[TP] Wormhole X-Treme - Multi-World capable Stargates - Moved to BukkitDev!

Discussion in 'Inactive/Unsupported Plugins' started by lycano, Jul 1, 2011.

Thread Status:
Not open for further replies.
  1. Offline

    lycano

    Wormhole X-Treme v1.016
    Multi-World capable Stargates for bukkit powered servers
    Craftbukkit 1846

    This project has been moved to BukkitDev
    Please visit the new project page on BukkitDev http://dev.bukkit.org/server-mods/wormhole_x-treme/

    Project moved to BukkitDev
     

    Attached Files:

    Last edited by a moderator: May 18, 2016
  2. Offline

    Phyroxis

    Did something change in the way shape files are formatted?
    Yes. There is new versioning for shape files; sweet.. I'll go learn it before pestering.

    No matter what I set
    BUTTON_UP
    BUTTON_RIGHT or
    BUTTON_AWAY

    the DHD seems to be in a fixed position in relation to any design. One in from the right, 2 up from the bottom and 3 out from the front.

    Also, I cant seem to set an idc on shapes that aren't the default 3-on-the-sides circle? - Probably related to the above.. I'll go learn before pestering.
     
  3. Offline

    lycano

    @LucidLethargy Yes, this plugin is still active. All of my plugins are. I just didnt updated the thread title because i know, that all of them can act wonky in #1185. This doesnt mean they aren't compatible cause apparently they work but as i said some functions aren't working that smooth as expected.

    Currently im slowly progressing cause of work but im getting closer to release a new tested version. I think the release will come today or tomorrow when i finished cleaning up the code for a stable 1.8.x build.

    @Takel i could implement per gate shutdown timers but that would mean that the gate you start from decides what shutdown timeout this connection will have because the animation is synced. This means if you travel through a wormhole, each gate has different shutdown timers the shutdown_timeout would be taken only from the starting point.

    @Phyroxis well the Shape-File is somewhat strict. If you make one mistake the whole file is screwed up.

    Currently known bug is you can't place an IDC on sign powered gates. Well you could but it wouldn't work as it does via manual dial gates.
     
  4. Offline

    Takel

    Oh that is perfectly fine and would be really nice if you can find the time to implement it.
     
  5. Offline

    SBHouse

    @lycano

    Our server really enjoys this plugin! Looking forward to your updates! Thank you for taking all your time to do this. I don't need anything at the moment. I just wanted to say thanks!

    - SBHouse
     
    Don Redhorse likes this.
  6. Offline

    lycano

    @SBHouse those are the best days ^^ ty!
     
  7. Offline

    Phyroxis

    @lycano

    After spending some time with the new .shape files, I'm finding them more flexible than the old ones. All my questions have been figured out. :)

    When I saw this was "outdated" I was sad because I figured it wouldn't work with 1.8. But, when I read a post saying it was good, I quickly swapped out Stargate for this. I've always been a fan of this mod over the other.. one big thanks to the /wxbuild command. :)

    Thanks for your hard work!
     
  8. Offline

    lycano

    @Phyroxis thanks for this comment. Im sad too that this plugin isnt that easy to migrate to 1.8 but im doing my best to spend my time after work on it to get it done.
     
  9. Offline

    guttsy

    Your plugin rocks... keep up the good work :) Glad to know you're working on 1.8.
     
  10. Offline

    Aeron

    Big fan of your plugin! Thank you for taking your free time on updating and implementing new things into this plugin! :)
     
  11. Offline

    lycano

    @Aeron thankies ^^ I like your signature =)
     
  12. Offline

    Aeron

    Question:
    Is there a chance that you could make it possible to define a second material for the gate. Image will make it more clear:
    stargate_design.jpg
    Now I will make the layout with obsidian, but it would be cool, so that the bedrock in the image would turn into glowstone when the gate is activated (the gate design is 23x23x3 and bigger than size in movie, but look very nice)
     
  13. Offline

    lycano

    @Aeron haha that is awesome ^^ you want to create Megagates xD Well okay i will think about that...

