Dynmap HD

Technická podpora k herním serverům Minecraft a Tekkit
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Essolegend
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Dynmap HD

#1 Příspěvekod Essolegend » 26 pro 2011, 21:34

93.91.250.103:27874

Prosím o radu veľmi prosím o radu. Skúšal som x návody ale nepodarilo sa mi nastaviť dynmap v HD rozlíšení :(

Ďakujem

Essolegend
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Re: Dynmap HD

#2 Příspěvekod Essolegend » 27 pro 2011, 00:05

Už som to spravil heh úplne jednoducho :D ak chcete full hd tak odstrante mriežku pred # deftemplatesuffix: hires

# 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' KzedMap 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), uncomment the following line
# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt
deftemplatesuffix: vlowres
#
# To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), uncomment the following line
# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
#deftemplatesuffix: lowres
# To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), comment the following line
# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
deftemplatesuffix: hires
# Other values will search for templates named normal-<value>, nether-<value>, skylands-<value>

components:
- class: org.dynmap.ClientConfigurationComponent

- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
trustclientname: false
includehiddenplayers: false
# # 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
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: false
# webchat-interval: 5
# hidewebchatip: false
# includehiddenplayers: false
# hideifshadow: 4
# hideifundercover: 14

- class: org.dynmap.SimpleWebChatComponent
allowchat: true
#- class: org.dynmap.herochat.HeroWebChatComponent
# # Control which HeroChat channel messages from web are directed to
# herochatwebchannel: Global
# # Control which channels are monitored and reported to the web
# herochatchannels:
# - Global
# #- Trade
# #- Haggle

# 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
#showofflineplayers: true
#offlinelabel: "Offline"
#offlineicon: offlineuser
#offlinehidebydefault: true

- class: org.dynmap.ClientComponent
type: chat
- 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
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
# Option to make player faces small - don't use with showplayerhealth
smallplayerfaces: false
# # Optional - make player faces layer hidden by default
# hidebydefault: true
# # Optional - ordering priority in layer menu (low goes before high - default is 0)
# layerprio: 1
# # Optional - label for player marker layer (default is 'Players')
# label: "Players"
#- class: org.dynmap.ClientComponent
# type: digitalclock
- 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

#- class: org.dynmap.ClientComponent
# type: logo
# text: "Dynmap"
# #logourl: "images/block_surface.png"
# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"

#- 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: 15

# 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 - control darkening of biome-shaded colors in swamp biomes (1.9+) - default is true for 1.9+, false for 1.8.x
#swampshaded: false
# Optional - control biome shading of water (1.9+) - default is true for 1.9+, false for 1.8.x
#waterbiomeshaded: false

# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true

# Optional - control rendering of fences (joining to blocks, as in 1.9+) - default is true for 1.9+, false for 1.8.x
#fence-to-block-join: 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 (1.9+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
# default is 'pre19' for 1.8 server (existing orientation), 'newrose' for 1.9+ (preserve maps, rotate rose)
# 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for KzedMap or KzedMap)
compass-mode: newnorth

# Enable Industrial Craft 2 block rendering support
#ic2-support: true

# Enabled BuildCraft block rendering support
#buildcraft-support: true

render-triggers:
#- chunkloaded
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- leavesdecay
- blockburn
- chunkgenerated
- blockformed
- blockfaded
- blockspread
- pistonmoved
- explosion

# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
#webpage-title: "My Awesome Server Map"

# 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: 92.240.237.190

# The TCP-port the webserver will listen on.
webserver-port: 25588

# 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

# 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: surface

# Option to enable workaround for incorrectly encoded unicode in Cyrillic MC/Bukkit (not good for other code pages)
cyrillic-support: false

# NOTE: the 'templates' section is now found in the 'templates' directory
# Templates CAN still be defined in configuration.txt, as before 0.20
templates:

# NOTE: the 'worlds' section is now found in the worlds.txt (example custom settings can be found in worlds.txt.sample)
# Worlds CAN still be defined in configuration.txt, as before 0.20
worlds:

# 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

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Austin
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Re: Dynmap HD

#3 Příspěvekod Austin » 27 pro 2011, 02:21

Uz ted rikam, HIRES dynmapy NE. Usetrete nas i sebe a ostatni prosim tohoto nechutne narocneho pluginu.
Na normalne velke mape trva pocatecni vygenerovani obrazku klidne 2-3 dny, kdy si cely server vezme vklidecku 200-300% procesoru.
Nehlede pak na to, ze cely dynmap pak bez problemu obsahuje nekolik stovek tisic souboru. Potom pri kazdem objeveni noveho chunku se tohle zatizeni opakuje treba na 5-10 minut, je to proste jednim slovem strasne.

My neradi neco zakazujeme a ani tyhle HIRES dynmapy jsme zatim nijak nezakazali, ale prosim Vas, opravdu si nevystacite s nizsi kvalitou ?
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Essolegend
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Re: Dynmap HD

#4 Příspěvekod Essolegend » 27 pro 2011, 10:30

Heh kto vravel že túto si dám :) Viem render je na serveri záťaž...
Mne úplne stačí táto: deftemplatesuffix: vlowres je to oveľa lepšie ako classic.

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Austin
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Re: Dynmap HD

#5 Příspěvekod Austin » 27 pro 2011, 19:46

Dekuji :)
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danielusa0106
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Registrován: 03 říj 2022, 05:30
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Re: Dynmap HD

#6 Příspěvekod danielusa0106 » 03 říj 2022, 05:34

HD resolution (1,280 × 720 pixels) is derived from high definition television (HDTV), it uses 60 frames per second. HD has an aspect ratio of 4:3. Therefore HD has 3 times sharper than VGA. getting over it wordle


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