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

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

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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

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    Ok. Here is a build to try on for size. It has the work around for the block.getType() bug as well as new permissions nodes. Read the CHANGELOG and README for information on the changes and the new nodes. The new network nodes will cause problems for anyone who uses private networks and doesn't set permissions entries allowing users access to use and build on said networks.

    download the test portal fix build here (yes, I know, same version number as main release)

    Please understand that this is a test build to fix the gate problems. As the fix was committed part way through adding permissions nodes, I rushed. If something is broken, also please understand that I tested this as much as I could in a short time. I have not tested this on anything other than the latest snapshot of CraftBukkit, but theoretically it should work as intended on b493+. Also I have only tested this with Permissions 2.5.4 and iConomy 4.3, but it should work with any of their recent versions.

    If you do run into problems, let me know what you were doing, what the problem is, and what your CB version is. If you can easily reproduce the problem, set your logging to FINEST, trip the bug, and provide the log entries from server.log for the time the problem occurred.
    Ok, I'm going to bed. If any of you do run the the test build, let me know how it goes. If you hit any bugs I'll try and get them squished out when I wake up.
  3. Offline


    I downloaded this, but now none of my gates work and it says that 'An internal error occured while attempting to perform this command' and then the gate sits with the lights on but wont turn them off or let me try dialing again. I have to redo the gate. and even after redoing 2 gates I cant dial between them. I dont use any passwords or 'net' for my gates either.

    edit: this is what the server console says:

    12:24:23 [INFO] [WormholeXTreme]Player: een completed a wormhole: lavacave1
    12:24:35 [INFO] een used a teleporter.
    12:24:50 [INFO] [WormholeXTreme]Player: een completed a wormhole: ironforge
    12:24:58 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'dial
    ' in plugin WormholeXTreme v0.755
            at org.bukkit.command.PluginCommand.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(
    Caused by: java.lang.NullPointerException
            at com.wormhole_xtreme.WormholeXTremeCommand.doDial(
            at com.wormhole_xtreme.WormholeXTremeCommand.commandDial(
            at com.wormhole_xtreme.WormholeXTreme.onCommand(
            at org.bukkit.command.PluginCommand.execute(
            ... 12 more
    not sure if it was to be fixed with this update either but with the .755 version i also would randomly be teleported into the ground and die, it happened more and more until i shutdown the server and started up again.
  4. Offline


    Hope you get a good rest :D Coz it's well deserved. Spammed usage and all teleports have been successful :) But as before, gonna have to wait till the server populates a little and then spam it again. So far so good :D Spammed porting between 2 gates that have been known to die first, and they're still alive. Let's see how this holds!

    EDIT: :eek: So around halfway through testing, I switched portal material to PORTAL. Seeing how everything seemed to be working fine. Then I pushed a button, and that bug I reported forever ago about only the corners of the stargate whooshing showed up. And it was JUST like the first time I reported the portals dying... So I was afraid... but I jumped through the portal anyway and LO BEHOLD! I teleported either way :3 So it was just a little visual hiccup, but not a functional one, thankfully. Using STATIONARY_WATER as a material doesn't seem to have the same problem; when set as the Portal Material, STATIONARY_WATER still occupies the whole portal and whooshes correctly :3

    EDIT: Looking good!
  5. Offline


    Think I found the bug you triggered. Committing a fix. Next build shouldn't have the same problem. "Shouldn't"

    I haven't even gotten around to seeing what is up with the PORTAL material for gate material. Once I get these stupid gate network permissions working the way I want them to...
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    How to I activate more gate shape files so i can use more than just the standard?
  7. Offline


    Hi guys, testing build 493 with WHX v 0.755, permissions 2.5.4 and iconomy 4.4.5 I have noticed that I get the PLAYER_MOVE not passed error unless I add the player to ops.txt.

    WormholeXTreme 0.755
    WormholeXTreme Config Settings

    Value: false
    Description: This should be set to true if you want the built in permissions enabled. This
    setting does nothing if you have Permissions plugin installed.

    - 'wormhole.*'
  8. Offline


    I'll be dropping a new test build shortly. If all goes well, it should be one of the last before we release the full v0.800. Oh, and version I'm testing now has fixes to Iris. ;)

    You also probably need 'wormhole.use.*' if you want to be able to use /dial and sign gates.

