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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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



    Epic plugin and great work! I just wanted to pass a long a little information and a suggestion. First since permissions has upgraded to 2.6, WHX has informed me to upgrade to the current version of permissions 2.5.4 because the version I am using is unsupported then promptly attaches to 2.6... XD

    I would love to see a portal type used depending on destination. For example I use the portals to travel around the regular world which uses the water portal type and looks all cool. Then I have two major gates which travel between worlds on my server. I would like to use say the portal material when I open a cross world gate to the nice of the two other world and say lava when it opens to the nether world.

    Also if you could somehow incorporate a non-command line DHD that would be epic, mainly for my children that play on my server. Perhaps something like a 3x3 area with different blocks around a central red block each with buttons on it. Maybe connect it by redstone or something that allows flexible positioning of the DHD. With say 6 digit combinations for local net gates you have 262144 possible addresses and 16777216 if you move to 8 digit addresses. Either way I would follow the inspiration for this and do 6 for local net addresses, and 7 to cross nets but store each address relative to which network it is apart of.

    Since I am a huge puzzle fan it would be the bees knees if you could hook the DHD system into a painting or single block image. Then they need to find clues for the gate addresses...

    Anyways, just my thoughts!

  3. Offline


    v0.833 should not give this message. I bumped our supported versions of permissions up to 2.6.x.
    The message is just because there have been times when other authors make breaking changes to the plugins we depend on. So, if it isn't the supported version, it might work, it might not, either way we warn to be careful. ;)
  4. Great work guys, one of the best plugins for Bukkit out there.
    alron likes this.
  5. Offline


    Thanks. Glad you like it. :)

    If you think you like it now, just wait till you see the next version. 3d gate code == awesome animations. ;)
  6. Offline


    If it has anything to do with the plugins, then it must be iConomy, Permissions or MM (core), since those are the only plugins (besides wx....) that im using too.
    Full list:

    -Minecart Mania Core
    -Magic Carpet (*)
    -Commandbook (*)
    -WorldGuard (*)
    -WorldEdit (*)
    -Better Shop (*)
    -Flow Control (*)
    -QuickStrasse (*)
    -Tent this (*)

    (*): Those were added after the first Occurence of the bug.

    I don't know how exactly WXtreme handles incoming events... but according to the FINE-Message, it receives the events of a player using left/right-mouse on a specific block. A possible fix might be just checking, where a mouseclick appears, jump over the part, that checks, if there is a lever/sign, and instead checking (in the database) if a gate should have a lever/sign there. That way (if the cause really is bukkit reporting a wrong block type...) everything should work, the only downside of this approach is the loss of the "break sign off and thus lock the gate"-feature, since a sign would be created anytime, a click happens at that location.... maybe make it just an optional bugfix?
    Am I missing something/didn't consider a result? Just tossing with some ideas....
  7. Offline


    After updating to 833 from a recent version (one compatible with CB 617), the mod has broken.

    Typing any command simply returns a help file for said command. For example, /wxlist returns, "/wxlist - List all stargates".
    The buttons do not appear to be responding, and there are no error messages. Quite simply, all it does it give me help files when I try to execute a command.
  8. Offline


    What Version of CB are you using?
  9. Offline


    We have considered this, it just makes things more messy though. The issue is that this is because a bug in bukkit - and as soon as the bug is fixed whatever hack we put in will no longer be needed. However you look at it, this is more work and complexity for something that (hopefully) will be very temporary.

    Despite how complex this plugin has become, we really do try to keep things very simple. All I can say is that hopefully the bug gets fixed soon :(
  10. Offline


    I should re-phrase, I updated from 617 and the WX that was compatible with it to 670 and 833 at the same time.
  11. Offline


    are you able to teleport between different worlds?
  12. Offline


    can you double check your permissions and double check you dont have multiple versions of WX in your plugin folder.
  13. Offline


    Okay, I just found an issue with Wormhole XTreme and MagicCarpet. I thought that MagicCarpet was at fault, as it was leaving trails by my spawn. This was right next to the Stargate leading to other areas.

    When my friend was using the Stargate today, it glitched and stopped working. The sign would not scroll and the lever would not activate the Stargate. Then I remembered a glitch by spawn where MagicCarpet would leave a trail of glass, not erasing it as I flew. (Before, this didn't happen anywhere else except at the spawn location, right by the Stargate.)

    I asked him to use MagicCarpet, and sure enough, he was leaving trails, as well as MagicCarpet eating into the ground, all right in front of the Stargate. I went to another location away from any Stargate and used MagicCarpet without incident. Went back to the bugged Stargate, and it started happening again. It was as if MagicCarpet was placing glass where it shouldn't be and not removing it afterwards, destroying anything that the carpet ran into.

    It almost seems as the Stargate plugin protects the world around it, preventing MagicCarpet from working correctly. I am going to post this on the other thread just in case.

