Tried with today's spigot server build for 1.13 and started up my test server to see which plugins may be broken.
23:01:37 INFO]: [dynmap] Loading dynmap v3.0-SNAPSHOT-Dev201802140139
java.lang.IllegalArgumentException: Error initializing dynmap - bukkit version incompatible!
at org.dynmap.bukkit.BukkitVersionHelperGeneric.
at org.dynmap.bukkit.BukkitVersionHelperCB.
at org.dynmap.bukkit.BukkitVersionHelper.getHelper(BukkitVersionHelper.java:42) ~[?:?]
at org.dynmap.bukkit.DynmapPlugin.onLoad(DynmapPlugin.java:769) ~[?:?]
at org.bukkit.craftbukkit.v1_13_R1.CraftServer.loadPlugins(CraftServer.java:318) [spigot-1.13-22-July-2018.jar:git-Spigot-ed1cec9-1c7adf7]
at net.minecraft.server.v1_13_R1.DedicatedServer.init(DedicatedServer.java:213) [spigot-1.13-22-July-2018.jar:git-Spigot-ed1cec9-1c7adf7]
at net.minecraft.server.v1_13_R1.MinecraftServer.run(MinecraftServer.java:686) [spigot-1.13-22-July-2018.jar:git-Spigot-ed1cec9-1c7adf7]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_181]
Will be working on Spigot shortly - cannot work on Forge until there is a Forge drop to try to support :)
Sounds good - also nice to see you're around :-) I'm happy to help out testing any way I can.
@mikeprimm thank you for all of your hard work!
Lovely! hope to see it soon!
@mikeprimm Is there any way you could push your 1.13 changes so some other developers could PR?
@Dariasc fork it and then fix it :)
I mean if he already has some progress why redo it from scratch?
it seems apparent that know one here knows who @mikeprimm is or why there are periods of no updates and then there are some. Please, remember that he retired a few years ago but has agreed to periodically update Dynmap for users since its just too big for someone else to take on themselves. I appreciate what he's done and his continued passion for making it better over the years, which includes updating to new releases.
That said, dynmap has to know how to intrepret each of the blocks that is being rendered and Mojang has renamed many as well as removed the internal numeric id's in favor of namespaces. This is causing nearly every plugin written to be rewritten to support 1.13. It's the biggest release since the early days of 1.8 - so this WILL TAKE TIME and patience is needed. When it is ready, you'll know.
I manage over 750 plugins and mods as they get updated I update a spreadsheet showing their supported versions which you can get to here.
OK - so let's get a couple of things straight:
1) The internal changes on 1.13 are easily the biggest since beta - this is going to be a big effort to do properly, and unlike the last big changes for 1.8 (with the addition of resource packs and JSON based models), these aren't optional or particularly deferrable.
2) This mod continues to support, and will continue to support, a whole lot more than 1.13, so any changes needed to support 1.13 will also need to be done in such a way as to allow continued support for (at least) 1.8.9, 1.9.4, 1.10.2, 1.11.2, and 1.12.2: if you happen to opt to contribute a PR, understand that anything accepted will need to be consistent with this support requirement.
3) I actually do have a proto of a quick port to get 1.13 working, but the ChunkSnapshot interfaces in the current 1.13 spigot perform atrociously - we're talking 10x or more the per tile render time of any other version (2+ seconds/tile, which isn't viable). This is largely due to the inefficiencies with mapping the new block data ID based chunks to legacy block IDs and metadata, so I'm probably going to need to rewrite much of this, possibly including submitting PRs to Spigot for a new ChunkSnapshot scheme (note: I wrote the original version of those interfaces back when I was on the Bukkit team....). In any case, I'll give a bit of time to trying to get the proto limping, but a proper supported version is going to not be done in days (particularly since I've actually got a job, family life, and such).
4) This mod is running on something around 10k servers right now, so I am NOT rushing anything out because some kids with nothing but time on their hands 'want it now' - it'll be available when it is ready, and not a minute sooner. If you are able to hack out a version for your server, knock yourself dead - this is an Apache license open source mod, so feel free to go 'fork yourself' and make a custom version for your own use - just don't represent it as a version that I support or endorse.
5) I really appreciate the positive support from nearly all of the community - you guys keep me coming back to keep the various mods and plugins I've done going. For folks that don't feel it is enough, please feel free to GFY - everything here is a gift of valuable time and effort, so either accept it graciously or go elsewhere to find someone willing to put up with you.
Only for Info ...
[ All will be ready/complete, when it is ready/complete! -
I hate "finals" which in real are "Public Beta's" (-> M$) ]
I'm Running Spigot 1.13pre with RedProtect 7.4.1 Build 111.
It works fine as long as I don't use Dynmap v2.6-beta-1
When I add it to my plugins, RedProtect won't load too,
'til I remove DynMap again. For now (testing phase),
that doesn't matter...
Let's see, when CraftBukkit and Spigot are final.
You all have quite "a lot" of work not only because
of the changed block model ... Good Luck!
FichdlMaa
Thanks Mike for all that you do for us lowly server owners.
Very long weekend put in on this project - completed a major refactor of the core code to prepare for supporting 1.13 properly, while continuing to support 1.8.8 through 1.12.2 as well. A truckload of changes in so far (see https://github.com/webbukkit/DynmapCore/compare/v3.0...v3.0-1.13_prep , https://github.com/webbukkit/dynmap/compare/v3.0...v3.0-1.13_prep and https://github.com/webbukkit/DynmapCoreAPI/compare/v3.0...v3.0-1.13_prep for the changes thus far) - I'll be starting on the 1.13 specific work in the evenings this week, and am hoping to have a pre-alpha for 1.13 in the next couple of days.
Vivat Mike!
We realized how much we were missing dynmap only when it stopped working. The entire world is now watching how you morph the lines, combine and divide classes, and of course squishing those ugly red buggers as soon as they have audacity to pull those little heads out of their bytie habitat. <3
On the plus side, I just did an A/B performance test on the new pre-alpha code for 3.0 (the above changes in prep for 1.13+ support) versus the previous 3.0 alpha code on Spigot 1.12.2, and the improved abstractions coded to handle the big 1.13 changes haven't impacted performance much: only saw 3 seconds added to a 4 minute test world render. I'm pretty sure I can get those back (and more), but it's encouraging that it isn't going to hurt render speed.
look forward to ^^
Thank you for your work mikeprimm & team.
First Spigot 1.13 render from last night!

