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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

    tension69

    When visiting the Nether the sky remains blue in the distance. This didn't occur last time WXT was working (build453 I think).
    Is this a prob due to WXT or to do with the new bukkit builds (484 for me atm)?

    Is there some setting for multiverses I've overlooked????
     
  3. Offline

    LucidLethargy

    My members in the default group cannot use the stargates for some reason... I am on Permissions 1.3, and CB: 140

    Scratch that... they don't work for me either all the sudden :X
    I'm using the same gates I used a month ago, is the problem that the default gate design changed perhaps?

    Error:

     
  4. Offline

    Vilicus

    I would like to add that you should tell the creepers about "Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate."

    A creeper had destroyed both the button and the sign on my gate just after I had completed the gate. I'm wondering if either of these are a reason Im having my above issue.... I replaced the button back on the DHD and it seems to work normally. However doing the same with the sign did not fix it.
     
  5. Offline

    alron

    Are these old gates? If so, you may wish to try using /wormhole remove on them and re-complete them via the standard button press or sign dial config.
    --- merged: Mar 2, 2011 1:06 AM ---
    Bukkit. Unless there is a setting I don't know about either.
    --- merged: Mar 2, 2011 1:08 AM ---
    Did you say CB 140? We have only tested CB 478 and above with v0.752 of WXT.
    --- merged: Mar 2, 2011 1:10 AM ---
    Ahhhrrrrrrgggggg, another thing I need to protect from. x_x
    Easiest fix is to /wormhole remove, replace the sign, then press button again. Sorry :(
    I'm considering making a command to regenerate the dial sign for wormhole owners.
     
  6. Offline

    LucidLethargy

    Edit:Woops, I meant 440 X)

    Bah unfortunately as you are operating above the recommended specifications bukkit has set down for us, like many others I won't be able to use your plugin : /

    In the future, if possible, please release builds for the recommended plugin. I simply don't want to have chunk errors like I did the last time I updated to the bleeding edge, in which i had to restore major parts of cities. Most admins were quite irked by that, which is why they set up the "recomended" system to start with.

    That being said, can anyone vogue for the latest build, and does anyone know if there are a ton of problems with popular plugins? I would love to make wormhole work... but not if it's going to undo all the progress I've made in the last week to finding stability on my server.
     
  7. Offline

    tension69

    I run WG, WE, Myhome, Permissions, Unofficial General, iChat and WXT all at latest release/build #'s.
    I have no problems with chunk errors/server stability etc. Wish I could say the same for the client..Notch:mad:
    Make a backup first b4 trying new plugins. Don't quote/moan at me if it all goes to s*1t;)
     
  8. Offline

    alron

    Show Spoiler

    17:34:10 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-487-g108eceb-b484jnks (MC: 1.3)
    17:34:10 [INFO] This server is also sporting some funky dev build of Bukkit!
    >plugins
    17:34:14 [INFO] Plugins: Persistence, Pumpkin Diver, dynmap, iConomy, WorldGuard, CrowdControl, WormholeXTreme, Minecart Mania Automations, mcMMO, EssentialsSpawn, Permissions, Minecart Mania Sign Commands, EssentialsHome, EssentialsTele, Wand, Minecart Mania Autocart, EssentialsChat, Minecart Mania Chest Control, EssentialsBan, Minecart Mania Admin Controls, Minecart Mania Core, EssentialsHelp, Minecart Mania Station, Essentials, NetherGate, WorldEdit, Spells


    Here is my bukkit version, here is my plugin list as it stands right now. Everything is at the latest version possible as of an hour ago. No problems. I have 3 worlds. I even did dynmap fullrenders for all 3 without seeing a single error (or restarting my bukkit for that matter; thank you garbage collection). The only errors I've seen have been from NetherGate, and they were my fault.

    I can't say that everything works 100%, as I'm sure there are small breaks... All I can say is works for me.
     
