Minecraft-Plugin Dynmap

Technická podpora k herním serverům Minecraft a Tekkit
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SpreyMannik
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Re: Minecraft-Plugin Dynmap

#41 Příspěvekod SpreyMannik » 24 pro 2011, 16:46

nějak mi to nefachčí , udělal jsem to podle návodu ale pak du na http://sierra.fakaheda.eu:29322/ a nic se nezobrazi , jen bila obrazovka , nic proste .. Tak du do hry napisu /dynmap fullrender a potom /dynmap show , tak zkusim znovu obnovit stranku a porad nic ..

CONFIG :

Kód: Vybrat vše

# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/

# All map templates are defined in the templates directory
# The 'classic' FlatMap and KzedMap templates are used, which can be found in normal.txt, nether.txt, and skylands.txt
#  To use these, do not set deftemplatesuffix (make sure deftemplatesuffix is commented, below)
#
# To use the HDMap very-low-res map templates as world defaults (normal-vlowres, nether-vlowres and skylands-vlowres), 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: 1

# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60

# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2

# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2

# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
# in more competition for CPU resources with other processes
usenormalthreadpriority: true

# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: true

# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30

# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true

# Optional - 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 FlatMap 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: 0.0.0.0

# The TCP-port the webserver will listen on.
webserver-port: 29322

# 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: flat

# 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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Shaggy84675
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Re: Minecraft-Plugin Dynmap

#42 Příspěvekod Shaggy84675 » 24 pro 2011, 16:50

Tohle už se tu taky jednou objevilo, ale nevím čím to je způsobeno, když tam je něco špatně tak se zobrazí, že to nenalezlo tuto stránku. A když tam je vše dobře nastaveno, tak se zobrazí, že tento odkaz je pravděpodobně nefunkční (u Google Chrome).
Omluvte prosím moji nefunkčnost podpisu. Momentálně přesouvám podpis na svůj webserver.

SpreyMannik
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Re: Minecraft-Plugin Dynmap

#43 Příspěvekod SpreyMannik » 24 pro 2011, 17:03

omg
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Shaggy84675
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Re: Minecraft-Plugin Dynmap

#44 Příspěvekod Shaggy84675 » 24 pro 2011, 17:15

Ale mě to funguje normálně viz: http://zulu.fakaheda.eu:29237
Omluvte prosím moji nefunkčnost podpisu. Momentálně přesouvám podpis na svůj webserver.

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Austin
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Re: Minecraft-Plugin Dynmap

#45 Příspěvekod Austin » 24 pro 2011, 17:24

Bohuzel jako vzdy je chyba mezi klavesnici a zidli. Nahral jste tam sice dynmap.jar, ale musite tam nakopirovat i tu slozku dynmap, ktera u toho pluginu je. V ni jsou textury a soubory k webu, bez kterych Vam to samozrejme nebude fungovat.
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SpreyMannik
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Re: Minecraft-Plugin Dynmap

#46 Příspěvekod SpreyMannik » 24 pro 2011, 17:57

aha :D Uz to jde diky , jinak nejde zrychlit to nacitani ty mapy ? Nacita se STRASNE MOC POMALU
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Shaggy84675
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Re: Minecraft-Plugin Dynmap

#47 Příspěvekod Shaggy84675 » 24 pro 2011, 17:59

To nenacita celou mapu, jen oblasti, ktere uz jsi prozkoumal. Pokud ani to ne, tak zadej prikaz /dynmap fullrender a nacte ti to oblasti, ktere uz jsi prozkoumal.
Omluvte prosím moji nefunkčnost podpisu. Momentálně přesouvám podpis na svůj webserver.

SpreyMannik
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Re: Minecraft-Plugin Dynmap

#48 Příspěvekod SpreyMannik » 24 pro 2011, 18:15

dou udelat nejak permice aby mohl hrac pouzivat /dynmap fullrender a show ?? aby v te online mape by slo pak videt co nejvic ty mapy jako kdo co prosel atd
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Re: Minecraft-Plugin Dynmap

#49 Příspěvekod Shaggy84675 » 24 pro 2011, 18:44

Tohle už pak používat nepotřebuješ, protože se ti mapa bude načítat i když tento příkaz používat už nebudeš :)
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Re: Minecraft-Plugin Dynmap

#50 Příspěvekod Austin » 27 pro 2011, 02:28

To se generuje pokazde, kdyz v tom uzemi nekdo neco zmeni.
Tedy napriklad kdyz nekde nekdo vykope kostku, tak se ten usek dynmapy pregeneruje.
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