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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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


    WorldEdit 4.0-beta7
    iChat v2.04
    Permissions 2.5.1 [Pheonix]
    General v2.1.2
    Lockette v1.2.2
    MyHome v1.9.2
    OtherBlocks v0.5
    WormholeXtreme v0.755

    Same for me...did about 6 jumps then one of my gates does the funny whoosh in the corner thing and signs had stopped scrolling. Can't portal out from the gate activated when whosh has malfunctioned. Not too sure if it is client side bug, as relogging didn't change what the gate was doing.
    I used WorldEdit compass to zap myself to another gate and then portalled -in- to the gate that had malfunctioned. The event horizon was working fine on it now....
    Logging set on FINER but nothing showed in the console log, or I'd have put it here. This is so frustrating:mad:

    I have my suspicions..Lockette & OtherBlocks were newly installed last night, just maybe....
  3. Offline


    Nothing actually shows up on the console log, you have to open a file called "server.log" in your root server folder. It'll show "fine" plugin logging there.
    --- merged: Mar 4, 2011 5:03 PM ---
    Don't think so >: I don't have either of these plugins and still run into the issue. Like someone mentioned earlier, the problem crops up just with Permissions and WXT loaded.
  4. Offline


    Have the same problem with this plugin and Stargate. After several uses, the portals just stop working. Going back and forth between the same two portals a couple of times is a sure way to do them in. A server restart will get them working until they break again. In my case I'm either running WXT or Stargate (not both simultaneously), and no other plugins. This is for a private server with two players whitelisted only, both ops. As such there is no need for a fancy permissions plugin.

    I keep updating Craftbukkit and swapping gate plugins as new versions come out, hoping for something to change. So far, teleporting itself is much improved thanks to the Bukkit/Craftbukkit folks. Whatever the bug is that's throwing the gate plugins out of whack remains.
  5. Offline


    Alright, while testing the gates out and they were working fine, a friend logged on and reported one of the gates broken. The other gates were still working. I took the closest gate to it and used it to get to the broken gate. The broken gate accepted my arrival, but upon trying to use the broken gate to go somewhere else, it didn't teleport. I used "/wormhole remove" to remove the gate, destroyed the DHD sign, and broke a random piece of obsidian on the portal, then replaced it and the sign, and re-added the gate. Here's the server.log for that moment in time:

    [WormholeXTreme]Pazza entered portal material.
    2011-03-04 11:29:36 [FINE] [WormholeXTreme]Player in gate:Shah Town gate Active: true Target Gate: Coast
    2011-03-04 11:29:36 [INFO] [WormholeXTreme]Pazza used a wormhole to go to: Coast
    2011-03-04 11:30:00 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 114 created.
    2011-03-04 11:30:00 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 116 created.
    2011-03-04 11:31:03 [INFO] [WormholeXTreme]Player: Pazza completed a wormhole: Coast
    2011-03-04 11:31:27 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 128 created.
    2011-03-04 11:31:27 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 130 created.
    2011-03-04 11:31:41 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 142 created.
    2011-03-04 11:31:41 [FINE] [WormholeXTreme]Wormhole Closure Task ID: 144 created.
    Here's a picture of the buggy gate, Coast:
  6. Offline


    Yer, I sent that to Lologarithm and the angry one:p Was quite long, I'm sure they'll beat on me for that[​IMG]

    Since I'm the Admin + have WorldEdit installed...I'm gonna just use the compass to zap about with I think :'(
  7. Offline


    Might have found a way to reliably repro while I am debugging the server. Will keep everyone updated :)
    Kirauks and Fugensnot like this.
  8. Offline


    From the snippet from the Standard.shape:
    When determining the exit point (the exact block to put your feet/head), if something is placed in the way, is that accounted for? I'd hate to say 'make it find that spot every time' because of the work on the server, but by the same token, the world is totally dynamic. A 'fire and forget, determined once' approach to the exit point might not be realistic. For example, easy griefing: place 2-3 blocks right in the expected spawn-in point and they spawn into rock. Fixes: Always check for valid spawn in location, and/or the 'whoosh' destroys/removes blocks in the area it occupies (even if it doesn't kill anyone). I'm assuming here that the receiving gate also whooshes as the sending gate does, mimicing how the 'original' ones work.
  9. Offline


    Ok, got another rev bump. Haven't been able to get the gate weirdness to happen with this version. We *think* it is fixed. But... guess y'all will tell us if we were wrong. This version also does contain a critical update to the DB code. Some data was being pushed to the wrong field... Been there for a while, soo...

