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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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


    On 1... Add a command /send-idc <code> and, if you happen to be in the proximity (or have activated a gate either via dialer or manual /dial command) it would transmit the IDC to the receiving Gate. That's more or less what they did in-show anyways. The Dialer had no clue about any iris or idc, and just connected Gates.

    On 2... I wouldn't have two buttons. Why not have something way simpler by putting a 'Manual' dial entry in the list of gate destinations and, when Manual is selected in the Dialer list, it triggers the 'Activate' routine but doesn't auto-dial? This would be a 'special dial routine' that a second code path would be written to merge into the normal non-dialer based Gates. This would also allow the use of /dial (and accompanying IDC as necessary).
  3. Offline


    Hi Absolutely love the mod its just amazing.
    Just a few questions:
    1. Is there an easier way to create large gate shapes? because a 61 x 61 "supergate" that i would like to build is 4000 blocks and its a bit too much planning and typing to make it worthwhile.
    2. Would the mod even be able to cope with a gate this size? (I have absolutely no knowledge of programming im just a gamer)
    3. Any plans to implement a way to control the radius of the portal "woosh" to further replicate a stargate?
  4. Offline


    Ah, ok I will try that now. And idk why it didn't quote you... weird.
  5. Offline


    what file is all the gates stored in the "database file" and how might i go about viewing it? is it a viewable database file?
  6. Offline


    Thank you very much :)
  7. Offline


    There's a page here that'll help you design large circles.

    It's designed to help you do spheres, but it's nice for circles as well-- just set the Z component to 1.0 and then give it the radius you want. Once it's done, find the widest circle it's generated and just make the outer edge of it in your text editor.

    @Lologarithm or @alron I seem to remember seeing something a while back about plans to make it so you could turn an iris on and then leave through the gate? On our server we're having a hard time finding much of an in-game use for irises. I realize such functionality would be rather contra-mythos, but right now we only really see a use for an iris if you're just going to be in there and don't want anyone to follow you. If you have a stargate protected by an iris into your base but you have to walk out to leave the iris functional, it seems to take away half the use of having a gate.

    Additionally, we're seeing some issues with gates in the proper shape not giving us the "/wormhole complete" prompt after the server has been running for a while. I've had it happen 3 times now-- twice to a couple of my players and once to me while trying to debug the situation. After the server restarts, you can push the button and get the prompt as normal, but after some as-yet-undetermined time, the button press doesn't give the prompt anymore. It also seems to be selective in where it happens (to make the bug more fun for you to find ;) ).

    For instance, I have a functional gate at my base and set up a temporary gate which is not completed nearby and cannot reproduce the problem with my temporary gate (it always prompts correctly). Both of the gates having problems with being completed were off by themselves, except for while debugging I built a second gate near one of the problem gates and could not complete that either. I'll let you know if I'm able to narrow it down any further.

    Running AfkBooter 0.5, LoginMessage 0.5_2 (might be 0.5_3), Permissions 2.5, BigBrother 1.6.3, and WXT 0.754.
  8. Offline


    semething else i'm noticing is that my console output for my server seems to keep looping a single minute over and over again.

    here is some of my sample output to show the problem if it is one. anyone know why it might be doing this?

    2011-03-07 04:03:00 [INFO] CONSOLE: Forcing save..
    2011-03-07 04:03:00 [INFO] Saving chunks
    2011-03-07 04:03:00 [INFO] CONSOLE: Save complete.
    2011-03-07 04:03:00 [INFO] [CONSOLE] This server is running McMyAdmin Personal v0.8.5.6
    2011-03-07 04:03:06 [INFO] Connected players:
    2011-03-07 04:03:34 [INFO] Connected players:
    2011-03-07 04:03:50 [INFO] player1 [/] logged in with entity id 2523
    2011-03-07 04:03:51 [INFO] [CONSOLE] Welcome back, player1
    2011-03-07 04:03:51 [INFO] [CONSOLE->player1 shua] Hey there, player1 !
    2011-03-07 04:03:51 [INFO] §7CONSOLE whispers Hey there, player1 !
    2011-03-07 04:03:51 [INFO] [CONSOLE->player1 ] Welcome to world server
    2011-03-07 04:03:51 [INFO] §7CONSOLE whispers Welcome to world server
    2011-03-07 04:03:00 [INFO] CONSOLE: Forcing save..
    2011-03-07 04:03:00 [INFO] Saving chunks
    2011-03-07 04:03:00 [INFO] CONSOLE: Save complete.

    also when one of the players (out of 4) on the server tries to create a gate nothing happens (no creation) and this console output appears:

