No password support yet. Only way to make it admin only would be to use some sort of VPN and not open the port to the public. Logmein Hamachi should do that job wonderfully.
No password support yet. Only way to make it admin only would be to use some sort of VPN and not open the port to the public. Logmein Hamachi should do that job wonderfully.
hehe yeah My server is pure linux and I would not want anyone else using this just for administration. I will wait for the future and see if this type of support comes in unless you can change the ports then your pretty safe.
No password support yet. Only way to make it admin only would be to use some sort of VPN and not open the port to the public. Logmein Hamachi should do that job wonderfully.
hehe yeah My server is pure linux and I would not want anyone else using this just for administration. I will wait for the future and see if this type of support comes in unless you can change the ports then your pretty safe.
I suppose you could restrict access to admins, actually. You see, if you enter the command "/map" ingame, it tells you the port the server is listening on. But there is nothing stopping you from opening a different port on your router, and forwarding it. That "might" work. Nobody would know which port you had opened unless you told them, and nobody is going to manually go through 65,000 ports just to see if you did that.
Hmm.. Well you might find a proxy app you can run on the local machine to do the trick, but it might not be worth the trouble :wink.gif:
Edit: Since I have a bug to fix anyway, I'm going to implement cheap password authentication for you and upload a new version in an hour or so.
Sweet and thanks I mean I did not mind waiting a few weeks tbh. I'm just looking forward to it.
OMG A questions maybe this already does it.. Does this do full world radar? You could make ADMINS CRY if you ever consider doing that in the future. Lots of people have dual monitors or another PC beside them. Imagine having a PC beside you or monitor where you can see every player on the server in full screen right beside you keeping a track of them.
NOT only would it help to watch the movement of people trespassing and such but also other people who might be exploring to far aka griefing or maybe you see them moving way way to fast and can see them speed hacking.
I just realized your application can have such a huge impact in the administration community.
Hmm.. Well you might find a proxy app you can run on the local machine to do the trick, but it might not be worth the trouble :wink.gif:
Edit: Since I have a bug to fix anyway, I'm going to implement cheap password authentication for you and upload a new version in an hour or so.
Sweet and thanks I mean I did not mind waiting a few weeks tbh. I'm just looking forward to it.
OMG A questions maybe this already does it.. Does this do full world radar? You could make ADMINS CRY if you ever consider doing that in the future. Lots of people have dual monitors or another PC beside them. Imagine having a PC beside you or monitor where you can see every player on the server in full screen right beside you keeping a track of them.
NOT only would it help to watch the movement of people trespassing and such but also other people who might be exploring to far aka griefing or maybe you see them moving way way to fast and can see them speed hacking.
I just realized your application can have such a huge impact in the administration community.
Yes, yes, and yes. You can do all of this with the current version. Just increase the font size on player names a bit and zoom out good and far. I will increase the zoom cap in the next patch if I remember to.
Hmm.. Well you might find a proxy app you can run on the local machine to do the trick, but it might not be worth the trouble :wink.gif:
Edit: Since I have a bug to fix anyway, I'm going to implement cheap password authentication for you and upload a new version in an hour or so.
Sweet and thanks I mean I did not mind waiting a few weeks tbh. I'm just looking forward to it.
OMG A questions maybe this already does it.. Does this do full world radar? You could make ADMINS CRY if you ever consider doing that in the future. Lots of people have dual monitors or another PC beside them. Imagine having a PC beside you or monitor where you can see every player on the server in full screen right beside you keeping a track of them.
NOT only would it help to watch the movement of people trespassing and such but also other people who might be exploring to far aka griefing or maybe you see them moving way way to fast and can see them speed hacking.
I just realized your application can have such a huge impact in the administration community.
Yes, yes, and yes. You can do all of this with the current version. Just increase the font size on player names a bit and zoom out good and far. I will increase the zoom cap in the next patch if I remember to.