    -> Gate Material Obsidian
    -> Load Gate
    -> Transform all defined Chevrons to given inactive material (per default obsidian)
    -> Transform all defined Chevrons to given chevron material (per default its glowstone)
    -> Ability to make grouped Chevron orders... intresting. ^^
     
  14. Offline

    Aeron

    @lycano well with more blocks you can make more roundish looking circles - looks better and can have more details :)

    P.S. Was inspired by this video:
    but making such gates would be silly, so 23x23 is good size :) and mine is 3D with 3 layers of the gate and other additional front layers for the DHD and Wooshing water :)

    Also in the movies the Atlantis Shuttle and Wraith Darts could fit in the stargate, so it needs to be big :)

    TESTED!

    My design WORKS :D

    it has 16 layers and it works :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
  15. Offline

    lycano

    @Aeron i wanna see it someday ^^
     
  16. Offline

    -FN-

    Nice idea Aeron :) Care to share the .shape file?
     
  17. Offline

    Aeron

    Here's the shape file zipped:

    It would look better if the 1st gate and 3rd gate layer would be with bedrock (gate consisting of two materials), but once it is activated it looks pretty cool :)

    How it looks when activated:
    2011-09-30_21.11.55.jpg

    Gate schematics (picture view):
    stargate_schematics.png
     

    Attached Files:

  18. Offline

    SBHouse

    @Aeron,

    That's a VERY cool compass think you have in the upper-right corner. What is that?
     
  19. Offline

    laptopswat

    Not Sure if youve moved to Bukket Dev yet.. but restarted my server and updated from 1.7 to 1.8.1 disabled few plugins due to server restarting till all the dev's have time to update plugins.
    Funny bug tho my plug in being the version here 1.011 with latest of multiworld wormhole also.. the gates work just the sign on the dhd is missing. have to "break the gate" and put signs back.. but they gates are still listed and working one way till u exit the gate fix it and go to next one.. any idea? Like the 3D gate :D might have to rebuilt mine one these days. Keep up the good work :D cant wait till next version.

    Laptop


    PS Best dam plugin out there!
    got other large servers looking at it now lol
     
  20. Offline

    fsk10

    I dont know exactly which one Aeron is using, but you should take a look at Rei's Minimap. I use it and I think its great.
     
  21. Offline

    Schuetrumpf2

    I installed the Wormhole X-Treme plugin, which i am loving by the way. Everything works fine....if you have op. I have managed to get it to allow non-ops to dial and generally use a gate, but it won't let them build a gate.
    Here is my Permissions.yml
    Code:
    # PermissionsBukkit configuration file
    #
    # A permission node is a string like 'permissions.build', usually starting
    # with the name of the plugin. Refer to a plugin's documentation for what
    # permissions it cares about. Each node should be followed by true to grant
    # that permission or false to revoke it, as in 'permissions.build: true'.
    # Some plugins provide permission nodes that map to a group of permissions -
    # for example, PermissionsBukkit has 'permissions.*', which automatically
    # grants all admin permissions. You can also specify false for permissions
    # of this type.
    #
    # Users inherit permissions from the groups they are a part of. If a user is
    # not specified here, or does not have a 'groups' node, they will be in the
    # group 'default'. Permissions for individual users may also be specified by
    # using a 'permissions' node with a list of permission nodes, which will
    # override their group permissions. World permissions may be assigned to
    # users with a 'worlds:' entry.
    #
    # Groups can be assigned to players and all their permissions will also be
    # assigned to those players. Groups can also inherit permissions from other
    # groups. Like user permissions, groups may override the permissions of their
    # parent group(s). Unlike users, groups do NOT automatically inherit from
    # default. World permissions may be assigned to groups with a 'worlds:' entry.
    #
    # The cannot-build message is configurable. If it is left blank, no message
    # will be displayed to the player if PermissionsBukkit prevents them from
    # building, digging, or interacting with a block. Use '&' characters to
    # signify color codes.
    
