# Khufu Base Block mapping
modname:Khufu,khufu
# Configuration file
cfgfile:config/khufu.cfg
# Ladders
# Ladder - attached to east side of block
patchblock:id=2011,data=2,[email protected]
# Ladder - attached to west side of block
patchblock:id=2011,data=3,[email protected]
# Ladder - attached to north side of block
patchblock:id=2011,data=4,[email protected]
# Ladder - attached to south side of block
patchblock:id=2011,data=5,patch0=VertX0In
I think there's something I'm not understanding about the difference between "data" in the Texture and "data" the Models. It seems to me that "data" in the Textures is actually the metadata number of the Block ID, and that "data" in the Models file is the side of the block.
Is there some master-legend that I can look up all of the different values for each patchblock, on the wiki? I know when I look through the source Texture and Model files, there's variables and values there that I can't seem to look up a definition or reference to, and it would be extremely helpful to know and understand what the options are for each definition.
Using the Forge 1.6 version for MC 1.5.1, this mod is not working for me. Well everything works, except that it says "World world is not defined/loaded" when using "/dynmap fullrender world".
The actual world is called "world" and it is loaded, so I have no clue why it is not able to load.
Except for that, no errors or anything, but now it's like the mod is disabled.
Check '/dmap worldlist' to confirm what the world's ID is. Also, look at the '# maps loaded' messages during startup - see if the world is being recognized, and by what ID.
Still having problems and can't think what else to try.
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' on a VeryGames VQS Infinite server. I've edited the config file in the 'dynmap1.6' zip with my server IP address and changed the port number. I'm not getting any errors on the console when I start my server so I assume the plugin is running? Have cleared my browser cache and tried other browsers. When I go to the IP+port I get a 'Could not connect' error in my browser window. I tried downloading my server, installing the plugin and changing the settings to local but still had the same issue when trying to connect on localhost. Am I doing something wrong?
The configuration file in the ZIP is not used - you'll find the extracted one in the 'dynmap' directory. Also, 99.9% of the time, editing the IP address is bad (and unnecessary): if you DO need to do it, be sure its the IP of the interface ON THE SERVER versus some public address on the other side of a NAT firewall. Check your log for '[dynmap] Web server started on address 0.0.0.0:8123' (or the equivalent, based on your settings) - if its not there, look for a corresponding error message (which will mean that the IP address is incorrect, or the port is already in use on the server - probably by another dynmap-using server).
Greetings! I have DynMap running on my server, and have had it since the server went public about a month ago. For the most part, it works beautifully. I seem to be having a problem with lava rendering in one of my worlds.
Lava appears fine on the main world: Click
And it appears in the Nether: Click
But it's not appearing on the Wasteland world: Click (Note: Lava lakes should be all over the place here)
As a matter of fault isolation, I'll add that the lava in the first two maps is naturally spawned. The lava in the wasteland, however, was spawned with World Edit, so I wonder if that has something to do with it.
I even went as far as to purge the map data and do a second full render. No dice. Thoughts?
Rollback Post to RevisionRollBack
"I'm an engineer. That means I solve problems. Not problems like,
'What is beauty?', because that would fall within the purview of your
conundrums of philosophy. I solve practical problems."
Amazing mod. Been an essential for my server for the last year. Thanks so much for the effort and I really appreciate that it is maintained.
Recently installed Nether Ores on my MCPC+ server and receive this error during bootup
[SEVERE] [Dynmap] Format error - line 10 of dynmap\renderdata\netherores-texture.txt: invalid ID - ID.NetherOreBlock
As far as I can tell, it is a vaild ID (according to Power Crystal's netherores common.cfg).
Any help would be appreciated.
Thanks!
MCPC+ 1.5.1 R0.3 f676 b383
Dynmap 1.7 forge 7.7.1
Power Crystals Core 1.1.3 b90
Nether Ores 2.1.3 b60
Dynmap WorldGuard 0.4 [*this still works just fine btw. it's also awesome and essential]
The Meaning of Life, the Universe, and Everything.
Join Date:
7/3/2012
Posts:
47
Member Details
Hi!
I'm trying to get this running on a Beastnode server. It seems to work splendidly, but I'm trying to do a few things and I just can't seem to grasp what I'm doing wrong.