There is a bunch to do to finish mapping the old block definitions to the new (many blocks changed their internal name, so 'minecraft:grass' is now 'minecraft:grass_block', while others that were one block split into multiples - 'planks' vs "oak_planks", "spruce_planks", "birch_planks", "jungle_planks","acacia_planks","dark_oak_planks). I'm HOPING to have something late tonight to share with this thread (call it pre-alpha or dev builds). No promises on quality or stability, but something that might be worth having some other eyes on).
;
excited, I want to try it. haha
it looks awesome Mike - looking forward to helping testing with it. :-) Nice work!!
Wow! +++ Real 1.13. You can look into water even on DynMap +++
OK - so, still lots to do, but I know some of you brave souls are interested in doing some testing, so here we are:
http://dynmap.us/builds/dynmap-1.13_prep/dynmap-3.0-1.13_prep-HEAD.jar
This is a live link to where the latest build of the v3.0-1.13_prep branch I'm working on is publishing: the builds there are 'bleeding edge' - may or may not be working at any given moment, although I think the core code is now stable enough that I'll only be doing commits that 'work better' going forward (and will avoid doing commits of otherwise incomplete changes).
What doesn't work:
At this stage, I'd be interested in any reported FUNCTION problems with the build - does chat work, do the various map types work OK (despite the missing block definitions), does the mod crash the server, etc. Don't bother with "block X doesn't show on my map" at this point - that is known true of literally hundreds of blocks, and I'll be sure to let you guys know when I THINK that the new and existing block renders are thought to be complete. Once that is the case, I'll then be very interested in the 'block X is MIA' reports - just nothing to gain from it before then.
Note: This build SHOULD work correctly on Spigot 1.8.8, 1.9.4, 1.10.2, 1.11.2 and 1.12.2 also - if anyone wants to test it on those, as well, it would be welcome: for THOSE (and not 1.13), missing/incorrect block renders ARE interesting. Please report them!
And, for the folks with enough sense to NOT run this just yet, here's a progress screen shot :)

This is amazing Mike. Thank you for everything you do and all your hard work. I have been using dynmap for a very long time. My server has been open and active since the alpha Halloween update when they added The Nether.
Can't wait to give this a shot on my 1.13 test server.
I ran the Dynamp snapshot on my 1.13 server. However, it doesn't look as good as @mikeprimm's screenshot... Looking forward to all the blocks getting fixed!
Thanks so much for your work on this @mikeprimm! 馃憦 馃憦 馃憦

Spigot 1.13 Render of custom map, it has more than 3 years.
It suddenly stopped changing 2 hours ago but i still can see a progress on chat.
Im alone on my server and it uses now 50% of 1 core and 100% 4GB ram, so something must be wrong.
Thanks @mikeprimm for this great, huge plugin and keeping it up to date.
Hi,
Spigot: _git-Spigot-1503de9-4487c1f (MC: 1.13) (Implementing API version 1.13-R0.1-SNAPSHOT)_
Dynmap: _dynmap-3.0-1.13_prep-HEAD.jar_
On server load i have many things in the logs:
https://paste.drhack.net/?ad728de582a18443#BNspzJJH0KfGoCxDXxyZ455M4/R+axivGGIcgb5c4BY=
And some errors too:
https://paste.drhack.net/?301e7050c6688199#Iy9Thv0eHT94RIGU2o65ro7ExVMDZXtUXND01r14pa4=
Bests regards
So far so good. Even the addon for GP and WG claims seems to work. Obviously ignoring the missing block errors.

Hi again,
With the latest dynmap-3.0-1.13_prep-HEAD.jar i have less errors:
https://paste.drhack.net/?49448e586f1179e4#WoUXCN0S/xFZTYwKuaHZyaYFaHASjAOdkLmXbRNAtZw=
I still havemany dynmap sentences in my logs as before:
https://paste.drhack.net/?ad728de582a18443#BNspzJJH0KfGoCxDXxyZ455M4/R+axivGGIcgb5c4BY=
Bests regards.
@dadee971 Thanks - appreciate the reports: for now, ignore the startup logging: these are debug things for me working the blocks, and really are just an alternate way of saying 'the blocks are missing'. I'll let you guys know when this sort of information is relevant - right now, hundreds of blocks are missing, and those messages will ebb and flow as I work through getting all of them mapped over the next few days. Once I say 'blocks are first pass complete', I'll be ready for feedback on missing blocks or missing/invalid texture error messages.
One super confusing thing. With 6 players online, 30 plugins and only 4gb of ram in seeing 14% ram usage and tps at 19. Normally doing a full render will murder my server.
Hello, the plugin works stably. Render doesn't crash the server. There was a question: will the Dynmap-WorldGuard plugin be developed? If Yes, I will be glad to test on my server. P. S. Sorry for my English (RU community)
So everything is looks good right now, the only issue im seeing is when rendering the flat map its runs but nothing is updating on the map. I can only see where i have walked. Not a complaint just a note for ya :) Keep up the good work.
@souldin Have you done a full render of the world? If not that might be why it's not updating. /dynmap fullrender world (if world is the name). Otherwise, if you are talking about places you've never explored then ya it's only going to show where you've walked. You'll need to use other plugins to generate more of your world without exploring.
Ok so i downloaded Worldborder and ran a WB fill and then a dynmap render, it seems anywhere i walked before the WB fill ran has a black outline around it. Just a heads up as i know your still working on this.
@souldin WorldBorder does not support 1.13. It is still using an older method of generating chunks and it will ruin your world. I would highly advise against using it to generate your world.
World border is working with 1.13
// load the target chunk and generate it if necessary
world.loadChunk(x, z, true);
worldData.chunkExistsNow(x, z);
https://gyazo.com/3e27cf34f2125477446d352dd50c4355
Where are you getting your information that it isn't @smashedbotatos
WB is working correctly with no issue and does work in 1.13. The issue that is happening is a glitch.
First hand experience on my spigot dev server. It will load, and it will work and not throw errors. However the chunks generated by world border are not quite right. Trees half missing and abnormal terrain.
Same as above ^
Not anything I can do about WB behavior with Spigot 1.13 - saying the chunks are there 'in game' is meaningless, since bringing your character to those chunks will cause them to be generated via the normal mechanisms, so it doesn't prove that they were generated by WB when you think they were. I'd suggest visiting some of those chunks directly, and then running a fullrender, or a radiusrender centered at the location of the missed chunks: if they render after you visit the site with a character, then the WB fill didn't actually generate them as you think it did. If this is the case, the error is either in Spigot or in WB - Dynmap specifically avoids ever triggering chunk generation, and doesn't know or care about generated chunks having been triggered by one means or another.
Knowing what I know about chunk generation, it is possible that there is something funky in Spigot 1.13 there - chunks classically are generated in two stages: one builds the chunk blocks (landscape), and the second populates the chunk with things like trees, plants, structures, and the like. The second stage generally doesn't happen until the chunk isn't the 'edge' of the world, since trees and such can extend from within the chunk to the adjacent chunks (e.g. leaves overhanging them). I do not know what the 1.13 world generation process is doing - haven't taken time to crawl into that - but it would not be surprising to see WB thinking those border chunks (generated but unpopulated) don't need to be generated/populated OR for Spigot to be reporting them as if they were fully generated and populated despite them not being so: such an error would have no impact on normal chunk generation behavior, but would trip up WB fill. If visiting the chunk in question with a character 'fixes' anything, I suspect we're looking at that sort of problem.

