[INACTIVE][TP/FUN] NetherGate v0.56 - Just Like Single Player! [803]

Discussion in 'Inactive/Unsupported Plugins' started by NathanWolf, Feb 4, 2011.

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    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.


    To use NetherGate, drop the required jars in your plugins folder.

    Then you can create and light a portal to travel to the nether!

    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!

    View changelog on github
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    Yea .... I will think about a solution for players stuck in the nether cause of that .... maybe is there a way to teleport player automatically back if they have no permission to do so? Don't know how complicated it would be to implement, but if there is a player in the nether who has no permissions to create a portal back, and has no permission to get an automatic portal, he will get back automatically?

    Yeah, maybe sometime there is another possibility for a solution but a properties file is always good and not too complicated

    Hm ... great :D
    But very interessting, we have often quite similar ideas ;)

    By the way, is there again something wrong with the transportation in the newest version? Or what is the current default scale? Because I had a strange thing right now again, ported into the nether, got into the created portal and was somewere else again with a portal :S ^^ I will test it again a bit but at first I need to edit the permissions because I don't want to have portals floating around my world like it's one your server right now ^^ (visited you today again)

    And somethings wrong with the window spell too .... for me it worked like a temporary blast ... only a part of the world was missing, nothing else :/ and I think it didn't return the whole part, but I'm not quite sure of that, also need to test something around but not in the proximity of my buildings :eek:
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    Um... so then can you tell me how to run craftbukkit.jar?
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    Does anyone else experience CONSTANT EXPLOSIONS in the nether?
    Is this normal?
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    The Ghasts are shooting at you ;) but their fireballs ar invisble.
    Try /nether nuke [worldname] or just /nether nuke while in that world, that will kill them off and therefore stop the explosions :)
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    Hey, I love the plugin, but I am having trouble with users not being able to break anything in the nether, any ideas?

    EDIT: It seems to happen after a time, and now, even as an OP I can't break anything. Relogging doesn't work, only thing that seems to work is restarting server.
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    I just found a flaw in my portal-physics code, it was not, in fact, only disabling physics for portal blocks during portal creation- it was doing it all the time.

    Whoopsie! That's why portals are currently so darn resilient, when they should really be very fragile when not surrounded by their gate frame! (This is actually why I thought it would be ok to leave them lying around- any sort of action around them (block removal/add, etc) should be enough to get rid of the frameless ones.

    With that fixed, I can now completely destroy a portalwith one fireball, which is what I expected. I havent' tested simply digging up a block next to it- I'll do that. If it works, I may release this version soon so you can easily clean up all those frame-less auto portals you may have lying around now ;)

    This is still not the cleanest way to shut down a portal, so I'm going to get that flint+steel working as well.... :)
    --- merged: Feb 13, 2011 1:33 AM ---
    What he said :)

    I love how many people don't know about the ghasts! I seriously think one of the earlier posters thought I was pulling his leg when I suggested that's why his portals keep shutting down while in the nether, and blocks "randomly breaking" :)

    No, there really, for seriously, are crazy flying demon things over there, that shoot invisible exploding fireballs at you, and are more or less invincibile without some serious archery skills (or magic!).

    So, yeah, the Nether is not for the feint of heart!

    Reminds me, I need to go check and see if I can get anywhere with CrowdControl yet...
    --- merged: Feb 13, 2011 1:34 AM ---
    I've not heard anyone have this problem in a while, but there were some initial reports. It may have been something fixed internally already- make sure you've got the latest CraftBukkit!
    --- merged: Feb 13, 2011 1:35 AM ---
    BTW- in case anyone doesn't know about them, leave the zombie pigmen alone!

    They're nice, okay?

    I'm not going to add a nuke command for them. :p

    Don't incite a riot, and you'll be fine.
    --- merged: Feb 13, 2011 2:11 AM ---
    0.29 fixes the above portal physics issue, but more importantly, it'll return you to your home world spawn on death.

    This is either the first world you ever portalled from- or, the world your home is in if you've used "/nether sethome".
    --- merged: Feb 13, 2011 2:22 AM ---
    Nice! Bonus, disintegrate now destroys the entire portal in one shot, instead of block-by-block. (this is just because of the block physics change, I didn't actually modify the spell at all)

    So, that takes care of having a spell to turn off a portal! :)
    --- merged: Feb 13, 2011 3:00 AM ---
    OMG- speaking of portals not preserving momentum- the portal spell is totally my new favorite way to not die by falling- dethroning cushion! (phase was kinda cool, but it felt like cheating more than anything....)​
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    My build is 304, I'll try updating. Also, on a side note, I also sometimes have trouble going through the portals, and like with the block breaking, the only way to fix it is to restart the server. Will post back with results on the updating.

