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

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

  1. Offline

    Lologarithm

    This is now inactive - http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v1-011-953.23973/ is where you can find the currently active developed version.




    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:


    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.build.groupone', 'wormhole.build.grouptwo', and 'wormhole.build.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.build.groupone' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
    • PORTAL_MATERIAL, IRIS_MATERIAL, STARGATE_MATERIAL, ACTIVE_MATERIAL are all part of gate shape now.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
        • PORTAL_MATERIAL = STATIONARY_WATER
        • IRIS_MATERIAL = STONE
        • STARGATE_MATERIAL = OBSIDIAN
        • ACTIVE_MATERIAL = GLOWSTONE
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    dial:
    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    wormhole:
    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

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

    wxbuild:
    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

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

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

    wxcomplete:
    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    wxidc:
    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

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

    wxgo:
    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.
    basic_stargate_and_dhd.png

    A real example of a constructed gate:
    2011-01-24_01.53.11.png

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    Configuration:
    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    Permissions:
    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    SIMPLE_PERMISSIONS = false
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate
    wormhole.build - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes
    wormhole.network.use.NETWORKNAME - Able to use wormholes on NETWORKNAME
    wormhole.network.build.NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command.
    wormhole.build.groupone - Part of build restriction group one.
    wormhole.build.grouptwo - Part of build restriction group two.
    wormhole.build.groupthree - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    SIMPLE_PERMISSIONS = true
    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes.
    wormhole.simple.build - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    Help:
    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.


    Devs: Lologarithm & alron
     

    Attached Files:

  2. Offline

    tension69

    I'll knock on the devs' door then if that's the case;)

    Oh, and I've had your woosh problem before on an older build of bukkit + WXT. Wierd thing was it only happened first time I used the gate. After a server reset it was fine. Doesn't do it now. How long is your server up before this occurs generally?
     
  3. Offline

    nerdnosyd

    That is the case, for the woosh to be lava (to damage players standing in the way) and the portal to be water.
     
  4. Offline

    Fugensnot

    Not long. According to the console, It's only up for a minute when it happens.
     
  5. Offline

    tension69

    Hmm in this case I'd recommend removing your other plugins, then re-adding them one at a time. I suspect a conflict occuring with one of them.
     
  6. Offline

    Lologarithm

    I originally thought of maybe just killing anything in the woosh... I suppose we could make a seperate config for woosh material vs portal material but it seems like that is un-needed complexity (as i assume most people want them to be the same, and changing it becomes annoying...). I dunno, i need to think about this and try to come up with a good design.

    I can possibly allow for this format - I would probably let you use the old format with GateShape= and then the new format would be like ArtisticGateShape= :)
    Would the E,L,S just assume that it is an O block?

    Inter-server gates is a much more complicated problem. This would involve setting up all sorts of complicated stuff and I don't know if it is worth it. Maybe if bukkit eventually allows for this I might support it, but doing it all myself from scratch is a complicated endeavor.
    --- merged: Mar 3, 2011 7:54 PM ---
    I have never seen this issue, and it seems hard to repro on my dev server so that I can actually see what is going on. It is possible there is a conflict - the only conflict it could be is if a plugin was cancelling my cancelling of the physics event :)
     
  7. Offline

    nerdnosyd

    I really just want the killing aspect but it would be intimidating to see a wall of lava shoot out at you. If you're in the mood to listen to another idea. I like the idea of a "dialing sequence" so instead of wormholes starting up instantly, you have to wait for the gate to dial (visualized by each chevron lighting up in sequence). I have a pvp server so having a delay for the gates to activate makes gate camping much more interesting. It'd also be cool if the gate that's dialing also have the chevrons light up at the gate it's connecting to so people on the other side can see that someone is about to come though.

