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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

    shadrxninga

    Sorry if I am being annoying.

    But is there any way to link wormholes to other worlds?

    It says in the change log multiworld support - but I can't see any instructions.

    Thanks
     
  3. Offline

    Andreas Darlton

    I love you guys thank you so much for helping me
     
  4. Offline

    Seaumais

    When i finished my SG Center as i imagine, i will show it...
     
  5. Offline

    alron

    I used the nethergate plugin to connect my secondary worlds and Essentials to actually travel to the secondary world (nethergate was a bit broken when I did this). But it looks like Multiverse may be a better option for managing multiple worlds. :)

    Nethergate
    Multiverse
     
  6. Offline

    shadrxninga

    Thanks.
    I will look into one of those plugins

    So this plugin can't do that yet?
     
  7. Offline

    alron

    Not that I know of, but I could be very wrong.
     
  8. Offline

    Lologarithm

    I use multiverse on my server to create other worlds. Once the other world is created I go there via multiverse and can create gates there. My users don't have access to multiverse but can use the gates I created to go there.
     
  9. Offline

    alron

    Honestly, the only reason I used Nethergate was because I'm a sucker for the whole Spells and Wand plugin set. And they have integration as well as the whole 1:8 ratio thing going on for distances in the nether and portal placement like in SSP.

    Multiverse seems to have a much richer feature set for managing multiple worlds, but less of the fluffy commands.

    And Essentials has the ability to travel between worlds, but good luck finding out if they have the ability to create any other than the default "nether". Lack of documentation.

    I love alpha software. ^^
     
  10. Offline

    Doomeri

    Ok, this might be dumb question but is there a way after stopping server or reloading plugins to make gates working again automatically? because every time i have to stop server/reload plugins, the gate network stops working and i have to right click every gate dhd button manually,to make it work again.

    Sorry about my bad english..
     
  11. Offline

    alron

    Which version of CraftBukkit are you using? Are you doing multi-world stargates, or just single world?
     
  12. Offline

    Doomeri

    Just a single world. And the craftbukkit is doawnloaded yesterday so newest one: git-Bukkit-0.0.0-404-g51fc7b4-b322 (MC: 1.2_01).

    ...And also i'm using gates with signs..
     
  13. Offline

    alron

    Hrm, you have tried the latest version of WormholeXTreme? I am currently not seeing that kind of problem on my server using signed gates and version 0.725 of the plugin and b322 of craftbukkit.
     
  14. Offline

    Doomeri

    I just updated.. ..It did not help. ...same problem after server reload..
     
  15. Offline

    alron

    Hrm, I'm just grasping at straws here, but what happens when you rebuild the wormholes? (I.E. "/wormhole remove gatename", rebuild the sign by the DHD, press dhd button.)

    Also, I wonder if this could be a corrupt database or a problem with your hsqldb.jar. Are you using the provided hsqldb.jar?

    Also, are there any errors in your log-file at startup?
     
  16. Offline

    Doomeri

    No luck, gate stops working completly and i have to reload to make it work again and manyally click dhd on each gate.. (tried also /wormhole complete after i broke the sing)
    --- merged: Feb 14, 2011 2:15 PM ---
    Problem solved!

    I installed bukkit and everything from the beginning.. ..I don't know what i did first time from but now it works perfectly.. :)

    Great plugin!
     
  17. Offline

    Raziel3000

    First of all i gotta say great plugin, really streamlined the travel on my server but i've got one small issue with it.. from time to time some gates appear to "breakdown" they can be activated... the text registers, the water is there all the stuff.. but when i step into the wormhole nothing happens..
    At first i said well eh.. plugin in development there's bound to be a few kinks in the armor, but i began to see a correlation in issues with MagicCarpet as well, i use dynmap on my serv and from time to time, as it's known to it messed up my magic carpet and left a trail of glass behind it, what i also noticed is that it did this around stargates quite often, and those stargates would be broken as well. I've stopped using magic carpet since but the gate issues are still present. Have not tested without dynmap, as I really love it but i might take it down if it's proven to interfere with the gatesystem as well.
    Not sure if it helps, just wandered on the forums and thought i'd leave a tidbit of info on what I experienced.
     
  18. Offline

    TheDarkness73

    Can you also make it so you cant gather the liquids in buckets
    --- merged: Feb 14, 2011 4:11 PM ---
    Im using the latest craftbuild, and for some reason, the /wormhole remove doesn't work
     
  19. Offline

    Dr_Herbalist

    Thanks for the fixes.
    Any chance of getting a "/wormhole owner" command to set an owner of a specific gate.
    I like to build the gate for players and charge them to make sure they run on the right networks, but I still want the player who pays me to be able to get a percentage.
    Thanks.
     
  20. Offline

    TheTallest

    Working like a Charm on 325
     
  21. Offline

    Lologarithm

    That should be pretty easy - I will add that to my next version.
    --- merged: Feb 14, 2011 8:06 PM ---
    Hmm, this might be something weird with the MagicCarpet breaking the onPlayerMove event. Try using my plugin without magic carpet and let me know what happens!
     
