Thanks for ditching adfly and calling it user hostile. I do appreciate this and was going to donate for your great efforts, however there is an issue with your Paypal.
"We cannot process this transaction because there is a problem with the PayPal email address supplied by the seller."
I see more people having this issue.
when using MCPC+, the Dynmap-1.9-forge-9.10.0.jar is a mod and not a plugin, put it in the mods folder and it will work
I am using a normal forge server, and it is in the mods folder.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Having an interesting config issue with my server.
First the specifics:
MCPC+ build 107 (Forge 935)
Dynmap version 9.10.0 (Forge version)
Current version of Multiverse all sections
Since we are using Multiverse, I have a total of 5 worlds:
The overworld, generated by MCPC+ when we first started it under MC version 1.52
The default End, same as above, (DIM1)
The default Nether, same as above (DIM -1)
a mining world called NewMine generated using Multiverse after we upgraded to 1.64
and a second nether, NewNether, generated using MultiVerse after we upgraded to 1.64
The multiworld plugins, permissions, portals and everything else function, and I can have 4 out of 5 of the worlds rendered in Dynmap. The exception is NewMine. Even though people can come and go, and the world seems to function fine in every way, if I log in and try to force a Fullrender, I get the response that NewMine is not in the configuration. A check of the Forgeworlds.yml file in the dynmap folder only lists the other 4 worlds, which all show up on dynmap just fine.
How is the Forgeworlds file populated? Is there some configuration option I can check to understand why that one world won't be rendered?
I realize this is vague on info, but I don't know specifically what is causing the issue. If there is something specific I can post, please let me know.
Since we started using Dynmap Forge on our sever (so that we can have flans mod) we have had many problems with Dynmap. Mainly dynmap is creating maps multiple maos of worlds on every restart or reload, so worlds that were fully rendered are no longer as the map which shows players on it for a certain world has changed name, so what was SMP_110 becomes SMP_111. With the SMP_110 map filly rendered still but showing no players. Also it doesnt show any players on the server until dynmap reloaded. How do we fix this? Thanks
We were having similar issues on our server because the default settings in the bukkit.yml file was for the end to become unloaded after players left. Every time we forced a load on the end, it ticked up another number until we reached DIM65, and found the setting to keep the world loaded instead of unloading it. On our server all worlds were set to stay loaded except for the End. Perhaps you are having a similar issue with the worlds staying loaded, and each time it is reloaded having Dynmap think that it is a new world.
I've noticed that both the recommended and latest Forge versions don't seem to have support for any Forge blocks. For example, Biomes O' Plenty's biomes appear black on the map.
Any ideas for a fix on this? I want to be able to add my own blocks support, but if the included ones don't work I imagine mine won't either...
EDIT 2:
Just noticed the dev build DOES work, I just needed to perform a render so the map updated. Woo!
So, how do I add my own mods to it? I think I understand the -models.txt and -texture.txt but do you need to do something code-side for Dynmap to read them, or is it just using the modid?
Well I'm using many block adding mods on my server and currently DynMaps lacks support of them. It would be great if someone could write a simple instructions, how to add mod/new blocks support.
Currently Biomes O' Plenty, ExtraBiomesXL, Yours mods Flenix (which I have discovered yesterday and they are great!) and others aren't rendered fully on DynMap. Some blocks are just black or missing. I know that it's time consuming to check for every update on many mods, but personally I could do it if there were instructions to add support for mods new blocks.
If you use the latest dev build BoP does work. My mods, I'll add in support as soon as I figure out or get help on how the hell to do it (I really want my airports and roads to show up properly D:) - I've been experimenting but I've not got anything which works just yet, but I'll post back if I do find something.
I think my -models.txt is ok, it's the -textures.txt I'm unsure about...
Thermal Expansion Blocks are missing from the textures.. Is there a way to add them manually? Or do I have to wait for a update?
Also Does anyone know how to change my dynmap to only render the 'flat' map of both the Overworld and the nether, and completely disable the end from rendering at all?
