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

    Lologarithm

    This is now inactive - http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v1-011-953.23973/ 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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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; 'wormhole.build.groupone', 'wormhole.build.grouptwo', and 'wormhole.build.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.build.groupone' 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.
    • PORTAL_MATERIAL, IRIS_MATERIAL, STARGATE_MATERIAL, ACTIVE_MATERIAL are all part of gate shape now.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
        • PORTAL_MATERIAL = STATIONARY_WATER
        • IRIS_MATERIAL = STONE
        • STARGATE_MATERIAL = OBSIDIAN
        • ACTIVE_MATERIAL = GLOWSTONE
    • 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)

    dial:
    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.

    wormhole:
    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'.

    wxlist:
    description: List all Stargates.
    usage: /wxlist - List all Stargates.

    wxbuild:
    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.

    wxremove:
    description: Remove a stargate, optionally destroy its blocks.
    usage: /wxremove <GateName> [-all]
    <GateName> The GateName to remove.
    [-all] destroys gate blocks too.

    wxcompass:
    description: Point compass needle at nearest Stargate.
    usage: /wxcompass - Point compass needle at nearest Stargate.

    wxcomplete:
    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.

    wxidc:
    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

    wxforce:
    description: Forcefully shut down all gates and/or open all iris
    usage: /wxforce <close|drop>

    wxgo:
    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.
    basic_stargate_and_dhd.png

    A real example of a constructed gate:
    2011-01-24_01.53.11.png

    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)

    Configuration:
    • 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)

    Permissions:
    • 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)
    SIMPLE_PERMISSIONS = false
    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
    wormhole.build - 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
    wormhole.network.use.NETWORKNAME - Able to use wormholes on NETWORKNAME
    wormhole.network.build.NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command.
    wormhole.build.groupone - Part of build restriction group one.
    wormhole.build.grouptwo - Part of build restriction group two.
    wormhole.build.groupthree - 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_PERMISSIONS = true
    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes.
    wormhole.simple.build - 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)

    Help:
    • 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

    Lologarithm

    That is a bukkit issue. I know several other plugins that have trouble with updating sign text too. A simple login/logout always fixes the sign issues :)
     
  3. Offline

    barristerwa

    With the latest great build of this plugin, we can do custom shapes. I'm too dumb to figure out how to make one, if anyone else has made custom gates and wish to share, please do so.
     
  4. Offline

    Lologarithm

    Custom shapes hasn't been released yet- if you want a preview you can download the link from alron. However we fixed a few bugs since then so I would just wait
     
  5. Offline

    Shinfo

    Yet another bloody plugin to get me tearing my f'n hair out.
    I set it up, jar in plugins, sql jar in main directory. Start up server, create the portal as per instructions... click the button...

    nothing

    nada...


    FUUUUU

    http://i.imgur.com/5vzbU.png
     
  6. Offline

    Nachocuban

    Odd occurence on my server. CB 325, WH .72

    When I use a WH I(admin) can right or left click on the button, both work. (* permissions)

    One of my members, can only right click the button for it to work. (- 'wormhole.use' & 'wormhole.build' permissions)

    I don't know if this is the same with any other players, no one else is online atm.
    --- merged: Feb 18, 2011 11:13 PM ---
    @Shinfo your DHD pillar is 1 block to far to the right, it needs to be moved left one space.
     
  7. Offline

    Shinfo

    I want you to know.

    I love you.

    Very much.
     
  8. Offline

    Nachocuban

    Lol, it is all my users that have to right click, I am the only one who can use both mouse buttons.
     
  9. Offline

    kipz

    Set this to 0:

    / shutdown_timeout

    That's your problem
    --- merged: Feb 19, 2011 12:28 AM ---
    see my above post
     
  10. Offline

    grio

    Hands-down top-5 favorite plugins so far (running over 20). I ask for a Permissions node add, and in less than 24 hours, it's added. Thanks a lot, Alron.
     
  11. Offline

    nerdnosyd

    This plugin does not work at all with the latest version, jenkins-29. Here's the error the console spit out when attempting to use it.
    Code:
    SEVERE: Could not pass event BLOCK_INTERACT to WormholeXTreme
    java.lang.NoClassDefFoundError: com/nijiko/permissions/PermissionHandler
            at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremeBlockListener.But
    tonLeverHit(WormholeXTremeBlockListener.java:152)
            at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremeBlockListener.onB
    lockInteract(WormholeXTremeBlockListener.java:128)
            at org.bukkit.plugin.java.JavaPluginLoader$23.execute(JavaPluginLoader.j
    ava:236)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:60)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:214)
            at net.minecraft.server.BlockButton.a(BlockButton.java:156)
            at net.minecraft.server.ItemInWorldManager.a(ItemInWorldManager.java:141
    )
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:501)
            at net.minecraft.server.Packet15Place.a(SourceFile:57)
            at net.minecraft.server.NetworkManager.a(SourceFile:232)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:77)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:317)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:232)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    Time to rollback!
     
