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!
Glad to help, and kudos to mikeprimm for adding the allow trusted-proxies feature to allow chat on proxied dynmaps
I've been using the mod_proxy setup for quite a while now. So far without any real problems. I can really recommend doing it this way if you want to host all your Dynmaps on a web server with a single port(80).
Rollback Post to RevisionRollBack
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
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?
It depends on the security plugin being used - the standard Bukkit APIs for checking security settings do not allow privileges to be checked for players that are offline, so we've needed to add specific support for specific security mods to do so (assuming that those mods themselves provide a way for us to check).
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.
I'm expecting 1.5 to be another big-enough-to-break-a-lot-of-stuff change, particularly on client mods (given the loads of changes in the rendering and texture management) - wouldn't be surprised to wind up supporting 1.4.7 for a long time after 1.5 comes out (that is, I think 1.4.7 will be the 'next 1.2.5', in that it is a particularly stable and well supported release preceding a more dramatic and disruptive one).
I'm expecting 1.5 to be another big-enough-to-break-a-lot-of-stuff change, particularly on client mods (given the loads of changes in the rendering and texture management) - wouldn't be surprised to wind up supporting 1.4.7 for a long time after 1.5 comes out (that is, I think 1.4.7 will be the 'next 1.2.5', in that it is a particularly stable and well supported release preceding a more dramatic and disruptive one).
Actually, I'm still surprised that the snapshot just before the integrated server -- the one with villager trading and lots of other nice goodies -- that had an MCP release didn't become more popular with modders. At the time, there was talk of taking that single player version, and adding in the new features that Mojang produced in the future.
But ... nada.
You'd mentioned setting the template to 'normal' (versus 'normal-lowres') - that would be Kzed maps.
Oh bleep. And here I was trying to understand why I never even got an error message about a missing template.
Grumble. Well, that actually answers my next question, why do newer areas of my map not look right.
(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?
Hi there, love dynmap. I keep getting this printed in the server console: (Tekkit 3.1.2 server, MC 1.2.5, dynmap 1.2-1438)
[INFO] [dynmap] Unmatched rotation index: 21 for 150:7
The first number changes, sometimes its 17.
Could someone explain whats going on or how to fix it?
Hi there, love dynmap. I keep getting this printed in the server console: (Tekkit 3.1.2 server, MC 1.2.5, dynmap 1.2-1438)
[INFO] [dynmap] Unmatched rotation index: 21 for 150:7
The first number changes, sometimes its 17.
Could someone explain whats going on or how to fix it?
You're talking about a very old bug that is fixed - the current Bukkit release (v1.4, or even the v1.5 alpha) should work on Tekkit 3.1.2 and fix that problem.
>nimh, on 15 January 2013 - 07:50 PM, said:
>Is there any way to allow non-op players on my Forge server to add markers, or sign markers?
Not at present - I'm looking at which security management options to support.
Has this been any progress on this bychance? I've had no luck getting the Dynmap 1.4 Forge to let players (op or not) create sign-based markers. I tried Permissions from ForgeEssentials and Fihgus Permission mod without success... signs with [dynmap] don't change or add markers. Then I saw your comment above.
I'm using Dynmap 1.4 with Minecraft 1.4.7, Forge 6.6.1.524, FML 4.7.32.553. The server is running FTB Direwolf20 5.1.1.
It is the 8k nbt files. They are empty of any chunk data. My only guess is that dynmap and FE's worldborder fill command are fighting over the nbt file and locking each other out since some of the time we get non-8k worlds, but never a solid 1 or 2 mb file. I have no clue which side the conflict is resulting in but we have a github issue for the FE team here:
I may be missing something, have a Skyblock server on bukkit 1.4.7 (Spigot) with worldguard island protections. Dynmap is up and running, however dropping the Dynmap-Worldguard plugin into its own folder in 'plugins' is not active. No statement in console after restart referring to Dynmap-Worldguard.
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@WillthGreat
Look for 'showplayerhealth' in your configurations.txt
@Sharkykzn
It's a pluging so Dynmap-WorldGuard.jar should be placed in the plugins folder just like dynmap.jar. You don't have use a separate folder for it
Rollback Post to RevisionRollBack
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
*** Some additions to latest Forge v6.5.0/v6.6.x dev build ***
I've included prototypes of enhancements to the privilege handling:
1) Support for using ForgeEssential's Protection settings is available, and will automatically be used if FE is detected. If this is the case, the privileges are basically the same as documented for Bukkit here (https://github.com/webbukkit/dynmap/wiki/Permissions), although no privileges are defined as set by default (that is, you will need to add any that you want for non-operators). What testing that has been done here has been on the latest release of FE v1.1.1.
