On an upgrade, you need to replace all the files with the files from the ZIP. If you've done this, then make sure you've flushed your browser cache (some browsers are quite sticky about caching javascript files, even when told not to). Shift-reload on most browsers will do the trick.
Cool - sorry I didn't get to you before you needed to figure these out
On the last point, I just fixed an issue with a conflict between the new 1.4.2 block models and some of the RedPower block IDs (which, for Tekkit 3.1.2, overlap pretty hard). Pull down the replacement for the rp2-models.txt from here (https://raw.github.c.../rp2-models.txt) and replace the corresponding file in plugins/dynmap/renderdata.
No worries, I thought you answered fairly quickly, as I assume most people do things in real life. I did replace the rp2 models, however marble and rubber wood are still black. It's not really a big deal as I really use the map to keep from getting lost (Oh and stalking my friends, shh don't tell them).
This switches the shader used from the 'cave' shader to the 'stdtexture-cave' shader (both of which are defined in the shaders.txt file). Once done, you'll need to do a /dynmap fullrender _worldname_:cave to force it to be redrawn.
That did it, looks good. I'm going to add it as a separate map.
Question: Does this generate the map dynamically per JourneyMap, or does it load a full map from the save files and then track players and other things on that?
Question: Does this generate the map dynamically per JourneyMap, or does it load a full map from the save files and then track players and other things on that?
It generates the map dynamicaly. So when a player places a block it's shown on the map almost instantly.
Is there any news on whether you will be making a vanilla server version for Minecraft 1.2.5? I'm wondering if this is something I should be looking forward to
Is there any news on whether you will be making a vanilla server version for Minecraft 1.2.5? I'm wondering if this is something I should be looking forward to
I've started on a back-port - the core Dynmap code already supports it, so its mostly a matter of beating the Forge wrapper in to shape
23:29:07 [INFO] [dynmap] Full render of map 'surface' of 'world' in progress - 33000 tiles rendered (141.94 msec/tile, 51.15 msec per render)
23:29:20 [SEVERE] [dynmap] Exception during render job: world=world, map=org.dynmap.hdmap.HDMap@40542fa7
23:29:20 [SEVERE] java.lang.ArrayIndexOutOfBoundsException: 7
23:29:20 [SEVERE] at org.dynmap.hdmap.TexturePack.readColor(TexturePack.java:1481)
23:29:20 [SEVERE] at org.dynmap.hdmap.TexturePackHDShader$ShaderState.processBlock(TexturePackHDShader.java:143)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.handlePatches(IsoHDPerspective.java:746)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.visit_block(IsoHDPerspective.java:809)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.raytrace(IsoHDPerspective.java:874)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.access$400(IsoHDPerspective.java:86)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1428)
23:29:20 [SEVERE] at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
23:29:20 [SEVERE] at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:644)
23:29:20 [SEVERE] at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:582)
23:29:20 [SEVERE] at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
23:29:20 [SEVERE] at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
23:29:20 [SEVERE] at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.FutureTask.run(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
23:29:20 [SEVERE] at java.lang.Thread.run(Unknown Source)
damn this is amazing, one thing i would like added is if you could have notifications to emails if someone comes online and you could have a list. i dunno but i would like this because i am never on when my friends are on. and you could set it so that if they go on then off then on in a period of 5 - 10 minutes it would only send one email so your inbox will not flood.
not trying to be a stalker just trying to be social
I was using version .9 and it was working fine, but, around the time of the last Minecraft upgrade, I only get a directory screen when I try to view the map. I tried uploading to 1.0, only to encounter the same result. Am I doing something wrong?
Any idea why web chat would be showing up to other web clients, and in the mc server log (which means the string was loaded into the server's address space - should be easy to display at this point..), but not to minecraft clients?
The reverse works, minecraft client chat correctly shows up to web clients.
Using DynmapForge v1.0 for forge v4.2.5 (MC 1.3.2), tried both internal web server and apache.
Any idea why web chat would be showing up to other web clients, and in the mc server log (which means the string was loaded into the server's address space - should be easy to display at this point..), but not to minecraft clients?
The reverse works, minecraft client chat correctly shows up to web clients.
Using DynmapForge v1.0 for forge v4.2.5 (MC 1.3.2), tried both internal web server and apache.
