[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

    lycano

    Well i would like to hear suggestions to this cause afaik to get a message to the player the player has to trigger an PlayerInteract event. If you do it via redstone there is no interact event with the object itself.

    Current implementation is "lever controlled" this is the main function of it :/ I would have to track each redstone wire in a certain range and follow the path backwards to the originial event. Like if you step on a stone plate there is an event for that. I will write it down to my todo list but i think this is taking a while to complete.
     
  3. Offline

    Reterg

    Hi @lycano
    I have just updated to CB 953 and Wormhole X-Treme 0.907 and am re-creating my gates to update to the new sqlite database.
    I recreated the first two gates and everything seemed fine.
    I did the third a now they don't seem to work.

    On server start, I activate a gate and travel through. It teleports me just fine but the server console has the following error
    Code:
    23:39:22 [SEVERE] Could not pass event PLAYER_MOVE to WormholeXTreme
    java.lang.NullPointerException
        at de.luricos.bukkit.WormholeXTreme.Wormhole.listeners.WormholeXTremePlayerListener.onPlayerMove(WormholeXTremePlayerListener.java:414)
        at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:286)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:321)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:163)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        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)
    
    After that, when I try to activate a gate again, it activates ok, the glowstone lights up, the water portal material appears but I just stand in the water/portal material and don't teleport anywhere. Doesn't work until the server is restarted.


    EDIT: I believe it is something with the TIMEOUT_SHUTDOWN setting in the settings.txt file. I changed it to 0 so that the gate would shut down after I go through. That's pretty much when it started happening. I tested it by changing back to 38 (what it was before) and the issue no longer occurs. Anyway to fix this?


    Thanks
     
  4. Offline

    ryo95

    I FUCKIN LOVE YOU. YOU ARE MY GREATEST HERO!
     
  5. Offline

    Andon

    @lycanothat's a bit harsh. Thought you did it some other way. Perhaps there's a different way to do it? Instead of jus the activating player being able to dial, why not it be anyone close, within say 15 squares of the dhd? So instead of checking the player event, you'd check for a charge at block x, then search for people within 15 squares and let them dial it on a first-come, first-serve basis. This does have some issues with griefers, but if you broadcast to each of those players where it is connected to then they know if it's been ninja'd. It would also be for these redstone ones only - no need to change the existing ones at all
     
  6. Offline

    lycano

    @Andon well thats how it is implemented by the original author but im refactoring the whole program step by step. This requires to go through all static instances and check every single execution ... takes some time =)

    Im currently testing the new dial structure. there was a bug where you can dial two gates but this would overwrite the other gateTarget when you didnt deactivated it first. This is because there is no straigt conzept about handling it.

    I did integrated StargateUsageManager to keep track of sign based stargates but it seems that i have to expand this to keep track of all gates not only sign based.

    Currently i have fixed it that way that you can enable the first gate. Then without dialing through /dial and go to another gate while the old is active it would deactivate the old one instantly and activate the new one for you. It wouldnt dial automatically but it will lighten it up as it would be you activated it the first time.

    In future versions i will refactor all stargate dial procedures so that you can activate all gates and it would then give you additional options to dial each manually. But i dunno if this will be done in this "wip" version. I have planned to add this in the refactored version but maybe ill add this in the wip version when i think its not that hard to do so.

    Summary: manual dialing for one player is limited to one gate currently. If you trigger the lever of gate1 and go to another gate2 and trigger its lever then the old one will be deactivated instantly and gate2 will be activated for you as you maybe cant type that fast to queue up those gates anyway ;)

    Furthermore in the refactored version will be autocompletion and many other improvements. Stay tuned ^^

    @ryo95 thank you ^^

    @Reterg this should be fixed in 0.909
     
  7. Offline

    locutus

    First of all, I'd like to say that I love this plugin. Its what makes my serer what it is!

    Running 9.0.7 on 953 on debian with java 1.6

    Whever someone tries to dial a locked gate, and tries the wrong IDC, theres a chance that the gate will break. Specifically, for successive dials, It will activate and connect as normal, but players just swim around in the event horizon instead of going through. No error messages, in chat or in console, except for the expected errors for not having the idc right, once when the idc is not entered, and once the first time you enter the event horizon. No IDC errors after the first one.
     
