Just tried the 1.2-alpha-2 build for 6.4.0 on 6.4.1.408, and it seems to be working fine. Which mods are you using?
Edit: Nevermind - finally found a mod that didn't explode, and I see now that Forge has changed the format of the configuration files (which we parse in order to figure out the block IDs associated with the various blocks in the various mods). I'll get a 6.4.1 beta out "soon" (read: later tonight) that can handle the changed config file format. :/
So ... it's supposed to read mod blocks? Not just regard them as transparent?
Looking forward to this, but sadly, that means it won't show me what's under the twilight forest dark canopy ...
Actually, I thought my issue was all the non-default block ID's I had to use to make my mods happy together.
===
I'd like to know what's a good way to manage multiple templates for different worlds. Imagine, as a simple example, one set of templates for "overworld"-like worlds -- height 64, lots of caves/ravines, etc; a different set for "solid" worlds with no caves or ravines; a different set for "consant twilight" worlds, with no true night or bright day (differing in the amount of ambient light used to render the shadows); a different set for "bright" worlds (worlds that look lit even without a torch. Like the nether or the end. Differing in the value of shadow strength used to render the shadows). The idea being that once a world is created, to quickly say "Use this template".
To clarify: I don't mean "instantiate a set of map definitions corresponding to what the template is now", I mean "Update the map definitions as template _x_ changes".
(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?
there is a setting in the configs that lets you define a light level threshold to hide players below it i believe, it might be players or blocks, i forget honestly, either way, good look with the configs for dynmap if you ever have any success with it let me know what the trick is too please.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
wooden slabs are causing lighting artifacts (red arrows). Also the new corner stair stuff isn't handled yet (green arrows). Using 1.1. If beta version fixes, apologies
I hate to post here as the dev is amazing and I don't want to take time away, but, I am searching for a built in way to ban IPs from the dynmap. We use MCBans, but people can still come on through the dynmap and chat. I don't want every member of staff to have the vanilla /op, instead we use PEX. Is there a permission that would allow them to ban IPs from chatting in the dynmap?
Hey there,
I seem to be getting this issue when running Dynmap on 1.4.5 bukkit server
Currently using Factions 1.6.9, Dynmap Factions and the latest Dev build for bukkit on the front page
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:33 [Server] Startup Done (5.427s)! For help, type "help" or "?"
30.11 00:20:33 [Server] INFO Server permissions file permissions.yml is empty, ignoring it
30.11 00:20:33 [Server] INFO [Dynmap-Factions] version 0.30 is activated
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Dynmap does not have player-info-protected enabled - visibility-by-faction will have no effect
30.11 00:20:33 [Server] INFO [Dynmap-Factions] initializing
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Enabling Dynmap-Factions v0.30
It doesn't seem to be able to render.
Any help would be appreciated. Cheers.
there is a setting in the configs that lets you define a light level threshold to hide players below it i believe, it might be players or blocks, i forget honestly, either way, good look with the configs for dynmap if you ever have any success with it let me know what the trick is too please.
I was able to find a light level threshold for the cave renderer, but it is flawed -- it only works properly at straight-down (90 degree inclination). At the 30/60/etc slanted views, it clips inaccurately.
(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?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I said earlier that dymap worked with 1.4.5-R0.2 bukkit, but I just uninstalled it. It would be nice to use it again sometimes, but my server just crashed and some progress was lost. No harm done since we are currently only two players (getting things ready for more people, a local server). I am not 100% sure that dynmap caused this crash, but we never crashed before installing this. May install it again when it fully supports 1.4.5 or until we get more people on the server.
So ... it's supposed to read mod blocks? Not just regard them as transparent?
Looking forward to this, but sadly, that means it won't show me what's under the twilight forest dark canopy ...
Actually, I thought my issue was all the non-default block ID's I had to use to make my mods happy together.
===
I'd like to know what's a good way to manage multiple templates for different worlds. Imagine, as a simple example, one set of templates for "overworld"-like worlds -- height 64, lots of caves/ravines, etc; a different set for "solid" worlds with no caves or ravines; a different set for "consant twilight" worlds, with no true night or bright day (differing in the amount of ambient light used to render the shadows); a different set for "bright" worlds (worlds that look lit even without a torch. Like the nether or the end. Differing in the value of shadow strength used to render the shadows). The idea being that once a world is created, to quickly say "Use this template".
To clarify: I don't mean "instantiate a set of map definitions corresponding to what the template is now", I mean "Update the map definitions as template _x_ changes".
No - I need to specifically support every block of every mod I render (there is no standard server-side way to know how to draw a blcok: the frequent use of custom renderers, which are client side only, makes that impossible at present). I parse the configuration files in order to know which block IDs are being used for any mod-derived blocks that are configured for the server.