You guys are doing a great job. So far works perfectly on Spigot 1.13-R0.1-SNAPSHOT. Still missing some blocks but that is a known problem. I also found the problem that the word_nether won't show in 3d (surface). I don't know why and can't seem to see an error. Does somebody else have that some problem? Great job guys and keep up the good work!! ++++
Doing a fullrender on world_nether and world_the_end tonight and will post results.
Unfortunately, my flat and surface maps did not render for Nether or The_End's even though the server said it did. If it helps, I'm generated using: deftemplatesuffix: hires but I'll try low_boost_hi next and see if there is any difference (not expecting it to be). May be nothing, but I found it odd rendering the nether that the flat map is called "flat", but the surface map is called "nether". I would have expected to see "surface" right?

At maximum zoom in - all I saw was this, so I think it might just be related to blocks not yet updated.


The_End doesn't have any blocks rendered, so nothing to share on that one.
OK - the newest dev builds (as of a few minutes ago) should have nearly everything as far as pre-existing 1.12 and earlier blocks, and a small number of 1.13 specific blocks. Not quite ready to head about missing blocks yet, but hopefully soon (as in 'later this weekend, or maybe Monday').
thanks for the update keep up the good work.
Maby a weird question. Can i access the dev build? If so how can i build the jar?
Thank you - and then there was color on the horizen sneaking out through the dark pits of the bottomless oceans! :-)

Amazing work on the updates, looking forward to all the 1.13 blocks. Keep up the good work!
@cuperus The 'live' link to the latest dev build is here - http://dynmap.us/builds/dynmap-1.13_prep/dynmap-3.0-1.13_prep-HEAD.jar . This will update within about 15 minutes of any source code change I commit, so it is definitely 'bleeding edge' - if you get a bad build, just try to download another one later (just keep an eye on the commits to this repo to see if there is a reason to believe it's been update).
@souldin Setting the force parameter of wb fill (/wb [worldname] fill [freq] [pad] [force]) to true fixed it for me.


(I know thats another world but thats the only two screenshots i have.)
That's good to know as I have one section near spawn that looks like the world didn't generate correctly but I went to it and it's all ocean and looks fine in game.

Once I'm done regenerating the maps, I'll try the force option for wb and see if it completes where the fullrender did not.
no luck with the force option for me after a full render. Still seeing the blank blocks shown above. I can zoom in and see individual blocks that having been converted yet, but this whole section near spawn and land is over areas where other similar blocks have processed/rendered fine. In the surface map of the same section shown below, it could be possible that the black is just unconverted blocks and will eventually fill in with an updaterender when they are.

I've had these on my test world and /wb fill would not fill it in. I had to go to each affected area in game and load the chunks that way. When I rendered the map again those areas filled in on the map. It's most likely a WorldBorder issue and not a Dynmap issue.
Seeing blank areas too. Full render didn鈥檛 help and I鈥檓 not interested in doing /wb fill. I did test making a change to a missing chunk and dymap rendered it just fine so some issue with full render?
thanks @dwilley83 - right you were. I flew over one of the sections and Dynmap generated perfectly fine (bottom portion of black is now gone). Great catch!

Also had noticed that some of the chunks have generated weird after using /wb fill. The terrain (aside from missing chunks on the map) generated ok but when the trees were populated it cut them off at the chunk borders. I'm not too educated on how chunks are loaded but it's almost as if the chunks were loaded, the chunk next to the one with the tree in it was deleted and regenerated, and did not put the trees leaves in that regenerated chunk. I don't really know how to explain it but it seems like WorldBorder is working but needs an update to 1.13. I'd be interested in getting a 1.13 development build of WorldBorder and filling the chunks again to see what it does.
are you using the 1.8.7 version of WorldBorder? I'm using that on Spigot 1.13 build of 8/18 and not seeing that behavior. Perhaps server specific issue?
Hi guys, mine is all black, why is that?

@xplekterx typ in console "dynmap fullrender". Without the "". It takes some time to render it all.
@cyperus will it render everything or just the "discovered" or "unseen" parts? Been playing on the server for two years so quite a bit should be visible, put don't want everything to be visible.
@cuperus It will only render the parts where u have been. It needs to load the chuncks.
@smmmadden i am using WorldBorder 1.8.7. I don't know what would be causing it on the server. I could try it without any other plugins loaded to see what happens but I don't see what any of my other plugins have to do with running /wb fill and it also did not happen in 1.12-1.12.2 from what I can tell.
I'm also not the only one having the tree issue. There is a bug report for it on the WorldBorder GitHub by someone else. I could try updating to the latest Spigot 1.13 build, since I have no idea what version I was on when I filled the chunks, delete the world, and rerun it to see if it's fixed.
@dwilley83 from the console, just type in ver to find out if you're on the current one and if not, go ahead and build it so it is current.
It sounds like you're trying to run this on an existing world (=1.12.2 or earlier map), which may/may not work yet. I'm testing on a newly created map since I want the players to have all the latest world generations of 1.13. I'm not even going to attempt at upgrading existing maps given the extensive changes to 1.13.
One option to try if you have WorldEdit, is to run the /regen command on the area where it didn't generate correctly. Select the area in question with the wooden axe (assuming the config.yml is using default of wand-item: minecraft:wooden_axe). If the map generates correctly and fixes that chunk, it is most likely an issue with updating the map to 1.13.
@smmmadden it's a Spigot 1.13 generated world but I do not know how many Spigot versions ago it was generated in. I'm just testing things at the moment so nothing in the world will be lost. I'm going to try regenerating the entire world, /wb fill, and rendering the map again to see if any errors occur.
Thanks - at least we can rule that out. :-) Run the version command to see how many builds you might be behind before rebuilding in case its been fixed in a later build.

Hello Mike & DynMap-Team,
here some screenshots to demonstrate your good progress.




Keep on the good work! Thank you !!!
FichdlMaa
@smmmadden I've already updated to the latest version earlier this morning, moved the old world folders to make new ones, and it's currently running /wb fill. I'll check it out this evening when I get home to see if the trees are generated right this time.
Has he released a newer update from the one we got 2 weeks ago? for all the block updates?
He commented about it above. According to that the latest would have been released 15 hours ago. I updated last night.
@souldin it's the same url he posted above but here it is: http://dynmap.us/builds/dynmap-1.13_prep/dynmap-3.0-1.13_prep-HEAD.jar
Updated to latest edge, now get this in web developer tools (blank black page). I updated the web files after a restart and now get a blank black screen. Viewing console in web dev tools, I see some errors. In minecraft console, no errors on load, everything looks good there. Using latest spigot from BuildTools as of this morning.
GET https://www.mydomain.com/dynmap/standalone/config.js?_=3.0-SNAPSHOT-43 404 (Not Found)
(index):43 Uncaught ReferenceError: config is not defined
at HTMLDocument.<anonymous> ((index):43)
at fire (jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3099)
at Object.fireWith [as resolveWith] (jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3211)
at Function.ready (jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3423)
at HTMLDocument.completed (jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3453)
(anonymous) @ (index):43
fire @ jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3099
fireWith @ jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3211
ready @ jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3423
completed @ jquery-1.11.0.js?_=3.0-SNAPSHOT-43:3453
(index):1 Error in event handler for (unknown): TypeError: Cannot read property 'windowID' of null
at chrome-extension://hdokiejnpimakedhajhdlcegeplioahd/onloadwff.js:58:816001
at Object.handleResponse (chrome-extension://hdokiejnpimakedhajhdlcegeplioahd/onloadwff.js:58:757012)
at r (chrome-extension://hdokiejnpimakedhajhdlcegeplioahd/onloadwff.js:58:783163)
at r (chrome-extension://hdokiejnpimakedhajhdlcegeplioahd/onloadwff.js:58:5475)
OK - the current dev code (as of now) is very close to an alpha level: I'm stranded in an airport in Chicago right now, so I'm kind of in a suboptimal way to get things released tonight. That said, the following stuff is known broken:
Also, I added a new shader - TexturePackHDUnderwaterShader - with a shader.txt definition named stdtexture-underwater. This shader allows you to render everything that is under water as if the water were air (and as if the blocks that are before you get to the water are air, as well), It makes for a really nice way to look at the pretty underwater scenes :)

