[MISC] Dynmap v0.39 - Real-time Minecraft maps [1.1-R4+/1.2.5-R2.0]

Discussion in 'Plugin Releases' started by Mike Primm, Jan 14, 2011.

     
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    Mike Primm

    Dynmap - Real-time Minecraft maps:
    Version: v0.39

    Quick Links:
    Download latest (recommended) version
    All stable and unstable releases (thanks flames for hosting)
    BukkitDev
    Wiki
    Issue tracker/Todo list
    Source code
    IRC: irc.esper.net #dynmap

    This plugin was started by k-zed as a plugin for hMod. The plugin was ported to Bukkit soon after Bukkit was released. The current version of Dynmap provides an in-browser map, like Google Maps, of your Minecraft world. It updates the map in realtime while you have your browser opened and shows the current players, regions and in-game messages on top of the map. It also allows viewers of the map to chat from within their browser with players in-game.

    Installation
    Download the latest recommended version which comes packaged in a zip file. Extract all files from that zip in minecraft_server/plugins/. Run CraftBukkit. Open browser, go to http://localhost:8123/ or http://ip-address-of-server:8123/. Check minecraft_server/plugins/dynmap/ for the configuration files and one of the links below on how to further customize your settings.

    FAQ
    How to configure Dynmap
    How to configure separate webservers
    Dynmap Commands

    Videos:
    Dynmap and add-ons setup guide - Big thanks to deery50!!

    Features:
    • Configurable maps of different types
    • Configurable color-schemes.
    • Realtime players (with portraits) on map
    • Mark places that will show on the map.
    • Two-way chatting through web and Minecraft.
    • Time on map
    • Weather on map
    Known Issues:
    • Supported browsers: Firefox 4+, Chrome 10+, Opera 11+, Internet Explorer 9+, Safari 5+. Any older version might not work. The solution is to UPGRADE!
    • HeroChat v5.x broke the existing HeroChat support - use Dynmap-HeroChat add-on and upgrade to HeroChat v5.5 or later
    Changelog:
    Version 0.39
    • Make 'logo' component position settable, allow more than one instance
    • Add 'hiddenids' setting to HD Cave shader - control which blocks should be treated as solid
    • Fix markers when JSON mode, login active, and any protected worlds
    • Fix security check for tiles and configuration from night/day worlds
    • Add IC2 Compact Solars support
    • Do proper escape encoding for string generated into PHP files
    • Update jQuery to 1.7.2 - fix IE9 stupidity
    • Fix Chrome behavior when login while using URL parameters (bogus configuration error)
    • Disable hideifundercover on nether (EVERYTHING is under cover there...)
    • Fix lighting above 128 on KzedMap
    • Fix preservation of URL parameters when login is driven or forced
    • Add touch support for scroll buttons on world, player lists
    • Fix hideifundercover on The End
    • Add forestry-support flag to configuration.txt

    Version 0.38
    • Fix various PHP issues with JSON file mode (with and without login enabled)
    • Fix integer/double mismatch exception when render seeds set in world data
    • Fix session issue in up.php
    • Fix up.aspx to work with POSTs (chat messages) (thanks to bytemr!)
    • Initialize focus on login.html to user ID field
    • Update RailCraft support - new utility blocks
    Version 0.37
    • Add 'protected-player-info' option for ClientUpdateComponent - enables login protection of player positions and health (only see self except for logins with dynmap.playermarkers.showall permission)
    • Set 'blockphysics' and 'blockfromto' triggers to be disabled by default (too many triggers on CB that are not useful)
    • Add 'protected' option for worlds - if set, only logins with 'dynmap.world.<world-id>' permission can see maps for given world
    • Add 'protected' option for maps - if set, only logins with 'dynmap.map.<world-id>.<map-id>' permission can see given map on given world
    • Add LC Trees++ rendering support
    • Fix handling of unknown biomes (for mods that add new biomes)
    • Add support for KzedMap and FlatMap with 256 high worlds (1.2+)
    • Preserve URL parameters when Login/Register is used
    • Fix handling of face accessories with no transparency
    • Prevent exceptions with markers with deleted marker icons
    • Prevent exceptions when directories deleted while rendering
    • Fix PHP error when no JSON files and login enabled
    • Fix formatting on inactive message panel (Thanks, ST-DDT!)
    • Prevent lock conflicts on zoom out files from blanking tiles
    • Shift configuration URL processing to main thread (API safety)
    • Fix model for cake block
    Version 0.36.3
    • Fix login registration process in json file mode
    • Add 'chatlengthlimit' setting - limit size of chat messages from web
    • Preserve login user ID case (don't make lowercase all the time)
    • Protect against exception when player skin is invalid size
    • Fix typos on login web page
    Version 0.36.2
    • Fix bPermissions and PermissionsBukkit support
    • Add 'webchat-permisisons' setting - disable checking for dynmap.webchat permission by default
    • Add model for chests
    Version 0.36.1
    • Fix handling of lighting of custom Spout blocks, new world height with Spout custom blocks
    • Avoid issues when Spout fails to load
    • Fix chatbox.js exception with scrollback+webchat-requires-login
    • Remove extra comma from map.js (KenanY)
    • Support proper rendering of v1.2.x door positions
    • Remove worlds with no maps from map menu
    • Fix potential out of order update of json file configuration and world updates
    • Add gettiles.php script - option to avoid logging 404 errors on external servers
    Version 0.36
    • Add user-ID based login for web interface, including in-game registration command /dynmap webregister
    • Add dynmap.webchat permissions to allow permission-based restriction of web chat (login and ID-by-IP based user IDs)
    • Option for mandatory login for web access (login-required) and option for mandatory login for web chat (webchat-login-required)
    • Avoid potential thread safety issues with JVM's ImageIO class
    • Add specific support for PermissionsEx, bPermissions, PermissionsBukkit
    • Update textures and add new blocks for 1.2.4 (colored planks, new sandstone)
    • Prevent traps with some spout custom blocks
    • Fix CF Foam texture for IndustrialCraft 2 - was indexing into terrain.png!
    • Handle zero map worlds more cleanly
    • Add misc/swampgrasscolor.png and misc/swampfoliagecolor.png support
    • Handle custom water color shading (misc/watercolorX.png) (e.g. Misa texture)
    • Fix thread safety issue in JSONFileUpdate (rare exception)
    • Fix client IP on up.php forwarded chat messages
    • Make fillOpacity=0 areas/circles polylines versus area
    • Fix circle marker - was ignoring x,z coord of center
    • Make it possible to override the sidebaropened option from the URL
    • Fix /dynmap updaterender <mapname> - only render selected map
    Version 0.35
    • Add support for Circle/Ellipse Area Markers (/dmarker addcircle/updatecircle/deletecircle/listcircles)
    • Update to 1.2-style biome shading (1.1 will do this too - sorry)
    • Retire old beta render options (correct-biome-shading, smooth-biome-shading, waterbiomeshaded, swampshaded, fence-to-block-join)
    • Fix problem with hiding all-glass chunk sections when they are top of chunk
    • Fix coordinate screw up on spawn marker (thanks, fernferret!)
    • Add 'visiblelines' setting for 'chatbox' - control visible space for chat history
    • Add option to add maps to other world's map list (append_to_world attribute on HDMaps)
    • Add 'hiddenids' option to control hiding of blocks in topographic renderer, add topo-noplants shader to hide trees/plants
    • Fix coloring range on topo shaders : add topo256 shader for worlds generated with 256-high terrain
    • Make coord box grow when needed
    • Prevent very rare null exception in render
    • Support newer custom water/lava layout in texture packs (anim/ directory in texture packs)
    • Add circle marker APIs
    • Fix marker API and command line behavior with normalized world names
    • Handle lighting checks above world top
    Version 0.34
    • Finish support for CB 1.2.3 (CB 1.1-R3 or later still supported)
    • Very large performance boost on rendering, both on CB 11 and CB 1.2 worlds (50-100% faster)
    • Fix render of nether in 1.2
    • Drop listeners on disabled triggers, where possible (help performance on big servers on busy triggers)
    • Add support for 'blockgrow' trigger - various plant growth events
    • Support world names containing '/' in name
    • Add jungle saplings, top-half slabs, new stone brick blocks
    • Add CB 1.2 blocks on legacy renderers
    • Add jungle and jungle-hills biome support
    • Add support for rendering ComputerCraft blocks
    • Fix port binding issue on some Windows boxes

