Ok, so I downloaded that file, opened it in Filezilla and updated the config file with my connection info and transferred the jar file to my plugins folder on the server, restarted and nothing.
what am I missing?
Just copy it to the mods directory - don't edit the jar. After the first startup, the configuration files will be in the <base>/dynmap directory. Edit those there to get things as you need them don't hack the jar file.
I've just updated from 1.6 to 1.9 and now when I login to the dynmap I can only see players moving if I am logged into the game as well. Players are listed but not visible until I log into the game. Is there a new setting I have missed? This means I am unable to keep an eye on what's going on from my phone or tablet.
Depending on which permissions plugin you're using, we cannot check permissions on offline players (the Bukkit permissions API has this limitation, which is why we need to have specific permissions mod support).
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.
Rollback Post to RevisionRollBack
---MoldySpore
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
Hey Mike, Like I say, I'm using BukGet and everything is set the release version. When an update is available (and it's not very often) it pops up and tells me, so I click the button to update and "it goes and does things"...
I haven't manually done any of these plugins this time round, I'm hosting the server with a different company instead of running my own.
What I'll do is rollback permsEx manually and restart the server to see what's going on. Hopefully that helps 'a bit' ... I'll post an update if it helps so we can be sure of the cause.
Give latest dev build a try - I pulled out the reference to that one call that was getting an error: I don't know if it'll help, as I don't actually HAVE the binaries you're running (and the ones I have work).
We're using Group Manager and it worked fine up to and including 1.6 but not 1.7, 1.8 or 1.9. If I go back to 1.6 it works but this not ideal for 1.6.2, because of the new blocks etc.
Try latest dev build. Key thing to do, though: make sure that your users have their dynmap-related permissions configured in GroupManager explicitly - that is, they don't count on inheriting defaults from the bukkit permissions configuration nor due to being 'op-ed'. What I found is that the GM APIs do not get 'primed' with permissions derived from plugin-defined defaults and/or op status until after the first time the given user logs in during the given run of the server.
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.
I got this error:
2013-07-19 06:02:03 [SEVERE] Could not load 'plugins/dynmap.jar' in folder 'plugins'
org.bukkit.plugin.InvalidDescriptionException: Invalid plugin.yml
at org.bukkit.plugin.java.JavaPluginLoader.getPluginDescription(JavaPluginLoader.java:255)
at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:132)
at org.bukkit.craftbukkit.v1_6_R2.CraftServer.loadPlugins(CraftServer.java:239)
at org.bukkit.craftbukkit.v1_6_R2.CraftServer.<init>(CraftServer.java:217)
at net.minecraft.server.v1_6_R2.PlayerList.<init>(PlayerList.java:56)
at net.minecraft.server.v1_6_R2.DedicatedPlayerList.<init>(SourceFile:11)
at net.minecraft.server.v1_6_R2.DedicatedServer.init(DedicatedServer.java:106)
at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java:391)
at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:582)
Caused by: java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at org.bukkit.plugin.java.JavaPluginLoader.getPluginDescription(JavaPluginLoader.java:243)
... 8 more
EDIT:
I found v1.9 through another link and it works now. The error above stems from the v1.9 I downloaded from the OP.
EDIT:
I have confirmed there is a slow but sure memory leak for me in the newest builds as well. Oh, well...
I have copied over my resourcepack files for 1.8. Only some of the blocks (cobble, chests, logs) are rendering but nearly everything else are just black/nothing.
Edit: Actually, this is also happening with my previous texture pack.
Hi there. I fired up Tekkit which I haven't played in a long time, and because I had started a new world the map that already existed was a mess. I did /dynmap fullrender, and it fixed the flat map. I tried doing /dynmap fullrender world:surface but it says the render is already in progress. Is there a way for me to just delete the map so it starts over? I don't remember how I installed dynmap and am afraid to take it out since I'm running tekkit 3.1.2 (I'm not sure anyone even plays it anymore). I looked through your older versions of dynmap but I'm not really sure which one is the right one, as I'm not sure which version of dynmap I'm using. I think it's 1.0, but don't remember.