I am somewhat confused about this. I am using Dynmap v1.9 with MCPC+
Thermal Expansion Blocks are missing from the textures.. Is there a way to add them manually? Or do I have to wait for a update?
Also Does anyone know how to change my dynmap to only render the 'flat' map of both the Overworld and the nether, and completely disable the end from rendering at all?
I am somewhat confused about this. I am using Dynmap v1.9 with MCPC+
To disable maps on certain worlds, the easiest way is to comment out the lines in the template file for the resolution you are using. (add # to the beginning of the line) For instance, we are using hi-boost-xhi setting in the config file, so if you go into the dynmap\templates folder, open the normal-hi_boost_xhi.txt file and comment line 24and below, you will only have the flat maps. (I personally only disable the cave map.) Same goes for the other world types. Find the template for the resolution you are using and comment out the maps that you don't want.
As for disabling whole worlds, you could try editing the worlds file and only adding the worlds that you want displayed. By default, if you don't configure the worlds file, it displays all available worlds.
To disable maps on certain worlds, the easiest way is to comment out the lines in the template file for the resolution you are using. (add # to the beginning of the line) For instance, we are using hi-boost-xhi setting in the config file, so if you go into the dynmap\templates folder, open the normal-hi_boost_xhi.txt file and comment line 24and below, you will only have the flat maps. (I personally only disable the cave map.) Same goes for the other world types. Find the template for the resolution you are using and comment out the maps that you don't want.
As for disabling whole worlds, you could try editing the worlds file and only adding the worlds that you want displayed. By default, if you don't configure the worlds file, it displays all available worlds.
Alright Il see if I can figure this out. If I make these changes, then do a full render, will it render all the other things as well but just not display them? I hope it disables the render of them too. All I want to run on the server is the flat maps so I have more ram than I do now. my server comp goes from 1.3gb of ram being used to 5gb. lol
If you correctly disable worlds, it'd disable the rendering too. I had to disable my 3D worlds, server physically didn't have enough disk space for it on my 20k x 20k world
Anyway.. Does anyone know where I can get some damn support for this mod? I've tried here, IRC (been on there over a week...), GitHub... Nowhere can help my relatively simple issue =/
Once I can get my mod added to Dynmap I'll happily do a tutorial on it for other "young" modders, but I need to get the knowledge before I can share it...
Looks like mikeprimm is absent temporarily. Let's hope he will return.
I thought that, but I've seen him log on and off of IRC. Unfortunately he's always gone by the time I notice...
Even so, there are other peopled opped on IRC and I'm sure a few people have done their own mod textures, so hopefully someone else can help. I did speak to mikeprimm back in June about it; he said he'd get some docs up on 4th July but I guess other things came up...
as there has been many posts about missing support for some mods I decided to share my selfmade/changed config files for dynmap.
But first I like to thank all the mod programmers, especially for DynMap, ProjectRed, Thaumcraft, Mr. Crayfish's Furniture Mod.
I also hope there is no problem with adding the needed textures to my ZIP-File, which I copied out of the mods directly. I just didn't like to describe how to extract and where to copy the textures.
If any rights owner like me to remove the textures, please just tell.
All rights with the textures are still with their respective owners.
What did I do so far?
ProjectRed
- Added support for Gems, Marble and Basalt (yes you will see your vulcanos on the map again :-) )
- Added the colored leaves of trees
Thaumcraft 4
- Just added taint blocks and taint fibres (did not look for other missing blocks)
Mr. Crayfish's Furniture Mod
- Only added the Stonepath so far (as this is what you see outside your houses ;-) )
What you need to do?
Just download the file below from my dropbox and extract the content to your folder "dynmap" in your Minecraft installation directory and/or your server installation directory. Overwrite all needed files.
