Just a question i cant seem to figure out.
The plugin runs nice had no lag whatso ever from it but i have the following issue:
Everyone can see everyone leading to hunting/killing of each other. I would like it so they can only see themselves.
How do i set this in the config file?
Do i need to use the login area for that?
Can you NOT use the login screen to limit vision, or to allow see all on admins thru permission?
I cant seem to get the login registration thing to work even when i did try it. It would give me the number in game , but when entered it would just say invalid.
Had dynmap working fine on 1.4.5, but since updating to 1.4.6 player faces will not show upon death, but I am using the new 1.3 alpha 1 that claims to fix this problem. I've determined that the 'face' folder in web doesn't appear to be loading any player faces at all, so perhaps this is the problem?
Had dynmap working fine on 1.4.5, but since updating to 1.4.6 player faces will not show upon death, but I am using the new 1.3 alpha 1 that claims to fix this problem. I've determined that the 'face' folder in web doesn't appear to be loading any player faces at all, so perhaps this is the problem?
The 1.3 update fixes it on mc1.4.5, but the 1.3 version for 1.4.6 player locations are completely broken and not working.
We will just have to wait until mikeprimm is back from his holiday stuff (i'm assuming that's where he is since he stopped posting on the forum after he released the last update and holidays came).
He's pretty good about fixing problems quickly. Just need to be patient
Hi,
When I use a normal defualt template (by commenting deftemplatesuffix) Dynmap renders a map with north on the right for flat and north on the bottom right for surface.
How can I set north to the top and up-right for surface?
I have set compass-mode: newnorth but it doesn't work :'(
The legacy maps (KzedMap, FlatMap) are really not actively supported - they've never supported the "new" (GA) map orientation, and since they don't let you do anything that the "new" (read 18 month old) HD Maps support, I'm not investing time in supporting them. Use 'vlowres' template set.**** 1.3-alpha-2 tonight ****
Sorry, holidays have been very busy - finally getting some time to spend on stuff. This release will include several important fixes for 1.4.6, as well as nether rendering, and a first pass of update for the new RP2 (still more to do - but it fixes what was broken). The new release will also include some additional support for Thaumcraft (still incomplete - its kind of huge), and quite complete support for Twilight Forest (which is VERY pretty ).
**** 1.3-alpha-2 tonight ****
Sorry, holidays have been very busy - finally getting some time to spend on stuff. This release will include several important fixes for 1.4.6, as well as nether rendering, and a first pass of update for the new RP2 (still more to do - but it fixes what was broken). The new release will also include some additional support for Thaumcraft (still incomplete - its kind of huge), and quite complete support for Twilight Forest (which is VERY pretty ).
very cool. can't wait to see the TF stuff.
happy hol^H^H^H^H^H^H^H^H^H MERRY CHRISTMAS! and a happy new year
getting a ton of spam in the server log from dynmap.
running the 1.4.6 1.3-alpha-1 version:
2012-12-27 13:47:58 [SEVERE] [dynmap] Exception occured:
java.util.concurrent.ExecutionException: java.lang.NullPointerException
at java.util.concurrent.FutureTask$Sync.innerGet(Unknown Source)
at java.util.concurrent.FutureTask.get(Unknown Source)
at org.dynmap.forge.DynmapPlugin$ForgeServer.createMapChunkCache(DynmapPlugin.java:555)
at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:633)
at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(Unknown Source)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
Is there a config to pause or disable rendering of a certain world?
I have a PvP world and would like players to see the terrain, but no buildings or updates, like a snapshot of the above map only.
Rollback Post to RevisionRollBack
VenusCraft Horizons FTB server IP: VenusCraft.ca MC Thread
Is there a config to pause or disable rendering of a certain world? I have a PvP world and would like players to see the terrain, but no buildings or updates, like a snapshot of the above map only.
The only way I can think to do this is to:
First: For the world you want the map for do "/dynmap fullrender worldname" Then once it's finished
Second: In the config change the "fullrenderplayerlimit" to 1
Then any time there are players in the server it won't update the map. I know this isn't really what you wanted, but I think it's the closest you'll get for now. Good luck.