Edit: OK, I see I worded this wrong, I did full render and it did the flat map. Then I tried doing the surface map, because that and the cave map were still a mess, but it said that the render was already in progress. I even tried doing this a few days later, with the same result.
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We use the Gregs Lighting mod on our server, and the floodlight beam objects render on the dynmap. Is there a way to configure dynmap to not render those?
Looking at my ID map it appears to be "tile.gcewing.block.floodlightBeam", which is ID 147 on my modpack.
**** v1.9-alpha-1 released ****
This is the current "recommended" for Forge 9.10.0 (that is, MC v1.6.2).
Fix rendering of 1.5.x specific blocks (quartz) on v1.5.2 - broken while supporting new 1.6 RP format: blocks rendered OK on v1.6.x, but not on v1.5.x.
Prevent extracted files from being re-extracted every startup
Support Biomes-O-Plenty update for 1.6.2 (v0.5.8)
Fix rendering of crops with nonstandard metadata (8+)
Fix GroupManager offline permissions (note: permissions still must be explicitly defined in GM files - inherited default permissions from plugins.yml don't work for offline players)
Hi! I'm sorry if this is a dumb question, but I can't figure it out. I'm entirely new to servers (as in made one today specifically to use this mod. I'm just gonna play on it by myself really). I'm using Forge and it's reading the mod, but Chrome is giving me errors. The port my server is using is 25565, so I changed that in Chrome, but it's saying "No data received". I have also tried it with the 8123 port and it then says that it couldn't connect instead of "no data received". I mean, I was pretty sure I did everything right but...?
Thanks ahead of time! I know you must be busy.
Edit:Ha! I got it to work. I guess I messed up somewhere in the installation the first time because I just re-did it and it's working now. :3
What are the settings in the config I can change to reduce the amount of ram it uses, I basically don't want the map to update at all except for when I do /dynmap fullrender or what would the people of minecraft forums suggest to use as little ram as possible. I have turned off Flat and Cave view for all worlds as well.
Can someone explain step by step how to make a texture pack work with Dynmap 1.9? I am using 1.6.2 with Spigot, got Dynmap working fine as is, but I want Faithful32x to be used for the textures so stuff looks slightly less crappy at high zoom levels. I already have the textures set to highres, but 16x16 ain't cutting it.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
Hello!
I installed Dynmap-1.8-forge-7.8.0 (recommended build 1.5.2 dynmap), DynmapCBBridge, and this not work with mcpc-plus-1.5.2-R1.1-forge738-B610.
Help.
I'm not sure how this isn't working but the player icons on the website map are defaulting to the default steve face. Even though we all have different faces/skins? (Called steve.png in the resource pack. overwritten to look like our skin of choice.)
Anyway to force this? I've looked for info on this but I can't seem to find any.
[Edit 1]
Using the alpha version.
Is there a .js file I can edit or something else I can edit where it's trying to point to the steve.png?
Thanks.
[Edit 2]
Okay, Finding the line , "refreshskins: false", and uncommenting it will allow you to make your own face .pngs.
But I would like to know how this mod is finding player skins and how to reroute that if possible.
I found this line: skin-url: "http://s3.amazonaws....s/%player%.png" But I don't understand what it's doing. Or how it might be finding player skins? If it even is.
Anyway, if anyone could give me some insite it would be much appreciated.
[Edit 3]
You know I never even knew this existed but now i'm guessing this is trying to pull the skin from minecraft.net. From your account.
In all the time I've had this game I've never even looked into it or looked for a way to upload a skin to my account...
Odd thing here, I installed the plugin dynmap into my server, (hosted from Dallas TX) and after I went to the ip address http://207.210.254.131:8123/ it brought me to a login page?
I followed the instructions on the page, /dynmap webregister, and each time I do, I get a User ID and passcode, but it is ALWAYS INVALID when I type it into the login ?
Just copy it to the mods directory - don't edit the jar. After the first startup, the configuration files will be in the <base>/dynmap directory. Edit those there to get things as you need them don't hack the jar file.
Depending on which permissions plugin you're using, we cannot check permissions on offline players (the Bukkit permissions API has this limitation, which is why we need to have specific permissions mod support).
