at least personally, i do notice some increase in the amount of chunk loading errors on our server vs with dynmap and without, from what i recall the main cause of that is memory usage? so that at least sort of makes sense.
just a guess really though.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
at least personally, i do notice some increase in the amount of chunk loading errors on our server vs with dynmap and without, from what i recall the main cause of that is memory usage? so that at least sort of makes sense.
just a guess really though.
no i mean the permissions problem have lol, its set so users can webchat while not online on minecraft, but they dont have permission to do it...?
Rollback Post to RevisionRollBack
mc.survivalskyblock.us : try us! We're more then just skyblock!
not sure on that part and that's why i didn't mention it.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The time displayed on the web map is 2 hours off from in-game time.
Sunrise -- "/time set 0", or using a bed -- is displayed as 8 am, instead of 6 am.
Noon -- sun up in the air -- is 2 pm.
Sunset is 8 pm. instead of 6 pm.
(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?
yeah i can confirm that, just set time to noon and then checked dynmap, 14:00 hours it read.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The two worlds have different ambient light levels, so different lightings. And, a lot of the maps are horizontal cave layer slices; since twilight forest has lower ground levels, it has less cave slices.
But ... What am I doing wrong? I've gotten both of them to use the overworld settings, or both to use twilight settings, but I cannot get them to use the correct different settings.
EDIT: Sigh, I do not know why the forum does not preserve indentation. Yes, the files do indent two spaces at each level.
(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?
Is it possible to configure dynmap to render HD inside my WorldGuard regions but normal resolution elsewhere? My server doesn't have enough storage to store an HD render of our whole map. Thanks for any reply.
The two worlds have different ambient light levels, so different lightings. And, a lot of the maps are horizontal cave layer slices; since twilight forest has lower ground levels, it has less cave slices.
But ... What am I doing wrong? I've gotten both of them to use the overworld settings, or both to use twilight settings, but I cannot get them to use the correct different settings.
EDIT: Sigh, I do not know why the forum does not preserve indentation. Yes, the files do indent two spaces at each level.
Pretty odd - strongly suggest posting pastebin.com links to copies of the files: prevents forum manging :).
If you want to understand what the maps are that are being defined, give a peek at /dmap maplist <worldname>. Also, be careful with /dynmap reload right now, particularly on forge - I know there are some issues there, but haven't resolved them yet.
Is it possible to configure dynmap to render HD inside my WorldGuard regions but normal resolution elsewhere? My server doesn't have enough storage to store an HD render of our whole map. Thanks for any reply.
I am giving some thought to the option of having mixed resolution maps - with some areas higher resolution than others. If such a mechanism were done, having options such as this be available through the Dynmap-* mods would be a good idea. The web UI needs some significant work to support doing this, though (the server side is some work, too, but less radical).
Thanks for this great mod ! I have any issue in Bukkit but on my FTB Lite server I'm unable to run Dynmap nothing works.
Here there is some log from server.log , could you help me to find a good way to make Dynmap working please :
013-02-15 12:45:37 [INFO] [dynmap] Cannot process dynmap/texturepacks/standard/terrain.png - java.io.FileNotFoundException: dynmap/texturepacks/standa
rd/terrain.png (No such file or directory)
2013-02-15 12:45:37 [SEVERE] [dynmap] Error loading texture pack 'standard' - not found
2013-02-15 12:45:37 [SEVERE] [dynmap] Error: shader 'default' cannot load texture pack 'standard'
2013-02-15 12:45:37 [SEVERE] [dynmap] Could not load colors 'default' ('dynmap/colorschemes/default.txt'): File not found.
