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

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

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

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

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

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

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

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

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

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:

    Changelog with important entries in bold (open)

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

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

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

    Plugin Commands (open)

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

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

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

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

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

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

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

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

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

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

    Install directions (open)

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

    Basic use instructions (open)

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

    A real example of a constructed gate:

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

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

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

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

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

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

    Basic configuration settings (open)

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

    Permissions plugin settings (open)

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

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

    Help plugin settings (open)

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

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

    Devs: Lologarithm & alron

    Attached Files:

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    Why you doesn't use one of the other teleport plugins ? Most of them are made for exactly this !
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    still getting the water flowing from the wormhole.
    it didnt do that before..
    and yes i am using a tool to rightclick.
    also, if i disable wormholextreme and then enable it i dont get water flowing from the wormhole but i get to dial type: /dial <gateway> twice.
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    Filip Weiss

    The singns are buggy
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    Listen, do you think of that through the gates at minecart pass?
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    Awesome!! Also, just a quick note - I saw someone mention that many Bukkit methods can not be called from a different thread - is there no thread protection in for calls in Bukkit?
    --- merged: Jan 27, 2011 4:45 PM ---
    Oh wow, I kept seeing people complain about that, but I just realized that I accidentally was missing a .Name after the reference to the object.... That has already been fixed in my code and will not happen any more after my next update.

    Ok, lets answer all those questions.
    1. Yes, there is an optional sign interface, read all the release notes and look at the picture to see how to do it.
    2. Networks are.. in the works :-p I have the framework to support them already in (Sign gates are part of a "public" network by default that the non-sign gates aren't in.) Soon you should be able to name the network you want the gate on as part of the creation process.
    3. I have started looking at the Nijikokun's Permissions plugin a little more and I think it actually would be pretty easy to implement, so even if I don't like it, it is easy to put in and out. So there might be support for his Permissions plugin soon.

    To everyone who is having trouble teleporting and falling through the ground. I am pretty sure that I have found the issue, and the fix is not so easy. It looks like what might be happening is my timer to shutdown a stargate is causing all the issues (it breaks the loading of a chunk). So the only real fix is to remove stargates staying open for a time-period. They would close instantly when a player goes through them. I don't like that option but it would fix the problems with loading.

    Maybe I will let you have the option of turning off delayed gate shutoff if your server has too much trouble with the falling into the earth.
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    Sounds good plus using permissions means we won't have to set permissions for everyone, just groups :D
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    Server Joygasm Inbound in 3... 2....
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    To the best of my knowledge, no.

    I have submitted a pull request for that too, but it has been designated as low priority :(.

    If you really need the feature, you could use the server version that I compile for ServerPort, but it may not always be the latest version.

    There is an official permissions system about to be released, so you might be better to aim for that. It is coded by Dinnerbone, but not part of the master branch.
  11. Bwhaha. Anyone remember that episode?
    "Yes, it does say colonel on my uniform."
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    There where more than one episode about Wormhole X-Treme. Episode 200 was the best one though.

    And it's spelled "colonel", pronounced "kernal". Odd, I know.
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    I have an open bug because it looks like modify the type of more than a few blocks at a time causes NPE. I changed my code to have no extra threads and it is still sometimes breaking. Grrrrrrrr
    --- merged: Jan 27, 2011 6:08 PM ---
    Well, adding the Permissions mod was super easy, took about 5 min. If you don't have the Permissions plugin it will default to using the built in stuff.

    The permission nodes I setup are:
    wormhole.use - Able to use wormholes - Able to build new wormholes
    wormhole.remove - Able to remove wormholes
    wormhole.config - Able to configure settings like material and timeout. (By default Ops will be able to do this as well)

    Looks like Permissions plugin is working, I have portal material working now (Thanks to Dinnerbone!), and it seems that setting /wormhole timeout 0 reduces the instances of falling through the earth, at least on my server. I think I am going to do a minor release with these changes.
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    i like this plugin!
    I finally got it to work....instead of /wormhole complete <Name> place sign and then push button...

    but sometimes i respawn anywhere in stones but not where i should and then i die.

    greets chucknican
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    That's a known problem. Read the post above yours. He's got a fix for it but you need to sacrifice the portals staying open. It's a sacrifice but better than dying.

    @Lologarithm So it doesn't load the chunk until the portal process is complete? I like the permissions you got there i'll have to fiddle with permissions plugin until I can get it to work. Last time I tried it just wouldn't go. Thanks again for this plugin my players have already built several gates.
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    Am having problems with the latest version...

    Error loading stargates from DB: Table not found in statement [SELECT * FROM Stargates;]
    Error GetAllIndividualPermissions: Table not found in statement [SELECT PlayerName, Permission FROM StargateIndividualPermissions;]
    java.sql.SQLException: Table not found in statement [SELECT PlayerName, Permission FROM StargateIndividualPermissions;]
    at org.hsqldb.jdbc.Util.throwError(Unknown Source)
    at org.hsqldb.jdbc.jdbcPreparedStatement.<init>(Unknown Source)
    at org.hsqldb.jdbc.jdbcConnection.prepareStatement(Unknown Source)
    at com.bukkit.lologarithm.WormholeXTreme.model.StargateDBManager.GetAllIndividualPermissions(
    at com.bukkit.lologarithm.WormholeXTreme.Permissions.PermissionsManager.LoadPermissions(
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.c(
    at net.minecraft.server.MinecraftServer.d(
    WormholeXTreme v0.32 ready.

