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'm planning on releasing a full spread of "1.1-alpha-1" releases tonight that should address the permissions concerns in the Forge versions.
If you want the map processing to be suspended whenever the server has more than a given number of players online, use the 'fullrenderplayerlimit' setting in configuration.txt (see https://github.com/webbukkit/dynmap/wiki/Base-Plugin-Settings). Setting this to 1 will do what you asked (suspend while players are on, resume when the server is empty).
Adding support for an unsupported mod is significantly more complicated than adding the textures. The support for the existing mods does attempt to maintain the same texture file paths as are used by the mods themselves, so adding a texture pack ZIP file to the texturepacks directory that includes textures for mods (such as IC2, RP2, and the like) should work for those mods - you just need to change the shader definition to use the texture pack, versus using the stock one (see the 'texturepack' setting of the 'stdtexture' shader in shaders.txt for this - swiitching this to the file name of the alternate texture pack will shift all default texture mapped maps over to the new texture pack, but will require a full render to have it take effect).
If you want the map processing to be suspended whenever the server has more than a given number of players online, use the 'fullrenderplayerlimit' setting in configuration.txt (see https://github.com/w...Plugin-Settings). Setting this to 1 will do what you asked (suspend while players are on, resume when the server is empty).
So this isn't actually what I want. I never want to suspend rendering.
I want it to render _slower_ when there are players in the server. Then render _faster_ when the server is empty.
Is there a way to get this effect?
Adding support for an unsupported mod is significantly more complicated than adding the textures. The support for the existing mods does attempt to maintain the same texture file paths as are used by the mods themselves, so adding a texture pack ZIP file to the texturepacks directory that includes textures for mods (such as IC2, RP2, and the like) should work for those mods - you just need to change the shader definition to use the texture pack, versus using the stock one (see the 'texturepack' setting of the 'stdtexture' shader in shaders.txt for this - swiitching this to the file name of the alternate texture pack will shift all default texture mapped maps over to the new texture pack, but will require a full render to have it take effect).
So I want to render the Metallurgy blocks. So I need to add the Metallurgy textures in the correct folder structure to the texturepacks folder and then edit the shaders.txt ?
Something else I noticed that I wanted to ask about. Dynmap tends to render random tiles around the player. In the end there are always black tiles that are never rendered randomly scattered around the map. Is there a way to fix this so Dynmap finishes rendering the complete area or maybe render the map 1 tile after the next based on tile adjacency so that if there are black tiles they are on the edges of the map?
Here's how all of my maps come out: http://gyazo.com/6b8...2be5be810f731d0
NOTE: Eventually over time most of the black tiles will go away, but some linger in the middle of the map.
Folks,
Just posted v1.1-alpha-1 for Forge, with versions for v1.2.5 with Forge 3.3.7, v1.3.2 with Forge 4.2.5, v1.4.2 with Forge 6.0.1 and v1.4.3-pre1 with Forge 6.2.1. These all use the current level of the Dynmap core v1.1, and includes fixes for the array out of bounds exceptions that have been reported with some mods.
So this isn't actually what I want. I never want to suspend rendering.
I want it to render _slower_ when there are players in the server. Then render _faster_ when the server is empty.
Is there a way to get this effect?
So I want to render the Metallurgy blocks. So I need to add the Metallurgy textures in the correct folder structure to the texturepacks folder and then edit the shaders.txt ?
Something else I noticed that I wanted to ask about. Dynmap tends to render random tiles around the player. In the end there are always black tiles that are never rendered randomly scattered around the map. Is there a way to fix this so Dynmap finishes rendering the complete area or maybe render the map 1 tile after the next based on tile adjacency so that if there are black tiles they are on the edges of the map?
Here's how all of my maps come out: http://gyazo.com/6b8...2be5be810f731d0
NOTE: Eventually over time most of the black tiles will go away, but some linger in the middle of the map.
You need to prime the map with an initial fullrender - otherwise, you'll only get renders of blocks that have changed.
Adding support for Metallurgy blocks is something I can do, but it isn't there currently.
Folks,
Just posted v1.1-alpha-1 for Forge, with versions for v1.2.5 with Forge 3.3.7, v1.3.2 with Forge 4.2.5, v1.4.2 with Forge 6.0.1 and v1.4.3-pre1 with Forge 6.2.1. These all use the current level of the Dynmap core v1.1, and includes fixes for the array out of bounds exceptions that have been reported with some mods.