I've managed to change the title of my overworld using title: "The Overworld" which is great, but I can't seem to change the title or enable/disable other worlds. The original world name is "Bees", so I have:
world:
- name: Bees
title: "The Overworld"
- name: nether
title: "The Nether"
I've tried changing the nether's name a bunch of times. I've tried nether, I've tried Nether, I've tried The Nether, I've tried Bees/nether (how it shows up on my current dynmap), and a bunch of other things. I've tried similar things with the Twilight Forest (from the Twilight Forest mod). Ideally I'd like to disable the cave map for the overworld and the twilight forest, and disable the end entirely, is there any chance someone could offer some suggestions?
As a side note, dynmap really doesn't like tab's in the text file. It took me a while to figure that one out and I felt really silly.
# Khufu Base Block mapping
modname:Khufu,khufu
# Configuration file
cfgfile:config/khufu.cfg
# Ladders
# Ladder - attached to east side of block
patchblock:id=2011,data=2,[email protected]
# Ladder - attached to west side of block
patchblock:id=2011,data=3,[email protected]
# Ladder - attached to north side of block
patchblock:id=2011,data=4,[email protected]
# Ladder - attached to south side of block
patchblock:id=2011,data=5,patch0=VertX0In
I think there's something I'm not understanding about the difference between "data" in the Texture and "data" the Models. It seems to me that "data" in the Textures is actually the metadata number of the Block ID, and that "data" in the Models file is the side of the block.
Is there some master-legend that I can look up all of the different values for each patchblock, on the wiki? I know when I look through the source Texture and Model files, there's variables and values there that I can't seem to look up a definition or reference to, and it would be extremely helpful to know and understand what the options are for each definition.
This started coming up during a radiusrender, it will not stop, I have tried reinstalling everything except the config. This is spamming the fml logs, I cannot use web chat and the render appears to have stopped as well
2013-05-02 07:27:23 [SEVERE] [Dynmap] Exception while parsing JSON-file.
Unexpected token END OF FILE at position 0.
at org.dynmap.json.simple.parser.JSONParser.parse(JSONParser.java:257)
at org.dynmap.json.simple.parser.JSONParser.parse(JSONParser.java:92)
at org.dynmap.JsonFileClientUpdateComponent.handleWebChat(JsonFileClientUpdate$
at org.dynmap.JsonFileClientUpdateComponent$1.run(JsonFileClientUpdateComponen$
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at org.dynmap.forge.DynmapPlugin$ForgeServer.tickEnd(DynmapPlugin.java:752)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.jav$
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:139)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java$
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:634)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
This started coming up during a radiusrender, it will not stop, I have tried reinstalling everything except the config. This is spamming the fml logs, I cannot use web chat and the render appears to have stopped as well
2013-05-02 07:27:23 [SEVERE] [Dynmap] Exception while parsing JSON-file.
Unexpected token END OF FILE at position 0.
at org.dynmap.json.simple.parser.JSONParser.parse(JSONParser.java:257)
at org.dynmap.json.simple.parser.JSONParser.parse(JSONParser.java:92)
at org.dynmap.JsonFileClientUpdateComponent.handleWebChat(JsonFileClientUpdate$
at org.dynmap.JsonFileClientUpdateComponent$1.run(JsonFileClientUpdateComponen$
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at org.dynmap.forge.DynmapPlugin$ForgeServer.tickEnd(DynmapPlugin.java:752)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.jav$
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:139)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java$
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:634)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Looks like you've got a broken JSON chat file - delete the standalone/dynmap_webchat.json file under your webpath.
# Khufu Base Block mapping
modname:Khufu,khufu
# Configuration file
cfgfile:config/khufu.cfg
# Ladders
# Ladder - attached to east side of block
patchblock:id=2011,data=2,[email protected]
# Ladder - attached to west side of block
patchblock:id=2011,data=3,[email protected]
# Ladder - attached to north side of block
patchblock:id=2011,data=4,[email protected]
# Ladder - attached to south side of block
patchblock:id=2011,data=5,patch0=VertX0In
I think there's something I'm not understanding about the difference between "data" in the Texture and "data" the Models. It seems to me that "data" in the Textures is actually the metadata number of the Block ID, and that "data" in the Models file is the side of the block.
Is there some master-legend that I can look up all of the different values for each patchblock, on the wiki? I know when I look through the source Texture and Model files, there's variables and values there that I can't seem to look up a definition or reference to, and it would be extremely helpful to know and understand what the options are for each definition.
Thanks in advance guys!
-Pitch
Patch definitions are file-local, so you need to copy the "patch:" lines from the other files you are working from (probably models.txt), so there isn't a master list (nor would it actually help).
