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

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

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    This is now inactive - 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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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; '', '', and ''. If you have an '*' on any user/group, remember to '' 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.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
    • 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)

    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.

    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'.

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

    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.

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

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

    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.

    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

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

    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.

    A real example of a constructed gate:

    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)

    • 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)

    • 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)
    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 - 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 - Able to use wormholes on NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command. - Part of build restriction group one. - Part of build restriction group two. - 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 Mode:
    wormhole.simple.use - Lets a user use wormholes. - 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)

    • 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:

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    I'm afraid I don't understand this bit about converting the worlds. How do you do that?
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    jwideman, you just have to start up a vanilla server with the worlds you use set in the properties file. It should convert automatically.

    I have another question, would it be possible to have the gate not made out of obsidian? I would prefer Lapis or Plain rock..
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    Please help, I got everything working fine with the standard gate but I wanted a custom gate I created a new gate with the regular MC style,


    Where do I put the DHD?
    Never mind had to put the DHD like so

    [D] =DHD and there is 2 empty blocks in between
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    I've been trying to use this, but when I press the button on the first sign gate I built, it says "you do not have permission to do this." The sign on the DHD says "(line 1) Spawn (line3) No other gates" though the plugin says "0 wormholes loaded from WormholeDB."
    When I push the button on the second sign gate, nothing happens at all. I don't get any errors in the console (Though most of them seem to have mysteriously disappeared after I updated to 1.3 and stopped using simpleserver).

    I'm pretty sure I've built both correctly. I have all permissions in the Permissions plugin, as well.
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    Is it, or would it be possible in a future update, to have horizontal gates?
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    2011-02-23 22:50:17 [SEVERE] [WormholeXTreme]Unable to parse custom gate due to
    incorrect height or width: "Phil"


    # The name for this shape

    # Acceptable blocks are:
    # GateShape= needs a newline after it before starting the shape
    # [A] = Air
    # [O] = Obsidian
    # [P] = Air blocks that will turn into the portal material when activated.
    # Extra parameters:
    # [L] = Block that will light when gate is activated
    # = Block where the name sign will be created. This is optional.
    # [E] = Block from where the the teleport-in location starts from.
    # The program goes one block in the direction the gate faces and then up until it hits air.
    # This means your exit will be 1 block forward from where it is on the diagram. (and up until it hits air).
    # The bare minimum for a gate that goes in and out would probably be something like this:
    # [P]
    # [P]
    # [O:E]
    # You could have a gate like this for only incoming wormholes (as there is no material to go out of).
    # You would need to create a DHD to make the gate and then remove it afterwards.
    # [O:E]


    # These values are the relative positions of the button to the lower right corner of the design.
    # In the standard gate the corner is 1 down (-1 up) from the button, 1 to the right of the button, and 4 away.
    # Note that the DHD counts as a block, so in the standard gate there is the DHD block + 3 = total of 4 away.

    #Woosh depth is how many blocks of portal material shoot out when gate is activated


    Any idea what the error in my shape is?
  8. Offline

    Jared Arnold

    Argh; I'm having major issues setting up my server for this: After the update to 1.3 & the bukkit update, it's now impossible to create Stargates on our world, I suppose we're having the 'floating button' issue.. You build the new gate, add the button and all it does is make the button float with no console text.

    I've tried the latest .75 as well as .736 still with no luck on MC 1.3, We have 3 gates up and working but another 3 are MIA and the two we're attempting to build 3 days walk away from the spawn point are having the button issue so we can't /wormhole complete them.

    I'm pretty sure I read that this is a bug relating to 1.3, I was simply wondering if there was a possible ETA or known cause for the bug and maybe if I've missed something then what I could do to correct it- I really do love this plugin as I've been an avid stargate fan for 10+ years (and the relatively new woosh setting is amazing); but since we can't make new gates right now my users are getting extreeeeemly mad at me as the server admin D: [New MC players recently addicted]

    Sorry to be a bother, but please let me know! I'll be watching this thread closely. =)
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    Kelly Becker

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    Phantom Index

    Going to need to wait until it's updated for #433+
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    Bukkit has bugs right now. They cause like 99% of the problems I'm seeing in WXT. Permissions was updated to 2.1, read its readme. Permissions 2.1 work fine with WXT v0.750 on bukkit latest (fucked if I know the build number, I'm working directly from their git repo) I posted a page or two back. Permissions have been verified as not being the problem, assuming you are using v2.1 and have bothered to read its documentation.

    Bukkit's onBlockDamage (or its BLOCK_DAMAGE event) are broken badly. Nothing I can do about that. Signs are also broken badly in bukkit. Chunk loading is broken badly in bukkit. Bukkit is broken badly. Stop complaining about stuff not working in WXT at the moment. Nothing WE can do about this.


    I'm trying not to be rude. I'm as frustrated as the rest of you. If not more. I had spent the 2 days before the bukkit 1.3 release working towards a 1.0 release of WXT. :|
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    Phantom Index

    Thanks. Now I know.
    Damn essentials for not working with permissions. curses...
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    Have you updated to Permissions 2.1? They broke the config files out into worldname.yml instead of config.yml.
    I.E. world.yml and nether.yml.
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    Use Permissions2.0, it works fine with WorldGuard/Worldedit and build #432...ofc they're on build #435 but hell if I'm updating all works well enough for now!!!!
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    Yah, some of the fixes they pushed into CB broke other stuff. :|
    Pain in my hind-side it is. Guess I'll work on parts of the project that don't require working CB. ^^
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    Phantom Index

    ah i was using 1.74.. where can i get 1.75?