Then do a restart of MC/server or execute the following command in chat/serverconsole
/dynmap reload
After this you have to start a render of the map or part of the map. You can do this with:
Full render (careful with big maps/may take very long): /dynmap fullrender {worldname}
Partial render
(get the approximate coordinates while moving the cursor on the sport of the map. Take care of negative or positive values also) /dynmap radiusrender {worldname} {x-coord} {y-coord} {renderwidth in blocks} Example: /dynmap radiusrender MCWorld -280 300 50
Can you quickly explain how the texture files work at all? I've been struggling with them, gonna look over your files to see if I can figure it out though.
Oh Damn, so many mods needs to be updated.
It would be perfect when DynMap could fetch textures, IDs and all other things directly from installed mods and render them. Don't know if this is doable.
There's no reason why it's not possible, Rei's Minimap does it. Mikeprimm would just need to use similar code to whatever Rei's does, store those images to a cache and make them available to the webserver part.
But I can see how that'd be quite a lot of work and apparently he doesn't have all that much free time. Finally saw him on IRC on Friday- couldn't get a reply out of him though. Guess most of us simply aren't important enough.
Whener I use http://ip-address-of-server:8123/
I do not land on my server.
Why, when I use the ip of MY server, throws me on some inactive servers dynmap? It makes zero sense.
1. Your picture creeps me out...
2. You're on a hosted service. They're generally not very good anyway and this is one of the reasons. Change your dynmap port (the 8123 bit) in the config, or switch to a decent host. (Inbox me and I'll get you 15% off one :P)
Quote from IRC »
<Flenix> mikeprimm, sorry for the ping just wondering if you're around? Been trying to get help for a couple of weeks...
<mikeprimm> Hey - what's up?
<Flenix> Just wondering if there's any more up-to-date docs on adding mod support?
<mikeprimm> Not presently
<Flenix> I spoke to you about it back in July, you said you planned to do stuff but not sure if yuo forgot?
<mikeprimm> Just been too busy with stuff other than working on mods, unfortunately
<Flenix> Alright no worries, I'll continue experimenting
<mikeprimm> Cool - the existing mappings for other mods are probably the best things to use as examples
<Flenix> alright. Any idea which might be the simplest to look at? I don't need anything complex for now
<mikeprimm> Simple, current 1.6.4? Hold a sec
<Flenix> yeah
<mikeprimm> Artifice is pretty simple stuff - https://github.com/webbukkit/DynmapCore/blob/master/modsupport/extracted/renderdata/1.6.2/Artifice-texture.txt
<mikeprimm> Almost all simple solid cubes, which just need '-texture' file definitions
<mikeprimm> And a few simple models for non-cube blocks - https://github.com/webbukkit/DynmapCore/blob/master/modsupport/extracted/renderdata/1.6.2/Artifice-models.txt
<Flenix> Awesome, thanks
^^For anyone else who wanted to add mod support. I'm yet to try what he said but at least I got a reply
Folks,
I've been away due to a combination of a whole lot of stuff keeping me busy in "real life", some other projects, and frankly just being quite burned out on dynmap (partcuarly due to the perpetual and borderline impossible task of trying to maintain support for dozens of 3rd party mods, which rates as one of the most tedious tasks I've ever created for myself). I've been developing and maintaining dynmap for 2 1/2 years now, and have been doing it with almost no significant help for 2 of those years.
I'll be taking some time this week to do a couple of tasks I've needed to do for some time - both centered around helping other folks be able to do more of the support for rendering in 3rd party mods:
1) Update the documentation for the *-texture.txt and *-models.txt files, and how to create them.
2) Develop an API to allow mods to be enabled for publishing their rendering details to dynmap run-time. This will center around essentially a convenience API for generating the corresponding *-texture.txt and *-models.txt files dynamically.
For folks that think there is just an "easy way" to support these mods, I look forward to seeing the pull requests for the magic code that allows a server mod to use rendering code that only exists on the client side of the code base (even the code in 'universal' Forge mods is stripped out or unusable server side), as well as the means for taking single-color-per-block color data (what is used by MC and REI for their maps) and converting it into 3D models with high res textures.