'data' always means block metadata (0-15 value nibble), and is always used in conjunction with the 'id' value to determine if a given block/patchblock/whatever definition should apply to a given block, with matching being 'if the block ID matches any of the id= values AND if block metadata matches any of the data= values'.
Hi!
I'm trying to get this running on a Beastnode server. It seems to work splendidly, but I'm trying to do a few things and I just can't seem to grasp what I'm doing wrong.
I've managed to change the title of my overworld using title: "The Overworld" which is great, but I can't seem to change the title or enable/disable other worlds. The original world name is "Bees", so I have:
world:
- name: Bees
title: "The Overworld"
- name: nether
title: "The Nether"
I've tried changing the nether's name a bunch of times. I've tried nether, I've tried Nether, I've tried The Nether, I've tried Bees/nether (how it shows up on my current dynmap), and a bunch of other things. I've tried similar things with the Twilight Forest (from the Twilight Forest mod). Ideally I'd like to disable the cave map for the overworld and the twilight forest, and disable the end entirely, is there any chance someone could offer some suggestions?
As a side note, dynmap really doesn't like tab's in the text file. It took me a while to figure that one out and I felt really silly.
The title doesn't change what you need to enter for commands: that's always going to be the 'name' part (which isn't changable, since its what we correlate with the world definition in the MC server).
For disabling specific maps, or doing any other fine tuning, I recommend the /dmap command (see https://github.com/webbukkit/dynmap/wiki/Configuring-Maps-and-Worlds-using-dmap) - it keeps you out of the file editing business.
Also, WE don't have a problem with tabs: the files are YAML format (legacy of Bukkit's choice to use YAML), and YAML standard doesn't handle tabs and is indentation-sensitive.
2013-05-02 08:18:25 [SEVERE] [Dynmap] Error while shading tile: perspective=iso_SE_30_hires, shader=stdtexture$
java.lang.ArrayIndexOutOfBoundsException: 72
at org.dynmap.hdmap.TexturePack.readColor(TexturePack.java:2094)
at org.dynmap.hdmap.TexturePackHDShader$ShaderState.processBlock(TexturePackHDShader.java:143)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.visit_block(IsoHDPerspective.java:847)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.raytrace(IsoHDPerspective.java:906)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.access$500(IsoHDPerspective.java:90)
at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1470)
at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:659)
at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:601)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:186)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:202)
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPool$
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecuto$
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615)
at java.lang.Thread.run(Thread.java:722)
Hey there,
could you please update the support for forgotten nature? They updated their config file and it's no longer working. I was trying to figure it out, but was unable to make heads or tails.
"I'm an engineer. That means I solve problems. Not problems like,
'What is beauty?', because that would fall within the purview of your
conundrums of philosophy. I solve practical problems."
...
The title doesn't change what you need to enter for commands: that's always going to be the 'name' part (which isn't changable, since its what we correlate with the world definition in the MC server).
For disabling specific maps, or doing any other fine tuning, I recommend the /dmap command (see https://github.com/w...rlds-using-dmap) - it keeps you out of the file editing business.
Also, WE don't have a problem with tabs: the files are YAML format (legacy of Bukkit's choice to use YAML), and YAML standard doesn't handle tabs and is indentation-sensitive.
Super, that solved my problem. I was having trouble discovering the 'name' of the worlds (Bees_7 for twilight forest??? Oh well!), and those commands did the trick. Thanks a ton, got it just how I want it for the most part.
And of course, I should have been more specific. It seems silly to use a format so sensitive to indentation. Hopefully Bukkit will move away from it.
Second question:
My maps appear very block-y, as if it's only showing chunks that people have had much activity in (and even then, it seems to skip a few here and there that should be registering). Is there a way to make it appear more solid? Is that what the templates are for? Or is that just a result of having little activity so far? The world should be generated a moderate distance out (I pre-explored 1000/1000 to -1000/-1000 in a square to reduce server load as people went exploring).
Super, that solved my problem. I was having trouble discovering the 'name' of the worlds (Bees_7 for twilight forest??? Oh well!), and those commands did the trick. Thanks a ton, got it just how I want it for the most part.
And of course, I should have been more specific. It seems silly to use a format so sensitive to indentation. Hopefully Bukkit will move away from it.