The only way I can think to do this is to:
First: For the world you want the map for do "/dynmap fullrender worldname" Then once it's finished
Second: In the config change the "fullrenderplayerlimit" to 1
Then any time there are players in the server it won't update the map. I know this isn't really what you wanted, but I think it's the closest you'll get for now. Good luck.
Would adding the line autogenerate-to-visibilitylimits: permanent in the worlds.txt under the world that I don't want to generate work?
Rollback Post to RevisionRollBack
VenusCraft Horizons FTB server IP: VenusCraft.ca MC Thread
I have some problems viewing my map. I get this on the website:
Directory: /tiles/ 4096 bytes Dec 20, 2012 8:57:09 PM
If I go into /tiles/ then /faces/ then e.g. /32x32/, theres pictures of 13 users which I have never seen before. It's like I'm getting info from another server. If I'm not mistaken, this worked fine before 1.4.6. It might be because I'm renting a server and not hosting myself, but I have no idea why that would be the case. Every server has its own IP.
(Btw, you can forget our previous chat. Everything got fixed when I changed server provider etc)
Edit: Cant access the website now.
Edit 2: I get this when starting the server:
28.12 13:07:06 [Server] SEVERE [dynmap] Failed to start WebServer on address 0.0.0.0:8123 : Address already in use
I have been geting problems with dynmap lately, runnning out of memory and crashing my server.
2012-12-28 02:41:01 [SEVERE] Exception in thread "Listen thread"
2012-12-28 02:41:22 [SEVERE] Exception in thread "Dynmap Render Thread"
2012-12-28 02:42:16 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:42:25 [SEVERE] at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.addConditionWaiter(Unknown Source)
2012-12-28 02:42:37 [SEVERE] at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos(Unknown Source)
2012-12-28 02:42:48 [SEVERE] at java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(Unknown Source)
2012-12-28 02:43:19 [SEVERE] at java.util.concurrent.ScheduledThreadPoolExecutor$DelayedWorkQueue.take(Unknown Source)
2012-12-28 02:43:19 [SEVERE] at java.util.concurrent.ThreadPoolExecutor.getTask(Unknown Source)
2012-12-28 02:43:27 [SEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
2012-12-28 02:47:07 [SEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
2012-12-28 02:47:43 [SEVERE] at java.lang.Thread.run(Unknown Source)
2012-12-28 02:49:07 [SEVERE] Exception in thread "Thread-23"
2012-12-28 02:49:26 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:26 [SEVERE] at java.net.SocketOutputStream.<init>(Unknown Source)
2012-12-28 02:49:26 [SEVERE] at java.net.AbstractPlainSocketImpl.getOutputStream(Unknown Source)
2012-12-28 02:49:26 [SEVERE] at java.net.PlainSocketImpl.getOutputStream(Unknown Source)
2012-12-28 02:49:26 [SEVERE] at java.net.Socket$3.run(Unknown Source)
2012-12-28 02:49:26 [SEVERE] at java.net.Socket$3.run(Unknown Source)
2012-12-28 02:49:26 [SEVERE] at java.security.AccessController.doPrivileged(Native Method)
2012-12-28 02:49:26 [SEVERE] at java.net.Socket.getOutputStream(Unknown Source)
2012-12-28 02:49:26 [SEVERE] at net.minecraft.server.v1_4_6.NetworkManager.<init>(NetworkManager.java:65)
2012-12-28 02:49:26 [SEVERE] at net.minecraft.server.v1_4_6.PendingConnection.<init>(PendingConnection.java:33)
2012-12-28 02:49:30 [SEVERE] at net.minecraft.server.v1_4_6.DedicatedServerConnectionThread.run(DedicatedServerConnectionThread.java:86)
2012-12-28 02:49:30 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:30 [SEVERE] at java.net.TwoStacksPlainDatagramSocketImpl.receive0(Native Method)
2012-12-28 02:49:30 [SEVERE] at java.net.TwoStacksPlainDatagramSocketImpl.receive(Unknown Source)