    Version 0.33
    • Update to new 1.1 event system (1.1-R5 ready)
    • Update internal web server (Jetty v8.1.1)
    • Add disable API for internal chat-to-web processing (prep for Dynmap-HeroChat)
    • Disable existing HeroChat component (incompatible with new event model - Dynmap-HeroChat will support HeroChat v5.5)
    • Make UI handle non-standard world heights and sea level values
    • Big improvements in performance on 'blockphysics' and 'blockfromto' triggers - much fewer unneeded render triggers
    • Add optional send message push button for web UI (chatbox component)
    • Delay player join web message reporting slightly, so that player hiding mods like VNP have time to hide player before we report
    • Add global setting for image-format - changes all HDMaps that don't have their own image-format setting
    • Add support for current 1.2-prerelease blocks, including inverted stairs, redstone lamps.
    • Add default shader 'lit-cave' for cave view that only shows caves with lighting
    • Fix problem with texture packs with custom_water_still.png but no custom_water_flowing.png
    • Add smooth movement of player icons on map view
    • Fix problem with /dmap worldset <world> center:here
    • Fix error with not listing players on disabled worlds
    • Fix 'stokeWeight' typo in Area and Polyline markers - kept custom stroke weight from being preserved properly
    Version 0.32
    • Added 'structuregrow' trigger - update on sapling growing to tree, mushroom growing giant
    • Add assertPlayerVisbility() API (for other plugins)
    • Add Poly-Line Markers - multi-line-segment map markers (for marking things like raile routes, roads, etc)
    • Migrate event handling to new 1.1 event system (breaks compatibility with CB 1.0.1 and earlier)
    • Add 'maxofflinetime' setting to 'markers' component - age out old 'offline player' markers
    • Add smooth lighting support (via 'smooth-lighting' setting - global setting and per-lighting setting) - makes lighting and shadows very smooth (no blocky edges)
    • Make smooth swamp biome shading 'extra smooth' (like smooth lighting - no block edges)
    • Add support for /dmarker add and /dmarker update supporting explicit coordinates (x, y, z, world)
    • /dmarker add corner command now requires Y coordinate when adding using explicit coordinates
    • Some initial support for Forestry mod rendering (resources, ores)
    • Add support for controlling show/hide of marker labels per marker set (versus just globally), via 'showlabels' atttribute
    • Fix 'includehiddenplayers: true' problem - caused all player markers to be hidden
    • Add default lighting definitions for using smooth lighting (shadows-smooth, night-smooth, etc)
    Version 0.31:
    • Add map/world configuration commands - /dmap commands (see https://github.com/webbukkit/dynmap/wiki/Configuring-Maps-and-Worlds-using-dmap)
    • Retire/remove 'chunkloaded' trigger, add warning for 'playermove' trigger
    • Fix break in update/event processing on 1.1 when using /dynmap reload
    • Fix incorrect reporting of cancelled chat messages to web
    • Add assertPlayerInvisibility API (allow other plugins to hide/show players)
    • Add 'show-mcr' option for 'coord' control (show MCR file names)
    • Fix HeroChat v4.x support
    • Fix/improve Spout custom block support - more than just SpoutMaterials support
    • Add support for greater-than-128 high worlds (on modded CBs)
    • Add render support for Kaevator's SuperSlopes
    • Add render support for RailCraft blocks
    • Fix rare error with JSON file update (concurrent modification error)
    • Limit wait on graceful shutdown of web server to 10 seconds
    • Fix message duplication on JSON web messages when sendmessage.php run by different server
    • Fix counting logic on 'fullrenderplayerlimit'
    • Add 'grid-scale' option on TexturePackHDShader - optionally draw grid on maps
    • Fix occasional exceptions in web server during shutdown
    • Fix problem with handling some non-alphanumeric characters in web path or tiles path on Windows
    • Fix occasional edge-of-tile artifacts on HD renders (missing partial water blocks)
    Version 0.30.1:
    • Prevent display of unnecessary jetty exceptions in server console
    • Workaround bizarre custom block texture handling in some versions of Spout and SpoutMaterials
    • Add preliminary support for MC v1.2 blocks - jungle trees and leaves
    Version 0.30:
    • Replace internal web server with Eclipse Jetty (Thanks to FrozenCow!!)
    • Fully support 1.1.0 features: New smooth swamp biome shading (set smooth-biome-shading: true), 5 new biomes
    • Add support for Industrial Craft 2 Power Converters mod
    • Add support for Industrial Craft 2 Charging Bench mod
    • Add support for Industrial Craft 2 Advanced Machines mod
    • Add support for NetherOres mod
    • Add option for whole-body player icons (showplayerbody: true)
    • Support Spout custom blocks (SpoutMaterials)
    • Keep JSON config and updates in sync - avoid GUI cycling bug when server shutdown
    • Change lowres surface map template to 'shadows' lighting
    • Fix popup text for area markers on IE9
    • Huge code refactor - split code to allow porting to other servers
    Version 0.29.2:
    • Fix for problem with 0.29.1 render settings not being reloaded properly during /dynmap reload - can screw up active renders that depend on them being set 'true'.
    • Minimize event processing done on main thread - queue processing to another thread
    • Fix race condition on web configuration cache that could cause web UI to cycle
    • Fix UI exception when 'showlayercontrol' is false.
    Version 0.29.1
    • Make new render improvements, which require full map renders to make the maps look right, disabled by default on existing installs (the default configuration.txt will enable them, as will adding the following settings to configuration.txt):
      Code:
        use-generated-textures: true
        correct-water-lighting: true
        correct-biome-shading: true
        
