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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

    New release out! Fixed a few little issues, but still some open ones.

     
  3. Offline

    kipz

    Lol now I want to ride a minecart through a gate just to see what happens :p

    Also, I tried using the stationary lava when you first put in the material command and found I burned so I turned it back to water. I suppose if an OP wants to mess with his flock he could always use that one ....


    and
    Thank You. I was needing this. I have some squirrelly buggers and know there's portals I can't find
    --- merged: Jan 31, 2011 9:33 AM ---
    @Lologarithm The timeout to deactivate a gate is a good idea but now the server spams people with "gate timed out and deactivated" notices. I thought it was only me getting them but one of my players mentioned it too. So it's Op and non-ops that get them. Happened to both of us after multiple dial outs if that helps.
     
  4. Offline

    zergilng

    thank you

    i have question

    'Activated but not dialed gates now timeout after 60 seconds' is good update

    but admin can't change dialed gate timeout time?
     
  5. Offline

    Lologarithm

    Fixed this in v0.51 I am about to release

    Added /wormhole activate_timeout <time> to configure this in v0.51 I am about to release.

    Also, to fit with the change of activate_timeout, the timeout after dialing is now called /wormhole shutdown_timeout ( /wormhole timeout still works, but I wanted to change it to be more specific).
     
  6. Offline

    VvV_Maximus

    I built two gates, both using the button/sign dhd. They both succesfully completed. I dialed from "Gate One", and went through. I then tried to dial out from "Gate Two", nothing happened, and I recieved this error code in the server.

    Jan 31, 2011 10:35:58 AM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event BLOCK_INTERACT to WormholeXTreme
    java.lang.NoSuchMethodError: org.bukkit.World.loadChunk(Lorg/bukkit/Chunk;)V
    at com.bukkit.lologarithm.Utils.WorldUtils.CheckChunkLoad(WorldUtils.java:130)
    at com.bukkit.lologarithm.WormholeXTreme.model.Stargate.DialStargate(Stargate.java:243)
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremeBlockListener.HandleGateActivationSwitch(WormholeXTremeBlockListener.java:279)
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremeBlockListener.ButtonLeverHit(WormholeXTremeBlockListener.java:154)
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremeBlockListener.onBlockInteract(WormholeXTremeBlockListener.java:123)
    at org.bukkit.plugin.java.JavaPluginLoader.callEvent(JavaPluginLoader.java:179)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:201)
    at net.minecraft.server.BlockButton.a(BlockButton.java:152)
    at net.minecraft.server.ItemInWorldManager.a(ItemInWorldManager.java:118)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:452)
    at net.minecraft.server.Packet15Place.a(SourceFile:57)
    at net.minecraft.server.NetworkManager.a(SourceFile:232)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:65)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:261)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:197)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)

    If you need more information, let me know.

    <EDIT>
    Getting the new version of CraftBukkit fixed my problem right up.
    (I didn't realize a new version had come out.)
     
  7. Offline

    kipz

    He'll need to know what version of bukkit you're using but judging from:
    ava.lang.NoSuchMethodError: org.bukkit.World.loadChunk(Lorg/bukkit/Chunk;)V

    you're running an older version where they don't support the load chunk command. That's a recent one. I had the same issue.
     
  8. Offline

    RoTide

    @Lologarithm

    Would it be possible to have a configuration file with a variable for gate construction material? The reason is I would love for people to have to mine a relatively hard to get resource (say gold) and make the gate out of gold blocks if they want one. This would limit their creation naturally.
     
  9. Offline

    cookb85

    Please Please Please! Allow this to work with iconomy! Charging "tolls" for gate usage would give the in game currency a use!
     
  10. Offline

    RoTide

    I like the idea of tolls as well. What could also be nice is a charge for gate CREATION. So only those that play a while/earn enough can create one (and not force admins to do the work for them).
     
  11. Offline

    Lologarithm

    I can add a command to change the config.
    In order to do a config file I need to find what classes there are for reading/writing a config file and I just haven't had the time yet. I heard there is an easy way to do it but I couldn't easily find it so I might have to write my own.
     
