I'm seeing a number of exceptions that have nothing to do with us - is this a case where you cannot issue commands from the client (as you previously reported)?
Yes, I cannot do any dynmap commands. it says permission denied as you can see.. I am opped.
Has anyone tried Dynmap on the Feed the Beast server. It has forge and i thought it would be simple, but i am not getting the map only the Directory on the page like it is FTP. any thoughts?
NVM - i reloaded everything and it works fine now.
Give 1.1-alpha-4 a try. I wasn't handling the fact that the 'rainfall' numbers on some of the extrabiomeXL biomes could exceed 1.0 (no standard biomes do this), and it was causing issues with shading foliage and grass in those extra-wet biomes.
Has anyone tried Dynmap on the Feed the Beast server. It has forge and i thought it would be simple, but i am not getting the map only the Directory on the page like it is FTP. any thoughts?
NVM - i reloaded everything and it works fine now.
Cool - good to here. I hadn't messed with the FTB release yet, but I DO plan on formally supporting it.
I am unable to have both logourl and linkurl at the same time. If I do, it only displays the linklogo. If I comment out linkurl, the logourl images shows and vice versa for linkurl.
They're meant to be one or the other - the logo is the image, the link is where it goes if you click on it. if you want both, you can create a second 'logo' component.**** 1.1-alpha-4 released ****
This update includes a comprehensive update of the ExtraBiomesXL support (previously, the block support was limited to that of the ExtraBiomesXL version for MC v1.2.5) - all blocks defined through v3.30 (the MC v1.4.2 version) should be working.
Also, fixed a problem with case sensitivity in the client command security check (keeping folks that were opped from being detected as such).
Lastly, fixed an issue with grass and foliage shading on some custom biomes (ExtraBiomes again) that could result in them appearing gray.
This is my absolute favorite mod. I've been running a dedicated server for about a year and we've been running DynMap, WorldGuard/WorldEdit, and DynMap-WorldGuard for most of the time we've been up. We're running Bukkit 1.4.2 Beta with DynMap 0.90. Had no idea there were newer versions since, so I'll have to update it today!
This is my absolute favorite mod. I've been running a dedicated server for about a year and we've been running DynMap, WorldGuard/WorldEdit, and DynMap-WorldGuard for most of the time we've been up. We're running Bukkit 1.4.2 Beta with DynMap 0.90. Had no idea there were newer versions since, so I'll have to update it today!
Sorry for the update miscommunications - the move from bukkit.org over to here (for the sake of consolidating my support time and efforts between dynmap for Bukkit, for Forge, and (very soon now) for Spout server was not perfectly executed :). Thanks for the kudos!For Bukkit folks:
The current v1.1 development builds appear to be running nicely on the latest 1.4.4-R0.1 development builds of CraftBukkit. I'm planning on releasing v1.1 formally (for all platforms) in the next couple of days, but I do consider the v1.1 dev builds for Bukkit to be quite stable.
Also, with respect to 1.1-alpha-4: I've built and verified the Forge v6.3.0 version appears to be working nicely on the latest forge v6.3.0 with the released v1.4.4 server (I know it was SUPPOSED to, but I just wanted folks to know that it does!)
For how long do you plan to support the 1.2.5 Forge version?
It'll be a while, I think. I'd say at least another couple of months - just too many mods that didn't finish the move from 1.2.5 to 1.3.2/1.4.x that a bunch of existing users (especially the Tekkit crowd over on the Bukkit version) are still dependent upon it. On the Bukkit version, I use the mcstats.org stuff to track usage by version - http://mcstats.org/plugin/dynmap - and, from there, I still see 9% of my active-right-now servers are 1.2.5 users.
Also, fixed a problem with case sensitivity in the client command security check (keeping folks that were opped from being detected as such).
Alpha 4 fixed the problem and thanks for the Metallurgy support!
Ok, I asked about this before or at least mentioned it, but I checked back through the thread and can't find my post or your response so I'm just going to ask again.
