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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

  2. something i have noticed.
    i have a gate with the DHD about 4 block away .. if you trigger the gate.. and try to jump OVER the dhd u get ported.
    you dont actually have to go into the gate.

    Bug / feature? lol not sure.
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    Bug caused by our removing some sanity checking because of the failures of block.getType(). We used to check to see if the player was inside the portal material before actually teleporting them. Now we just check to see if they are inside the stargate blocks. Unfortunately that has the side effect of causing teleports sometimes when a player toggles a lever.

    I'll end up re-adding it for the next release.

    Exactly how you typed it. Use quotes. :)

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

    no fuss really for us. just wanted to make you aware :)

    by the way gates are working correctly for the time being!
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    Update: I still have the portal fall damage problem. CB 617 and WX 821. Even after replacing all the gates, I get some fall damage. It doesn't happen at first, but after the 2nd portal trip, I get it again. Anyway of fixing this/anyone else having this problem?
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    Ah, zorphon, does this mean I can skip the videos? I was enthusiastic about making them last night, but I am reminded of the drudgery involved in producing a video that doesn't make me sound like an idiot :|

    I'll probably get around to doing them anyway, just because I really love this plugin, but not as soon as I thought I would. I'll be glad to help with any issues brought up, though.

    Cross-world portals work automatically; just build a portal in each world, and use them just as you would any other portal.

    Two-way portals are a bit trickier. I suppose what you would do is create two Sign portals on an exclusive Network. Then, you remove the sign. I think you can remove the second column of obsidian, too, but I'm not sure. Then, you just press the lever, and the portal will open up to the other one instantly without prompt. It should work both ways, and the portals will only interact with each other.

    Custom gate shapes are pretty simple once you look at a shape file. Go to plugins/WormholeXTreme/Gateshapes, and you'll find your .shape files. Open them up with a text editor, and it will explain the syntax. For example, let me show you what a gate shape would look like for a portal that looks like the one in single player:


    Each set of letters inside brackets is a block. Each letter is defined in the standard shape file, so you can check for reference. This design will have the corners light up on activation, and have a sign spawn on the second block on the top row from the left. Without modifying the BUTTON_UP, RIGHT, and AWAY values, you would construct the portal like this:


    Note that UP, RIGHT, and AWAY work like this: BUTTON_UP is at -1 here, meaning from the button, the first direction we head to the bottom-right corner of the portal design is down one. Then, we go to the right one block, to that dirt next to the DHD. Then, traveling four blocks away takes us to the corner of the portal, which can be air, obsidian, whatever happens to be the bottom-right corner of your portal design.

    Try it out!
  7. Offline


    Likely related to the bukkit bugs causing block.getType() to return AIR for everything. Bet if you restart your server the bug goes away until you change worlds once or twice. Nothing I can do about bukkit bugs. Sorry.

    It is why In the OP I warn about RB617. It is a steaming pile of buggy shit at the moment.
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    The config file is always can't be configured since it reset by itself on each restart of the server... How to make in sort that I can change it and stay that way ?
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    ... edit it when the server is turned off?

    A handful of the options from the config file can also be modified via the /wormhole command.
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    lol, no worries. What CB release d'you recommend for now?
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    RB602 was pretty good (though it had some bugs also). But if you've upgraded to Minecraft 1.4 you're stuck with RB617 unless you want to downgrade. I'm hoping that they fix these bugs (again) soon. Their choice to release a RB with many known bugs was... bad.

    In RB602 my find safe teleport code in WXT v0.821 is pretty reliable. None of that fall damage stuff on teleport (unless block.getType() fails).
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    Why do you all like to place gate signs where noone would be able to read them?
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    Because they look fine where they are on our hueg monitors? :)
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    I am having trouble defining custom shapes, I've spent needless hours, without WorldEdit to assist me, trying to create/recreate a portal shape that I defined. By editing "Standard", I've followed the instructions, and think I have figured it out, looking over the video several times. I've got a good idea what I should be doing.

    I've tried several shapes, and none seem to be working. I even tried using the Minimal shape, it has yet to work for me. I don't like the default shape. I feel as if I'm missing something.

    I have the DHD, but, is there a requirement when creating the GateShape? I do have the E parameter, and I'm aware that it is the center of the BUTTON parameters as well. which trying to place it appropriately has yet to get the buttons to work.

    Any assistance or any directions towards a tutorial on a custom gate shape is, and would be greatly appreciated.
  15. Offline

    Matt Erickson

    so i am having a weird bug, when i dial out of a gate it works fine, dialing back in from the second portal works fine also, but im at the starting portal now and the gate is dead, the lever flips freely and no message... a simple log out/log in of my character fixes the gates. i dont have to start the server over. hope i didnt miss the answer to this, i dont have time to read more than 5 pages back right now XD
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    My users are reporting that they must re-log every time they want to use a gate, the levers are just acting like normal levers, but not activating the gates. They work fine for me. Cb 617, WX .821
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    Same issue, except it occasionally happens for me as well. On rare occasion it requires a server restart to fix, but usually just disconnecting does it.
  18. sorry if i am being a complete idiot, but how do i remotely open an iris when dialing a gate that has an iris active from a gate with a sign? is there a command to send the idc? when i try to do /dial it says theres no active stargates, and i understand why i just want to secure my base but still be able to go into it with out /home
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    Welcome to CB617. It sucks. Its a pile of crap. block.getType() fails after changing worlds/chunks a few times.
    Nothing we can do. You're best bet is to downgrade to 602.