java.io.FileNotFoundException: dynmap/colorschemes/default.txt (No such file or directory)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(FileInputStream.java:138)
at org.dynmap.ColorScheme.loadScheme(ColorScheme.java:83)
at org.dynmap.ColorScheme.getScheme(ColorScheme.java:51)
at org.dynmap.hdmap.DefaultHDShader.<init>(DefaultHDShader.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:57)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:525)
at org.dynmap.ConfigurationNode.createInstance(ConfigurationNode.java:322)
at org.dynmap.ConfigurationNode.createInstances(ConfigurationNode.java:336)
at org.dynmap.hdmap.HDMapManager.loadHDShaders(HDMapManager.java:38)
at org.dynmap.MapManager.<init>(MapManager.java:819)
at org.dynmap.DynmapCore.enableCore(DynmapCore.java:391)
at org.dynmap.forge.DynmapPlugin.onEnable(DynmapPlugin.java:1010)
at org.dynmap.forge.Proxy.startServer(Proxy.java:13)
at org.dynmap.forge.mod_Dynmap.serverStarted(mod_Dynmap.java:71)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.serverStarted(Loader.java:715)
at cpw.mods.fml.common.FMLCommonHandler.handleServerStarted(FMLCommonHandler.java:319)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:460)
at fy.run(SourceFile:849)
2013-02-15 12:45:37 [SEVERE] [dynmap] Could not load colors 'ovocean' ('dynmap/colorschemes/ovocean.txt'): File not found.
java.io.FileNotFoundException: dynmap/colorschemes/ovocean.txt (No such file or directory)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(FileInputStream.java:138)
at org.dynmap.ColorScheme.loadScheme(ColorScheme.java:83)
at org.dynmap.ColorScheme.getScheme(ColorScheme.java:51)
at org.dynmap.hdmap.DefaultHDShader.<init>(DefaultHDShader.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:57)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:525)
at org.dynmap.ConfigurationNode.createInstance(ConfigurationNode.java:322)
at org.dynmap.ConfigurationNode.createInstances(ConfigurationNode.java:336)
at org.dynmap.hdmap.HDMapManager.loadHDShaders(HDMapManager.java:38)
at org.dynmap.MapManager.<init>(MapManager.java:819)
at org.dynmap.DynmapCore.enableCore(DynmapCore.java:391)
at org.dynmap.forge.DynmapPlugin.onEnable(DynmapPlugin.java:1010)
at org.dynmap.forge.Proxy.startServer(Proxy.java:13)
at org.dynmap.forge.mod_Dynmap.serverStarted(mod_Dynmap.java:71)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.serverStarted(Loader.java:715)
at cpw.mods.fml.common.FMLCommonHandler.handleServerStarted(FMLCommonHandler.java:319)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:460)
at fy.run(SourceFile:849)
2013-02-15 12:45:37 [SEVERE] [dynmap] Could not load colors 'flames' ('dynmap/colorschemes/flames.txt'): File not found.
java.io.FileNotFoundException: dynmap/colorschemes/flames.txt (No such file or directory)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(FileInputStream.java:138)
at org.dynmap.ColorScheme.loadScheme(ColorScheme.java:83)
at org.dynmap.ColorScheme.getScheme(ColorScheme.java:51)
at org.dynmap.hdmap.DefaultHDShader.<init>(DefaultHDShader.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:57)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:525)
at org.dynmap.ConfigurationNode.createInstance(ConfigurationNode.java:322)
at org.dynmap.ConfigurationNode.createInstances(ConfigurationNode.java:336)
at org.dynmap.ConfigurationNode.createInstance(ConfigurationNode.java:322)
at org.dynmap.ConfigurationNode.createInstances(ConfigurationNode.java:336)
at org.dynmap.hdmap.HDMapManager.loadHDShaders(HDMapManager.java:38)
at org.dynmap.MapManager.<init>(MapManager.java:819)
at org.dynmap.DynmapCore.enableCore(DynmapCore.java:391)
at org.dynmap.forge.DynmapPlugin.onEnable(DynmapPlugin.java:1010)
at org.dynmap.forge.Proxy.startServer(Proxy.java:13)