Is there an easier way to disable a specific view (specifically underground)? I have been commenting out everything that has "Cave" in it. This was working before alpha4, but now the server overwrites my comments with a new file and continues displaying Cave mapping.
as you can see, the blocks are rendering as somthing else (they are redpower microblocks) and some slopes are rendering (others arnt)
can anyone help us?
as you can see, the blocks are rendering as somthing else (they are redpower microblocks) and some slopes are rendering (others arnt)
can anyone help us?
Red power microblocks aren't supported - sorry, I'm working towards being able to do it, but particularly on Bukkit, they are a problem to support properly (completely depend upon being able to read TileEntity data, which Bukkit doesn't support).
As for "slopes", I'm guessing you mean the superslopes stuff. If so, I'd need to know which specific ones (by shape, direction, and material). If not, I need to know which specific blocks (by ID, material, etc) from which version of which mod.
It'll be a while, I think. I'd say at least another couple of months - just too many mods that didn't finish the move from 1.2.5 to 1.3.2/1.4.x that a bunch of existing users (especially the Tekkit crowd over on the Bukkit version) are still dependent upon it. On the Bukkit version, I use the mcstats.org stuff to track usage by version - http://mcstats.org/plugin/dynmap - and, from there, I still see 9% of my active-right-now servers are 1.2.5 users.
Awesome. Thank you very much for your work. Have $10
Red power microblocks aren't supported - sorry, I'm working towards being able to do it, but particularly on Bukkit, they are a problem to support properly (completely depend upon being able to read TileEntity data, which Bukkit doesn't support).
As for "slopes", I'm guessing you mean the superslopes stuff. If so, I'd need to know which specific ones (by shape, direction, and material). If not, I need to know which specific blocks (by ID, material, etc) from which version of which mod.
The blocks are Stone Sloped Floor and are the north and south facing slopes!
any help would be great
also is there anyway of stopping the micro blocks rendering at all?
The blocks are Stone Sloped Floor and are the north and south facing slopes!
any help would be great
also is there anyway of stopping the micro blocks rendering at all?
To stop microblocks from being rendered, edit renderdata/rp2-texture.txt, and comment out the following line:
block:id=base/microblock.id,data=0,allfaces=16
That is, delete it or add a '#' to the front.
I'll take a look at the Stone Sloped Floor blocks in the superslopes definition - which version of superslopes are you running?
Edit: Also, please be sure you're running 1.0 or later - there was a problem with the superslopes definition for the stone slopes in previous versions.
Is there a way to follow the full chat window on dynmap? for example not just user messages but also things like.. notification like from the founddiamonds plugin.. #user has found 6 diamonds... so everything printed in the chat in game is also shown on dynmap?
Not at present - I need to see if there is a good way to hook in to the method used by these plugins to 'broadcast' messages to everyone (which is different than a sent chat message).
Ok cool i also posted on bukkit on what of your side-plugins. ''How do i add my own landmarks like for example if i wanted one for a large building with its own icon on dynmap?How do i add my own landmarks like for example if i wanted one for a large building with its own icon on dynmap?''
Landmarks (the plugin) is long dead, as far as I know - was never "ours", per se. The built-in marker support (the /dmarker commands) will let you do all of that - see https://github.com/webbukkit/dynmap/wiki/Using-markers for details.
Great work but for some reason none of these commands are working for me
Sorry ignore this, i had to op myself.
Yep - for Forge, I need to try to work out a more reasonable access control scheme for the commands that you might want to allow some of your non-op players to use (one thing I miss about the APIs Bukkit has).
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.
Yes, I cannot do any dynmap commands. it says permission denied as you can see.. I am opped.
NVM - i reloaded everything and it works fine now.
Give 1.1-alpha-4 a try. I wasn't handling the fact that the 'rainfall' numbers on some of the extrabiomeXL biomes could exceed 1.0 (no standard biomes do this), and it was causing issues with shading foliage and grass in those extra-wet biomes.
Try 1.1-alpha-4. Fixed a problem (thanks to working with @Varka, who had a similar issue) with case sensitivity in the check for operator status.