    Oh... and the plugin no longer cries when iConomy 4.2 or 4.3 are used, same thing with Permissions 2.5.x.

    Also created /wxbuild, /wxcomplete, /wxremove, /wxcompass, and /wxlist so you don't have to do /wormhole build, etc etc.

    Changelog contains full details on the changes in this one. Good stuff.

    v0.755 ( JAR | ZIP ) CHANGELOG | README

    OP will update main thread when OP gets back.
  10. Offline


    I assume from this I need to decommision all my gates and start again....:mad:

    Thank f*ck I've got a magic compass:rolleyes:

    And No I haven't DL'ed yet or read the changelog;)

    Edit : Wasn't the last version 0.755[​IMG]
  11. Offline


    The one Lologarithm linked with debugging was an early version of this. 0.755 was where all my new commands were going, we just slipped the extra logging and bugfixes in at the last moment. :)
  12. Offline


    Ah fairy snuff....we were privileged then.

    Btw do I have to decomission my gates as I described or can I just throw in the new .jar and DB files and hope for the best:confused::p
  13. Offline


    Should be able to throw new jar and hope for the best. "Should" being the key word.
  14. Offline


    LoL I admire you're optimism alron...if it don't work you're going to be walking round to every gate in my server with a diamond sword up yer butt[​IMG]
  15. Offline


    Erm. I can never say that things will work 100% the way I expect them to on other peoples servers. They work as expected on my test environment... ;)
  16. Offline


    All went well for about 6 to 8 jumps....then a sign didn't scroll. Ok I thought, I'll /wormhole remove and re-add. Sign then scrolled ok. Jumped out then back to said gate. Sign not working again.

    I'm going to back-up my gate shapes and start from scratch again. Better news tomorrow hopefully[​IMG]
  17. Offline


    Yah, don't care about sign scrolling. That is a visual/cosmetic bug, and asynchronous. I.E. Doesn't effect all players at the same time. Probably a client bug.

    Do the gates break or don't they? That is all I really care about in this version.
  18. Offline


    The gates work fine hombre, I can't remember the last time one killed me in the ground. Portalling to Nether world is faster than some of my in-world jumps. Also event horizon glitch seems to have gone[​IMG]

    I give...9.8
  19. Offline


    Perfect. Lets hope this is all that is needed, so we can go back to features instead of bugfixes. ^^

    Oh, speaking of features. Networks should work for regular /dial gates. the /wormhole complete (/wxcomplete) command was updated. Used to be '/wormhole complete <gatename> [idc]'. Now it is '/wormhole complete <gatename> [idc=<idc>] [net=<net>]'. :)
  20. Offline


    I have a question, how do you setup a gate between different worlds on the same server? I have been looking for instructions on this but I don't see it.
  21. Offline


    You use something like multiverse, essentials, or nethergate to get your multiworlds going, then warp there using one of the commands from those plugins. Build your stargate. Off you go.

    We don't do multi-world management. Just multi-world capable transportation. :)
  22. Offline


    Awesome thanks :D
  23. Offline


    They're alive! Thank you muchly, alron~ :D I love the new commands too xD It'll make adding/removing a cinch now <3
  24. Offline


    I'm using 0.755 and craftbukkit version 493
    me and my friends are running a few networks of portals and under heavy use for a couple min all but one network stops working, they turn on but no teleport.
    any ideas why this might be happening?

    my server also runs MCmyadmin at version (his prerelease version) if that's important
  25. Offline


    Bleh, this is the bug we tried to fix. You downloaded the 0.755 that Alron just linked a few hours ago? I know what the issue is, I just don't know why it happens. Perhaps if someone is running into the issue and wouldn't mind helping me out they could open port 8000 and run their server in java debug mode and let me hook my debugger up and I could figure out whats going on :)
  26. Offline


    i wouldn't mind helping just tell me how to set everything up that you mentioned in your post and likely times you will be able to help (i live in sask, canada, so -6:00 gmt timezone would be helpful).

