well, if your world file is failing to parse.. you probably have a tab where there should be a couple spaces. If you want, you can send me your worlds.txt and customshaders.txt and i'll make it work, then i can tell u what was wrong for your learning. Just PM if you want to. otherwise, the screen shot u have appears as if it should work.
well, if your world file is failing to parse.. you probably have a tab where there should be a couple spaces. If you want, you can send me your worlds.txt and customshaders.txt and i'll make it work, then i can tell u what was wrong for your learning. Just PM if you want to. otherwise, the screen shot u have appears as if it should work.
I sent you a PM. Notepad++ was adding tabs where there should have been spaces. But, it still doesn't work quite right. Once I get your answer I'll post back with a guide for this stuff. Hopefully someone will get some use of it. I know I have about 5 friends that would like to have this same feature working for them, but they all gave up trying to get a different texture to work months ago.
Not that I can think of. The dynmap runs on the minecraft server. You could potentially do something with a proxy setup. But dynmap would still be running on your minecraft server and all network traffic would still have to come from your minecraft server.
i just installed the plugin and entered the render map command. but when i go to the addressee it shows some one else map and not mine. im guessing its showing the map for the past server owner?
I am trying to use dynmap with my current multi-server bungeecord setup and for some reason when i enter the dynmap address, i just get an error back "Unable to connect."
Prior to bungeecord i was able to connect to my dynmap page without an issue rather i was doing from the host machine using "localhost:8123" or from an external machine using the url:"host_machine_address:8123".
After setting up bungeecord all the servers work fine, and i can switch and play on them all, but i can only connect to my dynamp session from the hosting machine use "localhost:8123", and cannot reach it from any external computer.
I have a question, I was doing some digging for a good hour but couldn't seem to find the answer.
Is it possible to have dynmap work, with the minecraft server on one machine, and the webserver on another?
What I mean is: My website is hosted through one company, my server through another
To do this would require lots of duck tape. Real answer is no, however you do have options, not easy options though. Could possibly run dynmap in independent mode, let it generate the maps then move the dynmap web folder to your other server and run in your webserver, this means of course that it would not be updated regularly. In the same light, you could use the program "Overviewer" to basically do the same, it will render maps and create a web files to view it from a webserver, but once again, it wont update real time.
A thought though, you could fiddle with BTsync, to sync folders between servers, so say, run dynmap or overviewer to update the maps, then btsync could 'sync' the new tiles.
i just installed the plugin and entered the render map command. but when i go to the addressee it shows some one else map and not mine. im guessing its showing the map for the past server owner?
im using bukkit latest version
You could try using ftp to go in and delete the tiles folder, then run the command "/dynmap fullrender NAME_OF_WORLD" and the world name is case sensitive.
I am trying to use dynmap with my current multi-server bungeecord setup and for some reason when i enter the dynmap address, i just get an error back "Unable to connect."
Prior to bungeecord i was able to connect to my dynmap page without an issue rather i was doing from the host machine using "localhost:8123" or from an external machine using the url:"host_machine_address:8123".
After setting up bungeecord all the servers work fine, and i can switch and play on them all, but i can only connect to my dynamp session from the hosting machine use "localhost:8123", and cannot reach it from any external computer.
Do you have dynamp on all or just one of your servers? Did you verify your port forwarding setup?
Edit: I wasnt very clear the first time so here goes round two lol.
I installed this mod and really do like it but I find the 3D (surface) map and Caves maps are so large it's eating all my server space, I want to know if there is a way to only allow 2D (Flat) surfaces to render, and also I'd like to remove the Nether and The End maps from the list along with the Surface and Caves buttons.
You could try using ftp to go in and delete the tiles folder, then run the command "/dynmap fullrender NAME_OF_WORLD" and the world name is case sensitive.
i did this and it still shows a map thats not mine
my server ip is 72.46.128.106:25815
i entered 72.46.128.106:8123
and its not my map..
Are you running the minecraft server on your on computer or are your renting a place for it?
If you ar renting a place maybe they host other minecraft server on same computer.
Try edit your contiguration.txt file and change port for your DynMap.
yes im using a host. ill try and see if i can do that.
Edit: I wasnt very clear the first time so here goes round two lol.
I installed this mod and really do like it but I find the 3D (surface) map and Caves maps are so large it's eating all my server space, I want to know if there is a way to only allow 2D (Flat) surfaces to render, and also I'd like to remove the Nether and The End maps from the list along with the Surface and Caves buttons.