    2011-03-07 03:03:02 [SEVERE] null
    2011-03-07 org.bukkit.command.CommandException: Unhandled exception executing command 'wormhole' in plugin WormholeXTreme v0.755
    2011-03-07 Caused by: java.lang.NoClassDefFoundError: com/nijiko/permissions/PermissionHandler
    2011-03-07 ... 12 more
    2011-03-07 Caused by: java.lang.ClassNotFoundException: com.nijiko.permissions.PermissionHandler
    2011-03-07 at Method)
    2011-03-07 ... 16 more
    2011-03-07 03:03:08 [SEVERE] null
    2011-03-07 org.bukkit.command.CommandException: Unhandled exception executing command 'wormhole' in plugin WormholeXTreme v0.755
    2011-03-07 Caused by: java.lang.NoClassDefFoundError: com/nijiko/permissions/PermissionHandler
    2011-03-07 ... 12 more

    i am not running iconomy or permision plugins of any kind
  9. Offline


    I appreciate the help but creating a circle isnt what im trying to do(ive done many circles) i meant creating the actual shape file. im a terrible at typing in terms of speed and inputting all the characters to create the shape file would take hours and hours. I was hoping there was a simple way to create the file.
  10. Offline


    Could you paste what you see when your server starts up? Permissions shouldn't be accessed unless it was loaded.
    --- merged: Mar 7, 2011 10:34 PM ---
    Ya, originally they did close automatically behind you but it seems to have broken in some build. I will add this on my todo list.

    1. Copy paste is your friend i guess? If someone wanted to they could write a simple GUI tool for generating gate shapes.. I just don't have the time right now.
    2. It... should? :) The bigger the gate the more blocks modified when gates go on and off.
    3. Well, in your gate shape you control how much depth the woosh effect has. However due to not knowing how a gate is shaped or anything I can't really create a decreasing radius on the effect automatically
  11. Offline


    Were I to offer a suggestion, I might suggest an editor that does syntax highlighting. Or, doing it in an ASCII art style design, and then doing Search/Replace on it to get it to the right format. Use of a Fixed Width font is a must. ;)
  12. Offline


    --- merged: Mar 8, 2011 1:26 AM ---
    it turns out you have to be an op to build gates if your not an op you get the message in game that an internal error occoured and the console gives this upon attempt.

    2011-03-07 07:03:52 [SEVERE] null
    2011-03-07 org.bukkit.command.CommandException: Unhandled exception executing command 'wxbuild' in plugin WormholeXTreme v0.755
    2011-03-07 Caused by: java.lang.NoClassDefFoundError: com/nijiko/permissions/PermissionHandler
    2011-03-07 ... 12 more
    2011-03-07 Caused by: java.lang.ClassNotFoundException: com.nijiko.permissions.PermissionHandler
    2011-03-07 at Method)
    2011-03-07 ... 16 more
  13. Offline


    Looking into this now. I think I know what the problem is.
  14. Offline


    Tested with build#514 tonight. No issues for me other than sporadic failing of sign scrolling(known issue).

    I'm convinced it's a client side issue..go Mojang[​IMG]
  15. Offline


    Ok, I just fixed /wxbuild in the latest codebase. Next release it will no longer blindly depend on permissions being available.

    My bad on this one. ^^
  16. Offline


    ive created a custom gate shape and built the gate ingame but when i press the dhd button nothing happens and the console shows this error:
    [SEVERE] Could not pass event BLOCK_INTERACT to WormholeXTreme[/SIZE]
    [SIZE=2]    at com.wormhole_xtreme.logic.StargateHelper.checkStargate([/SIZE]
    [SIZE=2]    at com.wormhole_xtreme.logic.StargateHelper.checkStargate([/SIZE]
    [SIZE=2]    at com.wormhole_xtreme.WormholeXTremeBlockListener.ButtonLeverHit([/SIZE]
    [SIZE=2]    at com.wormhole_xtreme.WormholeXTremeBlockListener.onBlockInteract([/SIZE]
    [SIZE=2]    at$23.execute([/SIZE]
    [SIZE=2]    at org.bukkit.plugin.RegisteredListener.callEvent([/SIZE]
    [SIZE=2]    at org.bukkit.plugin.SimplePluginManager.callEvent([/SIZE]
    [SIZE=2]    at net.minecraft.server.BlockButton.a([/SIZE]
    [SIZE=2]    at net.minecraft.server.ItemInWorldManager.a([/SIZE]
    [SIZE=2]    at net.minecraft.server.NetServerHandler.a([/SIZE]
    [SIZE=2]    at net.minecraft.server.Packet15Place.a(SourceFile:57)[/SIZE]
    [SIZE=2]    at net.minecraft.server.NetworkManager.a(SourceFile:230)[/SIZE]
    [SIZE=2]    at net.minecraft.server.NetServerHandler.a([/SIZE]
    [SIZE=2]    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)[/SIZE]
    [SIZE=2]    at net.minecraft.server.MinecraftServer.h([/SIZE]
    [SIZE=2]    at[/SIZE]
    [SIZE=2]    at
  17. Offline