    Version 0.29
    • Add a bunch of render improvements and options, to make maps better match native client:
      - Add texture generators for fire, lava, water
      - Fix water lighting and biome shading to match MC client
      - Fix lily, birch, pine leaf shading to match client
      - Add 'better-grass' setting - allows grass and snow to be rendered as done by BetterGrass mod
      - Generate lily pads with same orientation pattern as native UI
    • Add support for RedPower2 blocks
    • Add support for tailoring block IDs in RedPower2, IndustrialCraft2, and BuildCraft support with configuration.txt settings
    • Add /dynmap updaterender command - renders starting at selected location and continuing until tiles not needing update are reached
    • Added support for correlating player logins with their IP addresses, and using this to label (and even block) web chat (via use-player-login-ip, require-player-login-ip, block-banned-player-chat settings)
    • Add /dynmap add-id-for-ip and /dynmap del-id-for-ip to allow manual add and remove player ID to IP mappings, and /dynmap ids-for-ip and /dynmap ips-for-id to query the data.
    • Added 'link' UI component - adds 'link' button to generate URL for current window view, with all view-sensitive parameter (world, map, zoom, position)
    • Add 'blockfromto' and 'blockphysics' triggers - needed for lava and water flowing driven updates
    • Add hideifsneaking option for hiding players that are sneaking/crouching
    • Add support for optional spawn-bed layer (show player's spawn beds) (showspawnbeds, spawnbed* settings)
    • Made the sidebar use clicking instead of hovering for mobile devices (thanks FrozenCow!)
    • Add 'followmap' and 'followzoom' to allow setting of map and zoom when a user is selected to be followed
    • Added 'hidechat' URL parameter - turns off all chat components on loaded window
    • Add 'pinned' choice for showlayercontrol: setting - show expanded layer selection all the time
    • General code structure work, prepping code for other server ports
    • Updated sample maps in worlds.txt to be HD maps
    • Add customization/translation for "Players" and "Map Types" UI labels
    • Fix jQuery problem with double questionmarks (??) in web chat
    • Improve browser cache behavior with tiles (cache more often)
    • Prevent caching of configuration URL on JSON file mode
    • Make 2D outlines support Y coordinates other than y=64
    • Reconnect active command output to player after restart, logoff/logon
    Version 0.28
    • Fix for slow memory leak in chunk snapshot cache (IMPORTANT FIX for folks with large maps) - thanks to @snowleo (in @essentialsteam) for getting me looking the right place for this!
    • Add 'minzoom' setting for marker sets - allows markers in set to only be visible at settable minimum zoom in level.
    • Corresponding API support for 'minzoom'
    • Add 'chatname' URL parameter, to allow web chat name to be supplied by web user (requires 'trustclientname: true' setting, as well as new 'allowurlname: true' on 'chat' compnent)
    • Add 'playername' URL parameter, to allow web to be launched following a given player
    • Fix handling of cases when biome texture pack images (grasscolor.png, foliagecolor.png, watercolor.png) are transparent (as in Painterly texture packs)
    • Handle issues with border tiles sometimes showing as white with JPG image-format
    • Add handling of Essential /nick style color coding in player display names (&0-&f codes are stripped)
    • New default shaders, perspectives, and lightings are now merged with existing shaders.txt, perspectives.txt, and lightings.txt - adds missing ones, but doesn't overwrite existing (possibly tailored) ones.
    Version 0.27
    • Fix for serious lag issue when rendering nether on current CB builds
    • Add /dynmap radiusrender <world> <x> <z> <radius> - console-runnable radius render
    • Make markers and area-markers not have popup when label set to "" (blank)
    • Add 'grayplayerswhenhidden' option to allow disable of player graying in player list
    • Add additional example topological map shader - thanks to TerraNetworkOrg!
    • Speed up rendering of water, and blocks models that fill block after scaling
    • Support automatic cleanup of stale map tiles at end of successful fullrender runs
    • Add 'usenormalthreadpriority' option to allow render threads on Windows to run with normal priority
    • Add 'showlayercontrol' option to allow hiding of layer control, even when marker layers are defined
    • Fix problem with scaling of faces in chat box
    Version 0.26
    • Add support for topographical maps shader (TopoHDShader)
    • RETIRED regions component (old Residence, Factions, WorldGuard, Towny support) - switch to add on plugins (Dynmap-<mod>).
    • Add workarounds for 1.0.0 issues with excessive backlogs with TickList
    • Add tiles-rendered-at-once setting to control number of triggered update tiles to process concurrently
    • Various rendering performance tweaks
    • Improve efficiency of marker update events - better support large marker populations
    • Add 'fullrenderplayerlimit' - pause fullrender processing when number of active players is above set limit
    • Add '/dynmap pause' command to allow pausing and resuming of fullrender and/or update render processing
    • Support IP banning of messages from external web servers (proxied with internal - not JSON)
    • Add 'hidey' option to 'coords' component to hide Y coordinate
    • Fix playermarker component so that player's location is middle of icon (was top-left corner)
    • Add support for 8x8 and 32x32 markers (in addition to existing 16x16 support)
    • Add '/dynmap triggerstats' to view details of tile updates caused by various triggers
    • Add additional performance metrics to '/dynmap stats'
    • Automatically reload UI when configuration changes, server restarts, new worlds added
    • Fix problem with handling worlds with periods in name
    • Fix problem with dropping of some points in complex border outlines at some zoom levels
    • Make compass rose smaller on mobile devices
    • Add APIs for pausing/resuming render processing
    • Publish DynmapWebChatEvent custom event, method for sending chat messages
    • Publish hide/show player API
    Version 0.25.1
    • Fix build FUBAR that resulted in PermissionsEx breaks
    • Include build number in version (help track dev builds better)
    • Texture fixes for webs, iron fences, redstone repeaters
    Version 0.25
    • Finished support for 1.0.0 GA
    • Deprecated 'regions' component (still functional for 0.25, but being removed in 0.26), in favor of new Dynmap-Residence, Dynmap-WorldGuard, Dynmap-Towny, and Dynmap-Factions plugins
    • Revamped biome color schemes, including adding new 1.0.0 biomes
    • Optimize marker JSON and persistence file updates - improve performance of large marker sets
    • Switch default compass-mode for new installs to 'newnorth' (optimal for 1.0.0 map orientation)
    • Add trigger statistics, viewable by /dynmap triggerstats command
    • Fix bug with new sign-based markers showing <br/>
    • Fix various texture mappings on some blocks (rails, stairs)
    • Handle some special-case renders for non-standard block data (invisible stairs, single and double slabs)
    • Add new templates for 1.0.0 world type "The End", and handle it's special lighting behaviors
    • Add 'webpage-title' setting to control title of web page: default to server-name setting
    • Fix problem with Area Markers being left around after switching to new maps, and with label markup and descriptions not being properly updated (Marker API)
    • Split programming API into its own project and JAR file, to simplify use by plugin developers (see https://github.com/mikeprimm/dynmap-api)
    • Make hidden players not generate join/quit messages on web chat
    Version 0.24
    Thanks to Mikeprimm
    • Added support for 1.9-pre5
    • Support IndustrialCraft 2 and BuildCraft 2.x blocks (ic2-support and buildcraft-support settings)
    • Added 'very low res' HD perspectives (vlowres), and set default configuration.txt to use them instead of FlatMap/KzedMap (only impacts clean installs)
    • Added 'fetchskins' and 'refreshskins' controls to allow options on player skin loading by server
    • Handle issues with improper rendering of some HD tiles on edge of word
    • Add controls for adjusting new 1.9-style rendering options (waterbiomeshaded, swampshaded, fence-to-block-join)
    • default off for 1.8, on for 1.9
    • Added east and west facing default perspectives
    • Prevent big tile queue from starving fullrenders/radiusrenders, and make fullrender/radiusrenders clear tiles from update queue, when appropriate
    • Enhanced Marker API to include descriptions for markers (optional HTML popup)
    • Enhanced Marker API to support 'areas'
    • like the outlines for the 'regions' components
    • Added 'onlyiflit' option for cave renderer
    • only shows caves lit by a light source
    • Add 'compass-mode' to allow options for handling changes to world compass (sunrise moved in 1.9...)
    • Add command-line commands for marker areas
    • Added /dynmap sendtoweb command to send messages to just web users, and associated API
    • Added API to allow other plugins to drive re-renders of regions of maps
    • Add support for hiding individual subareas in the Residence component
    • Added 'hideifundercover' and 'hideifshadow' options to hide player markers when player is under blocks and/or in low light
    • Added 'webmsgformat' (replacement for webprefix/websuffix
    • more flexible)
    • Added support for scrolling with world list
    • Added support for preserving map center when switching between worlds
    • Fix problem with caching of updates in standalone/JSON mode
    • Fix problems in scaling of transparent textures (made flat map in HD look bad)
    • Make trapdoors render properly
    • Fix 'defaultworld' setting
    Version 0.23
    Thanks to Mikeprimm, FrozenCow, Klowner and Godsyn
    • Added support for 1.9 rendering
    • Added save/resume support for fullrender and radiusrenders (to be able to stop and resume later with rendering
    • Made the world spawn-point now the center-point (instead of 0,0)
    • Added 'hideores' to make ore blocks look like plain stone
    • Added scrollback option to webchat.
    • Added support for HTML-markup-encoded marker labels, with associated API for developers
    • Added 'nethershadows' lighting (use 'lighting: nethershadows' in your templates)
    • Added support for optional 'offline players' markers
    • Added URL-option 'nopanel' to remove sidebar (use http://yourserver:8123/?nopanel=true)
    • Added 'inactive'-component to redirect or stop users when they are not using the map for some time (thanks godsyn!)
    • Fixed support for Residence 2.4.2
    • Fixed support for Towny outposts
    • Fixed rendering of redstone torches, jack-o-lanterns and vines.
    • Fixed markers not showing label in Chrome