I tried out the latest version on a new spigot server install with some minor exploration done, however the dynmap seems to show areas I havent really been(dunno if that just is because of the render range?) and quite a bit of missing areas, no matter how much extra exploring I do.
There's also seems to be a difference between the flat view and 3d view


any suggestions?
EDIT: running a wb fill to see if that would render it properly. unfortunately it will probably skip the chunks that are only partially loaded now
Make sure you have set the border of the world before using the wb fill or it wont fill correctly - at least it was that way for me.
OK - figured out 1.13 biome water shading, so the water colors should now be 'true' to 1.13. You'll need a full render to fix appearance on existing maps (same as you do for any blocks that I add that were missing during your earlier renders.
On the WB thing: I'm pretty sure it's a Spigot behavior change - on my own logic, I ask spigot to load chunks without generating them, so the load fails if the chunk isn't generated. From what I can see, the result of this is that I don't get the 'border' chunks I see in other versions - that is, chunks with generated landscape but without being populated by trees. The border chunks I see are populated chunks, so I see portions of trees right up to the edge of the world - something you don't see in earlier versions - which implies that the 'load if generated' is actually 'load if generated AND populated'. If WB fill sees those chunks as something that doesn't need further work (versus needing to be populated), we'd see what we are seeing here.
[Tue Aug 21 10:58:36.386562 2018] [:error] [pid 8773] [client 68.114.32.75:54570] PHP Fatal error: Uncaught Error: Call to a member function bind_param() on boolean in /home/myminecraft/public_html/dynmap/standalone/MySQLfuncs.php:40\nStack trace:\n#0 /home/myminecraft/public_html/dynmap/standalone/MySQL_funcs.php(63): getStandaloneFileByServerId('dynmap_config.j...', 0)\n#1 /home/myminecraft/public_html/dynmap/standalone/MySQL_configuratin.php(22): getStandaloneFile('dynmap_config.j...')\n#2 {main}\n thrown in /home/myminecraft/public_html/dynmap/standalone/MySQL_funcs.php on line 40
[Tue Aug 21 10:58:44.377329 2018] [:error] [pid 3461] [client 68.114.32.75:32697] PHP Fatal error: Uncaught Error: Call to a member function bind_param() on boolean in /home/myminecraft/public_html/dynmap/standalone/MySQLfuncs.php:40\nStack trace:\n#0 /home/myminecraft/public_html/dynmap/standalone/MySQL_funcs.php(63): getStandaloneFileByServerId('dynmap_config.j...', 0)\n#1 /home/myminecraft/public_html/dynmap/standalone/MySQL_configuratin.php(22): getStandaloneFile('dynmap_config.j...')\n#2 {main}\n thrown in /home/myminecraft/public_html/dynmap/standalone/MySQL_funcs.php on line 40
Getting this in apache error logs, internal server error on dynmap page. Any ideas?
Switched to filetree from MySQL and it works now.
Hello Mike, looks realy beautiful now :-D

cant wait for dynmap 1/13 keep up the good work! :D
is it safe to use now? I had the problem when I first used the dynmap of not being able to load smooth stone blocks and slabs ect is this fixed?
for a test server, yes - it's not completely done so use at your own risk :-)
Having issues with using Apache and the JSON update client. config.js 404 and config not defined in java.
Failed to load resource: the server responded with a status of 404 (Not Found)
(index):43 Uncaught ReferenceError: config is not defined
at HTMLDocument.<anonymous> ((index):43)
at fire (jquery-1.11.0.js?_=3.0-SNAPSHOT-35:3099)
at Object.fireWith [as resolveWith] (jquery-1.11.0.js?_=3.0-SNAPSHOT-35:3211)
at Function.ready (jquery-1.11.0.js?_=3.0-SNAPSHOT-35:3423)
at HTMLDocument.completed (jquery-1.11.0.js?_=3.0-SNAPSHOT-35:3453)
@smashedbotatos you using MySQL? I was having similar errors which I posted above. Switching to another storage fixed it for me (I know this isn't ideal). You're also on a fairly old outdated build.
Looks great after the fullrender again to see multiple shades of water. :-) This rendering also introduced some jagged edges in four locations (not quite N S E W, but close).


Interestingly, each of the four are identical in shapes (2 lines: 1 short, 1 long)

Already covered this - nothing I can or will do about flukes in chunk generation particular to WB fill. If visiting the unrendered chunks with a real character and then rerendering makes it right, it's not a Dynmap concern - it reads world state, it doesn't modify it (and it will not fix it).
The current dev build (as of a few minutes ago) should be considered an alpha candidate: I'm expecting to release it as an alpha tomorrow.
Is there any plan to fix the way 2D textures display? I'd assume there was a good reason it wasn't done before, but is there a way we could fix grass/sugarcane/flowers/plants and now kelp?
Thanks @mikeprimm that's what I thought and will follow up with the WorldBorder team to see when they'll also have a 1.13 build to test with. Will also download the alpha candidate and re-test again.
@TomSputz not clear on what you mean - are you talking about the fact that, from straight above, the standard models for these blocks are not visible (which, unfortunately, is consistent with vanilla in-game behavior)?
@smmmadden Once I get 1.13 support done, I'll try to give the WorldBorder thing a look too - I used to work on world generation code in Bukkit and Spigot, so I might be able to help sleuth out what is going on there. It's just not something that I'll be able to fix on Dynmap's side - although there might be a Spigot PR to be done :)
Sorry, my bad, I had assumed it was known as it's bugged me since day one - I'm talking about how a set of blocks - seemingly the ones that use the cross.json blocktype - display flat on the isometric views, instead of with their model.
Shown here - The flowers, tall_grass and especially sugarcane stand out

I would really love it if they could be rendered like they are in game
@TomSputz They really are - the 'cross' model is two 45 degree inclined surfaces: corner to corner. Since the ISO view is from 135 degrees (southeast), blocks are viewed from that perspective, which means one of the two surfaces is 'flat' to the viewer, while the other is perpedicular (and, being zero depth, invisible). If you want, you can edit perspectives.txt and change the viewing angle of a stock perspective (or add a custom one of your own), switch or add a map to use that perspective with 'dmap mapset' command, and re-render.
oh right.. of course... Ugh I still hate how it looks though... Have you played with that at all in the past to see if there's a different way to display them? I might play around with it for a few days to see if I can come up with anything
EDIT: Completely forgot about the custom perspectives.. sorry for being a nuisance
You can see the effect on this screen shot (imperfectly, since even a little perspective starts to show the sliver of the other surface):

