[MISC] Dynmap v1.7-alpha-2 - Real-time Minecraft maps [1.2.5 through 1.5.2R0.1+]

Discussion in 'Plugin Releases' started by Mike Primm, Jan 15, 2011.

     
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    Mike Primm

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    *** AS I AM NOW SUPPORTING MORE THAN JUST BUKKIT WITH DYNMAP, THE MAIN SUPPORT THREAD IS NOW ON MINECRAFTFORUMS.NET - FOR QUICKEST SUPPORT, PLEASE BEGIN USING THIS THREAD ***

    For downloads of the latest Bukkit version (which is also appropriate for Tekkit Classic), go to our dev.bukkit.org page.

    This post has been edited 96 times. It was last edited by Mike Primm May 3, 2013.
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    Morgen

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    how to get rid of black spots?
    [IMG]
    it occurs some time after fullrender
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    proJohnRH

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    Hi there! Thanks very much for continuing to update this plugin. It's great!

    I've actually never been able to get my Nether to render. I'm using the "Nether" plugin, and I've changed the world name. I've tried all kinds of things in the config file to get it to recognize it, but it never seems to work. The names DO match in the config file, and I've left the rest as defaults (I run on a different port, but I don't think that'd cause the problem). I've also tried changing the map names and prefixes and such to make them unique (they don't seem to be by default, unless I'm missing something). Any ideas?

    Edit: well, it kinda works, actually. But it seems I have to run the commands in game. The flat map is a little weird, but maybe that's just because it's hard to render a world with a ceiling.

    Edit#2: Ok, so I guess I learned something about multiple worlds: they don't exactly exist unless someone enters them after the server starts up. I think my config file was finally correct enough for this to work.
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    Mike Primm

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    Which build are you running? If you aren't running one of my private builds, you might want to give it a try. If you already are, I'm interested in the details.
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    Alucardy

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    Hello,

    It's possible to change the "spawn view" when we go to the Dynmap page?
    I suppose when we open the page we go to 0:0:0 and I would to change this ^^
    Thanks in advance!

    PS: Sorry, I have a bad english x)
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    Mighty Mackinac

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    Do your private builds work better than the current official build? From what I can tell, and let me know if I'm wrong, it looks like people are getting mixed results. And could you provide me with a link?

    Thanks!
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    Mike Primm

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    Most of what is in the private build are my unofficial fixes and the updates from the current-but-unreleased-official-0.16 source code. I'm looking in to some concerns relative to reported memory use, but given 0.15's characteristics on fullrender (basically, everyone falls off the server until its done) and incremental render (occasional incomplete blocks due to assuming all needed chunks are loaded, even when they aren't), its probably worth trying. The changes, when active, do shift some compute load on to the main server thread for incremental update, but actually shouldn't add memory use directly (the fact that user's DON'T fall off the server during 'fullrender' means they keep consuming the non-trivial per-user memory that they use, but the bubble from fullrender itself is about the same as it was before, and the only extra memory on incremental renders happens when it turns out a chunk needed to be loaded that otherwise would have resulted in a broken tile).

    Source at https://github.com/mikeprimm/dynmap, downloadable jar at https://github.com/downloads/mikeprimm/dynmap/dynmap-0.16.jar, downloadable package at https://github.com/downloads/mikeprimm/dynmap/dynmap-0.16-bin.zip.

    If you're on 0.15, you'll want the full ZIP, since there are updates there (not mine, but from FrozenCow (the author) and zeeZ) that are part of "official-but-unreleased" 0.16. FrozenCow has recently accepted my first round of mods (the timesliced fullrender and the incremental render fix), and I'll be submitting a pull request shortly for the latest round (pulling the tile file I/O and image compression on to an async thread to reduce the load on the main server thread from the other fixes). Ideally, once he gets some time, my builds go away and we get back to a more normal support process.
    IIGoldII, jasonznack, Brain and 2 others like this.
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    ST-DDT

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    if i enter code in the webchat parts of them will be executed!
    i didn't try how deep this works but you can maniplulate the webinterface.
    Bestcase: Lokal Webinterface only -> special chars should be \ so that they are read as a string <- this happens
    [Worstcase: Server exploits -> Force String <- this not]

    maybe i'll try to find ways to gain controll over the server via webinterface (on my own server)
    i'll post my answer later. its impossible

    [Post edited]
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    Mike Primm

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    I'm not having any luck issuing commands via webchat: they just show as messages - ditto with embedding HTML tags - please kick me the details of what you've tried and what it did (private message, if you're concerned about publishing an exploit publicly). Also, please include which version/build are you running.
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    MeinerHosen

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    Make sure the capitalization is proper, like pixel said, but then make sure you have gone into the world and placed a couple blocks. Also do /dynmap render or /dynmap fullrender.