I said earlier that dymap worked with 1.4.5-R0.2 bukkit, but I just uninstalled it. It would be nice to use it again sometimes, but my server just crashed and some progress was lost. No harm done since we are currently only two players (getting things ready for more people, a local server). I am not 100% sure that dynmap caused this crash, but we never crashed before installing this. May install it again when it fully supports 1.4.5 or until we get more people on the server.
Just to inform people who want to try.
Being used on several thousand 1.4.5 servers right now, so its not a common issue - that said, I don't know if there are specific mods or specific configuration settings on your server that might have their own issues. One thing we're VERY good at is showing you that you've got some corruptions n your world data - as we more thoroughly traverse the world data than any player would (especially on a small server like yours), and the bukkit APIs are noisier about reporting those corruptions than the vanilla code used for loading chunks when players move around.
I was able to find a light level threshold for the cave renderer, but it is flawed -- it only works properly at straight-down (90 degree inclination). At the 30/60/etc slanted views, it clips inaccurately.
The logic has nothing to do with the orientation - its the light level at the block location of the player, and has nothing to do with view direction of the associated map (literally, it just affects whether the player location is sent to the UI or not: no affiliation with which map is being displayed by the viewer on the web UI).
Hey there,
I seem to be getting this issue when running Dynmap on 1.4.5 bukkit server
Currently using Factions 1.6.9, Dynmap Factions and the latest Dev build for bukkit on the front page
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:33 [Server] Startup Done (5.427s)! For help, type "help" or "?"
30.11 00:20:33 [Server] INFO Server permissions file permissions.yml is empty, ignoring it
30.11 00:20:33 [Server] INFO [Dynmap-Factions] version 0.30 is activated
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Dynmap does not have player-info-protected enabled - visibility-by-faction will have no effect
30.11 00:20:33 [Server] INFO [Dynmap-Factions] initializing
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Enabling Dynmap-Factions v0.30
It doesn't seem to be able to render.
Any help would be appreciated. Cheers.
Looks like you have a map configuration error - so not rendering pretty much goes along with that. Also, your log looks screwed up - lines are in the wrong order. I'd like to see all the lines from during the initialization of Dynmap in the server log
I hate to post here as the dev is amazing and I don't want to take time away, but, I am searching for a built in way to ban IPs from the dynmap. We use MCBans, but people can still come on through the dynmap and chat. I don't want every member of staff to have the vanilla /op, instead we use PEX. Is there a permission that would allow them to ban IPs from chatting in the dynmap?
Not yet - problem with ban mods is that there is no standard way to test it: they all just cancel the login event of a normal player login, versus providing a way tell that a specific ID is banned. The Bukkit standard API for testing if a player is banned doesn't work when players are banned by a ban mod, so there isn't a common way to tell.
wooden slabs are causing lighting artifacts (red arrows). Also the new corner stair stuff isn't handled yet (green arrows). Using 1.1. If beta version fixes, apologies
Support for the corners, and for some lighting fixes, are in the 1.2-alpha-1 and 1.2-alpha-2 build, respectively (see change log in OP).**** 1.2-alpha-2a for Forge 6.4.1 released ****
This fixes the problem with the change to the mod configuration file format introduced in Forge 6.4.1, which broke our ability to identify mod-defined blocks.
Being used on several thousand 1.4.5 servers right now, so its not a common issue - that said, I don't know if there are specific mods or specific configuration settings on your server that might have their own issues. One thing we're VERY good at is showing you that you've got some corruptions n your world data - as we more thoroughly traverse the world data than any player would (especially on a small server like yours), and the bukkit APIs are noisier about reporting those corruptions than the vanilla code used for loading chunks when players move around.
We currently don't have any other plugins installed, as I have no clue what we could use. The only thing I would want right now is to change the spawn, which isn't hard to do and with the latest spawn commands I might not need a plugin. I haven't looked into it, so that might only be for your own spawn and not everyone.
I am using creeperhost to host my server and WinSCP to access the files. The map is fairly new (maybe two weeks), so that shouldn't be a problem - but what do I know? (not much, actually) I suddenly got disconnected from my server and couldn't connect again. When I checked the CP, the server was still on, but RAM usage etc was really low which means it should be off. I got the usual error message when I got DCed, and there was nothing on the cmd that said I got DCed or the server shut down.
I probably missed you point and explained things badly and more than necessary, but thats just how I am. I'm not that good at this stuff.
We currently don't have any other plugins installed, as I have no clue what we could use. The only thing I would want right now is to change the spawn, which isn't hard to do and with the latest spawn commands I might not need a plugin. I haven't looked into it, so that might only be for your own spawn and not everyone.