    There is your "un-needed complexity" [​IMG]
     
  8. Offline

    Fugensnot

    Done. With only Permissions and Wormhole loaded, I still get the error. It seemed for a while that it only seemed to happen when travelling through a specific gate, but that wasn't the issue as I tried using two other gates and eventually saw the issue. Mayhaps its something to do with the construction around the gate? Here's an image of an erroneous gate.

    [​IMG]

    EDIT: Tested warping between 2 gates with no construction around them and still getting the issue.
     
  9. Offline

    Twanfox

    Were I to do it, I might either have a separate tag that says 'GateDiagramStyle' with options Complete or Artistic (omitted is Complete, old style) rather than have a separate configuration tag for the gate design.

    It could assume it is gate material, sure. You could get creative and have other configuration entries, say..

    # Represented by O in the diagram
    GateMaterial=49

    # Represented by E in the diagram
    ExitMaterial=49

    # Represented by L in the diagram (when inert)
    InertLightMaterial=87

    # Represented by L in the diagram (when active)
    ActiveLightMaterial=89

    # Represented by S in the diagram
    SignMaterial=89

    And again, any omitted entries goes back to GateMaterial, or the default for that type.

    This would allow you to match against block type, though in this setup it would still require DHD and Gate to be made of the same stuff. In this example, the 'inert light material' is different than the gate material, giving distinction to the chevron points. Would also possibly let you use other, non light producing blocks, as active chevron points (gold, or diamond, or whatnot)

    Could also have a tag like 'GateCharacter=O' which would tell the plugin what character in the mapping is gate stuff. Lots of possibilities, even though this is all just a configuration file.

    As for the server-to-server portals, I understand the difficulties. I've seen another implementation, and since the client doesn't natively understand this, you either have to do funkyness with patching the client to do server-to-server jumps or use proxies. Also, there would be the requisite server to server authorization requirements and data syncing. I just envision using a plugin like this to jump world to world, using Minecraft servers like planets in SG1 :)

    Edit: I see from the minimal.shape in the new version, those options (Exit, Light, etc) could be cumulative. That might throw a wrench in the simplistic design options afforded to the suggestions I made.
     
  10. Offline

    LucidLethargy

    I just updated to bukkit 478 after hearing most plugins finally work with the recent versions... and i'm getting the following error:

    Am I perhaps doing something wrong?

    This happens when I create a stargate, and I get the message "Stargate Design Valid with Sign Nav." but nothing happens at all...

    Additional Notes: I am on the newest version posted, and I followed the update instructions very carefully (however I did this BEFORE updating to the newest version, back when I was on 440, if that matters.) I did obviously try to delete and reset the gates, but herein lies the trouble. The old gates also did not work at all, but I think that's to be expected judging by the readme telling us to delete and remake.

    UPDATE: I started everything over and it works fine after I deleted everything, then replaced the jar and let is generate things again. This is not ideal, but I don't mind setting up our 5 gates, no big deal. Thanks again for all your hard work, guys, this plugin is unbelievable.
     
  11. Offline

    ddubois89

    In my defense im pretty smart. I just have been used to every release not needing renaming. I fixed it right after i posted that and conveniently after bukkit was down
     
  12. Offline

    Lologarithm

    The issue was probably you just upgraded from an older version that used int's instead of doubles for iConomy values. It was trying to convert 0 -> 0.0 and was failing :)

    The solution to this is in the changelog -> you need to change your iConomy values to include a .0 at the end. This is due to the change recently in iConomy where all values are no longer whole numbers (ints) but now can have fractional values (doubles).
     
  13. Offline

    alron

    Sorry, my documentation sucks. I'm used to having minions to write them for me. Having to write them myself takes some getting used to. ;)
     
  14. Offline

    Fugensnot

    Thought maybe the issue was from the whoosh effect and disabled it. No dice ): [​IMG]

    I have a feeling bukkit is doing this. I doubt it's permissions. What versions are other people here running on?
     