2012-12-28 02:49:30 [SEVERE] at java.net.DatagramSocket.receive(Unknown Source)
2012-12-28 02:49:30 [SEVERE] at net.minecraft.server.v1_4_6.RemoteStatusListener.run(SourceFile:260)
2012-12-28 02:49:30 [SEVERE] at java.lang.Thread.run(Unknown Source)
2012-12-28 02:49:30 [SEVERE] Exception in thread "Thread-12"
2012-12-28 02:49:30 [SEVERE] Exception in thread "pool-4-thread-5"
2012-12-28 02:49:30 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:30 [SEVERE] Exception in thread "pool-4-thread-1"
2012-12-28 02:49:36 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:36 [SEVERE] Exception in thread "File IO Thread"
2012-12-28 02:49:36 [SEVERE] Encountered an unexpected exception OutOfMemoryError
java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:36 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:36 [SEVERE] Exception in thread "pool-2-thread-410"
2012-12-28 02:49:45 [SEVERE] Exception in thread "Timer-0" java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:56 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:49:56 [SEVERE] java.lang.OutOfMemoryError: GC overhead limit exceeded
2012-12-28 02:50:07 [INFO] Stopping server
OOM is reported by the code that needs memory, not necessarily the code that us using up the memory. I run huge tests with a modest server configuration to confirm that we don't leak memory, so I'm quite confident that we don't. That said, we do use memory, so if you're running close to your limits, we could bump you over.
I have some problems viewing my map. I get this on the website:
Directory: /tiles/ 4096 bytes Dec 20, 2012 8:57:09 PM
If I go into /tiles/ then /faces/ then e.g. /32x32/, theres pictures of 13 users which I have never seen before. It's like I'm getting info from another server. If I'm not mistaken, this worked fine before 1.4.6. It might be because I'm renting a server and not hosting myself, but I have no idea why that would be the case. Every server has its own IP.
(Btw, you can forget our previous chat. Everything got fixed when I changed server provider etc)
Edit: Cant access the website now.
Edit 2: I get this when starting the server:
28.12 13:07:06 [Server] SEVERE [dynmap] Failed to start WebServer on address 0.0.0.0:8123 : Address already in use
Yep - this happens a lot on hosted servers, as we're pretty popular, and its not uncommon to have another server hosted on the same machine. I see you were fixed with a port change, so all good.
Explain - working fine, on all versions I've tested.
Faces/Player Locations are not showing up on any 1.4.6 version of dynmap. This has also been reported by other users. No images are being placed in the faces folder.
Currently using 1.3 alpha-2. Clean install, no settings changed.
It was working fine on the 1.4.5 versions (After the spawn fix you did)
I have the same problem as noted a couple posts above - player faces are not rendering on the map. I've checked the directory and the faces folders (8x8,16x16,etc) are not updating with any images at all - so players are therefore not visible on the map.
I am running version 1.4.6 of minecraft with lots of mods.
I am using dynmap 1.3 alpha 2.
I moved my server to another server without the tiles folder (too big), the resources of the new server are shared with other games. I used the fullrender command, but the rendering takes more than one day and the players of the other games then got high pings.
Dynamic maps wants, in my testing, 250 MB of survivor space to render low-angle maps (the 30 degree stock, or our 20 degree custom cave cuts). This gives that, with the least amount of waste/space possible. The "-Xmx1600m" means use 1.6 GB total -- adjust this to your actual limits. 1.6 GB should be fine for a 2 GB physical memory machine.
