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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

    alron

    Yep. From in game you can configure it with the /wormhole command.
    Example: '/wormhole shutdown_timeout 15' will cause wormholes to only stay connected for 15 seconds.
     
  3. Offline

    Jaxter

    SOOOO I've been using this, and for some reason it keeps creating random obsidian floating around in the world each time I reset my server. It's like it spawns it in the shape of a stargate but only fills in every other obsidian :(
     
  4. Offline

    but2002

    That occours where the plugin THINKS there's a stargate, and those obsidian are where the glowstone is too.

    It can occour if you destroy a stargate, without using /wxremove
     
  5. Offline

    piousminion

    I'm trying to limit access to a specific map/world to a specific group via the permission 'wormhole.network.use.somenet', but it seems if a privileged user activates a gate, anyone can just walk through it.

    Is there a way to prevent this or would I have to find yet another plugin to handle this specifically?
     
  6. Offline

    Lologarithm

    It is true, I almost didn't even use a DB and just store the gate data as a binary chunk on the HD. If someone wants to write an integration API for WX that lets other modders access the gates and their information feel free, it could be a cool feature. However, we have a lot of other stuff we are working on and don't have time to write that now.
     
  7. Offline

    joshuader6

    Is there any way to dial a signgate using Redstone?
    Sorry for my bad English:rolleyes:
     
  8. Offline

    Lologarithm

    There will be in 0.85 (I think :) ). I have gates setup so that in custom gate shapes you can define a block to be a "redstone activation block". Alron is currently working on all the redstone event handling.
     
  9. Offline

    but2002

    Ooo nice. What about a redstone 'detection' block, AKA redstone that triggers when a gate is activated Would be nice for incoming gates.
     
  10. Offline

    alron

    The activation lever and iris levers already functionally do this.
     
  11. Offline

    Imamoose

    how the frick do i change the iris material now? does i change the .shape files? if i do how do i open those? help!
     
  12. Offline

    Psycho Robot

    Perhaps, however I think a block that he describes could be useful, for making underground wiring that isn't visible at all from the surface.
    Right click and pick open with, then select notepad.
     
  13. Offline

    but2002

    Yeah, but leading redstone away from those looks rather ugly >.>
     
  14. Offline

    alron

    Ok, I'll look into adding this also.

    I'm actually working on the redstone code now.
     
  15. Offline

    valdark

    I am having a problem with my gates being recognized after a server restart. I believe this is due to the lack of a folder in the correct location. My problem is that I cannot access any folders not in /plugins due to the nature of my server hosting.

    It also gives me an error when creating a gate even though the gate is created and works properly until the server restart.

    Is there a way to get this plugin to auto create the file? If not I'll talk to my server host about adding it in the correct folder.
     
  16. Offline

    Psycho Robot

    I had this issue as well, and the problem was that I had not correctly installed the database .jar file in root/lib/
     
  17. Offline

    valdark

    Yeah I figured that was the problem after reading the thread. My problem is lack of access to the root/lib folder.
     
  18. Offline

    alron

    Ok, after a full night of work on the redstone stuff, I've got it about 70% done.
    • Redstone Sign Target Selection
      • Complete.
    • Redstone Gate Dial for Sign Targets
      • Complete.
    • Redstone Gate is Active block
      • Half-way complete, WX knows the block is there, it just doesn't make it light up when gate is active yet.
    • Redstone Cleanup on gate removal
      • Not started.
    • Redstone creation on gate addition.
      • Complete.
    • Redstone block storage in database.
      • Complete.
    Ok. Now for the three big fat caveats to what is going in.
    • There are NO (read: zero, none, canthavenotyours) permissions checks possible with redstone activation. If you want to restrict access, you'll have to figure out how to do that all on your lonesome. There is no way for us to tell who clicked what redstone where to actually toggle crap on the stargate.
    • There are NO (read: zero, none, canthavenotyours) messages about sign clicks or actual dialing and gate activation when using redstone. Once again, there is no way for us to really tell who clicked the redstone, etc.
    • The redstone dial (and of course sign) stuff ONLY (read: bloody don't ask for it any other way, unless you've got a f'ing git pull request for me) works on sign powered (sign dial) gates. The gate is active block will work on any type of gate.
    Shapes will let you disable the redstone activation capabilities on a shape by shape basis. Of course, when you change a shape file, it will only change the gates added after the shape file is updated.

    To remedy some of this problem I will most likely be adding a command to disable redstone capabilities, set the portal, iris, and light materials, and set the ticks for the woosh and light up animations on a gate by gate basis. Kinda like the previous stuff that was in /wormhole that was global before the 2d shapes took it over.

    EDIT:
    I forgot, the Settings.txt option WORMHOLE_USE_IS_TELEPORT will help with access control.
     
  19. Offline

    WaferMouse

    Hi! I've got the plugin installed and working, awesome :) I was just wondering if there's a way to restrict remote activation on a per-gate basis using permissions, or to otherwise make gate dialling consensual? I'm planning to run each of my friends' worlds on a server, with a gate in each world, and I figured that restricting remote activation seems like the ideal solution to allow the players to self-police.