Second question:
My maps appear very block-y, as if it's only showing chunks that people have had much activity in (and even then, it seems to skip a few here and there that should be registering). Is there a way to make it appear more solid? Is that what the templates are for? Or is that just a result of having little activity so far? The world should be generated a moderate distance out (I pre-explored 1000/1000 to -1000/-1000 in a square to reduce server load as people went exploring).
Thanks again for the help!
If you haven't done a fullrender, then you may just have gaps where you already had generated the chunks before dynmap was installed/active (or where the queued updates were lost to bad shutdowns or crashes). Otherwise, it may be gaps in the generated chunks - a lot of folks use mods like WorldBorder to pregenerate (fill, in WB terms) their home areas to do what you described: once that is done, a fullrender should make sure everything looks good.
Greetings! I have DynMap running on my server, and have had it since the server went public about a month ago. For the most part, it works beautifully. I seem to be having a problem with lava rendering in one of my worlds.
Lava appears fine on the main world: Click
And it appears in the Nether: Click
But it's not appearing on the Wasteland world: Click (Note: Lava lakes should be all over the place here)
As a matter of fault isolation, I'll add that the lava in the first two maps is naturally spawned. The lava in the wasteland, however, was spawned with World Edit, so I wonder if that has something to do with it.
I even went as far as to purge the map data and do a second full render. No dice. Thoughts?
You may have grabbed one of my dev builds that had lava rendering broken (there were some problems as recently as the last week or so) - it was fixed a couple of days ago, so if that sounds like a match, you may need to update to a new build. Sorry for missing your post - been short on time, and been VERY busy with some major new features for you folks
**** Support for mixed resolution maps coming in 1.7-alpha-2 ****
As I've discussed previously, one of the main features for 1.7 is going to be support for having parts of your map rendered with one resoluton, while being able to have 'interesting' areas rendered with a higher resolution. The idea here is to give you the option of having your interesting build sites rendered with high quality, without the cost (in processing and disk space) of rendering the whole world that way.
In any case, the current development build contains a functional implementation - some more needs to be done to finish it, but its quite usable. For folks that want to see a demonstration, take a look at this test server: http://dynmap-test.mikeprimm.com:8123/?worldname=winterfell&mapname=boostsurface&zoom=9&x=-882.3203273639672&y=64&z=-8447.633682191927 (which is a render of Winterfell from Game Of Thrones, which is an available download map from http://westroscraft.com and is rendered using their custom CTM-based texture pack). On this map, you can see an area marker (the red outline) that has been set to 'boost' the resolution of the parts of the map within it. On this specific map, the default resolution is 'lowres' (4 pixels/block), with the boosted resolution set to 'hires' (16 pixels/block). If you look at the woods around the edges of the castle, you can see where the render transitions from low to high resolution. The point here is that the bulk of the world can be rendered low resolution (saving time and space), while the interesting sites can be boosted to be higher quality. This particular boosting pattern is available using the new 'low_boost_hi' template suffix.
For folks that want things extra pretty - and don't mind paying the bill for it - there are two more new template suffixes:
1) 'hi_boost_vhi' - this makes the map default 'hires', while allowing boosted locations to be 'vhires' (which is 32 pixels/block). To see this for Winterfell, see http://dynmap-test.mikeprimm.com:8123/?worldname=winterfell&mapname=boostsurface2&zoom=9&x=-882.3203273639672&y=64&z=-8447.633682191927
2) 'hi_boost_xhi' - this makes the map default 'hires', while allowing boosted locations to be 'xhires' (which is 64 pixels/block). To see this for Winterfell, see http://dynmap-test.mikeprimm.com:8123/?worldname=winterfell&mapname=boostsurface3&zoom=9&x=-882.3203273639672&y=64&z=-8447.633682191927
Both 'hi_boost_vhi' and 'hi_boost_xhi' are compatible with 'hires' - you can switch to those without needing to fully rerender your surface map (low_boost_hi uses the 30 degree angle perspective, like hires, versus the 60 degree one used for 'lowres', so it would require a rerender).
Once configured, you can set an area marker (circles will be supported soon, but not yet) to have its 'boost' attribute set to true (easiest option for the is the command line '/dmarker areaset <markername> boost:true'). Once set, the tiles touching or within the border will, when rerendered, be rendered with the boosted resolution (whether due to updates or due to manual renders). The easiest option to update it right now is to fly your character to someplace within the newly boosted area and run '/dynmap updaterender'. Likewise, deleting the marker (or setting the 'boost' to false) will cause the tiles to be rendered at the default resolution for the map, the next time
they are rendered.