Potential additions (reported as working well by one other person on a larger system):
Break the garbage collection into small pieces:
-XX:+CMSIncrementalMode \
Reduce the full collections in favor of minor collections
-XX:CMSInitiatingOccupancyFraction=95 \
#!/bin/bash
cd "$( dirname "$0" )"
# 300 is too little.
# 550 crashed in TF, two people, going into a maze..
# 625 is too little
# 750 ...
# -XX:NewSize=30m \
# -XX:OldSize=100m \
# -XX:+DisableExplicitGC \
# Oddity: Eden 40m, survivor space 10m each, total 60m.
# Raise these as you add more players.
# This is set for 2-3 players.
## Important: Higher "New" / "Eden" generally improves performance with little to no penalty.
## Garbage collection in Eden depends on the living objects (which are important), not on junk.
## Higher heap/"tenured" means longer garbage collections. Garbage collecting here depends on
## the size of tenured space -- so the more junk, the longer.
##
unused="\
-XX:+PrintHeapAtGC -XX:+PrintTenuringDistribution \
-XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log \
-XX:+CITime -XX:+PrintCompilation \
-XX:+ExplicitGCInvokesConcurrentAndUnloadsClasses \
-XX:+TraceClassLoading -XX:+TraceClassUnloading \
"
# 7% min free is too low.
# No indication that "max free" is even listened to -- I've never seen the heap shrink.
# "eden" is basically 76M, survivor is basically 12M. It does not overflow except on startup
# and dimension jumps. Small Gc's are every few seconds in use, every few minutes when idle.
#
# Remember the goal: Memory when needed, but keep the number of pages allocated low enough that
# swap does not clobber the other running programs.
#
# If you have a 1 or 2 processor system: add incremental.
#
# Dynamic map wants a very large amount. It looks like it wants survivor size
# of at least 40 *2 = 80 mib; that's up from the previous 12.5.
# Correction: Duirng render, it wants at least 60, if not 70 * 2 = 120 to 150 mib. For both survivors,
# plus another 400+ for eden. That's crazy.
#
# The best way to think of "survivor size": How much temporary stuff will you have at a time. If you use
# more temporary stuff than this, some of it will be considered "permanent".
#
# Old was: New 100, survivor 6, so 6+2=8 pieces. Each is 12.5. Target survivor is half that -- 6.25. We want 35
# instead of 6.25, or 70 instead of 12.5. Thats ... a lot.
#
# If we have 6 pieces -- 2 survivors, and 4 for eden -- and each piece is 70, that's 420Mib for new.
# Survivor ratio is 6-2 = 4.
#
# If you don't like doing that calculation, tell oracle to fix sun's old stuff.
# So lets see if we can play with dynmap.
# 200 per survivor, 600 for eden.
# That's 1 gig for new, survivor ratio 3.
# -Xms165m -Xmx500m \
# -XX:NewSize=100m -XX:SurvivorRatio=6 \
# For this one, lets take a desired survivor size of 27.5 mb
# That's survivor size of 55m. Two is 110m. Desired eden of 200 MB -- call it 220.
#
# That's 55 per slice, 4 for eden, 2 for survivors.
# 55 * 6 = 330. ...
# whoops! That's too small survivor space. Repeat, 55m is too small for survivor for dynamic maps.
# Indication: Constantly seeing threshold 1, not 4.
#
# We know that 200m for survivor works. Lets try 100m for survivor.
# Hmm ... effect of eden size ... gives more time for junk to become junk ...
# So lets go crazy on eden. Lets see what too much eden does.
#
# 55 * 10 (ratio 8) is 550m
# Nope. Going crazy -- lots of eden -- make hte cleans less frequent, but still overfull.
#
# So survivors of 100m. Same 8x for eden.
#
# And, it turns out to be dependent on the map. A normal, mostly flat world doesn't take much.
# A mountainy world does. So I figured a high, flat world would be fast. Nope -- worse.
#
# So, lets try something different. Since Dynamic maps wants survivor space of at least 240m, lets
# give it that much. 750 for new, survivor ratio of 1.
java \
-d32 -server \
-XX:CompileThreshold=3000 \
-XX:+UseConcMarkSweepGC -XX:+UseParNewGC \
-XX:MaxHeapFreeRatio=20 \
-XX:MinHeapFreeRatio=12 \
-XX:NewSize=750m -XX:SurvivorRatio=1 \
-Xms800m -Xmx1600m \
-XX:MaxTenuringThreshold=4 \
-XX:+PrintHeapAtGC -XX:+PrintTenuringDistribution \
-XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log \
-jar new_server.jar nogui
exit 0
## NOT REACHED ##
# -XX:ParallelCMSThreads=n
# Comments for that java line: ** warning- out of date **
java \
-d32 -server \ # For up to 2.5 GB servers
-XX:+UseConcMarkSweepGC -Xincgc \ # define the garbage collector
-XX:ParallelGCThreads=4 \ # Parallel GC
-Xms300m -Xmx1g \ # Start the server with 300MB. Go up to 1 GB.