If you alter or add a perspective with a view angle of, say, 120 degrees, I think you might like the result.
So, just released v3.0-alpha-1, which is the initial release supporting v1.13 on Spigot/CB. Right now, the existing lack of support for banner blocks is still present (they were not supported in 1.12 or 1.11 either), but otherwise v1.13 block support should be in pretty good shape. Please feel free NOW to report missing or incorrectly rendering blocks - just be sure you've updated to at least the v3.0-alpha-1 build (see Releases on this repository, or go to Spigot or dev.bukkit.org) and have rendered with the new code before reporting any such issues.
Going to subscribe here to keep updated, thats a good progress to hear!
Updated earlier and am rendering the map to see if anything is missing.
Started a fullrender using the new release. Slabs, stairs, and fenceposts placed at water level (with tops visible above the water) appear underwater.
How it looks on the flat map:

How it looks in-game:


That dock is obscured by a building in the iso map, but here's another dock showing the same thing in the iso view:

Hey @mikeprimm - would you expect the World Cave map to look like this after a full render? Are there specific blocks that might not be present on this map?

Comparing to my 1.12.2 server map that shows Caves, it seems more complete than that of 1.13.

@mikeprimm Thank you! Thank you! Thank you! Other than cave rendering (having same problem as smmmadden above), the alpha-1 release is working like a champ!
Also having trouble with cave rendering, I've been using dynmap for years and i really appreciate all the hard work you put into it. Just keep up the good work, im sure you will fix it soon.
Future dev builds for Spigot/Bukkit will be at http://dynmap.us/builds/dynmap/Dynmap-HEAD-spigot.jar - as before, these are 'bleeding edge' builds, so no promises on stability.
Latest dev build fixes cave render issues - 1.13 has 3 types of 'air' now, and the air in caves isn't the classic 'air' :)
I'm working on the 'waterlogged' blocks rendering problem - hopefully will have something worked out tomorrow night.
I think i found a 3D render bug when Fencegates and Fence are not of the same type:

EDIT:
I think this bug affects all Fencegates:

three types of Air? lol Next they'll come up with smoke, smog and vog :-)
@smmmadden Yes - "air", "void air" and "cave air" :)
Cave generation is now working in the latest build. Thanks @mikeprimm :-)

Hi @mikeprimm,
Firstly, I simply adore this mod. Minecraft just isn't as fun when you can't admire your creations in the way dynmap provides! Keep up the good work.
I have found a couple of missing blocks, Mushroom heads (both types) aren't showing but the stems are
Also Prismarine Steps (all varieties) aren't showing either.
Both of these are being shown as air atm. I'm also having the water rendering over decking issue.
If you need more info, let me know.
Also, with the new conduits for underwater breathing, I've been thinking it would be really nice if a 'drain the ocean' style map/shader could be produced? Then I could show off my epic underwater creations! Just a thought/suggestion, obviously really appreciate what it does currently.
@cabal5935 On the custom shader: already in the release (I just haven't documented it). To add a map using the 'see underwater' shader, do the following (for 'world' world - edit as you see fit):
1) /dynmap pause all
2) /dmap mapadd world:underwater perspective:iso_SE_30_hires shader:stdtexture-underwater lighting:default mapzoomin:1 mapzoomout:7
3) /dynmap pause none
4) /dynmap fullrender world:underwater
Hi guys, after fullrender I only get a very small part of the map visible, but I have discovered so much more. Also the cave only shows the green parts, not the blue.
Any ideas?


Hi @mikeprimm ,
Underwater map added and rendering as we speak. This already looks epic. Honestly dude, dynmap is what keeps me playing because I keep looking at my world when I'm not playing coming up with my next big plan.
On another note, I've noticed that glass panes aren't rendering correctly where there should be a right angle corner:
Keep up the good work, really excited to see my underwater render when it finishes later!
Hi @mikeprimm - I ran the fullrender on underwater as you provided in a previous post and it's coming out great. I did notice that there wasn't an image showing on the world_underwater option so I created a block_underwater.png and put it under my web/images folder and now i can see an icon as below.


Feel free to use the one I took of water. :-)
can someone help me locate the newest download for the update, i have the original from weeks ago.
never mind i got it
1.13.1 just released :D
1.13.1 will not be working just yet - I'll get a dev update out later today for that, and will post here when it is in place.
sounds good, thank you sir. Just read md_5's post on Spigot that they'll be supporting 1.13.1 going forward and not 1.13. Once I get updates for Dynmap, WorldEdit, SelectionVisualizer I will begin doing all testing on 1.13.1 going forward as well.
Blue wool blocks are not displayed on the map =(


confirmed - blue appears to be missing in the alpha build.