    Also, can you paste me the errors before and after the PLAYER_MOVE error? In a pastebin or [ spoiler] (minus the leading space) preferably.
  9. Offline


    Forgive me for not searching through 44 pages if this question has already been answered but is there a way to set up a one-way gate with a DHD? As in you use the gate's dhd to select a destination but that gate isn't on the rest of the network? Thanks in advance!
  10. Offline


    Its not wormhole.use its wormhole.use.dialer
  11. Offline


    Hmmm, I'm actually not sure there is an easy way.

    If you just need an inbound gate that cant dial out to other gates, you can just destroy its dial sign after setting it where you want it to go. (Should work)

    It is 'wormhole.use.*' if you want to allow both dialer and signs. Otherwise you can specify 'wormhole.use.dialer' or 'wormhole.use.sign'.

    I say this being one of the people who put the nodes for this in place. :)
  12. Offline


    I want an outbound gate that you can't dial back into but can still use the DHD to dial out with. Sorry if my wording was a little confusing.[​IMG]
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    Ahhh, so out bound, one way, hidden gate. We don't do that at the moment. Might be something we can add later on. Not terribly sure without looking at all the changes I/we would need to make.
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    I'm sorry I keep giving you guys lots of ideas to play around with; I'll try to quit doing that. [​IMG]
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    lol, so some of the wormholes in on my server take my players to bedrock, albeit in the right area, but its definitely not good when they teleport and find themselves instantly dying in bedrock lol, any thoughts? I was also curious if there was anyway to disable /wxcompass using permissions
  16. Offline


    Next release version has a 'wormhole.use.compass' permissions node.

    As for the bedrock tp issue, what build are you using of CraftBukkit?
    Eh, it doesn't bother me at all. As long as you (and others) understand that while we do want to add as many features as we can, sometimes they are not feasible at this time. :)
  17. Offline


    i now get this error
    20:16:36 [INFO] Starting minecraft server version Beta 1.3
    20:16:36 [INFO] Loading properties
    20:16:36 [INFO] Starting Minecraft server on *:25565
    20:16:36 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-513-
    gc01392c-b528jnks (MC: 1.3)
    20:16:36 [INFO] Preparing level "world"
    20:16:37 [INFO] Preparing start region
    20:16:37 [INFO] [Permissions] version [2.5.3] (Phoenix) was Initialized.
    20:16:37 [INFO] [MultiVerse] Permissions Found
    20:16:37 [INFO] [MultiVerse] - Version 1.5 (Permissions 2.1+) Enabled
    20:16:37 [INFO] [MultiVerse] Loading World & Settings - 'world' - NORMAL
    20:16:37 [INFO] [MultiVerse] Loading World & Settings - 'World2' - NORMAL
    20:16:38 [INFO] [MultiVerse] 2 - World(s) loaded.
    20:16:38 [INFO] [MultiVerse] Loading Portals
    20:16:38 [INFO] [MultiVerse] 0 - Portal(s) loaded.
    20:16:38 [INFO] [Permissions] version [2.5.3] (Phoenix)  loaded
    20:16:38 [INFO] [MultiVerse] Found Permissions 2.1, enabling commands.
    20:16:38 [INFO] [WormholeXTreme][v0.755][By Lologarithm & alron]Load Beginning.
    20:16:38 [INFO] [WormholeXTreme]Attached to Permissions version 2.5.3
    20:16:38 [WARNING] [WormholeXTreme]iConomy Plugin not yet available - there will
     be no iConomy integration until loaded.
    20:16:38 [INFO] [WormholeXTreme]3 Wormholes loaded from WormholeDB.
    20:16:38 [INFO] [WormholeXTreme][v0.755]Load Completed.
    20:16:38 [INFO] Done (0.138s)! For help, type "help" or "?"
    20:16:41 [INFO] 143 recipes
    20:16:41 [INFO] theamazkid [/] logged in with entity id 208
    20:16:43 [INFO] ddubois89 [/] logged in with entity id 453
    20:16:50 [INFO] Loaded world: world
    20:16:57 [INFO] Loaded world: World2
    20:18:13 [INFO] [WormholeXTreme]Player: ddubois89 completed a wormhole: world2
    20:18:21 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'dial
    ' in plugin WormholeXTreme v0.755
            at org.bukkit.command.PluginCommand.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(
    Caused by: java.lang.NullPointerException
            at com.wormhole_xtreme.WormholeXTremeCommand.doDial(WormholeXTremeComman
            at com.wormhole_xtreme.WormholeXTremeCommand.commandDial(WormholeXTremeC
            at com.wormhole_xtreme.WormholeXTreme.onCommand(
            at org.bukkit.command.PluginCommand.execute(
            ... 12 more
    20:18:21 [INFO] [world]<theamazkid> im in sg1 now
    20:18:37 [WARNING] ddubois89 moved wrongly!
    20:18:37 [INFO] Got position -311.5, 101.66, -294.5
    20:18:37 [INFO] Expected -311.5, 101.66, -246.69999998807907
    20:18:58 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'dial
    ' in plugin WormholeXTreme v0.755
            at org.bukkit.command.PluginCommand.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(
    Caused by: java.lang.NullPointerException
            at com.wormhole_xtreme.WormholeXTremeCommand.doDial(WormholeXTremeComman
            at com.wormhole_xtreme.WormholeXTremeCommand.commandDial(WormholeXTremeC
            at com.wormhole_xtreme.WormholeXTreme.onCommand(
            at org.bukkit.command.PluginCommand.execute(
            ... 12 more
    newest version of everything as far as i know. probably fixed in new release but just in case its not
  18. Offline


