I recently started running a Tekkit Lite server (having used Dynmap on Tekkit / Tekkit Classic for a long time)
However I'm running into a puzzling situation. I verified three times that I downloaded the correct version for Tekkit Lite (the Zip file states: Dynmap-1.6-forge-6.5.0.zip) and according to the first post on this thread, I have the correct version. I've looked at the bug reports, and was even going to try and run the prior version of the plugin, however the link is the same exact file. I've also tried the alpha build for 1.4.7 with Forge 6.6.0 with the same result. I've tried both modified versions of the configuration text, and unmodified - i.e. made sure that I didn't make any changes before attempting to change the port number, etc. It made no difference. I also don't see any lines that have comments that were uncommented accidentally.
The world has a few chunks explored already, so while it's "new" it's not totally "virgin". However when you go to open the web browser for the world, it's the spawnpoint globe, the correct time and NOTHING else. No players. No terrain, nothing. I've forced three full world renders with the same result. Web chat also loops the same 4-5 sentences that we've said on the server in the past 10 minutes, and it won't stop unless I shut down the server process.
I've also tried clearing the cache, but the issue repeats on PCs that have never visited the URL, and across all families of browsers (IE, FF and Chrome all tested the same)
I'm at a loss.
Quoting my original reply in case anyone else runs into it (this is the original post, just making sure folks realize that the issue is gone)
FYI - it might be worth noting somewhere more obvious that the actual Overworld" icon for the web interface is on the BOTTOM of the expansion menu on the sidebar. I kept looking at Limbo and quite literally felt "in limbo"
Mods I use does not use textures and are compatible with bukkit 1.5.1 ------------------------------------------------ 1) Was running ver 1.5 with bukkit 1.4.7 without problems.
2) First updated to ver 1.5 with bukkit 1.5.1 by overwriting the Jar and folder to the server in the plugin directory. --- Results: not updating blocks. Tried "/dynmap fullrender" without results --- 3) Removed the dynmap jar and folder from the plugin directory. I uploaded ver 1.6 jar and folder
4) Entered following command /dynmap fullrender
5) Indicated that it's rendering
6) Results: after 2 hours no rendering
7) Entered the command /dynmap fullrender again.
Result: indicated the following: Full render of world 'world' already active. No rendering taking place after several hours, all I get is a black screen, although it lists all worlds or any players online and coordinates.
After several days of many attempts, I'm at a total loss and will appreciate any suggestions to fix this anomaly.
**** Connected Texture Mod (CTM) and Custom Colors mod support completed in v1.7 dev builds ****
I mentioned this a couple of days back. I've completed the implementation and most of the testing needed for this support, and the results look REALLY nice (particularly for folks that may use TPs like DokuCraft or Sphax). I'm hoping to push v1.7-alpha-1 in the next day or so, but I'd appreciate any feedback from any brave souls that might try out the dev build before then
I'm currently trying to setup models and textures for my own mod. My mod includes custom glass panes. I can't seem to get them to show up, I'm wondering if anybody can take a look at my files and tell me what I'm overlooking. I copied, pasted and edited the models for glass panes from the source models file. My glass panes textures reside in the second row of my texture file. All panes share the same ID #, but each has it's own meta-data (1-10).
Hi,
I'm running FTB (Minecraft version 1.4.7, Forge 6.6.2.534) and Dymap version 'Minecraft v1.4.7 with Forge v6.6.x, MCPC+ v1.4.7: DynmapForge v1.6'
Have extracted the 2 folders and uploaded them to my server (as said in the instructions) and restarted. Mod seems to be running fine (no issues on the log) but I'm getting this error on the web page for the map: Web files are not matched with plugin version: All files need to be same version (1.6-635). Don't understand why I'm getting this error as this is a new install and surely the files in the download are meant to work together? Probably something very simple to fix but I'm stuck, any help would be appreciated!
I've used Dynmap a lot with bukkit servers and love it so really hope someone can help with this
Are you running with the internal server? If so, and if you updated everything from the ZIP file on the server (all directories, subdirectories, and the like), then make sure you still experience the problem after flushing your browser cache.