at org.dynmap.forge.mod_Dynmap.serverStarted(mod_Dynmap.java:71)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2013-02-15 12:45:37 [INFO] [dynmap] Cannot process dynmap/texturepacks/standard/terrain.png - java.io.FileNotFoundException: dynmap/texturepacks/standa
rd/terrain.png (No such file or directory)
2013-02-15 12:45:37 [SEVERE] [dynmap] Error loading texture pack 'standard' - not found
2013-02-15 12:45:37 [SEVERE] [dynmap] Error: shader 'stdtexture' cannot load texture pack 'standard'
2013-02-15 12:45:37 [INFO] [dynmap] Cannot process dynmap/texturepacks/standard/terrain.png - java.io.FileNotFoundException: dynmap/texturepacks/standa
rd/terrain.png (No such file or directory)
2013-02-15 12:45:37 [SEVERE] [dynmap] Error loading texture pack 'standard' - not found
2013-02-15 12:45:37 [SEVERE] [dynmap] Error: shader 'stdtexture-cave' cannot load texture pack 'standard'
2013-02-15 12:45:37 [INFO] [dynmap] Cannot process dynmap/texturepacks/standard/terrain.png - java.io.FileNotFoundException: dynmap/texturepacks/standa
rd/terrain.png (No such file or directory)
2013-02-15 12:45:37 [SEVERE] [dynmap] Error loading texture pack 'standard' - not found
2013-02-15 12:45:37 [SEVERE] [dynmap] Error: shader 'stdtexture-nobiome' cannot load texture pack 'standard'
2013-02-15 12:45:37 [INFO] [dynmap] Cannot process dynmap/texturepacks/standard/terrain.png - java.io.FileNotFoundException: dynmap/texturepacks/standa
rd/terrain.png (No such file or directory)
2013-02-15 12:45:37 [SEVERE] [dynmap] Error loading texture pack 'standard' - not found
2013-02-15 12:45:37 [SEVERE] [dynmap] Error: shader 'stdtexture-mcr-grid' cannot load texture pack 'standard'
2013-02-15 12:45:37 [INFO] [dynmap] Loaded 21 shaders.
2013-02-15 12:45:38 [INFO] [dynmap] Loaded 82 perspectives.
2013-02-15 12:45:38 [INFO] [dynmap] Loaded 12 lightings.
2013-02-15 12:45:40 [INFO] [dynmap] Web server started on address 66.147.235.169:8123
2013-02-15 12:45:40 [INFO] [dynmap] version 1.5-100 is enabled - core version 1.5-1556
2013-02-15 12:45:40 [INFO] [dynmap] Loaded 3 maps of world 'Buzybox'.
2013-02-15 12:45:40 [INFO] [dynmap] Loaded 2 maps of world 'Buzybox_nether'.
2013-02-15 12:45:40 [INFO] [dynmap] Loaded 2 maps of world 'Buzybox_the_end'.
2013-02-15 12:45:40 [INFO] [dynmap] Loaded 5 pending tile renders for world 'Buzybox
2013-02-15 12:45:40 [INFO] [dynmap] Enabled
2013-02-15 12:45:41 [SEVERE] [dynmap] Exception during render job: world=Buzybox, map=null
2013-02-15 12:45:43 [SEVERE] [dynmap] Exception during render job: world=Buzybox, map=null
dynmap folder and dynmap.zip are in /mods folder on my FTB server. When the server start it's regenerated a dynmap folder on the root folder of the FTB folder.
Also you put a Forge 6.6.0+ version but all zip files for 6.6.0 there is write on it 6.5 so I'm completly lost. I have many skill in Linux and Minecraft admin but here I need help.
Thanks for this great mod ! I have any issue in Bukkit but on my FTB Lite server I'm unable to run Dynmap nothing works.
Here there is some log from server.log , could you help me to find a good way to make Dynmap working please :
dynmap folder and dynmap.zip are in /mods folder on my FTB server. When the server start it's regenerated a dynmap folder on the root folder of the FTB folder.
Also you put a Forge 6.6.0+ version but all zip files for 6.6.0 there is write on it 6.5 so I'm completly lost. I have many skill in Linux and Minecraft admin but here I need help.
If you need more information tell me !
Thanks.
As indicated in the OP, the install for forge is to extact the ZIP into the base folder - this will put a JAR into the mods folder and create a dynmap directory tree off of the base server directory. Putting the directory tree elsewhere will prevent the mod from finding its required files (note errors before the exception with regard to missing files), and it will not function.