    ok then
  19. Offline


    This server is running Craftbukkit version git-Bukkit-0.0.0-493-g8b5496e-b493jnks (MC: 1.3). it only seems to happen on some gates though. I have also seen the gate system crash randomly, and you are unable to build, or use them at all. In terms of other things I am running alongside it, essentials , and permissions
  20. Offline


    Oh trust me, I understand all too well that scripting/programming is a pain in the ass. Just writing a backup script for my server took me two days and made me rage hard and then I found out the next day that the bastard only works for PM hours so now I have to debug it; I have no idea how the hell you bigshots are able to maintain your sanity.

    I did have another suggestion but I can't figure out how it would work logically in my head so I'm not going to toss it over to you just yet. [​IMG]
  21. Offline



    "wormhole.use.*" is applied to the lowest allowed group. It should be inherited up to the mod and admin groups. And still adding the player to ops shouldnt fix the problem as it shouldnt be getting used for permissions no?

    PS: I keep trying to set the iconomy setting for WHX use and build cost to 0.0, but it overwrites the settings file with 0.
  22. Offline


    I know exactly what your bug is. (I was checking a value that is null on some gates in a wrong way.) It should be corrected in my next build. I'll release the build a bit later tonight, if we don't release a full version before then
    Stop the server before changing the settings in settings.txt from int to double. If that doesn't work, let me know. :)
    Gate system crash fix is in the next release. Lologarithm came up with a work arround. The root of the problem is the Bukkit block.getType() method returning a very wrong value. We are trying to stop using this call... but its pretty difficult as we have it all over the place... and it should work...
  23. Offline


    alright, and any clue on the voodoo that has people ending up in at bedrock level, though the gate is x number of blocks up?
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    This happening in nether worlds or normal worlds? If in nether worlds, it happening with top bedrock, or bottom bedrock?

    Just trying to figure out what all the variables for this problem are. :)
  25. Offline


    oh sure, its happening in normal world, it seems to be when the area is enclosed, the person uses the gate, and instead of appearing next to the gate, they appear, underneath the gate, exactly in the middle on the side where they would have appeared.
  26. Offline


    Ahhh, I know the bug. Don't know a solution at the moment other than saying, don't enclose gates that way. Give them a little bit of space. :)

    Might be something @Lologarithm can fix. :)
  27. Offline


    tested this one when you first made this post. so far so good, the portals are no longer breaking on my server. The only thing that seems to be still not working right is the signs are not scrolling. If break the sign and replace it blank, I can right click on it and it rewrites it's self and works again like it should but after a teleport the sign no longer works. at least the whispers as to the dial location are still working :) and the no colored text looks great.

    a feature request though, my friends have been experimenting since this last build and found that minecarts go through the portal, if a player is in the minecart when it goes through both are transported but the player pops out. if there is a way to fix this so the player stays in that would be cool. :)
  28. Offline


    Yah, there is some kind of bug when teleporting players between chunks with them in the minecarts. Or at least we think it is a bug. So, we have to remove the player from the cart after the teleport.

    There may be some work arounds, but not going into the code base right away.
  29. Offline


    Getting exactly the same error as ddubois89, Thanks for all your effort before this. Really cool system.
  30. Offline


    Oh man, this block.getType() bug is killing me. Every time I think we have things stable, block.getType() causes another function we relied on to fail. q_q
  31. Offline


    lol, With all my gates broken they stay lit up and say 'Remote Activated' when you try and use them, awesome way to show they are out of order. hehehe xD

    You know what would be cool? Having so we cud use redstone to activate it so I could recreate the control room at Atlantis.

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