not to nitpick there keybounce, but you may get more people able to understand what you write if you don't go out of your way to excessively use jargon.
eden? sweet spot, if i had to guess.
survivor space would be minimum i'm thinking as well.
is that really the proper way to word things like that on a mac?
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.
Hi, I have a problem on my forge server ( forge 6.6.0.518 ) Whenever i go explore a new area, the server slows to a crawl, completely unplayable. removing dynmap fixes it completely. I have tried setting fullrenderplayerlimit to 1. But it still slows down and renders the map even though it says it's disabled in the log.
Also tried adjusting the parallelrendercnt to 2, 3, 0. It does not seem to make much difference.
Can i get some advice to speed up my server?
EDIT: oh yea and the configuration.txt is largely default, only changed port numbers and such.
Help! With the 1.3 version of dynmap when i type /dynmap fullrender, it just give me "Full render starting on world..." And then nothing. It doesnt render a single tile.
it takes a LONG time, go take a nap and then check on the progress in a few hours, sitting there watching it is like watching grass grow more due to the amount of blocks being rendered i'd guess, but it's nothing anyone should ever wait on, i honestly would say do a fullrender before you go to bed for the night is the best practice.
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.
not to nitpick there keybounce, but you may get more people able to understand what you write if you don't go out of your way to excessively use jargon.
eden? sweet spot, if i had to guess.
survivor space would be minimum i'm thinking as well.
is that really the proper way to word things like that on a mac?
It's actually Java specifics. Not Mac specific. Java 5 and 6 (and, Java 7, but 7 now has a newer garbage collection system) have a garbage collector that does not require stopping the program to collect garbage.
This divides memory into three batches. Two of them -- Eden, and survivor -- are basically fixed sized. There are flags documented that are supposed to allow them to be resized, but I have never seen it happen. These two basically are used for short-term temporaries. They are fast to clean garbage. They stop the program to clean up.
The third -- tenured -- will grow when more memory is needed than available in temporary. This is slower to clean. CMS does not require stopping the program to clean this. The older (default) cleaner does stop the program, and I've seen it take over 90 seconds worst case while playing minecraft with two people.
Make the survivor space large enough, and no garbage gets promoted. But that can waste memory.
Make the survivor space too small, and lots of garbage gets promoted. That does waste memory, and CPU time to clean.
The "sweet spot" is where you have enough survivor space to catch enough temporaries that what little gets promoted by accident doesn't overwhelm the tenured. But this also means starting to clean tenured early enough. So it's a balance between temporary space and cleaning frequency.
J7 has "G1GC", which is still not default, which should eliminate the need to manually adjust these.
it takes a LONG time, go take a nap and then check on the progress in a few hours, sitting there watching it is like watching grass grow more due to the amount of blocks being rendered i'd guess, but it's nothing anyone should ever wait on, i honestly would say do a fullrender before you go to bed for the night is the best practice.
There are a few settings in configuration.txt to adjust. I managed to get much, much higher render rates by playing with these.
(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?
interesting to hear the explanation, i thought those terms seemed a bit too foreign even for macintosh.
as for the render time and config settings, yup indeed, i had figured it was possible to optimize but.. umm... a bit over my head is kinda the general feeling i get from dynmap config settings and honestly, we have what i'd call a somewhat small map and i'm sure it's taken at least 6 hours to do a full render of before, it's not tiny but it's not huge either, the point was just don't sit around waiting for it though, even the first pass of rendering can take about 5 minutes or so to be reported in the server console from what i've seen.
[edit] at least you posted exactly how those settings are in the configs, not a lot of config files i refuse to edit without ctrl + f either mike, not really a problem though heh
anyway, let's see what we get with settings like
256 tiles at once.
12 parallel renders
and the default 200 chunks per tick.[/edit]
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.
