Hey mike, it's awesome to see Dynmap going strong. It's one of my favorite mods/plugins of all time
Today I downloaded the forge version for our new TFC server and I noticed that the link on https://github.com/webbukkit/dynmap still points to the bukkit forum which then points here. Perhaps it would be more convenient to point to this thread directly?
- mikeprimm
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Member for 13 years and 14 days
Last active Sat, Feb, 8 2020 15:47:30
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InsaneJ posted a message on Dynmap - Dynamic web-based maps for MinecraftPosted in: Minecraft Mods -
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stardustrider posted a message on Dynmap - Dynamic web-based maps for MinecraftRather than just request mod renderdata additions via Github, I thought I'd finally have a bash at updating some that already exist so that I can add my own in the future!Posted in: Minecraft Mods
Here are the updated model and texture files for the Biomes O Plenty 1.1.3 dev builds, including all new flowers, foliage, new biomes (and old with new colours), blocks, liquids, etc.:
Biomes-O-Plenty-1.1.3-models.txt
Biomes-O-Plenty-1.1.3-texture.txt
To prevent any weird issues, I'd recommend deleting the other BoP model and texture definition files.
I failed at trying to use patch/layer and I'm not sure how to reference custom textures from the Dynmap texturepacks/standard folder, so I created the following texture for berrybushes (given that in-game they're made up of two seperate textures). It'll need to go in as:
<BOP.jar>assets/biomesoplenty/textures/blocks/berrybush_map.png
Link: http://mcu.lychnobi....rrybush_map.png
Changed
- 11/12/13. Forgot to remove static IDs for the three liquids. Fixed.
- 12/12/13. Removed custom texture for berry bushes. Using textures correctly now. Fixed shrubs also. -
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sketaful posted a message on Dynmap - Dynamic web-based maps for MinecraftYou are simply amazing. This plugin is like the golden child with the diamond father. I am humbled by your work.Posted in: Minecraft Mods
(The fact that you fix problems before I find them is scary...) -
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Grimshad posted a message on Dynmap - Dynamic web-based maps for MinecraftDelete this post.Posted in: Minecraft Mods -
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WiduX posted a message on Dynmap - Dynamic web-based maps for MinecraftPosted in: Minecraft ModsQuote from mikeprimm
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 -
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StalePhish posted a message on Dynmap - Dynamic web-based maps for MinecraftThis 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!Posted in: Minecraft Mods
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Kane_Hart posted a message on Dynmap - Dynamic web-based maps for MinecraftThanks Mike! Keep up the good work and for people who don't know much about Dynmap its prob one the best mods out there for mapping your servers. Has tons of features and this guy never stops working on it.Posted in: Minecraft Mods
Some examples: (Please note that I use low bandwidth and resource rendering so I don't really do 3D maps but it can easily do that and handle it)
2D Alpha World: http://mc.godcraft.com:8080/
3D Mod World: http://mc.godcraft.com:9191/ - To post a comment, please login.
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One feature, that you may not know about, is to switch from PNG to JPG file format. This can be done for all the maps by changing the 'image-format' setting in configuration.txt (it also can be done map-by-map, but that usually isn't needed). The amount of savings depends upon the specific map type and texture pack, but can often be 3-5x smaller. The consequence may be a hint of softness or blur to the details on the map, but the disk space savings (and network bandwidth from folks loading the map) can be considerable.
Should be fine - it has been running fine on the 1.5.1-R0.2 I've been using, but I cannot say I'm on the very latest CB build.
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Also, things have been a bit quiet here, on my part - quite busy with a couple of major features for v1.7, which will continue to take much of my limited dev time:
1) Support for CTM (Connected Texture Mod) enabled texture packs - this client mod gives some very cool results with things like windows (framed windows, etc) and the like: many of the major texture packs exploit this, so I want to make sure that the maps out there that depend on this feature can be rendered properly (I've got specific requests for this from the FyreUK and WesterosCraft guys, among others)
2) Support for mixed resolution maps: specifically, this would enable folks to have most of their map rendered at one resolution, while having selected areas (the 'interesting stuff') rendered with higher resolution. The idea is to make high resolution maps more practical for big servers that may have lots of generic real-estate (that doesn't really need to be high resolution) while still showing all the pretty sites with the quality they deserve. Plan is to tie this to the markers API - so that markers and outlines derived from things like WorldGuard, Factions, Towny or the like could also be used to indicate which areas are the ones worthy of 'boosted' resolution rendering. Been discussing this one with the GodCraft guys for a while, and I've got it working in prototype now - so hopefully this will be ready for the dev builds soon.
In any case, these features will hopefully be popping up in the development builds in the next week or so, so stay tuned!