2) Support for a flat file based permissions - this is a quick and dirty 'internal' permissions system. The build will include a file, dynmap/permissions.yml.example. Copying this file to dynmap/permissions.yml will activate the flat-file based system on next startup. This supports giving default privileges to all non-users (via the 'defaultuser' section), as well as additional per-user privileges (by adding a section for each user containing the desired privileges). The same privileges as shown in (https://github.com/webbukkit/dynmap/wiki/Permissions) are supported, but MUST BE specified without the leading 'dynmap.' - so 'dynmap.fullrender' would be just 'fullrender'.
3) The default op.txt based scheme has been altered to allow some of the privileges considered default for normal users to be used - specifically, for /dynmap hide/show and for /dynmap webregister. If you don't like these defaults, enable the flat file system and remove/add what you want to the settings for the 'defaultuser'.
Thanks! I have another problem: On the map, there's a weird pattern in several of the forests. Any way to fix them?
Also should I use /dynmap fullrender? I typed that command and left my computer. Came back 2 hours later and it was still rendering. I just cancelled the render and the map seemed fine still. All of what I needed was rendered.
Have you gone to the borders in question and confirmed that there is something off with how we've drawn it (versus the world generation itself being the source)? I've seen this sort of pattern on older versions of WorldBorder's 'fill' - don't know the specific cause, but in that case, we are drawing what is there.
Is there a way to determine what version of dynmap is currently installed on a given server? I've been scanning the various files but I've not found any version info in any of them.
[Forge] Fix exception when ticking unloaded worlds with TickThreading mod active
Fix error with old Forestry versions (v1.2.5)
[Bukkit] Avoid errors with new SpoutPlugin mod
[Forge v6.5.0+] Add support for flat/YAML based permissions settings, as well as support for ForgeEssentials v1.1.1+ based permissions. See permissions.yml.example for details on flat file settings. ForgeEssentials permissions work like Bukkit style permissions (see https://github.com/w...iki/Permissions).
Assuming things go well, I'm hoping to promote 1.5 to Recommended this weekend.
Is there a way to determine what version of dynmap is currently installed on a given server? I've been scanning the various files but I've not found any version info in any of them.
From on the server without checking server.log? Check the file dynmap/web/version.js. From remote? Check <base-url>/version.js or <baseurl>/up/configuration (assuming internal web user is used) or <baseurl>/standalone/dynmap_config.json (for JSON file mode servers).
I couldn't figure how to delete "Nether" and "The End" maps. I want the main world as the only map. I looked all over the directions and some of them can be confusing. I can delete map sets, but not the whole thing.
First of all, thanks a lot for this amazing Addon and all the hard work you have put into it, and the amount of support you give in the forum. Cudos!
I saw this question, on how to get a external Apache Web server to host the Dynmap website. I got a slighlty different wish, stated below.
What a smart and great way to solve this. I just want to check if there is some other way to do it?
I'm using Apache on the same Host where I'm running 4 different Servers. I've tried to let them all push their tiles to the WebServer directory, but it looks like it "last write wins", so its always the last servers worlds that are visible.
Anyone who knows if it's possible to solve this natively in Dynmap and Apache, without using the mod_proxy solution above? I would ideally like to have just one server.minecraft.com/dynmap address, that can show all the servers and worlds.
You could probably get all the worlds' tiles into one directory if you make sure that each world has a different name.
How are you planning on getting all the players' movements into one map? And what about chat and server time? I'm not sure, but I don't think you can get those things to work like this. If you've got an idea to get that working I'd really like to know
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
*** Dynmap for Bukkit just passed 500,000 downloads on dev.bukkit.org ***
Cool stuff - it's never been all of our downloads (even for Bukkit), but its pretty darn cool seeing one tracked download source cross that line And about 46,000 of those downloads are in the past 30 days
*** Dynmap for Bukkit just passed 500,000 downloads on dev.bukkit.org ***
Cool stuff - it's never been all of our downloads (even for Bukkit), but its pretty darn cool seeing one tracked download source cross that line And about 46,000 of those downloads are in the past 30 days
That is awesome.
On the annoying "can you add"-side thought... Ehm... Can you add support for Biomes O' Plenty?
I've recently installed the Witches and More mod and DynMap renders the median biome in the overworld as just blank/black. I found the textures for Witches and More in it's mod file and extracted those to the dynmap\texturepacks\standard\witches folder. What else do I need to do to get the biome to render properly?