    EDIT: Just updated, no change. Still not working.
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    Captain Morti

    hi man,

    this plugin is great, thank you very much for it and now I have a question. I have already created a netherworld and can switch between normal and nether but now i want 2 connected gates so that i use portal a and ''fly'' to portal b.
    Is this possible in any way?
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    I too have had some issues with not being able to destroy blocks in the nether with 0.28. It seemed to only happen after dying in the nether, or when logging out and back while in the nether. Returning to the home world via any means fixed this.

    EDIT: This seems to be a bug with CraftBukkit, not your mod. Reading around several different threads on multiple worlds (your mod is still the best for the vanilla SSP Nether experience by the way :D ) they all appear to have this bug whenever a player logs out/dies in a world that is not the main one. A fix would just be to always have the player appear at the main world spawn point if they logged out in the Nether, or ask everyone to just wait for CraftBukkit to be updated.

    Also, auto-pairing and auto-generation of paired portals is a must-have, I was not able to successfully create a portal that teleported me back to my portal room after numerous attempts.
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    Hey umm... This plugin doesn't work anymore...

    It simply does not work. I walk into a portal and nothing happens at all.

    I have the lastest craftbukkit build, thats probably the reason. Hope you update it with the new one sometime soon.
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    I'm not doing this automatically, yet (it causes a lot of clutter if I don't keep track of them...), - but in theory, if you just build a gate on the other side in the right place...
    --- merged: Feb 13, 2011 6:28 AM ---
    /go nether actually doesn't take you to spawn- it takes you to wherever a portal would've taken you if there were one where you are standing.

    That being said, you *should* be able to just use whatever you've got for "/spawn" and it'll take you to that world's spawn. I can't vouch for anyone else's plugin- but I know that my "spawn" spell takes me to the current world's spawn point.

    Also, check out the new "/nether home" and "/nether sethome" for setting your homeworld/location- I'll take you back there on death now (I also auto-assign you a home the first time you portal)
    --- merged: Feb 13, 2011 6:37 AM ---
    Well, in that vein, if you don't give them permission to create a return portal, don't give them permission to even use the portals in the first place- why taken them there, only to auto-return them? :D

    I'm liking the temp-portal option as a secondary citizen- not as powerful as the guy who gets a full-fledged portal auto-bound, Just Like In Single Player- but also not as bad off as the sad sucker who either doesn't get to portal, or is just left completely stranded on the other side :)

    If you're still getting portals auto-created, then you definitely need to update- I turned that off :)

    I realize no one wants an insane swiss-cheese network of portals like I was starting to get on elmakers! ;)

    I mean, that was really starting to get nuts- you couldn't walk two blocks without getting taken to another world! And since, the "find place to stand" code has bugs that drop you sometimes, and sometimes drop you onto a (frameless!) portal, which sneaks by my state check, since technically you fell through air between the two portals, meaning it will "catch" you, bounce you to another world.

    It all got very crazy- but I could seriously start to think of some fun possibilities- I mean, honestly- who wouldn't want an infinitely deep mineshaft, thanks to a paired set of frameless portals lining a hole?

    Too bad the actual portal blocks can't go horizontal (I don't think), or this would look really cool.. as it stands, it would still function, and be pretty insane...

    Yeah, do not use window near anything with, like, a sign or a chest- or something that I can't easily put back!

    That pretty much goes for all of the spells that modify the world... some things are really difficult to undo, I haven't got it all covered yet. Go someplace semi remote before bringing in sections of other universes, yeah? ;)

    Anyway, as for it being generally lame- I actually think this could be the same bug that's dropping players- it's basically picking a spot in the middle of nothingness for some reason, and showing you a wonderful view of the air in the nether :p
    --- merged: Feb 13, 2011 6:43 AM ---
    Thanks! I've been meaning to look around, see what everyone else is doing... I have a bad habit of keeping my head down.

    That (and the explosions- I guess you can hear them through the portals or something? I dunno, I never really get to play with my sound on) are known bukkit issues- hopefully fixed soon.

    I did not know about this work-around, that's something I could certainly do- but I feel like I've noticed lately (since updating craftbukkit today) it seems to bring me to the default world when I login if I was in the nether when I left. Not spawn- just some random place. Very odd.