For folks that want to help with the mod support, I definitely welcome the effort. As of 1.9, textures can be pulled directly from the mods themselves - the upside of this is not repackaging the textures in Dynmap, the downside is that changes in filenames and directory structures within the mods can cause breaks. The 1.9 texture and model files support conditional lines - basically, they can be included or excluded based on the version of MC running or on the version of the mod associated with the file - so version specific changes can be incorporated into the same mod support files. For mods that seem to churn things every other week (e.g. Biomes-O-Plenty - good mod, but huge pain in the ass to support), these conditionals are a practical necessity to work with updates while continuing to work with versions that folks are still using (due to modpacks or the like). For folks wanting to help out, please keep this in mind - otherwise, I'll wind up needing to rework the contributions to be usable in the production code.
"We cannot process this transaction because there is a problem with the PayPal email address supplied by the seller."
ETA: Its fixed now.
Mod Link
Subscribe to my YouTube Channel
Follow me on Twitter
Thanks,
Dablakbandit
I am using a normal forge server, and it is in the mods folder.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
First the specifics:
MCPC+ build 107 (Forge 935)
Dynmap version 9.10.0 (Forge version)
Current version of Multiverse all sections
Since we are using Multiverse, I have a total of 5 worlds:
The overworld, generated by MCPC+ when we first started it under MC version 1.52
The default End, same as above, (DIM1)
The default Nether, same as above (DIM -1)
a mining world called NewMine generated using Multiverse after we upgraded to 1.64
and a second nether, NewNether, generated using MultiVerse after we upgraded to 1.64
The multiworld plugins, permissions, portals and everything else function, and I can have 4 out of 5 of the worlds rendered in Dynmap. The exception is NewMine. Even though people can come and go, and the world seems to function fine in every way, if I log in and try to force a Fullrender, I get the response that NewMine is not in the configuration. A check of the Forgeworlds.yml file in the dynmap folder only lists the other 4 worlds, which all show up on dynmap just fine.
How is the Forgeworlds file populated? Is there some configuration option I can check to understand why that one world won't be rendered?
I realize this is vague on info, but I don't know specifically what is causing the issue. If there is something specific I can post, please let me know.
I've noticed that both the recommended and latest Forge versions don't seem to have support for any Forge blocks. For example, Biomes O' Plenty's biomes appear black on the map.
Any ideas for a fix on this? I want to be able to add my own blocks support, but if the included ones don't work I imagine mine won't either...
EDIT: Here's my map. You can see the black biomes, they shouldn't be black...
http://www.silvania.co.uk/minecraft/ultimatum/map/
EDIT 2:
Just noticed the dev build DOES work, I just needed to perform a render so the map updated. Woo!
So, how do I add my own mods to it? I think I understand the -models.txt and -texture.txt but do you need to do something code-side for Dynmap to read them, or is it just using the modid?
If you use the latest dev build BoP does work. My mods, I'll add in support as soon as I figure out or get help on how the hell to do it (I really want my airports and roads to show up properly D:) - I've been experimenting but I've not got anything which works just yet, but I'll post back if I do find something.
I think my -models.txt is ok, it's the -textures.txt I'm unsure about...
Also Does anyone know how to change my dynmap to only render the 'flat' map of both the Overworld and the nether, and completely disable the end from rendering at all?
I am somewhat confused about this. I am using Dynmap v1.9 with MCPC+
Join us at our website: AIM Gaming
To disable maps on certain worlds, the easiest way is to comment out the lines in the template file for the resolution you are using. (add # to the beginning of the line) For instance, we are using hi-boost-xhi setting in the config file, so if you go into the dynmap\templates folder, open the normal-hi_boost_xhi.txt file and comment line 24and below, you will only have the flat maps. (I personally only disable the cave map.) Same goes for the other world types. Find the template for the resolution you are using and comment out the maps that you don't want.