Within the templates (or within specific map definitions), boosting is controlled by the 'boostzoom' attribute, which can be a value from 0 to 3. If zero, no boosting is done on the given map. Otherwise, it corresponds to the number of 'zoom steps' (each doubling the resolution on each axis) to grow the boosted map tiles: 1 means twice as big (256 x 256 pixels), 2 means four times (512 x 512), and 3 means eight times (1024 x 1024). Rendering time for each of the boosted tiles will be bigger, proportional to the area of the tile (1 = 4 times, 2 = 16 times, 3 = 64 times), so plan accordingly. On the templates, all the 'flat' and 'cave' maps are boostzoom=0, as these maps seem to benefit little from boosting (which is why they are already lowres on even the hires template).
If you aren't using templates, the /dmap mapset <world>:<map> boostzoom:N command can be used to manually set the boost level for a specific map on a specific world.
Finally, one more pretty demo map: this one is lowres (4 ppb) with boosting to vhires (32 ppb), which means using boostzoom:3. This is from King's Landing (another downloadable map, courtesy of WesterosCraft) - http://dynmap-test.mikeprimm.com:8123/?worldname=kingslanding&mapname=surface&zoom=7&x=2660.163112402619&y=64&z=13072.045300331585 - and is also done using the JPG image format (which saves a lot of disk space and bandwidth, offsetting the cost of boosting to 32 ppb). Once again, you can zoom in and see the transition from vhires to lowres near the light red border around the city.
Note: for folks that want to do boosting, but don't like seeing any visible borders: there are two options:
1) Add the area markers to a marker set that has been set to be hidden by default
2) Set the 'opacity' and 'fillopacity' of the markers to 0.0 and 0.0, respectively.
Hello, I recently installed dynmap for a feed the beast Direwolf20 server. I did a full render, however, all it is showing is a directory. I had to change the default port to one that was already provided for me. What am I doing wrong? Could it be that direwolf is not compatible? Sorry for my lack of knowledge on the subject.
Hello, I recently installed dynmap for a feed the beast Direwolf20 server. I did a full render, however, all it is showing is a directory. I had to change the default port to one that was already provided for me. What am I doing wrong? Could it be that direwolf is not compatible? Sorry for my lack of knowledge on the subject.
Direwolf20 is supported - did you extract everything from the ZIP file into the base directory of the server? Doing so should create both a ZIP in mods directory and a 'dynmap' directory with a whole tree of files (including all the files needed for the web interface to work). Simplest option to check here is to look in the dynmap/web directory - if you don't see index.html and a bunch of other files and subdirectories, you probably didn't extract the whole ZIP properly.
That's an interesting thought - are POIs in REI stored server side, or are they client specific?
client side. Same with VoxelMap, though I've been mulling over functionality to use Packet250 to send waypoints client to client, or to the server with one of the Voxel Bukkit plugins. At any rate, I have a converter that converts VoxelMap points to Dynmap points which has proved to be a very easy way for me to mark things on dynmap on servers I run
Can somebody please take a look at my code and tell me what I'm missing?
Texture
Models
I think there's something I'm not understanding about the difference between "data" in the Texture and "data" the Models. It seems to me that "data" in the Textures is actually the metadata number of the Block ID, and that "data" in the Models file is the side of the block.
Is there some master-legend that I can look up all of the different values for each patchblock, on the wiki? I know when I look through the source Texture and Model files, there's variables and values there that I can't seem to look up a definition or reference to, and it would be extremely helpful to know and understand what the options are for each definition.
Thanks in advance guys!
-Pitch
Thanks!
Check '/dmap worldlist' to confirm what the world's ID is. Also, look at the '# maps loaded' messages during startup - see if the world is being recognized, and by what ID.
The configuration file in the ZIP is not used - you'll find the extracted one in the 'dynmap' directory. Also, 99.9% of the time, editing the IP address is bad (and unnecessary): if you DO need to do it, be sure its the IP of the interface ON THE SERVER versus some public address on the other side of a NAT firewall. Check your log for '[dynmap] Web server started on address 0.0.0.0:8123' (or the equivalent, based on your settings) - if its not there, look for a corresponding error message (which will mean that the IP address is incorrect, or the port is already in use on the server - probably by another dynmap-using server).
That's an interesting thought - are POIs in REI stored server side, or are they client specific?
Not normally - is your 'deftemplatesuffix' bad (configuration.txt)?