2013-02-10 14:52:34 [SEVERE] [Minecraft] [dynmap] Error while raytracing tile: perspective=iso_SE_60_lowres, coord=2137,29,-55, blockid=144:1, lighting=0:1, biome=NULL
java.lang.ArrayIndexOutOfBoundsException: -31
at org.dynmap.hdmap.renderer.SkullRenderer.getRenderPatchList(SkullRenderer.java:65)
at org.dynmap.hdmap.HDBlockModels$CustomBlockModel.getMeshForBlock(HDBlockModels.java:199)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.visit_block(IsoHDPerspective.java:828)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.raytrace(IsoHDPerspective.java:906)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.access$500(IsoHDPerspective.java:90)
at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1470)
at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:659)
at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:601)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:186)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:202)
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
at java.lang.Thread.run(Thread.java:722)
Could it be the skulls placed by WildCaves is causing to to crap itself? Trying to use the recent dev build also and same problem.
probably end user error here, but might actually not be.
seems like any map name with spaces can't be used as an argument for the /dmap mapdelete command.
exact usage was /dmap mapdelete burnbabyburn:The End
then tried /dmap mapdelete burnbabyburn:"The End" (trying to force that piece of whitespace to be read as not a linebreak/end of the argument, i guess dynmap is too smart to read it as a literal string when wrapped in quotes?)
anyway, not sure what's up with that, of course paused the renders first and observed the map still existed after restarting the server.
[edit] also noticed TC3 amber bricks don't seem to be rendering and the IC2 reinforced glass renders as if opaque white glass [/edit]
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.
[edit] at least you posted exactly how those settings are in the configs, not a lot of config files i refuse to edit without ctrl + f either mike, not really a problem though heh
anyway, let's see what we get with settings like
256 tiles at once.
12 parallel renders
and the default 200 chunks per tick.[/edit]
The 200 chunks will be your limit. Up it to 5000. Yes, it's overkill.
(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 Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2012
Posts:
78
Member Details
Just to mention this, the mod "Biomes O Plenty" is getting very popular, I use it, and this mod should support it if possible.
It could also use support for UndergroundBiomes.
Especially these biome packs that focus on aesthetics, should be prioritized.
2013-02-10 14:52:34 [SEVERE] [Minecraft] [dynmap] Error while raytracing tile: perspective=iso_SE_60_lowres, coord=2137,29,-55, blockid=144:1, lighting=0:1, biome=NULL
java.lang.ArrayIndexOutOfBoundsException: -31
at org.dynmap.hdmap.renderer.SkullRenderer.getRenderPatchList(SkullRenderer.java:65)
at org.dynmap.hdmap.HDBlockModels$CustomBlockModel.getMeshForBlock(HDBlockModels.java:199)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.visit_block(IsoHDPerspective.java:828)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.raytrace(IsoHDPerspective.java:906)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.access$500(IsoHDPerspective.java:90)
at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1470)
at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:659)
at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:601)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:186)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:202)
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
at java.lang.Thread.run(Thread.java:722)
Could it be the skulls placed by WildCaves is causing to to crap itself? Trying to use the recent dev build also and same problem.
Just to mention this, the mod "Biomes O Plenty" is getting very popular, I use it, and this mod should support it if possible.
It could also use support for UndergroundBiomes.
Especially these biome packs that focus on aesthetics, should be prioritized.
Good suggestion - best thing to do is to open an issue on github (see OP), and request the feature (along with providing a link to the mod being requested).
Any idea why we might be getting duplicated web chat from the web client? When someone chats something from the web, we see it twice ingame.
Using the jsonfile config + apache + dynmap 1.4-85. 'tis probably something I have missed in the config, but just in case I thought I would ask if anyone has seen it.
probably end user error here, but might actually not be.
seems like any map name with spaces can't be used as an argument for the /dmap mapdelete command.
exact usage was /dmap mapdelete burnbabyburn:The End
then tried /dmap mapdelete burnbabyburn:"The End" (trying to force that piece of whitespace to be read as not a linebreak/end of the argument, i guess dynmap is too smart to read it as a literal string when wrapped in quotes?)
anyway, not sure what's up with that, of course paused the renders first and observed the map still existed after restarting the server.
[edit] also noticed TC3 amber bricks don't seem to be rendering and the IC2 reinforced glass renders as if opaque white glass [/edit]
For a name that includes spaces, try enclosing the whole parameter in double-quotes - "burnbabyburn:The End". On the blocks - open an issue and indicate the plugin, and ID setting name of the incorrect block (s) (the name from the configuration file for the mod - e.g. "block/stainedglass.id' - along with the description of what your seeing wrong. Across the mods I support, there are several THOUSAND custom block definitions, so there are both errors and omissions scattered around - the more specific the report, the more likely I'll have the time to get it fixed quickly
I seem to be a bit lost trying to setup this plugin. I had it working once before, previosuly, and it ran great. However now...
I can't ever get any map to redner out. the web UI comes up empty. black. It shows players moving around, but no maps ever render.
