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


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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

  2. Offline


    I have to voice my love for this plugin as well.

    Works great for me, never had any problems with it but I am wondering if there will ever be crossworld gate action.

    I would love to run a multiworld server but I don't want to do it until I can use wormholextreme to do it.

    Oh and I usually build my gates down one square, and the dhd down one square so I can just walk through.
  3. Offline


    1. Using custom gate shapes you can define where the DHD goes, or even the shape of the gate! This might make it a little easier to just walk in!
    2. You can use this with multi-worlds. The only issue is that I don't provide a way to create or tp to a world without a gate. My advice is to use the "MultiVerse" plugin, create another world, use /mvtp to teleport there, construct a gate and then other users can go to other worlds :)
  4. Offline


    OOOOOOOOOOOOOOO Sweeeeeeetness!

    Thanks for the tip!
  5. Offline


    Using the NetherGate (Persistence, CrowdControl, Groups) setup by Nathan Wolf also works.

    Essentials built in handling of the "nether" world also works fairly well, if all you want is a normal world and a nether world.
  6. Just want to say, this is a Fantastic plugin ...... I've tried a couple of others, but this one works best (for me) - I hope you continue to develop it. I'm now planning my inter-world travel around this plug-in and would be disappointed if work stopped on it. Currently running bukkit #491, Wormholextreme #752. I've had one previous build to this - never had any problems with that or the current one either (not using iconomy or permissions plugin using default perms). Currently running server with java 7 (still in beta, but all seems to work very well with it).
    Awesome work and really appreciate your efforts with this. You really want to advertise your Multi-World support more ...... I know you've just mentioned it in the thread above, but you might want to think about putting reference to it in your 'About Wormhole Xtreme' at the top of the page, I nearly overlooked this plugin because of this.
    The inevitable question: I'm trying to work out on default perms how to use the command 'wormhole perms indiv' - is this a way of giving an individual extra permissions ? If so, please enlighten, I've tried several permutations but nothing seems to have any effect ...... not worried if it doesn't do anything, but would help if it does. I try to keep my server lean on plugins, so I don't want to have to add permissions plugin if unnecessary.
  7. Offline


    Well, here is a small bugfix release. The big fix in this version is gate signs being placed properly. No more sign popping off because it placed in the wrong direction. Small cosmetic fixes when dealing with Permissions and iConomy as well as a casting error removed.

    This version has been tested against CraftBukkit b478 - b493.
    It may work on earlier versions; we will NOT provide any support for bugs when it is used in conjunction with these earlier builds of CraftBukkit. Sorry.

    v0.753 ( JAR | ZIP ) CHANGELOG | README

    OP will update when he gets on later.
  8. Offline


    wheres the /bin folder? i cant find it and its not working for me cos of that
  9. Offline


    The /bin folder?
  10. Offline


    After checking multiple teleporting technologies (including Runecraft's teleporters), I have settled happily on Wormhole X-Treme. After installation and getting used to the construction, I was quite impressed. A friend from school was totally psyched about the Stargates, as he is a fan of the show. VERY well done. Keep up the good work! :)
  11. Offline


    Glad to hear you like it. Positive feedback always makes me <3
    --- merged: Mar 3, 2011 5:21 AM ---
    Whee, OP is updated with latest version.
  12. Offline


    I got a bug with the new release. When I click the switch to use the gate it activates, asks me to dial and deactivates the gate all with the one click, so when I type /dial gate1 it tells me no gate activated. worked fine on v752
  13. Offline


    I am not seeing this action happening on either my development server nor my production server, when running v0.753.

    Did you update any other plugins or change anything at the same time?
    --- merged: Mar 3, 2011 7:16 AM ---
    I'll be dropping an update a bit later to fix the Iris activation lever placement. Currently it isn't setting the direction properly... Kind of like how the gate signs were.

    Also the initial working version working version of the automatic gate builder will be in the build.

