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

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

  1. Offline

    Lologarithm

    This is now inactive - http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v1-011-953.23973/ is where you can find the currently active developed version.




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

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

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

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

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

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

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:


    Changelog with important entries in bold (open)

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

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

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

    Plugin Commands (open)

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

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

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

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

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

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

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

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

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

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

    Install directions (open)

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

    Basic use instructions (open)

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

    A real example of a constructed gate:
    2011-01-24_01.53.11.png

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

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

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

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

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

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

    Basic configuration settings (open)

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

    Permissions plugin settings (open)

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

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

    Help plugin settings (open)

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

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


    Devs: Lologarithm & alron
     

    Attached Files:

  2. Offline

    Lologarithm

    I could have - but i didn't because I thought it would be cool to be able to set a gate into a wall and have it just clear the blocks in the middle when it opens.

    I can easily check to make sure the inside blocks are AIR
     
  3. Offline

    kipz


    Make it have to be empty or anything but obsidian that way you can avoid the obsidian wall problem.
     
  4. Offline

    Huene

    If possible please leave the code for having it wipe the area at the event horizon when activated (and possibly the KaWoosh if you make one), but I wouldn't be against it needing to be empty when it's created.
     
  5. Offline

    bureaulamp

    I came across a bug when I was changing materials. I changed it to lava and it caused me to die. After that I changed it back to water and it didn't teleport me anymore :(

    Furthermore, it would be nice if the DHD could be further away so you could put it in a control room or something.
     
  6. Offline

    zengrath

    This is awesome! keep up the good work, i loved stargate!
     
  7. Offline

    lastof

    I think I remember someone else reporting a page or two a go that water didn't work, whereas STATIONARY_WATER did. So, I'd try that till Lologarithm can publish a fix.
     
  8. Offline

    zengrath

    i noticed something, i just experimenting with mod on my test server, and everything works great except for /wormhole remove name doesn't seem to do anything, but when i tried to wormhole back to that gate it said invalid wormhole or whatever, but when i go back to wormhole i can't now travel to, i can dial out, so it still works. To fix problem i tried to destroy the button, it said wormhole now destroyed and you can rebuild it later. but when i try to rebuild it but placing button back, nothing happens. I also tried destroying some of obsidian both on DHD and Stargate and i still couldn't get it to spawn a new one in same place..

    so to recreate, try /wormhole remove etc. then try to use it to go to another wormhole, then come back and it won't let you, destroy button and it seems to now never allow you to rebuild wormhole on same block.


    EDIT: I was hoping wormhole remove would remove teh startgate completely, blocks and all and replace it with air, this would be great if possible as only way to remove obsidian is with diamond picks which is pretty annoying, unless we use another mod of some sort
     
  9. Offline

    Redderick

    I didn't think I saw this anywhere else in the thread. but:

    When I try to dial out it doesn't work and gives me this.
    Permissions 1.9
    and all other plugins are up to date and are working just fine.
     
  10. Offline

    spelmyst

    I haven't read 9 pages of this forum to see if this has been reported, but I found a bug with the DHD.

    If you build a DHD only, and place a switch or button it. It will throw up a wormhole behind it. Regardless of what's there.
     
  11. Offline

    VvV_Maximus

    What it seems like is happening is that if you ever put a button or lever on a stack of two blocks of obsidian, then a stargate magically appears when you pull it.
    --- merged: Jan 29, 2011 7:56 PM ---
    Ya, thats what I reported too, its acyually only a few posts back, i got pictures and what not too.
     
  12. Offline

    kynian

    some wormholes tend to spawn players below/behind the gate (even if there are blocks there, so they end up dying) is this fixable? Ive had quite a few players complain that they have lost a lot of stuff this way.
     
  13. Offline

    MrCamping

    Do you plan to do iConomy integration for this?
    Maybe a cost to use, create and destroy.

    Would be nice.

    Thx

    EDIT: Also gate should be avalaible only to the perso who opened it. And should close right after using it, so the player can't use it back
     
  14. Offline

    livn4metal

    Is anyone having issues linking signed gates? I have two gates, both named as well as a sign on the DHD to the right of the button, but I cannot get them to link. I can press the button, use the /dial command to manually link the gates, but the signs on the DHD will not link.

    Has anyone else had this happen?
     
  15. sorry m8, my permisions wasnt updated saw the wrong code:(
     
  16. Offline

    DeathToKittens

    First off I love the plug in. Helps people stay away from the /home and /spawn commands.

    ALMOST everything is working fine. I can setup the gates and can add an address and warp through. The gates do auto populate when setting up the DHD, but I find that makes it easier on me actually.

    One issue. Every time I stop/reboot my server I loose all of the "activations".

    After a stop, when I go hit a button or a switch on the DHD it says

    Stargate Design Valid.
    To complete type: /wormhole complete <name>

    The hsqldb.jar is located in the main MC folder (with the server .jar), it seems to be populated, but all the gates keep loosing their activation/name.

