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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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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    No, it needs to be a "switch off" or maybe an exclusion list so you just change the value and won't have to teleport to that world manually to enable it again.
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    Psycho Robot

    You could set an IDC to something someone knows and put an iris on
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    Has anyone else had their clients black screening and crashing upon teleporting back to the original world? I just made a portal to a new world. When I teleport to it and back im fine, but 2 of my other server mates have tried it and black screen upon returning. They just have to restart MC and rejoin and they are in the main world where they should be.
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    I've been having a slight annoyance (wouldn't really call it an issue, since everything still works pretty much) where when I click on a signed on a signed gate, I'll get the notification in chat about the selected gate but the sign wont update. The gates work fine and it doesn't happen to all the gates, there doesn't seem to me to be any rhyme or reason to which ones don't. There are also no errors in the logs
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    Same issue here. It changes on one gate, but not another. I have rebuilt the gate as well as reloading plugins, rebooting server, and reinstalling the mod. Please let me know when you update this. Thanks!
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    Would it be possible to do something like the normal nether portal in single player as a custom gate shape, but have the DHD button/lever attached to one of the sides instead of the separate little pillar thing?

    If so, can somebody make the .shape file for me; because I don't understand the DHD part.

    Additionally... something with the permissions isn't working, I gave somebody the use and build permissions (using simple, triple checked and simple is for sure enabled)

    He can use, but he says it tells him he doesn't have permission to build, even though he for sure has the permission...

    Here is the config just in case:

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    I dunno if this helps but here is the message I get in the server.log when the gate on the non-default world stops responding:
    2011-04-11 17:42:29 [FINE] [WormholeXTreme]Caught Player: "MrAllthat" Event type: "PLAYER_INTERACT" Action Type: "LEFT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=caveworld}" Event Block: CraftBlock{chunk=CraftChunk{x=1z=8}x=30y=21z=128}"
    2011-04-11 17:42:29 [FINE] [WormholeXTreme]Caught Player: "MrAllthat" Event type: "PLAYER_INTERACT" Action Type: "LEFT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=caveworld}" Event Block: CraftBlock{chunk=CraftChunk{x=1z=8}x=29y=21z=128}"
    2011-04-11 17:42:29 [FINE] Redstone event on block @ 29, 21, 128, type: AIR; 0 -> 1
    2011-04-11 17:42:29 [FINE] Type according to World.getBlockAt(): AIR
    2011-04-11 17:42:29 [FINE] Type according to World.getBlockTypeIdAt(): LEVER
    2011-04-11 17:42:29 [FINE] Block powered on
    does this mean that it is somehow thinking I am hitting an air block?
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    Yep. Welcome to a CraftBukkit bug. Its like bukkit thinks that your player instance is surrounded by air. when the chunk unloads and reloads the bug is gone.

    Nothing I can really do (other than start debugging CraftBukkit again), sorry. :(

    If you're using v0.833 (or really any v0.8xx) of Wormhole X-Treme, the sign visually not updating is a bug in CraftBukkit or the Minecraft client. There are a few work-around type changes I can put in place, but they are hackish.

    Which user? You didn't say. :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    We too are having problems with permissions. You give a person permission to use,build,etc. but it still tells them they do not have permission unless said person is also an op.

    Also, the /wxremove command doesn't work. While it will remove the sign from the gate, if you try to repurpose the gate, when you hit the button it lights it up. Even if you destroy the gate and pillar and build it again, when you push the button it will activate the gate saying that the old gate was activated despite it technically being removed (it doesn't show up in the list).

    A side problem also is that only the four inner blocks light up. The middle blocks on the sides do not.
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    What version of Wormhole X-Treme, what version of CraftBukkit, what version of Permissions?
    Are you using simple permissions, if so have you edited your Settings.txt or used the /wormhole simple command?

    Are there any errors on the console when this happens?

    What portal material are you using?
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    We're using the latest version of craftbukkit and wormhole x-treme. All the permissions says is essential with the fake permissions.

    The only error message we got was that an internal error occurred.

    And the portal material is water for the effect and obsidion for the gate.
  14. signs on my dgates do this but everyone knows to look in chat for the location. so not much of an issue.
    sometimes smacking the sign n putting it back works.
    or unloading the chunk / restart server.
    but for this issue i just tell poeple to read chat and stop moaning! (or they might find the gate disapears!!!)
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    So, just spent the night working with @Lologarithm on the new 3d shape code that he committed.

    There is a chunk of work left to do getting all the features working exactly as intended, but, it is looking very good so far. 3d shapes parse properly, gates '/wxbuild' right, gates '/wxcomplete' like they are supposed to, and at first glance most all of the main gate functions work as intended.

    Pretty much we've just got the animation code to rewrite (both woosh, and lighting) and some general cleanup left to do, and then we'll be into full testing and bug crushing.

    What does this mean to you the users?
    Well, it doesn't mean a release in the next few days. That is for sure. :)

    I'm thinking it will be at least a week before we have a real release. Maybe some test builds sooner, for those who are interested in trying the new features, and helping us spot bugs we missed in our testing. I'd really like to be able to spend time polishing the release build. The last few major changes have been rushed (API changes, significant bugs, etc), and haven't had as much testing as they should.
  16. i can put it onto my test server :)

    sounds really good. been trying to think of 3d shapes.
  17. Offline


    I ran into some issues with one of my gates again. I built this gate only some day ago, but it stops working after some time (meaning it wont respond to any clicks on sign and/or lever); only a server-restart fixes this issue. However, I'm using about a dozen gates on my server and this is only the second one that suddenly ceases working.... so it doesn't seem to be a general problem?