Cool - good to here. I hadn't messed with the FTB release yet, but I DO plan on formally supporting it.
They're meant to be one or the other - the logo is the image, the link is where it goes if you click on it. if you want both, you can create a second 'logo' component.**** 1.1-alpha-4 released ****
This update includes a comprehensive update of the ExtraBiomesXL support (previously, the block support was limited to that of the ExtraBiomesXL version for MC v1.2.5) - all blocks defined through v3.30 (the MC v1.4.2 version) should be working.
Also, fixed a problem with case sensitivity in the client command security check (keeping folks that were opped from being detected as such).
Lastly, fixed an issue with grass and foliage shading on some custom biomes (ExtraBiomes again) that could result in them appearing gray.
Sorry for the update miscommunications - the move from bukkit.org over to here (for the sake of consolidating my support time and efforts between dynmap for Bukkit, for Forge, and (very soon now) for Spout server was not perfectly executed :). Thanks for the kudos!For Bukkit folks:
The current v1.1 development builds appear to be running nicely on the latest 1.4.4-R0.1 development builds of CraftBukkit. I'm planning on releasing v1.1 formally (for all platforms) in the next couple of days, but I do consider the v1.1 dev builds for Bukkit to be quite stable.
It'll be a while, I think. I'd say at least another couple of months - just too many mods that didn't finish the move from 1.2.5 to 1.3.2/1.4.x that a bunch of existing users (especially the Tekkit crowd over on the Bukkit version) are still dependent upon it. On the Bukkit version, I use the mcstats.org stuff to track usage by version - http://mcstats.org/plugin/dynmap - and, from there, I still see 9% of my active-right-now servers are 1.2.5 users.
Alpha 4 fixed the problem and thanks for the Metallurgy support!
Ok, I asked about this before or at least mentioned it, but I checked back through the thread and can't find my post or your response so I'm just going to ask again.
Is there an easier way to disable a specific view (specifically underground)? I have been commenting out everything that has "Cave" in it. This was working before alpha4, but now the server overwrites my comments with a new file and continues displaying Cave mapping.
if you guys could give us a quick hand
http://minecraft.boon-craft.com:8123 (world: boonCreative:surface)
as you can see, the blocks are rendering as somthing else (they are redpower microblocks) and some slopes are rendering (others arnt)
can anyone help us?
Thanks in advance!
Tim "Orannis396" Gray
edit
P.S. Also happening on our survival with alot of other block around spawn http://minecraft.boon-craft.com
this is with bukkit version 1.1
Red power microblocks aren't supported - sorry, I'm working towards being able to do it, but particularly on Bukkit, they are a problem to support properly (completely depend upon being able to read TileEntity data, which Bukkit doesn't support).
As for "slopes", I'm guessing you mean the superslopes stuff. If so, I'd need to know which specific ones (by shape, direction, and material). If not, I need to know which specific blocks (by ID, material, etc) from which version of which mod.
Awesome. Thank you very much for your work. Have $10
The blocks are Stone Sloped Floor and are the north and south facing slopes!
any help would be great
also is there anyway of stopping the micro blocks rendering at all?
To stop microblocks from being rendered, edit renderdata/rp2-texture.txt, and comment out the following line:
That is, delete it or add a '#' to the front.
I'll take a look at the Stone Sloped Floor blocks in the superslopes definition - which version of superslopes are you running?
Edit: Also, please be sure you're running 1.0 or later - there was a problem with the superslopes definition for the stone slopes in previous versions.
Thank you!!
Not at present - I need to see if there is a good way to hook in to the method used by these plugins to 'broadcast' messages to everyone (which is different than a sent chat message).
Landmarks (the plugin) is long dead, as far as I know - was never "ours", per se. The built-in marker support (the /dmarker commands) will let you do all of that - see https://github.com/webbukkit/dynmap/wiki/Using-markers for details.
Yep - for Forge, I need to try to work out a more reasonable access control scheme for the commands that you might want to allow some of your non-op players to use (one thing I miss about the APIs Bukkit has).