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.
"I...hope you know how very lucky you are to know me, because I am so incredibly incredible." ---Rectangular Business Man, 12 Oz. Mouse
We're not a client mod, and we don't have any contributions to the texture packs, so this isn't relevant.
Give latest dev build a try - I pulled out the reference to that one call that was getting an error: I don't know if it'll help, as I don't actually HAVE the binaries you're running (and the ones I have work).
Try latest dev build. Key thing to do, though: make sure that your users have their dynmap-related permissions configured in GroupManager explicitly - that is, they don't count on inheriting defaults from the bukkit permissions configuration nor due to being 'op-ed'. What I found is that the GM APIs do not get 'primed' with permissions derived from plugin-defined defaults and/or op status until after the first time the given user logs in during the given run of the server.
I got this error:
org.bukkit.plugin.InvalidDescriptionException: Invalid plugin.yml
at org.bukkit.plugin.java.JavaPluginLoader.getPluginDescription(JavaPluginLoader.java:255)
at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:132)
at org.bukkit.craftbukkit.v1_6_R2.CraftServer.loadPlugins(CraftServer.java:239)
at org.bukkit.craftbukkit.v1_6_R2.CraftServer.<init>(CraftServer.java:217)
at net.minecraft.server.v1_6_R2.PlayerList.<init>(PlayerList.java:56)
at net.minecraft.server.v1_6_R2.DedicatedPlayerList.<init>(SourceFile:11)
at net.minecraft.server.v1_6_R2.DedicatedServer.init(DedicatedServer.java:106)
at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java:391)
at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:582)
Caused by: java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at java.util.jar.JarFile.<init>(Unknown Source)
at org.bukkit.plugin.java.JavaPluginLoader.getPluginDescription(JavaPluginLoader.java:243)
... 8 more
EDIT:
I found v1.9 through another link and it works now. The error above stems from the v1.9 I downloaded from the OP.
EDIT:
I have confirmed there is a slow but sure memory leak for me in the newest builds as well. Oh, well...
Edit: Actually, this is also happening with my previous texture pack.
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Edit: OK, I see I worded this wrong, I did full render and it did the flat map. Then I tried doing the surface map, because that and the cave map were still a mess, but it said that the render was already in progress. I even tried doing this a few days later, with the same result.
Looking at my ID map it appears to be "tile.gcewing.block.floodlightBeam", which is ID 147 on my modpack.
Any tips appreciated!
should also specify I'm using the Direwolf20 beta 1.5.2 pack
This is the current "recommended" for Forge 9.10.0 (that is, MC v1.6.2).
Thanks ahead of time! I know you must be busy.
Edit:Ha! I got it to work. I guess I messed up somewhere in the installation the first time because I just re-did it and it's working now. :3
I installed Dynmap-1.8-forge-7.8.0 (recommended build 1.5.2 dynmap), DynmapCBBridge, and this not work with mcpc-plus-1.5.2-R1.1-forge738-B610.
Help.
Anyway to force this? I've looked for info on this but I can't seem to find any.
[Edit 1]
Using the alpha version.
Is there a .js file I can edit or something else I can edit where it's trying to point to the steve.png?
Thanks.
[Edit 2]
Okay, Finding the line , "refreshskins: false", and uncommenting it will allow you to make your own face .pngs.
But I would like to know how this mod is finding player skins and how to reroute that if possible.
I found this line: skin-url: "http://s3.amazonaws....s/%player%.png" But I don't understand what it's doing. Or how it might be finding player skins? If it even is.
Anyway, if anyone could give me some insite it would be much appreciated.
[Edit 3]
You know I never even knew this existed but now i'm guessing this is trying to pull the skin from minecraft.net. From your account.
In all the time I've had this game I've never even looked into it or looked for a way to upload a skin to my account...
UGH.....
I'm...going to go sit in the corner now....
I followed the instructions on the page, /dynmap webregister, and each time I do, I get a User ID and passcode, but it is ALWAYS INVALID when I type it into the login ?
And the passcode changes every time?
3: