Inactive [TP] Wormhole X-Treme - Multi-World Capable Stargates v0.854 [766]

Discussion in 'Inactive/Unsupported Plugins' started by Ben Echols, Jan 24, 2011.

  1. Offline

    Lologarithm

    This is now inactive - http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v1-011-953.23973/ is where you can find the currently active developed version.




    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:


    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.build.groupone', 'wormhole.build.grouptwo', and 'wormhole.build.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.build.groupone' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
    • PORTAL_MATERIAL, IRIS_MATERIAL, STARGATE_MATERIAL, ACTIVE_MATERIAL are all part of gate shape now.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
        • PORTAL_MATERIAL = STATIONARY_WATER
        • IRIS_MATERIAL = STONE
        • STARGATE_MATERIAL = OBSIDIAN
        • ACTIVE_MATERIAL = GLOWSTONE
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    dial:
    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    wormhole:
    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

    wxlist:
    description: List all Stargates.
    usage: /wxlist - List all Stargates.

    wxbuild:
    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

    wxremove:
    description: Remove a stargate, optionally destroy its blocks.
    usage: /wxremove <GateName> [-all]
    <GateName> The GateName to remove.
    [-all] destroys gate blocks too.

    wxcompass:
    description: Point compass needle at nearest Stargate.
    usage: /wxcompass - Point compass needle at nearest Stargate.

    wxcomplete:
    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    wxidc:
    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

    wxforce:
    description: Forcefully shut down all gates and/or open all iris
    usage: /wxforce <close|drop>

    wxgo:
    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.
    basic_stargate_and_dhd.png

    A real example of a constructed gate:
    2011-01-24_01.53.11.png

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    Configuration:
    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    Permissions:
    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    SIMPLE_PERMISSIONS = false
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate
    wormhole.build - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes
    wormhole.network.use.NETWORKNAME - Able to use wormholes on NETWORKNAME
    wormhole.network.build.NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command.
    wormhole.build.groupone - Part of build restriction group one.
    wormhole.build.grouptwo - Part of build restriction group two.
    wormhole.build.groupthree - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    SIMPLE_PERMISSIONS = true
    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes.
    wormhole.simple.build - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    Help:
    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.


    Devs: Lologarithm & alron
     

    Attached Files:

  2. Offline

    anon

    Hmm, im new to this plugin. I want simple single world teleportation, should I use this one or the Wormhole E-Tream worlds one?
     
  3. Offline

    alron

    @anon
    'Wormhole X-Treme Worlds' is a multi-world manager.
    'Wormhole X-Treme' is a multi-world teleporter plugin.

    If you want Teleports, use Wormhole X-Treme.

    If you want multi-world management, use Wormhole X-Treme Worlds (or Multiverse or whatever multi-world manager you want to use).

    If you want both, use both. They are for entirely different purposes. :)
     
  4. Offline

    anon

    Oh thanks :D
     
  5. Offline

    lishid

    So... I suppose it works for CB 733?
     
  6. its working for me.
     
  7. Offline

    Blazednlovinit

    so one of my users made a gate with a space in its name. it wont work and i cant delete it because it doesnt allow a space in its name when removing (only creating) any way around this?
     
  8. Offline

    Buster

    I think I found a bug in the Stargate plugin...

    I made the gate on a flat thing of alminum and all is well...

    then my friend logs in, places a random block of something or breaks and replaces a block and then the stargate removes itself....???

    Is it possible that you could incorporate this:
    -a player makes a gate and then presses button then types /wxcreate gate1
    -then no matter what, the blocks the gate is made of can not be broken or destroyed, and if anyone places anything within the vicinity of the gate, or in/on the gate, the gate will not allow it...? or remove it when it is dialed...???

    then have it to where if the command /wxremove gate1 is typed, the gate can then be removed with tools like the Pic, or anyone can place blocks on the gate...

    **I am the only one in the server than can make/remove gates, i made them for multiworld dialing and it works great, i just have 1 friend that doess not like them and the rest of us do and he keeps breaking them...

    also, guests, although stuff will disapear/regenerate, they can end up breaking the stargate too...

    so if the stargate blocks can be read only and if the gates were made to stop forgetting who they are so i don't have to keep typing in /wxcreate, that would be nice...

    Also, the gate will break if a player hits the button, walks into the circle then types dial... I'll have to retype /wxcreate because it will auto remove itself...

    Basically, I love this plugin, but from what I can see and from my experiences, it needs to be in-game dummy-proof...lol :)

    this way, someone can't press the button to dial, then steal the Yellowstone dust blocks and run away... it will say something like do not attack stargate...lol :p

    I love this mod, I'm keeping it on my server and always using it! :D
     
  9. Offline

    unusualbob

    Finally a new RB, 733 working?
     