    P.S. i can at least handle the port part just not anything else
  27. Offline


    2011-03-05 10:34:33 [INFO] WorldGuard loaded.
    2011-03-05 10:34:34 [INFO] CraftBookMechanisms 3.0-alpha1 enabled.
    2011-03-05 10:34:34 [INFO] GroupManager - INFO - Scheduled Data Saving is set for every 10 minutes!
    2011-03-05 10:34:34 [INFO] GroupManager - INFO - Scheduled Data Saving is set for every 10 minutes!
    2011-03-05 10:34:34 [INFO] GroupManager - INFO - Scheduled Data Saving is set for every 10 minutes!
    2011-03-05 10:34:34 [INFO] GroupManager - INFO - Scheduled Data Saving is set for every 10 minutes!
    2011-03-05 10:34:34 [INFO] GroupManager version 1.0(pre-alpha-3) is enabled!
    2011-03-05 10:34:34 [INFO] Fake Permissions version 2.5 is enabled!
    2011-03-05 10:34:34 [INFO] [iChat] Using Permissions 2.0 (2.0) for permissions
    2011-03-05 10:34:34 [INFO] iChat (v2.08) enabled
    2011-03-05 10:34:34 [INFO] [General] version [2.2] (Chernobyl) loaded
    2011-03-05 10:34:34 [INFO] CraftBookVehicles 3.0-alpha1 enabled.
    2011-03-05 10:34:34 [INFO] [HeroicDeath] enabled.
    2011-03-05 10:34:34 [INFO] CraftBookCircuits 3.0-alpha1 enabled.
    2011-03-05 10:34:34 [INFO] WorldGuard: Permissions plugin detected! Using Permissions plugin for permissions.
    2011-03-05 10:34:34 [INFO] WorldGuard: Blacklist loaded.
    2011-03-05 10:34:34 [INFO] WorldGuard: Single session is enforced.
    2011-03-05 10:34:34 [INFO] WorldGuard: TNT ignition is PERMITTED.
    2011-03-05 10:34:34 [INFO] WorldGuard: Lighters are PERMITTED.
    2011-03-05 10:34:34 [INFO] WorldGuard: Lava fire is blocked.
    2011-03-05 10:34:34 [INFO] WorldGuard: Fire spread is UNRESTRICTED.
    2011-03-05 10:34:34 [INFO] WorldGuard 4.0-alpha1 enabled.
    2011-03-05 10:34:34 [INFO] [WormholeXTreme][v0.755][By Lologarithm & alron]Load Beginning.
    2011-03-05 10:34:34 [INFO] [WormholeXTreme]Attached to Permissions version 2.5
    2011-03-05 10:34:34 [WARNING] [WormholeXTreme]iConomy Plugin not yet available - there will be no iConomy integration until loaded.
    2011-03-05 10:34:34 [SEVERE] [WormholeXTreme]ERROR: failed to load HSQLDB JDBC driver.
    2011-03-05 10:34:34 [SEVERE] java.lang.ClassNotFoundException: org.hsqldb.jdbcDriver
    2011-03-05 10:34:34 [SEVERE] at$
    2011-03-05 10:34:34 [SEVERE] at Method)
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at java.lang.ClassLoader.loadClass(
    2011-03-05 10:34:34 [SEVERE] at java.lang.ClassLoader.loadClass(
    2011-03-05 10:34:34 [SEVERE] at java.lang.ClassLoader.loadClassInternal(
    2011-03-05 10:34:34 [SEVERE] at java.lang.Class.forName0(Native Method)
    2011-03-05 10:34:34 [SEVERE] at java.lang.Class.forName(
    2011-03-05 10:34:34 [SEVERE] at com.wormhole_xtreme.model.StargateDBManager.ConnectDB(
    2011-03-05 10:34:34 [SEVERE] at com.wormhole_xtreme.model.StargateDBManager.LoadStargates(
    2011-03-05 10:34:34 [SEVERE] at com.wormhole_xtreme.WormholeXTreme.onEnable(
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    2011-03-05 10:34:34 [SEVERE] at com.nijikokun.cjcfork.bukkit.General.iListen.setupCmds(
    2011-03-05 10:34:34 [SEVERE] at com.nijikokun.cjcfork.bukkit.General.General.onEnable(
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.craftbukkit.CraftServer.reload(
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.command.SimpleCommandMap.dispatch(
    2011-03-05 10:34:34 [SEVERE] at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
    2011-03-05 10:34:34 [SEVERE] at net.minecraft.server.NetServerHandler.c(
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at net.minecraft.server.NetServerHandler.a(