-XX:NewSize=300m \ # Use 300 MB for "new" (eden plus survivor spaces).
# This means about 650 MB max for long-term.
# Observed behavior is around 350mb long-term when the server is stable.
# Things to figure out:
# How much memory to give to eden (for new and short lived objects) versus survivor
# How many times an object "survives" before being promoted
# Tune for the "normal" case of players moving over approximately a 3x3 to 5x5 chunk area
# (Remember, the game loads r=9 chunks around you for normal (that's 17x17 chunks)
# up to r=15 for far (31x31!!!!) for far. Yes, you can and probably will move to new areas
# and flush it all, but that is rare. Tune for the common.
# Keep in mind: 31x31 * 16x16 * 80 (average world height) * 4 bytes per location
# is 75MiB! -- 16x16x4 = 1MiB, 31*31*80 is 76880
# That's minimum long-term memory just for sitting in one chunk
# Now consider that each time you change a chunk boundary, 16x16x4 x 31x80 -- one row of 31 new chunks
# is loaded into short term space -- 2MB added to short term/removed from long term every time you move a little.
#
# Now consider that 4 bytes per location is probably a low estimate.
# And, this doesn't take into account animals living in those chunks
# Animals = longterm, hostile mobs = short term.
# A large farm will raise this amount.
#
# Bottom line: Moving over 40x40 blocks in your base can be 4 chunks by 4 chunks
# or approximately 16 rows of new data. That's about half of the long-term data for sitting still.
-XX:+PrintGCHeapAtGC -XX:+PrintTenuringDistribution -XX:MaxTenuringThreshold=6 \
-XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log \ # Log and collect info
-XX:PermSize=65m -XX:MaxPermSize=95m \ # Classes, VM overhead, etc. Raise this if you add mods.
-jar server-myst-ebxl.jar nogui main # The server file
## java -Xms1250m -Xmx1250m -d32 -server -XX:+PrintGCHeapAtGC -XX:+PrintCommandLineFlags -XX:+PrintGCDetails -Xloggc:GC.log -XX:+PrintGCTimeStamps -jar server-myst-ebxl.jar nogui main
## -XX:ParallelGCThreads=8 -XX:+TraceClassUnloading -XX:+UseParallelGC
# -Xms1g -Xmx1g -XX:PermSize65m -XX:MaxPermSize65m -Xmn100m
EDIT: Sorry, all spacing/indentation got ruined by the forum software. Bleep.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The plugin runs nice had no lag whatso ever from it but i have the following issue:
Everyone can see everyone leading to hunting/killing of each other. I would like it so they can only see themselves.
How do i set this in the config file?
Do i need to use the login area for that?
Can you NOT use the login screen to limit vision, or to allow see all on admins thru permission?
I cant seem to get the login registration thing to work even when i did try it. It would give me the number in game , but when entered it would just say invalid.
The 1.3 update fixes it on mc1.4.5, but the 1.3 version for 1.4.6 player locations are completely broken and not working.
We will just have to wait until mikeprimm is back from his holiday stuff (i'm assuming that's where he is since he stopped posting on the forum after he released the last update and holidays came).
He's pretty good about fixing problems quickly. Just need to be patient
You need to change the config path, check a page or 2 back for the fix.