    You can also try putting your IP in the url, for example http://69.72.186.6:8123

    Hope this helps
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    Nazralte

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    Can someone please post a nice, orderly and neat "default" configuration.txt file for me to copy?
    The one that came with both 0.15 and Primm's 0.16 (newest one) is a block of text that is hard to read, plus seems to not want to be read correctly. I tried to clean it up but I keep getting errors about the config not being right.
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    MeinerHosen

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    I'd say re-download his config and open it up with notepad++. It's an awesome program that's 1000 times better than notepad, and it makes sure everything is formatted correctly. (unless you mess it up, of course)

    Everything is a block of text in notepad, so it's nice to have notepad++.

    Hope that helps ;)
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    Fohdeesha

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    @Mike Primm, just want to thank you very very much for your contributations. This was the first time I was able to do a fullrender and not have the server eventually throw severe messages. Now our entire 300mb world is rendered, and the map itself seems to load much faster now as you browse around. Running your most recent #3 build and everything is working perfect! map here - http://mc.fohdeesha.com:8123/

    Thanks again man!
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    ST-DDT

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    i have tested it a lot and it isn't worse
    it only destroys the lokal interface
    i tried to post the line 21 web\index,html <script maps.google...&v=3.3....>
    after i had entered this no other messages were shown until user requested relaod of the whole page
    which isnt worse but it is not that what i want. because special charakters are my favourites
    version: dyn downloaded 10.05 ca. 15:00 (the orginal not the "better" one)
    bukkit: 766

    offtopic: so knows Whitespace (programmibnglanguage)?
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    Syntafin

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    Now I used the Build from Mike Primm but when I try a Fullrender for my other world it come that the world is not definied.
    Here the configuration:
    Code:
    # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
    
    # 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
    
    # Do render on main thread - may generate more server load, but safer and fixes broken tiles
    renderonsync: true
    
    render-triggers:
      - playermove
      - playerjoin
      - blockplaced
      - blockbreak
    
    # 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
    
    # Disables Webserver portion of Dynmap (Advanced users only)
    disable-webserver: false
    
    # Writes JSON to file in the webpath
    jsonfile: false
    
    # How often the json file gets written to(in seconds)
    jsonfile-interval: 1
    
    # Use timesliced fullrender - takes a bit longer, but much more polite for server
    timeslicerender: true
    
    # Period between tile renders for timesliced fullrender, in seconds
    timesliceinterval: 1.5
    
    # The maptypes Dynmap will use to render.
    worlds:
      - name: world
        maps:
          - class: org.dynmap.flat.FlatMap
            prefix: flat
            colorscheme: flames
          - class: org.dynmap.kzedmap.KzedMap
            renderers:
              - class: org.dynmap.kzedmap.DefaultTileRenderer
                prefix: t
                maximumheight: 127
                colorscheme: flames
              #- class: org.dynmap.kzedmap.HighlightTileRenderer
              #  prefix: ht
              #  maximumheight: 127
              #  colorscheme: flames
              #  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
                prefix: ct
                maximumheight: 127
      - name: nether
        maps:
          - class: org.dynmap.flat.FlatMap
            prefix: flat
            colorscheme: flames
          - class: org.dynmap.kzedmap.KzedMap
            renderers:
              - class: org.dynmap.kzedmap.DefaultTileRenderer
                prefix: nt
                maximumheight: 64
                colorscheme: flames
    
    web:
        # Handles the clientside updates differently only enable if using jsonfile
        jsonfile: false
    
        # Interval the browser should poll for updates.
        updaterate: 2000
    
        allowchat: false
        allowwebchat: false
        webchat-interval: 5
        # If set to true, this enables a workaround for chat plugins like HeroChat that cancel chat messages
        # as part of implementing channels and the like - set to false if seeing cancelled message is a problem
        ignorechatcancel: true
    
        showplayerfacesinmenu: true
    
        joinmessage: "%playername% betrat den Server!"
        quitmessage: "%playername% hat den Server verlassen!"
        spammessage: "You may only chat once every %interval% seconds."
    