I am not seeing the rubbertrees on the map. I see it listed in the OP. I am on version 1.6, which says fixed issue with MFR, should I update further?
Greetings! I have DynMap running on my server, and have had it since the server went public about a month ago. For the most part, it works beautifully. I seem to be having a problem with lava rendering in one of my worlds.
Lava appears fine on the main world: Click
And it appears in the Nether: Click
But it's not appearing on the Wasteland world: Click (Note: Lava lakes should be all over the place here)
As a matter of fault isolation, I'll add that the lava in the first two maps is naturally spawned. The lava in the wasteland, however, was spawned with World Edit, so I wonder if that has something to do with it.
I even went as far as to purge the map data and do a second full render. No dice. Thoughts?
"I'm an engineer. That means I solve problems. Not problems like,
'What is beauty?', because that would fall within the purview of your
conundrums of philosophy. I solve practical problems."
Hey there,
Amazing mod. Been an essential for my server for the last year. Thanks so much for the effort and I really appreciate that it is maintained.
Recently installed Nether Ores on my MCPC+ server and receive this error during bootup
[SEVERE] [Dynmap] Format error - line 10 of dynmap\renderdata\netherores-texture.txt: invalid ID - ID.NetherOreBlock
As far as I can tell, it is a vaild ID (according to Power Crystal's netherores common.cfg).
Any help would be appreciated.
Thanks!
MCPC+ 1.5.1 R0.3 f676 b383
Dynmap 1.7 forge 7.7.1
Power Crystals Core 1.1.3 b90
Nether Ores 2.1.3 b60
Dynmap WorldGuard 0.4 [*this still works just fine btw. it's also awesome and essential]
I'm trying to get this running on a Beastnode server. It seems to work splendidly, but I'm trying to do a few things and I just can't seem to grasp what I'm doing wrong.
I've managed to change the title of my overworld using title: "The Overworld" which is great, but I can't seem to change the title or enable/disable other worlds. The original world name is "Bees", so I have:
world:
- name: Bees
title: "The Overworld"
- name: nether
title: "The Nether"
I've tried changing the nether's name a bunch of times. I've tried nether, I've tried Nether, I've tried The Nether, I've tried Bees/nether (how it shows up on my current dynmap), and a bunch of other things. I've tried similar things with the Twilight Forest (from the Twilight Forest mod). Ideally I'd like to disable the cave map for the overworld and the twilight forest, and disable the end entirely, is there any chance someone could offer some suggestions?
As a side note, dynmap really doesn't like tab's in the text file. It took me a while to figure that one out and I felt really silly.
Can somebody please take a look at my code and tell me what I'm missing?
Texture
Models
I think there's something I'm not understanding about the difference between "data" in the Texture and "data" the Models. It seems to me that "data" in the Textures is actually the metadata number of the Block ID, and that "data" in the Models file is the side of the block.
Is there some master-legend that I can look up all of the different values for each patchblock, on the wiki? I know when I look through the source Texture and Model files, there's variables and values there that I can't seem to look up a definition or reference to, and it would be extremely helpful to know and understand what the options are for each definition.
Thanks in advance guys!
-Pitch
This started coming up during a radiusrender, it will not stop, I have tried reinstalling everything except the config. This is spamming the fml logs, I cannot use web chat and the render appears to have stopped as well
2013-05-02 07:27:23 [SEVERE] [Dynmap] Exception while parsing JSON-file.
Unexpected token END OF FILE at position 0.
at org.dynmap.json.simple.parser.JSONParser.parse(JSONParser.java:257)
at org.dynmap.json.simple.parser.JSONParser.parse(JSONParser.java:92)
at org.dynmap.JsonFileClientUpdateComponent.handleWebChat(JsonFileClientUpdate$
at org.dynmap.JsonFileClientUpdateComponent$1.run(JsonFileClientUpdateComponen$
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at org.dynmap.forge.DynmapPlugin$ForgeServer.tickEnd(DynmapPlugin.java:752)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.jav$
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:139)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java$
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:634)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Looks like you've got a broken JSON chat file - delete the standalone/dynmap_webchat.json file under your webpath.
Patch definitions are file-local, so you need to copy the "patch:" lines from the other files you are working from (probably models.txt), so there isn't a master list (nor would it actually help).
'data' always means block metadata (0-15 value nibble), and is always used in conjunction with the 'id' value to determine if a given block/patchblock/whatever definition should apply to a given block, with matching being 'if the block ID matches any of the id= values AND if block metadata matches any of the data= values'.