  8. Offline

    lycano

    @locutus yeah sry i didnt checked the dial implementation that much. In .907 this is a known bug. You cant dial after the gate after not providing the password. It will just not reset. Furthermore Iris activation is also bugged. It triggers as dial activation an corrupt dial sequence.

    This is fixed in 0.909. Ill release tomorrow as its almost noon and i want to test it again before putting it to public.
     
  9. Offline

    waflija

    Is this bug known? Using the newest version of WX and MinecartMania
    Code:
    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.minecart.MinecartManiaStorageCart.<init>(MinecartManiaStorageCart.java:29)
            at com.afforess.minecartmaniacore.world.MinecartManiaWorld.getMinecartManiaMinecart(MinecartManiaWorld.java:82)
            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)
    
     
  10. Offline

    Takel

    Yeah, that's known. It's due to WX renaming the packages. There is an update to the MM source base that fixes that problem if you're willing to compile it before an official release is made.
     
  11. Offline

    waflija

    ok. For all those (like me) who don't want to wait here is a fixed build of MMCore. <Edit by Moderator: Redacted mediafire url>
     
    Last edited by a moderator: Nov 27, 2016
  12. Offline

    killraven

    All I can say is "WOW." This is a ton of work in a very short time. Thanks for resurrecting a plugin my players love and I thought I was going to have to drop.
     
  13. Offline

    Takel

     
    Last edited by a moderator: Nov 27, 2016
  14. Offline

    Anthoyn Shaw

    I have to say, Thank you for taking time to work on this plugin. Although I require people to build mono rails to their bases from my spawn terminal for when updates kill plugins ect, WX is a major factor in how my server expands and it is nice to know its alive.
     
  15. Offline

    ~TraydenT~

    Are there pepole using MinimalSignDialRedstone gates with MinecartMania ? Because it's impossible to use minecarts with them : the obsidian stops the minecart. Maybe changing the MinimalSignDialRedstone design might help ?
    Did someone test this ?
     
  16. Offline

    demon012

    Hey guys,

    I am trying to make a custom stargate however no matter how hard I try I cannot get the stargate to be registered by WormholeXtreme. I have tried editing the shape files created by wormholextreme and also trying to create my own .shape files neither seem to be taking my changes into account (/wxbuild Horizontal does not even seem to work though).

    I am currently trying to modify the Horizontal shape and here is what I have. (trying to add the activation switch a few blocks down from where it normally is so that I can wire it up to Redstone hiding the mechanism.

    However I cannot get this to register in the game and even though I have replaced the original Horizontal shape it allows me to build the original shape but not the new customised version. Is there something special you need to do to make WormholeXtreme reload the shapes or something?

    Thanks,

    demon012

    Code:
    # The name for this shape
    Name=Horizontal
    # 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=
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][S][S:L#7][S][I][I]
    [I][I][I][I][I][I][I]
    
    Layer#2=
    [I][I][I][I][I][I][I]
    [I][I][I][I:W#2][I][I][I]
    [I][I][I:W#1][I:W#1][I:W#1][I][I]
    [I][S:L#5][P][P][P][S:L#2][I]
    [I][I][I][I][I][I][I]
    
    Layer#3=
    [I][I][I][I:W#3][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I][I]
    [I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I]
    [S][P][P][P][P][P][S]
    [I][I][I][I][I][I][I]
    
    Layer#4=
    [I][I][I][I:W#3][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I][I]
    [I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I]
    [S:L#4][P][P][P:EP][P][P][S:L#6]
    [I][I][I][I][I][I][I]
    
    Layer#5=
    [I][I][I][I:W#3][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I][I]
    [I][I:W#1][I:W#1][I:W#1][I:W#1][I:W#1][I]
    [S][P][P][P][P][P][S]
    [I][I][I][I][I][I][I]
    