  10. Offline

    Redyugi

    It worked with all the test builds, and it's working on my 733 server so... Yes
     
  11. Offline

    unusualbob

    Thanks man.
     
  12. Offline

    but2002

    Could we get the option to enable/disable case sensitivity. We have a lot of complaints on our server about case sensitive names.
     
  13. Offline

    d4m

    Ah.. Dude.. thank you. It worked. Thank you so much. $5 to the Redcross.
     
  14. Offline

    alron

    :) :)
     
  15. Offline

    Psycho Robot

    Hopefully things have calmed down enough that I can shamelessly promote my own ideas which haven't been addressed yet without causing too much aggravation.
     
  16. Offline

    JayFight

    i've been haveing this problem where every time the server is restarted or is reloaded the gates stop working and i have to go to each one to reactivate them but when i do it adds - to both sides of the name so the gate world becomes -world- on the first restart and on the 6th or so restart it becomes -----------------------------world------------------------------ and so on and so forth
     
  17. Offline

    alron

    Sounds like you are missing hsqldb.jar. It is in the zip.
    You should be getting a big ol error message at startup too.
     
  18. Offline

    JayFight

    okay i see what happened i put the hsqldb into the main folder becuase somewhere i saw something telling me to put it into the same folder as another file and that the file is usually in the lib folder but on my system it wasn't although that might have been for a different mod since i added several all at the same time the other day

    thanks for the help
     
  19. Offline

    Serconker

    Cool Cool Thank's For This:)
     
  20. Offline

    Derek S

    Is there a way to point to a different .script (data) file? At the hosting service I am using, the file, WormholeXtremeDB.script has become locked and they are slow to respond to my request to fix this. I was hoping i could easily reference another file or set of files in the mean time. Thanks.
     
  21. Offline

    Bob-Kyle

    Receiving the following from Wormhole when I reload the server:

    Code:
    2011-04-27 20:50:22 [SEVERE] [WormholeXTreme]Failed to intialized internal DB. Stargates will not be saved: The database is already in use by another process: lockFile: org.hsqldb.persist.LockFile@57fff847[file =/var/games/minecraft/plugins/WormholeXTreme/WormholeXTremeDB/WormholeXTremeDB.lck, exists=true, locked=false, valid=false, ] method: checkHeartbeat read: 2011-04-27 20:50:21.217 heartbeat - read: -9917 ms.
    2011-04-27 20:50:22 [SEVERE] null initializing WormholeXTreme v0.833 (Is it up to date?)
    java.lang.NullPointerException
        at com.wormhole_xtreme.wormhole.model.StargateDBManager.loadStargates(StargateDBManager.java:213)
        at com.wormhole_xtreme.wormhole.WormholeXTreme.onLoad(WormholeXTreme.java:112)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:88)
        at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:287)
        at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:201)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:85)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:247)
        at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:394)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:379)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    2011-04-27 20:50:22 [INFO] [WormholeXTreme][v0.833][By Lologarithm & alron]Load Beginning.
    2011-04-27 20:50:32 [WARNING] [WormholeXTreme]Shape File: Standard.shape contains shape name: Standard which already exists. This shape will be unavailable.
    2011-04-27 20:50:42 [SEVERE] [WormholeXTreme]Failed to intialized internal DB. Stargates will not be saved: The database is already in use by another process: lockFile: org.hsqldb.persist.LockFile@57fff847[file =/var/games/minecraft/plugins/WormholeXTreme/WormholeXTremeDB/WormholeXTremeDB.lck, exists=true, locked=false, valid=false, ] method: checkHeartbeat read: 2011-04-27 20:50:41.643 heartbeat - read: -342 ms.
    2011-04-27 20:50:42 [SEVERE] null initializing WormholeXTreme v0.833 (Is it up to date?)
    java.lang.NullPointerException
        at com.wormhole_xtreme.wormhole.model.StargateDBManager.loadStargates(StargateDBManager.java:213)
        at com.wormhole_xtreme.wormhole.WormholeXTreme.onLoad(WormholeXTreme.java:112)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:88)
        at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:287)
        at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:201)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:85)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:247)
        at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:394)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:379)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
     
  22. Offline

    mormonboy2

    soo... i would like to know if you could create a method of us to move the gate activaction anywhere in like an area of like 15x15x15 meters from the gate, my friend and i are creating a stargate network and we have our central command center which is frustrating because the DHD has to be right next to the gate, if would be nice to have it set up like the original atlantis DHD where it's above and to the side of the gate.
     
