Inactive [TP] Wormhole X-Treme - Multi-World Capable Stargates v0.854 [766]

Discussion in 'Inactive/Unsupported Plugins' started by Ben Echols, Jan 24, 2011.

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    This is now inactive - is where you can find the currently active developed version.

    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:

    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; '', '', and ''. If you have an '*' on any user/group, remember to '' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

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

    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

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

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

    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

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

    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.

    A real example of a constructed gate:

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes - Able to use wormholes on NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command. - Part of build restriction group one. - Part of build restriction group two. - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes. - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.

    Devs: Lologarithm & alron

    Attached Files:

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    John Barney

    I am getting a very strange/inconsistent problem.

    I run a server that hosts 3-5 people normally. Yesterday everything worked just fine. Players could all use all three portals just fine. Today, something changed. We were using .67, and yesterday's craftbukkit build (not 100% sure which one). I could use all three portals just fine. One of my players used a portal once, got to the distination, attempted to go back through, and the portal activated, but would not transport him. (No errors in the console). So I tried it. I also could not use the portal.

    So I restarted the server, and went through the portal ~6 times before he logged back in. He tried the portal back, it worked! He came back to try it again, it brought him back through. But when he tried to use it a third time... it stopped working! So I tried it.. again it was broken for me.

    I then updated to .70, and today's craftbukkit. EXACT same problem. I am happy to whitelist you on our server so you can have a look directly.

    I feel I should add that it doesnt matter if I am OP or not. I DeOP myself unless there is a problem that needs fixing.
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    Sounds strange, if you whitelisted me I would be more than happy to take a look. It seems that more than a few people have been reporting this issue - I just can't seem to repro it on my server. I could probably come take a look in a few hours.
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    Im getting the tick next tick list out of sync error as well, also crashed my server. =\ I had 43 users on at the time if it makes any difference at all. Can you at least make it so it catches this error and does not crash the server...
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    John Barney

    Sent a PM via Bukkit forums. Need to step out for an hour or two. Let me know if you need anything further (logs/settings) and Ill furnish those ASAP.
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    Ok I installed the MultiVerse plugin. Then made a new world. /mvtp'd there made a second portal.
    Bad news my nether world is gone. But I'll just make a new nether with MultiVerse.
    Good news the portals WORK smoothly and, after several restarts and warps back and forth, still work.(I don't use signs)
    I had already made some awesome worlds with the BiomeTerrainMod.
    Like 'The Island'

    Now my minions can go wild on the other maps and leave the default Towny Mod map for building cities!

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    John Barney

    How do you get the Biome Generator to effect some worlds differently?
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    I just make a map with my PC till i'm happy with the result.
    Then copy the map to the server in the maps I create with MultiVerse.

    But I now see what you mean.
    The server does not run BiomeTerrain mod.
    I have limited the maps on my PC with BorderGuard so I just run around so all the chunks are created. I use DynMap to see that I've been everywhere. (there is probably a faster sollution)
    Then copy them to the server and I make a portal where I know is the middle of de BiomeTerrainMod map. When new chunks are made on the biomemap, they will be normal.
    But what we are planning to do is open the portal to a biome map for a set time. For example in the weekend. Then close it again, not giving the time to go and explore very far.
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    "TickNextTick list out of synch" crashes my server :(
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    Sames =[
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    Ya, I finally was able to repro this on my server as well. From what I can tell its a bug in bukkit - so I opened a ticket with the Bukkit team and hopefully it gets fixed soon.

    As far as mitigation goes - use v0.67 (should still be linked here) for now - it won't have the TickNextTick error. (Even if the world support is 50/50 )
  12. everytime i restart my server i have to rename every stargate again when i press the button, is it intended that way or am i doing something wrong?
  13. First of all I just want to say, brilliant idea and implementation!!! [​IMG] This would be a permanent addition to my server except for a couple of problems however...

    Firstly, im getting pretty much exactly the same problem as above. This makes the gates pretty unreliable as they sometimes work and sometimes don't. Ive found a gate that should be working fine exhibit that problem where it activates but attempting to go through them does nothing and then perhaps a few minutes later I can try again and it'l work fine. Weird to say the least.

