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:
Its leaving out the second \ after the http: Is there a reason its doing that? or maybe a bug when using a absolute path?
First thing is that while some folks have gotten this sort of thing working on their own, it isn't supported - complete nightmare for me to try to talk folks through how to do it unless they are already skilled web server admins (in which case, they seem to be able to do it themselves).
Now, from what I'm seeing, you're trying to change webpath and/or tilespath to a URL - this cannot work, and never will. Those paths are the file system based paths for the mod to use to read and/or write data: its done as file operations, so cannot be done vial URLs. If you want to run on another web, basically this is what you need to accomplish:
Configure dynmap in JSON file mode - this means disabling the internal web server, and having the mod do all of its operations through files pushed (and in some cases pulled) from the directory tree associated with 'webpath' and 'tilespath'. The result is that these directory trees can then be served via another web server that has been configured to serve them appropriately and to run the various PHP scripts in the 'webpath'/standalone directory when requested by the web UI.
Now, if the web server is another box that does not share these directories, you will need a process of some sort to efficiently synchronized the local copy and the remote copy. Most folks use periodic runs of 'rsync' or something similar. Generally, the 'tilespath' tree can be done less frequently - since its very big but usually slow changing - and it only needs to be synced to the destination (nothing gets written there remotely). The files in the 'webpath'/standalone directory need to be synced more often, and (if you want chat from the web, or web login to work) in both directions. If no web-to-server chat is needed, and no web login, it can be synched from the local copy to the remote.
If you get all of this working perfectly, that's cool - but don't expect a lot of help with problems outside of the mod running within the server. As I said, this isn't a supported configuration, so I may try to help a bit, it will only be if nothing that I formally do support is needing attention.
First thing is that while some folks have gotten this sort of thing working on their own, it isn't supported - complete nightmare for me to try to talk folks through how to do it unless they are already skilled web server admins (in which case, they seem to be able to do it themselves).
Now, from what I'm seeing, you're trying to change webpath and/or tilespath to a URL - this cannot work, and never will. Those paths are the file system based paths for the mod to use to read and/or write data: its done as file operations, so cannot be done vial URLs. If you want to run on another web, basically this is what you need to accomplish:
Configure dynmap in JSON file mode - this means disabling the internal web server, and having the mod do all of its operations through files pushed (and in some cases pulled) from the directory tree associated with 'webpath' and 'tilespath'. The result is that these directory trees can then be served via another web server that has been configured to serve them appropriately and to run the various PHP scripts in the 'webpath'/standalone directory when requested by the web UI.
Now, if the web server is another box that does not share these directories, you will need a process of some sort to efficiently synchronized the local copy and the remote copy. Most folks use periodic runs of 'rsync' or something similar. Generally, the 'tilespath' tree can be done less frequently - since its very big but usually slow changing - and it only needs to be synced to the destination (nothing gets written there remotely). The files in the 'webpath'/standalone directory need to be synced more often, and (if you want chat from the web, or web login to work) in both directions. If no web-to-server chat is needed, and no web login, it can be synched from the local copy to the remote.
If you get all of this working perfectly, that's cool - but don't expect a lot of help with problems outside of the mod running within the server. As I said, this isn't a supported configuration, so I may try to help a bit, it will only be if nothing that I formally do support is needing attention.
Ah okay, Sorry, I did not realize that something like that wasnt supported... I have read other places that people have done it, but they just never stated how they did it. =\
But I will work with your suggestion and see if I can get it working. Im not going to say that im a "god" with servers, but, I am tech and co-owner of a hosting company, so I know my way around servers.
When rendering, dynmap only uses about 25% of my four core cpu, sometimes it will go up to 30% but not really, is there a way to get it to use more? I am running bukkit.
I have a question about render world. I'm using Mystcraft and I only want to render the "real" world. I don't want to render all other world , nether and mystcraft genereted world there is a option for that ?
When rendering, dynmap only uses about 25% of my four core cpu, sometimes it will go up to 30% but not really, is there a way to get it to use more? I am running bukkit.
open the config, look for something like this :
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 1
set that to a higher number. (i'd suggest 2 at first)
I'm actually not surprised that 125 is popular. For single player, it's arguably better than 147, and if you need a mod that never updated, you're kinda stuck
(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?
(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?
I have a question about render world. I'm using Mystcraft and I only want to render the "real" world. I don't want to render all other world , nether and mystcraft genereted world there is a option for that ?
Thanks
Is anyone have an idea about that please ? I need help on that I don't want to generate Nether and new Mystcraft world only the main world.
