Solved [Dynmap] Layer/Player/Mobs/Beds not showing up

Discussion in 'Bukkit Help' started by MrFr33man123, Jun 26, 2012.

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  1. Offline

    MrFr33man123

    Hi Forum :)

    i have a problem with my Dynmap since i Updated it to the now latest version.
    My Bukkit is also up to date.

    Dynmap renders well and shows me also the Map in the Browser.

    But i have only the Layer "Player" on the top left side and if i connect i am not shown.
    /dynmap show
    said i am already visible on the map.
    Also i have Mobs Layer Plug-in and these are also not showing so i guess its a global issue.


    i am running on port 8080 and this is the only program that uses the port + map is showing correct.

    don't know what to tweak to make it work

    Help would really be appreciated

    Thanks

    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), set value to vlowres
    #  The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt
    # To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), set value to lowres
    #  The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
    # To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), set value to hires
    #  The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
    deftemplatesuffix: vlowres
     
    components:
      - class: org.dynmap.ClientConfigurationComponent
     
      - class: org.dynmap.InternalClientUpdateComponent
        sendhealth: true
        sendposition: true
        allowwebchat: true
        webchat-interval: 5
        hidewebchatip: true
        trustclientname: false
        includehiddenplayers: false
        # (optional) if true, player login IDs will be used for web chat when their IPs match
        use-player-login-ip: true
        # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
        require-player-login-ip: false
        # (optional) block player login IDs that are banned from chatting
        block-banned-player-chat: true
        # Require login for web-to-server chat (requires login-enabled: true)
        webchat-requires-login: false
        # If set to true, users must have dynmap.webchat permission in order to chat
        webchat-permissions: false
        # Limit length of single chat messages
        chatlengthlimit: 256
      #  # 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
      #  # (Optional) if true, players that are crouching/sneaking will be hidden
        hideifsneaking: true
        # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
        protected-player-info: false
      - class: org.dynmap.JsonFileClientUpdateComponent
        writeinterval: 1
        sendhealth: true
        sendposition: true
        allowwebchat: true
        webchat-interval: 5
        hidewebchatip: false
        includehiddenplayers: false
        use-player-login-ip: true
        require-player-login-ip: false
        block-banned-player-chat: true
      # hideifshadow: 14
      # hideifundercover: 14
        hideifsneaking: true
        # Require login for web-to-server chat (requires login-enabled: true)
        webchat-requires-login: false
        # If set to true, users must have dynmap.webchat permission in order to chat
        webchat-permissions: false
        # Limit length of single chat messages
        chatlengthlimit: 256
     
      - class: org.dynmap.SimpleWebChatComponent
        allowchat: true
        # If true, web UI users can supply name for chat using 'playername' URL parameter.  'trustclientname' must also be set true.
        allowurlname: false
     
      # 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 (for 'maxofflinetime' minutes after logoff)
        showofflineplayers: true
        offlinelabel: "Offline"
        offlineicon: offlineuser
        offlinehidebydefault: true
        offlineminzoom: 0
        maxofflinetime: 30
        # (optional) layer for showing player's spawn beds
        showspawnbeds: true
        spawnbedlabel: "Spawn Beds"
        spawnbedicon: bed
        spawnbedhidebydefault: false
        spawnbedminzoom: 0
        spawnbedformat: "%name%'s bed"
       
      - class: org.dynmap.ClientComponent
        type: chat
        allowurlname: false
      - 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
        # Optiona; set maximum number of lines visible for chatbox
        #visiblelines: 10
        # Optional: send push button
        sendbutton: false
      - class: org.dynmap.ClientComponent
        type: playermarkers
        showplayerfaces: true
        showplayerhealth: true
        # If true, show player body too (only valid if showplayerfaces=true
        showplayerbody: false
        # Option to make player faces small - don't use with showplayerhealth
        smallplayerfaces: false
        # Optional - make player faces layer hidden by default
        hidebydefault: false
        # Optional - ordering priority in layer menu (low goes before high - default is 0)
        layerprio: 0
        # Optional - label for player marker layer (default is 'Players')
        label: "Players"
       