    Another minor niggle ive been having is quite a lot more load on the server in general whilst this plugin is loaded. Obviously there will be spikes when people are warping but just having the plugin running appears to putting a lot more load on. Whilst the minecraft servers that run on multi core, multi cpu xeons with double digit quantities of ram won't have a problem, but some of us aren't that lucky.
    I assume this is probably something you can't do that much about since a plugin like this is always going to generate a certain level of load but I just wanted to let you know its one of the reasons I can't use it as it produces an unacceptable amount of lag on low end server hardware (mainly due to my ultra low voltage and therefore underpowered CPU [​IMG]).

    Again, great idea though, don't stop the excellent thing you have going here [​IMG]
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    It is just how it has to be - I have to check to check every movement to see if it is a wormhole. One possible future perf improvement will be when bukkit allows for unregistering of events. If I could unregister the player move hook when there are no active wormholes that would help speed things up.

    Second - I have a fix for that issue in the works, but that issue could possibly cause new issues until the fix for that gets pulled into bukkit :)

    Also, thanks for the compliments!

    tl;dr - perf sucks, I know, can't do much about it right now. Also, going to release a fix for most problems here really soon.
  15. Offline


    Does this build fix the issue you think?
  16. Offline


    Looks like it! Make sure to get the wormhole v0.71 and that version of bukkit and let me know how it goes :)

    I know it sucks that the plugins keep breaking... the price of playing with Beta software I guess :p
  17. Offline


    God I haven't updated in forever. I got everything stable and froze it. But I think it's finally time. Wish me luck. I'll try wormhole .71 and CB 322. I'll be sure to Kvetch if anything flips out :p

    ...please tell me this will keep the older portals btw. My users are heavy into them now with about 20+
  18. Offline


    Everything was working fine until I updated bukkit. now I get a severe error of this

    Im running bukkit build 322 and your latest verison .71

    2011-02-13 06:37:55 [INFO] Begin Loading WormholeXTreme Plugin.
    Feb 13, 2011 6:37:56 AM org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: org.bukkit.Server.getWorld(Ljava/lang/String;)Lorg/bukkit/World; (Is it
    up to date?)
    java.lang.NoSuchMethodError: org.bukkit.Server.getWorld(Ljava/lang/String;)Lorg/
    at com.bukkit.lologarithm.WormholeXTreme.model.StargateDBManager.LoadSta
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onEnable(Wormhol
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.c(
    at net.minecraft.server.MinecraftServer.d(
    2011-02-13 06:37:56 [INFO] Done! For help, type "help" or "?"

    The only other plugins I have are LoginMessage, Iconomy, Imonster, Permissions and Netherbone

    I deleted my settings folder and recreated my wormholes, ( I only have 2 signed gates anyway) but that didnt fix it.
    Any suggestions? Thanks!
  19. Offline


    How do you remove the portals
    I have destroyed the portal itself and I know all the permissions are correct
    but what's the server command for getting rid of the warp?
    Oh, and i'm loving the plugin so far
    but it would be better if you could change the material the portal is made out of...
  20. Offline


    If memory serves it's /wormhole remove <name>

    @Lologarithm Just checking in. Bukkit 322 and WEXT .71 play nice and well together for me. It even imported the old data fine :)
  21. Offline


    You should make it so the lava doesnt burn you
    --- merged: Feb 13, 2011 6:50 PM ---
    How do I change a gate's name and password?
    --- merged: Feb 13, 2011 6:55 PM ---
    Also, I have taken down my Portal multiple times and rebuilt it, but it was the same. I could call other gates, but for some reason, I can't call back to my gate. Could I have some help please
  22. Offline


    I've got an issue with one of my gates (everything else is working fine) and can't figure it out... sometimes when the gate is activated it looks like this:
    Then entering the portal does nothing, even if i try to jump into the 2 portal-blocks. Re-activating by hitting the button 2 times changes nothing after this occured the first time; even destroying one block (and thus destroying the portal), setting the block back and creating a "new" gate doesn't help. However after restarting the server everything works fine... at least for some time.
    I's using craftbukkit b318 and v0.7 (haven't tried v0.71 yet cause it didn't seem to adress this bug), but this issue bugged me in b256 and v0.62 too. Any ideas what it is and how to solve it? Maybe because of the lava in the wall? Why does it work after restarting just to become bugged a short while later?

