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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

    ThomasJ

    Done some further testing, and oddly enough, the first time a gate is used after the server is restarted, it always works. After the first use, no actual teleportation happens.
     
  3. Offline

    Roxon

    Uh, how do I find my CraftBukkit build?
     
  4. Offline

    jwideman

    You can look at your log, or in game type /version
    Some builds do not properly report their version number. In those cases, you should post what it does report.
     
  5. Offline

    Lologarithm

    One of our upcoming features will be letting you specify gate material and portal material for each gate shape. This will allow you full control over what your gates look like :)
     
  6. Offline

    Roxon

    It says: Git-Bukkit-0.0.0-443. MC ver 1.2_01
    Also it says it's a dev version. Wtf :confused:
     
  7. Offline

    Lologarithm

    Hmm, that shouldn't be happening. I will go make sure there are no problems - what are your permissions for your other users?
     
  8. Offline

    Iterator

    I am using the latest recommended Craft Bukkit and up to date on Wormhole. Everything works fine except new gate creation after you hit the button to assign a name nothing happens.
     
  9. Offline

    Ixbidie

    FORGET ABOUT IT .... TOO IDIOTIC TO SEE WHERE TO BUILD THE DHD ....

    Using Build 432, v0.736 of your plugin, using the newest Minecraft Version 1.3_01. Console says it's loaded successfully:
    No errors occur in the console or something else. Now the Issue: NOTHING IS HAPPENING!
    I builded a Stargate as u wrote, I hit the button, but no message appeared. I attached my gate.

    Thanks for your time
    Ixbidie

    pictures:
    http://ixbidie.de/2011-02-24_17.58.27.png
    http://ixbidie.de/2011-02-24_17.58.58.png
     
  10. Offline

    Iterator

    @Ixbidie

    Your DHD is on the wrong place.
     
  11. Offline

    Nachocuban


    I am having a similar issue, I(Op, and admin) can use any gate. But none of my members can, the server gets spamed with and On_MOVE error.

    ATM I have iConomy turned off, until someone sorts it out, so wormhole costs are at 0. But, if i change the op exempt to false, then i can no longer use the gates and get the same ON_MOVE error.
     
  12. Offline

    Ixbidie

    What about MultiWorld support? Could you add this, PLEAAASE? ^^ And I always thought, u can walk BACK trough a stargate to get back home ;)

    Thank you
    Ixbidie
     
  13. Offline

    Lucy

    Switches are horribly horribly broken on the latest recommended version... I personally highly recommend 439
    http://ci.bukkit.org/job/dev-CraftBukkit/439/

    It's the one I'm using and it seems to have some issues with blocks getting stuck but doing a save-all and reloading the server fixes that. Minimum downtime of like 5 seconds to fix it. But, at least the buttons/switches/etc aren't completely borked to hell and back.

    On 439, I've got gate creation, activation, every little feature working just fine. Except the iris switch. That one's still visually borked like on the latest recommended build, but at least the switch actually works.
     
  14. Offline

    tension69

    It's likely something in bukkit is broken re moving players (any sort of teleporting). Numerous posts re the problem on forum ie Having to relog to see players/world rebuiilding oddly on landing etc, very likely b/c of new world file system. I'm sure the problem will get addressed as bukkit build# progresses.

    Let's cut the plugin devs some slack, as they can hardly keep up and code for every bukkit release build;)
     
  15. Offline

    Lologarithm

    That would suggest that the error is in the iConomy code - when you say you turned off iConomy - did you actually remove it from your plugins folder? If iConomy is in your plugins folder than wormholes will try to load it up, and if iConomy is broken then trying to use the gate will break :)
     
  16. Offline

    Nachocuban

    Derp, that did it. I thought i had moved the iConomy jar out, but I must have tried to do with the server running or something. All seems to be clear now. Thanks!
     
  17. Offline

    Iterator

    Ya just updated to 439 CraftBukkit due to "Fixed logging back in on non-default worlds" issue. Did a remote update will check later how gates are working. Also glad I will not have to hear from my players about how they cant break things for the millionth time.
     
  18. Offline

    Lologarithm

    WXT has supported multi-worlds since it was released :) While I don't provide you a way to teleport to other worlds without a gate you can build gates in other worlds and they function exactly as expected.
     
  19. Offline

    Ixbidie

    u are the greatest ... and whats about that both sided connection? can't walk back ^^

    U're great
    Ixbidie
     
  20. Offline

    jaik3n

    Does anyone have a download link for version .750? Alron had a link to it in his sig, but it's gone now :x

    *edit*
    NVM! I still had an old version of the thread up, and found the link from there
     
  21. Offline

    Lance

    Well, after getting the latest recommended build for CraftBukkit (b432jnks as of this writing), and updating all the plugins where available, this plugin just stopped working. Previously succesful builds of wormholes, now nothing happens when right- or leftclicking the DHD button. Again, the same gates had previously worked fine.

    With Permissions 2.1, and checking for /wormhole perms indiv, it said I had no rights.

    I double checked Permissions, and it didn't make sense. I downgraded to Permissions 2.0 (which had worked before with this Wormhole plugin), and still nothing was happening. I was able to change every setting possible with the /wormhole configuration commands (thus confirming that I had rights to config through Permissions) but nobody can actually activate the DHD!

    My plugins:
    • HeroicDeath 1.4.3
    • Permissions 2.0
    • LoginMessage 0.5
    • Nether 1.0
    • PlayerlistEnhanced
    • interesting places 1.2
    • Calender 1.15
    • LWC 1.54
     
  22. Offline

    Da_Norc

    Hello,

    I'm an OP on Odielag.com, and we love your plug-in there. We have many, many gates and a good number of active players using them at the same time. Some issues I've noticed with 0.725 (will upgrade soon):

    1. Glowstone can be harvested by breaking the glowstone blocks while active, twice, without breaking the gate. This needs to be fixed if possible.

