Closed BonaireDreams closed 10 years ago
Update: Looks like its not all Biomes that are affected. I'm not at home right now to check the actual names, but it looks like its only affecting CRAIG, BADLANDS, Watseland? , Red Hills? Not sure of the last 2 names.
Never seen a mod that breaks its own configuration format 1/10th as often as this one.....
Try latest dev builds for 1.9-alpha-3
Thanks Mike,
Will try it when I get home tonight. We really appreciate the work you do. I think out of all the mods Dynmap is by far our favorite. Aside from being a great resource for seeing where you are going or looking for a specific biome it lets us slackers chat with everyone online while at work. :)
Will report how it works.
EDIT: Updated everything from work. restarted server with the Alpha-3 build. No change. You can take a look at the map here http://192.95.60.189:8888 2 good examples are -1635,507 this is an interface where there is a bit of the red rock left and the rest has turned into a black void. Also -330, 480 has the badlands which are hardended sand above clay which are slowly becoming a black void.
Thanks again for your continued work on this mod donated $25.00 via paypal today :) (from bcwolfen)
Thanks!
Did you rerun the render that quickly? I will not fix the existing renders without the render being refreshed
I did a radiusrender centered on the red rock area with a radius of 200 to test it.
15.08 18:38:14 [Multicraft] Auto-saving world... 15.08 18:34:20 [Server] INFO Radius render of 'Dragon' finished. 15.08 18:34:20 [Server] INFO Radius render of map 'cave' of 'Dragon' completed - 259 tiles rendered (79.31 msec/map-tile, 49.81 msec per render) 15.08 18:34:16 [Server] INFO Radius render of map 'cave' of 'Dragon' in progress - 200 tiles rendered (80.29 msec/tile, 49.76 msec per render) 15.08 18:34:08 [Server] INFO Radius render of map 'cave' of 'Dragon' in progress - 100 tiles rendered (81.32 msec/tile, 50.66 msec per render) [cropped] 15.08 18:29:58 [Server] INFO Radius render of map 'flat' of 'Dragon' in progress - 100 tiles rendered (50.71 msec/tile, 17.06 msec per render) 15.08 18:29:52 [Server] INFO Render of 200 block radius starting on world 'Dragon'...
PS just to confirm, the file I grabbed was off the minecraft forum under Dev builds for forge 7.8.1 Apha 3 Filename: Dynmap-HEAD-forge-7.8.1.jar
Should be reporting itself as build #128. Also, make sure the obsolete config/BiomesOPlenty.cfg is deleted.
The old BoP.cfg is gone, there is only the config/biomesoplenty/main.cfg Confirmed Build is 128 I deleted all files under dynmap except the web folder. put the new alpha3 jar file into the mods folder and removed the alpha2 restarted the server. edited the config file to the correct port restarted the server did the test render.
I do use a custom texture pack which has not been changed. I have tried using the standard texture pack which made no difference. I have also noticed a few other oddities, which may be due to this being a DEV build or BoP changing cfg file.
The Biome (mystic forest) at -800, 500 was rendering with the purple posionous water and the 2 different trees. Now it renders all the water blue and only the shorter grey tree, the taller blue tree is being rendered as the shorter tree.
The Barley field Biome at -950, 775 is slowly rendering into a grassland. The barely is no longer seen.
Both these Biomes are BoP biomes so they are somewhat rendering.
The Craig biome at -1275, 1090 is rendering black.
I'm guessing that dynmap is just not getting some, but not all the cfg information it needs (due to BoP constant cfg changes)
Sorry for the long post. Hope this helps out.
Hi, I signed up so I could post what I did to fix the conflict. Instead of using the main.cfg I used the ids.cfg (cfgfile:config/biomesoplenty/ids.cfg) It is currently rendering right now but so far I'm getting a nice map. Thanks for Dynmap! It is by far one of the most useful resources for Minecraft.
There is a picture of my Crags that is halfway rerendered. I hope it helps you out!
lorddaoes,
My version of BoP only has the main.cfg. It has no Ids.cfg in that folder. Any chance you could zip it up and email it to me? I'd like to test it out and see if it fixes the issue.