The title doesn't change what you need to enter for commands: that's always going to be the 'name' part (which isn't changable, since its what we correlate with the world definition in the MC server).
For disabling specific maps, or doing any other fine tuning, I recommend the /dmap command (see https://github.com/webbukkit/dynmap/wiki/Configuring-Maps-and-Worlds-using-dmap) - it keeps you out of the file editing business.
Also, WE don't have a problem with tabs: the files are YAML format (legacy of Bukkit's choice to use YAML), and YAML standard doesn't handle tabs and is indentation-sensitive.
2013-05-02 08:18:25 [SEVERE] [Dynmap] Error while shading tile: perspective=iso_SE_30_hires, shader=stdtexture$
java.lang.ArrayIndexOutOfBoundsException: 72
at org.dynmap.hdmap.TexturePack.readColor(TexturePack.java:2094)
at org.dynmap.hdmap.TexturePackHDShader$ShaderState.processBlock(TexturePackHDShader.java:143)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.visit_block(IsoHDPerspective.java:847)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.raytrace(IsoHDPerspective.java:906)
at org.dynmap.hdmap.IsoHDPerspective$OurPerspectiveState.access$500(IsoHDPerspective.java:90)
at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1470)
at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:659)
at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:601)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:186)
at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:202)
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
at java.util.concurrent.FutureTask.run(FutureTask.java:166)
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPool$
at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecuto$
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615)
at java.lang.Thread.run(Thread.java:722)
could you please update the support for forgotten nature? They updated their config file and it's no longer working. I was trying to figure it out, but was unable to make heads or tails.
Thanks
http://www.minecraftforum.net/topic/1543523-dynmap-dynamic-web-based-maps-for-minecraft/page__st__960#entry22207571
"I'm an engineer. That means I solve problems. Not problems like,
'What is beauty?', because that would fall within the purview of your
conundrums of philosophy. I solve practical problems."
Super, that solved my problem. I was having trouble discovering the 'name' of the worlds (Bees_7 for twilight forest??? Oh well!), and those commands did the trick. Thanks a ton, got it just how I want it for the most part.
And of course, I should have been more specific. It seems silly to use a format so sensitive to indentation. Hopefully Bukkit will move away from it.
Second question:
My maps appear very block-y, as if it's only showing chunks that people have had much activity in (and even then, it seems to skip a few here and there that should be registering). Is there a way to make it appear more solid? Is that what the templates are for? Or is that just a result of having little activity so far? The world should be generated a moderate distance out (I pre-explored 1000/1000 to -1000/-1000 in a square to reduce server load as people went exploring).
Thanks again for the help!
If you haven't done a fullrender, then you may just have gaps where you already had generated the chunks before dynmap was installed/active (or where the queued updates were lost to bad shutdowns or crashes). Otherwise, it may be gaps in the generated chunks - a lot of folks use mods like WorldBorder to pregenerate (fill, in WB terms) their home areas to do what you described: once that is done, a fullrender should make sure everything looks good.
You may have grabbed one of my dev builds that had lava rendering broken (there were some problems as recently as the last week or so) - it was fixed a couple of days ago, so if that sounds like a match, you may need to update to a new build. Sorry for missing your post - been short on time, and been VERY busy with some major new features for you folks
As I've discussed previously, one of the main features for 1.7 is going to be support for having parts of your map rendered with one resoluton, while being able to have 'interesting' areas rendered with a higher resolution. The idea here is to give you the option of having your interesting build sites rendered with high quality, without the cost (in processing and disk space) of rendering the whole world that way.
In any case, the current development build contains a functional implementation - some more needs to be done to finish it, but its quite usable. For folks that want to see a demonstration, take a look at this test server: http://dynmap-test.mikeprimm.com:8123/?worldname=winterfell&mapname=boostsurface&zoom=9&x=-882.3203273639672&y=64&z=-8447.633682191927 (which is a render of Winterfell from Game Of Thrones, which is an available download map from http://westroscraft.com and is rendered using their custom CTM-based texture pack). On this map, you can see an area marker (the red outline) that has been set to 'boost' the resolution of the parts of the map within it. On this specific map, the default resolution is 'lowres' (4 pixels/block), with the boosted resolution set to 'hires' (16 pixels/block). If you look at the woods around the edges of the castle, you can see where the render transitions from low to high resolution. The point here is that the bulk of the world can be rendered low resolution (saving time and space), while the interesting sites can be boosted to be higher quality. This particular boosting pattern is available using the new 'low_boost_hi' template suffix.