  12. Offline

    majorcyto

    Could you please intergrate iConomy support for going through a gate and building a gate. For instance using a gate could cost 10 iconomy money.. while building one cost 100.
     
  13. Offline

    Lologarithm

    Alright, Alright. iConomy support will be in the next release :)

    While I am at it I will be re-doing how configurations are handled. Rather than having it all configured through commands I will be including a config file.

    For iConomy I plan to have config values of "iconomy_wormhole_use_cost= value" "iconomy_wormhole_creation_cost= value" "iconomy_wormhole_ops_exempt = true|false". This should let people specify how much things cost, and allow anyone with OP be able to build/use for free.
     
    RoTide likes this.
  14. Offline

    RoTide

    This would make your plugin a staple on my server. I sincerely appreciate your willingness to listen to your users/prospective users! If there is anything I can do to assist you, let me know =)
     
  15. Offline

    majorcyto

    Indeed thank you for hearing and answering to my suggestion :D! Im slowly revolving EVERYTHING on my server around our credit system and i was hoping you would add support as well. :D
     
  16. Offline

    livn4metal

    That worked perfectly, thank you!
     
  17. Offline

    HaNieL

    Loved this plugin!


    So I made a compass-modification to use with it, basically just a playerListener that does this:
    Code:
            ArrayList<Stargate> gates = StargateManager.GetAllGates();
            double man = Double.MAX_VALUE;
            Location closest = null;
            for(Stargate s : gates){
                Location l = s.TeleportLocation;
                Location p = event.getTo();
                double dx = Math.abs(l.getX() - p.getX());
                double dy = Math.abs(l.getY() - p.getY());
                double dz = Math.abs(l.getZ() - p.getZ());
                if(dx+dy+dz < man){
                    man = dx+dy+dz;
                    closest = l;
                }
            }
            if(closest != null){
                event.getPlayer().setCompassTarget(closest);
            }
    Makes the compass point towards the nearest gate.
     
  18. Offline

    Lologarithm

    Hey I like that! The only thing is that I think I would use the 3d distance formula (distance = SQRT( x^2 + y^2 + z^2) ).
    Code:
            for(Stargate s : gates)
            {
                Location p = s.TeleportLocation;
                double distance = Math.sqrt( Math.pow(l.getX() - p.getX(), 2) +
                							Math.pow(l.getY() - p.getY(), 2) +
                							Math.pow(l.getZ() - p.getZ(), 2) );
                if(distance < man)
                {
                    man = distance;
                    closest = l;
                }
            }
    
    And I think I might make it a command so users don't have this on every time as reading the entire tree of all gate every time could get expensive if a lot of users were doing it at a time. I assume that it would need to be called on every move, but I bet I could make it work so that I only have it called every.... 5th move. From what I have seen the server "onPlayerMove" is called like 3-6 times per block, which means that I can probably just calculate distance every second or so and it will be "close enough". This should save on performance.

    Anyway, thanks for the great idea!
     
  19. Offline

    NesCafe

    Can I build portals with different shape and size?
    [​IMG]
    And can I create static (allaways active) portals without button? If not, it wil be good to add this capabilities in future versions. [​IMG]
     
  20. Offline

    LucidLethargy

    I absolutely love what you've done with this plugin, and I like that these portals use water for reasons of the nether eventually being added into SMP (we hope!)

    Keep up the awesome work, it's widely appreciated! :)

    P.S. the poster above me has some great ideas, I second the interest in them :p
     
  21. Offline

    Lologarithm

    Right now, no. It wouldn't be terribly hard to create a system that let people design custom shapes. Currently I just have an array of x,y,z points that describe a gate. However, the idea of this was to make "Stargates" and not "Randomly shaped portals" ;).

    But that all being said, it would be cool to be able to make smaller/larger gates. Maybe if everyone promises to keep round gates I can add this. :p

    I *could* do this, but I am not sure I want to. Again, I am really trying to keep this plugin more or less in line with the Stargate "mythos". While I have made a few concessions to accomodate Minecraft rules and easier administration, I am not sure what I think of this. Also, I would need a way to specify that a gate should not shut down after use.