    I can travel between worlds using Multiverse, however I have yet to get a stargate to complete in any world other than the original. Any thoughts?
  18. Offline


    I don't see anyone complaining about their Wormholes dying randomly o.o Has this issue been fixed? XD
  19. Offline


    I'm not terribly sure with Multiverse. Maybe someone else who has used it can give better information than me.

    But with Essentials it was as simple as making sure the world was being loaded at startup (setting a false to a true in the essentials config in the section about loading nether world), then just doing a /world nether. Once there, build gate, connect it, and use it.

    With nethergate it takes a bit more fiddling. It requires adding the world to nethergate (/nether create world <worldname> [normal|nether]) then restarting bukkit. Once that is out of the way just do a '/nether go <worldname>', build the gate where you want it, link it, and use it.

    Hope this helps.
    --- merged: Mar 8, 2011 2:31 AM ---
    God, I can only hope it has.

    From the code side it was looking like either the ConcurrentHashMap we store our live config in was returning bad values (possible, but wow, seeing as only the configuration commands write to it, how?) or bukkit was giving us a bad value when we called getType().

    Neither of which is something that makes us very happy. lol
  20. Offline


    I was actually wondering coz my wormholes were still dying and I thought maybe another under-the-table update was handed out while I was away for a page or two XD
  21. Offline


    Easy way of making mutiverse other plugin required.
    1. Temporarily move your default world to desktop
    2. In enter chosen name of new world you want to create:-
    3. Run yer bukkit is generated.
    4 . Pick a nice a gate....give it a name etc.
    5. Log out and move default world back into bukkit folder.
    6. Edit back to your default settings.
    7. Rerun and log in....dial out of the new gate you just made to existing one in your default world.
    8. Like this post and buy me a beer;)
  22. Offline


    Can you pastebin your custom shape and link it?
    I think your problem may be in your shape.

  23. Offline


    Wow, are you feeling ok alron:eek:
  24. Offline


    I know everyone hates it when someone asks to try the latest CB... but does it happen on something like build 514? (This is not my saying I recommend using 514, just wondering if the bug shows up there for you).
    --- merged: Mar 8, 2011 2:41 AM ---
    Eh, was something I totally overlooked when I was hooking the wxbuild command up.
    I have no problems admitting where I am wrong. ^^
  25. Offline


    Yeah no one's perfect;)

    As I said previous page I think..using build#514 now, and only the sign issue still...
    I do realize I'm not everyone, before some **** chews my ass for saying that:rolleyes:
  26. Offline


    Mkay I just tested the plugin with 10+ uses and no issues have cropped up. Server is empty, waiting to see if others get the problem too. I notice that it usually happens when people are over on the server o.o;
  27. Offline


    K. Lemmie know.

    This bug is really making me q_q.

  28. Offline


    Complete error on my part... I started using notepad++ instead of ultraedit and it was using tabs instead of spaces to fill the gaps on a new line for setting permissions in my 2 other worlds...
  29. Offline



    Glad you found your error and were able to fix it. :)

    lack of tab in yaml makes me unhappy.
  30. Offline


    Just ran into this problem with multiverses:

    I'm using two gate shapes to better help simulate the Supergates between two galaxies. Anyway, I set both these gates up the "Intergalactic" network (and to be honest, this was the first time I've been using the network command). Anyway, I've run into the problem that when a gate is dialed that is not in the Intergalactic network, the lightstones remain lit but nothing happens. When I try to deactivate the gate, it remains on and says that its dialed remotely. At that point its not possible to dial into or out of the gate. I tried to remove it which doesn't help. I've also used the -all command to get rid of all the blocks but that doesn't help either. My wormhole list won't show the gate anymore, but when I put a button back on, I still get the error stating that the Gate is remotely activated.

    I also noticed that one of my gates on my original world was also able to dial INTO the 2nd world, even though the 2nd world gate is in a network, while the dialing gate wasn't.
  31. Offline


    Unfortunately still seeing gates randomly stopping working on CB493

    Unable to test CB514 due to it breaking just about every plugin due to some error in the plugin dependency code apparently.

Share This Page