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About mikeprimm
- Birthday 01/01/1900
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Unehydrodyday reacted to a post in a topic: Dynmap on Tekkit
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Yep - my jenkins server has been having some fits (just migrated to it about a week ago after my last one went MIA - it was owned by someone else). Please give the latest build a go.
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Just discovered that recent Bukkit builds had a problem that prevented running cleanly on Tekkit v3.1.3 (or other v1.2.5 based servers). This has been corrected in the latest v1.4 development builds.
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I know some folks have already "found" it, but Dynmap has been supporting Forge for a couple of months now - see http://www.minecraftforum.net/topic/1543523-dynmap-dynamic-web-based-maps-for-minecraft/ for details. I've just added 'Tekkit-Lite' to my test matrix, so I'll be considering it 'formally supported' as of the next recommended/stable release (1.4 GA). For now, the 1.4-alpha-3 for Forge v6.5.0+ is what I'll be testing with, so that is what I'd recommend folks use (versus trying to use the Bukkit version with BukkitForge). Nothing against BukkitForge, its just that its the 'odd man out' here: I'll need to support folks that don't use it (since it isn't required), and I still will be supporting other 'normal' Forge-based configurations (both modpacks like FTB and Tekkit-Lite, and custom mashups), so supporting a 'faux-Bukkit' on a platform that I already need to support via Forge directly is just kind of silly. If you want to use the Bukkit version on Tekkit-Lite, feel free - I just cannot promise that it will work, nor that problems associated with it will receive much priority. In any case, on the mod packs I seek to specifically support (which, at present, are the Direwolf20 and MindCrack packs on FTB, Tekkit-Lite, and the specific mod configurations on a couple of long term server partners that have helped my testing efforts for quite some time), I will make a point at attempting to prioritize support for the mods that are part of those packs (basically, to try to make sure that the resulting maps on those mod packs, if not perfect, are as complete as possible - particularly with regard to terrain-oriented blocks and common building/decorating materials). If you have issues, or specific requests for mod support, please open tickets at https://github.com/webbukkit/dynmap/issues (check existing issues first, please). If you need help, I strongly suggest the main thread (http://www.minecraftforum.net/topic/1543523-dynmap-dynamic-web-based-maps-for-minecraft/) and our wiki (https://github.com/webbukkit/dynmap/wiki). I'll watch this thread from time to time, but with the number of platforms and packs I'm currently supporting, I cannot promise a timely response anywhere besides the main thread. I'm also on #dynmap at irc.esper.net. Also, for folks on Tekkit 3.1.3 - the existing Bukkit version SHOULD still be working and supported. I've made efforts to not break v1.2.5 thus far, and expect the v1.4 release to still work with it. That said, I will likely be "sunsetting" support for pre-v1.4.x versions in the not-too-distant future (possibly as early as Dynmap v1.5).
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http://www.minecraftforum.net/topic/1543523-dynmap-dynamic-web-based-maps-for-minecraft/ - not sure about the 3GB statement, as I do all my testing with -Xmx1024M (1GB heap). I haven't specifically tested the Forge version on Tekkit Lite, but I do intend to add it to my test matrix. In any case, I do strongly recommend the latest alpha (1.4-alpha-3), as there have been a number of Forge-specific performance fixes added since the latest stable (1.3).
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Dynmap v1.2 has just been released. For folks that are interested, this release includes support for even more mods (including updates for RedPower2, BuildCraft, IC2, ExtraBiomesXL, RailCraft, and others), while still continuing to support Bukkit versions v1.2.5 and later (including Tekkit v3.1.x).