When rendering, dynmap only uses about 25% of my four core cpu, sometimes it will go up to 30% but not really, is there a way to get it to use more? I am running bukkit.
If you look in configuration.txt, there is a commented setting:
#parallelrendercnt: 4
Remove the comment ('#') from the beginning, and give that a go.
Is anyone have an idea about that please ? I need help on that I don't want to generate Nether and new Mystcraft world only the main world.
Thanks
The way to do this is to make the default template be nothing/empty, and then explicitly set the template for the worlds you want to have maps on. The easiest option is to do this:
1) Edit configuration.txt, set 'deftemplatesuffix' to 'bogus'. This makes the default templates 'normal-bogus', which doesn't exist - this will make worlds 'empty' of maps, by default.
2) For the worlds that you want to have maps, use '/dmap worldreset _worldname_ _templatename_' - for example, for Forge defaults, say '/dmap worldreset world normal-hires', '/dmap worldreset world_nether nether-hires', etc.
3) Alternately, edit the worlds.txt file: add a section for each world you want, with the desired template explicitly set:
The way to do this is to make the default template be nothing/empty, and then explicitly set the template for the worlds you want to have maps on. The easiest option is to do this:
1) Edit configuration.txt, set 'deftemplatesuffix' to 'bogus'. This makes the default templates 'normal-bogus', which doesn't exist - this will make worlds 'empty' of maps, by default.
2) For the worlds that you want to have maps, use '/dmap worldreset _worldname_ _templatename_' - for example, for Forge defaults, say '/dmap worldreset world normal-hires', '/dmap worldreset world_nether nether-hires', etc.
3) Alternately, edit the worlds.txt file: add a section for each world you want, with the desired template explicitly set:
(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?
(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?
Can you look up which block in which mod is ID 512?
512 is a Mining Well, added by BuildCraft 3. But the error points to ID 514, which according to NEI, is non-existant. I teleported to the coords given by the error as well and absolutely nothing is there.
512 is a Mining Well, added by BuildCraft 3. But the error points to ID 514, which according to NEI, is non-existant. I teleported to the coords given by the error as well and absolutely nothing is there.
My bad - 514. Don't bother with NEI - not every valid block ID is an item that would show there. Search your config directory ('grep 514 *' or the like) and see which config file has an ID defined for 514.
- name: world123
template: normal
- name: world123_7
template: twilight
Should those template lines be changed to "normal-lowres" and "twilight-lowres"?
Yep - the templates in the template directory are all a combination of a world type (normal, nether, the_end) and a resolution suffix (lowres, hires). When not specified, the template used is based on looking up the world type, and then appending '-' and the 'deftemplatesuffix' value. So, when 'deftemplatesuffix' is 'hires', you get 'normal-hires'; if it is 'lores', 'normal-lores'; if it is 'bogus', you get 'normal-bogus' (which isn't defined - so no maps). When you explicitly select the template, the name needs to be complete.
Treecapitator's [DEBUG] lines were removed. Log is short except for that one.
You're using the old Kzed maps on a Forge-modded server? Ugh - wouldn't recommend that at all: the only reason I haven't pulled the old KzedMap and FlatMap code is for the sake of some very long-time Bukkit users: they don't have ANY support for custom blocks, and aren't even current on the more recent vanilla blocks. The 'vlowres' templates for the HDMaps are just as fast, look about as good, and are supported.
I have a question concerning DynMap: I use protected-player-info=true. Is it possible to let admins see player positions when they are not online on Minecraft (not connected to the server), but logged in in Dynmap? At the moment, I both have to be online and logged in in DynMap to see player positions
Ah, and is it possible to show beds even when the users are offline?
I do this with Apache using mod_proxy in a setup like this: ....
I cant thank you enough for reminding me of this apache mod. It's been years since I've used it and completely slipped my mind. This sure beats the harder way I was trying using NFS mounts!
You're using the old Kzed maps on a Forge-modded server? Ugh - wouldn't recommend that at all: the only reason I haven't pulled the old KzedMap and FlatMap code is for the sake of some very long-time Bukkit users: they don't have ANY support for custom blocks, and aren't even current on the more recent vanilla blocks. The 'vlowres' templates for the HDMaps are just as fast, look about as good, and are supported.
That's just it -- I'm NOT using the old Kzed maps.
I had my config in that pastebin post; I could not figure out why it wants to consider it a Kzed map.
(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?
First thing is that while some folks have gotten this sort of thing working on their own, it isn't supported - complete nightmare for me to try to talk folks through how to do it unless they are already skilled web server admins (in which case, they seem to be able to do it themselves).