I am using creeperhost to host my server and WinSCP to access the files. The map is fairly new (maybe two weeks), so that shouldn't be a problem - but what do I know? (not much, actually) I suddenly got disconnected from my server and couldn't connect again. When I checked the CP, the server was still on, but RAM usage etc was really low which means it should be off. I got the usual error message when I got DCed, and there was nothing on the cmd that said I got DCed or the server shut down.
I probably missed you point and explained things badly and more than necessary, but thats just how I am. I'm not that good at this stuff.
If you needed to use something like WinSCP to install, the biggest opportunity for problems would be to have not successfully transferred the whole directory structure from inside the ZIP file - we need every file, and every empty directory too. Other thing could be issues with the permissions of the associated files and/or directories - make sure they are all read/writeable by the user account running the server. If you can give us a pastebin of the server.log messages during startup, that could help a lot
Yep - we clip nether at 128, since a normal nether would be rendered as a big flat plane of bedrock otherwise (i.e. the top of the "ceiling"). I'll need to add an option for the override, since its not particularly detectable - 'normal' nether is 256 high, too; it just has 128 blocks of air above the inpenetrable bedrock roof at y=127.
Just curious if there's any news on this
Rollback Post to RevisionRollBack
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
No - I need to specifically support every block of every mod I render (there is no standard server-side way to know how to draw a blcok: the frequent use of custom renderers, which are client side only, makes that impossible at present). I parse the configuration files in order to know which block IDs are being used for any mod-derived blocks that are configured for the server.
Ok, are you able to dump a list of "Here are the blocks that I know I don't know how to draw", so we know what we need to fix/update?
The logic has nothing to do with the orientation - its the light level at the block location of the player, and has nothing to do with view direction of the associated map (literally, it just affects whether the player location is sent to the UI or not: no affiliation with which map is being displayed by the viewer on the web UI).
Misunderstanding. I'm not talking about "hide players in low light level caves". I'm talking about, I think it was called, "only-if-lit" option on the cave renderer.
It worked fine if I was looking at a straight down map.
It was off if I was looking at an angled map.
(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?
hey mike, the console can't make up it's mind whether it will delete the cavemap only while paused or not, if i try
/dynmap pause all
/dmap mapdelete _Hmmm_:_Cave_
it gives the message
[INFO] Cannot edit map data while rendering active - run '/dynmap pause all' to pause rendering
and then while paused the error is
[INFO] Cannot delete maps from disabled or unloaded world: _Hmmm_
also, the link you posted explaining that command refers to the delete command like it needs to be /map while that just spits an unknown command error to the console.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
If you needed to use something like WinSCP to install, the biggest opportunity for problems would be to have not successfully transferred the whole directory structure from inside the ZIP file - we need every file, and every empty directory too. Other thing could be issues with the permissions of the associated files and/or directories - make sure they are all read/writeable by the user account running the server. If you can give us a pastebin of the server.log messages during startup, that could help a lot
CreeperHost recommended WinSCP because FileZilla wasn't as safe or whatever. Still, I have to use something to access the files.
I'm guessing you want me to install the plugin first for the startup. I'll try to get a copy a little later.
Any update on that "Web chat not showing in the clients but client chat showing on web" issue perchance? Not seen a response to it at all yet, got curious...
(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?
So ... it's supposed to read mod blocks? Not just regard them as transparent?
Looking forward to this, but sadly, that means it won't show me what's under the twilight forest dark canopy ...
Actually, I thought my issue was all the non-default block ID's I had to use to make my mods happy together.
===
I'd like to know what's a good way to manage multiple templates for different worlds. Imagine, as a simple example, one set of templates for "overworld"-like worlds -- height 64, lots of caves/ravines, etc; a different set for "solid" worlds with no caves or ravines; a different set for "consant twilight" worlds, with no true night or bright day (differing in the amount of ambient light used to render the shadows); a different set for "bright" worlds (worlds that look lit even without a torch. Like the nether or the end. Differing in the value of shadow strength used to render the shadows). The idea being that once a world is created, to quickly say "Use this template".
To clarify: I don't mean "instantiate a set of map definitions corresponding to what the template is now", I mean "Update the map definitions as template _x_ changes".
* 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?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I seem to be getting this issue when running Dynmap on 1.4.5 bukkit server
Currently using Factions 1.6.9, Dynmap Factions and the latest Dev build for bukkit on the front page
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:33 [Server] Startup Done (5.427s)! For help, type "help" or "?"