  15. Offline

    SparroHawc

    --edit--

    HAHA DISREGARD PREVIOUS MESSAGE I need to search moar

    Thumbs up for this mod and its creator. I like the ideas behind it.
     
  16. Offline

    tension69

    The lateset (and now recommended one) build#493 ...and I've not seen it do that since 453....try reinstalling your WXT (leave the WXT database folder intact, unless you fancy going round reactivating all your gates)[​IMG] Personally I'd do the whole thing and see what happens then.
     
    Fugensnot likes this.
  17. Offline

    Fugensnot

    Thanks for the reply >w< Will do this now.
     
  18. Offline

    stealthmonkey13

    Hello, i just installed your plugin and its great, but i have one issue. the players have the permission 'wormhole.use.dialer' then they can dial a gate, but when they hop in it they dont teleport. any ideas
     
  19. Offline

    Fugensnot

    No dice ):

    Deleted "GateShapes" folder and Settings.txt and left the "WormholeXTremeDB" folder alone (to keep my gates), then deleted WXT jar from my plugin folder and replaced it with a new one. Ran the server, stopped it, adjusted the settings, restarted the server, and started removing/re-adding each gate. Issue cropped up again after the 4th or 5th gate re-added.

    EDIT:
    Using the MultipleHomes plugin to help and setting a home at each of the gates, I completely removed the entire WormholeXTreme folder and replaced the WormholeXTreme.jar, and re-added each gate one by one. Then stopped the server and restarted it for good measure, then started testing each portal. 6 stargate trips later, the issue showed up again D; There is something I notice however; when I'm about to test a portal and right-click the Sign-Nav next to the button to select a destination, sign doesn't scroll through the different gates. When this happens, that's when the gates stop working (or it's an indication that the gates have stopped working).
     
  20. Offline

    Ante0

  21. Offline

    tension69

    I've just noticed this as well...signs no longer scroll through targets on gates >.<

    Only thing that has changed is an update from craftbukkit build #478 to #493 for me, so I reckon the bukkit boyz have broken this plugin again :mad:
     
  22. Offline

    alron

    You're clearly using an old version. This issue was fixed 2 releases ago.
    --- merged: Mar 4, 2011 3:42 AM ---
    People, when you post errors or problems, post your CB version as well as your WXT version. Otherwise I'll ignore you and/or make fun of you.

    If you're about to post problems, and you're running an old version of WXT, try and update first. There is a good chance I fixed the bug you are seeing. The past few versions have had more than a couple bugfixes.
     
  23. Offline

    tension69

    :eek:


    :'(:'(:'(
     
  24. Offline

    alron

    Am not seeing anything of this sort with v0.754 on either my production server running CB493 nor my dev server running github latest snapshot every reboot.

    Do you have hsqldb.jar in your minecraft/lib/ folder? (sorry, have to ask)
     
  25. Offline

    Fugensnot

    Yes, and don't worry about it x3

    It's all good now, tension69 helped me with coming up with solutions. It turns out that the plugin doesn't like things being built between the DHD and the portal. To think D: some torches caused the problem...
     
  26. Offline

    Twanfox

    As I was playing around with worlds from SSP and the portals in general, I found that gating into one (one I had formed a base around) suddenly dropped me around layer 20, in solid rock. Not good. With the info above, I removed the portal and readded it after a portion of the base was already there (it had not been there on original gate creation) and now I gate in as expected.

    There is a very weird bug there that definitely needs some RAID. :( Placing blocks around a gate after it has been created should not significantly change your Z axis on egress. This sounds like a problem in assessing where to deposit the player (1 block off the event horizon) after arriving into the problem gate.
     