The Meaning of Life, the Universe, and Everything.
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Posts:
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Member Details
I recently moved our server to Feed the Beast and the Forge build of Dynmap. It works great except for sign-based markers. When placing signs with the [dynmap] markup, no markers are created and the sign's text does not change. The default "spawn" marker is showing up fine.
The docs indicate users need the dynmap.marker.sign privilege, but I believe that's a Bukkit thing. How would that be set using Forge? Any other suggestions?
As indicated in the OP, the install for forge is to extact the ZIP into the base folder - this will put a JAR into the mods folder and create a dynmap directory tree off of the base server directory. Putting the directory tree elsewhere will prevent the mod from finding its required files (note errors before the exception with regard to missing files), and it will not function.
I have enabled dynmap to work with apache, but wondering...why does port 8123 still stay active? The reason I wanted to disable the internal dynmap server was to release the dynmap webserver resources.
Hello, What we are trying to accomplish (in testing), is to get the map to show on a different server. At first we were getting a no configuration file error, but I was able to get passed that, and had ton of image and hash errors in the console, got passed that...
Now the issue is, its not loading the map up, just a blank page..Im going to assume that it "is" possible to do this, were just not exactly sure how to do this.
So the minecraft_server is on 1 server.. and we want to relay the map to display on another server. Is there a tutorial or an explanation somewhere that we could check out to accomplish this ?
Or Could "someone" explain exactly how we can do this? Any particular file(s) to edit so that the server renders the images to the other server?
Thanks in advance.!
(on a side note, When I enter a URL for the tiles and web location, I use http:// And in the server console, its giving this error message:
*** Version 1.5-alpha-2 released for CraftBukkit, Forge v6.5.0/v6.6.x, Forge v6.4.1, and Forge v3.3.7+ ***
Correct time-of-day calculation on web UI (was 2 hours off)
Fix problem with overlapping updates on JSON file mode - could cause corrupt update errors and web UI freezes
Add support for moving markers to new marker sets (using /dmarker update <marker> /newset:<newsetid>)
Add support for setting default marker icons for each marker set (using /dmarker updateset <setid> deficon:<icon>)
Fix various problems (especially on Forge version) with using /dynmap reload
Add support for Soul Shards block rendering
Add support for Obsidian Pressure Plates block rendering
Add support for MineFactory Reloaded block rendering
Add support for Tropicraft block rendering
Add support for AdditionalPipes block rendering (for v1.2.5 and for unofficial v1.4.6 version)
Add support for pre- and post-update scripts for image file writing (thanks to Maeyanie!)
Update pipe rendering for BuildCraft 3 (add emerald pipes)
Make sure image is cleaned up if bad tile size is loaded (prevent errors in zoom out processing)
Fix biome shading for ExtraBiomeXL biomes
Fix biome-based shading in Twilight Forest biomes (esp Fire Swamp)
Fix rendering of IC2 rubber tree leaves
Fix exception in Railcraft track rendering with locking rails
Avoid exceptions in skull render due to bad data from some mods
Update PowerConverters block rendering support (thanks to Blast0r!)
Based on download / link click activity, I've opted to discontinue enhancement of the Forge v6.0.1 (MC v1.4.2) and Forge v4.2.5 (MC v1.3.2), while continuing to support Forge v3.3.7+ (MC v1.2.5) - which appears to be about as popular as Forge v6.4.1 (MC v1.4.5). So, at present, the support plans for v1.5 release are CB, Spout, Forge v6.5.0/v6.6.0, Forge v6.4.1 and Forge v3.3.7+.
When I try to connect to My server's Dynmap (http://108.166.172.79:8000/), it gives me a directory with files. Help!
Make sure you've extracted everything from the ZIP - subdirectories and all - and that they were extracted such that the server running the mod has read/write access to all the files and directories.
Make sure you've extracted EVERYTHING from the ZIP, and installed them so that the server running the mod has read/write access to all the files and directories.
Thank you.