    The answer btw, was 4 and 8 posts before yours. On the same bloody page.

    Welcome to CB 617. It sucks. Nothing we can do to fix the problem. It's a Bukkit bug, not a WXT bug.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    I need to use 617 for other plugins I am using, do you foresee this being fixed in the next build?
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    Welcome to the steaming pile of crap that CB617 is. Use 602 if you want stable. Otherwise wait until bukkit can work out its thread safety issues. Again. Like the past 3 or 4 major times they've had this kind of bug.
    Nothing we, the plugin developers, can do other than listen to users complain about something we can't fix.

    Who knows. I hope so. But bukkit has had this bug more than a few times. And it effects every plugin that uses the block.getType() call, which is most every plugin that needs to know what the material type of a block is.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    I have iConomy 4.6.5 and even with a cost of 5 coins per teleport... it doesn't subtract that amount from my balance.

    How could that be ?
  23. Why do you like to be snotty and confrontational in all your posts?

    Alron, have any bukkit devs acknowledged the block.getType() error? Is there some reason they've released like 12 builds since we had the error without fixing it?
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    EDIT 2: I misread the target of part of the comment, some of it was not directed at me. (Did I mention I hate forums almost as much as I hate upstream bugs?). Other than my stupidity there, most of the information in this post is useful for explaining why some of the issues in WXT are there. I struck out everything that was misdirected. :|

    Because I get tired having to explain the same thing over and over and over to a bunch of users who don't bother to actually read the posts on the same page? Because the problem keeps getting fixed and keeps coming back?


    I'm sure there are a lot more all with the same results. You do a block.getType() check, and you get AIR as a result. I'm sure the causes are mostly the same. Thread safety. Its like this, if the plugin works on one version of CraftBukkit, and has problems on the next version of version of CraftBukkit, when there have been no API changes to Bukkit (and believe me, I'm on top of API changes), the problem is Bukkit or CraftBukkit, not the plugin.

    Pretty simple, common sense even.

    This reminds me of having to explain something to 8year olds. Why? Why? Why? Why? Why? Why? Why? Why? Why? Why?
    When the answer has been said many times. Here I'll even link a post from the Bukkit/CraftBukkit devs, maybe it'll help.

    Read section 5 under the DON'T. Read section 7 under DO.

    Now back to the main issue at hand. v0.821 of WXT works (more or less, asside from the few known bugs [of which some are corrected in the master git repo]) like a charm on CraftBukkit RB 602 and silently fails after changing worlds/chunks on RB 617. It doesn't even fail after the initial change in world (at least in most all of the testing I've done, and oh god have I run this through its paces to make sure it wasn't my code) it fails on the return trip. So, go to nether, come back. Bukkit reports AIR for everything. This is the same way it was working with RB 527 and RB 531. RB 556 fixed it, then somewhere in between 556 and 590 it broke again, and was fixed just in time for RB 600. Well, its broke again.

    Here, let me point out a code chunk in WXT where the silent failure happens, its just one of many, and they all use the same call. See, at this point in the code it sees the interaction event, no problem (you can see this if you set your logging to fine and watch your server.log). When the silent failure happens it never gets to this point.

    Now, back to your first comment, this is not me being snotty, this is me being annoyed that I have to reply to posts about a bug that isn't my fault, over and over. Point out a bug that is my fault and I fix it, or attempt to fix it ASAP. It is as simple as that. Point out a CraftBukkit or Bukkit bug? After I state the bug is a CraftBukkit or Bukkit bug? Over and over even? Expect me to be less than friendly.


    Side note, I don't blame the Bukkit/CraftBukkit developers. I understand these things happen especially when more or less reverse-engineering a "closed source" project. When adding functionality to a program not designed for it. If I *had* the skill to fix the bugs in Bukkit/CraftBukkit, I'd even submit patches. But I don't, so I sit here waiting for fixes to come down the pipe.

    Do you own the Stargate? Or have Op status with the Settings.txt ICONOMY_OPS_EXEMPT set to true?
    If so, this is by design.

    In 0.820 I changed it so owners of gates don't get charged for use of the gates they own.

    If enough people find this to be a problem I'm more than willing to set it as a Settings.txt option. :)

    If this is not the case, please let me know and I'll start hitting my code again to make sure it isn't a bug on my side.

    Oh, and hey. I started working on Wormhole X-Treme Worlds, a multi-world management plugin, last night. I'm not sure how soon it'll be ready. I am building it to be minimal, and stand alone (at least for the time being). But we'll see how that turns out.

    I'll give more details as the plugin starts getting closer to release.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
  25. i think your well within your right to be arsey with people who just dont read stuff. :)

    and i think the why why why is more like 5 year olds :)
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    Ok. Speaking of bugs. I have *confirmed* a bug in my find safe teleport location code. I'll be fixing this ASAP. Means we might get a new version of WXT sooner rather than later.
  27. I can't use /wxbuild because it says "invalid shape"
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    What gate shape are you using? Is it custom, modified, or a default?
  29. i didn't change anything so i think default
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    So, you build your DHD (with or without sign) and type "/wxbuild Standard" and it gives invalid shape? (Note how Standard has the S in caps)
  31. ahh caps on the S, thanks

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