The legacy maps (KzedMap, FlatMap) are really not actively supported - they've never supported the "new" (GA) map orientation, and since they don't let you do anything that the "new" (read 18 month old) HD Maps support, I'm not investing time in supporting them. Use 'vlowres' template set.**** 1.3-alpha-2 tonight ****
Sorry, holidays have been very busy - finally getting some time to spend on stuff. This release will include several important fixes for 1.4.6, as well as nether rendering, and a first pass of update for the new RP2 (still more to do - but it fixes what was broken). The new release will also include some additional support for Thaumcraft (still incomplete - its kind of huge), and quite complete support for Twilight Forest (which is VERY pretty ).
very cool. can't wait to see the TF stuff.
happy hol^H^H^H^H^H^H^H^H^H MERRY CHRISTMAS! and a happy new year
running the 1.4.6 1.3-alpha-1 version:
Is there a config to pause or disable rendering of a certain world?
I have a PvP world and would like players to see the terrain, but no buildings or updates, like a snapshot of the above map only.
VenusCraft Horizons FTB server IP: VenusCraft.ca
MC Thread
The only way I can think to do this is to:
First: For the world you want the map for do "/dynmap fullrender worldname" Then once it's finished
Second: In the config change the "fullrenderplayerlimit" to 1
Then any time there are players in the server it won't update the map. I know this isn't really what you wanted, but I think it's the closest you'll get for now. Good luck.
Would adding the line autogenerate-to-visibilitylimits: permanent in the worlds.txt under the world that I don't want to generate work?
VenusCraft Horizons FTB server IP: VenusCraft.ca
MC Thread
Thanks for the update mikeprimm. Player locations are still broken and that is one of the most important features :\
I have some problems viewing my map. I get this on the website:
Directory: /tiles/ 4096 bytes Dec 20, 2012 8:57:09 PM
If I go into /tiles/ then /faces/ then e.g. /32x32/, theres pictures of 13 users which I have never seen before. It's like I'm getting info from another server. If I'm not mistaken, this worked fine before 1.4.6. It might be because I'm renting a server and not hosting myself, but I have no idea why that would be the case. Every server has its own IP.
(Btw, you can forget our previous chat. Everything got fixed when I changed server provider etc)
Edit: Cant access the website now.
Edit 2: I get this when starting the server:
28.12 13:07:06 [Server] SEVERE [dynmap] Failed to start WebServer on address 0.0.0.0:8123 : Address already in use
# The TCP-port the webserver will listen on.
webserver-port: 8123
EDIT: I changed the webserver-bindaddress from 0.0.0.0 to my servers IP, and changed the port to 8765. It works now! Thanks Marcel and this website.
Explain - working fine, on all versions I've tested.
Reload browser cache after upgrade (shift-reload).
OOM is reported by the code that needs memory, not necessarily the code that us using up the memory. I run huge tests with a modest server configuration to confirm that we don't leak memory, so I'm quite confident that we don't. That said, we do use memory, so if you're running close to your limits, we could bump you over.
Yep - this happens a lot on hosted servers, as we're pretty popular, and its not uncommon to have another server hosted on the same machine. I see you were fixed with a port change, so all good.
Faces/Player Locations are not showing up on any 1.4.6 version of dynmap. This has also been reported by other users. No images are being placed in the faces folder.
Currently using 1.3 alpha-2. Clean install, no settings changed.
It was working fine on the 1.4.5 versions (After the spawn fix you did)
I am running version 1.4.6 of minecraft with lots of mods.
I am using dynmap 1.3 alpha 2.
Thaumcraft rendering of trees now works.
Memory solutions for high pings and general responsiveness.
NB: Consider this a work in progress. It works well enough for a small (~3 people) server.
Key points:
-XX:NewSize=750m -XX:SurvivorRatio=1 \
-Xms800m -Xmx1600m \
Dynamic maps wants, in my testing, 250 MB of survivor space to render low-angle maps (the 30 degree stock, or our 20 degree custom cave cuts). This gives that, with the least amount of waste/space possible. The "-Xmx1600m" means use 1.6 GB total -- adjust this to your actual limits. 1.6 GB should be fine for a 2 GB physical memory machine.
Potential additions (reported as working well by one other person on a larger system):
Break the garbage collection into small pieces:
-XX:+CMSIncrementalMode \
Reduce the full collections in favor of minor collections
-XX:CMSInitiatingOccupancyFraction=95 \
EDIT: Sorry, all spacing/indentation got ruined by the forum software. Bleep.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?