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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    @woodpuncher15:

    The directory should look like this:


    Try to delete the web folder in its entirety and let dynmap rebuild the files.


    You can temporarily move the (huge) tiles directory elsewhere and move it back afterwards.

    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    Getting these errors:

    [01:23:05 INFO]: [dynmap] version=git-Spigot-3c21190-3ecbb59 (MC: 1.12-pre2)
    [01:23:05 ERROR]: [dynmap] Unable to find field humidity for net.minecraft.server.v1_12_R1.BiomeBase
    [01:23:05 ERROR]: Error initializing dynmap - bukkit version incompatible! initializing dynmap v2.4-1148 (Is it up to date?)


    If Dynmap for 1.12 is not compatible with 1.12, what are we gonna do?


    [edit] Updated to a one-day newer spigot, still the same reported version and same error as above.

    Posted in: Minecraft Mods
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    posted a message on Why is it using 4 times as much memory as allocted?

    I know Java is a memory hog, but this looks like something else. It's not just using a few hundred MBs more, it uses factors more!


    • When I configure -Xmx512m, it uses 1800MiB
    • When I configure -Xmx1024m, it uses over 4100MiB.

    JVisualVM reports that it's using less than configured (same as value in F3 screen), but Process Explorer says otherwise.


    Clearly the growth in memory is directly proportional to the Heap space, although I can't fathom why.


    I've searched for this problem but 99% of what I find are tutorials on how to increase memory so, sorry if this has been asked before.


    The problem is that, if I run it with 1024m, Windows starts randomly and silently killing off applications, starting with Minecraft, Firefox and Process Explorer(!). It doesn't give me a prior warning anymore like it used to (which in itself is strange). When I run it with 512m, and Forge enabled, Minecraft won't even start.

    java.lang.OutOfMemoryError: GC overhead limit exceeded


    What's going on and how can I fix this?

    Posted in: Java Edition Support
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    posted a message on [fixed] Dynmap not rendering 'chunkgenerate'

    Fixed. The problem was the trigger actions. This is clearly seen in both the topic and the config I posted so I wonder why noone found it!


    My trigger actions were from an older version of dynmap (even 2 years ago). For example it lists chunkgenerate whereas dynmap now only recognizes chunkgenerated, and blockupdate instead of blockplaced and blockbreak. In fact, none of the enabled triggers exists in the current dynmap so I wonder why it rendered anything at all (apart from fullrender). Dynmap also doesn't give any warning whatsoever that the config contains unrecognized parts.

    Posted in: Server Support and Administration
  • 0

    posted a message on [fixed] Dynmap not rendering 'chunkgenerate'

    Bump.


    Still happening in version 2.3-1142 on Spigot 1.10.2.

    Posted in: Server Support and Administration
  • 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    I can't figure out for life how to generate maps like this with height keying (from https://github.com/webbukkit/dynmap/wiki/Color-Schemes)



    The examples I find online use FlatMap, but when browsing through the commit history of DynmapCore, I found this maptype is retired since 2014. HDMap uses even/odd keying by default, which I don't want. How can I get it to generate maps with height keying?


    (on Spigot 1.10.2)

    Posted in: Minecraft Mods
  • 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    Dynmap 12.9-3.0.2:


    Dynmap 12.9-3.0


    It also doesn't use the texture pack that I enabled, and that it loaded (confirmed in the log)

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    Contrary to mctank1993, I have a GeForce GT 730M. I tested 83 others from liudasbar's shader pack and they all work.


    [edit] My scumbag nVidia driver's 'deftault' setting defaults to Intel instead of itself. What manufacturer prefers the competition over it's own!? -- At least the shader works now.

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    I just started with shaders so I'm not sure if I'm doing something wrong, but 10.1 and newer look like this. I'm using Optifine with built-in shaders in 1.8.8.


    [edit] found a fellow victim:

    Quote from mctank1993»

    System - HP Pavillion Dv6 3225-dx

    Graphics - HD Intel Graphics (8.15.10.2993)

    Minecraft Version - 1.8

    ShadersMod-v2.4.12mc1.8,

    Non Forge Install ASM installer used (install-asm-all-5.0.3-for-minecraft)

    Shader Pack (SEUS-v10.1-Standard).


    Details-

    Runs fine FPS is fine but I don't know how to explain it so here is a picture, Shader Screenshot , Note that shader pack (Sildurs Vibrant Shaders v1.09 Lite) works fine.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    When will full-screen be fixed? This has been unplayable since 1.8.3 (screenshot from 1.8.8)


    I'm using the latest video drives and this is a ThinkPad, nVidia GF GT 730M, Windows 8.1. I haven't tried versions before 1.8.3 after I bought this notebook.