    2. Gates stop working after a while for dialing out only. The water comes down, but you can just swim around/drown in it. Sometimes, swimming up to the upper-left part of the gate works (!?)

    3. Gate creation breaks sometimes too, again fixable by server restart.

    Other than that, love the plug-in! Hope bukkit stabilizes for you soon.
     
  23. Offline

    alron

    Known bugs, were all fixed in the codebase before the bukkit version of minecraft server 1.3 broke everything.

    When bukkit fixes their code, we'll update the release. As is, when they fix their code version 0.750 of WXT *should* just work right.

    Cheers.
     
  24. Offline

    Nachocuban

    Reverting to iConomy 2.whatever fixed the non-ops using WH's
     
  25. Offline

    alron

    That explains why I wasn't having any problems locally. I use iConomy 2.2. Haven't tested against 3.
     
  26. Offline

    jaik3n

    So, I'm still getting a "Could not pass event BLOCK_INTERACT to WormholeXTreme"


    I get this error normally (with all of my other plugins). I've also removed all other plugins except for WormholeXTreme and get the same error.

    I've been testing both v.750 and v.736, on the recommended latest craftbukkit versions.

    The weirdest thing I was able to create one gate, with no error. but any subsequent gates don't work.
    here is a new version of the log
    Show Spoiler

    [SEVERE] Could not pass event BLOCK_INTERACT to WormholeXTreme
    java.lang.NullPointerException
    at com.wormhole_xtreme.logic.StargateHelper.checkStargate(StargateHelper.java:309)
    at com.wormhole_xtreme.logic.StargateHelper.checkStargate(StargateHelper.java:170)
    at com.wormhole_xtreme.WormholeXTremeBlockListener.ButtonLeverHit(WormholeXTremeBlockListener.java:293)
    at com.wormhole_xtreme.WormholeXTremeBlockListener.onBlockInteract(WormholeXTremeBlockListener.java:193)
    at org.bukkit.plugin.java.JavaPluginLoader$24.execute(JavaPluginLoader.java:247)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:225)
    at net.minecraft.server.BlockButton.a(BlockButton.java:137)
    at net.minecraft.server.ItemInWorldManager.a(ItemInWorldManager.java:161)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:502)
    at net.minecraft.server.Packet15Place.a(SourceFile:57)
    at net.minecraft.server.NetworkManager.a(SourceFile:230)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:70)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:338)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:253)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    Show Spoiler
     
  27. Offline

    alron

    Have you tried moving your WormholeXTremeDB to a different folder, and trying from scratch. (Should be able to just press button to rebuild Gate). Wondering if this is a corrupted/bad DB entry.

    I am not seeing these problems at all, locally. My gates function. :|

    And really, at this point the only thing I can do until bukkit fixes the methods/classes we depend on is work on building a work around which ... Might work, but meh?
     
  28. Offline

    jaik3n

    hmm, i didn't try that, i'll completely remove the db and the plugin and try it like that
     
  29. Offline

    alron

    Awesome. That will help us rule out that potential issue. :)
     
  30. Offline

    jaik3n

    ok, so that COMPLETELY fixed the problem!

    I was also going to ask if you knew why the plugin wouldn't be able to read my custom gate shape, it said it was an incorrect size I believe, this is a WAY less important issue, obvioiusly. I'll update this post with the exact log text


    [SEVERE] [WormholeXTreme]Unable to parse custom gate due to incorrect height or width: "Massive"
    2011-02-25 04:07:51 [SEVERE] [WormholeXTreme]Unable to parse custom gate due to incorrect height or width: "Massive"
    2011-02-25 04:07:51

    my customgate code:
    Show Spoiler




    GateShape=

    [A][A][A][A][A][O][O][O][O:L][O][O][O][A][A][A][A][A]
    [A][A][A][O][O][O:L][P][P][P][P][P][O:L][O][O][A][A][A]
    [A][A][O][O:L][P][P][P][P][P][P][P][P][P][O:L][O][A][A]
    [A][O][O:L][P][P][P][P][P][P][P][P][P][P][P][O:L][O][A]
    [A][O][P][P][P][P][P][P][P][P][P][P][P][P][P][O][A]
    [O][O:L][P][P][P][P][P][P][P][P][P][P][P][P][P][O:L][O]
    [O][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][O]
    [O][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][O]
    [O:L][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][O:L]
    [O][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][O]
    [O][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][O]
    [O][O:L][P][P][P][P][P][P][P][P][P][P][P][P][P][O:L][O]
    [A][O][P][P][P][P][P][P][P][P][P][P][P][P][P][O][A]
    [A][O][O:L][P][P][P][P][P][P][P][P][P][P][P][O:L][O][A]
    [A][A][O:S][O:L][P][P][P][P][P][P][P][P][P][O:L][O][A][A]
    [A][A][A][O][O][O:L][P][P][P][P][P][O:L][O][O][A][A][A]
    [A][A][A][A][A][O][O][O][O:E:L][O][O][O][A][A][A][A][A]

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 6, 2016
  31. Offline

    alron

    Great! Knew it had to be something that wasn't part of my testing.
    The custom gate code is all Lologarithm, and sadly, beyond me at the moment. Mind holding off on trying to play with the uber giant gates until we don't have to worry about all the bukkit bugs being the root cause of the problem? :)
    I'll be happy to take logs of it once bukkit is stable again. Of course. :)

    Looking into the code for this. It shouldn't be broken by bukkit bug.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 6, 2016

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