  23. Offline

    alron

    Ok, so I think I've got the sign update issue corrected. Looking like a method of updating signs we had to use some versions back because of "bugs" might have been causing problems.
    Also, next version when you change an owner of a stargate, the name sign will update appropriately.

    Am in the process of tracking down some of the final bugs in the new gate code... old bugs too, just much easier to find the cause now because of the new way the gates animate and light up. (those gate is remotely activated bugs)
     
  24. Offline

    Xaostica

    Hey using bukkit 733, permissions 2.7, and the latest version of this awesome plugin.

    If you need any info from me let me know as i'm probably failing bug etiquette... But here's the issue very very few players are having other than the gate stuck open every now and then.

    We have one gate linking a few worlds within a primary network. Gate A, being the spawn world, will sometimes put a player some odd hundreds of blocks in the middle of an ocean to the east of Gate A, failing to port them to Gate C.

    It's only on rare occasion and only when going from A to C as far as I've heard, and have been unable to replicate it.

    Again if you need any info from me let me know--------------------------------------------

    java.lang.IllegalStateException: Entity is already tracked!
    at net.minecraft.server.EntityTracker.a(EntityTracker.java:72)
    at net.minecraft.server.EntityTracker.a(EntityTracker.java:62)
    at net.minecraft.server.EntityTracker.a(EntityTracker.java:51)
    at net.minecraft.server.WorldManager.a(WorldManager.java:17)
    at net.minecraft.server.World.c(World.java:766)
    at net.minecraft.server.WorldServer.c(WorldServer.java:94)
    at net.minecraft.server.World.a(World.java:1798)
    at net.minecraft.server.Chunk.addEntities(Chunk.java:470)
    at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:75)
    at net.minecraft.server.PlayerInstance.<init>(PlayerInstance.java:33)
    at net.minecraft.server.PlayerManager.a(PlayerManager.java:37)
    at net.minecraft.server.PlayerManager.addPlayer(PlayerManager.java:76)
    at org.bukkit.craftbukkit.entity.CraftPlayer.teleport(CraftPlayer.java:181)
    at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.handlePlayerMoveEvent(WormholeXTremePlayerListener.java:257)
    at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.onPlayerMove(WormholeXTremePlayerListener.java:159)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:242)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:130)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(NetworkManager.java:195)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    2011-04-28 01:25:20 [INFO] [TheOutlands]<ThaAussieNub> uh oh.

    "Uh Oh." :D

    edit:
    Sorry forgot to add, I am using NoCheat.jar for speed/fly detection.
     
  25. Offline

    kipz0r

    Mornin,
    Just a quick question. Is it possible to add a cooldown period for using the stargates and is this possible to give different people different cooldown periods (via Permissions perhaps?), or give different cooldown periods per network.
    People on my server think the stargates are making it too easy to jump from one end of the server to the other, hence the x minute cooldown period etc.

    Thanks a lot for answering :)
    Kip
     
  26. Offline

    alron

    Well, that is an interesting error. I have never seen it before. Does it happen when you don't run the NoCheat?

    That is not a feature as of current.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  27. Offline

    Xaostica

    Will have to try that and find out for ya.
     
  28. Offline

    PsychoNecrosis


    The entity tracking issue comes up a lot, it can be triggered by any sort of movement- hell, sometimes I get it just jumping around in my city.

    Pretty sure it's bukkit and not this plugin.
     
  29. Offline

    Pymous

    NaturalGiants can cause this tracking error too ! (it was my case)

    But... i have a null ! In the /wxcomplete (and click on the button) (or /wxbuild and click too) and /wxremove !

    Here is my error with /wxremove: http://pastebin.com/RHRsjSGw

    And here is the one from /wxcomplete: http://pastebin.com/LF4deQdj

    It cause some gate to 'bug' (stay active anytime) but not often, and don't allow to destroy the gate :(

    Hope it can be fixed easily ! :)
     
  30. Offline

    alron

    That error is with the hsqldb.jar support library we depend on. Install it. Its good for you. It is in the zip file. goes in the lib/ folder in folder that your craftbukkit-0.0.1-snapshot.jar file is in.
     
  31. Offline

    maguschala

    Alright, here's what happens with me.
    When people get on my server, using the gate results in getting TPed into the void, where I fall until the game disconnects me a minute later. I can't type any commands while falling. I also can't log in again until the server is restarted. After a restart, the gate I came through is still open (filled with water) and in the last frame of the whoosh animation, where the water is stuck whooshing one block out of the gate. The gate works fine when I'm the only one on the server.
    I'm using Build 733, and the latest version of Wormhole. I use permissions, iConomy, Backup, Localshops, and movecraft as plugins.
    Any idea what is causing the buggy behavior?
     

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