As for disabling whole worlds, you could try editing the worlds file and only adding the worlds that you want displayed. By default, if you don't configure the worlds file, it displays all available worlds.
Alright Il see if I can figure this out. If I make these changes, then do a full render, will it render all the other things as well but just not display them? I hope it disables the render of them too. All I want to run on the server is the flat maps so I have more ram than I do now. my server comp goes from 1.3gb of ram being used to 5gb. lol
Join us at our website: AIM Gaming
Anyway.. Does anyone know where I can get some damn support for this mod? I've tried here, IRC (been on there over a week...), GitHub... Nowhere can help my relatively simple issue =/
Once I can get my mod added to Dynmap I'll happily do a tutorial on it for other "young" modders, but I need to get the knowledge before I can share it...
I thought that, but I've seen him log on and off of IRC. Unfortunately he's always gone by the time I notice...
Even so, there are other peopled opped on IRC and I'm sure a few people have done their own mod textures, so hopefully someone else can help. I did speak to mikeprimm back in June about it; he said he'd get some docs up on 4th July but I guess other things came up...
Can you quickly explain how the texture files work at all? I've been struggling with them, gonna look over your files to see if I can figure it out though.
Mikeprimm himself told me that page is "so outdated it's practically obsolete" when I opened my original support ticket, back in July.
There's no reason why it's not possible, Rei's Minimap does it. Mikeprimm would just need to use similar code to whatever Rei's does, store those images to a cache and make them available to the webserver part.
But I can see how that'd be quite a lot of work and apparently he doesn't have all that much free time. Finally saw him on IRC on Friday- couldn't get a reply out of him though. Guess most of us simply aren't important enough.
1. Your picture creeps me out...
2. You're on a hosted service. They're generally not very good anyway and this is one of the reasons. Change your dynmap port (the 8123 bit) in the config, or switch to a decent host. (Inbox me and I'll get you 15% off one :P)
^^For anyone else who wanted to add mod support. I'm yet to try what he said but at least I got a reply
I've been away due to a combination of a whole lot of stuff keeping me busy in "real life", some other projects, and frankly just being quite burned out on dynmap (partcuarly due to the perpetual and borderline impossible task of trying to maintain support for dozens of 3rd party mods, which rates as one of the most tedious tasks I've ever created for myself). I've been developing and maintaining dynmap for 2 1/2 years now, and have been doing it with almost no significant help for 2 of those years.
I'll be taking some time this week to do a couple of tasks I've needed to do for some time - both centered around helping other folks be able to do more of the support for rendering in 3rd party mods:
1) Update the documentation for the *-texture.txt and *-models.txt files, and how to create them.
2) Develop an API to allow mods to be enabled for publishing their rendering details to dynmap run-time. This will center around essentially a convenience API for generating the corresponding *-texture.txt and *-models.txt files dynamically.
For folks that think there is just an "easy way" to support these mods, I look forward to seeing the pull requests for the magic code that allows a server mod to use rendering code that only exists on the client side of the code base (even the code in 'universal' Forge mods is stripped out or unusable server side), as well as the means for taking single-color-per-block color data (what is used by MC and REI for their maps) and converting it into 3D models with high res textures.
For folks that want to help with the mod support, I definitely welcome the effort. As of 1.9, textures can be pulled directly from the mods themselves - the upside of this is not repackaging the textures in Dynmap, the downside is that changes in filenames and directory structures within the mods can cause breaks. The 1.9 texture and model files support conditional lines - basically, they can be included or excluded based on the version of MC running or on the version of the mod associated with the file - so version specific changes can be incorporated into the same mod support files. For mods that seem to churn things every other week (e.g. Biomes-O-Plenty - good mod, but huge pain in the ass to support), these conditionals are a practical necessity to work with updates while continuing to work with versions that folks are still using (due to modpacks or the like). For folks wanting to help out, please keep this in mind - otherwise, I'll wind up needing to rework the contributions to be usable in the production code.