My email is in my profile.
Thanks
The ids.cfg thing is for 0.6.0 on 1.6.2 (because changing the file even more is clearly necessary....). The 0.5.9.x versions are main.cfg. The ids.cfg fix should already be in the latest dev build for the 0.6.0 version on 1.6.2.
Ah, okay I got ya. I missed the version number in the OP. My apologies. While on the BoP not rendering issue, though, the block "Long Grass" doesn't seem to be in the BoP support files.
Give latest dev builds a go: I needed to add support for making the renderdata sensitive to the mod version AND the MC version (since the resources and such are now inconsistent between the 0.5.8 vs 0.5.9.x vs 0.6.0 and between MC 1.5.x and 1.6.x ....). Need to see where we stand with the splitting of the files.... What I haven't done, as of yet, is to see which of the blocks and biomes that were added for the 1.6.x versions have been backported to the 1.5.x versions: the current 1.5.x renderdata for BOP has not yet incorporated those additions.
Tried the letest DEV and still no change. ON: Running Feed-The-Beast Unleashed Pack, MC 1.5.2 with Forge 7.8.1 BiomesoPlenty Ver .5.9.2
Still get the black void in Craig, badlands and Red hills. Poison water renders as normal water. Barley renders as fields.
New build - give it a go
Hey Mike, Which is the latest DEV build? 1770? I'm going to try pushing it up to the server later tonight and doing a restart after the players log off. I will let you later Sunday how it goes. I'm out teaching Scuba diving all day.
just retested with Build 1770, no change. I did notice that the renderdata folder under 1.6.1 has BoP , BoP 0.5.8 and BoP 0.5.9 models and textures But the 1.5.2 folder only has BoP and BoP 0.5.8, not sure if that is the issue or not...
I;m running with exactly the config you indicated - the config files for BOP in FTB (versus the version I could download from the BOP download page) had some oddness in its config files (lots of double double-quotes around strings) that needed a code change to handle properly. But, with that, I got a clean load and things looked good. Which blocks are you specifically seeing as black (particularly 'old' blocks, versus new stuff that was backported from the 1.6.2 version - I haven't moved all the new blocks back).
The build number was #133 for 1.5.2 (1.9-133), with core version 1.9-1771. The build was marked 'unstable' because of a problem with posting to the IRC server, so it may not have been pushed to my web server for downloading. I'm running #134 right now, and will confirm that it is downloadable - build server is at http://jenkins.primmhome.com:8080/
OK - the latest download link - http://mikeprimm.com/dynmap/builds/DynmapForge/Dynmap-HEAD-forge-7.8.1.jar - is definitely #134
Mike,
You are a genius. Everything is working and the black biomes are back to rendering all the correct blocks. Thank you so much!
Any info on future updates coming out? Specifically Railcraft 7's quarried stones? Are you planning on adding any other mods? Specifically Extra Utilities has coloured bricks and Tinkers construct has roadways and seared bricks that show up black.
Or might it be possible to add a generic code that if the block ID does not have a texture associated with it that Dynmap just renders it as Cobblestone no matter what it is. Not sure if that's easy or not. That would at least make buildings look normal instead of being black voids.
Anyway thanks again for all your work. Dynmap has to be the best mod for MC!
Thanks for the help testing these : I know it was harder than I would prefer it to be :)
I am planning on doing a bunch of mod updates : its mostly a matter of finding the time. The MC 1.5 and 1.6 updates forced big changes on mods for each of them, so there's been a lot of churn just to keep existing function working.
If you want specific block IDs to render as if they were another existing ID, there is support for that in 1.9: see the 'block-id-alias' setting in https://github.com/webbukkit/dynmap/blob/master/src/main/resources/configuration.txt . This is intended to allow manual mapping of unsupported IDs to existing ones, as well as for opting to hide or disguise supported ones (e.g. hiding ores or other special blocks).
I appreciate the info Mike, I'll watch for future updates and will give the unsupported IDs a try. It would be nice to be able to see the entire buildings in all their glory on the map, but we understand of course that could involve way to much work in adding and supporting all the mods.
I'm more than happy to push any DEV build onto my server if you ever want anything tested.