        components:
          - type: chat
          - type: chatballoon
            focuschatballoons: false
          - type: chatbox
            showplayerfaces: true
            messagettl: 5
          - type: playermarkers
            showplayerfaces: true
          #- type: digitalclock
          - type: timeofdayclock
            showdigitalclock: true
            #showweather: true
          #- type: regions
          #  name: WorldGuard
          #  useworldpath: true
          #  filename: regions.yml
          #  basenode: regions
          #  use3dregions: true
          #  infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname% - %priority% (%parent%)</span><br /> Owners <span style="font-weight:bold;">%playerowners% %groupowners%</span><br />Members <span style="font-weight:bold;">%playermembers% %groupmembers%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
          #  regionstyle:
          #    strokeColor: "#FF0000"
          #    strokeOpacity: 0.8
          #    strokeWeight: 3
          #    fillColor: "#FF0000"
          #    fillOpacity: 0.35
    
        defaultworld: Creative
        worlds:
          - title: Creative
            name: Creative
            maps:
              - type: FlatMapType
                title: Flat
                name: flat
                prefix: flat
              - type: KzedMapType
                title: Surface
                name: surface
                prefix: t
              #- type: KzedMapType
              #  title: Highlighted Map
              #  name: highlight
              #  prefix: ht
              - type: KzedMapType
                title: Cave
                name: cave
                prefix: ct
          - title: Vanilla
            name: Vanilla
            maps:
              - type: FlatMapType
                title: Flat
                name: flat
                prefix: vaflat
              - type: KzedMapType
                title: Surface
                name: surface
                prefix: vact
          - title: Nether
            name: Nether
            maps:
              - type: FlatMapType
                title: Flat
                name: flat
                prefix: flat
              - type: KzedMapType
                title: Surface
                name: nether
                prefix: nt
          # Example:
          #- title: Other World           # With what name the world is displayed.
          #  name: world_other            # The actual name of the world (equal to your directory-name).
          #  maps:
          #    - type: KzedMapType        # The type (or perspective) of the map. At the moment, there are no others than KzedMapType.
          #      title: Surface           # The name of the map that will be displayed.
          #      name: surface            # The actual name of the map (should be unique for this world).
          #      prefix: t                # The prefix of the tile-files that are generated.
          #      icon: images/block_other.png    # Sets a custom icon for the map. (optional)
          #    - type: KzedMapType
          #      title: Cave
          #      name: cave
          #      prefix: ct
    # Enables debugging.
    #debuggers:
    #  - class: org.dynmap.debug.LogDebugger
    
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    ST-DDT

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    which one do you want to render?
    the vanilla isn't defined in the render section
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    Mike Primm

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    The worlds listed and defined in the top level "worlds" section, and the map renderers, need to be consistent with those defines in the "worlds" section under the "web" section - the top-level "worlds" section describes how to render the maps into images (it looks like you didn't edit this), while the web/worlds section describes how to present them on the web interface (which looks like you did edit it).
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    Nazralte

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    Of course there is a better version of notepad, why wouldn't there be... :rolleyes:
    I'll grab it, thanks. :)
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    Syntafin

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    I did not change this because the Map often broke when i add the vanilla map to this.
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    Elvis

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    lol this sucks i have open port and stuff localhost:8123 erm but it just shows a black screen i see the zoom in stuff the time and little options just not the map itself
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    Mike Primm

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    Shiny, new "all-too-unofficial" private build out - 0.16-MikePrimm-4 - which includes some new stuff:
    1) Two words - "wool colors" :) You need to be using the 'renderonsync: true' option (which helps keep you from getting broken tiles), but it should render colors for all 16 wool tiles. It can do general block data rendering (things with 4 bit block data, like stairs, wood, etc), but I only added color mappings for wool so far
    2) Merged the rendering of zoomed tiles with the normal tile renders - should speed things up, but will also keep the maps more consistent during a render across the zoom levels (plus, the fullrender will actually be DONE when it says it's done, not a while later when it gets done with the zoomed tiles).

    Source at https://github.com/mikeprimm/dynmap, downloadable jar at https://github.com/downloads/mikeprimm/dynmap/dynmap-0.16.jar, downloadable package at https://github.com/downloads/mikeprimm/dynmap/dynmap-0.16-bin.zip.

    Hope you like the new stuff!
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    Amin Azman

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    i got error when doing a full render, and no tiles shown up on the web..

