Inactive [TP] TravelPortals 2.2.4 [1.2 betas, etc... see bukkitdev]

Discussion in 'Inactive/Unsupported Plugins' started by cppchriscpp, Jan 17, 2011.

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    Current version: 2.2.4

    This project is moving to BukkitDev! Go here!
    The information on this post is no longer being maintained. This topic is here for historical reference. I would strongly prefer if BukkitDev were used over this, so that I can keep communication all in one place.

    2.2 brings a few new features and a ton of bug fixes. Most tickets that were open against the plugin are now closed with this release. Check it out over at BukkitDev!

    So, I was thinking the other day about how long it takes to travel from place to place. I figured that portals to the nether would be pretty cool when they work, (oh hey now they do) but I wanted a quick way to get anywhere. /warp works, but that is just too easy for users. As such, I decided to write my own plugin to do this. One day later, enter TravelPortals.


    They're fairly simple to use, though I will admit that I would like a more intuitive interface than using commands. Portals are 3x3, and consist of 6 pieces of obsidian, a door, and a redstone torch for the center. From above, the portal looks like this:
    n o n
    o R o
    n D n
    o is a stack of two obsidian blocks, D is a door, and R is a redstone torch. n can be any block or air. It does not matter. After you have constructed the frame, place a redstone torch at the bottom. It should tell you that you have created a portal, and fill up with water.
    Just add a redstone torch!

    After this, just give the portal a name, and give it the name of another portal for the destination and you're set. As long as the destination portal exists, walking into it will take you straight there. For help in-game, type /portal help.

    Yes, this does work across multiple worlds.

    Using /portal help will list all of the commands in game. The important commands are /portal name, /portal warp, /portal list, and /portal hide.

    Here is a video explaining exactly how to make them, provided by MinecraftZero.

    Old Change Log (open)

    New changes will be shown on the BukkitDev project. This is no longer maintained.
    Recent Changes:
    - Fixed a small world loading issue. If you ever had issues with multiworld worlds not loading right, this build is for you!

    - moved TravelPortals.ser to the data folder (finally)
    - also moved travelportals.txt to data folder
    - more intuitive backup system that should remedy any problems with saves
    -- new configuration variable; lets you define how many backups of the portals to keep. This should make recovery easy if anything ever goes wrong.
    - lots of code fixes - if anyone saw all of the misuse of static in the plugin, it's fixed!
    - A minor typo that may not have even been in a released version of the plugin
    - Gives a user feedback when just using /portal.
    Note: Another build may be released in the coming days, but it will have no new functional updates. I just want to work on the documentation a bit; getting a functional release out seemed more important than this.

    - Cooldown time is now variable. The config option is "cooldown" and the default has been changed to 8.
    - Made hidden portal destinations show up as such.
    - Fixed a small issue with the included config file. Replace or repair yours if you want both door types to work right. The second instance of door needs to be door2.
    - Permissions fix because I goofed up something minor. If you don't use permissions, don't worry about this one.
    - Fix for portals not always triggering in recent versions.
    - /portal info now shows info about nearby portals, or those named. (Permission node:
    - /portal deactivate [name] will deactivate a portal given its name. The physical portal will be untouched, but all data related to it will be deleted. This is op only without permissions, and should only be used for cleanup. (Permission node: travelportals.command.deactivate)
    - /portal export Will export all portals to a text file. The format is: x,y,z,name,destination. There is a new configuration option that will automate this process whenever a portal is made or destroyed.
    - /portal list is now paginated and shows portal destinations. This looks indescribably better than the old version.
    - Support for metal doors is now on by default. There is now a second configuration option for doors - both block types can be used to make a portal. If you do not want this functionality, set the second door type to be the same as your first door type, as laid out in the comments in the new configuration file.
    - Minor changes to the save system; whenever TravelPortals.ser is saved, the older version is moved to TravelPortals_ser.bak, and the new one takes its place. This might help with the random deletions one user referred to. There is also more debugging information available if something happens to go wrong.
    - Migration to the BLOCK_DESTROY hook; I figured this would trigger when a block was destroyed by anything. WRONG. It is more optimal than the alternative, however.
    - Various bug fixes, code cleanup, and user output cleanup.
    - onCommand fix.
    - Block damage fix. (To developers wondering, org.bukkit.block.BlockDamageLevel.BROKEN has become org.bukkit.block.BlockDamageLevel.STOPPED. Your code will compile fine but blocks will not break right.)
    - Configuration file support! (plugins/TravelPortals/config.yml)
    -- Customize the types of blocks used to construct the portal
    - Permissions support (Thanks to Cecer)
    - Minor bug fixes.
    1.2 (and its derivatives)
    - Multiworld support!
    - Various bug fixes.