Just in case, to disable, simply place into your worlds.txt
- name: WORLD_NAME
enabled: false
to fully disable a map u have 2 methods. Delete the map module thingy from the template file, or simply use only the worlds.txt, once u put a world into the .txt file, it will only do the maps that u label there.
i.e.
Just in case, to disable, simply place into your worlds.txt
- name: WORLD_NAME
enabled: false
to fully disable a map u have 2 methods. Delete the map module thingy from the template file, or simply use only the worlds.txt, once u put a world into the .txt file, it will only do the maps that u label there.
i.e.
will only render (and show in the side bar) the flat map.
Thanks for the help but it's still showing the surface and cave buttons (though it isnt rendering them anymore thank gods)
This is what I have at the moment.
# These are examples of world-specific settings - customize your content as you see fit
#
# NOTES:
# All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
# Definitions of a world made here will superecede any world definition with the same name in configuration.txt
# Deleting this file will result in a fresh copy being produced by dynmap.jar on the next startup.
#
worlds:
# Worlds can be handled by templates, based on world type
# You can override the properties of the template by specifying them in this section
# for example 'Title: "My Awesome World"'
- name: world
title: "World"
enabled: true
- name: DIM-1
enabled: false
- name: DIM1
enabled: false
# Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
# sendposition: false
# Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
# sendhealth: false
# # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
# fullrenderlocations:
# - x: 10000
# y: 64
# z: 20000
# - x: -15000
# y: 64
# z: -5000
# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more shapes can be defined)
# # For a rectangle, the area is defined by x0, z0 to x1, z1
# # For a circle, the area is defined by a center at x,z with a radius 'r'
# visibilitylimits:
# - x0: -1000
# z0: -1000
# x1: 1000
# z1: 1000
# - x: -2000
# z: -1000
# r: 200
# # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
# # For a rectangle, the area is defined by x0, z0 to x1, z1
# # For a circle, the area is defined by a center at x,z with a radius 'r'
# hiddenlimits:
# - x0: 100
# z0: 0
# x1: 200
# z1: 0
# - x: -2000
# z: -1000
# r: 200
# # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
# hidestyle: stone
# Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
# template: mycustomtemplate
# Rest of comes from template - uncomment to tailor for world specifically
# # World center - default is spawn point
# center:
# x: 0
# y: 64
# z: 0
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
# # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Value can also be set on
# # individual maps.
# tileupdatedelay: 30
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Overview"
prefix: flat
perspective: iso_S_90_xhires
shader: purebdcraft
image-format: jpg-q100
lighting: shadows-smooth
Thanks for the help but it's still showing the surface and cave buttons (though it isnt rendering them anymore thank gods)
tab maps under worlds, per wut u posted, maps and worlds are at the same 'level'.
-u have:
worlds:
maps:
-you need: worlds:
(2spaces)- name: world (4spaces)title: "World"
(4spaces)enabled: true (4spaces)maps: (6spaces)- class: org.dynmap.hdmap.HDMap
tab maps under worlds, per wut u posted, maps and worlds are at the same 'level'.
-u have:
worlds:
maps:
-you need: worlds:
(2spaces)- name: world (4spaces)title: "World"
(4spaces)enabled: true (4spaces)maps: (6spaces)- class: org.dynmap.hdmap.HDMap
if that makes sense
Finally got it working right, though now I have to somehow turn the compass to match the map lol, thanks for all the help so far!
It is using my previously running apache server, though the files for the map/site appear to be in a 'standalone' folder (is that proper?)
MC runs as user mc
apache runs as user apache
Problem:
when a user uses the /dynmap webregister command in game, it writes their code to:
dynmap_login.php
changing the ownership of that file to mc.mc instead of mc.apache or apache.apache, thus preventing the registration script from reading the file:
[Wed Feb 19 11:27:45 2014] [error] [client 123.456.789.0] PHP Warning: file(dynmap_reg.php): failed to open stream: No such file or directory in /home/mc/www/maps/live/standalone/register.php on line 56, referer: http://supaworld.no-...live/login.html
I tried chmod 777 the file so that if it were owned by the wrong user it could still be read by the register page, but aparently the mc user chmods it back to 664 as well upon issuing the /dynmap webregister command.
Please let me know: have I configured the dynmap or php improperly, does it simply need the webserver and minecraft to be the same user, or is there a better fix to this?
