Dynmap - velkost

Technická podpora k herním serverům Minecraft a Tekkit
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Pretorian
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Dynmap - velkost

#1 Příspěvekod Pretorian » 25 led 2013, 22:02

Server: 93.91.250.135:27147

Zdravim na servery pouzivam Dynmapu a chcel by som sa spytat ci sa neako neda nastavit aby "nežrala" tolko miesta na disku.
vopred dakujem za pomoc.
Odmenim K+

Riko
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Re: Dynmap - velkost

#2 Příspěvekod Riko » 25 led 2013, 22:18

Pokud vím tak to nejde

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Re: Dynmap - velkost

#3 Příspěvekod nejento » 25 led 2013, 22:44

Aby nežrala tolik místa, tak ji měj nastavenou například jenom na pár věcí. Nezobrazuj třeba Nether (nerenderuj ho) nebo End. Nepoužívej HD mapy, už jenom proto, že to žere výkon serveru a v serverovně a FH nejsou rádi :D
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Re: Dynmap - velkost

#4 Příspěvekod Pretorian » 25 led 2013, 22:58

nejento - a nevies mi presne povedat kde by som to nastavil tak ako si povedal? ktory subor mozem prilozit sem?

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Re: Dynmap - velkost

#5 Příspěvekod nejento » 25 led 2013, 23:01

Ve worlds.txt si můžeš nastavit co a jak se bude ukazovat. Nejprv ale spíš smaž složku dynmap a nahraj ji tam znova.
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Re: Dynmap - velkost

#6 Příspěvekod Pretorian » 25 led 2013, 23:18

cize ak chcem nechat len world tak staci nehat toto?
Spoiler: zobrazit

Kód: Vybrat vše

# These are examples of world-specific settings - customize your content as you see fit
#
# NOTES:
#   All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
#   Definitions of a world made here will superecede any world definition with the same name in configuration.txt
#   Deleting this file will result in a fresh copy being produced by dynmap.jar on the next startup.
#
worlds:
  # Worlds can be handled by templates, based on world type
  # You can override the properties of the template by specifying them in this section
  #    for example 'Title: "My Awesome World"'
  #- name: world
  #  title: "World"
  #   Use 'enabled: false' to disable a certain world.
  #  enabled: false
  #   Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
  #  sendposition: false
  #   Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
  #  sendhealth: false
  #  # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
  #  fullrenderlocations:
  #    - x: 10000
  #      y: 64
  #      z: 20000
  #    - x: -15000
  #      y: 64
  #      z: -5000
  #  # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
  #  visibilitylimits:
  #    - x0: -1000
  #      z0: -1000
  #      x1: 1000
  #      z1: 1000
  #    - x0: -2000
  #      z0: -1000
  #      x1: -1000
  #      z1: -500
  #  # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
  #  hiddenlimits:
  #    - x0: 100
  #      z0: 0
  #      x1: 200
  #      z1: 0
  #  # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
  #  hidestyle: stone
  #  # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
  #  # visibilitylimits (limits must be set).  The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
  #  # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
  #  autogenerate-to-visibilitylimits: map-only
  #   Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
  #  template: mycustomtemplate
  #   Rest of comes from template - uncomment to tailor for world specifically
  #  # World center - default is spawn point
  #  center:
  #    x: 0
  #    y: 64
  #    z: 0
  #  # If bigworld set to true, use alternate directory layout better suited to large worlds
  #  bigworld: true
  #  # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
  #  extrazoomout: 3
  #  maps:
  #    - class: org.dynmap.hdmap.HDMap
  #      name: flat
  #      title: "Flat"
  #      prefix: flat
  #      perspective: iso_S_90_lowres
  #      shader: stdtexture
  #      lighting: shadows
  #      mapzoomin: 1
  #    - class: org.dynmap.hdmap.HDMap
  #      name: surface
  #      title: "Surface"
  #      prefix: t
  #      perspective: iso_SE_30_hires
  #      shader: stdtexture
  #      lighting: shadows
  #      mapzoomin: 1
  #    - class: org.dynmap.hdmap.HDMap
  #      name: cave
  #      title: "Cave"
  #      prefix: ct
  #      perspective: iso_SE_60_lowres
  #      shader: cave
  #      lighting: default
  #      mapzoomin: 3
  #