    Dynmap API:
    For plugin programmers that want to integrate with Dynmap, we now offer a simple JAR containing the published interfaces - this is only intended for building code that uses the API (in the same way that bukkit.jar is used for building to craftbukkit). The API information:

    Download latest (recommended) version
    Source code

    Dynmap Add-Ons:
    Both to demonstrate the API, and to help manage the growth of this already-huge plugin, we've started producing additional plugins for Dynmap. All of these will depend on Dynmap and interface through its APIs, but only need to be added by folks that are interested in the additional function they provide:
    • dynmap-mobs: Provides marker layer for real-time position of selected mobs on dynmap maps.
    • dynmap-residence: Successor to the 'regions' support for Residence in Dynmap, with live update of Residence changes
    • Dynmap-WorldGuard: Successor to the 'regions' support for WorldGuard in Dynmap, with live update of WorldGuard changes
    • Dynmap-Towny: Successor to the 'regions' support for Towny in Dynmap, with live update of Towny changes
    • Dynmap-Factions: Successor to the 'regions' support for Factions in Dynmap, with live update of Factions changes
    • Dynmap-CommandBook: Add support for showing /home and /warp locations defined using CommandBook.
    • Dynmap-Essentials: Add support for showing /home and /warp locations defined using Essentials.
    • Dynmap-GriefPrevention: Add support for showing Grief Protection claims
    • Dynmap2CraftIRC3: Integrate Dynmap's web chat with IRC via CraftIRC
    • Dynmap-SimpleClans: Integrate SimpleClans with Dynmap
    • Dynmap-HeroChat: Integrate HeroChat v5.5+ with Dynmap
    • Dynmap-PhysicalShop
    Mods integrated with Dynmap:
    The following mods are known to support dynmap integration without needing an add-on:

    This post has been edited 67 times. It was last edited by Mike Primm May 20, 2012 at 8:02 PM.
  2.  
  3. Offline

    Danta1st

    Please add a better chat on the "website". : ) They dissapear rather quick, and if more than one person is writing it is a pain to follow up. ;b
  4. Offline

    Mike Primm

  5. Offline

    Mike Primm

    Not sure why it'd take that long - never seen lowres take more than a couple hours, even for a very big server. Check /dynmap stats and post results.
  6. Offline

    Danta1st

    oh darn.... That took care of that. Thx a bunch ;)

    ps. Now go answer on dynmap-essentials xD haha
  7. Offline

    hqSparx

    how about redpower2 microblocks support? cobblestone es disgusting :<
  8. Offline

    Deadwing

    I've asked dumb questions here before and I wouldn't want to break the trend so...