Thanks! The map is beautiful and doesn't hurt server performance at all!
for some reason, when doing the fullrender, my map has huge black rectangles all over. they look kinda like chunk errors while zoomed out but when i zoom right in they are as thin as 2 blocks, i guess some kind of bug with the renderer... ?
Hey everyone, first off I'd like to say fantastic work! This map gen is one sexy beast.
I'm having one non-critical issue with it, though, and I was wondering if anyone had advice. None of the trees (and possibly machines, haven't quite gotten there yet) from Forestry seem to be showing up? All of our other mods are working, Thaumcraft, Twilight Forest, and their custom blocks are all perfectly fine.
We're using Minecraft 1.6.4, Forge 9.11.1.965, Dynmap v1.9.2, and Forestry 2.3.1.1. I didn't see anything that implied any errors with forestery in the ForgeModeLoader-server-0.log, but I might have missed something
Does anyone happen to have any suggestions or experience? Thanks!
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
well, if your world file is failing to parse.. you probably have a tab where there should be a couple spaces. If you want, you can send me your worlds.txt and customshaders.txt and i'll make it work, then i can tell u what was wrong for your learning. Just PM if you want to. otherwise, the screen shot u have appears as if it should work.
or run it through http://yamllint.com/ and examin any lines it calls out
I sent you a PM. Notepad++ was adding tabs where there should have been spaces. But, it still doesn't work quite right. Once I get your answer I'll post back with a guide for this stuff. Hopefully someone will get some use of it. I know I have about 5 friends that would like to have this same feature working for them, but they all gave up trying to get a different texture to work months ago.
I have a question, I was doing some digging for a good hour but couldn't seem to find the answer.
Is it possible to have dynmap work, with the minecraft server on one machine, and the webserver on another?
What I mean is: My website is hosted through one company, my server through another
i just installed the plugin and entered the render map command. but when i go to the addressee it shows some one else map and not mine. im guessing its showing the map for the past server owner?
im using bukkit latest version
Prior to bungeecord i was able to connect to my dynmap page without an issue rather i was doing from the host machine using "localhost:8123" or from an external machine using the url:"host_machine_address:8123".
After setting up bungeecord all the servers work fine, and i can switch and play on them all, but i can only connect to my dynamp session from the hosting machine use "localhost:8123", and cannot reach it from any external computer.
To do this would require lots of duck tape. Real answer is no, however you do have options, not easy options though. Could possibly run dynmap in independent mode, let it generate the maps then move the dynmap web folder to your other server and run in your webserver, this means of course that it would not be updated regularly. In the same light, you could use the program "Overviewer" to basically do the same, it will render maps and create a web files to view it from a webserver, but once again, it wont update real time.
A thought though, you could fiddle with BTsync, to sync folders between servers, so say, run dynmap or overviewer to update the maps, then btsync could 'sync' the new tiles.
You could try using ftp to go in and delete the tiles folder, then run the command "/dynmap fullrender NAME_OF_WORLD" and the world name is case sensitive.
Do you have dynamp on all or just one of your servers? Did you verify your port forwarding setup?
I installed this mod and really do like it but I find the 3D (surface) map and Caves maps are so large it's eating all my server space, I want to know if there is a way to only allow 2D (Flat) surfaces to render, and also I'd like to remove the Nether and The End maps from the list along with the Surface and Caves buttons.
here's a link to my server map: http://75.127.12.234:8123/#
thanks in advance for any help!
Edit 2: I've figured out how to remove maps, now I just need to find out how to stop surface and cave rendering as it auto updates on it's own.
Edit 3: I believe I've figured out how to stop auto-rendering of maps, now I just have to figure out how to remove the surface and cave buttons...
i did this and it still shows a map thats not mine
my server ip is 72.46.128.106:25815
i entered 72.46.128.106:8123
and its not my map..
yes im using a host. ill try and see if i can do that.
Just in case, to disable, simply place into your worlds.txt
- name: WORLD_NAME
enabled: false
to fully disable a map u have 2 methods. Delete the map module thingy from the template file, or simply use only the worlds.txt, once u put a world into the .txt file, it will only do the maps that u label there.
i.e.
- name: ChucksWorld
title: "My Super Awesome World"
bigworld: true
extrazoomout: 4
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Overview"
prefix: F
perspective: iso_S_90_xhires
shader: purebdcraft
image-format: jpg-q100
lighting: shadows-smooth
Thanks for the help but it's still showing the surface and cave buttons (though it isnt rendering them anymore thank gods)
This is what I have at the moment.