    Anyways, thanks for this great plugin :)
    And a question: Do you plan on creating networks for non-sign- stargates too? Would be nice if you were able to atleast choose if a non-sign gate could dial a sign-one.
  23. Offline


    Try bukkit 322 and 0.71 and let me know how it goes!
  24. Offline


    @Lologarithm what build was the latest version built against. I may downgrade to keep everything stable until its updated
  25. Offline


    So, running .7 now, and now whenever I create a gate w/idc it removes the block next to the dhd, and places a lever, it is very strange and very annoying.... any ideas?
  26. Offline


    Just did some small testing after updating my server and it looks kinda good... but I didn't get around to some extensive testing, especially with other players and over a longer time. I'll report it if the bug still occurs (i hope it doesn't :) )

    Btw, is the "paying the owner of a gate"-feature already implemented? I saw it in the config and put it to 0.2 but didn't get any money (at least from sign-gates; i don't have normal ones atm)
  27. Offline


    For people also using BorderGuard with this plugin.

    I found a small problem when using 2 different border sizes and WormholeXTreme.
    When the gate of one of the worlds is set further then the border it will say "you have reached the border"
    and spits you out the other world at the coordinates of the portal you just left.
    World A portal at 0.0 border 150
    World B portal at 0.250 border 700
    When going from A to B youll end up on world B at 0.0
    It also breaks the portal at B. Even with the border removed it will spit you out at 0.0
    First you have to remove the border and the portal. Then you can make a new portal at B

  28. Offline


    Sorry about that - that was supposed to be the Iris activation lever - but it doesn't do anything yet :-p
    --- merged: Feb 14, 2011 12:12 AM ---
    The issue I believe is because when you teleport you can't just use the teleport function - you have to actually first set the players "move" as having come from where you want to teleport to.

    The real issue is that the BorderGuard is ignoring the fact that i set the move to cancelled - talk to the dev of that plugin and make sure that he is properly handling cancelled moves and multiple worlds.
    --- merged: Feb 14, 2011 12:13 AM ---
    Yes, but you have to make sure that you built the gate after the update - otherwise the gate doesn't know who built it.
    --- merged: Feb 14, 2011 12:56 AM ---
    I have tested wormhole v0.71 against craftbukkit v322 - any version before that probably won't work with v0.71 of wormholes.
  29. Offline


    im using the latest version of craftbukkit build 323 and i get this error now upon server starting.

    2011-02-13 19:58:21 [INFO] Begin Loading WormholeXTreme Plugin.
    Feb 13, 2011 7:58:22 PM org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: org.bukkit.Server.getWorld(Ljava/lang/String;)Lorg/bukkit/World; (Is it
    up to date?)
    java.lang.NoSuchMethodError: org.bukkit.Server.getWorld(Ljava/lang/String;)Lorg/
    at com.bukkit.lologarithm.WormholeXTreme.model.StargateDBManager.LoadSta
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onEnable(Wormhol
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.c(
    at net.minecraft.server.MinecraftServer.d(
    2011-02-13 19:58:22 [INFO] Done! For help, type "help" or "?"

    im only really using Iconomy, imonsters, netherbone, permissions and your plugin and i didnt get the error till i updated. any ideas of anyone else get similar error?

    I tried erasing the database and starting from scratch and remaking the wormholes but that didnt help
  30. Offline


    1. I tried but it was too complicated back at that time - I couldn't tell the source of where the lava came from. I can check again and see if it's possible now.
    2. Just do a /wormhole remove <name>, click the button, and then /wormhole complete <new_name> <new_pass>
    3. Did you use a sign dialer or /dial dialer? Also, check the gate nameplate on the left side of the gate and see if the name on it matches the name you are trying to dial.
    --- merged: Feb 14, 2011 1:25 AM ---
    That means that either the newest version removed that function I was using, or you are using the wrong version.

    Try calling the version command to see what you are running.
  31. Offline


    i use bukkitup to stay up to date but either way the version cmd pulls up this

    This server is running Craftbukkit version git-Bukkit-0.0.0-360-gf5b151f-b271 (M
    C: 1.2_01)
    This server is also sporting some funky dev build of Bukkit!

    not sure how to interpret that? am i right in seeing that its build 271?

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