Does anyone know a way for me to configure it so my flat map is a org.dynmap.flat.FlatMap style flatmap, while the surface map uses the HD renderer? (Or is there just a simple shader/colorscheme choice I can make that resembles the old flatmap style? Thanks.
Small bit of advice to anyone running dynmap with any kind of automated quarry (buildcraft, redpower, etc..)
Be sure to put all quarry operations in a different age (mystcraft) or however you want to do it then disable the thing from rendering... (note: forge version here w/ mystcraft for the quarry dimension)
aka: holy lag batman, with only two quarries running it was dragging the tickrate down to ~2 ticks per second until I found the culprit and disabled dynmap there.
I currently have Dynmap rendering my world but the performance is far slower than expected. With a quad core (8 w/ HT) the cores only remain 20-25% utilized with the following configuration settings:
Add 'tileupdatedelay' setting (global, per world, or per map) - limits how often tiles that are repeatedly modified will be rendered (reduce load due to automation such as quarries, machines)
Added TerraFirmaCraft block rendering support
Add XyCraft block rendering support
Major updates to Forestry and Red Power 2 block rendering support
Improved rendering accuracy on fences and walls
Added support for Greg's Lighting, MystCraft, ExtraBees and additional Thermal Expansion support - Thanks to HanFox and dannybear!
[Bukkit] Fix API use issue that broke v1.2.5 support
[Forge] Fix error with throttling of chunk loading which often causes the chunks-per-tick limit to be far exceeded (causing lag)
Improve debug information during calls to server thread (chunk loading, etc)
Improve parsing of Forge configuration files
Support for IC2 Advanced Power Management (thanks to dannybear!)
Support for IC2 Advanced Solar Panels (thanks to dannybear!)
Support for Thermal Expansion (thanks to HanFox!)
[Forge] Improve default world names (such as 'world/Twilight Forest')
Add support for hiding players that have active invisibility potions (controlled by hide-if-invisiblity-potion setting)
[Forge] Add controllable render-triggers: blockupdate, lightingupdate, chunkgenerate, chunkpopulate(v1.4.6+). Also, blockupdate-with-id triggr (blockupdate with extra logging data to track which block IDs are source of updates).
Also, performance debug trigger 'blockupdate-with-id'- same as blockupdate trigger, but shows counts by block ID and data value to determine which block types are driving changes (via /dynmap triggerstats command)
Tune performance of chunk fetching on server thread - reduce lag
Add support for Fancy Fences wall rendering
Add workaround for IE10 zoom issue (force IE9 compatibility)
Add support for reporting available dynmap version updates
The new adfly has messed things up for me; I keep getting redirected to adfly's home page, and never see even the advertisement page, let alone a download link.
(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?
The new adfly has messed things up for me; I keep getting redirected to adfly's home page, and never see even the advertisement page, let alone a download link.
Had some screw ups on the links (new adfly page format isn't helping...) - all are now confirmed correct.
(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?
i need some help :S i am trying to get dynmap working with IIS on winserver 2012 and i have followed the guide and enables aspnet set the mimetype and handler etc but when i load dynmap i just get a blank screen no sidebar or anything i just cant figure out why its not working
I have Dynmap, Dynmap-worldguard, Worldguard, and Propertyguard. Propertyguard creates regions using Worldguard and basically allows players to buy protection for their land. My issue is when that region created via Propertyguard gets deleted, it doesn't vanish from Dynmap. I checked Worldguard and those deleted regions don't exist in the config.yml file. The regions don't exist in Propertyguard config.yml file. Is there a location within Dynmap that PropertyGuard may be tapping into to create the regions?
I'm another user with dynmap (I think) related server crash. Started fullrender on our world, and over few hours slowly watched as java went up to over 8GB of RAM used (funny enough, the minecraft server was indicating only 900MB of the allocated -xmx4G used). Perhaps dynmap is exposing a memory leak?
Using Dynmap 1.4, Minecraft 1.4.7 with Forge 6.6.0.518.
The rendering seems to be a little bit inefficient. The longer it runs the slower it renders.
I tried it on a 3.3ghz i5 with 8gb DDR 3 RAM (7GB for the server) and a SSD. The map was a newly generated 10k x 10k map.
The rendertime per tile seems to be increased linear (You seem to use a data structure with linear complexity?)
Starting by 35ms/tile up to 800ms/tile (about 99k tiles; flat) and 55ms/tile up to over 1s/tile (surface). (stopped the rendering of surface after 34k tiles).
Restarting the server or the whole system didn't affect the render speed.
Fihgu's command mod works quite well. It lets you assign diferent permissions for command and subcommands, so you can enable /dynmap radiusrender but deny /dynmap fullrender, for example. It hooks into the actual command code in forge, I've had pretty good luck with it so far.
So can anyone provide any help on how to configure this? I've not been able to get Dynmap and Fihgu's Server Commands to play nice together.
Server is running MC 1.4.7 with Forge 6.6.0.516 and Fihgu's Server Commands v2.1.2 (Permissions, Protection, Teleport) and Dynmap v1.4.
I don't know if this is dynmap per-say but i wanted to make a note here just incase anyone else notices it. I am running dynmap 1.4 and Spigot #473. I've gotten a complaint of chunks being reverted/unsaved that were built the previous day. Is there any possibility dynmap could have corrupted/unloaded/regenerated a chunk?
I'm having a problem getting worlds hidden on the dynmap. I have a few defined with enabled: false but they're still displaying. Here's my worlds.txt file:
Have you tried the 1.4.6 CB version? 1.4.6 vanilla version works fine on vanilla 1.4.7 servers.
Be sure to put all quarry operations in a different age (mystcraft) or however you want to do it then disable the thing from rendering... (note: forge version here w/ mystcraft for the quarry dimension)
aka: holy lag batman, with only two quarries running it was dragging the tickrate down to ~2 ticks per second until I found the culprit and disabled dynmap there.
I currently have Dynmap rendering my world but the performance is far slower than expected. With a quad core (8 w/ HT) the cores only remain 20-25% utilized with the following configuration settings:
renderinterval: .05
renderaccelerateinterval: 0.005
tiles-rendered-at-once: 16
timesliceinterval: 0.0
maxchunkspertick: 800
parallelrendercnt: 16
I have tried adjusting all of these settings to try to increase performance but so far that isn't happening. Any suggestions?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
Had some screw ups on the links (new adfly page format isn't helping...) - all are now confirmed correct.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
Using Dynmap 1.4, Minecraft 1.4.7 with Forge 6.6.0.518.
I tried it on a 3.3ghz i5 with 8gb DDR 3 RAM (7GB for the server) and a SSD. The map was a newly generated 10k x 10k map.
The rendertime per tile seems to be increased linear (You seem to use a data structure with linear complexity?)
Starting by 35ms/tile up to 800ms/tile (about 99k tiles; flat) and 55ms/tile up to over 1s/tile (surface). (stopped the rendering of surface after 34k tiles).
Restarting the server or the whole system didn't affect the render speed.
So can anyone provide any help on how to configure this? I've not been able to get Dynmap and Fihgu's Server Commands to play nice together.
Server is running MC 1.4.7 with Forge 6.6.0.516 and Fihgu's Server Commands v2.1.2 (Permissions, Protection, Teleport) and Dynmap v1.4.
server address: world.woodenaxe.com