[TP] Wormhole X-Treme - Multi-World capable Stargates - Moved to BukkitDev!

Discussion in 'Inactive/Unsupported Plugins' started by lycano, Jul 1, 2011.

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  1. Offline

    lycano

    Wormhole X-Treme v1.016
    Multi-World capable Stargates for bukkit powered servers
    Craftbukkit 1846

    This project has been moved to BukkitDev
    Please visit the new project page on BukkitDev http://dev.bukkit.org/server-mods/wormhole_x-treme/

    Project moved to BukkitDev
     

    Attached Files:

    Last edited by a moderator: May 18, 2016
  2. Offline

    flames

    thanks for updating, and congratz to the re-release
     
  3. Offline

    Elfsovereign

    Does this one no longer support multiworlds? I preferred this one's set up more, but I'll swap if necessary. I already have to find and re-register all my gates...
     
  4. Offline

    lycano

    Multiworld support is natively included but you will have more control when using Wormhole X-Treme Worlds.

    But be aware that Worlds is currently not compatible with 953 im actually checking Worlds for incompatible signatures. Wormhole X-Treme is going to be commited in that moment and is then compatible with #953. * fixed wxt
     
  5. Offline

    Elfsovereign

    It seems to be working fine on my end. I had to delete my old databases, so about 2/3 of my gates are just missing, but beyond that it moves me safely and bug free from one world to the other (we use 3, nether and skylands + normal) By the way very nice work on the whoosh animation, and the chevron activation- very clever. I don't know if anyone's mentioned it yet, I've been focusing on getting my server up to date.
     
  6. Offline

    lycano

    @Elfsovereign please redownload i have recompiled it against Wormhole XTreme there was an issue in #935 build that is now fixed. If you use Wormhole XTreme Worlds actually redownload too.

    Btw i will change the activation sequence to get a closer result to the TV-Series ^^ stay tuned

    Thank alron for that =) im currently fixing stuff to get these plugins back to life ^^ Well okay i did some major code changes but the idea behind it ... credit is still alron's xD
     
  7. Offline

    Andon

    Well. I seem to have borked the system somehow.

    Here's what I did: I attempted to make a new shape for interacting with Redstone (See below). It works... ish. I can cycle targets fine (Both manually and with the redstone), but when I go to activate it... It dials, then it just sticks. Stays that way for a while, and then it'll timeout (But oddly, the chevrons will stay lit). I can dial into the gate fine, but out doesn't work.

    Here's the shape file:
    Code:
    # The name for this shape
    Name=StandardRed
    # Version 2 of shape files allows for many new things.
    # 3D gates, new format for blocks, woosh and light order etc
    Version=2
    
    #Reminders Snipped
    
    GateShape=
    
    Layer#1
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][S:A][S:D]
    [I][I][I][I][I][S][S]
    [I][I][I][I][I][S][S]
    
    Layer#2
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][RA][I][RS][I][RD][I]
    [I][S][S][S][I][S][I]
    
    Layer#3=
    [I][I][S][S:L#7][S][I][I][I][I]
    [I][S:L#3][P][P][P][S:L#2][I][I][I]
    [S][P][P][P][P][P][S][I][I]
    [S:L#1][P][P][P][P][P][S:L#6][I][I]
    [S][P][P][P][P][P][S][I][I]
    [I][S:L#4][P][P][P][S:L#5][I][I][I]
    [I][I][S][S:EP][S][I][I][I][I]
    [I][I][I][I][I][I][I][I][I]
    
    
    Layer#4=
    [I][I][I][I][I][I][I]
    [I][I][I:W#1][I:W#1][I:W#1][I][I]
    [I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I]
    [I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I]
    [I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I]
    [I][I][I:W#1][I:W#1][I:W#1][I][I]
    [I][I][I][I:EM][I][I][I]
    [I][I][I][I][I][I][I]
    
    Layer#5=
    [I][I][I][I][I][I][I]
    [I][I][I][I:W#2][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I][I]
    [I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I]
    [I][I][I:W#2][I:W#2][I:W#2][I][I]
    [I][I][I][I:W#2][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    
    Layer#6=
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I:W#3][I][I][I]
    [I][I][I:W#3][I:W#3][I:W#3][I][I]
    [I][I][I][I:W#3][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    
    # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
    WOOSH_TICKS = 3;
    # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
    LIGHT_TICKS = 2;
    
    # None of the follow materials are required, they will default if not set.
    # Portal material the material the [P] blocks will be when gate is active.
    # Suggested values are as follows: STATIONARY_WATER, STATIONARY_LAVA, PORTAL, and AIR
    PORTAL_MATERIAL=STATIONARY_WATER
    
    # Iris material is the material the [P] block become when iris is active
    # Suggested values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    IRIS_MATERIAL=STONE
    
    # Stargate material is the material the [O] blocks are made of
    # Reasonable values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    STARGATE_MATERIAL=OBSIDIAN
    
    # Active material is the material that :L blocks become when gate is active
    # Suggested Values are as follows: GLOWSTONE and GLOWING_REDSTONE_ORE
    ACTIVE_MATERIAL=GLOWSTONE
    
    # Redstone activated is the parameter to allow redstone to/from redstone locations.
    REDSTONE_ACTIVATED=TRUE
    I then get this in the server return (Started it up, then ONLY did the attempted activation)
    Server Log (open)

    151 recipes
    16 achievements
    23:25:20 [INFO] Starting minecraft server version Beta 1.7.2
    23:25:20 [INFO] Loading properties
    23:25:20 [INFO] Starting Minecraft server on *:25566
    23:25:20 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-904-g9277096-b953jnks (MC: 1.7.2)
    23:25:21 [INFO] [WormholeXTreme][v0.9] Loading WormholeXTreme ...
    23:25:21 [INFO] [WormholeXTreme][v0.9] Load Completed.
    23:25:21 [INFO] Preparing level "world"
    23:25:21 [INFO] Preparing start region for level 0 (Seed: -8391530409580249862)
    23:25:22 [INFO] Preparing start region for level 1 (Seed: -8391530409580249862)
    23:25:22 [INFO] Preparing spawn area: 85%
    23:25:23 [INFO] Loaded Essentials build 2.4.1 by Zenexer, ementalo, Aelux, Brettflan, KimKandor, snowleo, ceulemans and Xeology
    23:25:23 [INFO] Loaded EssentialsSpawn build 2.4.1 by Zenexer, ementalo, Aelux, Brettflan, KimKandor, snowleo, ceulemans and Xeology
    23:25:23 [INFO] Loaded EssentialsChat build 2.4.1 by Zenexer, ementalo, Aelux, Brettflan, KimKandor, snowleo, ceulemans and Xeology
    23:25:23 [INFO] Loaded EssentialsProtect build 2.4.1 by Zenexer, ementalo, Aelux, Brettflan, KimKandor, snowleo, ceulemans and Xeology
    23:25:23 [INFO] [WormholeXTreme][v0.9] Enable Beginning.
    23:25:23 [INFO] [WormholeXTreme][v0.9] Wormhole Worlds support disabled in settings.txt, loading stargates and worlds ourself.
    23:25:23 [INFO] [WormholeXTreme] 3 Wormholes loaded from WormholeDB.
    23:25:23 [INFO] [WormholeXTreme] Permission Plugin not yet available. Defaulting to built-in permissions until Permissions is loaded.
    23:25:23 [INFO] [WormholeXTreme] Help Plugin not yet available - there will be no Help integration until loaded.
    23:25:23 [INFO] [WormholeXTreme][v0.9] Enable Completed.
    23:25:23 [INFO] Done (0.159s)! For help, type "help" or "?"
    23:25:37 [INFO] AndonRT [/127.0.0.1:48893] logged in with entity id 92 at ([world] 141.84375, 94.0, 63.28125)
    23:25:37 [WARNING] Missing a prefix or suffix for default
    23:25:59 [SEVERE] Could not pass event REDSTONE_CHANGE to WormholeXTreme
    java.lang.NullPointerException
    at de.luricos.bukkit.WormholeXTreme.Wormhole.model.Stargate.dialStargate(Stargate.java:402)
    at de.luricos.bukkit.WormholeXTreme.Wormhole.listeners.WormholeXTremeRedstoneListener.onBlockRedstoneChange(WormholeXTremeRedstoneListener.java:96)
    at org.bukkit.plugin.java.JavaPluginLoader$33.execute(JavaPluginLoader.java:469)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:321)
    at net.minecraft.server.BlockRedstoneWire.a(BlockRedstoneWire.java:110)
    at net.minecraft.server.BlockRedstoneWire.g(BlockRedstoneWire.java:41)
    at net.minecraft.server.BlockRedstoneWire.doPhysics(BlockRedstoneWire.java:286)
    at net.minecraft.server.World.k(World.java:451)
    at net.minecraft.server.World.applyPhysics(World.java:431)
    at net.minecraft.server.BlockRedstoneWire.g(BlockRedstoneWire.java:49)
    at net.minecraft.server.BlockRedstoneWire.doPhysics(BlockRedstoneWire.java:286)
    at net.minecraft.server.World.k(World.java:451)
    at net.minecraft.server.World.applyPhysics(World.java:431)
    at net.minecraft.server.BlockRedstoneWire.g(BlockRedstoneWire.java:49)
    at net.minecraft.server.BlockRedstoneWire.doPhysics(BlockRedstoneWire.java:286)
    at net.minecraft.server.World.k(World.java:451)
    at net.minecraft.server.World.applyPhysics(World.java:431)
    at net.minecraft.server.World.update(World.java:399)
    at net.minecraft.server.World.setTypeIdAndData(World.java:383)
    at net.minecraft.server.BlockRedstoneTorch.a(BlockRedstoneTorch.java:142)
    at net.minecraft.server.World.a(World.java:1965)
    at net.minecraft.server.World.doTick(World.java:1705)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:441)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)


    Is it an issue with my shape, or something else?
     
    blackbinary likes this.
  8. Offline

    lycano

    @Andon ill check the shape layout. I assume you use the version from this thread.
     
  9. Offline

    Andon

    Indeed I do.
     
  10. Offline

    MrPendulum

    You're a good man, lycano. Thank you for picking up this plugin. I was fearful of having to move to more unfriendly alternatives...
     
  11. Offline

    CMCPLstone

    Are there any known conflicting plugins? When I updated, I completely removed my .jar and the folder, but when I tried to re-register one of my stargates, nothing happened. I tried using /wxbuild Minimal, but got an "Unknown server command" error. I did just transfer to a different PC, but it's the same network and same OS (Windows 7), and is running RB953. There's no console output that indicates a problem.
     
  12. Offline

    tcvs

    Thxs and when do u think that this will go to hthe normal plugin forum.
     
  13. Offline

    Sneaky420

    So getting an error, anytime I hit a button... any button, it tells me that is it an invalid stargate shape and blah blah... Just letting ya know and hoping for a fix

    (Using current 953 build)
     
  14. Offline

    Hefsgaard

    Small thing - Portal material(PORTAL) does not seem to show on the activation side of the gate. Though it shows fine on the reciving side.
     
  15. Offline

    lycano

    @Hefsgaard Material.Portal was always buggy and thus its not something like water or lava it will not vanish. Sometimes it works sometimes not =) But i know there is an issue with this.

    @Andon as i now have finished debugging .... jepp this is a bug with redstone cause many events are now more precise which means we have to make shure that this stuff inside an event is "single run safe" so it wont get executed more than once. In this case it looses getGateTarget() variable after RedStoneChange spamming 41 times. Im trying to fix this actually.

    @tcvs honnestly i dont know. its up to moderators when they got time and so on ;)

    @Sneaky420 maybe it is an invalid shape then? well ive added some more detailed error output like hitting a button when no gate exists it wouldnt output anything. Now it tells you to use /wxbuild instead =) Anyways ill check that too.

    @CMCPLstone err not that i know of. But try Minimal.shape instead or what happens if you only type /wxbuild

    @Andon i've pinpointed down the problem. The thing is your layout is within the gates blocks. So the event will get fired more than once and thus looses its target. Ill see if this can be fixed.

    Edit: Fixed in v0.905, Thanks Andon for this bug report.

    Update v0.905:
    • fixed RedstoneDialing NPE
    • added debug command (undocumented only for testing purposes See Settings.txt)
    • stargate dialing sequence is now NPE save
    • removed button notice when no stargate was found cause this would make buttons unusable cause of spammy messages
    • refactored getTypeId() to getType() in Stargate detection
    @Sneaky420 sry i didnt checked this button event. Removed it. You can now use any buttons without having this message beeing send as you like ^^

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
  16. Offline

    MrPendulum

    I just came here to report this problem, and instead find an updated build. Thanks once again!

    In the previous thread I posted how this plugin can be used completely command-less. Here is said post reproduced, as it may be of use to some people.

    For those who are migrating to this plugin from Stargate, a friend of mine (The~SARACEN) created this gate shape file so that existing gates can be easily converted to Wormhole X-Treme gates, and he has given me permission to distribute it. This allows for command-less use of this awesome plugin, and a lower learning curve for the end user.

    To convert an existing gate, just remove the sign, then replace it with the standard text (line 1 = gate name, line 2 = network name), push the existing button, and BAM.

    To make a new gate, build the obsidian frame (with corners), place a stone button and a sign with the standard text, push the button and done. The gate shape is named "gate" (so you can use "/wxbuild gate" if you want. But that's not command-less then ;))

    http://www.megaupload.com/?d=BM3EXD51
     
  17. Offline

    lycano

    @MrPendulum yeah this can be done. The Lever will trigger a gatecheck and autocomplete it if a valid shape is found. About this spammy message yeah it was my fault i should have checked this xD

    Nice article though =)
     
  18. Offline

    Elfsovereign

    I found a bug on my server at least. Now any button/lever placed on a vertical surface (i.e. on the side of the block) which is not a gate, won't work and gives me the message "invalid gate shape". Did I mis-install it or something?

    EDIT: Wait I see you fixed that. Thanks!
     
  19. Offline

    blackbinary

    Very nice!
    Thank you Guys!
     
  20. Offline

    Sneaky420

    TY :D
     
  21. How can i make an Name Sign Dialing Wormhole?

    I read the instruction but it don't work, it makes no Wormhole if i make a second pillar and place a sign on it :(

    EDIT: OK i have it, it was only the wrong material in the shape^^
     
  22. Offline

    BrightNail

    Thanks you for the update and continued development, gates beat out other tp systems in style every time.
     
  23. Offline

    ~TraydenT~

    Hi,
    Thanks for maintaining. I'm however not a big fan of renaming the packages to your domain, as it is not necessary.

    BTW, I have a problem with the latest build :
    Code:
    21:39:29 [SEVERE] Could not pass event VEHICLE_UPDATE to MinecartManiaCore
    java.lang.NoClassDefFoundError: com/wormhole_xtreme/wormhole/event/StargateMinecartTeleportEvent
            at com.afforess.minecartmaniacore.event.MinecartManiaListener.onCustomEvent(MinecartManiaListener.java:206)
            at com.afforess.minecartmaniacore.MinecartManiaCore.callEvent(MinecartManiaCore.java:249)
            at com.afforess.minecartmaniacore.minecart.MinecartManiaMinecart.initialize(MinecartManiaMinecart.java:100)
            at com.afforess.minecartmaniacore.minecart.MinecartManiaMinecart.<init>(MinecartManiaMinecart.java:73)
            at com.afforess.minecartmaniacore.world.MinecartManiaWorld.getMinecartManiaMinecart(MinecartManiaWorld.java:85)
            at com.afforess.minecartmaniacore.api.MinecartManiaCoreListener.onVehicleUpdate(MinecartManiaCoreListener.java:43)
            at org.bukkit.plugin.java.JavaPluginLoader$78.execute(JavaPluginLoader.java:790)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:321)
            at net.minecraft.server.EntityMinecart.m_(EntityMinecart.java:561)
            at net.minecraft.server.World.entityJoinedWorld(World.java:1190)
            at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
            at net.minecraft.server.World.playerJoinedWorld(World.java:1172)
            at net.minecraft.server.World.cleanUp(World.java:1102)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:447)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    Using up to date WXW, MinecartMania and CB#953
    Ok, investigated and related to MinecartMania and your renaming of classes :/ Not very well aware of minecartmania event handling, but seems to be a little bit … hardcoded …
     
  24. Offline

    tharvoil

    I'm having an issue with a custom gate shape. As far as I can tell I wrote the file correctly, yet whenever I upload this file to the server, it completly screws up wxbuild and wxcomplete, it says invalid shape for even the standard ones ect.

    Code:
    # The name for this shape
    Name=Imperial
    # Version 2 of shape files allows for many new things.
    # 3D gates, new format for blocks, woosh and light order etc
    Version=2
    
    # GateShape now needs "Layer" lines
    # Each Layer requires a #number= and then a newline.
    # Blocks can only be placed into layers.
    # a 2D gate would have only 1 layer.
    # Acceptable blocks are:
    #    [I] = Ignored
    #    [S] = Stargate Material
    #    [P] = Air blocks that will turn into the portal material when activated.
    
    #    Extra parameters:
    #   --- These parameters are 1 of each per gate ---
    #    :N = Block where the name sign will be created. This is optional.
    #    :EP = Block where players teleport in at. The players feet will be on this block.
    #    :EM = Block where minecarts teleport in at. The minecart wheels will be on this block.
    #    :A = Block where the activation switch is attached to. 1 per gate!
    #           The only restriction is that the block that faces it must be "I" (so nothing is in the way)
    #           The switch will face in the positive layer direction.
    #           In this example the switch will face towards where layer 3 would be (if there was a 3rd layer)
    #    :D = Block the sign dialer hangs from. Only 1 per gate!
    #           The only restriction is that the block that faces it must be "I" (so nothing is in the way)
    #           This block is not required, so shapes with this block can be either type. (sign or dial)
    #           Without this block a gateshape can only be /dial gate.
    #    :IA = Iris Activation Switch - Not required unless you want to be able to place an Iris on the gate.
    #
    #    IA, D, N, and A cannot be the same block, and none of those can contain W
    #
    #   --- There can be many of these per gate -- (Currently no restriction)
    #    :L = Blocks that will light when gate is activated
    #       Optionally you may add a #number after L to indicate the order it lights.
    #       Defaults to 1 if there is no #
    #    :W = Blocks that will woosh when gate is activated
    #       Optionally you may add a #number after W to indicate the order it wooshes in.
    #       Defaults to 1 if there is no # and the wait between numbers is configurable below.
    #       After all #s are active it removes them in reverse order but
    #       if a block is [P:W] the block will stay as portal material until gate is shutdown.
    #
    #    Redstone Blocks:
    #   --- There can only be 1 of each of these per gate, and they can-not occupy the same block as anything else ---
    #    [RD] = Redstone activation block. A redstone charge next to this block will activate the gate.
    #           This block requires a :D block for targetting. This block should be on top of a [S] block.
    #    [RS] = Redstone sign dialer cycle block. A redstone charge next to this block will cycle sign targets.
    #           This block requires a :D block for targetting. This block should be on top of a [S] block.
    #    [RA] = Redstone gate Activated block. This block will provide redstone charge when the gate is activated.
    #           This block should be on top of a [S] block.
    
    GateShape=
    
    Layer#1=
    [S][S][S][S][S][S][S][S][S][S][S][S][S]
    [I][S][S][S][S][S:L#5][S:L#5][S:L#5][S][S][S][S][I]
    [I][I][S][S][P][P][P][P][P][S][S][I][I]
    [I][I][S:L#4][S:L#4][P][P][P][P][P][S:L#4][S:L#4][I][I]
    [I][I][S][S][P][P][P][P][P][S][S][I][I]
    [I][I][S:L#3][S:L#3][P][P][P][P][P][S:L#3][S:L#3][I][I]
    [I][I][S][S:N][P][P][P][P][P][S][S][I][I]
    [I][I][S:L#2][S:L#2][P][P][P][P][P][S:L#2][S:L#2][I][I]
    [I][I][S][S][P][P][P][P][P][S][S][I][I]
    [I][I][S:L#1][S:L#1][P][P][P][P][P][S:L#1][S:L#1][I][I]
    [I][I][S][S][S][S][S:EP][S][S][S][S][I][I]
    
    Layer#2=
    [I][I][I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I:W#1][I:W#1][I:W#1][I][I][I][I][I]
    [I][I][I][I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I][I][I][I]
    [I][I][I][I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I][I][I][I]
    [I][I][I][I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I][I][I][I]
    [I][I][I][I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I][I][I][I]
    [I][I][I][I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I][I][I][I]
    [I][I][I][I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I][I][I][I]
    [I][I][I][I][I][I:W#1][I:W#1][I:W#1][I][I][I][I][I]
    
    Layer#3=
    [I][I][I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I][I]
    [I][I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I][I]
    [I][I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I][I]
    [I][I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I][I]
    [I][I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I][I]
    [I][I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I][I][I]
    
    Layer#4=
    [I][I][I][I][I][I][I][I][I][I][I][I][I]
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    [I][I][I][I][I][I][I:W#3][I][I][I][I][I][I]
    [I][I][I][I][I][I][I:W#3][I][I][I][I][I][I]
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    [I][I][I][I][I][I][S:IA][I][I][I][I][I][I]
     
    # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
    WOOSH_TICKS = 3;
    # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
    LIGHT_TICKS = 2;
    
    # None of the follow materials are required, they will default if not set.
    # Portal material the material the [P] blocks will be when gate is active.
    # Suggested values are as follows: STATIONARY_WATER, STATIONARY_LAVA, PORTAL, and AIR
    PORTAL_MATERIAL=STATIONARY_WATER
    
    # Iris material is the material the [P] block become when iris is active
    # Suggested values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    IRIS_MATERIAL=STONE
    
    # Stargate material is the material the [O] blocks are made of
    # Reasonable values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    STARGATE_MATERIAL=OBSIDIAN
    