    users:
        [has been removed]:
            permissions:
                permissions.example: true
            groups:
            - admin
        [has also been removed]:
            permissions:
                permissions.example: true
            groups:
            - user
    
    groups:
        default:
            permissions:
                permissions.build: true
                simpleprefix.member: true
                wormhole.use.sign: true
                wormhole.use.dialer: true
                wormhole.use.compass: true
                wormhole.build: true
                wormhole.list: true
                wormhole.simple.use.sign: true
                wormhole.simple.use.dialer: true
                wormhole.simple.use.compass: true
                wormhole.simple.build: true
                wormhole.simple.list: true
                dreamland.goto : true
                dreamland.nowakeup: true
                dreamland.fly : true
    
        admin:
            permissions:
                permissions.*: true
                simpleprefix.admin: true
            inheritance:
            - user
        user:
            permissions:
                permissions.build: true
                simpleprefix.member: true
                wormhole.use.sign: true
                wormhole.use.dialer: true
                wormhole.use.compass: true
                wormhole.build: true
                wormhole.list: true
    
            worlds:
                creative:
                    coolplugin.item: true
            inheritance:
            - default
    messages:
        build: '&cYou do not have permission to build here.'
    
    and here is my settings.txt for wormhole:
    Code:
    WormholeXTreme 1.011
    WormholeXTreme Config Settings
    -------------------------------
    
    ---------------
    Setting: BUILT_IN_PERMISSIONS_ENABLED
    Value: false
    Description: This should be set to true if you want the built in permissions enabled. This
                setting does nothing if you have Permissions plugin installed.
    ---------------
    Setting: BUILT_IN_DEFAULT_PERMISSION_LEVEL
    Value: WORMHOLE_USE_PERMISSION
    Description: If built in permissions are being used, this is the default level of control
                users (non-ops) have.
    ---------------
    Setting: PERMISSIONS_SUPPORT_DISABLE
    Value: false
    Description: If set to true, Permissions plugin will not be attached to evem if available.
    ---------------
    Setting: SIMPLE_PERMISSIONS
    Value: false
    Description: If using Permissions plugin based permissions, setting this to true switches
                WormholeXTreme to use an extremely simplified permissions set
                ('wormhole.simple.use', 'wormhole.simple.build',
                'wormhole.simple.config', and 'wormhole.simple.remove').
    ---------------
    Setting: WORMHOLE_USE_IS_TELEPORT
    Value: false
    Description: The wormhole.use (or wormhole.simple.use) permission means that a user can
                teleport through gate. When false a user will be able to teleport
                but not activate a gate. When true only users with wormhole.use (or
                wormhole.simple.use) can even teleport.
    ---------------
    Setting: TIMEOUT_ACTIVATE
    Value: 30
    Description: Number of seconds after a gate is activated, but before dialing before timing
                out.
    ---------------
    Setting: TIMEOUT_SHUTDOWN
    Value: 10
    Description: Number of seconds after a gate is dialed before automatically shutdown. With 0
                timeout a gate won't shutdown until something goes through the
                gate.
    ---------------
    Setting: BUILD_RESTRICTION_ENABLED
    Value: false
    Description: Enable build count restrictions. Reuires complex permissions.
    ---------------
    Setting: BUILD_RESTRICTION_GROUP_ONE
    Value: 1
    Description: Total number of stargates a member of build restriction group one can build.
    ---------------
    Setting: BUILD_RESTRICTION_GROUP_TWO
    Value: 2
    Description: Total number of stargates a member of build restriction group two can build.
    ---------------
    Setting: BUILD_RESTRICTION_GROUP_THREE
    Value: 3
    Description: Total number of stargates a member of build restriction group three can build.
    ---------------
    Setting: USE_COOLDOWN_ENABLED
    Value: false
    Description: Enable Cooldown timers on stargate usage. Timer only activates on passage
                through wormholes. Requires complex permissions enabled.
    ---------------
    Setting: USE_COOLDOWN_GROUP_ONE
    Value: 120
    Description: Cooldown time in seconds between stargate use for members of use cooldown group
                one.
    ---------------
    Setting: USE_COOLDOWN_GROUP_TWO
    Value: 60
    Description: Cooldown time in seconds between stargate use for members of use cooldown group
                two.
    ---------------
    Setting: USE_COOLDOWN_GROUP_THREE
    Value: 30
    Description: Cooldown time in seconds between stargate use for members of use cooldown group
                three.
    ---------------
    Setting: HELP_SUPPORT_DISABLE
    Value: false
    Description: If set to true, Help plugin will not be attached to even if available.
    ---------------
    Setting: WORLDS_SUPPORT_ENABLED
    Value: false
    Description: If set to true, the Wormhole X-Treme will offload all of its Chunk and World
                loading functionality to Wormhole Extreme Worlds.
    ---------------
    Setting: LOG_LEVEL
    Value: INFO
    Description: Log level to use for minecraft logging purposes. Values are SEVERE, WARNING,
                INFO, CONFIG, FINE, FINER, and FINEST. In order of least to most
                logging output.
    ---------------
    Setting: SHOW_GATE_WELCOME_MESSAGE
    Value: true
    Description: If set to true, the player will receive a welcome message after arrival
    ---------------
    Setting: USE_EVENT_OR_TP_TRANSPORT
    Value: true
    Description: If set to true, the player will be transported via event handling. If you use
                plugins that can overwrite onPlayerMove() then you may want to
                change this to false
    ---------------
    Setting: WORMHOLE_KICKBACK_BLOCK_COUNT
    Value: 2
    Description: Set the amount of blocks the player will be kicked back if the target's gate is
                active. Default is 2. Set to 0 to disable this feature.
    [code]
    