Quick question: is there a way to enable dynmap on a world without it going nuts on CPU usage due to the quarries? (running 1.5 alpha-3 forge on 1.4.7)
While MCPC-Plus is supported via the Bukkit build, BukkitForge is currently NOT supported by the Bukkit version. I spent some time on getting the Bukkit version to interface with BukkitForge last night, and I've found that BukkitForge's implementation of the Bukkit API has a number of critical problems that currently prevent us from working properly. Specifically, several of the APIs related to chunk loading and unloading do not function properly, nor do the APIs for grabbing snapshots of chunks for processing by our renderer. As the time and priority presents itself, I'll try to look into these issues and attempt to have them addressed in BukkitForge, but for the present and near future, do NOT use the Bukkit version of Dynmap with BukkitForge - only use the appropriate Forge version.
Quick question: is there a way to enable dynmap on a world without it going nuts on CPU usage due to the quarries? (running 1.5 alpha-3 forge on 1.4.7)
Simplest option is to dial up the tileupdatedelay setting in configuration.txt. This time is a delay, in seconds, between when a map tile becomes 'dirty' (due to block changes, for example) and earliest time it will be rendered again - the default is 30 seconds, but if the continuous updating associated with quarries and the like are an issue for you, try dialing it up to, say, 600 seconds. This will cause the tiles associated with the quarry area (and everywhere else) to only be updated, at most, once every 10 minutes.
I've recently installed the Witches and More mod and DynMap renders the median biome in the overworld as just blank/black. I found the textures for Witches and More in it's mod file and extracted those to the dynmap\texturepacks\standard\witches folder. What else do I need to do to get the biome to render properly?
Texture files are never just used automatically - we need to create 'renderdata' files that describe the mapping of new blocks and biomes to the associated resources (and models, in the case of non-cube blocks). The recommendation is to open a github issue requesting the mod be supported, or if you are technical and ambitious, take a look at the renderdata files for other mods as examples, and make a go at doing the mapping yourself (a few folks have done this - the renderdata files aren't 'friendly' (very much an internal of dynmap's implementation), so its definitely 'expert' stuff to mess with).
Glad to help, and kudos to mikeprimm for adding the allow trusted-proxies feature to allow chat on proxied dynmaps
I've been using the mod_proxy setup for quite a while now. So far without any real problems. I can really recommend doing it this way if you want to host all your Dynmaps on a web server with a single port(80).
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
If its a BC pipe, you'll want to move to the 1.5-alpha-2 - see the changelog in OP for details.
It depends on the security plugin being used - the standard Bukkit APIs for checking security settings do not allow privileges to be checked for players that are offline, so we've needed to add specific support for specific security mods to do so (assuming that those mods themselves provide a way for us to check).
I'm expecting 1.5 to be another big-enough-to-break-a-lot-of-stuff change, particularly on client mods (given the loads of changes in the rendering and texture management) - wouldn't be surprised to wind up supporting 1.4.7 for a long time after 1.5 comes out (that is, I think 1.4.7 will be the 'next 1.2.5', in that it is a particularly stable and well supported release preceding a more dramatic and disruptive one).
You'd mentioned setting the template to 'normal' (versus 'normal-lowres') - that would be Kzed maps.
Actually, I'm still surprised that the snapshot just before the integrated server -- the one with villager trading and lots of other nice goodies -- that had an MCP release didn't become more popular with modders. At the time, there was talk of taking that single player version, and adding in the new features that Mojang produced in the future.
But ... nada.
Oh bleep. And here I was trying to understand why I never even got an error message about a missing template.
Grumble. Well, that actually answers my next question, why do newer areas of my map not look right.
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(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?
[INFO] [dynmap] Unmatched rotation index: 21 for 150:7
The first number changes, sometimes its 17.
Could someone explain whats going on or how to fix it?
You're talking about a very old bug that is fixed - the current Bukkit release (v1.4, or even the v1.5 alpha) should work on Tekkit 3.1.2 and fix that problem.
Has this been any progress on this bychance? I've had no luck getting the Dynmap 1.4 Forge to let players (op or not) create sign-based markers. I tried Permissions from ForgeEssentials and Fihgus Permission mod without success... signs with [dynmap] don't change or add markers. Then I saw your comment above.
I'm using Dynmap 1.4 with Minecraft 1.4.7, Forge 6.6.1.524, FML 4.7.32.553. The server is running FTB Direwolf20 5.1.1.
Thanks!