    Layer#6=
    [I][I][I][I][I][I][I]
    [I][I][I][I:W#2][I][I][I]
    [I][I][I:W#1][I:W#1][I:W#1][I][I]
    [I][S:L#3][P][P][P][S:L#1][I]
    [I][I][I][I][I][I][I]
    
    Layer#7=
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][S][S:N:L#8][S][I][I]
    [I][I][I][I][I][I][I]
    [I][I][S:A][I][S:IA][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 = 3;
    
    # 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=GLASS
    
    # 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 the DHD lever to activate the gate.
    REDSTONE_ACTIVATED=TRUE
    
     
  17. Offline

    lycano

    @demon012 you have to set at least a new name that is not used by another gate. The shape would be available after a restart under the given name inside the shape file not the shape filename iteself.

    I dont know if this is already implemented in 907 but there is a debug command in 909. You can then set it to FINE to get those layout parsing during server load. This log is done in Level.CONFIG. That means you have to reload the server each time you modify the shapefile. The output will only be visible in server.log file not in console output as the console filters out any other level than INFO, WARNING, SEVERE.

    try /wormhole debug FINE and set it back to INFO after finishing debug

    Edit: in 909 you can reload this via /wxreload now.

    Announcement

    As there are numerous bugs i encounter during fighting the double dial bug with dial gates i will delay 0.909 as it will not fix the problem with multiple gates dialing nor a stable release.

    Current known bugs:
    • activating a dial gate then go to antother dial gate will overwrite the old one resulting in not beeing able to activate this gate till server restart
    • there is no difference between dial and sign gates. If you activate a dial gate and then a sign powered gate the plugin will cease to function properly. -> server restart
    • Scope is Stargate contains Player. Problem: Stargates cant move Player can so there is no check against any double or multiple dials. Each new attempt will overwrite the old one.
      The design should be Player can activate Stargates not other way around.
    • You can not monitor any stargates. I plan to implement this so you can see who has activated the gate and so on. Not doable with current implementation.
    • Redstone Stargates bugs.
    Roadmap:
    • Refactor design. Target => Player can activate Stargate and can activate multiple gates without a problem
    A small list? well trust me its not that easy. Anyways next version will be a major release. You dont have to change your config or recreate anything just update and youll be fine.

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

    ~TraydenT~

    I'm currently experiencing some weird teleports :s
    I want my minecarts to be teleported throught stargates (MinimalSignDialRedstone model), but the carts going throu are lost. When I go in one minecart, and go throu the stargate, I'm teleported at 200 altitude over the «out» gate, or at level ~0 under …
     
  19. Offline

    Andon

    @lycano take your time. It's better to do some more initial work to save you a bunch in the long run
     
  20. Offline

    lycano

    @~TraydenT~ use /wormhole toggle_transport to toggle to TELEPORT method could be that it doesnt work well with minecarts in your case. did worked in both ways on my dev so i have this left configureable.
     
  21. Offline

    ~TraydenT~

    Did not solve the problem :/

    The outdoor gates (the one without any block over) work well. But when i want to go to an «underground» gate, it does not work :/
    More subtle, some outdoor gates does not work :/ Stuck in the middle of blocks :/
     
  22. Offline

    Andon

    @~TraydenT~ Define "Underground" - I've had success with minecarts going to the nether with no problems. Screenshots would be nice.
     
  23. Offline

    ~TraydenT~

    @Andon : Here are the screenshots. These are test gates on the ground.
    [​IMG]
    [​IMG]
    [​IMG]
    And this is where the cart appears when it goes throu the "Test 2" gate. NB: The «real» target is at -39/64/-21, and i pop at 180, going up to 181, and then falling.
    [​IMG]
     
  24. Offline

    TheTallest

    I am not sure if I am the only one running into this I have added wormhole.build to my perms list for my default user group but no one can build using /wxbuild <a gateshape> but when I put wormhole.* they can am I missing something

    CB 953
    General 3.4.5
    Permissions 3.1.6
     
  25. Offline

    Andon

    Ok, so a thought for a suggestion: remote dhds could be done using an identifier - such as you build a dhd, hit the button, and if it's not part of a stargate you'd get a "valid dhd" thing and could use, say, /wxdhd name to make a dhd linked to stargete name. Obviously this is a decent amount of work so I don't expect immediate implementation, but I do like the idea
     
  26. Offline

    angryoptimist

    Glad to see this isn't dead; thanks for picking it up, Lycano.

