Mapa od FAKAheda server : 27500

Technická podpora k herním serverům Minecraft a Tekkit
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Sw0FF0rD
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Re: Mapa od FAKAheda server : 27500

#11 Příspěvekod Sw0FF0rD » 02 dub 2012, 17:34

A k cemu je slozka web ??? to s taky musi nastavit a nebo se to jen nahraje na web ta slozka WEB ??

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LavorekCZ
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Re: Mapa od FAKAheda server : 27500

#12 Příspěvekod LavorekCZ » 02 dub 2012, 17:37

Prosím, čti co píšu pozorně, předejdeš těmto dotazům... když říkám celou složku, tak prostě celou složku nakopíruješ na FTP serveru.
Pomohl ti někdo? Pak určitě bude rád, když mu zvedneš karmu!
not sure

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Re: Mapa od FAKAheda server : 27500

#13 Příspěvekod Sw0FF0rD » 02 dub 2012, 17:39

Cela slozka je nakopirovana na webu uplne cela co dale teda ??

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Re: Mapa od FAKAheda server : 27500

#14 Příspěvekod LavorekCZ » 02 dub 2012, 17:42

Na jakém webu :D Stáhnul jsi dynmapu odtud http://dev.bukkit.org/server-mods/dynma ... 0-v0-36-2/ z toho zipu jsi vytáhnul složku dynmap a soubor dynmap.jar, připojil ses na FTP tvého serveru a do složky plugins nakopíroval složku dynmap a soubor dynmap.jar, teď spusť server a v té složce dynmap se ti vytvořil soubor configurations.txt, zkopíruj ho sem.
Pomohl ti někdo? Pak určitě bude rád, když mu zvedneš karmu!
not sure

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Re: Mapa od FAKAheda server : 27500

#15 Příspěvekod Sw0FF0rD » 02 dub 2012, 17:52

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), set value to vlowres
#   The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt
# To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), set value to lowres
#   The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
# To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), set value to hires
#   The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
deftemplatesuffix: vlowres

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) if true, player login IDs will be used for web chat when their IPs match
    use-player-login-ip: true
    # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
    require-player-login-ip: false
    # (optional) block player login IDs that are banned from chatting
    block-banned-player-chat: true
  #  # 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
  #  # (Optional) if true, players that are crouching/sneaking will be hidden
  #  hideifsneaking: false
  #- class: org.dynmap.JsonFileClientUpdateComponent
  #  writeinterval: 1
  #  sendhealth: true
  #  sendposition: true
  #  allowwebchat: false
  #  webchat-interval: 5
  #  hidewebchatip: false
  #  includehiddenplayers: false
  #  use-player-login-ip: false
  #  require-player-login-ip: false
  #  block-banned-player-chat: true
  #  hideifshadow: 0
  #  hideifundercover: 0
  #  hideifsneaking: false
   
  - class: org.dynmap.SimpleWebChatComponent
    allowchat: true
    # If true, web UI users can supply name for chat using 'playername' URL parameter.  'trustclientname' must also be set true.
    allowurlname: false
 
  # 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: false
    enablesigns: false
    # (optional) add spawn point markers to standard marker layer
    showspawn: true
    spawnicon: world
    spawnlabel: "Spawn"
    # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
    showofflineplayers: false
    offlinelabel: "Offline"
    offlineicon: offlineuser
    offlinehidebydefault: true
    offlineminzoom: 0
    maxofflinetime: 30
    # (optional) layer for showing player's spawn beds
    showspawnbeds: false
    spawnbedlabel: "Spawn Beds"
    spawnbedicon: bed
    spawnbedhidebydefault: true
    spawnbedminzoom: 0
    spawnbedformat: "%name%'s bed"
   