My last post
at least personally, i do notice some increase in the amount of chunk loading errors on our server vs with dynmap and without, from what i recall the main cause of that is memory usage? so that at least sort of makes sense.
just a guess really though.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
no i mean the permissions problem have lol, its set so users can webchat while not online on minecraft, but they dont have permission to do it...?
not sure on that part and that's why i didn't mention it.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Sunrise -- "/time set 0", or using a bed -- is displayed as 8 am, instead of 6 am.
Noon -- sun up in the air -- is 2 pm.
Sunset is 8 pm. instead of 6 pm.
* 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?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I cannot get my custom maps to be used properly.
The problem? There are 49 maps for "world123", and 30 for "world123_7".
Worlds.txt, without all the comments:
Seems simple. Define two worlds; give one the normal template, and the other the twilight template, right?
The two worlds have different ambient light levels, so different lightings. And, a lot of the maps are horizontal cave layer slices; since twilight forest has lower ground levels, it has less cave slices.
But ... What am I doing wrong? I've gotten both of them to use the overworld settings, or both to use twilight settings, but I cannot get them to use the correct different settings.
EDIT: Sigh, I do not know why the forum does not preserve indentation. Yes, the files do indent two spaces at each level.
* 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?
Pretty odd - strongly suggest posting pastebin.com links to copies of the files: prevents forum manging :).
If you want to understand what the maps are that are being defined, give a peek at /dmap maplist <worldname>. Also, be careful with /dynmap reload right now, particularly on forge - I know there are some issues there, but haven't resolved them yet.
I am giving some thought to the option of having mixed resolution maps - with some areas higher resolution than others. If such a mechanism were done, having options such as this be available through the Dynmap-* mods would be a good idea. The web UI needs some significant work to support doing this, though (the server side is some work, too, but less radical).
Thanks for this great mod ! I have any issue in Bukkit but on my FTB Lite server I'm unable to run Dynmap nothing works.
Here there is some log from server.log , could you help me to find a good way to make Dynmap working please :
dynmap folder and dynmap.zip are in /mods folder on my FTB server. When the server start it's regenerated a dynmap folder on the root folder of the FTB folder.
Also you put a Forge 6.6.0+ version but all zip files for 6.6.0 there is write on it 6.5 so I'm completly lost. I have many skill in Linux and Minecraft admin but here I need help.
If you need more information tell me !
Thanks.
As indicated in the OP, the install for forge is to extact the ZIP into the base folder - this will put a JAR into the mods folder and create a dynmap directory tree off of the base server directory. Putting the directory tree elsewhere will prevent the mod from finding its required files (note errors before the exception with regard to missing files), and it will not function.
The docs indicate users need the dynmap.marker.sign privilege, but I believe that's a Bukkit thing. How would that be set using Forge? Any other suggestions?
Thanks. Awesome life-saving mod, BTW.
Thanks for your help ! It works.
We are giving a FREE copy of Arma3 or TITANFALL once or YouTube channel hits 100 subscribers!!!
Now the issue is, its not loading the map up, just a blank page..Im going to assume that it "is" possible to do this, were just not exactly sure how to do this.
So the minecraft_server is on 1 server.. and we want to relay the map to display on another server. Is there a tutorial or an explanation somewhere that we could check out to accomplish this ?
Or Could "someone" explain exactly how we can do this? Any particular file(s) to edit so that the server renders the images to the other server?
Thanks in advance.!
(on a side note, When I enter a URL for the tiles and web location, I use http:// And in the server console, its giving this error message:
CONSOLE:
[SEVERE] [dynmap] Error writing hash file - dynmap\http:\adomain.com\test\cmap\dynmap\tiles\world\t_0_-2.hash
Its leaving out the second \ after the http: Is there a reason its doing that? or maybe a bug when using a absolute path?
http://pastebin.com/n62UzVSH
here is the error report from my console.
Make sure you've extracted everything from the ZIP - subdirectories and all - and that they were extracted such that the server running the mod has read/write access to all the files and directories.
Make sure you've extracted EVERYTHING from the ZIP, and installed them so that the server running the mod has read/write access to all the files and directories.