I'm running a MC1.4.7 forge server. I've been experiencing this one every build available for 1.4.7 for the past month.
I've tried forcing a fullrender from the console, and I've tried canceling the current render, purge, any command I can think of, etc. I've tried deleting dynmap altogether and starting fresh.
Is there something I'm supposed to setup that i am simply overlooking?
The only change I make to the configuration is the webserver-bindaddress, to properly redirect my server correctly.
I took another look at my forge log, and I do get an error:
2013-02-07 18:51:43 [SEVERE] [Minecraft] [dynmap] Exception during render job: world=world, map=org.dynmap.hdmap.HDMap@133832cd
2013-02-07 18:51:43 [INFO] [STDERR] java.lang.NullPointerException
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1409)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:667)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:601)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:186)
2013-02-07 18:51:43 [INFO] [STDERR] at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:202)
2013-02-07 18:51:43 [INFO] [STDERR] at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
2013-02-07 18:51:43 [INFO] [STDERR] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
2013-02-07 18:51:43 [INFO] [STDERR] at java.util.concurrent.FutureTask.run(Unknown Source)
2013-02-07 18:51:43 [INFO] [STDERR] at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(Unknown Source)
2013-02-07 18:51:43 [INFO] [STDERR] at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(Unknown Source)
2013-02-07 18:51:43 [INFO] [STDERR] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
2013-02-07 18:51:43 [INFO] [STDERR] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
2013-02-07 18:51:43 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Any pointers would be appreciated.
If you can include a pastebin of your Forge server log, showing at least the block of messages from dynmap during startup, that would be helpful. The exception you reported is typically associated with either a configuration error or an incomplete installation (i.e. not all the files from the ZIP being layed down - including subdirectories and the like).
*** Heads up for Twilight Forest and ExtrabiomesXL users ***
The latest dev builds for what will be 1.5-alpha-2 now include enhancements to allow the unusual biome-based grass, water, and foliage shading done by some of the biomes in these mods to more accurately be rendered. On the plus side, things like the "Fire Swamp" biome in Twilight Forest now look just like they should - on the minus side, you'll probably want to plan on rerunning your fullrender for Twilight Forest worlds. The changes for a number of the ExtrabiomesXL biomes are also there - not quite as radical as the Fire Swamp change, but still enough that you may want to plan on rendering again after upgrade (to avoid having tiles with different shades of green on the leaves and such). I am not specifically supporting the option of NOT getting these changes, but if anyone wants to upgrade to 1.5-alpha-2 when it is released, but doesn't want to take the hit of doing the rerender right away, I can show you how to modify renderdata files to avoid the fix.
Is there a way to save the map as a whole besides screenshoting it, which causes quality lost? It seems like alot of work to have to piece each region together or am I noob and missing something?
i'll have a look on the blocks that aren't rendering or are rendering oddly, wrapping the whole thing in quotes makes sense now that you point it out too, thanks, i'll probably grab that new version as well don't mind doing a full render again really.
[edit] you need the name from the internal config? or dynmap's? [/edit]
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.
If you can include a pastebin of your Forge server log, showing at least the block of messages from dynmap during startup, that would be helpful. The exception you reported is typically associated with either a configuration error or an incomplete installation (i.e. not all the files from the ZIP being layed down - including subdirectories and the like).
I went to include my whole Forge log, but it exceeded pastebin's free limit of 500kb.
I copied the most important parts, the startup procedure for Dynmap. I found the lines about the missing Copperchest texturepack files...but no matter how many different versions I download, that file is ALWAYS missing.
try pausing the renderer before you go exploring new chunks and also be sure to do a fullrender regularly (when you're asleep for instance) is my advice.
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.
i'll have a look on the blocks that aren't rendering or are rendering oddly, wrapping the whole thing in quotes makes sense now that you point it out too, thanks, i'll probably grab that new version as well don't mind doing a full render again really.
[edit] you need the name from the internal config? or dynmap's? [/edit]
From the config file for the mod - telling me the block ID number isn't useful (since I don't have the rest of your configuration). The dynmap renderdata files ultimately parse the configuration files for the mods to get the block IDs (among other things), but if there is an error in those, it may be because of a mismatch in the field in the mod's configuration and what is in the renderdata file.
I went to include my whole Forge log, but it exceeded pastebin's free limit of 500kb.
I copied the most important parts, the startup procedure for Dynmap. I found the lines about the missing Copperchest texturepack files...but no matter how many different versions I download, that file is ALWAYS missing.