  12. Offline

    unusualbob

    Minor feature request, can you put in a command to allow remote gate locking? After I dial out of my IDC locked gate it is then unprotected. If I could use another wormhole to lock it or include a switch in the dial out text to lock it that would be awesome. Thanks man.

    examples:
    dialing from othergate (locks mygate and then closes wormhole)
    /dial mygate idc -lockonly

    dialing from othergate (opens portal and locks again after wormhole closes)
    /dial mygate idc -lock

    or dialing out from mygate (locks after outbound wormhole closes)
    /dial othergate -lockself

    or if other gate has an idc too
    /dial othergate idc -lockself

    You don't have to do it this way at all though, but it'd be really cool if you have the time to add this. Don't consider it priority though, gates randomly not working right is more concern right now :)
     
  13. Offline

    Jarvis

    I just tried to destroy the DHD on the gate. It works great except for one minor problem. When you dial into the gate, it spawns a lightstone block where the dialer should be and then that block turns to obsidian when the gate powers down. In effect, it generates obsidian in the dialer spot every time you use the gate.

    Any suggestions on how to fix this?
     
  14. Offline

    alron

    This bug has been verified as fixed in the latest codebase. The DHD no longer lights up. Lighting up is confined to the stargate, and is optional based on a stargate shape file. Player defined stargate shapes are nice.

    New release is coming. Soon.
     
  15. Offline

    Shinfo

    I'm having an issue.
    I had a gate, I've since removed it (/wormhole remove home). called 'home'
    Now my other gates dont work, and this new gate only connects to the supposedly old gate... (when i turn new gate on, the blank area spawns portalblocks and a lone glowstone block... and this acts as an exit. Even though there isnt even a portal there.
    http://i.imgur.com/6epWQ.png
     
  16. Offline

    alron

    Ok, here is another build to try on for size. Many bugfixes and changes.
    Version 0.735 of WormholeXTreme. Tested with craftbukkit build 339 but should be good with 322 and 326.

    JAR || ZIP with hsqldb.jar || CHANGELOG

    This version has player configurable gate shapes. If you're running an earlier build from me, remove the WormholeXTreme/GateShapes/ directory from your plugins directory so the mod can refresh it. To update existing wormholes just /wormhole remove then, nuke their signs. Replace sign if you are doing sign dialing with the proper name, and click the go button again. Stargates look better.
     
    Shinfo likes this.
  17. Offline

    Lologarithm

    Sounds like you didn't remove the gate actually. You can use /wormhole list to confirm you actually removed the gate. Although its weird that removing the blocks didn't remove the gate.
    --- merged: Feb 19, 2011 1:26 PM ---
    Well, in what alron just linked gates no longer randomly don't work. Also, Iris's will stay locked if you lock it. Dialing in and out can temporarily disable it, but as soon as gate deactivates it is right back to locked. Try the pre-release alron just linked.
    --- merged: Feb 19, 2011 1:28 PM ---
    Shutdown timeout is no longer a problem - feel free to set it to something other than 0. Also - that post you linked is really really old - teleporting into the ground is no longer happening (since several weeks ago).
     
  18. Offline

    Shinfo

    @Lologarithm Yeah I checked the list and its not there. So this makes even less sense.
     
  19. Offline

    alron

    Well crap. I missed changing the default settings in the mod. Lologarithm luckily remembered, I sure as heck didn't.

    I've updated the files linked above with new builds that have more reasonable defaults for timeouts and the likes. Mostly useful for people who are starting fresh with this mod. Existing users can just edit their config file (or use the in game command to fix it). Also remember, as of last version (my build, not the OP build) there were changes to the permissions nodes. Its in the changelog.

    Cheers.
     
  20. Offline

    Revan67

    Hey I have strange issue, I setup the gates just fine but once I activate the gates everyone gets disconnected from the server and I have to restart the server. Also when it is active if I walk through it nothing happens. I have a number of mods running but im not sure if that is the issue or not.
     
