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Posts posted by LordOfAwesomnia

  1. 2 hours ago, Batta said:

    Thanks so much.  One last question:  if I want to use this on a hosted public server that already has Mapviewer by default (a dummy-button for clients to click to generate an updated map), do I need to ask the host to remove Mapviewer first?  or can they run side-by-side?

    As far as I can tell it only reads the map files, it doesn't modify them or anything, so they should be able to run side by side. I haven't tried it out though so let me know how it goes!

  2. 8 minutes ago, Batta said:


    How do we know what would be a suitable place to extract it to?  Is this a folder that we create, and name "WurmMapGen," or is it something else?  Can we just extract it to the server's root directory, or to a folder named "WurmMapGen" within the root directory?


    I've added some more information to the guide.


    Basically, WurmMapGen doesn't care at all where it's located when you run it, as long as it can find the WurmMapGen.properties file and the template directory in the same directory as the WurmMapGen.jar.

    That said, you shouldn't place it in your XAMPP / server directory, since you don't need to serve the application itself, only the files that it creates. And you should also not place it inside the WU server directory, cause it might try to load it as a mod and WuMapGen is not a mod so it will cause problems if that happens.

    Easiest is to have it in a whole separate directory just for WurmMapGen. Where you put this directory (in the root directory of your C:/ harddrive, or in My Documents, or on your desktop, or...) is up to you.

  3. For all of you who have some issues getting WurmMapGen running, I've written a step-by-step guide to set up the map generator with XAMPP, aimed at non-technical users. Find it at the wiki https://github.com/woubuc/WurmMapGen/wiki/Step-by-step-guide-to-set-up-WurmMapGen


    Note: I know how all of this works so I may assume things that aren't actually obvious to a non-technical user. I tried setting up a server following this guide after I wrote it, and it seemed clear enough to me, but if there's something in the text that you don't understand, be sure to let me know so I can update it.


    The guide is a wiki page so if you have a Github account, feel free to contribute to the text to make things even more clear and understandable.


    On 10/4/2018 at 7:39 PM, tophattingson said:

    every single saved tile comes out to a total of 262,604 bytes. This indicates the PNG isn't being compressed properly at all when it's saved.

    I didn't really pay attention to image compression when updating this application, so yeah, it's very possible that there's no compression happening at all. I welcome a PR that adds image compression to the output, if you're interested in contributing.

  4. Like bdew said - the scripts won't work if you just open the file (browsers limit a lot of features when running local files, for security reasons). You should serve the generated files from a (local) webserver, as mentioned in the documentation.


    There are plenty of applications that you can use to set up a local webserver. The classic xampp / wamp / mamp (or any *amp stack) will certainly do the trick.

  5. On 2/4/2018 at 7:00 AM, Zera said:

    If by SSH you're meaning something like FTP than sure.
    But from what I've seen most hosting services don't give you options to run such things directly on the service.

    I get the feeling you're using a managed hosting service (i.e. a "game hosting" package rather than a VPS where you run your own stuff), correct? If so, you'll have to resort to your hosting provider's documentation and support to figure out how to SSH into your server and run the map generator.


    Note: SSH is not something like FTP, it is a way to remotely access the command line interface of your server and execute commands on it. It's the standard way to interact with any typical VPS server, but unfortunately it's often not available with managed hosting services.


    On 2/9/2018 at 3:03 AM, Maelux said:

    WARN Mod support database not loaded 

    Could you run the map generator again with the --verbose flag? It should include more information.

  6. On 1/30/2018 at 5:31 AM, Zera said:

    Would this work on a Hosting Service?
    There's a step here that makes me question: "To start the application, just run the jar: java -jar WurmMapGen.jar."

    Don't exactly have this sort of option available on a hosting service. :P


    I'm not sure what you mean here, in my experience most server hosting providers should give you at least SSH access to your server so running the mapgen shouldn't be an issue. Otherwise you could configure a cronjob (if they're available on your hosting service) to run the generator automatically at set intervals.


    In any case, I would think you should be able to start the application in the same way you would start any other application on your server?

  7. On 1/10/2018 at 3:06 AM, Jerone0601 said:

    Adding them all is just going to make it seem super cluttered.

    Users can toggle layers on and off using the options in the sidebar. I might add some more settings to configure which layers are on by default.


    On 1/10/2018 at 3:06 AM, Jerone0601 said:

    I may modify it so it pulls our new caravan stations

    Is this an existing mod or something custom on the server? If it's (based on) an existing mod I'd love to add it into the core mapgen.