    I'm running a weak little MC server for my young kids (7-10) and their school friends. It's an old 3.2 GHz P4 single-core with 2 GB RAM. I've been happy with dynmap but I find the rendering process pounds the server and causes lag for the players. Typical numbers with 3-4 players show CPU in the 60-100% range with dynmap enabled and 5-40% when disabled (also includes -worldguard, -mob and -essentials. I have the very lowres tiles enabled. How do you optimize your settings? Should I remove all the triggers save one? Is it better to do more processing less often versus less processing more often? Should I remove ALL the triggers and just do a manual fullrender on a daily basis? Any guidance would be helpful.

    This post has been edited 1 times. It was last edited by Deadwing Feb 22, 2012.
  9. Offline

    Mike Primm

    Not likely anytime soon - I'm currently very limited on my ability to get to what is called Tile Entity data, due to Bukkit limitations, and microblocks are a particularly complex example of the use of this data (so even when I get access to it, the processing for microblocks will be a rather large project on its own). If you don't like the blocks, switch off the block ID and you'll get air.
  10. Offline

    Mike Primm

    I'd suggest avoiding the busy triggers - take a look at /dynmap triggerstats to see which is generating the most activity. If you're getting lag, I'd suggest dialing down the maxchunkspertick setting. Also, consider switching to Apache or Nginx for the web server - a java based web server, even a decent one like Jetty, doesn't touch either of those for efficiency.
  11. Offline

    Deadwing

    Thanks again, Mike. I'll take a look at the config file again and see what I can do based on our comments. I'd rather not roll out another web server if I can help it as it's yet one more thing to manage, all while my kids are telling me about the latest 15 plugins they discovered and how I need to implement them all... ;) (I just got the DragonTravel plugin going with defined routes here & there and not 10 minutes later they're complaining about a lack of cars & trucks in the game... it never ends.)
  12. Put them on vanilla MC for a week. ;)
  13. Offline

    Mike Primm

    lol - I understand - I've got two kids and their friends that play on our servers (plural, because one is never enough!). If you're on a Linux box, using the apache you already have would offload some memory and ram use from the bukkit vm - that's the main reason for the recommendation (and Apache or Nginx are both more efficient for serving tiles and other files than the internal server).
  14. Offline

    -FN-

    [IMG]
  15. Offline

    Mike Primm

    3.5ms per chunk is on the slow side, but not something I'd expect to cause big delays. I don't see the queue length (it'd be the line above the 'active render jobs' line - might need to run that from server console. Also, take a look at the /dynmap triggerstats - you certainly are rendering plenty (700,000 tiles at least).
  16. Offline

    -FN-

    trigger queue size is 0

    [IMG]

    I guess I was just hoping for a way to devote more CPU or RAM to the process. The server doesn't *seem* to be putting much effort into it.
  17. Offline

    Mike Primm

    Yep - the render time per tile is pretty darn long, especially for a lowres tile (although with it bing night/day, its actually 2 tiles being rendered). Can I see a pastebin of your configuration.txt?
  18. Offline

    -FN-

    configuration.txt:
    Code:
    # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
     
    # All map templates are defined in the templates directory
    # The 'classic' FlatMap and KzedMap templates are used, which can be found in normal.txt, nether.txt, and skylands.txt
    #  To use these, do not set deftemplatesuffix (make sure deftemplatesuffix is commented, below)
    #
    # To use the HDMap very-low-res map templates as world defaults (normal-vlowres, nether-vlowres and skylands-vlowres), uncomment the following line
    #  The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt
    #deftemplatesuffix: vlowres
    #
    # To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), uncomment the following line
    #  The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
    deftemplatesuffix: lowres
    # To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), comment the following line
    #  The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
    #deftemplatesuffix: hires
    # Other values will search for templates named normal-<value>, nether-<value>, skylands-<value>
     
    components:
      - class: org.dynmap.ClientConfigurationComponent
     
      - class: org.dynmap.InternalClientUpdateComponent
        sendhealth: false
        sendposition: true
        allowwebchat: false
        webchat-interval: 5
        hidewebchatip: false
        trustclientname: false
        includehiddenplayers: false
      #  # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
      #  hideifshadow: 4
      #  # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
      #  hideifundercover: 14
      #- class: org.dynmap.JsonFileClientUpdateComponent
      #  writeinterval: 1
      #  sendhealth: true
      #  sendposition: true
      #  allowwebchat: false
      #  webchat-interval: 5
      #  hidewebchatip: false
      #  includehiddenplayers: false
      #  hideifshadow: 4
      #  hideifundercover: 14
     
      - class: org.dynmap.SimpleWebChatComponent
        allowchat: false
      #- class: org.dynmap.herochat.HeroWebChatComponent
      #  # Control which HeroChat channel messages from web are directed to
      #  herochatwebchannel: Global
      #  # Control which channels are monitored and reported to the web
      #  herochatchannels:
      #    - Global
      #    #- Trade
      #    #- Haggle
     
      # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
      - class: org.dynmap.MarkersComponent
        type: markers
        #showlabel: true
        #enablesigns: true
        # (optional) add spawn point markers to standard marker layer
        showspawn: true
        spawnicon: world
        spawnlabel: "Spawn"
        # (optional) layer for showing offline player's positions
        showofflineplayers: true
        offlinelabel: "Offline Players"
        offlineicon: offlineuser
        offlinehidebydefault: true
     