Ahh so it can be run from a remote PC? I'm thinking of setting up on my other PC on my 1920x1080 32" HDTV and having it like running on the 24/7 hehe. Anyways looking forward to future updates and such. Maybe an idea if you are interfacing with the core of the game is also to make it show chatlog in a window below the map haha I love spying :tongue.gif:
Anyways im going to bed and looking forward to the future!
Running MCAdmin. Placed the fils in the .Jar fine, but the txt file isn't created. Any advice on how to get this going?
I've never used MCAdmin. Does it affect the mod at all?
The mmCfg.txt file should be created in the same directory as the minecraft_server.jar when you start the server. I create and access the text file using a relative path so MCAdmin might be changing where that relative path points. I suggest you do a file search for that file name.
Ahh so it can be run from a remote PC? I'm thinking of setting up on my other PC on my 1920x1080 32" HDTV and having it like running on the 24/7 hehe. Anyways looking forward to future updates and such. Maybe an idea if you are interfacing with the core of the game is also to make it show chatlog in a window below the map haha I love spying :tongue.gif:
Anyways im going to bed and looking forward to the future!
That is essentially correct. The server mod portion of MM is little more than another "mini-server" which provides relatively easy access to the player list.
The MM Client can be run on any computer anywhere so long as it can communicate with a properly configured server. The client is completely standalone and does not require Minecraft to be running either.
okay i have the mod installed on my test server and it connects fine, but no matter what i do it will not display connected players names on the map.
Ah, yes. I have a message in big red text in the original post admitting that I accidentally set the default font size = 0.
You should be able to open up your mmClientCfg.txt file and find the font size value (0) and increase it. 16 works at reasonably close zoom levels. Go bigger if you want to zoom way out and read names.
yea i saw that and neither names nor player location dots came up
You might have the server's host setting wrong. Believe it or not it matters, and 0.0.0.0 doesn't seem to work like you might expect it would (usually, 0.0.0.0 means listen on all interfaces).
Anyway, I have a new patch which I will have posted literally in under 5 minutes which has better error messages.
yea i saw that and neither names nor player location dots came up
You might have the server's host setting wrong. Believe it or not it matters, and 0.0.0.0 doesn't seem to work like you might expect it would (usually, 0.0.0.0 means listen on all interfaces).
Anyway, I have a new patch which I will have posted literally in under 5 minutes which has better error messages.
i tested it locally before using it on my production server, set the IP to 127.0.0.1 left the port default it connected and had the correct number of players in the server but i got no actual player locations.
yea i saw that and neither names nor player location dots came up
You might have the server's host setting wrong. Believe it or not it matters, and 0.0.0.0 doesn't seem to work like you might expect it would (usually, 0.0.0.0 means listen on all interfaces).
Anyway, I have a new patch which I will have posted literally in under 5 minutes which has better error messages.
i tested it locally before using it on my production server, set the IP to 127.0.0.1 left the port default it connected and had the correct number of players in the server but i got no actual player locations.
From what I can tell, the Java RMI libraries that I use for communication tell the client what hostname to use to talk to it. Don't ask me why, I can't really control what RMI does... All I can say is when I had my brother testing it from across the state, he could connect but not receive data (which, until v0.2.2, was a silent error). He had connected to my public IP but was getting errors stating it could not connect to 192.168.0.107 (my local IP). I discovered that the server was giving that address to his client. So I figured out the obscure way of changing that address so it would no longer tell the MM client to talk to the server's local IP address. That is what the host value in mmCfg.txt is. So, when you assign a host in the mmCfg.txt file, it is essential that all your players can reach that host.
Anyway, like I said, version 0.2.2 has better error messages and the client should detect an invalid host configuration on the server, if that is actually the problem. Be sure to update the server and replace the old client files. If all else fails, the client keeps a log which could be useful for figuring out what is wrong. Just scroll past all the "update failed because I am not connected" messages.
Doesn't work with hey0 mod?
I don't see any "mmCfg.txt"
I haven't used hey0's mod or even seen what it involves. mmCfg.txt should be appearing the moment a person joins your server though.