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I've been travelling for most of the past two weeks, which is why I've been pretty quiet with responses here - what little time I've found for working on Dynmap has been focused on getting 1.5 support working. In any case, you can expect to see a 1.6-alpha-1 drop in the next day or so, which will include support for Forge v7.7.0 (MC 1.5) and updated Bukkit support for the sake of MC v1.5 blocks. The alpha will also include an up-to-date version of the mapping UI library we use (Leaflet), which should improve behavior on touch screen devices and newer versions of Chrome and IE.
Note: The first alpha will NOT include support for the new texture pack format - if you use a custom texture pack, continue to use v1.4.7 versions of the texture pack for MC v1.5 for now. I expect to transparently support both the old and new texturepack formats for vanilla blocks by the next alpha (1.6-alpha-2).
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Be sure that, if you decide to mess with the new CB v1.4.6, that you're on build #2546 or later. The first build (#2545) has a bug that impacted Dynmap - I provided a fix to CB, which was incorporated in #2546. I'd suggest using the v1.3 development build for dynmap - it should support the new blocks in v1.4.6 - but v1.2 should also continue to work. Neither has been extensively tested on CB v1.4.6 (CB itself has hardly been tested on v1.4.6), so be cautious about updating.
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What are your specific performance concerns? Do understand that nearly all compute load is off the main server thread (which is what dominates server performance in a MC server), so the mere presence of N% CPU use doesn't translate into impact on lag or other elements of game performance.
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Its not us - its the JVM, and the fact that we use classes that aren't UI-oriented classes, but are implemented by the JVM based on those libraries. If you look around, you'll see the same issue for running the Apache Tomcat server (java-based web server / servlet container) on headless systems: if you need to read or write image files, the ONLY java APIs to do so depend upon the Java2D subsystem, which depends (on Unix-style platforms) on certain X libraries. Only way I could avoid it would be to find or write my own PNG and JPG encoding/decoding libraries, and hope that they were fast enough for what I need them for.
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The errors look like you're running an incorrectly configured headless JVM - specifically, not the headless install of the JVM on a headless system: that's why the Java2D is failing to load (its an X-windows version trying to run on a system that doesn't have X).
The bukkit server and web server need to share file systems - the paths cannot be URLs.
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Latest development code (for Bukkit) and alpha releases (for Forge) now support the custom biomes properly. You should be able to tailor them in the colorscheme files using the names [BIOME_<number>], but all biomes will get a default color scheme.
Assuming you've updated all the files - meaning you unzipped the whole ZIP, and (if you copied the web files while configuring an external web server) updated any copied files - you should be fine. Flush your browser cache (shift-reload), as javascript files are often cached more that we can control.
Not sure what you've got going on - I was able to confirm that this works. It may be worth pulling down our latest code (1.1-alpha-3), in the OP.
I've thought about doing something for this - probably as an add-on mod. Main trick would be detecting the rail routes, and trying to do something to maintain it automatically. I'd played with the idea of an op command that would let you start a polyline for a rail, and have you click the track to add it (and all rails connected to it) to the given line...
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This version will be a port of the existing Dynmap for Bukkit to Minecraft Forge 4.2.5+ based 'vanilla' SMP servers, while maintaining all of the applicable features of the stable, mature Bukkit platform version. The resulting source code will be 95+% common, and existing configuration and customization details should be nearly identical for both version. Once completed, the plan is to maintain and release both platforms at more or less the same time.
Dynmap - Real-time Minecraft maps:
Version: v0.90 (alpha for Forge v4.2.5+), v1.0 (alpha for 1.4.2 with Forge v6.0.1+)
Quick Links:
Download link for 0.90 Alpha 3 is here! http://adf.ly/DworQ
To install, just download ZIP, and unzip in your server directory - this will add the mod to the mods directory AND create the dynmap directory, with all configuration files and the like. Once started, configuration and customization is the same as on the Wiki for Dynmap for Bukkit.
Note: if you installed alpha-1, you will need to delete the Dynmap-0.90-alpha-1.zip from mods, but that is all: don't delete your configuration or rendered worlds. Likewise for alpha-2.
Download link for 1.0 Alpha 2 (for 1.4.2 with Forge 6.0.1) is here! http://adf.ly/E85H5
To install, just download ZIP, and unzip in your server directory - this will add the mod to the mods directory AND create the dynmap directory, with all configuration files and the like. Once started, configuration and customization is the same as on the Wiki for Dynmap for Bukkit.
Wiki
Issue tracker/Todo list
Source code
IRC: irc.esper.net #dynmap
Dynmap provides an in-browser map, like Google Maps, of your Minecraft world. It updates the map in realtime while you have your browser opened and shows the current players, regions and in-game messages on top of the map. It also allows viewers of the map to chat from within their browser with players in-game.
How to configure Dynmap
How to configure separate webservers
Dynmap Commands
Videos:
Features:
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http://www.minecraftforum.net/topic/1543523-dynmap-dynmap-web-maps-for-minecraft/#entry18859919