I like your mod for Bukkit a lot, but it slows down VERY much my hard drive. Rendering or not. When I stop the server, the hard drive continues to copy/read/write files, and it's very noisy. I don't really understand that weird hard disk consumption. Please fix this
Honestly no idea what you're talking about - only disk activity we generate during shutdown is saving pending render info, and that is just writing a couple of not-too-big files (unless you've got an enormous update queue). If you do have an enormous update queue, and you don't mind losing it on shutdown, disable pending update saving by setting 'saverestorepending' to 'false'.
I'm currently trying to setup models and textures for my own mod. My mod includes custom glass panes. I can't seem to get them to show up, I'm wondering if anybody can take a look at my files and tell me what I'm overlooking. I copied, pasted and edited the models for glass panes from the source models file. My glass panes textures reside in the second row of my texture file. All panes share the same ID #, but each has it's own meta-data (1-10).
I've installed everything and I do think I've followed the tutorial correctly. But for me it's not showing anything. http://bnc.exp-gamin...z=226.17dynmap#
What to do?
Not seeing any of the required files from dynmap/web under the given URL - either they're not there, or they're not readable by the web server (permissions).
I'm using a bunch of mods on my server and one of them isn't supported by Dynmap. Is it hard to make your own template for it in /renderdata/? Have you written any guide/tip for it before that are hidden somewhere in this forum (or somewhere else)?
After checking the different supported mods I've kinda figured out the basic idea but not more than that. What the different lines actually there for gets messy in my head.
If I extract the textures from a mod and put it in its own folder inside the /texturepacks/standard folder would it work if I just copy one of the already made templates and changed the names and the x/y place in the .png?
I don't know what the config:.. Line looks for really, but is this the right way to go or should I just give up?
Its tricky stuff, and I haven't fully documented it (there is a partial doc here - https://github.com/webbukkit/dynmap/wiki/Advanced-Block-Definitions - but it is VERY dated). In general, you are providing the texture files, and then describing which part of which file is used to paint which side of which block (for the *-texture.txt files), and how to draw the shape of the block (if its not just a cube) (for *-models.txt). Best approach that folks that have contributed updates has been to find blocks similar to what they wanted to map, and copy+modify the definition.
Ok, to add on to my prior reply about folks showing up as online even when they're not - I just logged into the server and it never showed my friend online (even though he was online before I was) and his last statement said in-game is continually looping through the web GUI. I just checked it again after he logged off and now he's showing up on the map, but I'm not there at all, and it's STILL looping his text.
I also get random js not loading errors at the top of the window (Chrome)
If so, clear your browser cache and reload your browser.
Aye, doesn't make a difference. It also does it on multiple PCs. In my case it doesn't actually cause anything to stop working, it just pops up from time to time.
I think I figured out what the looping stuff is about - when people walk through the portals (not nether ports - the other ones, I can't find their official name) it creates the loop. Restarting the entire server service stops the loop and restores the function. I just need to figure out how to stop Dynmap from rendering anything but the overworld and the nether and I think I can fix it.
Its tricky stuff, and I haven't fully documented it (there is a partial doc here - https://github.com/w...ock-Definitions - but it is VERY dated). In general, you are providing the texture files, and then describing which part of which file is used to paint which side of which block (for the *-texture.txt files), and how to draw the shape of the block (if its not just a cube) (for *-models.txt). Best approach that folks that have contributed updates has been to find blocks similar to what they wanted to map, and copy+modify the definition.
Ah, ok. It's really only like 4-5 blocks I need to fix so I'll try figure it out. I don't care about the thinks you can make, but I like to have my world looking good on the map so the trees and ground should do it.
**** Version 1.7-alpha-1 released for Bukkit, Forge v6.5.0 (MC v1..4.7) and Forge v7.7.1 (MC v1.5.1) ****
Add support for Connected Texture Mod (CTM from MCPatcher) texture pack enhancements (controlled by ctm-support setting - default enabled)
Add support for Custom Colors mod (MCPatcher) texture pack enhancements (controlled by custom-colors-support setting - default enabled)
Fix for lighting calculation error on smooth lighting on non-cube blocks
Prevent shutdown exceptions on recent CraftBukkit builds
Fix model for inverted trapdoor blocks
Fix incorrect handling of v1.4.x terrain.png textures (v1.6 problem)
Add information message pointing to yamllint.com on yaml errors (thanks to buerkle!)