    I'm using b670 and v0.832 (since you said, 0.833 were just some iConomy-fixes, I figured, that it most probably wouldn't solve my issue). Luckily my logging-settings were on FINEST (I expected that one gate would cease working soon...); I can upload the whole log if it helps (would be about 5 MB), however the lines regarding the "not-responding-to-clicks" are those:

    before restarting:
    2011-04-12 16:26:22 [FINE] [WormholeXTreme]Caught Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:26:23 [FINE] [WormholeXTreme]Caught Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:26:23 [FINE] [WormholeXTreme]Caught Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:26:24 [FINE] [WormholeXTreme]Caught Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:26:24 [FINE] [WormholeXTreme]Caught Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:26:24 [FINE] [WormholeXTreme]Caught Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:26:30 [INFO] <TrainIris> na toll, gate kaputt >.>
    2011-04-12 16:26:30 [INFO] <IsDochWayn> um des gate kommt noch so n kleiner wall hin
    2011-04-12 16:26:33 [INFO] <IsDochWayn> ?
    2011-04-12 16:26:35 [FINE] [WormholeXTreme]Caught Player: "IsDochWayn" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=346}"
    2011-04-12 16:26:38 [INFO] <TrainIris> moment.... resette mal den server
    2011-04-12 16:26:38 [FINE] [WormholeXTreme]Caught Player: "IsDochWayn" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "AIR" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    Notice, that after restarting the logging message logs "lever" and "sign", not "air", but in the same positions:
    2011-04-12 16:28:46 [FINE] [WormholeXTreme]Caught Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "WALL_SIGN" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:28:46 [FINE] [WormholeXTreme]Cancelled Player: "TrainIris" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "WALL_SIGN" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=347}"
    2011-04-12 16:28:46 [FINE] [WormholeXTreme]Run Action "SIGNCLICK" Stargate "Castle Wayn"
    2011-04-12 16:28:52 [FINE] [WormholeXTreme]Caught Player: "IsDochWayn" Event type: "PLAYER_INTERACT" Action Type: "RIGHT_CLICK_BLOCK" Event Block Type: "LEVER" Event World: "CraftWorld{name=TrainsWorld}" Event Block: CraftBlock{chunk=CraftChunk{x=-11z=21}x=-162y=82z=346}"
    2011-04-12 16:28:52 [FINE] [WormholeXTreme]Player: IsDochWayn denied dialer permission on: Castle Wayn
    2011-04-12 16:28:52 [FINE] [WormholeXTreme]Player: IsDochWayn allowed sign permission on: Castle Wayn
    2011-04-12 16:28:52 [FINE] [WormholeXTreme]Player: IsDochWayn allowed sign permission on: Castle Wayn
  18. Offline


    Looks like the same problem I posted above *looks up* its a craftbukkit bug I already reported it to the devs.

  19. Offline


    @MrAllthat @Nymphalis
    I really wish I could reliably trigger that bug on my test server. I would work on a work-around if I could.
    I've spent a few hours bouncing back and forth between gates at different locations trying to get it to trigger. With no luck at all. I've only seen it happen on my test server once since CB670 released. :|
  20. Offline


    Can somebody perhaps make me a gate .shape file where it's like the normal portal from SP, but has the DHD button on one of the sides, instead of a separate obelisk thing? Thanks in advance.

    I figured out how to make the gate, but can somebody explain how to do the

    part, because I really don't understand this.

    My goal is to have the button ON the side of the gate. Like the button on the gate, not a separate part.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
  21. Offline


    Unfortunately it triggers reliably on my server every time, must be a combination of plugins I use:
    CraftBukkitUpToDate ---------- KFeatherTeleport
    FenceStack ------------------------Lockette
    FoundDiamonds -------------------LoginMessage
    Gastronomic -----------------------mcMMO
    HeroicDeath -----------------------MinecartMania (Almost all of them)
    HomeX -----------------------------MobileAdmin
    iConomy ----------------------------Multiverse (tried removing this already)
    iConomyChestShop ---------------OddItem
    Permissions ------------------------PetitionPlugin
    PlayerLives ------------------------PorteCoulissant
    properTime ------------------------PumpkinDiver
    Towny ------------------------------Vegetation
    VehicleExit ------------------------vStopFire
    WormholeXTreme (duh)
    CB670 with biometerrainmod 3.0 rc4
  22. Offline


    Silly question, do you have any minecarts in (or near) the chunks that your wormholes are in? I ask because MM has a chunk loading option, defaulting to true, to keep chunks around minecarts loaded.

    I don't think this is the problem, but figured I'd ask. :)

    I'm out of ideas, other than making faces at the CraftBukkits.
  23. Offline


    Just a quick question, since this mod has multi world support.
    How do you teleport to another world (when you want to build your gate there for the first time).
    Aka what command do I use for this?
    Or do I still need Multiverse mod thing for this?
    Sorry If I missed the answer to this question but couldn't find it in the first instruction post..

    Anways awesome mod :)
  24. Offline


    You still need multiverse to teleport to new worlds, at the moment. Though, once you've got your stuff all set up with wormholes, you don't need multiverse or what have you to operate. Just to add new worlds.
  25. Offline


    No I don't have minecarts anywhere near those areas.
  26. Offline


    Yah, I didn't think it was the problem, figured I'd ask though.
  27. Offline


    A player on my server is having trouble with /wxcompass not pointing to the nearest gate. Does /wxcompass support Multiworld?
  28. Offline


    So any idea on why we can't properly remove stargates or grant permissions?
  29. Offline


    That is a CraftBukkit/Vanilla bug. Nothing we can do about it. Sorry.
  30. Offline


    That's cool, so long as we know :D

    Any way to make it target a specific gate?
  31. Offline


    Not yet, once the bug is fixed, I'll add that as an option.

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