    I wrote a little configuration utility in Python that turns shape files into PNGs and back, and now that I'm ready to throw it out there, it'd be a little annoying for there to not really be a Wormhole X-Treme anymore. Basically, you draw the gates in an image editor to a certain palette and it translates that into a shape. If you convert a shape file into a PNG with this it'll even store the other shape values in the PNG's metadata (which the utility can then read).

    Usually when I write little tools like this I don't release them, but a bug got into me to do so with this one. I'll probably work on it some more, yet. I'm looking into packaging solutions. And there are probably still bugs that I haven't caught. Anyway, I hope someone gets some use out of it, but I'm happy enough that there's still a Wormhole X-Treme to use it with.

    I attached a screenshot of it and its gui, an example image and shape, along with the zip containing the utility, to demonstrate what I'm talking about.

    Screenshot of gateshaper2.py with GateshaperGui.py:
    screenshot.png

    Metalgate.png:
    Metalgate.png
     

    Attached Files:

  27. Offline

    lycano

    @TheTallest are you shure that SIMPLE_PERMISSIONS in Settings.txt is set to false? otherwise its not wormhole.build its wormhole.simple.build

    Well nice idea but this would lead into the same problem i had with the wxbuild message shown on every button hit.

    There is no check against valid DHD builds cause this your choice you have made with wxbuild OR via manual build. There is a check against "is there a valid stargate" but if this is false every button hit would send you a message "No valid stargate found".

    To make this or my idea possible i would have to add a trigger command like "wxlisten toggle". Then it would be defined by the user when to listen on button hit and when not. Only if activated you can do wxbuild. After /wxcomplete this would then toggle back to "not listen on buttons". Second problem validation of already existing stargates. There is an autocompletor inside that checks each Lever hit on a valid stargate for a completed stargate. I.e. if it is damaged it would be recreated. This has to be redone too.

    Ill see what i can do. Thanks for you idea!

    @angryoptimist thanks for this tool! Sadly i cant get a png :/ i did used the standard.shape shipped with wormholeXTreme it tells me "converted image" but the output is only a 1 KB image file with only meta data in it. I did followed the README instructions to the letter (running windows 7 x64, Python2.7 x32)
     
  28. Offline

    TheTallest

    Here is my exact Setting file from my server nothing has been changed

    Code:
    WormholeXTreme 0.907
    WormholeXTreme Config Settings
    -------------------------------
    