    2011-03-05 10:34:34 [SEVERE] at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    2011-03-05 10:34:34 [SEVERE] at net.minecraft.server.NetworkManager.a(SourceFile:230)
    2011-03-05 10:34:34 [SEVERE] at net.minecraft.server.NetServerHandler.a(
    2011-03-05 10:34:34 [SEVERE] at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    2011-03-05 10:34:34 [SEVERE] at net.minecraft.server.MinecraftServer.h(
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] at
    2011-03-05 10:34:34 [SEVERE] null loading General v2.2 (Is it up to date?)
    at com.wormhole_xtreme.model.StargateDBManager.LoadStargates(
    at com.wormhole_xtreme.WormholeXTreme.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    at com.nijikokun.cjcfork.bukkit.General.iListen.setupCmds(
    at com.nijikokun.cjcfork.bukkit.General.General.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at org.bukkit.craftbukkit.CraftServer.reload(
    at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(
    at org.bukkit.command.SimpleCommandMap.dispatch(
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
    at net.minecraft.server.NetServerHandler.c(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    at net.minecraft.server.NetworkManager.a(SourceFile:230)
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(
    2011-03-05 10:34:34 [INFO] WorldEdit 4.0-beta8 enabled.
    2011-03-05 10:34:34 [INFO] WorldEdit: Permissions plugin detected! Using Permissions plugin for permissions.
    2011-03-05 10:34:34 [INFO] [SignTrader] iConomy not enabled.
    2011-03-05 10:34:34 [INFO] [SignTrader] LWC is not available.
    2011-03-05 10:34:34 [INFO] [SignTrader] version 0.9.3 is enabled!
    2011-03-05 10:34:34 [INFO] [SpawnControl] version [0.7] loaded
    2011-03-05 10:34:34 [INFO] BorderGuard Lite (Square) version 2.1 is enabled!
    2011-03-05 10:34:34 [INFO] MCDocs - Permissions Detected!
    2011-03-05 10:34:34 [INFO] MCDocs by Tazzernator (Andrew Tajsic) - version 5.2.2 is enabled!
    2011-03-05 10:34:34 [INFO] CraftBookCommon 3.0-alpha1 enabled.

    Thats with craftbukkit build #493


    I fixed it myself, had to create the lib folder in minecraft, the hqsld was in the wrong directory. Works now
  28. Offline


    CB 493
    Latest Wormwhole
    Portals turn on, no one but only the Admin can be warped around.
    All other players, nothing happens when they enter an active gate.
  29. Offline


    Not the case here. I have 493, I'm the only admin and everybody on my server can use the gates just fine. I'm using gate version v0.754. Mind you I had to edit my permissions file so that it looks like this.
    I have my server set up so that only moderators can create gates. This is because players were making gates willy nilly and ruining the balance of the server.

    I would like to make a bug report though. When you use the PORTAL material for the wormhole the portal blocks always come out oriented north/south. So what happens is you need to build the gates so they face East/West otherwise the portal sploosh effect comes out perpendicular.
  30. Offline


    So we can't use this for permissions?

    - 'wormhole.use.*'

    because we can't use any gates in our server, even though it says they are valid. There's no Dial message whatsoever. Neither regular players nor ops can use it. We're using CB490 and 0.754 for this plugin.
  31. Offline


    This is what I use and it fixed the issue of my members not being able to warp around :3 So yeah, that should be fine. ALso, .755 fixes (or tries to) fix the portals not porting problem.

Share This Page