    Thanks in advance, great plugin :D
     
  20. Offline

    Psycho Robot

    If I understand what you're asking, you can set IDCs on the gates, so only people who know the password can dial that gate. You can also set up a a network and put both the gates on that network. The node for giving permissions to use networks is wormhole.network.use.<networkname>
     
  21. Offline

    bluejack404

    What do I do if I want moderators to be able to use /wxgo, but I don't want them to be able to go to my fort without an IDC?
     
  22. Offline

    alron

    Ok, got the redstone stuff all finished. Some more notes on how it will work.
    • When you set a sign dial gate shape to have redstone sign change and redstone dial activation blocks, the specified block will be replaced with redstone wire.
      • When the redstone wire for the sign change position gets an ON current it will increment the sign target as if a player tapped the sign dialer. OFF current will do nothing. This means it works great with buttons.
      • When the redstone wire for the dial activation position gets an ON current it will either dial the sign target, or shutdown an active gate. OFF current will do nothing. Once again, works great with buttons. Only one small caveat, no rapid fire redstone dialing, once a gate has been shutdown it won't be able to be restone dialed for 3 seconds. This should slow down feedback loops if they are created. ^^
    • When you set a shape to have a redstone gate is activated block, the specified block will be replaced with a lever (yes, I know, it is ugly. ugly and reliable). This lever will not take player interactions at all.
      • When the gate is connected, the lever will flip into the on position, providing redstone current. When the gate is closed the lever will of course flip into the off position, no longer providing redstone current.
     
  23. Offline

    Jet2612

    I have an issue where i tried to use the /wxremove command on a stargate. It removed the sign but i can still use the gate but i am unable to rebuild it with a sign for ease of use. Is there a command that will just completely purge all current stargate configerations so that i can just start from sratch?
     
  24. Offline

    alron

    Ok, I've got the '/wormhole redstone [stargate] <boolean>' command in place to enable or disable redstone status of a gate, on a gate by gate basis.

    I also updated the '/wormhole regenerate [stargate]' command to properly replace missing levers, signs, and redstone components. This command is to fix things that wont cause a gate to stop being a gate but can be destroyed by tree growth, gate owners, or other (un)natural disasters that the built in protection can't/doesn't protect from.

    I am now about to start working on a toggle to set gates to "custom" mode, where they store their own structure("stargate"), iris, portal(woosh), and light material settings as well as their woosh and light tick settings. (this more or less will bring us to storing everything of importance from the 3dshape).

    What this means? The ability to run a command in game again to tweak how a stargate looks or runs. Only... it won't be global this time. Just on that "custom" stargate. (This does open up the future possibility of modifying all stargates of a shape type at once)

    I am not tackling the mountain of changing the stargate material settings now, as that comes with the whole changing all the stargate blocks bit... that and the big list of verified safe materials that has to be made..

    From my standpoint once i get these settings in place and tested, unless @Lologarithm has anything else to push into the code-base, I am ready for final testing and bugfixing, which is to say. Public test builds will happen very soon.

    If you are a Wormhole Worlds user and want to test the new integration between Worlds and Wormhole, there will be a test build of Worlds out at the same time. Also more information about the integration around that time too.
     
  25. Offline

    Lologarithm

    If you want to clear everything you can just delete the WormholeXTreme folder in your plugins directory.
     
  26. Offline

    Pixeladdiction

    EDIT: Ignore, seems to have been a plugin conflict.

    As you were! :)
     
  27. Offline

    Lologarithm

    The purpose of /wxgo is to try to fix any issues with your stargates. If you don't want someone to be able to do that, then don't give them access.
     
  28. Offline

    Rhuen

    Idea?
    Bukkit 740

    Code:
    2011-05-04 19:06:57 [SEVERE] com/nijiko/coelho/iConomy/iConomy loading WormholeXTreme v0.833 (Is it up to date?)
    java.lang.NoClassDefFoundError: com/nijiko/coelho/iConomy/iConomy
        at com.wormhole_xtreme.wormhole.plugin.IConomySupport.enableIconomy(IConomySupport.java:53)
        at com.wormhole_xtreme.wormhole.WormholeXTreme.onEnable(WormholeXTreme.java:128)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:127)
        at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:632)
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:218)
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:116)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:94)
        at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:217)
        at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:204)
        at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:144)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:259)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    Caused by: java.lang.ClassNotFoundException: com.nijiko.coelho.iConomy.iConomy
        at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
        at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:36)
        at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:24)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
        ... 12 more
     
  29. Offline

    bluejack404

    Fair enough. Thanks!

    I've got a second question that didn't occur to me until just now. When I use a stargate, I lose my custom skin and wind up wearing the default skin until I disconnect/reconnect.

    I've also lost my poor wolf multiple times due to gating. Any way to fix these issues, or is it a problem with something I'm doing?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  30. Offline

    polraudio

    teleporting almost always removes skins. Usually more often when using a gate to a different world.

    You will lose your wolf if you go to a different world. If your on the same world your wolf should follow you no matter where you go.
     
  31. Offline

    alron

    Ok, got the custom gate mode stuff working and in my repo.

    Now on to some logic that was missed in the woosh code, minor tweaks to the wxbuild command(probably,maybe,possibly), and some bug stomping/testing.

    Things are looking pretty good. Been fast and stable for me so far, running on my production server with pre-release builds. :)
     

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