For folks that want things extra pretty - and don't mind paying the bill for it - there are two more new template suffixes:
1) 'hi_boost_vhi' - this makes the map default 'hires', while allowing boosted locations to be 'vhires' (which is 32 pixels/block). To see this for Winterfell, see http://dynmap-test.mikeprimm.com:8123/?worldname=winterfell&mapname=boostsurface2&zoom=9&x=-882.3203273639672&y=64&z=-8447.633682191927
2) 'hi_boost_xhi' - this makes the map default 'hires', while allowing boosted locations to be 'xhires' (which is 64 pixels/block). To see this for Winterfell, see http://dynmap-test.mikeprimm.com:8123/?worldname=winterfell&mapname=boostsurface3&zoom=9&x=-882.3203273639672&y=64&z=-8447.633682191927
Both 'hi_boost_vhi' and 'hi_boost_xhi' are compatible with 'hires' - you can switch to those without needing to fully rerender your surface map (low_boost_hi uses the 30 degree angle perspective, like hires, versus the 60 degree one used for 'lowres', so it would require a rerender).
Once configured, you can set an area marker (circles will be supported soon, but not yet) to have its 'boost' attribute set to true (easiest option for the is the command line '/dmarker areaset <markername> boost:true'). Once set, the tiles touching or within the border will, when rerendered, be rendered with the boosted resolution (whether due to updates or due to manual renders). The easiest option to update it right now is to fly your character to someplace within the newly boosted area and run '/dynmap updaterender'. Likewise, deleting the marker (or setting the 'boost' to false) will cause the tiles to be rendered at the default resolution for the map, the next time
they are rendered.
Within the templates (or within specific map definitions), boosting is controlled by the 'boostzoom' attribute, which can be a value from 0 to 3. If zero, no boosting is done on the given map. Otherwise, it corresponds to the number of 'zoom steps' (each doubling the resolution on each axis) to grow the boosted map tiles: 1 means twice as big (256 x 256 pixels), 2 means four times (512 x 512), and 3 means eight times (1024 x 1024). Rendering time for each of the boosted tiles will be bigger, proportional to the area of the tile (1 = 4 times, 2 = 16 times, 3 = 64 times), so plan accordingly. On the templates, all the 'flat' and 'cave' maps are boostzoom=0, as these maps seem to benefit little from boosting (which is why they are already lowres on even the hires template).
If you aren't using templates, the /dmap mapset <world>:<map> boostzoom:N command can be used to manually set the boost level for a specific map on a specific world.
Finally, one more pretty demo map: this one is lowres (4 ppb) with boosting to vhires (32 ppb), which means using boostzoom:3. This is from King's Landing (another downloadable map, courtesy of WesterosCraft) - http://dynmap-test.mikeprimm.com:8123/?worldname=kingslanding&mapname=surface&zoom=7&x=2660.163112402619&y=64&z=13072.045300331585 - and is also done using the JPG image format (which saves a lot of disk space and bandwidth, offsetting the cost of boosting to 32 ppb). Once again, you can zoom in and see the transition from vhires to lowres near the light red border around the city.
Note: for folks that want to do boosting, but don't like seeing any visible borders: there are two options:
1) Add the area markers to a marker set that has been set to be hidden by default
2) Set the 'opacity' and 'fillopacity' of the markers to 0.0 and 0.0, respectively.
Hello, I recently installed dynmap for a feed the beast Direwolf20 server. I did a full render, however, all it is showing is a directory. I had to change the default port to one that was already provided for me. What am I doing wrong? Could it be that direwolf is not compatible? Sorry for my lack of knowledge on the subject.
Direwolf20 is supported - did you extract everything from the ZIP file into the base directory of the server? Doing so should create both a ZIP in mods directory and a 'dynmap' directory with a whole tree of files (including all the files needed for the web interface to work). Simplest option to check here is to look in the dynmap/web directory - if you don't see index.html and a bunch of other files and subdirectories, you probably didn't extract the whole ZIP properly.
client side. Same with VoxelMap, though I've been mulling over functionality to use Packet250 to send waypoints client to client, or to the server with one of the Voxel Bukkit plugins. At any rate, I have a converter that converts VoxelMap points to Dynmap points which has proved to be a very easy way for me to mark things on dynmap on servers I run