Testing 1.2.5 version out right now. Doing a full render (Those tiles are going to take up a LOT of space, the world itself is ~400 MB :/), and I'm getting huge amounts of these on the server:
Quote from My Server »
2012-11-07 19:08:48 SEVERE dynmap Error while shading tile: perspective=iso_SE_30_hires, shader=stdtexture, coord=692,70,1, blockid=3:0, lighting=0:0, biome=NULL
I've also seen the same error with block IDs 13, 1, 18, 9 etc.
Does this mean there's one of those ugly black areas and dynmap's wondering what's going on with the lighting?
You need to prime the map with an initial fullrender - otherwise, you'll only get renders of blocks that have changed.
Adding support for Metallurgy blocks is something I can do, but it isn't there currently.
That would be great if you add support for that. We use the Metallurgy bricks a lot when building so it's annoying when our buildings are partially invisible It would be nice if in the future there was an easy way to add new blocks ourselves, or if dynmap would check the blocks in the game and use their id/texture automatically.
This applies to other options too.. I found no easy way to disable cave mapping so I was forced to comment out everything having to do with caves in all the config files instead of having a simple bool do the same.
Did you purposely not reply to vvv because there is no way to get that functionality?
So this isn't actually what I want. I never want to suspend rendering.
I want it to render _slower_ when there are players in the server. Then render _faster_ when the server is empty.
Is there a way to get this effect?
That would be great if you add support for that. We use the Metallurgy bricks a lot when building so it's annoying when our buildings are partially invisible It would be nice if in the future there was an easy way to add new blocks ourselves, or if dynmap would check the blocks in the game and use their id/texture automatically.
This applies to other options too.. I found no easy way to disable cave mapping so I was forced to comment out everything having to do with caves in all the config files instead of having a simple bool do the same.
Did you purposely not reply to vvv because there is no way to get that functionality?
I gave Metallurgy a quick look - I'm betting I can support it pretty easily: looks like all the blocks are simple solid blocks, versus ones needing complicated models (which tends to be the work).
On the slow down thing - it isn't supported yet, but I'm giving thought to the best way to support it. I'm pretty optimistic that I can add it quickly, though.
Need a lot more information than this - particularly since it worked on all versions I tested....
Updated my reply to include pertinent diagnostic information.
Also, I seem to be getting quite a few of these, no idea if they're related to Dynmap but I wasn't having them before I updated:
2012-11-08 11:05:18 [INFO] [Minecraft] Full render of map 'surface' of 'world' in progress - 21200 tiles rendered (111.66 msec/tile, 54.56 msec per render)
2012-11-08 11:05:18 [INFO] [STDERR] java.util.ConcurrentModificationException
2012-11-08 11:05:18 [INFO] [STDERR] at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
2012-11-08 11:05:18 [INFO] [STDERR] at java.util.HashMap$KeyIterator.next(HashMap.java:841)
2012-11-08 11:05:18 [INFO] [STDERR] at hz.a(EntityTracker.java:202)
2012-11-08 11:05:18 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:658)
2012-11-08 11:05:18 [INFO] [STDERR] at hg.r(DedicatedServer.java:241)
2012-11-08 11:05:18 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:590)
2012-11-08 11:05:18 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
2012-11-08 11:05:18 [INFO] [STDERR] at fp.run(SourceFile:818)
2012-11-08 11:05:18 [SEVERE] [Minecraft] Encountered an unexpected exception ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
at java.util.HashMap$KeyIterator.next(HashMap.java:841)
at hz.a(EntityTracker.java:202)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:658)
at hg.r(DedicatedServer.java:241)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:590)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fp.run(SourceFile:818)
**** Just pushed v1.1-alpha-2 binaries for Forge ****
See OP for links. Includes updated code for Minecraft v1.2.5, v1.3.2, v1.4.2, v1.4.3-pre1, and (new) v1.4.4-pre2. Update primarily includes fixes for some exceptions that could occur in the core renderer when certain standard blocks were replaced by new block definitions in mods (typically blocks that are new to 1.4.x being replaced by mods running in 1.2.x or 1.3.x).
Do you have a non-forge version per chance? I am trying to install with BTW which does not work with forge installed.