    *EDIT* excuse my stupidity. Should have clicked the links on your signature area.
  17. Offline

    Jared Arnold

    I've actually been using WXT without permissions, my users (group of friends) are too addicted at this point to allow me time to figure out how to use the plugin properly, /wormhole perms active false has been my best friend lately haha ;)

    It most definitely doesn't come across as rude; personally I was a bit demanding myself in my own post but I understand now it's mainly a bukkit issue, not one with WXT and as you said, nothing can really be done here.

    I'll keep updating to the newest version of bukkit frantically trying to get it fixed; if they do manage to come out with a non-borked version it'd be brilliant if you would let some people know here though, but that's not a demand or request or anything like that ^^

    I thank you for the explanation; it would most definitely save me hours of Googling trying to find a round-a-bout method ;)

    As I mentioned I can't express how much I love this plugin, I tossed $15 into the coffee fund a min ago; hopefully that'll fund a 10-pack or so of monster to help out with the 1.0 stress :p (They certainly help me on college 3d animation projects)

    Ah, not sure if it's possible in code or not but for the woosh it'd be really neat if the effect was editable in a sort of 3d-grid layout, I'm hoping to put together a custom shapes file for a supergate to fit an object around the size of the Enterprise-D megaobject, a custom minecraft-style 3d woosh would be exceptionally awesome but I'm absolutely clueless as to how that would be coded or if it's even possible. (though looking at the kinect hacks for MC, it seems do-able! :D) I'd certainly be willing to figure out the exact block placements for the effect using a combination of 3ds max, reference footage, math & sphere calculations and such. Just an idea for the drawing board if it sounds fun, let me know if you're interested & I'll get started designing tons of custom-shapes :D ^_^

    Cheers! -Jaredu
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    I added all the commands into my permissions file, yet i am unable to list the wormholes or anything.
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    I've just created my first standard gate, seems to work just fine.

    When I try and create another gate, anywhere (another multi-verse world, or anywhere in the same world), I get a weird error, I've attached a screenshot.

    I'm using the most up to date wormhole x-treme, and CraftBukkit Build #436

    I am also having the same error as Tassaras:




    #Whoosh Depth

    I've removed all the #comments# just to make it more ledgible

    Attached Files:

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    First off I have to say awesome plugin, I'm loving the concept and what little I have seen of it in action so far.

    With 432 (current recommended build) and your 750 build I can finally actually construct portals. And I was actually able to use the second portal I built once to travel between them.

    However it seems there is currently a bug either with bukkit, mc or your plugin which causes the sign that is automatically created on the portal to break or not be placed correctly on initial creation. I just noticed when going trough the portal the only time it worked that the was a sign floating on the ground next to it both on outbound and inbound portal, and after that, neither portal actually teleports you anymore. Even though you can activate them just fine.
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    Holy hell that is a big stargate. I can only guess how the server will handle the splash effect for it.

    Are you running any other plugins? Error looks plugin interaction related.

    But... it is really hard to debug when half the functions that WXT needs are... broken (or acting up, or have been changed).

    I do hate to say 'nothing I can do here', especially when you actually gave me a log to start from. But... Nothing I really can do here. When things stabilize on the bukkit side, if this problem still occurs... I'll look into it. :)
    --- merged: Feb 24, 2011 10:10 AM ---
    There is a bug in bukkit. Signs only stay properly upon an east/west surface. if its north/south, they break. Also signs can't be removed. Also block protection is broken, DONT BREAK AN ACTIVE WORMHOLE. Bad things will happen... flooding. :)

    If you didn't convert your nether before using minecraft 1.3 based bukkit, the portal in the nether is... a ghost and
    your nether was recreated. This is a bukkit problem. Not a WXT problem. Database entry is there, blocks arent. Seed is the same though.
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    Expected as much.

    To be noted though, east/west also seems to break as one portal is facing north, while the other is facing west.

    It almost seems as it's trying to place the sign in the air to the right of the coloumn of obsidian, but that could be just a visual deception. It would explain why all 4 directions pop the sign off though.
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    Bleh. Even worse than I expected. lol.

    Oh well. One good thing has come from all this unstable time. It has given me time when no hardcore development is going on to do a lot of cleanups in file structures and actually create a proper team project on github for WXT. Even got a domain for us going, so we'll have a real wiki instead of the one at github, sooner or later. ^^
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    Ahh... Finally figured things out regarding custom gates and DHD placement. I am very happy to say that my server has a functioning Stargate Command.. well, as close as a replica as possible on minecraft hehe.

    Thank you guys again for 1) Building and updating this unbelievably awesome plugin, and 2) for helping me understand the bare bones basics of it :D
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    I've included a screenshot of the massive gate that will be on my server soon hopefully :x!

    When it can recognize the shape and everything stablizes :)
    --- merged: Feb 24, 2011 10:43 AM ---

    How did you get your gate to work?

    what version of bukkit/etc are you using as well

    Attached Files:

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    You are quite welcome. Though I'll be honest, Lologarithm has done most all of the hard work. :)
    --- merged: Feb 24, 2011 10:44 AM ---
    Use the versions in my signature. Both bukkit, and WXT.

    --- merged: Feb 24, 2011 10:47 AM ---
    Yah, like Bukkit is reading the position arguments backwards.
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    I get a 404 from that link for v0.750
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    Ack. Let me fix it.
    When I redid all the project stuff at github it nuked it.

    Replaced the links in that post with links that work properly. :)
    Sorry about that.
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  30. Offline


    Tried right clicking on the button? And what version of CraftBukkit and the plugin are you using?
  31. Offline

    Phantom Index

    I can say it works.. for ops :p as for players.. PLAYER_MOVE errors. Guess I'll need to wait.

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