That's odd - I'll give it a look tonight, and get back to you with my results (or more questions...)
damn this is amazing, one thing i would like added is if you could have notifications to emails if someone comes online and you could have a list. i dunno but i would like this because i am never on when my friends are on. and you could set it so that if they go on then off then on in a period of 5 - 10 minutes it would only send one email so your inbox will not flood.
not trying to be a stalker just trying to be social
I like the idea - I'd suggest kicking it on to the issue tracker on GitHub (best way to be sure I don't forget it!)
23:29:07 [INFO] [dynmap] Full render of map 'surface' of 'world' in progress - 33000 tiles rendered (141.94 msec/tile, 51.15 msec per render)
23:29:20 [SEVERE] [dynmap] Exception during render job: world=world, map=org.dynmap.hdmap.HDMap@40542fa7
23:29:20 [SEVERE] java.lang.ArrayIndexOutOfBoundsException: 7
23:29:20 [SEVERE] at org.dynmap.hdmap.TexturePack.readColor(TexturePack.java:1481)
23:29:20 [SEVERE] at org.dynmap.hdmap.TexturePackHDShader$ShaderState.processBlock(TexturePackHDShader.java:143)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.handlePatches(IsoHDPerspective.java:746)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.visit_block(IsoHDPerspective.java:809)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.raytrace(IsoHDPerspective.java:874)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.access$400(IsoHDPerspective.java:86)
23:29:20 [SEVERE] at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1428)
23:29:20 [SEVERE] at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
23:29:20 [SEVERE] at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:644)
23:29:20 [SEVERE] at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:582)
23:29:20 [SEVERE] at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
23:29:20 [SEVERE] at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
23:29:20 [SEVERE] at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.FutureTask.run(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
23:29:20 [SEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
23:29:20 [SEVERE] at java.lang.Thread.run(Unknown Source)
Yep - sorry about this one - its a conflict between the rendering models for some of the 1.4.2 blocks and red power blocks that use the same block IDs. Grab the latest development build for Bukkit - should be fixed in that.
For folks using Forge, I'll be putting out an alpha for Dynmap 1.1 tonight - definitely for 1.3.2 and 1.4.2, and possibly for 1.2.5 (which I got working <somewhat> last night).
Hi,
I´m a long term user of dynmap, nice plugin and a big thanks.
What I wanted to solve but couldn´t, is the following problem:
I use a custom template showing biomes in dynmap too.
The "problem" is, that all custom biomes (I use TerrainControl for sure...;-)...) are not displayed in the map:
The default biomes are always displayed nice, but the custom ones not.
(just blue, usally simmilar in TC, if hex color(s) of biome(s) not matching its configs).
My question now to the dynmap specialists:
In which config(s) or other place of dynmap plugin are that biome colors set/changed?
The closest I could find (but may be totally wrong?), was in that colorshemes folder and that default.txt lines like:
Biome Mapping
[RAINFOREST] 49 67 21 255 39 54 17 255 25 34 11 255 20 27 8 255
...
...
But sadly any change here like "cloning" a default setting and rename it to a name of one of my custom biome like:
Biome Mapping
[MONUMENT_VALLEY] 49 67 21 255 39 54 17 255 25 34 11 255 20 27 8 255
...didn´t work / didn´t show any changes in the browser map.
(Yes, I deleted all that old renders in web folder before I restarted the server /everything)
Any help to be welcome.
Thanks and bye for now, mysource
Sorry for the slow response - I need to sort out how to best handle the additional biomes. In Bukkit, biomes are defined via an enumeration, and this doesn't include extra ones provided by mods. I need to sort out a proper way to handle this as a dynamic population, versus just mapping everything I don't know to an "unknown" biome (which is essentially what I'm doing right now).
I have a simple question, or so I hope. If you want to add your own custom map markers, can you explain the command to add them in regards to what the <id> version the <label> references?
This is the command that I believe allows you to add a new marker. Does it need to have a new market set created first and how do you add it to a new marker set if it is required.
When can we expect a permissions fix? Is there any way to force it to continue creating the map when no players are in the server (and create it faster since the lag it would cause won't matter) and then switch back to slow updates while players are on it?
To add mod support do I just need to add the mods textures in dynmap/texturepacks?
I have a simple question, or so I hope. If you want to add your own custom map markers, can you explain the command to add them in regards to what the <id> version the <label> references?
