Aide pour configurer World.txt (dynmapforge)

  • Auteur de la discussion Auteur de la discussion Fazz
  • Date de début Date de début

Fazz

Gnome
5 Janvier 2014
55
1
28
Bien le bonjour tout le monde,

Alors voilà j'aurai besoin d'un grand coup de main pour configurer World.txt, j'ai déjà tenté de le faire moi même mais je n'ai pas dépassé le stade de faire crash mon serveur...
Je ne comprends vraiment rien a cette config, même en recopier à la lettre prêt les autres forum sa crash à chaque fois...

Alors voici d'abord le World.txt en question:
Code:
# 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 shapes can be defined)
  #  # For a rectangle, the area is defined by x0, z0 to x1, z1
  #  # For a circle, the area is defined by a center at x,z with a radius 'r'
  #  visibilitylimits:
  #    - x0: -1000
  #      z0: -1000
  #      x1: 1000
  #      z1: 1000
  #    - x: -2000
  #      z: -1000
  #      r: 200
  #  # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
  #  # For a rectangle, the area is defined by x0, z0 to x1, z1
  #  # For a circle, the area is defined by a center at x,z with a radius 'r'
  #  hiddenlimits:
  #    - x0: 100
  #      z0: 0
  #      x1: 200
  #      z1: 0
  #    - x: -2000
  #      z: -1000
  #      r: 200
  #  # 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 '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
  #  # Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
  #  # of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Value can also be set on
  #  # individual maps.
  #  tileupdatedelay: 30
  #  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

C'est déjà super long désolé ^^.
Voilà maintenant un screen de ma dynmap
1424010335-sans-titre-1.png


Alors en fait ce que je voulais, c'était déjà que ma map World s'appelle "Lorthen" et qu'elle soit dispo seulement en 3D et map plate, et que tout les autres cartes (dim 1 nether,mine,cons..) ne s'affiche pas. Alors j'ai essayé comme je l'ai dis plus haut mais bon j'ai pas réussi...

Bon, alors si quelqu'un peut m'aider sa serait cool, je ne vous demande pas de me faire le dossier ^^ mais juste avoir une aide ou des explications :) Voilà merci
 
Bon j'ai fais ça, j'avais vu ceci indiqué sur un forum
Code:
worlds:
  - name: World
    title: "Lorthen"
    extrazoomout: 0
    enabled: true
    sendposition: true
    sendhealth: true
    maps:
      - class: org.dynmap.hdmap.HDMap
        name: Surface
        title: " Surface "
        prefix: Surface
        perspective: iso_SE_30_hires
        shader: stdtexture
        lighting: shadows
        icon: images/block_flat.png
  - name: Const
    title: "test"
    extrazoomout: 0
    enabled: false
    sendposition: true
    sendhealth: true
    maps:
      - class: org.dynmap.hdmap.HDMap
        name: Surface
        title: "Surface"
        prefix: Surface
        perspective: iso_SE_30_hires
        shader: stdtexture
        lighting: shadows
        icon: images/block_flat.png
  - name: mine
    title: "mine"
    extrazoomout: 0
    enabled: false
    sendposition: true
    sendhealth: true
    maps:
      - class: org.dynmap.hdmap.HDMap
        name: Surface
        title: " Surface "
        prefix: Surface
        perspective: iso_SE_30_hires
        shader: stdtexture
        lighting: shadows
        icon: images/block_flat.png
- name: DIM1/The End
    enabled: false
- name: DIM1/Nether

Mais sa encore faire crash XD #bouletdeladynmap
edit* j'ai juste oublié de passer les " hires " en " lowres " mais je pense pas que ce soit ça le truc grave...
 
Salut,
Si le serveur crash envoie le rapport de crash.
Entre hires et lowres c'est la qualité de la map qui change.
Tu peux aussi gérer tes maps via les commandes, je te recommande d'utiliser cette méthode :
https://github.com/webbukkit/dynmap/wiki/Commands#mapworld-configuration-commands

Par exemple pour changer le nom de ton monde world/Overworld :
/dmap worldset world/Overworld title:Nom à afficher
 
*^* Merci mille fois ! Depuis le temps que je voulais une dynmap propre !
Y'a plus qu'a regarder s'il est possible d'enlever l'option "cave" via les commandes et sa sera perfecto !
Merci encore