      #- class: org.dynmap.ClientComponent
      #  type: digitalclock
      - class: org.dynmap.ClientComponent
        type: link
       
      - class: org.dynmap.ClientComponent
        type: timeofdayclock
        showdigitalclock: true
        #showweather: true
      # Mouse pointer world coordinate display
      - class: org.dynmap.ClientComponent
        type: coord
        label: "Location"
        hidey: false
        show-mcr: false
       
      # Note: more than one logo component can be defined
      #- class: org.dynmap.ClientComponent
      #  type: logo
      #  text: "Dynmap"
      #  #logourl: "images/block_surface.png"
      #  linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
      #  # Valid positions: top-left, top-right, bottom-left, bottom-right
      #  position: bottom-right
     
      #- 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
     
    # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
    # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
    # in more competition for CPU resources with other processes
    usenormalthreadpriority: true
     
    # 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 - hide ores: render as normal stone (so that they aren't revealed by maps)
    #hideores: true
     
    # Optional - enabled BetterGrass style rendering of grass and snow block sides
    #better-grass: true
     
    # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
    smooth-lighting: false
     
    # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
    # Has no effect on maps with explicit format settings
    image-format: png
     
    #  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
    #  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
    use-generated-textures: true
    correct-water-lighting: 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 (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
    #  default is 'newrose' (preserve pre-1.0 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 (core, Advanced Machines, Charging Bench, Power Converters, Compact Solars)
    #ic2-support: true
    #ic2-advancesmachines-support: true
    #ic2-chargingbench-support: true
    #ic2-powerconverters-support: true
    #ic2-compactsolars-support: true
     
    # Enable BuildCraft block rendering support
    #buildcraft-support: true
     
    # Enable RedPower2 block rendering support
    #redpower2-support: true
     
    # Enable NetherOres block rendering support
    #netherores-support: true
     
    # Enable RailCraft block rendering support
    #railcraft-support: true
     
    # Enable Kaevator's Superslopes block rendering support
    #superslopes-support: true
     
    # Enabled ComputerCraft block rendering support
    #computercraft-support: true
     
    # Enabled LC Trees++ block rendering support
    #lctrees-support: true
     
    # Enable Forestry block rending support
    #forestry-support: true
     
    render-triggers:
      #- playermove
      #- playerjoin
      - blockplaced
      - blockbreak
      - leavesdecay
      - blockburn
      - chunkgenerated
      - blockformed
      - blockfaded
      - blockspread
      - pistonmoved
      - explosion
      #- blockfromto
      #- blockphysics
      - structuregrow
      - blockgrow
     
    # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
    #webpage-title: "Build Server Dynmap"
     
    # 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: 8080
     
    # 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
     
    # Enable login support
    login-enabled: false
    # Require login to access website (requires login-enabled: true)
    login-required: false
     
    # 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
     
    # Control whether players that are hidden or not on current map are grayed out (true=yes)
    grayplayerswhenhidden: 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."
    # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
    webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
     
    # Control whether layer control is presented on the UI (default is true)
    showlayercontrol: true
     
    # 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
    # (optional) Zoom level and map to switch to when following a player, if possible
    #followzoom: 3
    #followmap: surface
     
    # Option to enable workaround for incorrectly encoded unicode in Cyrillic MC/Bukkit (not good for other code pages)
    cyrillic-support: false
     
    # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
    persist-ids-by-ip: true
     
    # Messages to customize
    msg:
        maptypes: "Map Types"
        players: "Players"
        chatrequireslogin: "Chat Requires Login"
        chatnotallowed: "You are not permitted to send chat messages"
     
    # 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
    
     
  2. Offline

    MrFr33man123

    The simple solution was to put it 2 Ports further... now it runs on Port 8082 and everything is fine...
     
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