___POVODNY____subor

Spoiler: zobrazit

Kód: Vybrat vše

# These are examples of world-specific settings - customize your content as you see fit
#
# NOTES:
#   All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
#   Definitions of a world made here will superecede any world definition with the same name in configuration.txt
#   Deleting this file will result in a fresh copy being produced by dynmap.jar on the next startup.
#
worlds:
  # Worlds can be handled by templates, based on world type
  # You can override the properties of the template by specifying them in this section
  #    for example 'Title: "My Awesome World"'
  #- name: world
  #  title: "World"
  #   Use 'enabled: false' to disable a certain world.
  #  enabled: false
  #   Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
  #  sendposition: false
  #   Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
  #  sendhealth: false
  #  # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
  #  fullrenderlocations:
  #    - x: 10000
  #      y: 64
  #      z: 20000
  #    - x: -15000
  #      y: 64
  #      z: -5000
  #  # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
  #  visibilitylimits:
  #    - x0: -1000
  #      z0: -1000
  #      x1: 1000
  #      z1: 1000
  #    - x0: -2000
  #      z0: -1000
  #      x1: -1000
  #      z1: -500
  #  # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
  #  hiddenlimits:
  #    - x0: 100
  #      z0: 0
  #      x1: 200
  #      z1: 0
  #  # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
  #  hidestyle: stone
  #  # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
  #  # visibilitylimits (limits must be set).  The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
  #  # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
  #  autogenerate-to-visibilitylimits: map-only
  #   Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
  #  template: mycustomtemplate
  #   Rest of comes from template - uncomment to tailor for world specifically
  #  # World center - default is spawn point
  #  center:
  #    x: 0
  #    y: 64
  #    z: 0
  #  # If bigworld set to true, use alternate directory layout better suited to large worlds
  #  bigworld: true
  #  # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
  #  extrazoomout: 3
  #  maps:
  #    - class: org.dynmap.hdmap.HDMap
  #      name: flat
  #      title: "Flat"
  #      prefix: flat
  #      perspective: iso_S_90_lowres
  #      shader: stdtexture
  #      lighting: shadows
  #      mapzoomin: 1
  #    - class: org.dynmap.hdmap.HDMap
  #      name: surface
  #      title: "Surface"
  #      prefix: t
  #      perspective: iso_SE_30_hires
  #      shader: stdtexture
  #      lighting: shadows
  #      mapzoomin: 1
  #    - class: org.dynmap.hdmap.HDMap
  #      name: cave
  #      title: "Cave"
  #      prefix: ct
  #      perspective: iso_SE_60_lowres
  #      shader: cave
  #      lighting: default
  #      mapzoomin: 3
  #
  # To just label world, and inherit rest from template, just provide name and title
  #- name: world2
  #  title: "Second World"
  #
  #- name: nether
  #  title: "Nether"
  #  center:
  #    x: 0
  #    y: 64
  #    z: 0
  #  # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
  #  extrazoomout: 3
  #  maps:
  #    - class: org.dynmap.hdmap.HDMap
  #      name: flat
  #      title: "Flat"
  #      prefix: flat
  #      perspective: iso_S_90_lowres
  #      shader: stdtexture
  #      lighting: nethershadows
  #      # Map background color (day or night)
  #      background: "#300806"
  #      mapzoomin: 1
  #    - class: org.dynmap.hdmap.HDMap
  #      name: nether
  #      title: "Surface"
  #      prefix: nt
  #      perspective: iso_SE_30_hires
  #      shader: stdtexture
  #      lighting: nethershadows
  #      # Map background color (day or night)
  #      background: "#300806"
  #      mapzoomin: 1


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