  22. Offline

    Nymphalis

    I'd like to share some ideas for your plugin.
    In my world I want to make 2 separate stargate-systems; one sign (non-dial) system open for public use (with several networks connected by great hubs) and some dial-stargates that will provide access to special locations to only few players... thats why I'd like to have some instruments to limit access to/use of dial-gates:

    1. Add a network-function to dial-gates too; or at least make it possible to prevent some dial-gates from dialing to sign-gates while others may have some form of "master"-access to everything (then you could use the restricted/network dial-gates for open access and just tell every user the IDC's he/she is allowed to go to while providing a private room with a non-restricted gate, that can dial every other gate... that room might even be accessable by an iris-protected restricted gate, so that peoble with that IDC would have access to practicly every other gate; at least as long as they know the IDC's). This would even fit into the stargate-genre since there were some gates that could travel accross galaxies and some couldn't, so there was some restriction in there (if i remember it right....)

    2. Change the iris-behavior to the following: If the iris is activated and you want to dial out it deactivates while the wormhole is active; however it activates itself again after the portal closed. And on the other hand don't deactive an active iris completely when you enter a correct IDC but rather make it inactive until the connection timed out and the active itself again. That way you could have better control over who can use which gate and you don't have to remember to active every iris again after using an IDC (and it simulates the original behavior from the series better since for dialing out the iris would have been deactivated and activated later and if someone used an IDC to dial in it the iris was reactivated afterwards. Only a direct order to leave it open would have deactivated it permanently....again, this is only if I remember the series correctly).

    3. Maybe split the use-permission into a use-dial and a use-sign permission; again this is to provide more control over how your gate system is used

    I think this would greatly increase the uses of your plugin while still being able to make a rather simple connection-system :)
     
  23. Offline

    Phantom Index

    I noticed that if you use something like MultiVerse or essentails for nether. The PORTAL material for Wormhole takes you to the nether.
    Can that be fixed? Would love to see Wormholes to have the nether portal material.
     
  24. Offline

    Lologarithm

    This is possible, just will take a bit for me to figure out how to make this work. With so many optional parameters on /wormhole complete it might get complicated. Perhaps it would be something like: /wormhole complete <name> idc:<value> nw:<value> where idc and nw are both optional values. My only complaint with this is the increased complexity - and any time it gets harder to use something more people will have trouble using the plugin.

    I can do this but I might want to make it a little more configurable... but the problem is that it started making it extra complicated. However, a default behavior of this probably isn't a bad idea... Does anyone have a problem with this idea?

    I can easily change the permissions to something like "wormhole.use.sign", "wormhole.use.dialer", and "wormhole.use.*".

    Again, with everything I am trying to keep this as simple as possible, but it seems to just get more and more complicated :-p
     
  25. Offline

    Shanduro

    Works fine for me but on issue.

    Sometimes it occurs that the eventhorizon is not expanded through the whole gate and you need to jump into the placed where the eventhorizon blocks spawned.

    Using bukkit build 325, WormholeXTreme v0.725. and the Portal material fo the eventhorizon.
     
  26. Offline

    Lologarithm

    Check your logs and see if there is anything going on.
     
  27. Offline

    Shanduro

    Nope nothin in the log.

    just the Wormhole created to line.
    --- merged: Feb 14, 2011 10:23 PM ---
    OK, I changed the eventhorizonmaterial to water and it works fine, so the portal material is buggy.

    Portal collaps if build near it maybe thats the problem?
     
  28. Offline

    Nymphalis

    To my mind a simple-to-use plugin doesn't mean that it can't be complex.
    I think the best way would be to make most of the commands/arguments optional, so that a normal player could just type /wormhole create "Name" to make a dial-gate with "master"-access (means: a gate like the oney you began with, even without iris) or create a sign with one line to specify a name and push a button afterwards (a simple sign-gate, that can dial to every other sign-gate and doesn't have any restrictions.
    Then you would only have to create a pre-configured config that doesn't activate unneccessary (like my suggested?) features.... .Finally, if you make it clear in your starting-topic, that you basicly just need to know the 2 things mentioned before (and the basic layout of curse) then I'm sure everyone should be able the use this plugin as "simple" teleport.
    And for everyone else you could provide several features by adding some lines in the config or making optional parameters (like the idc: and nw: you suggested). I wouldn't even mind if you didn't check for every possible combination a user could come up with and just tell us, that the parameters need in a specific order to be recognized.

    In my oppinion, there are enough plugins, that provide some kind of basic teleporting-function (with or without portals; even the creator of iconomy made a basic portal-plugin to combine with money), but I'm really hoping for this plugin to become something special (like the iris, nice idea) :)
     
  29. Offline

    Dr_Herbalist

    Thanks for adding the command.
    I also do get the same issues as "Raziel3000" but im not using MagicCarpet. I tried explaining it in a previous post but im not sure it made much sense, lol.
    It seems the gate act as if its been remotely activated and doesn't teleport even when you dial out. Its probably some var that need resetting somewhere maybe if the button is pressed twice or something.
    But I'm still currently really happy with Wormhole X-Treme, its just that one bug left.
    Peace
     
  30. Offline

    Daveyo

    it appears if someone activates the gate and then goes offline, the gate says it's active yet there is not waterfield to step into. I have an issue with a gate where it says "gate remotely activated" every time i hit the lever. had to delete the gate and remake to fix it. I've put in the shutdown cooldown now so maybe that will help hedge this problem. Hope this is enough information to find the bug.
     
  31. Offline

    martynd

    I agree with the opinions that an automatic iris reactivation happens after you leave a gate, and even after coming back in. This will closer mimic behavior of the series, and earlier instance of this plugin (that you explicitly need to know an IDC to get in a gate, not that all you have to do access that gate after someone has left, but not yet returned to put the iris back up
     

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