    Agreed! If you want to fix this, turn off scaling- it is back on, but I also think it's actually working now.

    Unfortunately, this does make it a lot harder to pair portals, I think, if you start from the normal world.

    If you start from the Nether, and then create your pair gate right where it takes you in the normal world- I think that should (effectively) pair those two gates up, though I don't track them right now.

    If it did, that would sort of validate the mapping logic, and I could move on to actually tracking these darn things.

    I haven't really been able to successfully pair a portal by hand yet with scaling turn on, though- so I'm concerned there's still something broken.

    It should be 1:8 by default now for normal:hellworlds, JLISP. Anyone doing any science on this? I haven't had time.... :(
    --- merged: Feb 13, 2011 6:46 AM ---
    I have the very latest (as of a coupla hours ago) running on my public server... anything in your logs or anything? Not sure what coulda broken it so severely.

    Maybe your world bindings are messed up? Try "/persist list nether.world.World1" and see if it's got a targetWorld (should be "nether"). Or, just delete all your db files and try again.

    BTW, this is no longer really "safe"- I need to update the OP. You'll lose your home locations if you delete data now.

    Soon you'll lose portal bindings anyway, which would be bad- so, no more deleting data unless you really need to :)
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    Captain Morti

    Thank you again, i did not notice it (my locations were bad because i felt about 20-50 blocks everytime :p) and now i have a location with 2portals in each world :)
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    Ooh, do they actually go back and forth? With the current version, like "paired up"?

    'Cause that may be a first (with the scaling turned on....) if so! :D

    "paired up" is in finger quotes, btw, because this represents no sort of achievement on my part - still not tracking portals, so this woulda been a completely random win on your part :)

    I guess you've got like a 1/64 chance of getting it right or something like that :)
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    I did /persist list and this came up
    global [9]
    nether [4]

    Then I did /persist list nether.world.world and this came up
    Entity nether.world
    world = global.world.world
    targetWorld = nether.world.null
    targetOffset = global.vector.0
    centerOffset = global.vector.0
    scale = 0.0
    targetArea = nether.area.null

    When I do /nether go it says Failed teleport. Nothing comes up in the console.

    Will deleting my db files remove the /homes from the myhome plugin? or just the nether homes because I never got to use the /setspawn or /home features in the nether.
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    I just installed the plugin on the latest version of Craftbukkit.

    This plugin causes a server crash every time I die. Is it due to misconfiguration or just an incompatible Craftbukkit build?

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    WorldGuard is what makes it so you can not break blocks in the nether.

    Also +1 for portals being created on the other side automatically
    another +1 for not falling to my death when taking a portal
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    Hm true ^^

    Oh .... that explains everything.
    You update to often, I thought I was up to date haha :D

    I searched a remote place to try out window .... the strange thing was, the part of my "world" disappeared, but it appeared nothing from the nether :S so it just looked like a temporary blast ^^

    So 1 Block moved in hell is 8 moved in the real world?
    I could try it out and test a bit around if you want to ;)
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    Captain Morti

    Yeah, i can go back and forth with a paired portal. I just used some coordinates in both worlds and set both portals with same coordinates.
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    Then can you tell me what to do to run craftbukkit? I followed the FAQ guide.
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    You problem is a your default world is one-way, use "/nether target world world nether", that should fix you up.

    Yes, "world" twice- not a type. The first "world" is part of the command, the second "world" is the name of your default world :)

    Sorry, I should've been MUCH clearer about this- if you only delete global.db and nether.db, it should only affect NetherGate. When I say "homes", I mean /nether home and /nether sethome homes. Unrelated to myhome or any other plugin- so if you've never used /nether home, you've goth nothing to lose at this point.

    However, I'll mention this again- as soon as portal binding is ready, deleting data is not going to be an option anymore. If you were using a fast-travel nether world (which will be the default), and you lost all your portal bindings- there's no guarantee that they would link back up properly.

    This is due to what you're all experiencing now- a portal in the nether can map to any one of about 64 portals in the real world, potentially- there's no way to map that back and forth with scaling on, unless I track portal locations. So, yeah, don't delete those once I'm doing that :)
    --- merged: Feb 13, 2011 4:22 PM ---
    Dunno- can you post details of the crash? In a spoiler tag, please?
    --- merged: Feb 13, 2011 4:23 PM ---
    Heh- I think you need to take both of those points away until I get those two things working better :)

    Unless those were just carrots- in which case, I'll hopefully claim them soon ;)
    --- merged: Feb 13, 2011 4:26 PM ---
    BTW, thanks for this info!