    27-Jan-2011 20:32:29 org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_COMMAND to WormholeXTreme
    at com.bukkit.lologarithm.WormholeXTreme.model.StargateManager.RemoveActivatedStargate(
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremePlayerListener.onPlayerCommand(
    at org.bukkit.plugin.SimplePluginManager.callEvent(
    at net.minecraft.server.NetServerHandler.c(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    at net.minecraft.server.NetworkManager.a(SourceFile:232)
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
    at net.minecraft.server.MinecraftServer.h(
  17. Offline


    Ok, newest release should stop all teleporting INTO stone issues. The falling through the earth endlessly is tied (I think) to the problem with multiple threads. Disabling the timeout option (by setting to 0) should stop people from falling through the earth.

    Chunks load when a player activates a remote gate in a chunk that has not been loaded.
    --- merged: Jan 27, 2011 8:36 PM ---
    That looks like it can't load the DB. Make sure that you have the WormholeXTremeDB directory in the plugins directory. Another possibility is that you have some weird permissions set for that directory.

    What OS are you using?
  18. Offline


    Ubuntu, I just made sure its all 775.

    Begin Loading WormholeXTreme Plugin.
    Error loading stargates from DB: Table not found in statement [SELECT * FROM Stargates;]
    Error GetAllIndividualPermissions: Table not found in statement [SELECT PlayerName, Permission FROM StargateIndividualPermissions;]
    java.sql.SQLException: Table not found in statement [SELECT PlayerName, Permission FROM StargateIndividualPermissions;]
    at org.hsqldb.jdbc.Util.throwError(Unknown Source)
    at org.hsqldb.jdbc.jdbcPreparedStatement.<init>(Unknown Source)
    at org.hsqldb.jdbc.jdbcConnection.prepareStatement(Unknown Source)
    at com.bukkit.lologarithm.WormholeXTreme.model.StargateDBManager.GetAllIndividualPermissions(
    at com.bukkit.lologarithm.WormholeXTreme.Permissions.PermissionsManager.LoadPermissions(
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.c(
    at net.minecraft.server.MinecraftServer.d(
    WormholeXTreme v0.39 ready.
  19. Offline


    I will send you a private message and help you figure this out. If we get a good solution I will post it here so people can see it.
    --- merged: Jan 27, 2011 9:16 PM ---
    I got that error when I tried to use HSQLDB v2.0 - that is why I included v1.8.1 in my zip. Are you using v2.0?
  20. Offline


    @Lologarithm I updated and it seems to be working but I did get this:


    which means the old stargates didn't load from the old database. Sadface.jpg

    oh well, we'll just have to recover them all. Perhaps this was because I didn't update along the chain? I held off on updates untill you had a build to fix the dieing in stone problem since it worked stable otherwise.
  21. Offline


    Well, depends - First try deleting the new WormholeXTremeDB and renaming your old StargatesDB to be WormholeXTremeDB. If the data doesn't load from there you probably had the very first build or two, in which case the data didn't transition over.

    That all being said, I have made some improvements to the gate construction algorithm, so you might be better off just clicking the buttons and re-adding them (if its not too much work). The older gates should still work :-p
  22. Offline


    lol I was just about to report my statements were premature. I can name the old gates but then I cannot dial. It just doesn't recognize the /dial <name>

    I reverted to the old version to see if they still work or it is something with me. I had a power outtage today and am getting chunk error reports now :/

    edit: old version still can dial. I will reinstall and try the renaming you suggested and see if that works.

    edit2: nope renaming doesn't work. I'll just load up a new one and see if I can get the portals to work.
  23. Offline


    Sorry about that Kipz - I have really been trying to make sure that new updates don't break anything like existing DBs. It sucks having to redo all the gates
  24. Offline


    That's ok but now we have a new problem. Fresh install of the wormholeXTreme. We tried to get two gates going. Our far one and one near spawn. The naming process went fine but then dialing doesn't work. They're standard gates, no signs. This is the error I see:


    Any ideas?
  25. Offline


    Something here is conflicting with TelePlus, SimpleShop and MyHome Additionally this error is thrown when initializing Wormhole X-Treme, This is on bukkit 161.