      - class: org.dynmap.ClientComponent
        type: chat
      - class: org.dynmap.ClientComponent
        type: chatballoon
        focuschatballoons: false
      - class: org.dynmap.ClientComponent
        type: chatbox
        showplayerfaces: true
        messagettl: 5
        # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
        #scrollback: 100
      - class: org.dynmap.ClientComponent
        type: playermarkers
        showplayerfaces: true
        showplayerhealth: false
        # Option to make player faces small - don't use with showplayerhealth
        smallplayerfaces: true
      #  # Optional - make player faces layer hidden by default
      #  hidebydefault: true
      #  # Optional - ordering priority in layer menu (low goes before high - default is 0)
      #  layerprio: 1
      #  # Optional - label for player marker layer (default is 'Players')
        label: "Online Players"
      #- class: org.dynmap.ClientComponent
      #  type: digitalclock
      - class: org.dynmap.ClientComponent
        type: timeofdayclock
        showdigitalclock: false
        #showweather: true
      # Mouse pointer world coordinate display
      - class: org.dynmap.ClientComponent
        type: coord
        label: "Location"
        hidey: false
     
      #- class: org.dynmap.ClientComponent
      #  type: logo
      #  text: "Dynmap"
      #  #logourl: "images/block_surface.png"
      #  linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
     
      #- class: org.dynmap.ClientComponent
      #  type: inactive
      #  timeout: 1800 # in seconds (1800 seconds = 30 minutes)
      #  redirecturl: inactive.html
      #  #showmessage: 'You were inactive for too long.'
     
      #- class: org.dynmap.TestComponent
      #  stuff: "This is some configuration-value"
     
    # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
    display-whitelist: false
     
    # How often a tile gets rendered (in seconds).
    renderinterval: 1
     
    # How many tiles on update queue before accelerate render interval
    renderacceleratethreshold: 60
     
    # How often to render tiles when backlog is above renderacceleratethreshold
    renderaccelerateinterval: 0.2
     
    # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
    tiles-rendered-at-once: 2
     
    # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
    saverestorepending: true
     
    # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
    zoomoutperiod: 30
     
    # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
    enabletilehash: true
     
    # Optional - control darkening of biome-shaded colors in swamp biomes (1.9+) - default is true for 1.9+, false for 1.8.x
    #swampshaded: false
    # Optional - control biome shading of water (1.9+) - default is true for 1.9+, false for 1.8.x
    #waterbiomeshaded: false
     
    # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
    #hideores: true
     
    # Optional - control rendering of fences (joining to blocks, as in 1.9+) - default is true for 1.9+, false for 1.8.x
    #fence-to-block-join: true
     
    # Control loading of player faces (if set to false, skins are never fetched)
    #fetchskins: false
     
    # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
    #refreshskins: false
     
    # Control behavior for new (1.9+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
    #  default is 'pre19' for 1.8 server (existing orientation), 'newrose' for 1.9+ (preserve maps, rotate rose)
    #  'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
    compass-mode: newnorth
     
    # Enable Industrial Craft 2 block rendering support
    #ic2-support: true
     
    # Enabled BuildCraft block rendering support
    #buildcraft-support: true
     
    render-triggers:
      #- chunkloaded
      #- playermove
      #- playerjoin
      - blockplaced
      - blockbreak
      - leavesdecay
      - blockburn
      - chunkgenerated
      - blockformed
      - blockfaded
      - blockspread
      - pistonmoved
      - explosion
     
    # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
    webpage-title: "Minecraft Server"
     
    # The path where the tile-files are placed.
    tilespath: web/tiles
     
    # The path where the web-files are located.
    webpath: web
     
    # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
    webserver-bindaddress: 0.0.0.0
     
    # The TCP-port the webserver will listen on.
    webserver-port: 8123
     
    # Maximum concurrent session on internal web server - limits resources used in Bukkit server
    max-sessions: 30
     
    # Disables Webserver portion of Dynmap (Advanced users only)
    disable-webserver: false
     
    # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
    allow-symlinks: true
     
    # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
    timesliceinterval: 0.0
     
    # Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
    maxchunkspertick: 200
     
    # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
    progressloginterval: 100
     
    # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
    #  Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
    #  setting this to equal or exceed the number of physical cores on the system.
    #parallelrendercnt: 4
     
    # Interval the browser should poll for updates.
    updaterate: 2000
     
    # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more user's are logged in
    fullrenderplayerlimit: 0
     
    showplayerfacesinmenu: true
     
    # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
    #sidebaropened: true
     
    # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
    #http-response-headers:
    #    Access-Control-Allow-Origin: "my-domain.com"
    #    X-Custom-Header-Of-Mine: "MyHeaderValue"
     
    joinmessage: "%playername% joined"
    quitmessage: "%playername% quit"
    spammessage: "You may only chat once every %interval% seconds."
    # webprefix and websuffix support using '&color;' as escape code for color code (deprecated: use webmsgformat)
    #webprefix: "&color;2[WEB] "
    #websuffix: "&color;f"
    # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
    webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
     
    # Enable checking for banned IPs via banned-ips.txt (internal web server only)
    check-banned-ips: true
     
    # Default selection when map page is loaded
    defaultzoom: 0
    defaultworld: world
    defaultmap: flat
     
    # Option to enable workaround for incorrectly encoded unicode in Cyrillic MC/Bukkit (not good for other code pages)
    #cyrillic-support: true
     
    # NOTE: the 'templates' section is now found in the 'templates' directory
    #  Templates CAN still be defined in configuration.txt, as before 0.20
    templates:
     
    # NOTE: the 'worlds' section is now found in the worlds.txt (example custom settings can be found in worlds.txt.sample)
    #  Worlds CAN still be defined in configuration.txt, as before 0.20
    worlds:
     
    # Set to true to enable verbose startup messages - can help with debugging map configuration problems
    # Set to false for a much quieter startup log
    verbose: false
     