Now, from what I'm seeing, you're trying to change webpath and/or tilespath to a URL - this cannot work, and never will. Those paths are the file system based paths for the mod to use to read and/or write data: its done as file operations, so cannot be done vial URLs. If you want to run on another web, basically this is what you need to accomplish:
We are giving a FREE copy of Arma3 or TITANFALL once or YouTube channel hits 100 subscribers!!!
Ah okay, Sorry, I did not realize that something like that wasnt supported... I have read other places that people have done it, but they just never stated how they did it. =\
But I will work with your suggestion and see if I can get it working. Im not going to say that im a "god" with servers, but, I am tech and co-owner of a hosting company, so I know my way around servers.
Thanks Much!
I have a question about render world. I'm using Mystcraft and I only want to render the "real" world. I don't want to render all other world , nether and mystcraft genereted world there is a option for that ?
Thanks
open the config, look for something like this :
set that to a higher number. (i'd suggest 2 at first)
Ok, http://pastebin.com/gX9tv0Cd has all of my configs.
Oh, look, new postings. And, new version. Nice.
I'm actually not surprised that 125 is popular. For single player, it's arguably better than 147, and if you need a mod that never updated, you're kinda stuck
-- eagerly awaiting 15 to render 125 sad.
* 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?
Yes, I'm looking at Mystcraft's new solar system. (I don't mean planets, I mean handling of multiple suns.)
* 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?
Is anyone have an idea about that please ? I need help on that I don't want to generate Nether and new Mystcraft world only the main world.
Thanks
Can you look up which block in which mod is ID 512?
If you look in configuration.txt, there is a commented setting:
#parallelrendercnt: 4
Remove the comment ('#') from the beginning, and give that a go.
The way to do this is to make the default template be nothing/empty, and then explicitly set the template for the worlds you want to have maps on. The easiest option is to do this:
1) Edit configuration.txt, set 'deftemplatesuffix' to 'bogus'. This makes the default templates 'normal-bogus', which doesn't exist - this will make worlds 'empty' of maps, by default.
2) For the worlds that you want to have maps, use '/dmap worldreset _worldname_ _templatename_' - for example, for Forge defaults, say '/dmap worldreset world normal-hires', '/dmap worldreset world_nether nether-hires', etc.
3) Alternately, edit the worlds.txt file: add a section for each world you want, with the desired template explicitly set:
See https://github.com/webbukkit/dynmap/wiki/World-and-template-settings and https://github.com/webbukkit/dynmap/wiki/Configuring-Maps-and-Worlds-using-dmap for more info.
Thanks a lot I will try this tonight and get back to you !
http://pastebin.com/iPLh3xJ2
Treecapitator's [DEBUG] lines were removed. Log is short except for that one.
* 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?
So, I if I have
Should those template lines be changed to "normal-lowres" and "twilight-lowres"?
* 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?
512 is a Mining Well, added by BuildCraft 3. But the error points to ID 514, which according to NEI, is non-existant. I teleported to the coords given by the error as well and absolutely nothing is there.
My bad - 514. Don't bother with NEI - not every valid block ID is an item that would show there. Search your config directory ('grep 514 *' or the like) and see which config file has an ID defined for 514.
Yep - the templates in the template directory are all a combination of a world type (normal, nether, the_end) and a resolution suffix (lowres, hires). When not specified, the template used is based on looking up the world type, and then appending '-' and the 'deftemplatesuffix' value. So, when 'deftemplatesuffix' is 'hires', you get 'normal-hires'; if it is 'lores', 'normal-lores'; if it is 'bogus', you get 'normal-bogus' (which isn't defined - so no maps). When you explicitly select the template, the name needs to be complete.
You're using the old Kzed maps on a Forge-modded server? Ugh - wouldn't recommend that at all: the only reason I haven't pulled the old KzedMap and FlatMap code is for the sake of some very long-time Bukkit users: they don't have ANY support for custom blocks, and aren't even current on the more recent vanilla blocks. The 'vlowres' templates for the HDMaps are just as fast, look about as good, and are supported.
Ah, and is it possible to show beds even when the users are offline?
Benjamin Franklin
I cant thank you enough for reminding me of this apache mod. It's been years since I've used it and completely slipped my mind. This sure beats the harder way I was trying using NFS mounts!
That's just it -- I'm NOT using the old Kzed maps.
I had my config in that pastebin post; I could not figure out why it wants to consider it a Kzed map.
* 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?