The Meaning of Life, the Universe, and Everything.
Join Date:
4/1/2018
Posts:
51
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to be entirely honest i've never seen that feature function either and this was trying it through an OPped player on the server, if there's a way to do it through the root login or some other way needed to enable it let me know cause anrdaemon is definitely not the only one having issues.
Could someone explain to me how to make this button redirect to a link, not the IP?
I think what you want is a subdomain, you can do this from http://freedns.afraid.org/ or a site like it. What this does is assign your current ip to a new ip of your choosing. If that wasn't what you were after, then I think there might still be something on that link that might be of use but I haven't looked into it myself
to be entirely honest i've never seen that feature function either and this was trying it through an OPped player on the server, if there's a way to do it through the root login or some other way needed to enable it let me know cause anrdaemon is definitely not the only one having issues.
I know you must get asked this a lot. But I just can't get a texturepack to work in dyncraft. Could you give me a step-by-step on how to do it? I am trying to get Gerudoku Faithful to work and have followed what is said in the wiki. Any help would be appreciated. Thanks
Edit: I managed to get a texturepack to be used but nearly everything is black?
sounds like it just has to render everything again
I have done that but it only seems to render a few things. How do you get it to work? I edited custom-shaders and then edited the template that was being used (hires) with the shader name. Thanks
dynmap is unable to render quite a few blocks these days is probably why and to be entirely honest with the lack of any ways to fix it like the old dynmap scraper tool i honestly keep wondering why i even bother anymore.
Is it possible to render only in WorldGuard areas? I saw in the world settings that you can set Dynmap to only render in a certain area, and was wondering if this could automatically set to these areas?
I installed Dynmap, seems to work fine, but had 2 questions:
1- Whats the difference between updaterender and fullrender?
2- How does anyone setup their server so that the map stays updated over a large map? I don't see an auto-update function anywhere and doing a fullrender takes a long time even while our map is still rather small. I wouldn't want to make everyone lag every hour just to update the map.
I installed Dynmap, seems to work fine, but had 2 questions:
1- Whats the difference between updaterender and fullrender?
2- How does anyone setup their server so that the map stays updated over a large map? I don't see an auto-update function anywhere and doing a fullrender takes a long time even while our map is still rather small. I wouldn't want to make everyone lag every hour just to update the map.
Thanks!
In the config you can change how quick the map renders so that way it doesnt lag when there are people online, I believe the map just always updates the rendered areas so once you do a full render you can see the map update as people change things, you can also choose to only render a certain area.
Our map recently got taken down by the host because our world is so big that the map was eating up a bunch of storage space so now we will be putting restrictions on the areas to render
In the config you can change how quick the map renders so that way it doesnt lag when there are people online, I believe the map just always updates the rendered areas so once you do a full render you can see the map update as people change things, you can also choose to only render a certain area.
Our map recently got taken down by the host because our world is so big that the map was eating up a bunch of storage space so now we will be putting restrictions on the areas to render
Oh ok, so it is automatically updated? Thank you for your quick reply!
I wished there was a Discord server for this plugin, it looks really neat.
A note to folks asking about 1.13 support: I've started the work to get 1.13 supported on Spigot (Forge support will start once I'm seeing some Forge builds for 1.13). This is not going to be a fast version to fully support - dynmap is VERY exposed to the internal structure and identity scheme for blocks, so the change from Anvil format, and particularly the new block data ID scheme for 1.13 is a big impact to how block rendering is processed - changing things that, frankly, have never changed since beta days (the change TO anvil format was actually smaller). I may be able to get a poorly performing prototype out in the next few days, but it will DEFINITELY NOT be a production level release - my initial prototype 'works', but is easily 10x slower than normal: there may be some room to improve that, but proper and performant support is going to be a much deeper set of changes.
to be entirely honest i've never seen that feature function either and this was trying it through an OPped player on the server, if there's a way to do it through the root login or some other way needed to enable it let me know cause anrdaemon is definitely not the only one having issues.
is there any update to dynmap factions if so can someone comment the link of the updated version because i cant seem to get it to work with dynmap
bump for response from anyone who's actually gotten the signs function to work.
Define "redirect to a link" ?
The button is built off your current map address.
If you visit the map via bare IP, that's what you will get in return.
I think what you want is a subdomain, you can do this from http://freedns.afraid.org/ or a site like it. What this does is assign your current ip to a new ip of your choosing. If that wasn't what you were after, then I think there might still be something on that link that might be of use but I haven't looked into it myself
still haven't had any luck with this, anyone?
sounds like it just has to render everything again
dynmap is unable to render quite a few blocks these days is probably why and to be entirely honest with the lack of any ways to fix it like the old dynmap scraper tool i honestly keep wondering why i even bother anymore.
Is it possible to render only in WorldGuard areas? I saw in the world settings that you can set Dynmap to only render in a certain area, and was wondering if this could automatically set to these areas?
If you write a mod to do that…
Deleted
Anybody?
Alright i'll bite the bullet:
Any idea if dynmap is compatable with 1.13? Or if it's going to get updated to support 1.13?
It is not compatible with 1.13 so he'll have to update.
Hello there!
Rather new to server modding.
I installed Dynmap, seems to work fine, but had 2 questions:
1- Whats the difference between updaterender and fullrender?
2- How does anyone setup their server so that the map stays updated over a large map? I don't see an auto-update function anywhere and doing a fullrender takes a long time even while our map is still rather small. I wouldn't want to make everyone lag every hour just to update the map.
Thanks!
In the config you can change how quick the map renders so that way it doesnt lag when there are people online, I believe the map just always updates the rendered areas so once you do a full render you can see the map update as people change things, you can also choose to only render a certain area.
Our map recently got taken down by the host because our world is so big that the map was eating up a bunch of storage space so now we will be putting restrictions on the areas to render
Oh ok, so it is automatically updated? Thank you for your quick reply!
I wished there was a Discord server for this plugin, it looks really neat.
I have Streams on my server and it renders the flowing streams as mostly black, is there a way I can improve rendering of flowing water blocks??
A note to folks asking about 1.13 support: I've started the work to get 1.13 supported on Spigot (Forge support will start once I'm seeing some Forge builds for 1.13). This is not going to be a fast version to fully support - dynmap is VERY exposed to the internal structure and identity scheme for blocks, so the change from Anvil format, and particularly the new block data ID scheme for 1.13 is a big impact to how block rendering is processed - changing things that, frankly, have never changed since beta days (the change TO anvil format was actually smaller). I may be able to get a poorly performing prototype out in the next few days, but it will DEFINITELY NOT be a production level release - my initial prototype 'works', but is easily 10x slower than normal: there may be some room to improve that, but proper and performant support is going to be a much deeper set of changes.
Thank you for the update
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