
       Y . . . Y
     X - . . . Y -
       Y . . . Y
         Y Y Y
    It is interesting, because this very simillar one works:

       . .
       . .
     - . .
     Y Y Y
     - X X
    Of course, the original looks a little different and does not have the spaces between.

    Please be aware that I know that this is just a very minor issue compared to the other featuers. But I thought you would want to know.
    I hope you didn't get to confuesd by my edits tonight...
  23. Offline


    How the heck can i install this plugin? =/ I don't see any tutorial, and i can't find any jar file in the folder i downloaded..

  24. Offline


    Folder you downloaded? The only link is a jar file...

    I'll look at those errors when I'm home tonight.
  25. Offline


    Uhm.. No? O.O
    I get a folder with a shitload of stuff and documents i can't even open.. =/

    Send me a link to the Jar download?

  26. Offline


    The jar link works fine.
  27. Offline


    Hello I am having problems, I'm using Craft Bukkit 312+ and im getting errors in my console when I start the server with this plugin, the error I get is this-

    13/02/2011 12:37:55 PM org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: org.bukkit.util.config.Configuration.setProperty(Ljava/lang/String;Ljava
    /lang/ObjectV (Is it up to date?)
    java.lang.NoSuchMethodError: org.bukkit.util.config.Configuration.setProperty(Lj
    at net.TheDgtl.Stargate.Stargate.saveConfig(
    at net.TheDgtl.Stargate.Stargate.reloadConfig(
    at net.TheDgtl.Stargate.Stargate.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.c(
    at net.minecraft.server.MinecraftServer.d(

    Also when I go and make it and stuff nothing happens, can you please help I need to know how to install this plugin :( (The other 3-4 plugins I have used haven't had problems)
  28. Offline


    There are two links in my first post. One is clearly marked JAR and the other source. If you can't figure that out then I can't help you
  29. Offline


    I have downloaded both, put them into the plugin folder and im still having problems
    --- merged: Feb 13, 2011 2:52 AM ---
    @ KrisEike, right click it and go Extract All, should help ya

    Maybe you don't have java installed and your computer is identifying the .jar file as zip???

    also why isnt anyone helping me with my errors????

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Aug 24, 2018
  30. Offline


    Huh!? But.. i get a ZIP folder when i download it! :confused:

    Download (Direct JAR):

    I DOWNLOADED the Direct JAR, and it's a ZIP folder! I can't find anything to download on the Source link.. Am i the only one downloading a ZIP folder from that download? =/

    --- merged: Feb 13, 2011 3:00 AM ---
    I tried extracting it too, no jar file in that either =/

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 8, 2016
    Random_CaptainSpy likes this.
Thread Status:
Not open for further replies.

Share This Page