    ---------------
    Setting: BUILT_IN_PERMISSIONS_ENABLED
    Value: false
    Description: This should be set to true if you want the built in permissions enabled. This
                 setting does nothing if you have Permissions plugin installed.
    ---------------
    Setting: BUILT_IN_DEFAULT_PERMISSION_LEVEL
    Value: WORMHOLE_USE_PERMISSION
    Description: If built in permissions are being used, this is the default level of control
                 users (non-ops) have.
    ---------------
    Setting: PERMISSIONS_SUPPORT_DISABLE
    Value: false
    Description: If set to true, Permissions plugin will not be attached to evem if available.
    ---------------
    Setting: SIMPLE_PERMISSIONS
    Value: false
    Description: If using Permissions plugin based permissions, setting this to true switches
                 WormholeXTreme to use an extremely simplified permissions set
                 ('wormhole.simple.use', 'wormhole.simple.build',
                 'wormhole.simple.config', and 'wormhole.simple.remove').
    ---------------
    Setting: WORMHOLE_USE_IS_TELEPORT
    Value: false
    Description: The wormhole.use (or wormhole.simple.use) permission means that a user can
                 teleport through gate. When false a user will be able to teleport
                 but not activate a gate. When true only users with wormhole.use (or
                 wormhole.simple.use) can even teleport.
    ---------------
    Setting: TIMEOUT_ACTIVATE
    Value: 30
    Description: Number of seconds after a gate is activated, but before dialing before timing
                 out.
    ---------------
    Setting: TIMEOUT_SHUTDOWN
    Value: 38
    Description: Number of seconds after a gate is dialed before automatically shutdown. With 0
                 timeout a gate won't shutdown until something goes through the
                 gate.
    ---------------
    Setting: BUILD_RESTRICTION_ENABLED
    Value: false
    Description: Enable build count restrictions. Reuires complex permissions.
    ---------------
    Setting: BUILD_RESTRICTION_GROUP_ONE
    Value: 1
    Description: Total number of stargates a member of build restriction group one can build.
    ---------------
    Setting: BUILD_RESTRICTION_GROUP_TWO
    Value: 2
    Description: Total number of stargates a member of build restriction group two can build.
    ---------------
    Setting: BUILD_RESTRICTION_GROUP_THREE
    Value: 3
    Description: Total number of stargates a member of build restriction group three can build.
    ---------------
    Setting: USE_COOLDOWN_ENABLED
    Value: false
    Description: Enable Cooldown timers on stargate usage. Timer only activates on passage
                 through wormholes. Requires complex permissions enabled.
    ---------------
    Setting: USE_COOLDOWN_GROUP_ONE
    Value: 120
    Description: Cooldown time in seconds between stargate use for members of use cooldown group
                 one.
    ---------------
    Setting: USE_COOLDOWN_GROUP_TWO
    Value: 60
    Description: Cooldown time in seconds between stargate use for members of use cooldown group
                 two.
    ---------------
    Setting: USE_COOLDOWN_GROUP_THREE
    Value: 30
    Description: Cooldown time in seconds between stargate use for members of use cooldown group
                 three.
    ---------------
    Setting: HELP_SUPPORT_DISABLE
    Value: false
    Description: If set to true, Help plugin will not be attached to even if available.
    ---------------
    Setting: WORLDS_SUPPORT_ENABLED
    Value: false
    Description: If set to true, the Wormhole X-Treme will offload all of its Chunk and World
                 loading functionality to Wormhole Extreme Worlds.
    ---------------
    Setting: LOG_LEVEL
    Value: INFO
    Description: Log level to use for minecraft logging purposes. Values are SEVERE, WARNING,
                 INFO, CONFIG, FINE, FINER, and FINEST. In order of least to most
                 logging output.
    ---------------
    Setting: SHOW_GATE_WELCOME_MESSAGE
    Value: true
    Description: If set to true, the player will receive a welcome message after arrival
    ---------------
    Setting: USE_EVENT_OR_TP_TRANSPORT
    Value: true
    Description: If set to true, the player will be transported via event handling. If you use
                 plugins that can overwrite onPlayerMove() then you may want to
                 change this to false
     
  29. Offline

    angryoptimist

    Huh, that's odd. I just tried it and it's working for me, gui and gateshaper2.py both. Could you PM me some details (such as: any set options, the broken image it produced, exact steps to reproduce, any more information than that, etc.)? It's sounds like a weird bug and I'd like to fix it. I haven't got a Win 7 copy on hand--I'm a full-time Debian user and it was really only luck that I still had a copy of Win XP around to briefly test this on, so any more information would be super appreciated.

    Attached is what 3d/Standard.shape should produce in GateshaperGui with all options at their defaults.
    Standard.png
     
  30. Offline

    ddubois89

    my gate is only working one way. one time use until a server restart. here is the error.


    Code:
    21:01:55 [SEVERE] Could not pass event PLAYER_MOVE to WormholeXTreme
    java.lang.NullPointerException
            at de.luricos.bukkit.WormholeXTreme.Wormhole.listeners.WormholeXTremePla
    yerListener.onPlayerMove(WormholeXTremePlayerListener.java:414)
            at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.ja
    va:286)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:321)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:163)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            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)
    >
     
  31. Offline

    ArtBot

    You should make a random chance for the gate to malfunction, maybe configurable 1%. When this error occurs instead of teleporting to the dialed gate you are sent to a random gate already built, or a generated gate somewhere on a world. I guess it would add some more RP possibilities...
     
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