Sorry, no - no plans for it: could be done, but just more work than I think it'd be worth. The problem is that, without Forge, its just too easy for mods to step on each other - bit too much of a support nightmare. Shame that BTW doesn't embrace Forge.
I see that you're on 4.2.8 versus 4.2.5 Forge - I'll give that a try, and see if that might be related to why you have issues and I don't.
Edit: my bad - that was the Modloader versiion - I see that you're on 6.0.1.355. Are you sure that your user is "opped"?
Updated my reply to include pertinent diagnostic information.
Also, I seem to be getting quite a few of these, no idea if they're related to Dynmap but I wasn't having them before I updated:
2012-11-08 11:05:18 [INFO] [Minecraft] Full render of map 'surface' of 'world' in progress - 21200 tiles rendered (111.66 msec/tile, 54.56 msec per render)
2012-11-08 11:05:18 [INFO] [STDERR] java.util.ConcurrentModificationException
2012-11-08 11:05:18 [INFO] [STDERR] at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
2012-11-08 11:05:18 [INFO] [STDERR] at java.util.HashMap$KeyIterator.next(HashMap.java:841)
2012-11-08 11:05:18 [INFO] [STDERR] at hz.a(EntityTracker.java:202)
2012-11-08 11:05:18 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:658)
2012-11-08 11:05:18 [INFO] [STDERR] at hg.r(DedicatedServer.java:241)
2012-11-08 11:05:18 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:590)
2012-11-08 11:05:18 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
2012-11-08 11:05:18 [INFO] [STDERR] at fp.run(SourceFile:818)
2012-11-08 11:05:18 [SEVERE] [Minecraft] Encountered an unexpected exception ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$Haerator.nextEntry(HashMap.java:806)
at java.util.HashMap$KeyIterator.next(HashMap.java:841)
at hz.a(EntityTracker.java:202)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:658)
at hg.r(DedicatedServer.java:241)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:590)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fp.run(SourceFile:818)
This looks like a mod is messing with the player tracker lists from a thread other than the main server thread, with is a "no-no". As a Bukkit team dev, I've seen this happen for a number of anti-cheat and/or banning type mods. We don't do it, though, so I can say with a good amount of confidence that we're not causing those exceptions.
As for info, main thing I need is specifics like which Minecraft server type and version (e.g. CraftBukkit 1.4.2-R0.2, MCPC build XXX, Vanilla v1.4.2 with Forge 4.2.5.317) , which specific forge version and build (if relevant), etc.
I see that you're on 4.2.8 versus 4.2.5 Forge - I'll give that a try, and see if that might be related to why you have issues and I don't.
Edit: my bad - that was the Modloader versiion - I see that you're on 6.0.1.355. Are you sure that your user is "opped"?
I'm using 6.0.1.350 which is the recommended version of forge. Yes, my user is opped in the ops.txt
I'm planning on releasing a full spread of "1.1-alpha-1" releases tonight that should address the permissions concerns in the Forge versions.
If you want the map processing to be suspended whenever the server has more than a given number of players online, use the 'fullrenderplayerlimit' setting in configuration.txt (see https://github.com/webbukkit/dynmap/wiki/Base-Plugin-Settings). Setting this to 1 will do what you asked (suspend while players are on, resume when the server is empty).
Adding support for an unsupported mod is significantly more complicated than adding the textures. The support for the existing mods does attempt to maintain the same texture file paths as are used by the mods themselves, so adding a texture pack ZIP file to the texturepacks directory that includes textures for mods (such as IC2, RP2, and the like) should work for those mods - you just need to change the shader definition to use the texture pack, versus using the stock one (see the 'texturepack' setting of the 'stdtexture' shader in shaders.txt for this - swiitching this to the file name of the alternate texture pack will shift all default texture mapped maps over to the new texture pack, but will require a full render to have it take effect).
I should have a fix for this in the 1.1-alpha-1 releases for Forge, which I'm hoping to have done tonight.
So this isn't actually what I want. I never want to suspend rendering.
I want it to render _slower_ when there are players in the server. Then render _faster_ when the server is empty.
Is there a way to get this effect?
So I want to render the Metallurgy blocks. So I need to add the Metallurgy textures in the correct folder structure to the texturepacks folder and then edit the shaders.txt ?