    I did have this problem with the first guest I ever had come visit the nether- she couldn't break any blocks, or place any blocks. I don't have WG or any other protection plugins installed, so there as at least at point, something going on internally there. I haven't seen this since, though, and a non-multi-world-compliant world protect tool definitely sounds like the kind of thing that would be randomly keeping you from modifying things in the Nether.
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    It might be caused by other plugins, but /nether go takes me every time to the worlds spawnpoint (from every place).
    But it would be a nice option to choose that all portals take you to the spawn point.
    I have BorderGuard and so its possible that you spawn outside of the border
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    Heh... sorry, I've been trying to keep updates to one a day ;)

    My time (generally, in life) is very segmented- so when I get time to do some serious work, I do some serious work, and I tend to want to share it right away once it's working :)

    That's just kina how I roll- it's never necessary to update, but it is always possible that I've already fixed an issue you're having if you're not up to date...

    For instance, there's Spells- Spells might actually hit 1.00 before I'm really to call it one-point-oh, just because I will have actually made 90 releases of it since starting (I start versioning at 0.10, for whatever reason). So, yeah, that's pretty nuts.

    Yeah, see above- I think this is the same issues as the one that drops people. It seems to be connection/lag-based, I'm having some trouble tracking it down.

    Basically, you just asked the Nether "How's the weather like over there?" And the Nether said "we got air!". ;)

    Yes! Should be true. It's definitely doing something, just judging by how hard it is to line up portals right now- I really need to start from the nether side, like I suggested above :)

    I'm going to get some testing done on this myself today, but I'm always grateful for an extra set of eyes.
    --- merged: Feb 13, 2011 4:32 PM ---
    Cool! Well, you must not have the scaling yet, then.... if you're attached to those portals being paired, I'd hold off updating until I have them persisting.

    Actually- that being said, everyone- should I turn off fast-travel by default until auto-portal-pairing is in?

    I'm starting to think the one is not very useful without the other. Thoughts?
    --- merged: Feb 13, 2011 4:34 PM ---
    Basically, you had everything right except the "minecraft_server.jar" part- replace that with your CraftBukkit.*.jar (you just just rename it to CraftBukkit.jar if you want, that's what I do) and keep the rest ("java -Xmx... etc) the same.

    That's all there is to it - basically, you're running a program from the command-line (using java), but you're running the wrong program.
    --- merged: Feb 13, 2011 4:37 PM ---
    Hmmm- very possible, if BorderGuard has some kind of fallback that happens if a player manages to "sneak" into an area, it throws them to spawn.

    It might be working that way already, from the sound of it- BorderGuard might be doing what you describe above.

    If not, then that's a scaling bug, and I'm definitely turning it back off til its working :p

    But, I haven't been experiencing that- as long as I travel even the tiniest bit in the nether right now, it takes me pretty far from spawn :)

    Let me know. I do plan on getting along with things like BorderGuard- I'd prefer to be able to check with BG for permission to be in the area the other side of the portal is on, and then just not allow you to portal if you can't be over there.

    However, if BG is smart enough to catch you and eject you to spawn, I think that works great for me for now :)
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    This is the file, and I copied the text from the FAQ forum

    @echo off
    "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xms512M -Xmx512M -jar craftbukkit.jar
    --- merged: Feb 13, 2011 4:55 PM ---
    Also all the plugins I used to have worked, but when I updated them they broke.
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    Guh... so... much.... quoting...

    That looks right- but here, in the screenshot you originally posted:


    You're not doing that. You're running minecraft_server.jar, see?

    So something is going on- you're either not running the script you're thinking you're running, or you've gotten past that issue since posting that screenshot and are now having some other kind of problem.

    Try just typing this part:
    "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xms512M -Xmx512M -jar craftbukkit.jar
    At the command-line, see what happens.

    You don't really need to use a script- that's mainly if you want to automate server startup/shutdown. Let's try to get you running first :)
    --- merged: Feb 13, 2011 5:00 PM ---
    EDIT: I had a bit more to this rant, 'cause I thought you'd somehow managed to quote yourself quoting that huge post I made, effectively triplicating it- but I guess that was some sort of weird editor glitch, or you cleaned up the second post by the time I was done ranting :)

    Anyway, just sayin.. no need to quote me unless there's really something in there you're responding to, and even then it'd be nice to take the time to edit it down to just that bit.