Note: the CTM and Custom Colors support is enabled by default, and can result in non-trivial changes of the rendering of worlds that use custom texture packs that include previously-unused CTM and Custom Colors features. If desired, these feautures can be disabled by setting 'ctm-support: false' and 'custom-colors-support: false' in configuration.txt
**** Version 1.7-alpha-1 released for Bukkit, Forge v6.5.0 (MC v1..4.7) and Forge v7.7.1 (MC v1.5.1) ****
First of all.... Thank you
-------------------------------------------------------------- Bukkit ver 1.5.1-r0.2 Dynmap ver 1.7 -alpha-1, running with default config file.
(MC Bukkit is running on a leased server I use for several web sites)
MCPC+ is handled just like any other Forge-based (versus Bukkit-based) server:
1) Download Dynmap for the appropriate Forge version (v1.4.7 or v1.5.1, presently)
2) Extract the ZIP from the base directory of the server - this will cause a Dynmap-x.x.zip to wind up in the 'mods' directory, and will create a 'dynmap' subdirectory tree UNDER THE SERVER BASE DIRECTORY (not under mods, plugins, or some other place).
3) If you want to use other bukkit mods that are Dynmap API compatible (e.g. Dynmap-WorldGuard, WorldBorder, etc), download the DynmapCBBridge plugin (link in the OP) matched with the Dynmap version, and put it in the 'plugins' folder. This is a wrapper that makes the Forge-based Dynmap 'look like' the Bukkit one, for the sake of these mods.
If you are migrating an MCPC+ that was using the older Dynmap for Bukkit, you can do the following:
1) Move the directory tree for the older dynmap from <base>/plugins/dynmap to <base>/dynmap
2) Edit configuration.txt: replace the render-triggers setting for Bukkit with the following (for Forge):
3) Delete dynmap.jar from <base>/plugins
4) NOW, install the Forge version, as described above
Just to be clear: Forge is supported, and the Forge version happens to also support MCPC+ : MCPC+ is not required, needed, or even the primary focus of testing for the Forge version: vanilla Forge is. The above procedures also applies to BukkitForge.
Quoting my original reply in case anyone else runs into it (this is the original post, just making sure folks realize that the issue is gone)
FYI - it might be worth noting somewhere more obvious that the actual Overworld" icon for the web interface is on the BOTTOM of the expansion menu on the sidebar. I kept looking at Limbo and quite literally felt "in limbo"
That's a mean joke to play on a guy at 1am.
------------------------------------------------
Bukkit ver 1.5.1-r0.2
Dynmap ver 1.6 with default config file.
MC Bukkit is running on a leased server I use for several web sites
http://olieminecraft.com:8123
No Crash
Mods I use does not use textures and are compatible with bukkit 1.5.1
------------------------------------------------
1) Was running ver 1.5 with bukkit 1.4.7 without problems.
2) First updated to ver 1.5 with bukkit 1.5.1 by overwriting the Jar and folder to the server in the plugin directory.
---
Results: not updating blocks. Tried "/dynmap fullrender" without results
---
3) Removed the dynmap jar and folder from the plugin directory. I uploaded ver 1.6 jar and folder
4) Entered following command /dynmap fullrender
5) Indicated that it's rendering
6) Results: after 2 hours no rendering
7) Entered the command /dynmap fullrender again.
Result: indicated the following: Full render of world 'world' already active. No rendering taking place after several hours, all I get is a black screen, although it lists all worlds or any players online and coordinates.
After several days of many attempts, I'm at a total loss and will appreciate any suggestions to fix this anomaly.
I mentioned this a couple of days back. I've completed the implementation and most of the testing needed for this support, and the results look REALLY nice (particularly for folks that may use TPs like DokuCraft or Sphax). I'm hoping to push v1.7-alpha-1 in the next day or so, but I'd appreciate any feedback from any brave souls that might try out the dev build before then
I've got an issue I've never seen before. And yes, it's beyond me not using my eyes at 1am!
My map seems to be stuck at 14:58-15:00 and it will still show players signed in, even if they aren't online - or haven't been for several hours.
Server is a Windows server, and I've already made sure that permissions weren't a problem. Any thoughts?
Just to confirm (anybody)... Dynmap v1.6 is NOT compatible with With Bukkit 1.5.X???
