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#Post#: 2196--------------------------------------------------
Dynmap
DIR By: Bla
Date: December 13, 2013, 4:34 pm
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Vote in the poll.
#Post#: 2329--------------------------------------------------
Re: Dynmap
DIR By: Bla
Date: March 7, 2014, 3:22 pm
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So Dynmap has been on for a few months, and I think it has been
a success so far.
Anyway, I'm interested in adding an image overlay to show
borders, like the ones on our world maps on zoom.it, should be
just a simple .png overlay with a scale that's 1 pixel is one
block. However, from all the info I've seen, it doesn't seem to
be possible, the only ways to add areas like that are either as
chunks or polygons, none of which are very good options for our
world map borders.
This site says you can overlay images by using them as a logo.
However, it looks like transparency isn't working, and I'm not
sure if you can add more than one, or if you can even scale them
properly.
HTML https://github.com/webbukkit/dynmap/issues/753
HTML https://github.com/webbukkit/dynmap/wiki/Component-Configuration
So if people have some suggestions or knowledge on Dynmap,
please post.
Over time it's the plan to add markers and areas that let you
see different areas etc. on the Dynmap. The first priority areas
will probably be the zones in The Battleground, but I'm still
undecided on whether to give in to the polygons or continuing to
search for image overlay options. It'd take a lot of time to add
all the points pixelwise to the polygons, and I fear that it may
be very slow to render for some reason.
#Post#: 2336--------------------------------------------------
Re: Dynmap
DIR By: Mudkipz
Date: March 8, 2014, 9:57 pm
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can't markers be done in dynmap? if you want to overlay the
borders i suppose you'd have to do polygons to get it working
officially.
i could hack together a map viewer that accesses dynmap and
overlaps the border layer, though the interface wouldn't be as
nice.
#Post#: 2337--------------------------------------------------
Re: Dynmap
DIR By: Bla
Date: March 9, 2014, 7:28 am
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Markers can be done yes, but afaik they have fixed sizes as
small icons, so they wouldn't really work.
I think Dynmap is a very open design so it might be easier to
just edit some of the Dynmap properties to add such a layer.
You're welcome to try making it but I have no idea if Multicraft
may ban some people if they try to "hack" the server or access
it in certain ways.
#Post#: 2375--------------------------------------------------
Re: Dynmap
DIR By: b-ong
Date: March 29, 2014, 9:49 pm
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i like the red border around kaktoland, but it kinda shades the
land in red and makes it look a tad bit weird
#Post#: 2377--------------------------------------------------
Re: Dynmap
DIR By: Bla
Date: March 29, 2014, 9:57 pm
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You can hide the areas by removing the tick at Markers, by
hovering over the layers icon in the upper left area.
But yes, I also think it might be best if we could find a way to
hide it by default. And to make 4 categories that you could
tick: States, Regions, Municipalities and Zones. However, I
don't know how to make such categories for areas, like the ones
there are for the icons currently.
#Post#: 2488--------------------------------------------------
Re: Dynmap
DIR By: oobeinfo
Date: April 29, 2014, 8:51 pm
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Dynmap needs to only be manually updating to reduce lag.
#Post#: 2489--------------------------------------------------
Re: Dynmap
DIR By: Bla
Date: April 30, 2014, 9:26 am
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How should that work in practice? Given that having it manually
update makes it pretty much unplayable for usually more than an
hour. How often and what time of the day should this be?
I like the way Dynmap works atm myself.
#Post#: 2491--------------------------------------------------
Re: Dynmap
DIR By: smjjames
Date: April 30, 2014, 3:06 pm
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I haven't had any lag related to Dynmap and since we aren't
doing a huge lot of exploring, it shouldn't lag all that much.
#Post#: 2492--------------------------------------------------
Re: Dynmap
DIR By: oobeinfo
Date: April 30, 2014, 7:27 pm
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--- Quote from: Bla link ---
>
> Given that having it manually update makes it pretty much
unplayable for usually more than an hour.
>
--- End Quote ---
WELL THEN
nevermind, I'll live with mobs being very laggy
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