Thanks for this, all the world is visible again!
Well... almost, but it's just a tiny thing. The trees in the canyon biome are invisible. I don't mind, but if you're looking for anything missing I thought I'd list it.
The log block ID is 1974 and this is in the Biomes O Plenty config as "Log Block ID 4". The trees drop saplings with an ID of 1938, again in the config as "Colourized Sapling". Not much help those names :/
Let me know if you need more info or if you want me to try anything.
Oh, the leaf blocks are ID 1962:5
I'll look at the BOP update. The latest dev build has even more RailCraft 7 and 8 support : particularly for stairs and slabs/steps.
Hey Mike,
Thats awesome!!! Thank you. My buildings are starting to look like buildings!
The only missing blocks now are some random ones from mods that you probably dont want to bother adding such as coloured bricks form Extra Utlities and paved road blocks from Tinkers Construct. Now that RC8 is in and I can see which blocks are missing I'll try adding them as cobblestone using your custom block codes!
Thanks again for a great Mod!! I'm pushing the guys on my server to send some donations as well!
Thanks! I'm going to try to put some time in over the next few days to freshen up support for some of the bigger mods that are now on 1.6.2 - definitely going to finish up RC and BOP, but I also need to at least review BuildCraft, IC2, ExtraBiomesXL, and the like. Ditto for the 1.5.2 mods in the FTB packs (FTB Unleashed, in particular - a pretty daunting list). As you said, the priority is always to hit the ones that have the biggest impact on the appearance of the world in general, and builds in particular (construction materials over machines or the like).
Hi Mike, found some missing vanilla blocks last night. The stone brick wall does not render. Thats the fence made out if stone brick. Not sure if they are included or not. Also have not tested the cobblestone walk. I'm away from my PC until sat night. Will get you the Id #s then.
Hi Bonaire, StoneBrick Walls are not vanilla, (I think they are Railcraft?), vanilla only has cobble/mossy - http://www.minecraftwiki.net/wiki/Cobblestone_Wall
Also want to say a big thanks to Mike for your work on all this. The newly added Railcraft blocks are making our builds look pretty again :)
Is there a guide anywhere for helping out in adding in missing mod blocks etc? Or should I just try to follow the existing configs as an example? I'd love to help out with any missing items if I can.
The update for Railcraft 7 and 8 should be effectively complete, as of this morning's dev builds (about 2 hours ago).
As for the guide - I still need to get that updated (there is a wiki page for some of the basics of the renderdata files, but it is hopelessly dated), so right now comparing with the recent ones is best (particularly the 1.6.2 level files under renderdata/1.6.2). I really need to find a few hours to write all that up properly, but when I do have time, I'm rarely in the mood to spend it on hacking on a wiki page :)
I know the feeling, documentation is so boring to write :)
Side note, I just checked the cobble walls on a 1.5 world, and they are rendering on the map as stone brick walls. In addition, regular cobble blocks are also rendering as stone brick. All our ugly cobble cube builds are looking rather snazzy. :)
The Overviewer map program had this "cobble is stone brick" issue recently, but not sure what the problem was: https://github.com/overviewer/Minecraft-Overviewer/issues/953
I'm experiencing the same issue with BoP + Dynmap.
Minecraft ver: 1.5.2 BoP ver: 0.5.9 Dynamp ver: Dynmap v2.0-alpha-1
The biome wasteland does not render properly.
I'm using dynmap Dynmap-1.9-forge-9.10.0 whit minecraft 1.6.4
its curently not rendering the blocks for ProjectRed leaving black void were its blocks are present
BOP support updated for 1.9.2-alpha-2
Running Feed-The-Beast Unleashed, MC 1.5.2 with Forge 7.8.1 BiomesoPlenty Ver .5.9.2 Tried using latest dynmap build 1.9-alpha-2-forge-7.8.1
All BoP biomes render as a black void.
Looking over the dynmap models and texture config files for BoP it is pointing to config/BiomesoPlenty.cfg BoP appears to have moved its config file under config/biomesoplenty/main.cfg
PS Railcraft 7 quarried stone also renders black. :)