EDIT: I'll give the latest dev build a try in a minute.
That's odd, as the copperchest.png (which is part of the IronChests mod support) is in and has been in the released files for quite a while. Check to see if you've got it in the dynmap/texturepacks/standard/cpw/mods/ironchests directory, and if not, extract it from the distribution ZIP.
hmm... well that makes me wonder if changing the ID of a block could cause dynmap to render it improperly?
not sure i understand what you mean about the mismatch quite.
also what's a good way to narrow it down? for the issue with the reinforced glass from IC2 that i'm seeing i think in dynmap's config for ic2 it's the one called "alloy glass" but i'm not quite sure how to know if that's the correct one.
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.
eden? sweet spot, if i had to guess.
survivor space would be minimum i'm thinking as well.
is that really the proper way to word things like that on a mac?
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.
Also tried adjusting the parallelrendercnt to 2, 3, 0. It does not seem to make much difference.
Can i get some advice to speed up my server?
EDIT: oh yea and the configuration.txt is largely default, only changed port numbers and such.
Also how to I change the Excessive Start zoom? its always way too far out.
it takes a LONG time, go take a nap and then check on the progress in a few hours, sitting there watching it is like watching grass grow more due to the amount of blocks being rendered i'd guess, but it's nothing anyone should ever wait on, i honestly would say do a fullrender before you go to bed for the night is the best practice.
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.
It's actually Java specifics. Not Mac specific. Java 5 and 6 (and, Java 7, but 7 now has a newer garbage collection system) have a garbage collector that does not require stopping the program to collect garbage.
This divides memory into three batches. Two of them -- Eden, and survivor -- are basically fixed sized. There are flags documented that are supposed to allow them to be resized, but I have never seen it happen. These two basically are used for short-term temporaries. They are fast to clean garbage. They stop the program to clean up.
The third -- tenured -- will grow when more memory is needed than available in temporary. This is slower to clean. CMS does not require stopping the program to clean this. The older (default) cleaner does stop the program, and I've seen it take over 90 seconds worst case while playing minecraft with two people.
Make the survivor space large enough, and no garbage gets promoted. But that can waste memory.
Make the survivor space too small, and lots of garbage gets promoted. That does waste memory, and CPU time to clean.
The "sweet spot" is where you have enough survivor space to catch enough temporaries that what little gets promoted by accident doesn't overwhelm the tenured. But this also means starting to clean tenured early enough. So it's a balance between temporary space and cleaning frequency.
J7 has "G1GC", which is still not default, which should eliminate the need to manually adjust these.
There are a few settings in configuration.txt to adjust. I managed to get much, much higher render rates by playing with these.
tiles-rendered-at-once: 1
parallelrendercnt: 1
maxchunkspertick: 200
You can actually make these more than your number of cores -- even at 8 for my 4+4 system I was not getting full CPU.
I had chunks per tick at 5000, parallel and "at once" at 12, and got up to about 400% CPU (800% is my theoretical max.)
Make these number gigantic, and see if that helps.
NB: This will clobber your memory. As much memory as you let Java use. Do not do this while people are trying to play.
* 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?
as for the render time and config settings, yup indeed, i had figured it was possible to optimize but.. umm... a bit over my head is kinda the general feeling i get from dynmap config settings and honestly, we have what i'd call a somewhat small map and i'm sure it's taken at least 6 hours to do a full render of before, it's not tiny but it's not huge either, the point was just don't sit around waiting for it though, even the first pass of rendering can take about 5 minutes or so to be reported in the server console from what i've seen.
[edit] at least you posted exactly how those settings are in the configs, not a lot of config files i refuse to edit without ctrl + f either mike, not really a problem though heh
anyway, let's see what we get with settings like
256 tiles at once.
12 parallel renders
and the default 200 chunks per tick.[/edit]
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.
