THANK YOU!!! This is huge.
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Sep 24, 2016Posted in: Minecraft Mods
June 12, 2016 is the last post from Mike. I'm just trying to decide whether to keep waiting for an update that includes support for the new blocks to be rendered, or if I should take the time to add the new blocks myself. Much rather official support for them, but my users are getting restless as their creations with new block types are not showing up on the map. Some have gone so far as to take a "break" until the map includes the new blocks. That was 3 months ago now. It's one thing to not have further development on the mod in that time, and another thing entirely to go totally silent for 3+ months. Literally just an "I'm alive and working on it" at this point would be good.
Here's hoping something bad didn't happen and he is ok.
Aug 11, 2013Posted in: Minecraft ModsQuote from Duo
I have a very simple problem that I wish I could solve very quickly and as simple as it is.
I can't get my map to show in isometric view. I've screwed with all the settings I could and tweaked things like custom perspective but nothing happens. I've been at this for hours. I have 1.6.2 minecraft and the developmental bukkit for 1.6.2 and latest dynmap. How do I get it to set from the 2d top down view to the 3d isometric view?
This probably isn't the right way to do it, but I just edited the template for the quality level I am using with the types of maps I want rendered.
For example, I use the low_boost_hi template, so in my configuration.txt file I set
And then I edit the normal-low_boost_hi.txt file to look like this (I have 4 overworld maps, SE, NE, W, and SE @ Night):
version: 0.20 # # Default template for "Normal" environment worlds (deftemplatesuffix="low_boost_hi") # Uses the HDMap renderer with view from the SE with the "lowres" resolution (4 pixels per block edge), with boosted tiles # rendered at 'hires' (16 pixels per block edge) # # This file MAY need to be replaced during an upgrade - rename file to 'custom-normal-low_boost_hi.txt' if you wish to customize it # templates: # Template for normal world (HDMap lowres, with hires boost) normal-low_boost_hi: enabled: true # Number of extra zoom-out levels for world (each level is twice as big as the previous one) extrazoomout: 2 maps: - class: org.dynmap.hdmap.HDMap name: surface1 title: "Surface" prefix: 1s perspective: iso_SE_30_lowres shader: stdtexture lighting: shadows icon: images/block_surface.png # Adjust extra zoom in levels - default is 2 mapzoomin: 4 boostzoom: 2 - class: org.dynmap.hdmap.HDMap name: surface180 title: "Surface 180" prefix: 2s perspective: iso_NE_30_lowres shader: stdtexture lighting: shadows icon: images/block_cave.png # Adjust extra zoom in levels - default is 2 mapzoomin: 4 boostzoom: 2 - class: org.dynmap.hdmap.HDMap name: surface90 title: "Surface 90" prefix: 4s perspective: iso_W_30_lowres shader: stdtexture lighting: shadows icon: images/block_biome.png # Adjust extra zoom in levels - default is 2 mapzoomin: 4 boostzoom: 2 - class: org.dynmap.hdmap.HDMap name: 3s title: "Surface Night" prefix: surfacenight perspective: iso_SE_30_lowres shader: stdtexture lighting: night icon: images/block_other.png # Adjust extra zoom in levels - default is 2 mapzoomin: 4 boostzoom: 2
Can do this for whatever quality level you want, just gotta edit your config and the right template file. Can look in perspectives.txt to see all the different angles you can get, and avoid the ones that are top-down. Hope that helps
Aug 6, 2013Just an update to my previous post about the memory leak being back. It seems that the leak is fixed again with the latest Beta build of Craftbukkit (http://dl.bukkit.org...253_1.6.2-R0.1/). I have not tried the dev builds that have come out since, but using Dynmap 1.9 Alpha-1, I no longer have the memory leak. In fact, my RAM usage is the lowest it has ever been while running the Dynmap plugin.Posted in: Minecraft Mods
I tested this on a standalone server by myself, and have since deployed it to my production server. Many people have logged in since I switched to the Beta build above, and I have not seen any memory issues for several days now.
Just a heads up for anyone else having this issue, upgrade to that version above! I will test this with the Dynmap1.9 Alpha-2 soon and let everyone know!
Quote from __Skymaster__1
I have a perplexing issue with this plugin that I hope someone might have an answer to.
I installed DynMap and typed the IP address in to view the map for the first time. However, I seem to be getting someone else's map. The map name that is displayed is called "Roleplaying World_hopefully not destroyed". I have no idea where this name came from or who's map this is, but it is not mine. The terrain is not from my server, nor is anything else from the little bit showing.