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Also, I just applied a fix for some conflict between the rendering models for the v1.4.2 blocks and a couple of the default RedPower block IDs (specifically, ores), that can cause an exception during rendering. The fixes are in the development 1.1 builds ( [Adfly] [Direct]) If you are running 1.0, you can optionally copy the following replacement file to your plugins/dynmap/renderdata directory - https://raw.github.com/webbukkit/DynmapCore/master/renderdata/rp2-models.txt
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V1.0 is released - recommended builds are available here ([Adfly] [Direct]) Our main support thread is now at http://www.minecraftforum.net/topic/1543523-dynmap-dynmap-web-maps-for-minecraft/#entry18859919
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Also, for folks that may have gotten impatient for Tekkit to update from 1.2.5, you may want to check out the alpha for Dynmap on vanilla+Forge (http://www.minecraftforum.net/topic/1524169-132forge-dynmap-dynamic-web-maps-for-smp/) We've got functional version for 1.3.2 (with forge 4.2.5) and for 1.4.2 (with forge 6.0.1).
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*** Dynmap 0.90 has been released *** As of 0.90, all the supported mods will be automatically detected and enabled. In addition, all configured block IDs for those mod will be detected and automatically applied. In addition, there's a pretty cool new "cave view" option - fully textured renders, versus the existing style cave view. To use this, just switch the shader used on the cave view from 'cave' to 'stdtexture-cave'.
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I've confirmed that 3.1.2 and 0.80 work fine with the settings we provide on those blocks - I run them on my personal server with no problems. You've applied the settings from the wiki (or the OP here), and done a fresh render since doing so?
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*** 0.80 Released *** This adds Equivalent Exchange 2 support (see updated tekkit settings, above), as well as ExtraBiomesXL and ExtraBiomesXL-Bunyan support (for folks that may enable those mods, beyond what Tekkit offers).
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All good - its pretty complicated Here's the wiki page for our tekkit settings - https://github.com/webbukkit/dynmap/wiki/Support-for-Tekkit. These provide both the settings that need to be enabled (uncommented), and the necessary tailoring of the block IDs that differ from the defaults we have for the various mods.
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You need to be sure to enable the right render support and block IDs for the given mod - vanilla block IDs (even for newer versions) will be loaded first, and custom mods definitions (like the various tekkit mods) are loaded after those. If a custom mod defines a block ID that matches a vanilla one, it replaces it - but if it doesn't the vanilla ID will be used. Given that we don't yet support EE, there is no interdiction torch model - for the marble, its a supported RedPower2 block, so if its wrong, its because you haven't set the rp2-world-stone setting to match your block ID for world.stone.id in the redpower config. The default tekkit setting is 142, which matches our internal default, but if you've altered the block ID mapping, you need to set the corrected values for us as well. Same is likely for the other case.
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It is - at present, I'm not able to handle data that comes from the 'tileEntity' information, which can sometimes be surprising (e.g. I can't do HarvestCraft crops yet, because every crop depends upon its tileEntity data to determine which crop it is). In some cases, I can reasonably short-cut and more or less get away with it (e.g. the BuildCraft pipes), but others are pretty hopeless (e.g. microblocks). I've recently been pretty derailed by trying to get CB 1.3.1 into something resembling a stable and well-performing state (still a work in progress, but CB 1.3.1-R2.1 is much improved over 1.3.1-R1.0....). I'm hoping to get back on the design of the tileentity-based rendering support, which will ultimately lead to things like microblocks (this is still the hardest one), and will make simpler cases something that can be handled quite a bit sooner. In the mean time, if any folks out there are using ExtraBiomesXL (I know its not base Tekkit, but it is quite cool!), I just added support for it in the 0.80 development builds.
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What I've seen folks do, but isn't something I support (that is, I will not teach folks how to do, nor investigate issues found when its done and doesn't work right) is to use the JSON file mode (which makes a directory tree serveable by an external web server, which we DO support being on the same box), and then run rsync or some other remote directory tree synchronization tools periodically to keep a remote copy of the tree updated: they then serve that tree from the remote box. As you can see, this sort of process is all about some relatively advanced system admin concepts, as well as being all too particular to the hosting service you use (i.e. whether or not you can USE rsync to update files on them), and all kinds of other things that I just can't be expected to walk folks through, case by case.