The only reasons I can think of for why it wouldn't work with another mod is if that mod also has a modified id.class, or if that mod is a wrapper, meaning it provides an alternative executable file for you to run instead of the normal one. Even if it is a wrapper though, the mmCfg.txt should appear somewhere, I would think, if the location has read/write permissions.
Anyway, it is way too late for me to still be up. Good night.
Idea for the calibration, if the spawn point leaves some data about where it is couldn't you use that to say "ok this is the center of the map" and then it will know in the world where the spawn XYZ is, and then can report the XYZ of the players from that point? I am guessing this is how it works?
Now I understand the fault here is how dose the MM client know where on the map to center this? The image file of the map it self I think would have to hold the key to that. The program building the image (Cartograph) left some mark for the program to pick up as the spawn point. This would only work with the help of the coder of the program building the maps, and if they would even want to include such a feature. We can't forget dose the map data the program access have the data to say where the spawn is. (I'm not a java coder mind you, and I don't know the works of map chunks.)
The Proccess would be like so:
Make map image with say "MiniMap Marker" option on
Cartograph makes the map but with this new option on it marks where the spawn is with a marker
You then load up the image into the MM client
Click calibration on the MM client
MM client looks for this maker (color marker of some kind, rare color would work best, and rare meaning a color Minecraft/Cartograph dose not use)
MM client finds marker and then sets that as the center point
This would work but the programmer of Cartograph would have to add such option/feature, now the only thing I could see that you could run into with this is the spawn point is not stored with the map data. Like I said I am not a Java Coder, I don't know if such a thing can be done but it seems worth checking out. You would have to code something in the MM client to also search out that color I would think this wouldn't be to hard to do, but I could be fully wrong since I don't code with java.
Nice fast update, thank you!
Hope this idea might help you.
Have you tried Minecraft AutoMap?
hehe yeah My server is pure linux and I would not want anyone else using this just for administration. I will wait for the future and see if this type of support comes in unless you can change the ports then your pretty safe.
Check out my Let's Play Series:
I suppose you could restrict access to admins, actually. You see, if you enter the command "/map" ingame, it tells you the port the server is listening on. But there is nothing stopping you from opening a different port on your router, and forwarding it. That "might" work. Nobody would know which port you had opened unless you told them, and nobody is going to manually go through 65,000 ports just to see if you did that.
Have you tried Minecraft AutoMap?
Check out my Let's Play Series:
Edit: Since I have a bug to fix anyway, I'm going to implement cheap password authentication for you and upload a new version in an hour or so.
Have you tried Minecraft AutoMap?
Sweet and thanks I mean I did not mind waiting a few weeks tbh. I'm just looking forward to it.
OMG A questions maybe this already does it.. Does this do full world radar? You could make ADMINS CRY if you ever consider doing that in the future. Lots of people have dual monitors or another PC beside them. Imagine having a PC beside you or monitor where you can see every player on the server in full screen right beside you keeping a track of them.
NOT only would it help to watch the movement of people trespassing and such but also other people who might be exploring to far aka griefing or maybe you see them moving way way to fast and can see them speed hacking.
I just realized your application can have such a huge impact in the administration community.
Check out my Let's Play Series:
I HATE the GUI design tool in NetBeans.
Have you tried Minecraft AutoMap?
Yes, yes, and yes. You can do all of this with the current version. Just increase the font size on player names a bit and zoom out good and far. I will increase the zoom cap in the next patch if I remember to.
Have you tried Minecraft AutoMap?
Looks fine to me nothing needs to be so special and overtime I'm sure you will improve it :smile.gif:
Check out my Let's Play Series:
Ahh so it can be run from a remote PC? I'm thinking of setting up on my other PC on my 1920x1080 32" HDTV and having it like running on the 24/7 hehe. Anyways looking forward to future updates and such. Maybe an idea if you are interfacing with the core of the game is also to make it show chatlog in a window below the map haha I love spying :tongue.gif:
Anyways im going to bed and looking forward to the future!
Check out my Let's Play Series:
I've never used MCAdmin. Does it affect the mod at all?