    Code:
    13:53:34 [INFO] Full render starting on world 'world' (timesliced)...
    13:53:35 [WARNING] Task of 'dynmap' generated an exception
    java.lang.NullPointerException
            at org.dynmap.flat.FlatMap.render(FlatMap.java:82)
            at org.dynmap.MapManager.render(MapManager.java:309)
            at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:123)
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(C
    raftScheduler.java:138)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:360)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:287)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    13:54:14 [SEVERE] Exception on rendering-thread
    java.lang.NullPointerException
            at org.dynmap.flat.FlatMap.render(FlatMap.java:82)
            at org.dynmap.MapManager.render(MapManager.java:309)
            at org.dynmap.MapManager$1.handle(MapManager.java:46)
            at org.dynmap.MapManager$1.handle(MapManager.java:1)
            at org.dynmap.AsynchronousQueue.running(AsynchronousQueue.java:93)
            at org.dynmap.AsynchronousQueue.access$0(AsynchronousQueue.java:88)
            at org.dynmap.AsynchronousQueue$1.run(AsynchronousQueue.java:58)
            at java.lang.Thread.run(Unknown Source)
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    Fohdeesha

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    @Mike Primm you are the dude! Those are some awesome updates man, putting it on the server now.
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    kaane

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    That new build is doing a very fine job fullrendering the map. I'm still waiting how it'll perform/suck memory under heavy user load (24+) because that's our most concern with dynmap on a shared gameserver ...
    I already put up renderinterval to 30 (!), deactivated cave map, nether maps, unused components like chat window etc., put up updaterate to 12000 etc.
    Any further tuning suggestions are still welcome, because dynmap is one of our most beloved plugins but it's pushing us over the edge of granted ressources every evening ... :/
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    Domo-KUN

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    err i did they way u said and it stills dosent work can u guide me through out this guide Please?
  27. Offline

    Fohdeesha

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    wooo! colored wool! - http://mc.fohdeesha.com:8123

    some statistics for those interested

    set timesliceinterval to 0.1. The fullrender of our 278mb world took 43 minutes, with the /tiles folder ending with 59MB of images. Server load for this render hovered around 28% on our quad core xeon @ 2.4ghz. Not bad!

    Very stable and I don't notice dynmap adding any server load whatsoever, with 20 players or 0.

    And every single tile is there, edge to edge on all zoom settings! You're a pro.

    I highly recommend everyone grab Mike Primms version, it's been flawless so far
    Mike Primm likes this.
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    Syntafin

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    When I want to take a fullrender of Vanilla or Nether the Server say that the worlds did not definied...

    Here my new config:
    Code:
    # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
    
    # 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
    
    # Do render on main thread - may generate more server load, but safer and fixes broken tiles
    renderonsync: true
    
    render-triggers:
      - playermove
      - playerjoin
      - blockplaced
      - blockbreak
    
    # 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
    
    # Disables Webserver portion of Dynmap (Advanced users only)
    disable-webserver: false
    
    # Writes JSON to file in the webpath
    jsonfile: false
    
    # How often the json file gets written to(in seconds)
    jsonfile-interval: 1
    
    # Use timesliced fullrender - takes a bit longer, but much more polite for server
    timeslicerender: true
    
    # Period between tile renders for timesliced fullrender, in seconds
    timesliceinterval: 1.5
    
    # The maptypes Dynmap will use to render.
    worlds:
      - name: world
        maps:
          - class: org.dynmap.flat.FlatMap
            prefix: flat
            colorscheme: flames
          - class: org.dynmap.kzedmap.KzedMap
            renderers:
              - class: org.dynmap.kzedmap.DefaultTileRenderer
                prefix: t
                maximumheight: 127
                colorscheme: flames
              - class: org.dynmap.kzedmap.HighlightTileRenderer
                prefix: ctht
                maximumheight: 127
                colorscheme: flames
                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
                prefix: ct
                maximumheight: 127
      - name: vanilla
        maps:
          - class: org.dynmap.flat.FlatMap
            prefix: vaflat
            colorscheme: flames
          - class: org.dynmap.kzedmap.KzedMap
            renderers:
              - class: org.dynmap.kzedmap.DefaultTileRenderer
                prefix: vact
                maximumheight: 127
                colorscheme: flames
      - name: nether
        maps:
          - class: org.dynmap.flat.FlatMap
            prefix: flat
            colorscheme: flames
          - class: org.dynmap.kzedmap.KzedMap
            renderers:
              - class: org.dynmap.kzedmap.DefaultTileRenderer
                prefix: nt
                maximumheight: 64
                colorscheme: flames
    
    web:
        # Handles the clientside updates differently only enable if using jsonfile
        jsonfile: false
    
