You're reading the entire OP wrong. It clearly says for Forge, MCPC, and then for Bukkit, Tekkit.
It's been that way since I first looked at this thread a few days ago.
However, I'm glad you got it figured out, though it seems odd you couldn't use the default port...
Yeah well when I had the map the first time I used the Default port with my server's IP, it must still be reading that on the default port. Which is why it's giving me that error? I dont' know, makes no sense to me...
Installation For Bukkit, MCPC, or Tekkit:
Download the latest recommended version which comes packaged in a zip file. Extract all files from that zip in minecraft_server/plugins/ directory. Start the server, and allow t plugin to initialize. Open browser, go to http://localhost:8123/ or http://ip-address-of-server:8123/. Check the minecraft_server/plugins/dynmap directory for the configuration files and one of the links below on how to further customize your settings.
Installation For Minecraft Server with Minecraft Forge:
Download the latest recommended version which comes packaged in a zip file. Extract all files from that zip in minecraft_server/ directory. Start the server, and allow the plugin to initialize. Open browser, go to http://localhost:8123/ or http://ip-address-of-server:8123/. Check the minecraft_server/dynmap/ directory for the configuration files and one of the links below on how to further customize your settings. Note: on upgrades, don't forget to delete the older Dynmap*.zip file from the minecraft_server/mods/ directory - the minecraft_server/dynmap directory does NOT need to be deleted before upgrading.
Also that section there is not the part I was looking at that made me question where to put things, it's further down... The installation steps, etc. Forge and Bukkit/MCPC+ are in two different lists/sections there!
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News flash: MCPC (a project from back in v1.2.x days, which was used by Tekkit-Classic and others, which only supported specially ported forge mods), is NOT the same as MCPC+ (MCPC-Plus - a newer project - v1.4.7 and later - which supports most standard/unmodified Forge mods). Likewise, Tekkit-Lite is not Tekkit-Classic.
Are these OPs underground? They won't show up if they are. No one will. Try deopping them, as well, if they're on the surface and still not showing.
I guess you missed the fact that I did say both were OPs as per the OP.txt file. We never show up on DynMap Above/Below/whereever. A setting must be wrong or I am missing a client plugin?
News flash: MCPC (a project from back in v1.2.x days, which was used by Tekkit-Classic and others, which only supported specially ported forge mods), is NOT the same as MCPC+ (MCPC-Plus - a newer project - v1.4.7 and later - which supports most standard/unmodified Forge mods). Likewise, Tekkit-Lite is not Tekkit-Classic.
Well whatever... I'm using MCPC+ none the less. I did not know there was an MCPC (not plus) so it would've been nice that MCPC+ was mentioned in the section with Forge.
News Flash: Not everyone knows everything, and sometimes you have to cater to those people... -.- I know I certainly try to include all info for those people who don't' know everything... So don't go getting mad at me, because this information isn't clearly written somewhere here...
Rollback Post to RevisionRollBack
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This... is awesome. Really. I'll definitely check this one out!
Anyway, I have small question, if you will.
I'm trying to find a way to feed the player data (health and perhaps hunger) to an external program. Can you give me any pointers of how to achieve that? (ie. did you have to write a ton of code to extract that from MC, or does it actually provide a nice way to read that data?)
Go to your worlds.txt, find the area under "To just label world, and inherit rest from template, just provide name and title", and put down the world name, the world title, and an empty maps: tag, like so:
I have a server that I am running FTB Ultimate. It has Forge obviously, but also MCplus that runs Essentials and World Edit. I am trying to use Dynmap on the server now. From the Dynmap page on planetminecraft, I downloaded the correct version(1.4.7), extracted the zip to the plugins folder, and then started the server.
That's the reason why. You need to extract the archive downloaded for Forge and MCPC+ into the root of your server.
2 questions. I'm running MC 1.5.1, Forge 7.7.1, and DynmapForge v1.6
#1
I am using this texture pack. Guruth-Pack_5.37-1.5.1.zip but I can not seem to get it to work. I have edited custom-shaders.txt to look like this. Is there something I am missing ? I have tried to re render the world, but that changed nothing.