This is the command that I believe allows you to add a new marker. Does it need to have a new market set created first and how do you add it to a new marker set if it is required.
There are markers and marker icons. A marker is a map object that consists of a location, a label, and a selected marker icon - which is uniquely identified by an ID and a markr set that contains it. There are a bunch of standard marker icons that are shipped with dynmap - see https://github.com/webbukkit/dynmap/wiki/Using-markers for details of this.
If you want to add a marker using an existing marker icon, use /dmarker add id:<unique-id> "<icon-lable>" icon:<marker-icon-id>, where <marker-icon-id> is the ID of the marker icon you've selected.
If you want to add a new marker icon to the set of icons (so that you can then use it to make icons), then use the /dmarker addicon id:<marker-icon-id> "marker-icon-label" file:<path-on-server-to-png-file>. This only needs to be done once - the file will be installed within dynmap's configuration, and will then be available for use on any future markers you add, by using the supplied <marker-icon-id> in the "icon:" attribute.
No worries, I thought you answered fairly quickly, as I assume most people do things in real life. I did replace the rp2 models, however marble and rubber wood are still black. It's not really a big deal as I really use the map to keep from getting lost (Oh and stalking my friends, shh don't tell them).
That did it, looks good. I'm going to add it as a separate map.
It generates the map dynamicaly. So when a player places a block it's shown on the map almost instantly.
I'll give it a look when I get a chance - I'd suggest opening an issue on our bug tracker on github, so that I will not forget about it
I've started on a back-port - the core Dynmap code already supports it, so its mostly a matter of beating the Forge wrapper in to shape
Awesome! Thanks in advance!
Tekkit 3.1.2
WorldBorder 1.5.4
DynMap 10/30/2012
I keep getting the following error:
not trying to be a stalker just trying to be social
The reverse works, minecraft client chat correctly shows up to web clients.
Using DynmapForge v1.0 for forge v4.2.5 (MC 1.3.2), tried both internal web server and apache.
You can disable the worlds corresponding to those ages. Simples action would be to disable the given world using the command:
/dmap worldset _worldname_ enabled:false
That's odd - I'll give it a look tonight, and get back to you with my results (or more questions...)
I like the idea - I'd suggest kicking it on to the issue tracker on GitHub (best way to be sure I don't forget it!)
Yep - sorry about this one - its a conflict between the rendering models for some of the 1.4.2 blocks and red power blocks that use the same block IDs. Grab the latest development build for Bukkit - should be fixed in that.
For folks using Forge, I'll be putting out an alpha for Dynmap 1.1 tonight - definitely for 1.3.2 and 1.4.2, and possibly for 1.2.5 (which I got working <somewhat> last night).
Sorry for the slow response - I need to sort out how to best handle the additional biomes. In Bukkit, biomes are defined via an enumeration, and this doesn't include extra ones provided by mods. I need to sort out a proper way to handle this as a dynamic population, versus just mapping everything I don't know to an "unknown" biome (which is essentially what I'm doing right now).
This is the command that I believe allows you to add a new marker. Does it need to have a new market set created first and how do you add it to a new marker set if it is required.
/dmarker addicon id:emeraldblk emeraldblk file:/Minecraft/plugins/dynmap/markers/emeraldblk.png
To add mod support do I just need to add the mods textures in dynmap/texturepacks?
I continually get "You don't have permission to access this command!" for any dynmap command, even though I'm op'd on the server.
Am I missing something obvious?
There are markers and marker icons. A marker is a map object that consists of a location, a label, and a selected marker icon - which is uniquely identified by an ID and a markr set that contains it. There are a bunch of standard marker icons that are shipped with dynmap - see https://github.com/webbukkit/dynmap/wiki/Using-markers for details of this.
If you want to add a marker using an existing marker icon, use /dmarker add id:<unique-id> "<icon-lable>" icon:<marker-icon-id>, where <marker-icon-id> is the ID of the marker icon you've selected.
If you want to add a new marker icon to the set of icons (so that you can then use it to make icons), then use the /dmarker addicon id:<marker-icon-id> "marker-icon-label" file:<path-on-server-to-png-file>. This only needs to be done once - the file will be installed within dynmap's configuration, and will then be available for use on any future markers you add, by using the supplied <marker-icon-id> in the "icon:" attribute.