    Thanks ahead for the help.
     
  22. Offline

    TheMightyFid

    It's Zan's Minimap. Its slower, has and has less features than Rei's, But looks so, so much better.

    If you download Zan's, you can port the compass picture onto Rei's.

    Great plugin lycano :D Cant wait for the 1185 edition
     
  23. Offline

    lycano

    @Schuetrumpf2 please use Pex Compat to get Permissions System working.
     
  24. Offline

    larsy1995

    You should make the title say 1185 compatible instead of 1060

    I've always loved the plugin, but didn't know it was compatible with the latest build until I tested it yesterday.
     
  25. Offline

    lycano

  26. Offline

    larsy1995

    Yay :p Is there a way I can see how the gate shapes look like from their files?
     
  27. Offline

    lycano

    @larsy1995 you mean shape to png? If yes there is a converter available from @angryoptimist . I dont know how far the project is currently but it seemed to work under linux.

    http://forums.bukkit.org/threads/tp...targates-v1-011-1185.23973/page-4#post-450366

    > From their files ..
    If you look at the file only trained eyes can see what the gate will look like. After i moved to my new home i will have more time to work on my plugins cause i dont have to drive one and 1/2 h to home any longer =)

    I plan to implement a "preview" mode. Where you can spawn a gate in front of you without destroying anything. Im thinking of a "only visible to you" mode but i dunno if this is still possible. At least it was in <900er builds =)

    Also i will optimize the gate creation stuff in the future by inventing a new feature: "Macro mode" where you can build your gate in a given quadrant. Montioring your changes -> Automatically converting this into a shape file. This stuff only exists in my head atm but should work.
     
  28. Offline

    Schuetrumpf2

  29. Offline

    SBHouse

    I'm revamping the permissions on my server. And I got to thinking. Can I restrict the names of networks used by doing the following?

    wormhole.network.build.* : false
    wormhole.network.build.network1 : true
    wormhole.network.build.network2 : true
    wormhole.network.build.network3 : true
    wormhole.network.build.network4 : true

    Would that work to restrict the names of networks that can be used when building gates? Or would the initial build.* false trump everything and stop people from building?

    - SBHouse
     
  30. Offline

    Takel

    It kind of depends on the logic used in the permissions implementation. If the implementation does a first case match, then yes the build restriction would trump everything since that is the permission that is first checked to ensure that a user is allowed to build a valid gate. If it does a best case match, then it is possible that the player would still be able to construct on those networks, though to be honest you're kinda over complicating things, which is never a good idea when you want to maintain stuff down the track.

    If you want to stop/allow people to build on the global/public network, just control access to the wormhole.network.build.public node, otherwise just don't give people access to the .build. nodes if they are not meant to have build access in the first place.
     
Thread Status:
Not open for further replies.

Share This Page