#
# NOTES:
# All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
# Definitions of a world made here will superecede any world definition with the same name in configuration.txt
# Deleting this file will result in a fresh copy being produced by dynmap.jar on the next startup.
#
worlds:
# Worlds can be handled by templates, based on world type
# You can override the properties of the template by specifying them in this section
# for example 'Title: "My Awesome World"'
- name: world
title: "World"
enabled: true
- name: DIM-1
enabled: false
- name: DIM1
enabled: false
# Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
# sendposition: false
# Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
# sendhealth: false
# # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
# fullrenderlocations:
# - x: 10000
# y: 64
# z: 20000
# - x: -15000
# y: 64
# z: -5000
# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more shapes can be defined)
# # For a rectangle, the area is defined by x0, z0 to x1, z1
# # For a circle, the area is defined by a center at x,z with a radius 'r'
# visibilitylimits:
# - x0: -1000
# z0: -1000
# x1: 1000
# z1: 1000
# - x: -2000
# z: -1000
# r: 200
# # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
# # For a rectangle, the area is defined by x0, z0 to x1, z1
# # For a circle, the area is defined by a center at x,z with a radius 'r'
# hiddenlimits:
# - x0: 100
# z0: 0
# x1: 200
# z1: 0
# - x: -2000
# z: -1000
# r: 200
# # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
# hidestyle: stone
# Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
# template: mycustomtemplate
# Rest of comes from template - uncomment to tailor for world specifically
# # World center - default is spawn point
# center:
# x: 0
# y: 64
# z: 0
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
# # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Value can also be set on
# # individual maps.
# tileupdatedelay: 30
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Overview"
prefix: flat
perspective: iso_S_90_xhires
shader: purebdcraft
image-format: jpg-q100
lighting: shadows-smooth
tab maps under worlds, per wut u posted, maps and worlds are at the same 'level'.
-u have:
worlds:
maps:
-you need:
worlds:
(2spaces)- name: world
(4spaces)title: "World"
(4spaces)enabled: true
(4spaces)maps:
(6spaces)- class: org.dynmap.hdmap.HDMap
if that makes sense
Finally got it working right, though now I have to somehow turn the compass to match the map lol, thanks for all the help so far!
Background:
I have set up dynmap on
http://supaworld.no-...ive/index.html#
It is using my previously running apache server, though the files for the map/site appear to be in a 'standalone' folder (is that proper?)
MC runs as user mc
apache runs as user apache
Problem:
when a user uses the /dynmap webregister command in game, it writes their code to:
dynmap_login.php
changing the ownership of that file to mc.mc instead of mc.apache or apache.apache, thus preventing the registration script from reading the file:
[Wed Feb 19 11:27:45 2014] [error] [client 123.456.789.0] PHP Warning: file(dynmap_reg.php): failed to open stream: No such file or directory in /home/mc/www/maps/live/standalone/register.php on line 56, referer: http://supaworld.no-...live/login.html
I tried chmod 777 the file so that if it were owned by the wrong user it could still be read by the register page, but aparently the mc user chmods it back to 664 as well upon issuing the /dynmap webregister command.
Please let me know: have I configured the dynmap or php improperly, does it simply need the webserver and minecraft to be the same user, or is there a better fix to this?
Thanks! The map is beautiful and doesn't hurt server performance at all!
http://pastebin.com/5NeQZVFL
Digital Reality Private Pack - 200+ Mods, Dedi Server
I'm having one non-critical issue with it, though, and I was wondering if anyone had advice. None of the trees (and possibly machines, haven't quite gotten there yet) from Forestry seem to be showing up? All of our other mods are working, Thaumcraft, Twilight Forest, and their custom blocks are all perfectly fine.
We're using Minecraft 1.6.4, Forge 9.11.1.965, Dynmap v1.9.2, and Forestry 2.3.1.1. I didn't see anything that implied any errors with forestery in the ForgeModeLoader-server-0.log, but I might have missed something
Does anyone happen to have any suggestions or experience? Thanks!
I think I'm getting the same crash.
Crash report: http://paste2.org/Esxn8spZ
ForgeModLoader-server-0.log: http://paste2.org/4aU7bMeE
Updating to Dynmap v1.9.3-alpha-1 gave me the following crash report: http://paste2.org/N94tPA4m
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.