    # Enables debugging.
    #debuggers:
    #  - class: org.dynmap.debug.LogDebugger
    
    And my worlds.txt:
    Code:
    # These are examples of world-specific settings - customize your content as you see fit
    #
    # NOTES:
    #  All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
    #  Definitions of a world made here will superecede any world definition with the same name in configuration.txt
    #  Deleting this file will result in a fresh copy being produced by dynmap.jar on the next startup.
    #
    worlds:
      # Worlds can be handled by templates, based on world type
      # You can override the properties of the template by specifying them in this section
      #    for example 'Title: "My Awesome World"'
      - name: world1
        title: "Surface"
      #  Use 'enabled: false' to disable a certain world.
      #  enabled: false
      #  Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
      #  sendposition: false
      #  Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
      #  sendhealth: false
      #  # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
      #  fullrenderlocations:
      #    - x: 10000
      #      y: 64
      #      z: 20000
      #    - x: -15000
      #      y: 64
      #      z: -5000
      #  # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
      #  visibilitylimits:
      #    - x0: -1000
      #      z0: -1000
      #      x1: 1000
      #      z1: 1000
      #    - x0: -2000
      #      z0: -1000
      #      x1: -1000
      #      z1: -500
      #  # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
      #  hiddenlimits:
      #    - x0: 100
      #      z0: 0
      #      x1: 200
      #      z1: 0
      #  # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
      #  hidestyle: stone
      #  # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
      #  # visibilitylimits (limits must be set).  The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
      #  # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
      #  autogenerate-to-visibilitylimits: map-only
      #  Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
      #  template: mycustomtemplate
      #  Rest of comes from template - uncomment to tailor for world specifically
      #  # World center - default is spawn point
      #  center:
      #    x: 0
      #    y: 64
      #    z: 0
      #  # If bigworld set to true, use alternate directory layout better suited to large worlds
        bigworld: true
      #  # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
      # extrazoomout: 2
      #  maps:
      #    - class: org.dynmap.flat.FlatMap
      #      name: flat
      #      title: "Flat"
      #      prefix: flat
      #      colorscheme: default
      #      # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
      #      textured: smooth
      #      # To render a world as a "night view", set shadowstrength and ambientlight
      #      shadowstrength: 1.0
      #      ambientlight: 4
      #      # To render both night and day versions of tiles (when ambientlight is set), set true
      #      night-and-day: true
      #      # Option to turn on transparency support (off by default) - slows render
      #      transparency: true
      #      # Background color for map during the day
      #      backgroundday: "#153E7E"
      #      # Background color for map during the night
      #      backgroundnight: "#000000"       
      #      # Backgrounc color for map (independent of night/day)
      #      background: "#000000"
      #    - class: org.dynmap.kzedmap.KzedMap
      #      renderers:
      #        - class: org.dynmap.kzedmap.DefaultTileRenderer
      #          name: surface
      #          title: "Surface"
      #          prefix: t
      #          maximumheight: 127
      #          colorscheme: default
      #          # Add shadows to world (based on top-down shadows from chunk data)
      #          shadowstrength: 1.0
      #          # To render a world as a "night view", set shadowstrength and ambientlight
      #          ambientlight: 4
      #          # To render both night and day versions of tiles (when ambientlight is set), set true
      #          night-and-day: true
      #          # Option to turn off transparency support (on by default) - speeds render
      #          transparency: false
      #          # Background color for map during the day
      #          backgroundday: "#153E7E"
      #          # Background color for map during the night
      #          backgroundnight: "#000000"       
      #          # Backgrounc color for map (independent of night/day)
      #          background: "#000000"
      #          # Sets the icon to 'images/block_custom.png'
      #          icon: custom
      #        - class: org.dynmap.kzedmap.HighlightTileRenderer
      #          prefix: ht
      #          maximumheight: 127
      #          colorscheme: default
      #          highlight: # For highlighting multiple block-types.
      #            - 56 # Highlight diamond-ore
      #            - 66 # Highlight minecart track
      #          highlight: 56 # For highlighting a single block-type.
      #        - class: org.dynmap.kzedmap.CaveTileRenderer
      #          name: cave
      #          title: "Cave"
      #          prefix: ct
      #          maximumheight: 127
      #
      # To just label world, and inherit rest from template, just provide name and title
      #- name: world2
      #  title: "Second World"
      #
      - name: world1_nether
        title: "Nether"
      #  center:
      #    x: 0
      #    y: 64
      #    z: 0
      #  # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
      #  extrazoomout: 3
      #  maps:
      #    - class: org.dynmap.flat.FlatMap
      #      name: flat
      #      title: "Flat"
      #      prefix: flat
      #      colorscheme: default
      #      # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
      #      textured: smooth
      #    - class: org.dynmap.kzedmap.KzedMap
      #      renderers:
      #        - class: org.dynmap.kzedmap.DefaultTileRenderer
      #          name: nether
      #          title: "Surface"
      #          prefix: nt
      #          maximumheight: 127
      #          colorscheme: default
      - name: world1_the_end
        title: "The End"
      #  extrazoomout: 3
    And normal-lowres.txt for the heck of it:
    Code:
    version: 0.20
    #
    # Default template for "Normal" environment worlds (deftemplatesuffix="lowres")
    #  Uses the HDMap renderer with view from the SE with the "lowres" resolution (4 pixels per block edge)
    #
    #   This file MAY need to be replaced during an upgrade - rename file to 'custom-normal-lowres.txt' if you wish to customize it
    #
    templates:
      # Template for normal world (HDMap lowres)
      normal-lowres:
        enabled: true
        # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
        extrazoomout: 2
        #center:
        #  x: 0
        #  y: 64
        #  z: 0
        maps:
          - class: org.dynmap.hdmap.HDMap
            name: flat
            title: "Flat"
            prefix: flat
            perspective: iso_S_90_lowres
            shader: stdtexture
            lighting: brightnightandday
            mapzoomin: 2
          - class: org.dynmap.hdmap.HDMap
            name: surface_se
            title: "Surface (SE)"
            prefix: t
            perspective: iso_SE_30_hires
            shader: stdtexture
            lighting: brightnightandday
            mapzoomin: 2
          - class: org.dynmap.hdmap.HDMap
            name: surface_nw
            title: "Surface (NW)"
            prefix: ct
            perspective: iso_NW_30_hires
            shader: stdtexture
            lighting: brightnightandday
            mapzoomin: 2

    This post has been edited 1 times. It was last edited by -FN- Feb 22, 2012.
  19. Hi, Is it possible to use a custom texture pack? I wanted to use sphax 256x. I already fully rendered the map its 5000x5000 how much extra CPU power and RAM would this use?
  20. Offline

    Mike Primm

    It'll use some extra RAM (the terrain.png will wind up in memory and uncompressed, so that would be about 50MB). We scale down textures as needed, depending on the scale used for the render - hires is 16 x 16, so you might want to just opt for a lower rest version of Sphax (it can't help make blocks that will only be 16 x 16 on a side look any better than a 32x32 version of the same texture would). Otherwise, it should not impact performance.
  21. Offline

    Mike Primm

    Nothing is jumping out at me - if your server is at 50%, you could try turning on the 'parallelrendercnt' setting at 2. The chunk load time is the only thing I'm seeing as slower than I'd expect - are you running 64-bit or 32-bit VM?
  22. Offline