    Probably bout 30 minutes out from now.
  14. Offline


    You most likely have two WormHole plugins loaded. WormHoleXTreme-0.753.jar AND another WormHoleXTreme.jar

    This is the danger of putting the version number in the jar file download :p
  15. Offline


    since i updated to cb#493 and Wormhole v.753, creating new sign-gates seems very difficult...
    I put the sign on it, use the button and it says "Stargate Design Valid with Sign Nav"
    Then using the sign does nothing and using the button says ".... Design Valid ..."
    When i go to other Gates (using /wormhole go) and look at the signs, they say there are (assuming original name was ab): "ab" , "-----ab-----", "--------ab--------" and "------ab".
    Wondering whats going on there ^^
    Somehow i managed to get a Wormhole working just 5 mins earlier..

    Server restart did it =D
    (very strange 'coz i restarted the server while trying to add the Gate, too)
  16. Offline


    The danger of people not being smart enough to rename the file. ^^
    As we are using github for downloads, putting WormholeXTreme.jar up every version ruins our ability to track download counts. :| And believe me, I like seeing how many people download our plugin.

    Yes, it is a very good possibility that if someone loads the plugin twice... Bad things will happen.
  17. Offline


    Just a curious question. I know that it is stated that this plugin has multiworld support, but I'm wondering if, sometime in the future, it might have multiserver support as well? Multiworld is great if you happen to be running all the worlds yourself, but with the add in of multiserver, you could host one/a few, your friend could host others.

    Other than that, very very much like the plugin. Well thought out, even if I'm not sure if I am enjoying the simplistic DHD design. :)
  18. Offline


    I'm looking into this now. Think I see the problem.

    Let me guess, you made a gate and then removed it, then readded it by pressing the button/lever again without changing what was on the sign? Were there nasty errors on your console? Bet there were.

    --- merged: Mar 3, 2011 7:40 AM ---
    Not much we can do with 1 meter by 1 meter blocks other than slap a lever or button on it. ^^

    Glad you like the plugin though. :)
  19. Offline


    Agreed. I built something like a DHD in another gate plugin and it was horribly oversized and awkward at best. Limits in Minecraft also made what I wanted to do not possible. Guess it's good to use what works instead.
  20. Offline


    Ok. Here is an updated WXT.

    v0.754 ( JAR | ZIP ) CHANGELOG | README

    This revision addresses the issues with Gate creation caused when there is a name sign in place at the time of '/wormhole create' or sign dial creation via button. This version also adds proper handling for when there is a block in the location where an Iris lever would belong. Iris levers are also placed properly now.

    Go figure. One less NPE to deal with.

    Also included in this version is a new command "/wormhole build" which allows you to instantly build a gate.

    To use this wonderful new command just place your DHD (with dial sign or not) with dial button/lever. Run the "/wormhole build <GateShape>" command, then press the dial button/lever. Bam. Instant stargate. GateShape is case sensitive by the way.

    Default install only has the shape "Standard". Inside the zip there is a GateShapes folder with a new updated Minimal.shape.


    OP will be updated later today.
  21. Offline


    Does this work with lavabukkit 440?:p

    ..seriously tho, does the DHD have to be made of obsidian? Although I've built many gates of differing designs I'd never thought to experiment with that. I don't recall ever reading about this in the docs. I have read the read me, honest...

    Edit : I assume I can just update to the new jar Alron for this whizzy new command?? And have the other sign issues been fixed yet?????[​IMG]

    Chars fella.
  22. Offline


    I'll be updating the first post here in a second but thought I would answer questions:
    No idea - what does lavabukkit do?

    DHD does have to be made of obsidian. One of the things on my "todo" list is to allow gate shape files to change the gate material. (As well as let each shape store the portal material instead of a global value)

    I think the sign issue has been fixed... Feel free to test and find out :) And yes, updating to the 0.754 will give you the /wormhole build command. Note that command is intended to be used by those with admin privileges (OP or wormhole.config) and gate construction using this command bypasses the iConomy costs of building.
  23. Offline


    Thanks Ben, the lavabukkit question was a joke anyway (that's English sarcasm for you:rolleyes:)

    Okies, I've updated to bukkit build#493 and will replace your new .jar now. As ADMIN (Mwahaha) only I have all the gate minions only get the .dialer, .sign and .list privileges anyway(Oh, and yes VIP's do too;))

    I'll let you know if I break anything haha:D


    Even tho I have permissions loaded it still griefs my console:-
    17:54:56 [INFO] [Permissions] version [2.5] (Phoenix)  loaded
    17:54:56 [INFO] [WormholeXTreme][v0.754][By Lologarithm & alron]Load Beginning.
    17:54:56 [WARNING] [WormholeXTreme]Not a supported version of Permissions. Recom
    mended is 2.5
    17:54:56 [INFO] [WormholeXTreme]Attached to Permissions version 1.0
    Maybe b/c my version is the latest release (2.5.1)?? No problems other than this tho.
  24. Offline


    You could try a more ASCII Artsy kind of portal design. Maybe like..