    Latest Version: Download

    If you want help with this plugin, please provide the following information about your server setup. It will help me figure out what is wrong, and what you or I can do about it. Your failure to include this information in support requests may result in your post being ignored.

    Help Requests (open)

    I receive a good amount of requests for support with this plugin. Some of them are better than others; if you do not want to be part of the second category, I will need some information about your server, and how it is set up. Simply telling me "it doesn't work" does not tell me anything. I run the most recent version of this on my own server with around 60 users; I'm pretty sure it is capable of working in at least some settings.

    Please provide as much of this information as you can reasonably find. If I detail how to get it, I want you to do that!
    - an EXTREMELY detailed description of the problem (Don't spare any words; I don't mind reading)
    - Any errors shown in the console
    - Any errors shown to the client
    - All of the information from /debug info and /plugins
    - Server's CraftBukkit build (go to the console and type /version; provide that.)
    - Any changes in your setup that preceeded the errors
    - Any other details that could be relevant.

    Source code is in the dev.bukkit git repository!

    Please report any bugs via email, or here.

    vrox, kahlilnc, Wind and 2 others like this.
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    Hey, just wanted to let you know that the most recent version has some interesting behavior if you have a portal in the same place on two different worlds. It'll warp you to whatever the first portal created is set to.

    To elaborate a bit, my intent was to make a copy of my world and have a portal that would warp you to the same spot, but in the other world. What happens is that one of these portals works correctly, while the other starts warping back to itself. This happens both when changing existing portals, and when creating two new portals at the same spot.

    Theoretically I could use worldedit to move everything one block north or something as a workaround, but I thought you might like to know about the bug.

    Btw, thanks for the awesome mod :)
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    Wow, that's really, really weird. I can't look into it now, but I will as soon as I have the time. I will make no promises on that, as for once I don't even have a guess as to what could be going wrong. I'm pretty sure I can figure it out with some time, but this is actually going to present more than the average bug's worth of challenge.

    Sorry for the bug; that's a cool idea that I would like to have work correctly. It leaves me kind of curious as to what you're doing with the copied world -- are they supposed to constantly mirror each other? It would not be too hard to make a plugin to enforce that constantly too. Anyway I am going off on tangents here; I'll stop. I will deal with the bug as soon as I am able - thanks for the report!
  4. is this mod permission supported?
    as i dont want all my players to create a portal but use yes for ie.
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    As stated elsewhere, there is no permissions support as there is no official user permission system. (Though I will give you that the unofficial one is picking up steam.)

    In addition, I do not restrict the users on my server in this way and do not really see much reason to. Sorry, but they do not exist, and will not exist in the forseeable future. I made them for the hmod version of this and all it did was make the plugin feel more clunky.

    Sorry, but this is not in place and will not be in place any time soon.
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    It wont let me put the redstone torch behind the door, could you tell me what I'm doing wrong?
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    Put the door one block back. The easiest way to do it is make the obsidian frame, then walk in, look at the block in front of the one that you're standing on, and place the door there, then open it, walk out, and place the redstone torch inside on the block you were standing on.
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    Yeah, I figured it'd be something strange, like the portals were being stored with just the coordinate data without specifying which world or something.

    I had a few ideas for the mirror worlds. One was that it would be like a "visit the past!" kind of thing where I would have a cron script to backup the current world, and then restore the backup from a day or two ago to the mirrored world. Not sure how well that would go on a running server, but I'd imagine a quick restart would put things right. This would of course require a Minecraft version of a TARDIS as the portal :D

    Another was that I would take worldedit and flip everything so that it was all mirrored, altering the signs and everything so that they would all be backwards. That's only really feasible because it's not a very large server though, and would be kind of hard to maintain.

    Keeping the worlds synched HAD crossed my mind, but I think that would take more programming skills than I have. :)

    My other idea was to copy the world over and try and make it seem like a post apocalyptic version of the world. Burn all the trees, drain the lakes or replace them with lava, put random holes in the walls, things like that. I was considering whether to populate the "living areas" of people's bases with hidden spawners to make it seem like the mobs had taken over, but that might be too mean...
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    Sounds really entertaining; and no, sadly that doesn't explain it at all. I had to store the world with the MultiWorld update. More likely I messed up which source to get the world to use from in some arbitrary place. Now if I can just get more than the 5 minutes it takes to write a post to do it, I'll actually look into it.
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    Please give version information, etc... I can't help you without it.
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    I'm not entirely sure how to check all of that;

    I have the most recent version of TravelPortals installed, and when I start my server up it says..