2013-02-10 14:52:34 [SEVERE] [Minecraft] [dynmap] Error while raytracing tile: perspective=iso_SE_60_lowres, coord=2137,29,-55, blockid=144:1, lighting=0:1, biome=NULL
java.lang.ArrayIndexOutOfBoundsException: -31
at org.dynmap.hdmap.renderer.SkullRenderer.getRenderPatchList(SkullRenderer.java:65)
at org.dynmap.hdmap.HDBlockModels$CustomBlockModel.getMeshForBlock(HDBlockModels.java:199)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.visit_block(IsoHDPerspective.java:828)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.raytrace(IsoHDPerspective.java:906)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.access$500(IsoHDPerspective.java:90)
at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1470)
at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:659)
at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:601)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:186)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:202)
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
at java.lang.Thread.run(Thread.java:722)
Could it be the skulls placed by WildCaves is causing to to crap itself? Trying to use the recent dev build also and same problem.
seems like any map name with spaces can't be used as an argument for the /dmap mapdelete command.
exact usage was /dmap mapdelete burnbabyburn:The End
then tried /dmap mapdelete burnbabyburn:"The End" (trying to force that piece of whitespace to be read as not a linebreak/end of the argument, i guess dynmap is too smart to read it as a literal string when wrapped in quotes?)
anyway, not sure what's up with that, of course paused the renders first and observed the map still existed after restarting the server.
[edit] also noticed TC3 amber bricks don't seem to be rendering and the IC2 reinforced glass renders as if opaque white glass [/edit]
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 200 chunks will be your limit. Up it to 5000. Yes, it's overkill.
* 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?
It could also use support for UndergroundBiomes.
Especially these biome packs that focus on aesthetics, should be prioritized.
Try new dev build - should now be fixed.
Good suggestion - best thing to do is to open an issue on github (see OP), and request the feature (along with providing a link to the mod being requested).
I'd probably need to see your configuration.txt.
For a name that includes spaces, try enclosing the whole parameter in double-quotes - "burnbabyburn:The End". On the blocks - open an issue and indicate the plugin, and ID setting name of the incorrect block (s) (the name from the configuration file for the mod - e.g. "block/stainedglass.id' - along with the description of what your seeing wrong. Across the mods I support, there are several THOUSAND custom block definitions, so there are both errors and omissions scattered around - the more specific the report, the more likely I'll have the time to get it fixed quickly
If you can include a pastebin of your Forge server log, showing at least the block of messages from dynmap during startup, that would be helpful. The exception you reported is typically associated with either a configuration error or an incomplete installation (i.e. not all the files from the ZIP being layed down - including subdirectories and the like).
The latest dev builds for what will be 1.5-alpha-2 now include enhancements to allow the unusual biome-based grass, water, and foliage shading done by some of the biomes in these mods to more accurately be rendered. On the plus side, things like the "Fire Swamp" biome in Twilight Forest now look just like they should - on the minus side, you'll probably want to plan on rerunning your fullrender for Twilight Forest worlds. The changes for a number of the ExtrabiomesXL biomes are also there - not quite as radical as the Fire Swamp change, but still enough that you may want to plan on rendering again after upgrade (to avoid having tiles with different shades of green on the leaves and such). I am not specifically supporting the option of NOT getting these changes, but if anyone wants to upgrade to 1.5-alpha-2 when it is released, but doesn't want to take the hit of doing the rerender right away, I can show you how to modify renderdata files to avoid the fix.
Tired of the same old maze maps? Me too! Click here for an endless maze, in which you try to survive and it's randomly generated so it's different every time!
Thanks! /dynmap reload needs some love - definitely some bugs rattling around there right now
[edit] you need the name from the internal config? or dynmap's? [/edit]
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 went to include my whole Forge log, but it exceeded pastebin's free limit of 500kb.
I copied the most important parts, the startup procedure for Dynmap. I found the lines about the missing Copperchest texturepack files...but no matter how many different versions I download, that file is ALWAYS missing.
http://pastebin.com/rx91pjmp
EDIT: I'll give the latest dev build a try in a minute.
try pausing the renderer before you go exploring new chunks and also be sure to do a fullrender regularly (when you're asleep for instance) is my advice.
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.
From the config file for the mod - telling me the block ID number isn't useful (since I don't have the rest of your configuration). The dynmap renderdata files ultimately parse the configuration files for the mods to get the block IDs (among other things), but if there is an error in those, it may be because of a mismatch in the field in the mod's configuration and what is in the renderdata file.
That's odd, as the copperchest.png (which is part of the IronChests mod support) is in and has been in the released files for quite a while. Check to see if you've got it in the dynmap/texturepacks/standard/cpw/mods/ironchests directory, and if not, extract it from the distribution ZIP.
not sure i understand what you mean about the mismatch quite.
also what's a good way to narrow it down? for the issue with the reinforced glass from IC2 that i'm seeing i think in dynmap's config for ic2 it's the one called "alloy glass" but i'm not quite sure how to know if that's the correct one.
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.