White Orange Blue
If i download the latest dynmap dev build from http://dynmap.us/builds/dynmap/Dynmap-HEAD-spigot.jar I cannot see the underwater option in dynmap. Anyone know why?
it's not documented yet, but you can see the instructions for creating the map directly as @mikeprimm already stated above. Here is what to expect at least with Spigot Server.
dynmap pause all
dmap mapadd world:underwater perspective:iso_SE_30_hires shader:stdtexture-underwater lighting:default
dynmap pause none
dynmap fullrender world:underwater
Latest development builds now include following:
Nice job mike. Here is something u can work on too. I did what smmmadden said but the render is so weird. I don't know what happend but it stilll rendering.
[00:25:41 INFO]: Full render of map 'underwater' of 'world' in progress - 10300
tiles rendered (336.44 msec/tile, 285.97 msec per render)
tiles rendered (336.24 msec/tile, 285.79 msec per render)
tiles rendered (335.93 msec/tile, 285.64 msec per render)
tiles rendered (334.45 msec/tile, 284.16 msec per render)
tiles rendered (334.26 msec/tile, 283.91 msec per render)
tiles rendered (334.06 msec/tile, 283.73 msec per render)
tiles rendered (333.69 msec/tile, 283.51 msec per render)
tiles rendered (332.11 msec/tile, 281.95 msec per render)
Oh ok I was wondering why my dynamp wasnt working derp
that's what it should look like but more complete once the rendering finishes. It basically removes all water from the world in the map hence the name of underwater.
Just release v3.0-alpha-2 on SpigotMC and on dev.bukkit.org - download can be found at http://dynmap.us/releases/Dynmap-3.0-alpha-2-spigot.jar
Changes since alpha-1:
I had a SNAFU on the v3.0-alpha-2 release - the initial released binary broke on pre-1.13 (which is probably not too interesting for folks on this thread), but I wound up re-releasing this morning. The 'final' v3.0-alpha-2 is build 'v3.0-alpha-2-88', if you want to be sure you have the same bytes as the actual 'final' release.
Thanks, updating to _88 and retesting.
What does this _88 update do? I dont understand really? And where is it to download?
Tried to download, could not find
@aroswald and @cuperus - just read back a couple posts and you'll find the link that MikePrimm added. If either of you read any of these posts you would know what the build 88 fixes. I suggest taking a few minutes and read what's been fixed.
@smmadden,
The last post which contains a download link links to Dynmap-3.0-alpha-2-spigot.jar, and was posted yesterday. That is the version I'm running. When I reinstalled it and looked in my server startup, it does say -88. so, my bad.
@smmadden im reading every post. But it was just a little bit confusing for me. But i figured it out tho. Sometimes it is hard for me to understand some things. Because it takes some time for my brain to understand. Sorry for my broken english. I'm dutch. Anyways. Good work boys!
no problem, it can get technically challenging sometimes. I'm still learning after almost 3 years of this. I'm more of a visual guy that seeing registers in my brain better than text. Of course not everything can be done that way so we all struggle from time to time. :-)
Sorry - the version I mentioned (v3.0-alpha-2-88) is the INTERNAL version number: you will see this reported during plugin startup, or if you run the '/dynmap version' command. It describes the major version/release as well as a unique build number (88) that gets bumped every time that my Jenkins build server spins a new build. The file name is still Dynmap-3.0-alpha-2-spigot.jar - you just need to check the version reported in the server log, or via the version command, to confirm that you have the newer version (particularly if you downloaded before I posted about the final version. Sorry for any confusion! :)
Okay so, disclaimer, I am not very technical and all of this is Greek to me, but.
I've got a Spigot 1.13.1 server, and I installed Dynmap and told it /dynmap fullrender world and it's been pootling along quite happily with no one logged in, until this:
[11:01:20] [Dynmap Render Thread/INFO]: Full render of map 'flat' of 'world' in progress - 8700 tiles rendered (80.05 msec/tile, 35.34 msec per render)
[11:01:29] [Dynmap Render Thread/INFO]: Full render of map 'flat' of 'world' in progress - 8800 tiles rendered (80.05 msec/tile, 35.22 msec per render)
[11:01:34] [Server thread/INFO]: Attempted to place a tile entity (net.minecraft.server.v1_13_R2.TileEntityBed@3dad70b4) at 250,64,2421 (minecraft:air) where there was no entity tile!
[11:01:34] [Server thread/INFO]: Chunk coordinates: 240,2416
[11:01:34] [Server thread/WARN]: java.lang.Exception
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.Chunk.a(Chunk.java:749)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.Chunk.a(Chunk.java:727)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.ChunkRegionLoader.loadEntities(ChunkRegionLoader.java:704)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.ChunkRegionLoader.a(ChunkRegionLoader.java:139)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:95)
[11:01:34] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_13_R2.CraftWorld.loadChunk(CraftWorld.java:261)
[11:01:34] [Server thread/WARN]: at org.dynmap.bukkit.helper.AbstractMapChunkCache.loadChunks(AbstractMapChunkCache.java:799)
[11:01:34] [Server thread/WARN]: at org.dynmap.bukkit.DynmapPlugin$BukkitServer$6.call(DynmapPlugin.java:461)
[11:01:34] [Server thread/WARN]: at org.dynmap.bukkit.DynmapPlugin$BukkitServer$6.call(DynmapPlugin.java:448)
[11:01:34] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_13_R2.scheduler.CraftFuture.run(CraftFuture.java:85)
[11:01:34] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_13_R2.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:361)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.MinecraftServer.b(MinecraftServer.java:889)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.DedicatedServer.b(DedicatedServer.java:411)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.MinecraftServer.a(MinecraftServer.java:831)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.MinecraftServer.run(MinecraftServer.java:729)
[11:01:34] [Server thread/WARN]: at java.lang.Thread.run(Thread.java:748)
[11:01:34] [Server thread/INFO]: Attempted to place a tile entity (net.minecraft.server.v1_13_R2.TileEntityBed@32422017) at 249,64,2421 (minecraft:air) where there was no entity tile!
[11:01:34] [Server thread/INFO]: Chunk coordinates: 240,2416
[11:01:34] [Server thread/WARN]: java.lang.Exception
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.Chunk.a(Chunk.java:749)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.Chunk.a(Chunk.java:727)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.ChunkRegionLoader.loadEntities(ChunkRegionLoader.java:704)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.ChunkRegionLoader.a(ChunkRegionLoader.java:139)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:95)
[11:01:34] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_13_R2.CraftWorld.loadChunk(CraftWorld.java:261)
[11:01:34] [Server thread/WARN]: at org.dynmap.bukkit.helper.AbstractMapChunkCache.loadChunks(AbstractMapChunkCache.java:799)
[11:01:34] [Server thread/WARN]: at org.dynmap.bukkit.DynmapPlugin$BukkitServer$6.call(DynmapPlugin.java:461)
[11:01:34] [Server thread/WARN]: at org.dynmap.bukkit.DynmapPlugin$BukkitServer$6.call(DynmapPlugin.java:448)
[11:01:34] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_13_R2.scheduler.CraftFuture.run(CraftFuture.java:85)
[11:01:34] [Server thread/WARN]: at org.bukkit.craftbukkit.v1_13_R2.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:361)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.MinecraftServer.b(MinecraftServer.java:889)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.DedicatedServer.b(DedicatedServer.java:411)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.MinecraftServer.a(MinecraftServer.java:831)
[11:01:34] [Server thread/WARN]: at net.minecraft.server.v1_13_R2.MinecraftServer.run(MinecraftServer.java:729)
[11:01:34] [Server thread/WARN]: at java.lang.Thread.run(Thread.java:748)
[11:01:38] [Dynmap Render Thread/INFO]: Full render of map 'flat' of 'world' in progress - 8900 tiles rendered (80.06 msec/tile, 35.11 msec per render)
[11:01:46] [Dynmap Render Thread/INFO]: Full render of map 'flat' of 'world' in progress - 9000 tiles rendered (80.03 msec/tile, 34.99 msec per render)
[11:01:55] [Dynmap Render Thread/INFO]: Full render of map 'flat' of 'world' in progress - 9100 tiles rendered (80.06 msec/tile, 34.91 msec per render)
And I thought I should let you know in case it's important!
PS: Thank you so much for making and maintaining this plugin, it makes our server so much more fun! :)
Also this /dynmap fullrender world is turning out pretty weird! It looked like this when it finished:


It was fixed when I restarted the server, and it looks how it should now.
My dynmap full render is working great, thanks mike. No issues yet.

