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[Problem]Dynmap


Rekomendowane odpowiedzi

Opublikowano

Witam

Otóz wgrałem dynmap w konfiguracji ustawiłem ip swojego serwera z ycraft.pl i po wpisaniu w przeglądarke wyświetla się mapa innego serwa.

Ip serwa: 178.33.52.182:8021

 

Oto moja konfiguracja

# 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

# Require login for web-to-server chat (requires login-enabled: true)

webchat-requires-login: false

# If set to true, users must have dynmap.webchat permission in order to chat

webchat-permissions: false

# Limit length of single chat messages

chatlengthlimit: 256

# # 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

# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)

protected-player-info: 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

# # Require login for web-to-server chat (requires login-enabled: true)

# webchat-requires-login: false

# # If set to true, users must have dynmap.webchat permission in order to chat

# webchat-permissions: false

# # Limit length of single chat messages

# chatlengthlimit: 256

 

- 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

 

# Note: more than one logo component can be defined

#- class: org.dynmap.ClientComponent

# type: logo

# text: "Dynmap"

# #logourl: "images/block_surface.png"

# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"

# # Valid positions: top-left, top-right, bottom-left, bottom-right

# position: bottom-right

 

#- 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, Compact Solars)

#ic2-support: true

#ic2-advancesmachines-support: true

#ic2-chargingbench-support: true

#ic2-powerconverters-support: true

#ic2-compactsolars-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

 

# Enabled LC Trees++ block rendering support

#lctrees-support: true

 

# Enable Forestry block rending support

#forestry-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: 178.33.52.182

 

# 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

 

# Enable login support

login-enabled: false

# Require login to access website (requires login-enabled: true)

login-required: false

 

# 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"

chatrequireslogin: "Chat Requires Login"

chatnotallowed: "You are not permitted to send chat messages"

 

# 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

 

Opublikowano

Ja pierdole ludzie macie mozgi czy siano ?

Wez ta swoja konfiguracje w jakikolwiek notatnik wrzuć i zmień port, jak na razie to masz standardowy a nie to co napisałeś "

8021" wiec co ? zatrzymujesz serwer i edytujesz konfig "

webserver-port: 8123" na ? na na na na "

webserver-port: 8021"

1325845644-U48159.gif
Opublikowano

Wydaje mi się że powinno być:

 

webserver-bindaddress: 178.33.52.182

webserver-port: 8123

 

I w przeglądarkę wpisujesz 178.33.52.182:8123

600925.png

Sygnatura niezgodna z regulaminem forum 'MPC Forum' rozdział XLVIII pkt. π.

Opublikowano

mi się wydaje ze tu chyba trzeba apache lub jakiś inny program wgrać :D//nie jestem pewny bo nigdy się z dynmapem nie bawiłem...więc prszoę mnie nie krytykować.

1379958827-U247153.png


Opublikowano

mi się wydaje ze tu chyba trzeba apache lub jakiś inny program wgrać :D//nie jestem pewny bo nigdy się z dynmapem nie bawiłem...więc prszoę mnie nie krytykować.

Mógł byś mi to bardziej rozwinąć

1 raz się z tym zetknołem

Opublikowano

# 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: 178.33.52.182
# 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

to zmien webserver-port:8123 na webserver-port:29658 wymysl jakis port

mca.png

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