The mmCfg.txt file should be created in the same directory as the minecraft_server.jar when you start the server. I create and access the text file using a relative path so MCAdmin might be changing where that relative path points. I suggest you do a file search for that file name.
Have you tried Minecraft AutoMap?
That is essentially correct. The server mod portion of MM is little more than another "mini-server" which provides relatively easy access to the player list.
The MM Client can be run on any computer anywhere so long as it can communicate with a properly configured server. The client is completely standalone and does not require Minecraft to be running either.
Have you tried Minecraft AutoMap?
Ah, yes. I have a message in big red text in the original post admitting that I accidentally set the default font size = 0.
You should be able to open up your mmClientCfg.txt file and find the font size value (0) and increase it. 16 works at reasonably close zoom levels. Go bigger if you want to zoom way out and read names.
This is fixed in my next patch due shortly.
Have you tried Minecraft AutoMap?
You might have the server's host setting wrong. Believe it or not it matters, and 0.0.0.0 doesn't seem to work like you might expect it would (usually, 0.0.0.0 means listen on all interfaces).
Anyway, I have a new patch which I will have posted literally in under 5 minutes which has better error messages.
Have you tried Minecraft AutoMap?
i tested it locally before using it on my production server, set the IP to 127.0.0.1 left the port default it connected and had the correct number of players in the server but i got no actual player locations.
From what I can tell, the Java RMI libraries that I use for communication tell the client what hostname to use to talk to it. Don't ask me why, I can't really control what RMI does... All I can say is when I had my brother testing it from across the state, he could connect but not receive data (which, until v0.2.2, was a silent error). He had connected to my public IP but was getting errors stating it could not connect to 192.168.0.107 (my local IP). I discovered that the server was giving that address to his client. So I figured out the obscure way of changing that address so it would no longer tell the MM client to talk to the server's local IP address. That is what the host value in mmCfg.txt is. So, when you assign a host in the mmCfg.txt file, it is essential that all your players can reach that host.
Anyway, like I said, version 0.2.2 has better error messages and the client should detect an invalid host configuration on the server, if that is actually the problem. Be sure to update the server and replace the old client files. If all else fails, the client keeps a log which could be useful for figuring out what is wrong. Just scroll past all the "update failed because I am not connected" messages.
Have you tried Minecraft AutoMap?
I haven't used hey0's mod or even seen what it involves. mmCfg.txt should be appearing the moment a person joins your server though.
The only reasons I can think of for why it wouldn't work with another mod is if that mod also has a modified id.class, or if that mod is a wrapper, meaning it provides an alternative executable file for you to run instead of the normal one. Even if it is a wrapper though, the mmCfg.txt should appear somewhere, I would think, if the location has read/write permissions.
Anyway, it is way too late for me to still be up. Good night.
Have you tried Minecraft AutoMap?
Now I understand the fault here is how dose the MM client know where on the map to center this? The image file of the map it self I think would have to hold the key to that. The program building the image (Cartograph) left some mark for the program to pick up as the spawn point. This would only work with the help of the coder of the program building the maps, and if they would even want to include such a feature. We can't forget dose the map data the program access have the data to say where the spawn is. (I'm not a java coder mind you, and I don't know the works of map chunks.)
The Proccess would be like so:
Make map image with say "MiniMap Marker" option on
Cartograph makes the map but with this new option on it marks where the spawn is with a marker
You then load up the image into the MM client
Click calibration on the MM client
MM client looks for this maker (color marker of some kind, rare color would work best, and rare meaning a color Minecraft/Cartograph dose not use)
MM client finds marker and then sets that as the center point
This would work but the programmer of Cartograph would have to add such option/feature, now the only thing I could see that you could run into with this is the spawn point is not stored with the map data. Like I said I am not a Java Coder, I don't know if such a thing can be done but it seems worth checking out. You would have to code something in the MM client to also search out that color I would think this wouldn't be to hard to do, but I could be fully wrong since I don't code with java.
Nice fast update, thank you!
Hope this idea might help you.
-Moto