    Is that the information you needed?

    Other plug-ins installed:

    General, Permissions, Essentials, WorldEdit, WorldGuard, EpicZones, HeroChat, BorderGuard, LoginMessage

    All of which are as far as I know, up to date.
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    This plugin is very useful! Works great on latest CraftBukkit (#326). Breaking the portals works and everything. Using this to teleport around the kingdom!
    --- merged: Feb 15, 2011 3:48 AM ---
    That is *not* latest. That is build 254; latest is 326. :)
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    Yeah... the version you are using isn't even compatible. I am a little surprised some of the rest of those work right. Also I am a tad confused as to why you would use both loginmessage and general. General to my knowledge has all of the functionality that loginmessage has. Either way though, update to a version of craftbukkit beyond 287 and it should work. I would ideally go for a build after 300; the latest is your best bet most of the time. Moreover test before you release it, and get things in order. You seem to be at least trying to do that.

    Also for future reference, pming me to tell me how important it is that I reply to your post right away makes me annoyed and much less likely to help you quickly. I get emailed with every new reply to this thread and reply when I am able. Please do not give me extra crap to read. Thank you.
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    As I required permissions for my server I decided to put in some basic support.

    Maybe this will come in useful for some of you too.

    Jar (Ready to use)
    Zip (Jar and Source)

    Here are the permissions:
    • travelportal.portal.create
    • travelportal.portal.destroy
    • travelportal.portal.use
    • travelportal.command.hide
    • travelportal.command.list
    • travelportal.command.warp
    This hasn't been greatly tested as I haven't had a chance yet.
    It seems to work and the basic logic seems sound.
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    What? I could have sworn I downloaded the latest version. I guess not, and that will probably explain the other server issues I was having.

    HOWEVER, I can't for the life of me find a definitive "this is craftbukkit build 326" link. Could anyone oblige?

    Things were in order, but when they broke overnight. I had no idea I was using the wrong bukkit version, but I'll be fixing that when I can find the proper download link.

    I couldn't get the LoginMessage features that are in both that, AND general to work. Probably because of the ancient build I was using. If General does indeed have that functionality, I will be removing it.

    Thanks for your time!
    --- merged: Feb 15, 2011 5:21 AM ---
    I will definitely use this. Any chance you'd be able to link me to the latest CraftBukkit build in PMs?? I found the thread I downloaded my version from 2 days ago, but I know that is out of date. Can't find the 326 build anywhere.
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    You can get the latest builds from here
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    Great plugin. The commands are simple to use, and the gate design itself is easy for users to understand. My guys love this thing.

    However, I'm working up a fairly non-stock pvp server that among other things prevents players from placing obsidian. I wanted the users to have to struggle a bit to set up new portals, so I popped open the sources and swapped out the IDs to replace the redstone torch with a lapis block and the obsidian with smooth stone.

    I'm one of those "when I gotta" programmers and it was relatively easy to get in and find out where to swap out the IDs. Thanks for the clean code. However, the bloody egit page seems to be blank and I'm having issues setting up the IDE to compile said changes. :p

    This got me thinking though:

    Wouldn't it be nice to have those IDs reference a config file? Thus, SMP admins could simply take the plugin and specify the torch/obsidian block IDs to fine tune the resource requirements and get the balance they like for difficulty of portal building. I especially Like what you did with the gate material reference in the help (auto-filling from its nice name)

    I figure if you could just link the block IDs and a "nice name" for both so the help updates interactively it would be pretty stellar.

    Barring that... anyone care to build this for me while I figure out exactly WHY I can't set up egit here?

    Attached Files:

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    I want to do that and have intended to for a while, but if you haven't noticed yet time for this is already at a premium. Plus I need to pull another (private) plugin out of my butt during any free time I have this week for an event an organization at my school is holding Saturday. Additionally I would compile that for you but I have a very short chunk of time now; I just noticed the bunch of new replies and figured I should get in here and comment.