30.11 00:20:33 [Server] INFO Server permissions file permissions.yml is empty, ignoring it
30.11 00:20:33 [Server] INFO [Dynmap-Factions] version 0.30 is activated
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Dynmap does not have player-info-protected enabled - visibility-by-faction will have no effect
30.11 00:20:33 [Server] INFO [Dynmap-Factions] initializing
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Enabling Dynmap-Factions v0.30
It doesn't seem to be able to render.
Any help would be appreciated. Cheers.
I was able to find a light level threshold for the cave renderer, but it is flawed -- it only works properly at straight-down (90 degree inclination). At the 30/60/etc slanted views, it clips inaccurately.
* 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?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Just to inform people who want to try.
No - I need to specifically support every block of every mod I render (there is no standard server-side way to know how to draw a blcok: the frequent use of custom renderers, which are client side only, makes that impossible at present). I parse the configuration files in order to know which block IDs are being used for any mod-derived blocks that are configured for the server.
Being used on several thousand 1.4.5 servers right now, so its not a common issue - that said, I don't know if there are specific mods or specific configuration settings on your server that might have their own issues. One thing we're VERY good at is showing you that you've got some corruptions n your world data - as we more thoroughly traverse the world data than any player would (especially on a small server like yours), and the bukkit APIs are noisier about reporting those corruptions than the vanilla code used for loading chunks when players move around.
The logic has nothing to do with the orientation - its the light level at the block location of the player, and has nothing to do with view direction of the associated map (literally, it just affects whether the player location is sent to the UI or not: no affiliation with which map is being displayed by the viewer on the web UI).
Looks like you have a map configuration error - so not rendering pretty much goes along with that. Also, your log looks screwed up - lines are in the wrong order. I'd like to see all the lines from during the initialization of Dynmap in the server log
Not yet - problem with ban mods is that there is no standard way to test it: they all just cancel the login event of a normal player login, versus providing a way tell that a specific ID is banned. The Bukkit standard API for testing if a player is banned doesn't work when players are banned by a ban mod, so there isn't a common way to tell.
Support for the corners, and for some lighting fixes, are in the 1.2-alpha-1 and 1.2-alpha-2 build, respectively (see change log in OP).**** 1.2-alpha-2a for Forge 6.4.1 released ****
This fixes the problem with the change to the mod configuration file format introduced in Forge 6.4.1, which broke our ability to identify mod-defined blocks.
We currently don't have any other plugins installed, as I have no clue what we could use. The only thing I would want right now is to change the spawn, which isn't hard to do and with the latest spawn commands I might not need a plugin. I haven't looked into it, so that might only be for your own spawn and not everyone.
I am using creeperhost to host my server and WinSCP to access the files. The map is fairly new (maybe two weeks), so that shouldn't be a problem - but what do I know? (not much, actually) I suddenly got disconnected from my server and couldn't connect again. When I checked the CP, the server was still on, but RAM usage etc was really low which means it should be off. I got the usual error message when I got DCed, and there was nothing on the cmd that said I got DCed or the server shut down.
I probably missed you point and explained things badly and more than necessary, but thats just how I am. I'm not that good at this stuff.
Default icons are all 16 x 16. The API support custom icons that are 8 x 8, 16 x 16, or 32 x 32.
If you needed to use something like WinSCP to install, the biggest opportunity for problems would be to have not successfully transferred the whole directory structure from inside the ZIP file - we need every file, and every empty directory too. Other thing could be issues with the permissions of the associated files and/or directories - make sure they are all read/writeable by the user account running the server. If you can give us a pastebin of the server.log messages during startup, that could help a lot
Just curious if there's any news on this
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Oops - sorry - forgot about that. I'll give it a look this weekend.
Ok, are you able to dump a list of "Here are the blocks that I know I don't know how to draw", so we know what we need to fix/update?
Misunderstanding. I'm not talking about "hide players in low light level caves". I'm talking about, I think it was called, "only-if-lit" option on the cave renderer.
It worked fine if I was looking at a straight down map.
It was off if I was looking at an angled map.
* 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?
/dynmap pause all
/dmap mapdelete _Hmmm_:_Cave_
it gives the message
[INFO] Cannot edit map data while rendering active - run '/dynmap pause all' to pause rendering
and then while paused the error is
[INFO] Cannot delete maps from disabled or unloaded world: _Hmmm_
also, the link you posted explaining that command refers to the delete command like it needs to be /map while that just spits an unknown command error to the console.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
CreeperHost recommended WinSCP because FileZilla wasn't as safe or whatever. Still, I have to use something to access the files.
I'm guessing you want me to install the plugin first for the startup. I'll try to get a copy a little later.
1. In-game chat shows up on console and web.
2. Web chat shows up on console, not game.
3. Console chat shows up in game, not on web.
* 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?