    On 1/9/2018 at 7:47 PM, DiWorm said:

    Send you files in PM

    Thanks! I'll have a look.

  8. On 1/6/2018 at 10:38 PM, DiWorm said:

    Another suggestion: Highlight highways and waystones

    Noted :)


    As for the issues you're having, I'm not sure what's going on there. Are you certain there are more items on your server than the ones that are being loaded and displayed on the map?

    Would you mind sharing your wurmitems.db file with me (and the accompanying db-wal and db-shm files)? So I can run some tests to see if this is an issue on the side of WurmMapGen or if it's perhaps something with your database.

  9. 5 hours ago, DiWorm said:

    java -Xmx10G WurmMapGen.jar

    I think you're missing -jar in there?


    5 hours ago, DiWorm said:

    draw  player altars (4 types, 3 gods) and Altar of Three \ Black altar on map with ranges

    I'll add it to the roadmap! Right now focus is on getting the current version working though :)

  10. @DiWormI've been looking over my code for several hours but I can't seem to find any reason why your modded towers wouldn't appear. I'm testing with the mod on my local server and it works perfectly, so I'm kind of at a loss.

    I've added some more logging output in the latest release so hopefully that will lead to something. Could you also share some records from your wurmitems database with guard towers that don't show up on the map? Along with the table schema. Perhaps it's an issue with my queries, or your database is set up differently in some way.


    The bug with markerType 3 portals should be fixed in the latest release (v2.3.2), that I just published on Github. Thanks for reporting!

  11. @DiWormThanks for the logging output! It made me realise there's a bug with the verbose setting, because it should normally output a lot more. Could you try the latest release (v2.3.1) from Github, and then share the verbose logging output again? It should include a lot more information this time around.


    As for the custom items - I see you're using different template IDs than the mod does (new portals uses IDs 4001-4016, your example uses ID 5000), so that's why it doesn't work out of the box. I will add a way to configure your custom IDs for portals and towers, but it may take some time for me to get around to implementing this.

  12. 1 hour ago, DiWorm said:

    in this version not exist portals.json in data folder

    It seems I forgot to add an empty portals.json in case no portals are loaded, thanks for letting me know! Fix should be published soon.


    For the kingdom towers, it should look up the tower template names in the modsupport.db database. Did you change the template names?

    You can view the template IDs and template names that the map generator looks for in DatabaseHandler.java. Can you double check these with your mods? I tested with the latest version of kingdom items and new portals but maybe the IDs are different in your version.



    1 hour ago, DiWorm said:

    What's about custom markers?

    Custom markers currently have the same issue with the map markers being handled through the Leaflet.js library, so they require a lot more than just a datafile. This is something I may look into later. You can always add your own changes in the template though, it shouldn't be too difficult to add a new marker type in the client Javascript code.

  13. I just published WurmMapGen v2.3.0, which adds portal markers and mod support for the kingdom items mod and the new portals mod. Check the download link & info in the first post. Thanks to @DiWormfor the tower mod suggestion.



    On 12/27/2017 at 1:31 PM, DiWorm said:

    Your script involves using the map as the root partition of web-site

    In most cases, you should be able to use a subdirectory independently from your CMS. For example, if I have a Wordpress installation at example.com/wordpress, I can set the output path of the map generator to example.com/wordpress/livemap and the webserver should serve all the files just fine from that location. If not, you may need to add a flag to your .htaccess file (or the equivalent for your server software). Adding configurable paths for each different type of asset (images, stylesheets, scripts) is not something I am planning to add, as it is quite a lot of work compared to the limited benefits, and I prefer to spend my time on adding features that more people will find useful.


    That being said, if this is important to you, I encourage you to fork the Github repository and add the feature yourself. I welcome pull requests that add more features and options to the map generator.


    On 12/27/2017 at 1:31 PM, DiWorm said:

    You can simple do this, coz after load params to JSON villages have param: permanent: true/false. Simple you can add in div class="permanent", if village have permanent: true in config

    Here's the problem with that: the map is not made with <div> elements. The map is built up with a combination of <img> tags for the markers, and <svg> paths for the borders. This all happens through the Leaflet.js library and I cannot control the generated html code directly, so I can't "just add a class to a div" like you suggest. I may look at some more detailed options for customisation in the future, but it won't be any time soon. For now, you can always edit the template source files to suit your needs, the code you need should be in resources/template/app/map.js and resources/template/app/markers.js.