    I'm running a linux (MineOS) VM server. Only other plugin is the SlowHealth health regen mod. Most recent release of Bukkit.
     
  17. Offline

    kipz

    That is an awesome bug. I will have to test that.

    If you read through the forums you'll see this one has been talked about a lot. Some time back he added the command /wormhole timeout. Type /wormhole timeout 0 and set your timeout time to zero seconds. This will fix the problem. Yes you have to sacrifice the cool wormhole being open for a 20 second timer but it keeps your people from dying.

    @zengrath ... Odd i've used /remove a couple times and it worked for me. One quick idea, you did make sure to get the name exactly right. Caps matter for the moment.
     
  18. Offline

    Lologarithm

    Hey Guys, Sorry for the lack of responses. I have had family visiting since Friday afternoon and so I haven't had any time to dev.

    For a while I had some debug stuff setup to automatically create a gate, and its possible I accidentally left that in during one release. When I do the next release I will make sure that isn't in the code.

    All the issues with teleporting into stone have been fixed, and the issue with falling through the earth are fixed by setting timeout = 0. Those two issues are different and unrelated, but both are fixed now.

    There is a bug right now where if you remove a DHD (but leave the gate working) and then replace the sign/button it doesn't work. I know about it I just haven't had time to fix it yet. The fix for that will be in the next release.

    @livn4metal - Gates have to be created as either sign dialer or not. If you want a gate that was previously a non-sign gate to become a sign gate you need to first /wormhole remove NAME, then click the button after adding the sign and naming the sign. This should remake the gate as a "sign gate"
    @DeathToKittens - That is really weird and could be one of 1000 problems. Try to get the newest bukkit, newest wormhole xtreme, and delete your DB. Restart the server and see what happens.
    @Redderick - You need the newest version of bukkit, the LoadChunk method is pretty recent still.
     
  19. Offline

    MrOxiMoron

    Might be good to make that clear.. took me a while to figure that out too :)
     
  20. Offline

    Luckz

    The WormholeXTremeDB folder is created as a subfolder of /plugins/, not of the actual plugins folder that Bukkit is told to use. So you're using a hard-coded path instead of whatever variable/API thing you're supposed to use.
     
  21. Offline

    MintyAnt

    Oh we wall want it as close to the show as possible :D
    But in the end, many of us like this mod over the Stargate and Gateway mods that are out there.

    All we are asking is a way to change a properties file that will allow us to enable these none-stargate-true features, so that its more fun, thats all :D
     
  22. Offline

    Redderick

    Darnit, that was THE only thing I didn't do lmao.

    Thanks Lologarith.
     
  23. Offline

    Subcode

    or just check if the inside of the gate is obsidian and if its completely obsidian its not a gate.
    so you can fill the gate up with any material except obsidian.
     
  24. Offline

    10steedgd1

    Code:
    Begin Loading WormholeXTreme Plugin.
    31-Jan-2011 00:23:11 org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: com.nijikokun.bukkit.Permissions.Permissions.getHandler()Lcom/nijiko/permissions/PermissionHandler; (Is it up to date?)
    java.lang.NoSuchMethodError: com.nijikokun.bukkit.Permissions.Permissions.getHandler()Lcom/nijiko/permissions/PermissionHandler;
            at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.setupPermissions
    (WormholeXTreme.java:110)
            at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onEnable(WormholeXTreme.java:86)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:135)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:359)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:175)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:61)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:42)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:154)
            at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:141)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:102)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:179)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    Help?
    Running latest version of craftbukkit.
     
  25. Offline

    M1sT3rM4n

    Getting java errors with cannot load Wormhole Models with newest Bukkit version.
     
  26. I constantly have that with the public gate system the sign on which to rightclick will not change name visually, but the chat does say that i changed and it works ok, also, when going through a portal i sometimes have that the portal i cam from wont close (aka remains active) thus making it so that i cant warp back and have to reboot my server to fix it.
     
  27. Offline

    Aeleas

    Interesting bug I came across today. When I activated my first gate (/wormhole complete NAME) it added a 3-block column of obsidian on either side of the gate, attached to the outermost blocks on each side. Gates 2 & 3 didn't do it though.
     
  28. Offline

    kynian

    Yup newest bukkit version breaks this plugin pretty bad. Time to wait for an update from lologarithm
     
  29. Offline

    rbos

    If someone presses the dial button but doesn't /dial, it locks the gate into a fugue sometimes.

    Also if people without permission to create stargates put a button on an obsidian pedestal (or, say, a wall made of obsidian) it still creates the gate, so that should depend on the admin perms.
     
  30. Offline

    Lologarithm

    I'll add a timeout to gates that have been activated but not dialed
     
  31. Offline

    kynian

    Hm it seems that after the most recent update for bukkit the /wormhole remove command no longer works. anyone else getting this?

    EDIT: actually it seems its only happening with certain ones. I have a gate named test a gate named --test--, one nmed ---test, and one named -test-. the /wormhole remove only seems to work with the test gate, none of the ones with the dashes. is there any way to remove them manually?
     

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