# The user is free to add new and custom shaders here, including replacements for standard ones
# Dynmap's install will not overwrite it
shaders:
- class: org.dynmap.hdmap.TexturePackHDShader
name: Guruth-Pack_5.37-1.5.1
texturepack: Guruth-Pack_5.37-1.5.1.zip
biomeshaded: true
better-grass: true
grid-scale: 0
#2
Under /texturepacks/standard I see there are a number of forge mods with custom textures. Is it possible for me to add Fancyglass textures here myself, or does this need to be coded in?
I did extract the .zip file to the /plugins folder. I got the /plugins/dynmap and also /plugins/mods folder upon extracting it(this was the case the whole time). Digging through the folders, in the /plugins/mods folder i see another .zip file named 'Dynmap-1.6.zip'. Looking at that I see that it contains the same thing that is in the /plugins/mods folder.
Dynmap shows up when i do /plugins on the console, but none of the commands work, and I can't access it via my ip address:port number.
Plugins is not the root of your server. The root of your server is where you find your plugins folder. There should also be a mods folder there. And a coremods folder. Wherever those last two are is where you need to extract the full mod.
You can disable ores from showing, but is there any way to add blocks to hide on the map?
Not yet, but it would be easy enough - would you want to hide them, or just make them look like another specific block?By request, I've created a Twitter account for Dynmap - https://twitter.com/Dynmap - which, at the very least, I'll make a point of using for posting notifications of any new releases. I've never been much for Twitter, personally (the quote "Machete don't tweet" comes to mind), but I guess maybe it'll be a good way to post project status and the like.
I have dynmap setup on a Vanilla Minecraft server and its working fine with default settings. However I cannot see any player locations for the 2 people that use the server. The legend shows 2/2 players but they do not show up on the actual map even after using the show command. Both players are OPs and nothing else has been changed from defaults. Is there a Client side plugin/mod we need or a server side config we missed?
It may be the fact that it IS a vanilla server. I just ran it with MCPC and I'm opped and still visible on login. Though I guess that would technically be a bug.
Not yet, but it would be easy enough - would you want to hide them, or just make them look like another specific block?
By request, I've created a Twitter account for Dynmap - https://twitter.com/Dynmap - which, at the very least, I'll make a point of using for posting notifications of any new releases. I've never been much for Twitter, personally (the quote "Machete don't tweet" comes to mind), but I guess maybe it'll be a good way to post project status and the like.
Well, hiding is ok, but making them look like something else is better ^^
*** Packaging change, as of latest development builds ***
The current development builds for Bukkit and Forge are now single JAR files: they no longer are packaged as ZIP files that you will be required to extract as part of installation. As is typical with single-jar plugins or mods, just install them by copying to 'plugins' (Bukkit/Spigot) or 'mods' (Forge, MCPC-Plus). The other needed files will be extracted and/or updated automatically during startup - therefore, if you are using an external web server where you may have copied the files from the dynmap/web directory, you'll need to refresh those copies AFTER the upgraded mod file has been loaded by the server at least once. Hopefully, this will cut down the all too common issues of folks not RTFM (or the OP) and only doing partial upgrades or broken installs.
Its also the case that the 'stock' texture pack will no longer be extracted - it will stay internal to the JAR file, which will better allow me to transition mod support from 1.4.x style textures to 1.5.x style textures without having a silly number of obsolete PNG files floating around. Additional files or alternate files for the standard texture pack can still be added to the texturepacks/standard directory: resources for maps using the standard texture pack will be loaded from that directory (if they exist) before 'falling through' to the internal texture pack. Custom texture packs will work as normal.
I do hope this will also be a welcome change for the folks using hosted servers that only allow FTP access.
Yeah well when I had the map the first time I used the Default port with my server's IP, it must still be reading that on the default port. Which is why it's giving me that error? I dont' know, makes no sense to me...
Also that section there is not the part I was looking at that made me question where to put things, it's further down... The installation steps, etc. Forge and Bukkit/MCPC+ are in two different lists/sections there!
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!
I guess you missed the fact that I did say both were OPs as per the OP.txt file. We never show up on DynMap Above/Below/whereever. A setting must be wrong or I am missing a client plugin?
Well whatever... I'm using MCPC+ none the less. I did not know there was an MCPC (not plus) so it would've been nice that MCPC+ was mentioned in the section with Forge.