Hello Mike,
Alpha2 works fine with latest Spigot 1.13.1 - Thank you!!!
2D
3D
OK - new dev update just dropped: I'm reworking how water is done. Goals are to get water (and lava) looking more like in-game models (particularly the flowing stuff). Not there yet, but part of the rework is that surface still water (lakes, oceans) is no longer a 'full' block (as it has always been in dynmap previously), but is instead the 7/8th full block it should be - which will also fix the rendering of 'waterlogged' (submerged) blocks that are flush with the top of the block (e.g. stairs, upper half slabs). The modeling for water will be changing quite a bit over the course of the weekend, but what is there now should show:
1) Proper immersed/waterlogged block rendering (1.13 stuff)
2) Water/fluid level rendering for flowing fluids more or less as it was in older versions
In the new DEV - version half-slabs seem to work okay now, but the update broke bubble - columns:

Tried with Dynmap version: core=3.0-SNAPSHOT-100, plugin=3.0-SNAPSHOT-100
Keep up the good work, really liking the plugin :)
@EleRas Oops - that one is fixed in builds 101 and later :)
@Cassolotl That's an interesting exception - I'm loading the chunk, but something in vanilla or spigot is having an issue. Not sure if I'll be able to fix that directly, but I'll try to look in to it.
I still have some problems. if i do /dynmap fullrender world. It only renders the map where i have been and not the parts i havent been. Is there a way for fixing this?
@cuperus That is correct behavior - dynmap never causes terrain to be generated: you need to either go there yourself or use a tool like '/wb fill' to drive generation of terrain. Zero chance that I'll change that, since the MC world is more or less unbounded, so there is no 'end' where I'd stop generating the map.
So with '/wb fill' i can results like this: https://user-images.githubusercontent.com/22200788/44911995-76324500-acee-11e8-897c-4f93059649ee.png
Yes, but to avoid black lines in the rendering, something like this works better - but also takes a lot longer, since it basically teleports you to each chunk.
New dev build - as of build 104, there is a new fluid rendering model: flowing and still lava and water, including immersed blocks in 1.13.x, should now render approximately the same as in-game (only thing off right now is the 45-degree angle flowing top textures). Here are some samples:

@EleRas That command block based map generator idea is VERY clever! :)
regenerating world with latest build. Thanks Mike!
I've started crawling into WorldBorder - pretty sure I've got a lead on the problem there (which I believe is a WB issue - a problem with their logic making assumptions that were valid for every MC version BEFORE 1.13....). See https://github.com/Brettflan/WorldBorder/issues/101 for details. I'll be working with the WB dev to see if we can put this one to bed ASAP.
OK - people with 'black snakes' problems: I believe you can workaround the WB issue by rerunning the /wb fill operation with the force option set to true (e.g. /wb world fill 20 208 true). The bug is tied to the fact that the logic for determining whether a chunk NEEDS to be generated is:
a) not right for 1.13.x, even though it was right for 1.12 and earlier, and
b) leaves the world in a state where a simple fix to the WB fill algorithm (checking for protochunks in a 3 chunk radius) no longer works, meaning the simple fix for WB will not fix you
In any case, the 'force' option tells WB to load every chunk vs assuming it can tell which ones need loading in order to be generated: for chunks already generated, this is harmless - it just generates load and makes the process take longer - but it should both fix the 'black snakes' (if you already have run /wb fill), or avoid it while WB is fixed (if you haven't run /wb fill yet).
Posted this previously in the dynmap discussion page in SpigotMC.
White colored glass isn't showing up on the map.


Confirmed as well - other stained glass are shown, but white stained glass is not.

Hi Mike, the fullrender just completed including the "underwater" map. Previously, the underwater didn't have water but could see structures where water was. Now there is water but it does appear to be missing some blocks. I like this view as it highlights all the water inside the border. But zooming in reveals there are blocks that are not rendering.
Full size (33% zoom) of map showing section zoomed in on

Surface map for the circled area above with block issues?

Here is the in-game view of the same spot on the map. Looks like marsh water with just a sliver of grass and stepped on grass like what happens with a shovel click.

Flying above the same spot to see where the pattern is coming from. It looks like it's a combination of the grass types and the trees here. They are oak_leaves, surrounded by vine and the grass is grass_block tops some with grass (short) on top.

So there is water where I'm standing and can see the vines on the oak trees and the shallow water abating the grass line of the block.

Flat, Surface and cave look fine. Looks like the underwater is just missing some of the typical blocks (trees/grass) shown in other maps.
In-game over a black spot of the map.

Dynmap view of me over the same spot.

@smmmadden The 'underwater' render specifically is intended to not render anything before the ray being traced hits a water surface, so it specifically doesn't render anything above water (more specifically, any such things are transparent so that you can see anything in/under the water potentially behind them).
@einargizz White stained glass should be fixed in builds 105 or later
ah, that makes sense. TY
Just releasing v3.0-alpha-3 - release build is at http://dynmap.us/releases/Dynmap-3.0-alpha-3-spigot.jar
Includes:
Fluid rendering change applies to all versions, not just 1.13.x
confirmed - white_stained_glass is now being rendered. Thanks for the quick turnaround! :-)
@smmmadden I've been thinking of a different 'underwater' option - basically just a flag on the normal shader to make water textures transparent. Would that be closer to what you were expecting? That'd basically make water look like air, but otherwise render as normal - as with the underwater example, you'd likely want to not use the shadows lighting, since water does affect light data (this comes from the MC server, so it's hard for me to 'fix' but is easy for me to ignore :) )
yes, I was taking the name "underwater" as a literal translation and would expect that the water would be more transparent making the floor more visible. Much like you would when snorkeling or scuba diving. What I'd struggle with would be what angle is it best revealed under. Is 25, 33, 45 or even a 75 degree angle a better representation of an underwater experience? Maybe allow yaw/pitch control to make the map dynamic to let someone say hold the shift or control key down and scroll with the mouse (or drag) to change the pitch and angle of the map. So you can zoom in and look underwater from an angle.
Obviously, that would be much more difficult, hours of work and perhaps overkill given what the purpose of Dynmap has been for many years.
What was/is the ultimate goal of an underwater map to showcase? Was it to show only the water blocks on the world and mask anything else that isn't surrounded by water? If so, you have covered that very well in this iteration. Having some angle controls while on the map as stated above would be great not only for underwater, but surface as well.
One change I would like to see is a different shade of blue where the sea weed is that is by marsh/shallow water instead of green unless of course there is the concept of algae which I don't believe we have (yet). :-)