    (. should be a space, stupid bboard)

    With P, E, L (or whatever chosen characters) be special for their purpose (Portal material, Exit position, Light Blocks) and other blocks (perhaps as defined by the Gate Shape file) assigned as gate materials and specifying a block ID. I have to admit, when I opened up the Standard.shape file and saw the gate design, I had a very very hard time wrapping my head around what the gate looked like. Written in a fixed width font, you should be able to look at the diagram and see the shape. Doesn't have to be letters, either, which could make it more readable as art.
    I hate to suggest other alternatives, though, since I don't really want to offend other portal plugin writers, even if I would like a blended mix of features of what's out there.

    Also, any hope of inter-server gates? :)
  25. Offline


    Great plugin! Love the nostalgia from being a Stargate fan.

    One issue I have at startup:
    Anyone else have this issue? Running craftbukkit 484, with Permissions Pheonix 2.5.1.

  26. Offline


    I very much doubt they'll be offended. In fact I'll second this as a damned good idea. Would certainly help not having to type/copy and paste so many damned brackets lol.

    Well I can also confirm the new command works a treat. Bosh insta gate, no more jumping around building. Signs placed correctly now and don't get spat off when you activate the 'whoooooosh'. F*ckin' awesome work guys. This, apart from tweaks/improvements is a done deal. I'd recommend this to my cat.
    Final Report:-
    bukkit#493 + Permissions 2.5.1 * WXT0.754 = Happiness
    --- merged: Mar 3, 2011 6:36 PM ---
    See my post above and alron's replies in previous pages. Make sure you have installed 2.5.1 correclty - spits warning error but makes no diff ingame as long as you set the permissions correclty to your groups. Make sure your permissions config file is called <yourworldname>.yml and is in /plugins/permissions/
    Also backup your bukkit folder and try build #493 (It may break any other plugins you have installed).
  27. Offline


    Tiny request/idea: I'd love it of the portal woosh material could be lava but the portal material be water so if someone is standing in the way of the woosh, they die or something to that effect.
  28. Offline


    I love this plugin <3

    I am, however, bumping into a little hiccup. Perhaps this has already been mentioned before, and if so my apologies for repeating the question.

    The issue I'm having is that after a while of my server being up, the Wormholes just stop working properly. Similar to the issue a while ago with only the corner of the gate having PORTAL blocks in them, but this time it's just the corner that "whoosh"es.
    (took me a while to press F2 fast enough XD)

    The only fix I can think of, is a server restart. But even then, the problem crops up again after a while. I'm not getting any errors on my server console >:

    RUNNING - CraftBukkit 493 w/

    • Permissions 2.4
    • BetterShop 1.5.2
    • Bukkit Flow Control 0.0.2
    • ChatStamp 1.03
    • CraftDispenser 1.2.2
    • GODMODE 0.1.6
    • iConomy 4.2
    • Informant 1.6
    • MultiVerse 1.4
    • SafeKaboom 1.0
    • SimpleHome 1.5
    • SlowHealth 2.3
    • Sponge 1.3
    • TreeHugger
    • (and of course) WormholeXTreme 0.754
    I've tried remove and re adding all the portals and the issue still pops up. All portals were added successfully with no errors recorded on server console.
  29. Offline


    The portal woosh can be made of lava...or water already. I use PORTAL b/c it has the scary sound effect with it. It's described in the docs how to change to the material you desire.
  30. Offline


    Yes the Permissions are installed properly, tested and working for other plugins. I guess the only option is newer bukkit version.

  31. Offline


    I think what he wanted specifically was for the whoosh and the portal to be different materials.

Share This Page