News Flash: Not everyone knows everything, and sometimes you have to cater to those people... -.- I know I certainly try to include all info for those people who don't' know everything... So don't go getting mad at me, because this information isn't clearly written somewhere here...
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!
Anyway, I have small question, if you will.
I'm trying to find a way to feed the player data (health and perhaps hunger) to an external program. Can you give me any pointers of how to achieve that? (ie. did you have to write a ton of code to extract that from MC, or does it actually provide a nice way to read that data?)
Ideally, I'd like to read that from the local client, but as single players worlds are nowadays "server worlds" in any case, that might not matter. More here: http://www.minecraftforum.net/topic/1796865-q-is-there-a-way-to-get-mc-data-to-external-programs/
Go to your worlds.txt, find the area under "To just label world, and inherit rest from template, just provide name and title", and put down the world name, the world title, and an empty maps: tag, like so:
Make sure you're using spaces, not tabs.
That's the reason why. You need to extract the archive downloaded for Forge and MCPC+ into the root of your server.
#1
I am using this texture pack. Guruth-Pack_5.37-1.5.1.zip but I can not seem to get it to work. I have edited custom-shaders.txt to look like this. Is there something I am missing ? I have tried to re render the world, but that changed nothing.
# The user is free to add new and custom shaders here, including replacements for standard ones
# Dynmap's install will not overwrite it
shaders:
- class: org.dynmap.hdmap.TexturePackHDShader
name: Guruth-Pack_5.37-1.5.1
texturepack: Guruth-Pack_5.37-1.5.1.zip
biomeshaded: true
better-grass: true
grid-scale: 0
#2
Under /texturepacks/standard I see there are a number of forge mods with custom textures. Is it possible for me to add Fancyglass textures here myself, or does this need to be coded in?
The mod can be found here.
http://www.minecraft.../topic/1653291-
Thanks for any help
Plugins is not the root of your server. The root of your server is where you find your plugins folder. There should also be a mods folder there. And a coremods folder. Wherever those last two are is where you need to extract the full mod.
You can disable ores from showing, but is there any way to add blocks to hide on the map?
Not yet, but it would be easy enough - would you want to hide them, or just make them look like another specific block?By request, I've created a Twitter account for Dynmap - https://twitter.com/Dynmap - which, at the very least, I'll make a point of using for posting notifications of any new releases. I've never been much for Twitter, personally (the quote "Machete don't tweet" comes to mind), but I guess maybe it'll be a good way to post project status and the like.
Can we get any info / help on this?
VenusCraft Horizons FTB server IP: VenusCraft.ca
MC Thread
It may be the fact that it IS a vanilla server. I just ran it with MCPC and I'm opped and still visible on login. Though I guess that would technically be a bug.
- name: world_nether
title: Nether
maps:
to worlds config, but it didn't change anything!
Well, hiding is ok, but making them look like something else is better ^^
Is world_nether defined ANYWHERE else in that config? If so, comment it out with # in front of each line.
The current development builds for Bukkit and Forge are now single JAR files: they no longer are packaged as ZIP files that you will be required to extract as part of installation. As is typical with single-jar plugins or mods, just install them by copying to 'plugins' (Bukkit/Spigot) or 'mods' (Forge, MCPC-Plus). The other needed files will be extracted and/or updated automatically during startup - therefore, if you are using an external web server where you may have copied the files from the dynmap/web directory, you'll need to refresh those copies AFTER the upgraded mod file has been loaded by the server at least once. Hopefully, this will cut down the all too common issues of folks not RTFM (or the OP) and only doing partial upgrades or broken installs.
Its also the case that the 'stock' texture pack will no longer be extracted - it will stay internal to the JAR file, which will better allow me to transition mod support from 1.4.x style textures to 1.5.x style textures without having a silly number of obsolete PNG files floating around. Additional files or alternate files for the standard texture pack can still be added to the texturepacks/standard directory: resources for maps using the standard texture pack will be loaded from that directory (if they exist) before 'falling through' to the internal texture pack. Custom texture packs will work as normal.
I do hope this will also be a welcome change for the folks using hosted servers that only allow FTP access.