With Dynmap installed you get
http://pastebin.com/wDqBy7Np
Without it you get
http://pastebin.com/Jeiyhqhn
It is the 8k nbt files. They are empty of any chunk data. My only guess is that dynmap and FE's worldborder fill command are fighting over the nbt file and locking each other out since some of the time we get non-8k worlds, but never a solid 1 or 2 mb file. I have no clue which side the conflict is resulting in but we have a github issue for the FE team here:
https://github.com/ForgeEssentials/ForgeEssentialsMain/issues/457
Good Luck.
Look for 'showplayerhealth' in your configurations.txt
@Sharkykzn
It's a pluging so Dynmap-WorldGuard.jar should be placed in the plugins folder just like dynmap.jar. You don't have use a separate folder for it
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
I've included prototypes of enhancements to the privilege handling:
1) Support for using ForgeEssential's Protection settings is available, and will automatically be used if FE is detected. If this is the case, the privileges are basically the same as documented for Bukkit here (https://github.com/webbukkit/dynmap/wiki/Permissions), although no privileges are defined as set by default (that is, you will need to add any that you want for non-operators). What testing that has been done here has been on the latest release of FE v1.1.1.
2) Support for a flat file based permissions - this is a quick and dirty 'internal' permissions system. The build will include a file, dynmap/permissions.yml.example. Copying this file to dynmap/permissions.yml will activate the flat-file based system on next startup. This supports giving default privileges to all non-users (via the 'defaultuser' section), as well as additional per-user privileges (by adding a section for each user containing the desired privileges). The same privileges as shown in (https://github.com/webbukkit/dynmap/wiki/Permissions) are supported, but MUST BE specified without the leading 'dynmap.' - so 'dynmap.fullrender' would be just 'fullrender'.
3) The default op.txt based scheme has been altered to allow some of the privileges considered default for normal users to be used - specifically, for /dynmap hide/show and for /dynmap webregister. If you don't like these defaults, enable the flat file system and remove/add what you want to the settings for the 'defaultuser'.
Have you gone to the borders in question and confirmed that there is something off with how we've drawn it (versus the world generation itself being the source)? I've seen this sort of pattern on older versions of WorldBorder's 'fill' - don't know the specific cause, but in that case, we are drawing what is there.
Is there a way to determine what version of dynmap is currently installed on a given server? I've been scanning the various files but I've not found any version info in any of them.
From on the server without checking server.log? Check the file dynmap/web/version.js. From remote? Check <base-url>/version.js or <baseurl>/up/configuration (assuming internal web user is used) or <baseurl>/standalone/dynmap_config.json (for JSON file mode servers).
You could probably get all the worlds' tiles into one directory if you make sure that each world has a different name.
How are you planning on getting all the players' movements into one map? And what about chat and server time? I'm not sure, but I don't think you can get those things to work like this. If you've got an idea to get that working I'd really like to know
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Cool stuff - it's never been all of our downloads (even for Bukkit), but its pretty darn cool seeing one tracked download source cross that line And about 46,000 of those downloads are in the past 30 days
That is awesome.
On the annoying "can you add"-side thought... Ehm... Can you add support for Biomes O' Plenty?
While MCPC-Plus is supported via the Bukkit build, BukkitForge is currently NOT supported by the Bukkit version. I spent some time on getting the Bukkit version to interface with BukkitForge last night, and I've found that BukkitForge's implementation of the Bukkit API has a number of critical problems that currently prevent us from working properly. Specifically, several of the APIs related to chunk loading and unloading do not function properly, nor do the APIs for grabbing snapshots of chunks for processing by our renderer. As the time and priority presents itself, I'll try to look into these issues and attempt to have them addressed in BukkitForge, but for the present and near future, do NOT use the Bukkit version of Dynmap with BukkitForge - only use the appropriate Forge version.
Simplest option is to dial up the tileupdatedelay setting in configuration.txt. This time is a delay, in seconds, between when a map tile becomes 'dirty' (due to block changes, for example) and earliest time it will be rendered again - the default is 30 seconds, but if the continuous updating associated with quarries and the like are an issue for you, try dialing it up to, say, 600 seconds. This will cause the tiles associated with the quarry area (and everywhere else) to only be updated, at most, once every 10 minutes.
Texture files are never just used automatically - we need to create 'renderdata' files that describe the mapping of new blocks and biomes to the associated resources (and models, in the case of non-cube blocks). The recommendation is to open a github issue requesting the mod be supported, or if you are technical and ambitious, take a look at the renderdata files for other mods as examples, and make a go at doing the mapping yourself (a few folks have done this - the renderdata files aren't 'friendly' (very much an internal of dynmap's implementation), so its definitely 'expert' stuff to mess with).
Biomes O Plenty is in the current alpha