  9. Offline

    Iterator

    Running server on dedicated Xp box. I have played with symlinks before and have a program for it think called DirectLink. Will do that in future if I have a population increase as of now handful of people get gate access as I am hosting almost a entire server of WoW people that we all use to role with before our server imploded. Also I don't know how much use I would be but do have a CS degree and was mostly in java but has been years since coding but willing to help if needed I feel I owe you guys. Does the coffee fund go to all?
     
  10. Offline

    Falvern

    I apologize if this has been answered in here somewhere. I browsed a little bit but I'm having a problem with the plugin. A friend and I just created two gates, one near our town, and one near the spawn. If you start at the gate at spawn, it will take you to town. However, if you go to the one in town, and try to go back to spawn. The gates connect, it does the water effect, but when you walk through. Nothing happens.
     
  11. Offline

    Vilicus

    For both my issues with the sign and the gate not returning back to my first gate (fresh install btw). They were fixed by removing and re-completing the gates. I've noticed 2 things though. A lot of people like to setup their gates so that theres a path even with the bottom layer of obsidian so you dont have to jump up just to get into the gate. I did this samething. Problem being now is that when I have a block centered in the front of the gate, and then teleport to that gate. I get stuck in that block, suffocate and drown. I'd suggest maybe making it so that when you teleport, the player teleports a block or 2 higher from the base of the gate. Enough to not cause damage on entry but enough so that a player does not get stuck.

    Current build:
    __###__
    _#___#_
    #_____#
    #_____#
    #_____#
    _#___#_
    __#:mad:#__

    Suggested below:
    __###__
    _#___#_
    #_____#
    #_____#
    #__:D__#
    _#___#_
    __###__

    And another problem.. the placement of those signs, the water knocks them off the gate when you activate it. Maybe move the signs to around the side of the gate? or what I did, I replaced mine to underneath the button on the dhd.
    --- merged: Mar 2, 2011 2:31 AM ---
    Detach the button of the first gate, remove the gate from the list, then reattach the button and re-complete it. That will fix it. I had the same problem, a few posts before yours. Page 36 I think it is.
     
  12. Offline

    Falvern

    Just tried that, didn't solve the problem. We're going to try reconstructing the whole gate now. Hopefully fixes it.

    EDIT: Nvm, just tried that witht he other gate (thought it was the functioning one) and it worked. Thanks.
     
  13. Offline

    tension69

    Most of my gates are buried (ie level with the grouund so no jump up) , or have cobble steps up to them and work fine. One tip I can pass your way to prevent drowning seems to be making sure there is a lot or room above the gate (15 or so blocks). Don't know why, but it does work for me.
     
  14. Offline

    alron

    I just build ramps... kinda like how all the Stargates are... in the show.
     