@smmmadden Yaw/pitch is there - the views you get right now are just defaults: the raytracer essentially supports any angles you might want to try (see the perspectives.txt file for the details - you can add new custom ones in custom-perspectives.txt, and select which one to use for a map using the '/dmap' command). I agree that there is some question as to what is a better angle for underwater views - low angles make vertical features more pronounced, but also cause more eclipsing of features by other features (which, for underwater, is going to be common since it being underwater implies its below most other land mass :) ). I'll scramble up the option on the underwater shader to NOT make land transparent (but still make water look so) - maybe with the option of setting a color and alpha for the water surface (so that, maybe, you just get a mild tint from the water surface?). We can see how it looks :)
OK - latest dev build (114) now has a setting flag for the TexturePackHDUnderwaterShader named keep-land, which defaults to false. There is a stock shader that sets this flag - stdtexture-underwater-keep-land, so you can add a map that basically just makes water go away as follows:
/dmap mapadd world:uwater perspective:iso_SE_30_hires shader:stdtexture-underwater-keep-land lighting:default mapzoomout:7 mapzoomin:1
That's great news! I'll give it a go tonight and see how it looks. -Steve
/dmap mapadd world:uwater perspective:iso_SE_30_hires shader:stdtexture-underwater-keep-land lighting:default mapzoomout:7 mapzoomin:1
I downloaded and installed the .jar from http://dynmap.us/releases/Dynmap-3.0-alpha-3-spigot.jar and then ran this command and it said "Shader not found: stdtexture-underwater-keep-land"
Is there a different build I need to try?
Dynmap-HEAD-spigot.jar dated yesterday is the latest. The alpha build you got I believe was build 111 (earlier than what he just built).
Dynmap-HEAD-spigot.jar dated yesterday is the latest.
Oh thanks! Where can I find that, please?
http://dynmap.us/releases :-)
Thank you! I'll bookmark that. :)
Edit: None of them is called Dynmap-HEAD-spigot.jar - I'm not sure which one I should go for?
For latest dev builds, go to http://dynmap.us/builds/dynmap - releases is for formal releases, like the alphas
Ahhh great thanks! :)
So I downloaded the one out today with HEAD in the name and ran that command and got this:
[17:07:43] [Server thread/WARN]: Unexpected exception while parsing console command "dmap mapadd world:uwater perspective:iso_SE_30_hires shader:stdtexture-underwater-keep-land lighting:default mapzoomout:7 mapzoomin:1"
org.bukkit.command.CommandException: Unhandled exception executing command 'dmap' in plugin dynmap v2.6-beta-1-Dev201808240344
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:46) ~[minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:141) ~[minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at org.bukkit.craftbukkit.v1_13_R2.CraftServer.dispatchCommand(CraftServer.java:695) ~[minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at org.bukkit.craftbukkit.v1_13_R2.CraftServer.dispatchServerCommand(CraftServer.java:680) [minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at net.minecraft.server.v1_13_R2.DedicatedServer.aU(DedicatedServer.java:453) [minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at net.minecraft.server.v1_13_R2.DedicatedServer.b(DedicatedServer.java:412) [minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at net.minecraft.server.v1_13_R2.MinecraftServer.a(MinecraftServer.java:831) [minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at net.minecraft.server.v1_13_R2.MinecraftServer.run(MinecraftServer.java:729) [minecraft_server.jar:git-Spigot-2440e18-6304ccd]
at java.lang.Thread.run(Thread.java:748) [?:1.8.0_171]
Caused by: java.lang.NullPointerException
at org.dynmap.bukkit.DynmapPlugin.onCommand(DynmapPlugin.java:952) ~[?:?]
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44) ~[minecraft_server.jar:git-Spigot-2440e18-6304ccd]
... 8 more
Edit: Oops, sorted by upload date and time and found one with Spigot in the name, installed and reloaded everything, it's all working now! My underwater map is just black with some markers on but I assume it's got some rendering to do. :)
Latest devs are always Dynmap-3.0-SNAPSHOT-
Thanks for your patience helping a non-technical person with the very basics!
I'm using Residence 4.8.1.0 and it comes up fine with the latest dev build of Dynmap.
Ok so i removed my world from my server and upload a old world i had but now when i try and run the fullrender world:flat it stops after rendering 2000 blocks and says completed render. Any idea on how to do it to run it all the way? i have removed the dynmap files and Jar from the server and reloaded it also and still does not help
Also on top of my last post it seems when i render map surface i am getting missing chunks
OK - people with 'black snakes' problems: I believe you can workaround the WB issue by rerunning the /wb fill operation with the force option set to true (e.g. /wb world fill 20 208 true). The bug is tied to the fact that the logic for determining whether a chunk NEEDS to be generated is:
a) not right for 1.13.x, even though it was right for 1.12 and earlier, and
b) leaves the world in a state where a simple fix to the WB fill algorithm (checking for protochunks in a 3 chunk radius) no longer works, meaning the simple fix for WB will not fix youIn any case, the 'force' option tells WB to load every chunk vs assuming it can tell which ones need loading in order to be generated: for chunks already generated, this is harmless - it just generates load and makes the process take longer - but it should both fix the 'black snakes' (if you already have run /wb fill), or avoid it while WB is fixed (if you haven't run /wb fill yet).
I will be following this thread as I'm having the same issue, but not using the WorldBorder plugin (rather, using the Vanilla worldborder), so I'm not sure if I can use this solution for now. I'll just fly through the areas I need mapped and leave it at that, I guess. 3800x3800 world so won't take me long. To confirm: Dynmap seems to only render chunks that have been visited in 1.13.
OK quick question, i want to remove all the surafce and cave maps from dynmap and only want flat. how can i get this done? the delete command is not working
This should work, but if you're having troubles using the commands, make sure you have the latest dynmap build for the server you run it on (Spigot, Paper, etc.).
for removing the surface and cave maps you can comment them out in the appropriate pluginsdynmaptemplatesnormal-*.txt file
for removing the existing maps, you can use dynmap purgemap command, deleting the tiles folder for that map and/or use the dmap mapdelete command for the world/map you want to remove.
For those having problems with the black snakes thing and world border. A new version is out now that corrected the issue for me: https://www.spigotmc.org/resources/worldborder.60905/updates
(Sorry for the english, I'm French :c)
Hi ! I have a strange issue with areas.
When I create a marker, I can redefine its set by typing : /dmarker update id:
Thanks !
Most helpful comment
OK - so let's get a couple of things straight:
1) The internal changes on 1.13 are easily the biggest since beta - this is going to be a big effort to do properly, and unlike the last big changes for 1.8 (with the addition of resource packs and JSON based models), these aren't optional or particularly deferrable.
2) This mod continues to support, and will continue to support, a whole lot more than 1.13, so any changes needed to support 1.13 will also need to be done in such a way as to allow continued support for (at least) 1.8.9, 1.9.4, 1.10.2, 1.11.2, and 1.12.2: if you happen to opt to contribute a PR, understand that anything accepted will need to be consistent with this support requirement.
3) I actually do have a proto of a quick port to get 1.13 working, but the ChunkSnapshot interfaces in the current 1.13 spigot perform atrociously - we're talking 10x or more the per tile render time of any other version (2+ seconds/tile, which isn't viable). This is largely due to the inefficiencies with mapping the new block data ID based chunks to legacy block IDs and metadata, so I'm probably going to need to rewrite much of this, possibly including submitting PRs to Spigot for a new ChunkSnapshot scheme (note: I wrote the original version of those interfaces back when I was on the Bukkit team....). In any case, I'll give a bit of time to trying to get the proto limping, but a proper supported version is going to not be done in days (particularly since I've actually got a job, family life, and such).
4) This mod is running on something around 10k servers right now, so I am NOT rushing anything out because some kids with nothing but time on their hands 'want it now' - it'll be available when it is ready, and not a minute sooner. If you are able to hack out a version for your server, knock yourself dead - this is an Apache license open source mod, so feel free to go 'fork yourself' and make a custom version for your own use - just don't represent it as a version that I support or endorse.
5) I really appreciate the positive support from nearly all of the community - you guys keep me coming back to keep the various mods and plugins I've done going. For folks that don't feel it is enough, please feel free to GFY - everything here is a gift of valuable time and effort, so either accept it graciously or go elsewhere to find someone willing to put up with you.