I'm currently trying to setup models and textures for my own mod. My mod includes custom glass panes. I can't seem to get them to show up, I'm wondering if anybody can take a look at my files and tell me what I'm overlooking. I copied, pasted and edited the models for glass panes from the source models file. My glass panes textures reside in the second row of my texture file. All panes share the same ID #, but each has it's own meta-data (1-10).
Textures:
Models:
Have you tried it, or are you asking because I currently have Dynmap running on the latest Bukkit Beta build.
Are you running with the internal server? If so, and if you updated everything from the ZIP file on the server (all directories, subdirectories, and the like), then make sure you still experience the problem after flushing your browser cache.
Honestly no idea what you're talking about - only disk activity we generate during shutdown is saving pending render info, and that is just writing a couple of not-too-big files (unless you've got an enormous update queue). If you do have an enormous update queue, and you don't mind losing it on shutdown, disable pending update saving by setting 'saverestorepending' to 'false'.
I missed updating the label for the OP under the Recommended Build for the Bukkit build - it now correctly indicates Bukkit v1.2.5 through v1.5.1.
Not clear on your 'data' values metadata values for blocks are limited to 4 bits (0-15).
Oversight on my part when I updated the OP - its supported.
Not seeing any of the required files from dynmap/web under the given URL - either they're not there, or they're not readable by the web server (permissions).
Its tricky stuff, and I haven't fully documented it (there is a partial doc here - https://github.com/webbukkit/dynmap/wiki/Advanced-Block-Definitions - but it is VERY dated). In general, you are providing the texture files, and then describing which part of which file is used to paint which side of which block (for the *-texture.txt files), and how to draw the shape of the block (if its not just a cube) (for *-models.txt). Best approach that folks that have contributed updates has been to find blocks similar to what they wanted to map, and copy+modify the definition.
Yes. Please look at my post 930 for my problem.
I also get random js not loading errors at the top of the window (Chrome)
can't find js/coor.js ?
If so, clear your browser cache and reload your browser.
Aye, doesn't make a difference. It also does it on multiple PCs. In my case it doesn't actually cause anything to stop working, it just pops up from time to time.
I think I figured out what the looping stuff is about - when people walk through the portals (not nether ports - the other ones, I can't find their official name) it creates the loop. Restarting the entire server service stops the loop and restores the function. I just need to figure out how to stop Dynmap from rendering anything but the overworld and the nether and I think I can fix it.
Ah, ok. It's really only like 4-5 blocks I need to fix so I'll try figure it out. I don't care about the thinks you can make, but I like to have my world looking good on the map so the trees and ground should do it.
First of all.... Thank you
--------------------------------------------------------------
Bukkit ver 1.5.1-r0.2
Dynmap ver 1.7 -alpha-1, running with default config file.
(MC Bukkit is running on a leased server I use for several web sites)
http://olieminecraft.com:8123
----------------------------------------------------------------
Removed previous version and installed 1.7
Rendering
So far so good
Thanks man. I was sleeping at the wheel when I was inputting that stuff.
1) Download Dynmap for the appropriate Forge version (v1.4.7 or v1.5.1, presently)
2) Extract the ZIP from the base directory of the server - this will cause a Dynmap-x.x.zip to wind up in the 'mods' directory, and will create a 'dynmap' subdirectory tree UNDER THE SERVER BASE DIRECTORY (not under mods, plugins, or some other place).
3) If you want to use other bukkit mods that are Dynmap API compatible (e.g. Dynmap-WorldGuard, WorldBorder, etc), download the DynmapCBBridge plugin (link in the OP) matched with the Dynmap version, and put it in the 'plugins' folder. This is a wrapper that makes the Forge-based Dynmap 'look like' the Bukkit one, for the sake of these mods.
If you are migrating an MCPC+ that was using the older Dynmap for Bukkit, you can do the following:
1) Move the directory tree for the older dynmap from <base>/plugins/dynmap to <base>/dynmap
2) Edit configuration.txt: replace the render-triggers setting for Bukkit with the following (for Forge):
3) Delete dynmap.jar from <base>/plugins
4) NOW, install the Forge version, as described above
Just to be clear: Forge is supported, and the Forge version happens to also support MCPC+ : MCPC+ is not required, needed, or even the primary focus of testing for the Forge version: vanilla Forge is. The above procedures also applies to BukkitForge.
For more details, see https://github.com/webbukkit/dynmap/wiki/Support-for-Minecraft-Servers-other-than-CraftBukkit