  15. Offline

    eorl

    Code:
    2011-03-02 13:24:14 [INFO] Starting minecraft server version Beta 1.3
    2011-03-02 13:24:14 [INFO] Loading properties
    2011-03-02 13:24:14 [INFO] Starting Minecraft server on *:25565
    2011-03-02 13:24:14 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-487-g108eceb-b484jnks (MC: 1.3)
    2011-03-02 13:24:14 [INFO] Preparing level "world"
    2011-03-02 13:24:14 [INFO] Preparing start region
    2011-03-02 13:24:15 [INFO] [AutoSave] Version 1.0.2 is enabled!
    2011-03-02 13:24:15 [INFO] [AutoSave] Loading config file
    2011-03-02 13:24:16 [INFO] [AutoSave] AutoSaveThread Started: Interval is 1200 seconds
    2011-03-02 13:24:16 [INFO] Elevators version 1.3.1 is enabled!
    2011-03-02 13:24:16 [INFO] §eLoaded Essentials build 243 maintained by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:16 [INFO] Loaded EssentialsBan build 243 by Zenexer, ementalo, Eris, and EggRoll
    2011-03-02 13:24:16 [INFO] Loaded EssentialsChat build 243 by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:16 [INFO] Loaded EssentialsEco build 243 by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:16 [INFO] Loaded EssentialsGod build 243 by Zenexer, ementalo, Eris, and EggRoll
    2011-03-02 13:24:16 [INFO] Loaded EssentialsHelp build 243 by Zenexer, ementalo, Eris, and EggRoll
    2011-03-02 13:24:16 [INFO] Loaded EssentialsHome build 243 by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:16 [INFO] Loaded EssentialsProtect build 243 maintained by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:17 [INFO] EssentialsServerlist version 243 by Vimae Development enabled.
    2011-03-02 13:24:17 [INFO] Loaded EssentialsSpawn build 243 maintained by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:17 [INFO] Loaded EssentialsTele build 243 by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:17 [INFO] Loaded EssentialsWarp build 243 by Zenexer, ementalo, Aelux, and Brettflan
    2011-03-02 13:24:17 [INFO] GroupManager - Scheduled Data Saving is set for every 10 minutes!
    2011-03-02 13:24:17 [INFO] GroupManager version 0.99d is enabled!
    2011-03-02 13:24:17 [INFO] Fake Permissions version 2.0 is enabled!
    2011-03-02 13:24:17 [SEVERE] PLAYER_COMMAND loading GuestPrev v1.3 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_COMMAND
        at com.bukkit.sunshe.GuestPrev.GuestPrev.onEnable(GuestPrev.java:141)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
        at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:414)
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:187)
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:83)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:61)
        at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:204)
        at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:191)
        at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:131)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:246)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    2011-03-02 13:24:18 [INFO] NetherGate version 0.46 is enabled
    2011-03-02 13:24:18 [INFO] Persistence version 0.52 is enabled
    2011-03-02 13:24:18 [INFO] [WormholeXTreme][v0.736]Load Beginning.
    2011-03-02 13:24:18 [SEVERE] PLAYER_COMMAND loading WormholeXTreme v0.736 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_COMMAND
        at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.registerEvents(WormholeXTreme.java:109)
        at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onEnable(WormholeXTreme.java:62)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
        at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:414)
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:187)
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:83)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:61)
        at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:204)
        at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:191)
        at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:131)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:246)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    2011-03-02 13:24:18 [INFO] Done (0.361s)! For help, type "help" or "?"
    
    I'm still getting severe errors when trying to run my server, either 478 or 484. Build 450 seemed to work, but I'm not really wanting to go that far back. The GuestPrev error is irrelevant.
     
  16. Offline

    alron

    Tried using the version linked in the OP? v0.752. You're clearly using v0.736, which is old, and doesn't work right.
     
  17. Offline

    LucidLethargy

    To strengthen my previous point, Craftbukkit 450 apparently breaks quite a few plugins... here is my source for this information: http://forums.bukkit.org/threads/all-plugins-work-until-449.5998/
    By releasing a version past 450 you leave most servers in a position where they do not want to upgrade as gaining this plugin (and the new bukkit) would force many others into breaking.

    Anyway I don't want to seem ungrateful, you guys are doing amazing work and this plugin is hands down one of the most advanced plugins i've seen. I really cannot ask for any more features... you guys have already gone ahead of what I might have suggested XP

    Additional question: On 440, are there any options? Last I checked it worked PERFECTLY until I upgraded to iConomy 4.0... then it started killing plugins : / I wasn't even using iConomy for gates at that time, though. (I am now on 4.1, which is the first version i've been able to run an economy on since 2.0)
     
  18. Offline

    alron

    Not to be rude... ok, well... to be a little rude. While I am glad you like this plugin, I REALLY don't care about 440. I don't care about anything below the version listed in the OP.

    If you want to wait to use the plugin until other authors finally update their plugins to the new methods, feel free. If you want to bitch at the other authors to update their plugins to support the new methods, more power to you.
    Just stop complaining about the plugin not supporting 440 in this thread (or anything less than 478, though anything 450+ "should" work). If you want to use the old versions of the plugin. Feel free. I haven't deleted any of the old builds I made.

    We converted to use the new methods, as well... they are new. We stopped using the deprecated methods. They are deprecated. That means they are going away (if they haven't already in the latest CB builds).
     
  19. Offline

    eorl

    DOH!
     