  27. Offline

    Lologarithm

    Currently once a gate has been made I leave the TP point the same. I could on every teleport check to see if I should adjust the TP point....
    --- merged: Mar 4, 2011 9:24 AM ---
    Hey Guys -

    I have a new build that *might* have fixed it but probably didn't. However, I did add more logging features. Could the two of you (and anyone else with this issue) download my update and do the following:

    1. Stop server
    2. Put new JAR in plugins (make sure to delete old one).
    3. Edit Settings.txt - set the Log_Level to be FINER.
    4. Start server back up and see if you can reproduce error.
    5. If you do, zip up your server logs and send them to me!
    --- merged: Mar 4, 2011 9:26 AM ---
    I am running 493 and not seeing it (yet). However this bug has never actually been properly fixed. It might be a client bug :)
     
  28. Offline

    alron

    Bleh, still trying to run this bug down. :|
    Been able to trigger it a few times on 493.
     
  29. Offline

    Fugensnot

    Which bug?
    --- merged: Mar 4, 2011 2:45 PM ---
    Downloaded, replaced, forgot to set logging to finer and tested, reproduced bug again, shut down server, changed logging to finer, tested again, can't reproduce bug! :O I don't know if that's a bad thing xD But it looks like its fixed o.o;

    Thank you very much :3
     
  30. Offline

    Kirauks

    Hi,

    I have not a very good English, so please excuse me for my mistakes.

    I have exactly the same bug that Fugensnot.

    The server is running:
    - CraftBukkit 493
    And plugins:
    - Permissions 2.5
    - iChat 2.06
    - SafeKaboom 1.0
    - WormholeXTrem 0.754

    There are only 5 doors, all on the public network.
    Nothing seems to disturb the doors (no torch, no block between the door and DHD...)
    Leaving only Permissons and WXT, the problem is still there.
    I tried to put WXT 0.775 with the setting "FINER", the problem is still there.
    There is no errors in server logs.

    The doors crash after about 5/6 uses :/

    Have you any ideas to solve the problem? Thank you in advance.
     
  31. Offline

    tension69

    Did as you asked. Server output on start:-
    Code:
    15:23:11 [INFO] Starting minecraft server version Beta 1.3
    15:23:11 [INFO] Loading properties
    15:23:11 [INFO] Starting Minecraft server on xxxxxxxxxxxxxx
    15:23:11 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-493-
    g8b5496e-b493jnks (MC: 1.3)
    ...
    15:23:12 [INFO] [WormholeXTreme][v0.755][By Lologarithm & alron]Load Beginning.
    15:23:13 [WARNING] [WormholeXTreme]Not a supported version of Permissions. Recom
    mended is 2.5
    15:23:13 [INFO] [WormholeXTreme]Attached to Permissions version 1.0
    15:23:13 [WARNING] [WormholeXTreme]iConomy Plugin not yet available - there will
     be no iConomy integration until loaded.
    15:23:13 [INFO] [WormholeXTreme]13 Wormholes loaded from WormholeDB.
    15:23:13 [INFO] [WormholeXTreme][v0.755]Load Completed.
    15:23:13 [INFO] Done (0.237s)! For help, type "help" or "?"
    >
    Note: Still throws a hissy fit re Perms, and mine is 2.5.1

    Went to a gate and whacked the sign. No console output. Sign scrolled. Fixed for now...maybe?:confused:
     
  32. Offline

    Fugensnot

    Okay just had to restart the server to do some work on a SQL database. Bug cropped up again, this time with only 2/3 uses. It seems really random. Sometimes it'll work flawlessly for 20+ uses; Restart the server and pop, it's off again.

    It's funny coz I was making a video tutorial for my server users on how to use wormholes and everything looked fine. The sign scrolled, the portal whooshed, lit up and everything, and then I say "Then all you have to do is walk into the portal aaand... *walks through but doesn't get teleported* nothing happens! :D" I'll link you guys to the video once it's uploaded for comic relief XD

    Still on CB 493 and the latest under-table release of WXT 0.755.

    This shows up on the server log,
    Code:
    09:42:50 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 44 created.
    2011-03-04 09:42:50 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 46 created.
    
    Before it, is me logging in to do the video.
     

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