  - class: org.dynmap.ClientComponent
    type: chat
    allowurlname: false
  - 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
    # Optiona; set maximum number of lines visible for chatbox
    #visiblelines: 10
    # Optional: send push button
    sendbutton: false
  - class: org.dynmap.ClientComponent
    type: playermarkers
    showplayerfaces: true
    showplayerhealth: true
    # If true, show player body too (only valid if showplayerfaces=true
    showplayerbody: false
    # Option to make player faces small - don't use with showplayerhealth
    smallplayerfaces: false
    # Optional - make player faces layer hidden by default
    hidebydefault: false
    # Optional - ordering priority in layer menu (low goes before high - default is 0)
    layerprio: 0
    # Optional - label for player marker layer (default is 'Players')
    label: "Players"
   
  #- class: org.dynmap.ClientComponent
  #  type: digitalclock
  - class: org.dynmap.ClientComponent
    type: link
   
  - 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
    show-mcr: 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 - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true

# Optional - enabled BetterGrass style rendering of grass and snow block sides
#better-grass: true

# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: false

# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
# Has no effect on maps with explicit format settings
image-format: png

#  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
#  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
use-generated-textures: true
correct-water-lighting: 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 (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
#   default is 'newrose' (preserve pre-1.0 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 (core, Advanced Machines, Charging Bench, Power Converters)
#ic2-support: true
#ic2-advancesmachines-support: true
#ic2-chargingbench-support: true
#ic2-powerconverters-support: true

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

# Enable RedPower2 block rendering support
#redpower2-support: true

# Enable NetherOres block rendering support
#netherores-support: true

# Enable RailCraft block rendering support
#railcraft-support: true

# Enable Kaevator's Superslopes block rendering support
#superslopes-support: true

# Enabled ComputerCraft block rendering support
#computercraft-support: true

render-triggers:
  #- playermove
  #- playerjoin
  - blockplaced
  - blockbreak
  - leavesdecay
  - blockburn
  - chunkgenerated
  - blockformed
  - blockfaded
  - blockspread
  - pistonmoved
  - explosion
  - blockfromto
  - blockphysics
  - structuregrow
  - blockgrow

# 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: 8123

# 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
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
#followmap: surface

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

# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
persist-ids-by-ip: true

# Messages to customize
msg:
    maptypes: "Map Types"
    players: "Players"

# 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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Re: Mapa od FAKAheda server : 27500

#16 Příspěvekod Sw0FF0rD » 02 dub 2012, 17:56

Tady je ten config no prave ze

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Re: Mapa od FAKAheda server : 27500

#17 Příspěvekod LavorekCZ » 02 dub 2012, 18:00

Zkopíruj tam místo toho, toto (samozřejmě poté server restartuj)

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), set value to vlowres
#   The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt
# To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), set value to lowres
#   The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
# To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), set value to hires
#   The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
deftemplatesuffix: vlowres

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) if true, player login IDs will be used for web chat when their IPs match
    use-player-login-ip: true
    # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
    require-player-login-ip: false
    # (optional) block player login IDs that are banned from chatting
    block-banned-player-chat: true
  #  # 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
  #  # (Optional) if true, players that are crouching/sneaking will be hidden
  #  hideifsneaking: false
  #- class: org.dynmap.JsonFileClientUpdateComponent
  #  writeinterval: 1
  #  sendhealth: true
  #  sendposition: true
  #  allowwebchat: false
  #  webchat-interval: 5
  #  hidewebchatip: false
  #  includehiddenplayers: false
  #  use-player-login-ip: false
  #  require-player-login-ip: false
  #  block-banned-player-chat: true
  #  hideifshadow: 0
  #  hideifundercover: 0
  #  hideifsneaking: false
   
  - class: org.dynmap.SimpleWebChatComponent
    allowchat: true
    # If true, web UI users can supply name for chat using 'playername' URL parameter.  'trustclientname' must also be set true.
    allowurlname: false
 
