Temp Dynamap for New Worldmap?

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Temp Dynamap for New Worldmap?

Unread postby Raioken18 » 29 Jul 12, 5:51 pm

I'm not sure if this has already been talked about, but I was wondering if we could have Dynamap back for the first few days of the new map? This would allow players to each scope out their new areas and to head off in different directions.

I realize it'd be a bit laggier than without especially with people generating new land, but the benefit of being able to scope out your new plots seems like it'd be worth it.

Opinions?
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Re: Temp Dynamap for New Worldmap?

Unread postby Aasher » 29 Jul 12, 6:24 pm

IF we do get a new map I'm sure at least 90% of the people would rather put up with a bit of lag in exchange for being able to see where on the map they are heading, how far out they are, where all the other world guards are and how big they are. Plus other perks.

So yeah, please, IF we do get a new map I would love to see the dynamap back up... and if possible even, kept up, even if it has a slower update time.
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Re: Temp Dynamap for New Worldmap?

Unread postby PirateEggs » 29 Jul 12, 6:59 pm

Set the dynmap for a few days to get people in places.

This is assuming that it's going to be updated by the time of the server reset, I love the fact you all are assuming bukkit releases are instant. -__-
You will need to wait a minimum of a week for the releases, and like two weeks for it to be all 'recommended builds'...
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Re: Temp Dynamap for New Worldmap?

Unread postby matthewdev » 29 Jul 12, 7:15 pm

I think it's a good idea, though I never had lag issues when the dynmap was on so I don't really know how bad it makes it for some people. And PirateEggs Notch has already released the 3.1 for manual download so I think bukkit should be updated right away or shortly after the update.
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Re: Temp Dynamap for New Worldmap?

Unread postby ScruffyNerf » 29 Jul 12, 7:37 pm

Another new map? So soon?
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Re: Temp Dynamap for New Worldmap?

Unread postby Raioken18 » 29 Jul 12, 7:37 pm

I didn't assume that, I thought they might wait a few weeks before updating and changing the map to allow for those functions to be updated, I mean it'd be a bit weird to stop Mcmmo, have it off for a while then update it and restore everyone's levels.
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Re: Temp Dynamap for New Worldmap?

Unread postby PirateEggs » 29 Jul 12, 7:44 pm

matthewdev wrote:And PirateEggs Notch has already released the 3.1 for manual download so I think bukkit should be updated right away or shortly after the update.

Notch ain't doing **** on MC, and hasn't been for months.
http://forums.bukkit.org/threads/when-w ... sed.88921/

Bukkit usually takes 1 to 2 weeks to become a recommended build, it's how it's always been, even since the pre-releases have been available. Please note how I keep saying recommended build, there will be a dev build of bukkit the day of release, and a beta a day or so after, the recommended builds take longer, which is the stable version of which then plugin devs will release their plugins off of.
Dev and beta stuff will be released on 'launch' day, but the stable **** won't be available for about a week, or more.
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Re: Temp Dynamap for New Worldmap?

Unread postby matthewdev » 30 Jul 12, 10:10 am

PirateEggs wrote:
matthewdev wrote:And PirateEggs Notch has already released the 3.1 for manual download so I think bukkit should be updated right away or shortly after the update.

Notch ain't doing **** on MC, and hasn't been for months.


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Re: Temp Dynamap for New Worldmap?

Unread postby shodan » 31 Jul 12, 6:37 pm

Would really like to see a natural, locked-down spawn to force people to spread out a bit. It's quite jarring to join the server and be smack-bang in the middle of a rather jarring mish-mash of buildings.

Personally I'd love to see a 'theme' build & scaled structures (i.e. standard door sizes and paths leading to each) but I'm not going to push my luck :D


Anyone want to build a highway system?
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Re: Temp Dynamap for New Worldmap?

Unread postby matthewdev » 1 Aug 12, 10:50 am

shodan wrote:Personally I'd love to see a 'theme' build & scaled structures (i.e. standard door sizes and paths leading to each) but I'm not going to push my luck :D


Great idea, maybe even a cost system for lots around the spawn.
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