    [edit] My scumbag nVidia driver's 'deftault' setting defaults to Intel instead of itself. What manufacturer prefers the competition over it's own!? -- At least fullscreen works now. Why it doesn't work with Intel is still a mystery.

    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)

    The mirror for the jar version doesn't work. It just says 'preparing download' forever. The main download works instantly (after adfly).


    (other executable versions not tried)

    Posted in: Minecraft Tools
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    posted a message on Server connection error

    bump.


    Same problem. I'm a server owner and sometimes a player can't join or can barely join resulting in the scenario described above. Each time I get a stack trace described one above.

    Posted in: Java Edition Support
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    posted a message on Limit access to certain hours/days

    How do I limit the access times of certain players on the server to certain hours and days of the week? This restriction should entirely happen server-side as it will be used as a kind of punishment for certain players.


    For example, there is a player that I only want to give access on Fridays between 6pm and 9pm.


    Is this possible server-side, either without mods, with Forge mods, or with a laucher-wrapper that executes ban/pardon or whitelist commands at set times of the week?

    Posted in: Server Support and Administration
  • 0

    posted a message on [fixed] Dynmap not rendering 'chunkgenerate'

    My dynmap server is not rendering 'chunkgenerate' events. It only renders 'blockupdate' events causing newly explored areas to look like this:



    I tried looking into the configuration, the active renders, etc but nothing looks out of the ordinary.


    From the config (full file):

    # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
    # To disable, set just 'none' and comment/delete the rest
    render-triggers:
    - chunkgenerate
    - chunkpopulate
    - blockupdate
    #- blockupdate-with-id
    #- lightingupdate
    #- none

    /dynmap stats:

    [11:34:20] [Server thread/INFO]: Tile Render Statistics:
    [11:34:20] [Server thread/INFO]: DIM-1.flat: processed=2716, rendered=2716, updated=1603, transparent=11
    [11:34:20] [Server thread/INFO]: DIM-1.nt: processed=3218, rendered=3218, updated=2354, transparent=5
    [11:34:20] [Server thread/INFO]: world.c: processed=47554, rendered=47554, updated=8717, transparent=2
    [11:34:20] [Server thread/INFO]: world.h: processed=47554, rendered=47554, updated=8813, transparent=2
    [11:34:20] [Server thread/INFO]: world.i: processed=47552, rendered=47552, updated=8357, transparent=2
    [11:34:20] [Server thread/INFO]: world.p: processed=71903, rendered=71903, updated=38141, transparent=0
    [11:34:20] [Server thread/INFO]: world.t: processed=1215954, rendered=1215954, updated=1197082, transparent=10507
    [11:34:20] [Server thread/INFO]: TOTALS: processed=1436451, rendered=1436451, updated=1265067, transparent=10529
    [11:34:20] [Server thread/INFO]: Triggered update queue size: 113 + 41940
    [11:34:20] [Server thread/INFO]: Active render jobs: world
    [11:34:20] [Server thread/INFO]: Chunk Loading Statistics:
    [11:34:20] [Server thread/INFO]: Cache hit rate: 58.81%
    [11:34:20] [Server thread/INFO]: Chunks processed: Cached: count=11359623, 0.00 msec/chunk
    [11:34:20] [Server thread/INFO]: Chunks processed: Already Loaded: count=1606381, 0.12 msec/chunk
    [11:34:20] [Server thread/INFO]: Chunks processed: Load Required: count=2856242, 0.43 msec/chunk
    [11:34:20] [Server thread/INFO]: Chunks processed: Not Generated: count=317691, 0.01 msec/chunk

    Note that the fullrender is active at the moment. This is the only way for me to get those holey parts rendered. A single fullrender, however, takes several days, and renders lots of tiles that are already fine, so I rather not have to do that at all.


    Versions:

    map-2.1-forge-1.8.0.jar

    forge-1.8-11.14.0.1299-universal.jar

    forge-1.8-11.14.1.1309-universal.jar

    forge-1.8-11.14.1.1371-universal.jar



    I tried all combinations of the above already, and with forge 1371 the names of the players disappear from the web map, so I think there's some kind of incompatibility. Normally I use forge 1309 but on the dynmap website, it says dynmap 2.1 is for forge 1.14.0 so I tried forge 1299 but noting seems any different from 1309.


    Can anyone think of a solution?

    Posted in: Server Support and Administration
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    posted a message on [feeler] Tool to find stolen/misplaced stuff

    A quick look suggests Chest Lock is Bukkit-only, not vanilla or Forge (what I'm running).


    And it doesn't lock your horse or cat in a chest.

    Posted in: Minecraft Tools
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