I have double checked the IP address several times and disabled/enabled the plugin, restarting the server each time. It is exactly as the directions state... http://myserverip:8123 ... with my server IP filled in.
Does anyone know what is causing this and what I could do to display my own server map?
I'm assuming you are on a hosted server with a hosting company?
If so, change your port number you are mapping Dynmap to. Someone else on the same server is most likely using 8123 already.
Jul 31, 2013Posted in: Minecraft ModsQuote from 100_Diamonds
Is there a way to put the dynamic map onto a website that I am creating? If there is a way, please reply. (If you dont understand) I mean by viewing it on a website like c.beastsMC.com server did. Here is the link for it.:
http://www.beastsmc.com/map/creative PLEASE REPLY
Only way I know is the use the
<iframe src="http://serverip:8123"></iframe>tag to basically paste the whole page hosted on your server into your web server. You would have to get it running locally on your server first then paste the iframe with your server's IP in there into the HTML code where you want it on your website.
Keep in mind that this will be broadcasting that IP address out to the internet since anybody or anything accessing that site will be accessing the same IP address as your server, and it would be very easy to figure out the IP of your server. If you are hosting that server off your own internet connection, you are basically broadcasting your public IP address to the entire Internet.
Jul 27, 2013Posted in: Minecraft ModsQuote from Serophis
I have confirmed there is a slow but sure memory leak for me in the newest builds as well. Oh, well...
I can also now confirm this as well. The latest builds of Craftbukkit bring back the memory leak issue. I am now sure this is a craftbukkit issue, or at the very least, that it is something that is changing on the craftbukkit side that causes Dynmap to have a memory leak.
Using the latest version of craftbukkit (#2820) with the 1.9 Alpha-1 build of Dynmap, my server starts chewing through memory pretty quickly.
Reverting back to build #2815 solves the memory leak issue, although memory usage on average is a bit higher than usual.
Jul 18, 2013Posted in: Minecraft ModsQuote from Serophis
I'm getting no errors and Dynmap appears to be working, but I'm experiencing memory leakage. I'm using v1.8.
Dynmap 1.8 has memory issues. The latest dev build, 1.9-Alpha-1 fixes it with the most recently version of the server (1.6.2). Link to the alpha builds is in the first post of this thread.
Jul 10, 2013moldyspore posted a message on New Launcher DRM and Authentication Server AnnoyanceEver since the new launcher, at least once a day I get complaints from players on my server about issues logging in. And it is ALWAYS because of the new launcher and however it is authenticating players to connect to multiplayer servers. They constantly have to log out and log back in to the launcher, close and relaunch it. Sometimes they even have to reboot (because connections are still open if you do a netstat -a at command line, and I don't feel like walking them through manually removing them.Posted in: Java Edition Support
Now, while this is extremely annoying (and I hate most forms of DRM for anything), I wouldn't be so ed off about it if IT DIDN'T BLOCK ME FROM ACCESS MY LOCAL SERVER! I can't even login to my LOCAL LAN server when the Multiplayer auth servers are down. Heck, I can't login when it needs me to log out and log back in, etc, as I mentioned the players on my server have to do all the time.
There needs to be a work around for this. How can Mojang think this was a good idea? Why can't I be disconnected from the Internet and still access my OWN server on my OWN network? This seems absolutely ridiculous and just SCREAMS of draconian DRM issues.
I'd love to hear others thoughts on this, since this is really starting to bother me. Is there a work around for this I don't know about?
Jul 9, 2013Posted in: Minecraft Mods
This is good information - I'll try to follow the specifics on my next attempt to reproduce this. I did run my test on an empty server, so it is quite possible that we've got something there. I, unfortunately, expect that it is quite likely going to be a CB/Spigot issue, as nothing I've done has changed nor would be sensitive to players being present or not (much less anything to do with time-of-day!).
If you can, turn on the /timings command, and capture some timings files while you're seeing the badness.
Hey, just a quick update, last night I updated to 1.6.2 craftbukkit release (1.6.2-R0.1 Build #2808). I decided to download the latest Dynmap build (Dynmap v1.9-alpha-1) and see how they felt about eachother.
My server has now been up for over 12 hours. I ran a Fullrender as soon as it started up yesterday. Memory usage was higher than it was in the past, approaching 70% (8GB maximum memory). After that it leveled off back down around 10% memory.