    Also, @Cecer, granted the changes are not really ugly or anything (which I doubt) I may adopt your version, if you don't mind. Thank you for releasing it. I do not like having permissions for this, but I understand other peoples' desires for them. I might have a config option that disables them by default if I can figure out the config thing. Glad to see people are still liking this.
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    I don't mind at all :)
    Also, if the permissions plugin is absent it should act the same as your version.
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    Awesome, although I would still like that feature since I use permissions but do not want the plugin to just not work by default. The plugin has always worked the same way more or less, and I don't want to shock users by suddenly changing it. I've seen how many support requests I have gotten from the fairly simple feature set I have now, and I do not want to see what would happen if I made a sudden change like that.
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    I just noticed I made an error in my release of this.
    I'll fix it and re upload now.

    Edit: Fix confirmed to solve the problem.
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    Good to hear that you want to implement the config setup :) As far as permissions goes, it, like iconomy, are both nice things to have integrated in to any plugins. However, any implementation that explicitly REQUIRES a Permissions or iconomy install on other plugins is usually just a headache other than specific economy plugins that need a currency to function at all.

    Sounds like Cecer's got a nice take on it.

    *edit* Got my edit compiled too :)
    --- merged: Feb 16, 2011 8:34 AM ---
    Bug reports (alternate portal materials):

    Destroying the sides of a portal with explosives (tnt, creepers, etc.) leaves a portal that is also a functioning water source.

    Also, whether the portal is broken (exploded) or not, bucketing out the water sources that make up the inside will allow the portal to continue to function as a destination, but not a starting point.

    Put together, this allows users to create invincible, invisible portal destinations by first exploding the gate material (because it does not register as destroyed) and then bucketing out the water.

    Once this is done there is no way to remove the portal, and what's worse, once the water is removed, the portal throws no prompts whatsoever. It's completely stealthed ;)

    The current workaround is that it's possible to place some of the portal material around the invisible orphan portal, destroy that with a tool, and thus fire the portal destruction.

    I've got some work to take care of for the rest of the week, but if you're still busy this weekend I'll take a look at the listeners and see if I can resolve some of this. The TNT might be difficult to register, but at the very least I think I may be able to get the portal to self destruct if the water is bucketed out.

    I have some creative testers XD
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    Those are all known bugs, but there has been no way to solve them easily in the past due to the absence of the BLOCK_BROKEN hook which has only recently been implemented. This hook should allow me to detect when blocks are broken by non-player entities. (I believe; this is untested.) Additionally, the water removal thing is INTENTIONAL; this feature will not be removed. It allows savvy users to create one-way portals, which is useful in some situations. Thank you for your concern and effort.
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    Is there any chance of having a release log? I saw the update from 2/7 above, but I'd like to compare features if possible.
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    Is there a way to change what it actually takes (Shape-wise, material-wise) to create a portal?

    The problem I'm having on my server is that, because my TravelPortals are within the "protected spawn area" (defined with epiczones), and players don't have permission to "destroy blocks in that area", it isn't letting them open the doors TO the portals.

    if I could simply change the DOOR part, they could use the portals just fine, but they get the door-glitch because of the protected area when they try to walk into the portals.
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    Currently, not without editing the code. If I get the config option working, you could do that.

    And as for the release log, sorry, that does not exist at the moment. I note the changes in the first post, but I only keep the most current release alive. I do not support older versions, as most of my releases are actually bug fixes. A few new features have come in, but not many at all.
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    I see. If you're simply unwilling to consider adding the option I'll see if I can shoehorn in the bucket functionality, probably using Cecer's permissions implementation as a base, provided you're not planning on a new build release any time soon. Though I'd MUCH rather work on getting the bucketing portal destruction as a toggleable part of the plugin as it seems a shame to fork it in to a completely different build for such a minor adjustment.

    I suppose this is another case where config file implementation would be a good fit. If you're busy I can actually see what I can do about covering that for you. Basically, I'm willing to do the work, but I don't want to waste your time or mine. If you're working on configs integration/explosives detection, then It'd be much more productive for me to just wait on that release and THEN add the bucket destruction support to fit my needs.
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    Do portals names have to be manually removed after you destroy the physical portal?
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    No; they should remove when you destroy them. They currently do not destroy if something other than a player destroys them, but this behavior should change as soon as I can get another release out.
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    The plugin refuses to load for me, it sounds like a really cool plugin, but it wont work. I am running bukkit build 406, and the following plugins;

    I don't get any errors, or anything at all saying it even tried to load the plugin. any ideas?

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