Something else I noticed that I wanted to ask about. Dynmap tends to render random tiles around the player. In the end there are always black tiles that are never rendered randomly scattered around the map. Is there a way to fix this so Dynmap finishes rendering the complete area or maybe render the map 1 tile after the next based on tile adjacency so that if there are black tiles they are on the edges of the map?
Here's how all of my maps come out: http://gyazo.com/6b8...2be5be810f731d0
NOTE: Eventually over time most of the black tiles will go away, but some linger in the middle of the map.
Just posted v1.1-alpha-1 for Forge, with versions for v1.2.5 with Forge 3.3.7, v1.3.2 with Forge 4.2.5, v1.4.2 with Forge 6.0.1 and v1.4.3-pre1 with Forge 6.2.1. These all use the current level of the Dynmap core v1.1, and includes fixes for the array out of bounds exceptions that have been reported with some mods.
You need to prime the map with an initial fullrender - otherwise, you'll only get renders of blocks that have changed.
Adding support for Metallurgy blocks is something I can do, but it isn't there currently.
Testing 1.2.5 version out right now. Doing a full render (Those tiles are going to take up a LOT of space, the world itself is ~400 MB :/), and I'm getting huge amounts of these on the server:
I've also seen the same error with block IDs 13, 1, 18, 9 etc.
Does this mean there's one of those ugly black areas and dynmap's wondering what's going on with the lighting?
That would be great if you add support for that. We use the Metallurgy bricks a lot when building so it's annoying when our buildings are partially invisible
This applies to other options too.. I found no easy way to disable cave mapping so I was forced to comment out everything having to do with caves in all the config files instead of having a simple bool do the same.
Did you purposely not reply to vvv because there is no way to get that functionality?
I gave Metallurgy a quick look - I'm betting I can support it pretty easily: looks like all the blocks are simple solid blocks, versus ones needing complicated models (which tends to be the work).
On the slow down thing - it isn't supported yet, but I'm giving thought to the best way to support it. I'm pretty optimistic that I can add it quickly, though.
Need a lot more information than this - particularly since it worked on all versions I tested....
Startup server log: http://pastie.org/5346451
ForgeModLoader-server-0.log: http://pastie.org/5346470
Updated my reply to include pertinent diagnostic information.
Also, I seem to be getting quite a few of these, no idea if they're related to Dynmap but I wasn't having them before I updated:
server log: http://pastebin.com/tL7cB8GB
Not gonna happen, severe lack of API hooks there. BTW being BTW you're stuck with basically nothing else.
edit: 666th post, whee!
See OP for links. Includes updated code for Minecraft v1.2.5, v1.3.2, v1.4.2, v1.4.3-pre1, and (new) v1.4.4-pre2. Update primarily includes fixes for some exceptions that could occur in the core renderer when certain standard blocks were replaced by new block definitions in mods (typically blocks that are new to 1.4.x being replaced by mods running in 1.2.x or 1.3.x).
Sorry, no - no plans for it: could be done, but just more work than I think it'd be worth. The problem is that, without Forge, its just too easy for mods to step on each other - bit too much of a support nightmare. Shame that BTW doesn't embrace Forge.
I see that you're on 4.2.8 versus 4.2.5 Forge - I'll give that a try, and see if that might be related to why you have issues and I don't.
Edit: my bad - that was the Modloader versiion - I see that you're on 6.0.1.355. Are you sure that your user is "opped"?
This looks like a mod is messing with the player tracker lists from a thread other than the main server thread, with is a "no-no". As a Bukkit team dev, I've seen this happen for a number of anti-cheat and/or banning type mods. We don't do it, though, so I can say with a good amount of confidence that we're not causing those exceptions.
As for info, main thing I need is specifics like which Minecraft server type and version (e.g. CraftBukkit 1.4.2-R0.2, MCPC build XXX, Vanilla v1.4.2 with Forge 4.2.5.317) , which specific forge version and build (if relevant), etc.
Also, how long do you plan to support/update the 1.2.5 version?
I'm using 6.0.1.350 which is the recommended version of forge. Yes, my user is opped in the ops.txt
Startup server log: http://pastie.org/5346451
ForgeModLoader-server-0.log: http://pastie.org/5346470
Vanilla Minecraft
[INFO] [STDOUT] MinecraftForge v6.0.1.355 Initialized