        # Interval the browser should poll for updates.
        updaterate: 2000
    
        allowchat: false
        allowwebchat: false
        webchat-interval: 5
        # If set to true, this enables a workaround for chat plugins like HeroChat that cancel chat messages
        # as part of implementing channels and the like - set to false if seeing cancelled message is a problem
        ignorechatcancel: true
    
        showplayerfacesinmenu: true
    
        joinmessage: "%playername% betrat den Server!"
        quitmessage: "%playername% hat den Server verlassen!"
        spammessage: "You may only chat once every %interval% seconds."
    
        components:
          - type: chat
          - type: chatballoon
            focuschatballoons: false
          - type: chatbox
            showplayerfaces: true
            messagettl: 5
          - type: playermarkers
            showplayerfaces: true
          #- type: digitalclock
          - type: timeofdayclock
            showdigitalclock: true
            #showweather: true
          #- type: regions
          #  name: WorldGuard
          #  useworldpath: true
          #  filename: regions.yml
          #  basenode: regions
          #  use3dregions: true
          #  infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname% - %priority% (%parent%)</span><br /> Owners <span style="font-weight:bold;">%playerowners% %groupowners%</span><br />Members <span style="font-weight:bold;">%playermembers% %groupmembers%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
          #  regionstyle:
          #    strokeColor: "#FF0000"
          #    strokeOpacity: 0.8
          #    strokeWeight: 3
          #    fillColor: "#FF0000"
          #    fillOpacity: 0.35
    
        defaultworld: Creative
        worlds:
          - title: Creative
            name: Creative
            maps:
              - type: FlatMapType
                title: Flat
                name: flat
                prefix: flat
              - type: KzedMapType
                title: Surface
                name: surface
                prefix: t
              - type: KzedMapType
                title: Highlighted Map
                name: highlight
                prefix: ctht
              - type: KzedMapType
                title: Cave
                name: cave
                prefix: ct
          - title: Vanilla
            name: Vanilla
            maps:
              - type: FlatMapType
                title: Flat
                name: flat
                prefix: vaflat
              - type: KzedMapType
                title: Surface
                name: surface
                prefix: vact
          - title: Nether
            name: Nether
            maps:
              - type: FlatMapType
                title: Flat
                name: flat
                prefix: flat
              - type: KzedMapType
                title: Surface
                name: nether
                prefix: nt
          # Example:
          #- title: Other World           # With what name the world is displayed.
          #  name: world_other            # The actual name of the world (equal to your directory-name).
          #  maps:
          #    - type: KzedMapType        # The type (or perspective) of the map. At the moment, there are no others than KzedMapType.
          #      title: Surface           # The name of the map that will be displayed.
          #      name: surface            # The actual name of the map (should be unique for this world).
          #      prefix: t                # The prefix of the tile-files that are generated.
          #      icon: images/block_other.png    # Sets a custom icon for the map. (optional)
          #    - type: KzedMapType
          #      title: Cave
          #      name: cave
          #      prefix: ct
    # Enables debugging.
    #debuggers:
    #  - class: org.dynmap.debug.LogDebugger
    
  29. Offline

    crckdns

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Why are you calling it in the render-settings "vanilla" and in the web-settings "Vanilla" as name?
    Case sensitive... ;)
  30. Offline

    Mike Primm

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    I've started working on a change that I believe will non-trivially help the resource concerns - it involves an update that I'm coding and planning to submit to Bukkit, though, so it'll likely take some time and pre-req a future CB build. I've got a couple of other tuning ideas in mind in the shorter run, though, which may help. What are your principle concerns - memory use or CPU load (overall) or server lag?
  31. Offline

    Mike Primm

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    I'm assuming you're running my latest build (0.16-MikePrimm-4)? If so, it almost looks like you did a full render on a world whose ID is in your configuration.txt (in the top-level 'worlds') section, but isn't actually loaded (or matching the actual name of one of your worlds). If you can include your configuration.txt, as well as the specific command you issued, that would help.
  32. Offline

    belfedia

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Anyone know how i can have "letter accentuated" in dynmap ?
    i have try in index.html
    <html lang="fr">
    <meta charset="ISO-8859-15" />
    <meta charset="UTF-8" />

    but nothing work :(

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