  21. Offline

    tension69

    Dude, this is absolutely fookin' ace....installed and worked straight off of the bat , permissions n all once I read the change log for Version 0.735 :D

    Just one thing.....it needs a SOUND EFFECT.

    Then & only then will you be god.

    A very happy man.
     
  22. Offline

    alron

    Which version of the mod, which version of craftbukkit. Also a list of your plugins will help. :)
    --- merged: Feb 20, 2011 3:51 AM ---
    I'd love to be able to use custom sounds, but alas, no easy support for doing this. And no support at all for doing this server side.

    Glad you like the mod. :)
    Latest version is pretty sweet, I agree. ;)
     
  23. Offline

    CuZnDragon

    Can there be more than one gate shape? If so do they go in separate files or all in one file?

    Thanks
     
  24. Offline

    alron

    There can be more than one shape. Just copy the Standard.shape file to MyNewShapeName.shape, edit it (remember to change the name at the top of the file) and reload your WormholeXTreme plugin (restart or /reload).

    I personally haven't given the shape code that hard of testing, it seemed to work properly for me. When we full release we'll add shapes to the zip file for optional use. ( Or maybe make a command to add and remove one of multiple default shapes, as the defaults are stored in the jar file... hmmm : )

    Also, if you make a super awesome gate shape you'd like to share, I'm sure we wouldn't be against including it. :)
     
  25. Offline

    tension69

    Erm....I just used a gate and teleported into a chamber below one of my gates (would have been the solid ground error still?)

    Installed Mods :-

    Bukkit file : craftbucket-0.0.1-SNAPSHOT.jar
    Whitelist 2.1
    Permission 2.0
    Worldguard 3.2.2
    WorldEdit 3.2.2
    MyHome 1.8
    General 2.0

    Your mod is Version 0.735

    The roof of the chamber is 7 blocks below the stargate (ie 7 blocks of thickness)

    Hope that helps.

    Not a happy man no more :(
     
  26. Offline

    Revan67

    Bukkit Version: 0.0.0.391
    Mod Version: 0.72

    Plugins:
    Elevators
    Flashlight
    GodMode
    MCMMO
    PLGEssentials-OP Version
    PLGSetSpawn
    PLGWarp-OP
    SkyPirates
    Slow Health Regen
     
  27. Offline

    alron

    Please try the new test build we have been working on. It "should" be more stable. And it has more features as well.
    --- merged: Feb 20, 2011 4:36 AM ---
    What build of bukkit is this? do a /version

    Also, does the chamber below happen all the time? Sometimes? Rarely?
    Is it during same world travel, multi-world travel, or both?

    Just looking for conditions that would cause this.
     
  28. Offline

    tension69

    /version produces:-

    Craftbukkit version git-Bukkit-0.0.0-409

    I am using the test build (half way down the page, version0.735 ???)

    It happens all the time at this gate. The other two I have built work fine. I have changed no files installing the mod today except for my permissions file.

    Cheers,

    Rich

    Edit: Porting to this gate from one of the gates is fine, but the one it does this error at is about 3 times the distance. Is there a way I can give you coords from standing in the gate that would help????
    --- merged: Feb 20, 2011 5:05 AM ---
    Used the magic axe from World Edit to get these coords:-

    Home Gate (where I first encountered the floor bug) -64.0 100.0 71.0
    Pyramid Gate (where porting from produced the error) -882.0 65.0 119.0

    My girlfriend just died trying to get you the coords of our 3rd gate as she materialized in the ground :(

    Same world travel...using gates as soon as we arrived at them.....do they need more 'cooldown' time?????

    No option but to discontinue using this mod for the time being.

    Good lucks with a fix as it deffo shows promise.
     
  29. Offline

    alron

    I haven't tested it with this version of bukkit. I will do so later.

    I'll also look at the actual gate code and see if I can see anything. It may very well be related to the chunk load.
    --- merged: Feb 20, 2011 5:45 AM ---
    Looks like one of the later bukkit pushes seems to have broken this plugin. I'll be looking into a fix shortly. The *only* versions I can say work reliably with this at the moment are 322, 326, and 339. Everything else is unknown.
     
  30. Offline

    Revan67

    Same error occurs even with the new build you link me. I open a link between 2 gates try to walk through it and everyone gets booted offline.

    Even disabled all mods and this happened.
     
  31. Offline

    alron

    Yep, only the versions I've stated work with this plugin. There were breaking changes to the bukkit onEntityDamage*(). I'm working on updating code to support it, but won't be instant.
     

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