    # Active material is the material that :L blocks become when gate is active
    # Suggested Values are as follows: GLOWSTONE and GLOWING_REDSTONE_ORE
    ACTIVE_MATERIAL=GLOWSTONE
    
    # Redstone activated is the parameter to allow redstone to/from redstone locations.
    REDSTONE_ACTIVATED=FALSE
     
  25. Offline

    ~TraydenT~

    Ok, got my server back by hacking and going back to old packages naming. Can publish the plugin if someone wants to. Dunno if I should report the bug on the MinecartMania plugin :/
     
  26. Offline

    voidptr

    It would sure be great if there was some way to migrate the old data from the WormholeXtremeDB.script file into the new database. Lots of our gates are otherwise inaccessible, and this is a serious breaking change.
     
  27. Offline

    lycano

    @~TraydenT~ well renaming the namespace was necessary cause of refactoring and later usage. Thus i would have then better control over incorrect class usage of external plugins. Shure this would break any current external usage of this plugin but there are a way too much static public classes that are not for external use so i have to use my own to play save.

    Relating to your issue with Minecart Mania. Wxt doesnt have an API but due to refactoring it will have later so that other plugins can directly hook into commands usage not "internal lazy coding" stuff.

    Furthermore desist from posting any custom builds of Wxt in this thread!

    I dont support external hooking currently (shure its possible cause of statics but they are not there for external just only cause there is no real class structure--) and if another plugin wants to do so otherwise while its not officially implemented they have to update their code not the other way around cause they use hacky stuff ....

    Thanks for reporting this ill investigate this issue with minecart mania plugin and let you know on updates.

    And for anyone who may write stuff about "can publish another version bla" desist on doing so. I dont like to see that here thus i may decide to delete certain posts cause in most cases its just because of not knowing alternatives. There is no need for custom builds as you can easily post your problems here and discuss what can be done.

    Last but not least im open to suggestions! By saying "i have done it myself ask for a pakage ..." you simply say "f*** you" to hours of work refactoring and fixing stuff :/

    Regards, Lycano
     
  28. Offline

    Nymphalis

    Let me begin with thanking you for providing further updates to my favourite plugin.

    I have two questions/suggestions for this plugin:
    The first is one I already made a while ago and which was accepted, but delayed until everything is bugfree and shapes work as intended. My suggestion was a flag/option for dial-gates, that makes them "Master-Gates" that ignore networks and can dial into any gate (shouldn't be too hard to implement and doesn't need a new permission-node, since you can controll access via network-permissions for this gate...). Do you plan to add such a feature too?
    My second one is rather a question: I noticed that the movecraft-plugin added an extension for other plugins to listen to movecraft-events. I might be wrong there, but this means wormholeXtreme could listen to moved stargates, doesn't it? If so, will you implement such a feature? As far as I know this is a function many people are asking for.
     
  29. Offline

    lycano

    @voidptr you can open the database with an h2 database editor and export the data and import it to sqlite. There was no database structure change only switched from h2sql to sqlite.
     
  30. Offline

    Stardoc

    Bukkit 953 /Wormhole Extrem v0.905
    --------

    Get this error message :( Is there a solution?

    Code:
    2011-07-02 23:20:16 [SEVERE] Could not pass event CUSTOM_EVENT to MinecartManiaStation
    java.lang.NoClassDefFoundError: com/wormhole_xtreme/wormhole/event/StargateMinecartTeleportEvent
        at com.afforess.minecartmaniacore.event.MinecartManiaListener.onCustomEvent(MinecartManiaListener.java:206)
        at org.bukkit.plugin.java.JavaPluginLoader$84.execute(JavaPluginLoader.java:834)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:321)
        at com.herocraftonline.dthielke.herochat.channels.Channel.sendMessage(Channel.java:90)
        at com.herocraftonline.dthielke.herochat.channels.Channel.addPlayer(Channel.java:181)
        at com.herocraftonline.dthielke.herochat.util.ConfigManager.loadPlayer(ConfigManager.java:169)
        at com.herocraftonline.dthielke.herochat.HeroChatPlayerListener.onPlayerJoin(HeroChatPlayerListener.java:84)
        at com.herocraftonline.dthielke.herochat.HeroChat.onEnable(HeroChat.java:137)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:126)
        at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:857)
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:264)
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:151)
        at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:136)
        at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:358)
        at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:281)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:129)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:298)
        at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:711)
        at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:676)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:669)
        at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:33)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:84)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:451)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
     
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