    Especially since I only get in here every once in a while, and you all are, like, rabid in here (don't get me wrong, I love it!) - but it does mean that my posts tend to be one huge long mess of merged responses to various questions from various people... I almost wish I could disallow people to quote my posts- at least wholesale like that.

    Ok, rant over- back to being helpful now :)
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    Couple questions about how this works.
    1 does this make use of the recently added multiworld support to bukkit?
    2 If i make a nether world, and people all over make seperate gates to goto the nether, do they end up at the same spot?
    3 Do we have to build a gate to get out of the nether, and if someone uses that gate will they end up in my place in the other world?

    I ask because we run a strict survival/grief/pvp server, nether would be awesome to allow us the other blocks, but i dont want it to be a easy in for someone to come steal your stacks of valuables.

    NathanWolf likes this.
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    Ok, I've been lying- scaling is not back on by default. I do still think it's working though, I've been testing it- I just don't want to make it on by default until I track portals- I think it's clear why since I blabbed all about it up there.

    This doesn't mean you can't try out fast travel- it just means your worlds are getting initialized with a scale of 0.

    This lets me catch that and set them up to the "real" defaults of 8/1 later, and ignore scaling for now.

    But you can certainly set them to scale now with the "scale" command, and your data may have been set up to scale at some point, depending on what version actually created your data (yeah, I know, confusing).... so, yeah. Use "/persist list" to check your world scales (and targets!), and use the nether commands to mess around with stuff.

    I'm hoping to add some general tutorials in the OP about how to use some of these advanced features now that it's getting pretty powerful- meantime, troll the forum here if you want to explore your options :)

    Update coming soon... I know, I know. I think it won't kill you nearly as much, so I figured you'd might want me to release that ;)
    --- merged: Feb 13, 2011 6:07 PM ---

    Historically, if you're interested, this plugin started life creating a fake nether underground with some simple terraforming code- I wanted to use that and some vector math, basically, to reproduce the Nether fast-travel experience.

    Not three days after I started work on this, Dinnerbone dropped the amazingness that is multi-world on us, so I kind of switched gears.... and got extremely excited about the project :)

    Right now, I use 1:1 scaling for (x,z) mapping on inter-world-transport, and a soon-to-be-improved algorithm for finding a good (y) in the other world that doesn't put you in lava/fire, suffocate you, drop you, etc.

    When I start tracking portal locations, the scale will become 1:8 by default, just like in single-player, so you can use the Nether worlds for fast-travel.

    Right now, yes (on the having to build a gate). Long-term, auto-gate creation is controlled on a per-user basis using Permission nodes. We've been discussing some interesting alternatives to just "can" and "can't" - feel free to read back and comment!

    A portal from one place will always take you to the same place in the other world (provided you haven't build something there since). However, until I track portals, if your scale is not 1:1, the return trip may not be symmetrical.

    Ahhhh--- right!

    That's a really cool idea! I love it, actually- I need to think about that. You have to give people permission to use an already paired gate (that you've set up in advance), but not be able to use unpaired gates (in case they build one themselves).

    Gonna implement this (eventually)- I like it, great suggestion!
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    That would be awesome if we could set permissions in game on who could use a paired gate, it would eliminate worry that the enemy will find you that way. :)
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    For sure! I'm definitely adding advanced permissions like this to the list.

    My current data schema doesn't cover it, but I don't think that'll be a big deal for either one of two reasons that are too technical to get into.

    It won't be difficult at all to do stuff like this once I'm tracking portals. And that needs to happen anyway for core fast-travel to really be effective, so it's coming very soon, hopefully!

    Thanks again for the great suggestion- I hadn't thought at all about this setup, but it's a really great idea. I have already told my players that I don't have to manifest glowstone for them anymore, they can go fetch it themselves- but the idea of an admin being able to completely control entry/exit points is really cool.

    Your players will still be able to break your portals, though, unless you put something like WorldGuard around them! Just FYI. A paired portal will re-activate it's other side automatically, so it's not really a huge deal- just letting you know :)
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    Thats pretty ... crazy ^^
    But really nice that you are so eager to improve your plugins ;)

    Yea, thats just like it's looking ... have a screen posted for you in the spells thread if you want to see it ^^

    A few posts later (sry, to lazy to quote it too, but I'm sure you know what you said ^^) you said it's not on by default .... is it or is it not?
    Because when im playing around with gates it seems to be on.

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