  20. Offline

    alron

    :)
     
  21. Offline

    Vilicus

    http://www.facebook.com/album.php?aid=108695&id=1324132018&l=ce3f5fdf84

    If you look at the last couple screenshots this is how I built my first gate, in a room that looks similar to the command room in the sgc, similar style ramp. This is before I noticed it would port me to my death. I've since removed the block in the ramp, directly in front of the gate in the center next to the obsidian. The only way it seems to keep me from being stuck in a block. I haven't tried to remove 15 blocks above me as suggested, maybe this is my issue. My 2nd gate is outside and it has the same problem.
     
  22. Offline

    alron

  23. Offline

    Bringer23

    I have been trying to make a new shape for the gate but I am not exactly sure how to do it. Do I need to make a new file and call it for example "Exit.shape". I tried do that while having the "Standard.shape" unchanged from the original. The gate in "Exit.shape" looks like:

    [O:E]
     
  24. Offline

    Onza40

    I use 478 because of the improved teleporting, it was horrible in 440.
    And I did manage to fix it by your suggestion Blake, and it now works fine, thanks.
     
  25. Offline

    alron

    @Bringer23
    Hrm, there is a copy inside the jar (but we didn't mention that), but here is an easier location for a good minimal gate shape. More or less the smallest possible gate. Is cute, if you want gatesign (which is borked at the moment) it'll do it also. Current setup is good buried in the ground. Woosh is disabled so it doesn't damage anything near it ;)

    Edit:
    GateShape=
    [P]
    [P]
    [O:E:L]

    This makes 2 [P]ortal blocks and 1 [O]bsidian block that is the [E]xit block and [L]ights up.
    If you use portal material as your gate material, it looks kinda neat.
     
  26. Offline

    ssechaud

    Testing CB build 490 with v0.752 won't let me teleport and gives this error:

    17:13:17 [SEVERE] Could not pass event PLAYER_MOVE to WormholeXTreme
    java.lang.ClassCastException: java.lang.Integer cannot be cast to java.lang.Doub
    le
    at com.wormhole_xtreme.config.Setting.getDoubleValue(Setting.java:60)
    at com.wormhole_xtreme.config.ConfigManager.getIconomyWormholeUseCost(Co
    nfigManager.java:230)
    at com.wormhole_xtreme.WormholeXTremePlayerListener.onPlayerMove(Wormhol
    eXTremePlayerListener.java:71)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.ja
    va:155)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:225)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:123)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(SourceFile:230)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:357)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
     
  27. Offline

    Lologarithm

    1. No need to symlink - the newest permissions has a copy field at the top that lets you specify which other worlds should use the same permissions file.
    2. If you want to help out with coding its easy - everything we are doing is open source so feel free to just step in and help out. Just fork our code on github and issue push requests for any changes you make.
    3. From here on out all coffee funds are going to first pay for hosting our new wormhole-xtreme.com website and then split between us.
    Try changing your config file iConomy values to doubles by adding a .0 at the end (like 0.0 or 10.0).
    With a gate like that there is no portal material and therefore you can't dial out with that gate. You need at least 2 portal material on top of each other in order to dial out. (So someone can walk into it)
     
    ssechaud likes this.
  28. Offline

    philaiasi

    Hi!
    Great Plugin. Best Stargate/Wormhole Plugin i found so far.
    But here a small question about the material PORTAL.
    Is it possible for you to fix the PORTAL direction of the woosh while activating the gate?
    It looks really strange and only happens in one direction of compass.
    But anyway... Good job!
    EDIT:
    Here is a screen of the issue/bug:
    [​IMG]
     
  29. Offline

    alron

    This is an upgrade, no? Did you change all your iConomy cost values in plugins/wormholextreme/settings.txt from 0 to 0.0? (I.E. from int to double).
     
  30. Offline

    ssechaud

    I've removed iConomy, not using at all just now. Will go update the setting just in case.
     
  31. Offline

    alron

    Thanks! Glad you like it.

    As for the portal material, yes we know about this. To fix it we'd have to do some conditional arguments when dealing with materials. Not horribly difficult, code wise, just not something we have in place at the moment. I'll totally add it to my big list of cosmetic bugs to fix.
     

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