    Also it would be helpful, if you could upload the mod to a wget compatible URL, unfortunately these forums don't allow for their use.
    [Info] Config loaded.
    [Info] Minecraft Config loaded.
    [Info] Found hMod Plugin : AntiBuild
    [Info] Found hMod Plugin : BigBrother
    [Info] Found hMod Plugin : ExtendDay
    [Info] Found hMod Plugin : Flashlight
    [Info] Found hMod Plugin : General
    [Info] Found hMod Plugin : Glonick
    [Info] Found hMod Plugin : Healthy
    [Info] Found hMod Plugin : HotSwap
    [Info] Found hMod Plugin : MinecartManiaCore
    [Info] Found hMod Plugin : MyHome
    [Info] Found hMod Plugin : OnlineUsers
    [Info] Found hMod Plugin : Permissions
    [Info] Found hMod Plugin : SimpleShop
    [Info] Found hMod Plugin : SlowHealth
    [Info] Found hMod Plugin : TelePlus
    [Info] Found hMod Plugin : WorldEdit
    [Info] Found hMod Plugin : WorldGuard
    [Info] Found hMod Plugin : WormholeXTreme
    [Info] Found hMod Plugin : dynmap
    [Info] Found hMod Plugin : iConomy
    [Notice] Starting McMyAdmin Professional v0.8.2.6
    [Info] Loaded helpful tips from Tips.txt
    [Info] Reading world templates listing.
    [Info] Starting webserver...
    [Info] Web server started at http://+:9002/
    [Info] Checking for existing schedule and loading...
    [Info] Finished loading schedule.
    [Info] Waiting to start Minecraft server...
    [Info] Minecraft Config loaded.
    [Notice] Starting Minecraft Server...
    [Info] Using server java VM.
    [Debug] Java start arguments: -server  -XX:+UseFastAccessorMethods -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:+CMSIncrementalPacing -XX:SurvivorRatio=16 -XX:ParallelGCThreads=2 -XX:UseSSE=3  -Xmx2048M -Xms2048M -jar minecraft_server.jar nogui
    [Info] Minecraft server started with PID 27217
    2011-01-27 17:49:01 [INFO] Starting minecraft server version Beta 1.2_01
    2011-01-27 17:49:01 [INFO] Loading properties
    2011-01-27 17:49:01 [INFO] Starting Minecraft server on *:25565
    2011-01-27 17:49:01 [INFO] Preparing level "world"
    2011-01-27 17:49:01 [INFO] Preparing start region
    Preparing spawn area: 36%
    2011-01-27 17:49:04 [INFO] WorldEdit 2.12 loaded.
    2011-01-27 17:49:04 [INFO] WorldEdit: No known permissions plugin detected. Using configuration file for permissions.
    2011-01-27 17:49:04 [INFO] [General] version [2.0] (Mafia) loaded
    2011-01-27 17:49:04 [INFO] [Healthy] version [1.0] (Apple) loaded
    2011-01-27 17:49:04 [INFO] [SimpleShop] version [1.1] (Dime) loaded
    2011-01-27 17:49:04 [INFO] WorldGuard 3.0b2 loaded.
    2011-01-27 17:49:04 [INFO] WorldGuard: No known permissions plugin detected. Using configuration file for permissions.
    2011-01-27 17:49:04 [INFO] WorldGuard: Single session is enforced.
    2011-01-27 17:49:04 [INFO] WorldGuard: TNT ignition is PERMITTED.
    2011-01-27 17:49:04 [INFO] WorldGuard: Lighters are PERMITTED.
    2011-01-27 17:49:04 [INFO] WorldGuard: Lava fire is blocked.
    2011-01-27 17:49:04 [INFO] WorldGuard: Fire spread is UNRESTRICTED.
    2011-01-27 17:49:04 [INFO] [Glonick] version [1.3] (Owl) loaded
    2011-01-27 17:49:04 [INFO] [Permissions] version [1.9] (Handler) loaded
    2011-01-27 17:49:04 [INFO] [AntiBuild] version [1.0] (Reborn) loaded
    2011-01-27 17:49:04 [INFO] [iConomy] version [2.2] (Aime) loaded
    ExtendDay v1.0 By Feverdream initialized.
    Begin Loading WormholeXTreme Plugin.
    Jan 27, 2011 5:49:04 PM org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: org.bukkit.craftbukkit.block.CraftBlockState cannot be cast to org.bukkit.block.Sign (Is it up to date?)
    java.lang.ClassCastException: org.bukkit.craftbukkit.block.CraftBlockState cannot be cast to org.bukkit.block.Sign
    2011-01-27 17:49:04 [INFO] Done! For help, type "help" or "?"
  26. Offline


    That looks like the chunks are not being properly loaded. Are you using the 0.39 build of Wormholes and at least v157 of bukkit?

    That error is probably because you don't have a new enough version of Bukkit. The "loadChunk" method was just added this morning - the change log notes that you need a very new version of bukkit.
  27. Offline



    Of course. Alright, i'll do that ASAP
  28. Offline


    Again, sorry for all the trouble!
    But with build 0.39 and the newest bukkit I have had 0 issues with gate construction/removal/teleporting on my server. Its awesome :)
    Hopefully everyone else will have the same success once everything is setup right.
  29. Offline


    Done. So far so good. I have enabled about 5 of the old gates and they work flawlessly. I haven't tested the other functions yet. I haven't installed permissions yet either though. Still getting a worrying error in my command line but it's not related to wormhole. Set the disconnect time to 0 too. Thanks for pointing out about the needed update. The one thing about the bukkit team I wish they'd improve is better documentation, I didn't see it noted anywhere that it was updated except in your thread.
  30. Offline


    Yes bukkit 161 and wormhole 0.39

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