I've since had at least a dozen players login, all using the map at various points. During the night cycle, memory usage increases to 50% usage, but after that it drops back down to manageable levels (around 12%, ~1000MB allocated). I am still seeing the "[WARNING] Can't keep up! Did the system time change, or is the server overloaded?" messages in the log, especially during the night cycle. These messages are reduced SIGNIFICANTLY if Dynmap is disabled, but so far I have not had to turn off Dynmap because the used memory after the night cycle IS freed up now.
I think it is safe to say this was something Majong fixed in the latest updated to 1.6.2. Although there is nothing on their bug fix list that would indicate they did anything related to night-cycle lag issues, or anything of that nature. So perhaps a combination of the changes Majong/Bukkit made for 1.6.2 and your latest Alpha build of Dynmap fixed some things!
I will continue to monitor this issue and update you with anything else I find. Please let me know if you are able to replicate this issue with 1.6.1 as I'm sure a lot of people will be happy to know it isn't just their servers that are having this problem!
I am still running 1.6.1 on my test server so I will try to capture some timings next time I get on there and am actually logged in/playing. I will try to get some for when my live server is on during the night cycle as well.
Thanks again for taking the time to troubleshoot this issue with me!
Jul 9, 2013Posted in: Minecraft ModsQuote from AlphaGamingPro
I don't mean to sound like a giant noob but how exactly do I run this or use this. I know how to make a server etc. but is this an actual server.jar file or is this like the addon. Please reply soon cause it is very important.
Most plugins you just drop the.jar into the plugins folder and run your server. After you run your server with the plugin in the plugins folder for the first time, it generates a folder that will contain all the configuration files you need to modify.
Check the Wiki for dynmap to get all the info you need to configure it.
Also if you are new to plugins, you'd be best served going onto youtube and looking up a plugins and server tutorial.
Jul 8, 2013Posted in: Minecraft Mods
Misunderstood your edit - I'll give the same map a try on 1.6.1.
Edit: OK - I'm about 4 hours with CB #2807 (current CB 1.6.1-R0.1, as of this morning), JRE 1.7.0-17 64 bit, 1024M max heap, current Essentials and Group Manager, and Dynmap v1.8 release level, doing a fullrender on the flat and surface maps (in hires mode) of a 4000 radius circular map, with no issues. 112k tiles rendered on the surface map so far, flat map is finished, /mem reports Max 910MB, Allocated 340M, Free 113M, with 19.5-20.0 TPS. I'll keep it running until the fullrender finishes, but its behaving well.
First off, thanks for taking the time to test and try to help me. Much appreciated. Donations coming your way as soon as I have the $
But anyway, it it is really strange how the bug manifests itself. I have a test server setup the same way as my main server. On there I did load the 1.8 w/ 1.6.1 craftbukkit, same version as yours. I let it finish a full render (hit almost 100% RAM usage during). After render completed RAM and CPU usage went down to normal levels (CPU 5-10%, RAM 7% of a 4GB max). I left myself logged into the server all night with the map up. When I woke up the next morning I saw it was still runinng well. No issues.
I then loaded that build onto my primary server, and within 3 hours it was @ 100% RAM usage after doing a fullrender. The only difference is that the primary server has players on there doing things during the night cycle. The night cycle is what the issue is. Every night cycle, the RAM usage increases about 5-10% and you don't get it all back after daytime comes. You lose a few % that you don't get back each time, and eventually after 3-4 hours of uptime with players on there, it will hit 100%.
It is very confusing, and hard to test on a server with nobody playing.
I have even loaded a fresh copy of 1.6.1 on a totally separate machine with same setup, and have the same results though. So I know this isn't something with my hardware. Even without Dynmap installed, nighttime on my server gets very glitchy when there are multiple players on killing zombies, etc. This is starting to feel like a Mojang issue and not a Dynmap issue.
The serer you tested on was Windows-based or Linux? All my machines are Windows. My main public server is Windows 2008 Server, and my test server is Windows 7 Ultimate. Both are x64. It seems only people who run Windows-based servers are seing this issue. Linux is unaffected from what I can tell.
Jul 7, 2013Posted in: Minecraft Mods
I test with 1GB heap, Essentials, Group Manager, and more, with 1.5.2 with no issues - just rendered a 8k x 8k map with that configuration.
Right, it works GREAT in 1.5.2. The problem is I am running Craftbukkit 1.6.1, which is where the problem exists. If I roll back to 1.5.2 it works fine again. But my players are unwilling to give up their horses
I will have to try the latest 1.8 and see if it changes anything. But the most latest dev build it was still having the same problem. After a while it eats the entire amount of allocated RAM. 8GB in 3 hours. Eventually server acts funny because there is no more RAM left for it to use.
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