    Running Bukkit 670 with:
    - BorderGuard Turbo
    - Essentials
    - FalseBook
    - Runecraft
    - MagicCarpet
    - WorldEdit
    - WorldGuard
    - Wormhole XTreme
  14. Offline


    D'oh, had two versions.
    Thanks. Now I just feel stupid.
  15. Offline


    This has less to do with WormholeXTreme and more to do with a bug in craftbukkit when dealing with teleports. Sometimes craftbukkit decides to return AIR for every block in a chunk after a teleport. I'm sure magiccarpet checks the block type before it removes them, so when it gets AIR, it doesn't remove the blocks as it doesn't think they are there.

    When the chunk unloads and reloads, the bug is usually gone.
  16. Offline


    Ahh! That makes perfect sense. Well, I really like this plugin, so I will have to keep an eye on it and look forward to future Bukkit updates.

    My only other question: Why do the Stargates suddenly stop working, and when they do, I cannot re-initialize them? I have tried deleting the gate name using /wxdelete as well as reloading. Sometimes it takes a combination of deleting the gate, destroying signs and lever, and a reload before I can get it to work again. It was working perfectly until 1.4 came along and I had to update.
  17. Offline


    That one (I believe) is caused by the some bug in Bukkit. I've noticed that it doesn't seem to happen in CB670 when used with WXT0.821 and from what I hear doesn't occur in the later versions of WXT.
  18. Offline


    i dont think wxcompass works properly, command seems to work saying its set the compass but compass doesnt change. also only admins seem to be able to construct
  19. Offline


    Asked about this yesterday, seems to be caused by a bug in bukkit :(
  20. Offline


    Is it possible to automatically seal the gate's iris after crossing over, or atleast a command to seal the iris once I have gone through to another gate?
  21. Offline


    The iris should auto-seal when the gate closes, if you dial while the iris is active.
    Other than that, there is currently no command to close remote iris.
  22. Offline

    Psycho Robot

    You could set the wormhohle timeout to 0, that makes the gate immediately shut off once someone goes through which reactivates the iris. Right?
  23. Offline


  24. Offline


    well im glad it was something simple. ive made that mistake like 3 times so far being absent minded lol
  25. Offline


    So, another good night of progress. This time on Wormhole X-Treme Worlds.

    I've made some major headway on our very own multi-world manager. I've got most all of the world management and creation logic in place, most of the basic commands in place, and most all of the configuration file parser/writer finished for the main plugin config.
    (This is on top of all the framework type work I've been adding to it off and on for the past week).

    All I've really got to do is finish the world teleport command (that is going to be a pita; so much safe spawn code needed; especially for nether worlds), finish getting the parser/writer added for the world config files, integrate all the features from other plugins I plan to make available (permissions, help, iconomy, etc), and well... polish the hell out of it (colorize message strings, maybe make it so players can add their own replacement strings in whatever language the prefer). :)

    I've already got a whole host of features I plan to add to it related to "optional" integration with Wormhole X-Treme and another few "in-progress" or planned Wormhole X-Treme related plugins. That isn't even counting all the stuff I plan to add to it once features start showing up in the Bukkits.

    Nuinbot likes this.
  26. sounds good :)

    are you going to be using a worlds config file like the main server.props?

    so u can set mobs etc? or is this going to be basic tp
  27. Offline


    I'm using XML config files. I hate yaml, and properties files are not complete enough for the parsing to be the way I want it. ;)

    I am planning on adding the mob spawn control. Initially it'll be an on/off setup for hostile and neutral mobs, respectively (the options and commands for this are complete, just not the logic behind the spawning disable). Initial release will not have automatic stargate creation or anything like that. It'll just plop you down at a safe spawn location. Once the 3d gate code is complete, I'll be adding hooks into WXT to allow me to spawn gates fully formed.

    I'm probably a week out from release on this. I hope to have the main chunk of logic finished by the end of the weekend. If I make progress the way I have in the past few days, I think that is a reasonable goal. ;)
  28. pfft! thats all i need!

    maybe the option to set the spawn point also if possible :)
    all i need by way of config worlds is to be able to set mobs / animals on / off and adjust the spawn point.
  29. Offline


    I have code for custom spawnpoint partially in place. I'll even be listening for spawn change events, so our location will be synchronized with changes made by other plugins. I have yet to start working on the code for setting the custom spawn point though.
  30. only know of multiverse that allows you to set your spawn.
    liking the sound of this tho. sounds very light weight
  31. Offline


    Wormhole X-Treme Worlds AWESOME!!!

    Multiverse has hit a wall and someone else has been trying to keep it working though has so much I don't need with it. Also I have a Nether world and they have yet to make it have the correct background. Seeing blue sky in the distance throws off my players. Just did my taxes and soon will have some extra money to donate to the coffee fund. Thanks like always by far some of the best programming on here.

Share This Page