  # 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: false
    enablesigns: false
    # (optional) add spawn point markers to standard marker layer
    showspawn: true
    spawnicon: world
    spawnlabel: "Spawn"
    # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
    showofflineplayers: false
    offlinelabel: "Offline"
    offlineicon: offlineuser
    offlinehidebydefault: true
    offlineminzoom: 0
    maxofflinetime: 30
    # (optional) layer for showing player's spawn beds
    showspawnbeds: false
    spawnbedlabel: "Spawn Beds"
    spawnbedicon: bed
    spawnbedhidebydefault: true
    spawnbedminzoom: 0
    spawnbedformat: "%name%'s bed"
   
  - class: org.dynmap.ClientComponent
    type: chat
    allowurlname: false
  - 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
    # Optiona; set maximum number of lines visible for chatbox
    #visiblelines: 10
    # Optional: send push button
    sendbutton: false
  - class: org.dynmap.ClientComponent
    type: playermarkers
    showplayerfaces: true
    showplayerhealth: true
    # If true, show player body too (only valid if showplayerfaces=true
    showplayerbody: false
    # Option to make player faces small - don't use with showplayerhealth
    smallplayerfaces: false
    # Optional - make player faces layer hidden by default
    hidebydefault: false
    # Optional - ordering priority in layer menu (low goes before high - default is 0)
    layerprio: 0
    # Optional - label for player marker layer (default is 'Players')
    label: "Players"
   
  #- class: org.dynmap.ClientComponent
  #  type: digitalclock
  - class: org.dynmap.ClientComponent
    type: link
   
  - 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
    show-mcr: 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 - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true

# Optional - enabled BetterGrass style rendering of grass and snow block sides
#better-grass: true

# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: false

# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
# Has no effect on maps with explicit format settings
image-format: png

#  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
#  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
use-generated-textures: true
correct-water-lighting: 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 (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
#   default is 'newrose' (preserve pre-1.0 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 (core, Advanced Machines, Charging Bench, Power Converters)
#ic2-support: true
#ic2-advancesmachines-support: true
#ic2-chargingbench-support: true
#ic2-powerconverters-support: true

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

# Enable RedPower2 block rendering support
#redpower2-support: true

# Enable NetherOres block rendering support
#netherores-support: true

# Enable RailCraft block rendering support
#railcraft-support: true

# Enable Kaevator's Superslopes block rendering support
#superslopes-support: true

# Enabled ComputerCraft block rendering support
#computercraft-support: true

render-triggers:
  #- playermove
  #- playerjoin
  - blockplaced
  - blockbreak
  - leavesdecay
  - blockburn
  - chunkgenerated
  - blockformed
  - blockfaded
  - blockspread
  - pistonmoved
  - explosion
  - blockfromto
  - blockphysics
  - structuregrow
  - blockgrow

# 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: 29500

# 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
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
#followmap: surface

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

# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
persist-ids-by-ip: true

# Messages to customize
msg:
    maptypes: "Map Types"
    players: "Players"

# 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
Pomohl ti někdo? Pak určitě bude rád, když mu zvedneš karmu!
not sure

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Sw0FF0rD
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Re: Mapa od FAKAheda server : 27500

#18 Příspěvekod Sw0FF0rD » 02 dub 2012, 18:03

A kde najdu slozku co se dava na web abych to mel jako stranku tu mapu ??

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LavorekCZ
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Re: Mapa od FAKAheda server : 27500

#19 Příspěvekod LavorekCZ » 02 dub 2012, 18:05

Udělej to co jsem ti řekl a poté bude tvá mapa na adrese http://93.91.240.128:29500/
Pomohl ti někdo? Pak určitě bude rád, když mu zvedneš karmu!
not sure

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Sw0FF0rD
Příspěvky: 739
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Re: Mapa od FAKAheda server : 27500

#20 Příspěvekod Sw0FF0rD » 02 dub 2012, 18:23

Jeste se chci optat jak se okryje to cerno na mape to se aktulizuje samo ci muzu mit celou mau odkrytou ??Jinak funguje to dekuji moc


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