    Currently if you create a sign gate, set the dialer to the place you want it to go, and remove the "sign", the gate will only dial the last selected gate. However, this doesn't persist over a server restart, which is what I am working on solving right now.
     
  22. Offline

    kipz

    Did you see this?:

     
  23. Offline

    Mace_3000_99

    I promise! :D :p :D
     
  24. Offline

    mathijsvann

    Could you make a video were you instal and use the teleporter
     
  25. Offline

    Lologarithm

    I can, I just need to find some video software. Fraps is pretty good, but costs $37 which I am not terribly interested in spending at the moment. If anyone knows of a free software that I can use to capture video I would be more than happy to do it for you.
     
  26. Offline

    NeXuS Strife

    Hi !

    I got a problem:

    When I try to make a secret gate under my home to go to my secret HQ I receive a " Construction failed ?! " when I type " /wormhole complete gatehouse ".

    ... Why ? :eek:

    ( Run on Cbukkit #200 )
     
  27. Offline

    kipz

    My guess is you made the gate wrong in some minute way. Take a cap and let us see it.
     
  28. Offline

    NeXuS Strife

    [​IMG]

    [​IMG]

    I don't see any mistake... :(

    ( Sorry for my English -_- )

    EDIT: The gate & the pillar are in Obsibian. When I try to make it out of there, it's work perfectly
     
  29. Offline

    majorcyto

    Note - on craftbukkit #211+ it causes the world to not save on shutdown. Itll skip the saving chunks part and just stop immediatly.

    I know for a fact its wormhole xtreme because i did each of my plugins 1 by 1 until it happened and i have about 20.. Wormhole was the only one causing it to break the saving.
     
  30. Offline

    Lologarithm

    Need DHD to be one block lower. I haven't yet coded the ability to move the DHD.

    I will check this out - I haven't updated my bukkit/craftbukkit in a few days. It seems weird that it would stop the world from saving on shutdown.... Do you get any exceptions?
     
  31. Offline

    Dreadreaver

    Hey Lolo I've been having some strange issues with your plugin(which I btw really like so far). The issue is present with Wormhole 0.51 and CB Build #166 and #211 and is still present with Wormhole 0.56 and CB Build #218, haven't had Wormhole bevore 0.51 so can't really say anything about before. Okay, now to the issue:

    I use the gates with the Sign for dialing and for some reason every now and then(always after I relog into my server) every gate I try to use is recreated! So instead of dialing it goes "wormhole complete" when I press the button. Problem now is, that on creating the wormhole with sign present, it changes the name on the sign from NAME to -NAME- and so by "recreating" the same Wormhole it recreates itself as -NAME- while NOT deleting the old NAME Wormhole! And then I can jump from -NAME- to NAME (not creating a solar flare ;D) and the next time I relog and hit the button itll create --NAME-- and then I can jump from --NAME-- to -NAME- or NAME and it just goes on like this ... FOR EVERY WORMHOLE :(
    Only way to stop it is to remove the wormhole -NAME- and NAME and then replace the sign and then hit the button so there is only NAME. And itll work just fine until I relog and try to dial ... this is happening for all the gates sadly :(

    Also, after a Server Restart all gates cease to function and I have to recreate them all ...

    Any suggestions on why this is happening? I dont have any server errors or anything, no exceptions to post.
    Also I cannot use levers properly anymore now, they work but the animation is broken so they always stay in one position no matter where I use them. Also I think my players withouer wormhole.build can use the gates just fine, its only if I touch them after relogging but about that im not that sure.

    Edit: Also, destroying the obsidian gate wont trigger any "you destroyed the gate" and itll still work, but placing anything INSIDE the gate and destroying it WILL trigger the "destroyed gate"-event, strange behaviour if you ask me ;)

    Edit2: Oh! Almost forgot something: Also on same rare occasion the gate will flood the sourroundings with water ... recreating fixes the problem but It can occur if I relog and forget to remove and recreate all gates causing double(or more) gates at one location
     

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