    -FN-

    I'll give that setting a try. I have both VMs available with 64-bit being the preferred VM, but I'm not really sure how to be absolutely certain. Thanks for taking the time to look at my config - very appreciated!
  23. Offline

    Mike Primm

    If you run the same java command you usually run, but include the -version parameter, it should tell you. Are you running windows, Linux, or something else?
  24. How would I go about implementing this new texture pack? Also is there a way so I can get like 32x32 or 64x64 texture on the map so its HD? I would be willing to render the map again. Where do I place the texture pack I want the map to use?
  25. Offline

    Mike Primm

    If you want to use it for all your maps, just copy the texture pack ZIP file into the texturepacks directory, and then edit the shaders.txt file - find the 'stdtexture' shader and change 'texturepack' from 'standard' to the name of your zip file ('mytexturepack.zip').
  26. Offline

    linkmaster00

    [IMG]
    Still having problems here.....here is the server 'log' when they're rendered....

    11:11 AM [INFO] Full render of map 'flat' of 'World' completed - 73 tiles rendered (89.49 msec/map-tile, 24.28 msec per render)
    11:11 AM [INFO] Full render of maps [surface,cave] of 'World' in progress - 100 tiles rendered each (99.08 msec/map-tile, 152.00 msec per render)
    11:12 AM [INFO] Full render of maps [surface,cave] of 'World' completed - 154 tiles rendered each (102.16 msec/map-tile, 160.55 msec per render)

    But this is what I'm getting on the screen when I connect to it.

    This post has been edited 1 times. It was last edited by linkmaster00 Feb 23, 2012.
  27. Offline

    Deadwing


    Thanks. I'll check them out and see if I can find the cycles to get into it.
  28. Offline

    Mike Primm

    *** Performance Warning ***
    For any folks that may be having performance concerns, due to apparently excessive tile update rendering, I've isolated a 'questionable behavior' in the processing of the 'blockphysics' and 'blockfromto' triggers. The corresponding Bukkit events are often called when changes aren't actually happening - only when they MAY happen - and the existing trigger logic tended to give them the benefit of a doubt. So, they work, but often cause update processing when it isn't called for. The latest 0.33 development code dramatically improves this processing, while still allowing the purpose of these triggers (handling things like falling sand and flowing water and lava) to still be accomplished. I expect to be releasing 0.33 in the next couple of days (it is intended to support both 1.1-R4 and 1.1-R5), but for folks that might be experiencing excessive update traffic due to these triggers (check /dynmap triggerstats to see), I'd suggest temporarily disabling them.
  29. Offline

    Skyer

    Help :'(, when I write :Localhost:8123 I have a white screen with only one word:Directory.

    This post has been edited 1 times. It was last edited by Skyer Feb 24, 2012.
  30. Offline

    Mike Primm

    Not unless you can tell us what is wrong! ;)
  31. I have done that and it did not update to the new texture pack. This is my shaders.txt file



    #
    # This file contains default standard shader definitions. The contents of this file are replaced and updated
    # during upgrades, so new or updated shader definitions should be done in the custom-shaders.txt file
    #
    shaders:
    # Default shader - used if shader not specified or invalid
    - class: org.dynmap.hdmap.TexturePackHDShader
    name: default
    texturepack: Sphax PureBDCraft 256x.zip

    # Color scheme based shaders
    - class: org.dynmap.hdmap.DefaultHDShader
    name: defaultscheme
    colorscheme: default

    - class: org.dynmap.hdmap.DefaultHDShader
    name: ovocean
    colorscheme: ovocean

    - class: org.dynmap.hdmap.DefaultHDShader
    name: flames
    colorscheme: flames

    - class: org.dynmap.hdmap.DefaultHDShader
    name: sk89q
    colorscheme: sk89q

    # Biome based shaders
    - class: org.dynmap.hdmap.DefaultHDShader
    name: biome
    biomecolored: biome

    - class: org.dynmap.hdmap.DefaultHDShader
    name: temperature
    biomecolored: temperature

    - class: org.dynmap.hdmap.DefaultHDShader
    name: rainfall
    biomecolored: rainfall

    # No transparency default color scheme shader
    - class: org.dynmap.hdmap.DefaultHDShader
    name: no_transparency
    colorscheme: default
    transparency: false

    # Cave view shader
    - class: org.dynmap.hdmap.CaveHDShader
    name: cave

    # Texture pack based shader for standard Minecraft textures
    - class: org.dynmap.hdmap.TexturePackHDShader
    name: stdtexture
    texturepack: Sphax PureBDCraft 256x.zip

    # Texture pack based shader for standard Minecraft textures, without biome-tinted grass/leaves
    - class: org.dynmap.hdmap.TexturePackHDShader
    name: stdtexture-nobiome
    texturepack: Sphax PureBDCraft 256x.zip
    biomeshaded: false

    # Texture pack based shader for standard Minecraft textures, with grid for region file borders (512x512)
    - class: org.dynmap.hdmap.TexturePackHDShader
    name: stdtexture-mcr-grid
    texturepack: Sphax PureBDCraft 256x.zip
    grid-scale: 512

    # Topological map shader
    - class: org.dynmap.hdmap.TopoHDShader
    name: topo
    color127: "#FFFFFF"
    color111: "#8B4513"
    color95: "#D2B48C"
    color79: "#FFFF00"
    color63: "#008000"
    color47: "#228B22"
    color31: "#104010"
    color15: "#6B8E23"
    color0: "#696969"
    linecolor: "#000000"
    watercolor: "#0000FF"

    # Alternate topological map shader (thanks to TerraNetworkOrg!)
    - class: org.dynmap.hdmap.TopoHDShader
    name: TerraNetworkOrgTopo
    color127: "#4F2101"
    color120: "#8B4513"
    color108: "#D2B48C"
    color96: "#C99653"
    color84: "#CB9C0B"
    color72: "#B1B62E"
    color60: "#0F8D0F"
    color48: "#14703B"
    color36: "#106343"
    color24: "#0E5347"
    color12: "#939393"
    color0: "#696969"
    linecolor: "#000000"
    watercolor: "#1F1FEA"



    I have restarted my server and it is spelled right because I just copy&pasted. If you look at my map "http://endxcraft.enjin.com/map" Its still the default minecraft texture pack.
  32. Offline

    Mike Primm

    Did you rerun the render?

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