[WIP - UPDATED (v0.8.2 19-Aug-23)] Oolite Interactive Map

General discussion for players of Oolite.

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Smivs
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Re: [WIP] Oolite Interactive Map

Post by Smivs »

You'll have to do a Kickstarter, PG! You can promise Mac compatibility when you've raised enough to buy a Mac :D
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Re: [WIP] Oolite Interactive Map

Post by PhantorGorth »

Smivs wrote:
You'll have to do a Kickstarter, PG! You can promise Mac compatibility when you've raised enough to buy a Mac :D
ROFLMAO!!!
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Re: [WIP] Oolite Interactive Map

Post by maaarcooose »

PhantorGorth wrote:
maaarcooose wrote:
Assume nothing, I've had this exact problem with a web app I wrote for work.
XP only supports up to IE8 so I had to install Firefox for all the XP users to view the SVG parts properly. There is a work around for IE8 though.
The assumption was fairly valid as the only work around I know for IE8 and earlier is to use Adobe's SVG Viewer (ASV) which is no longer supported by Adobe. I am not going to support that combination either (though it may work. I haven't tested it). If you use XP I suggest you use another browser.
Don't blame you. The rendering of svg in ie8 is horribly slow most of the time.
My solution was just to use Firefox.

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Re: [WIP] Oolite Interactive Map

Post by Pleb »

Wow this is great PG! And it works fine on Google Chrome, no problems there. Wouldn't ever use Microcrap IE, just slow and nothing hardly ever seems to work on it any more...
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Re: [WIP] Oolite Interactive Map

Post by Cody »

I've found a couple of tech-level discrepancies in G2: #98 Laribebi (TL12) should be TL14; #185 Zabeso (TL9) should be TL11.

I'll keep looking as I meander through the second octant - there may be more.
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Re: [WIP] Oolite Interactive Map

Post by PhantorGorth »

Updated Release: Version 0.6

http://bit.ly/Oolite2DMap

Features added:
  • Two text fields added for searching for start and end systems.
  • Changing the end system no longer defaults the route back to shortest route.
  • Reset View button added.
Edit: typo fixed.
Added link to map (2-Jan-13).
Last edited by PhantorGorth on Wed Jan 02, 2013 11:57 am, edited 2 times in total.
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Re: [WIP] Oolite Interactive Map

Post by PhantorGorth »

El Viejo wrote:
I've found a couple of tech-level discrepancies in G2: #98 Laribebi (TL12) should be TL14; #185 Zabeso (TL9) should be TL11.

I'll keep looking as I meander through the second octant - there may be more.
There are more. I will check out the function calculating the tech level in the morning.
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Re: [WIP] Oolite Interactive Map

Post by PhantorGorth »

PhantorGorth wrote:
El Viejo wrote:
I've found a couple of tech-level discrepancies in G2: #98 Laribebi (TL12) should be TL14; #185 Zabeso (TL9) should be TL11.

I'll keep looking as I meander through the second octant - there may be more.
There are more. I will check out the function calculating the tech level in the morning.
There was an error in the calculation for the Economy type where it was supposed to make an adjustments for Government types of Anarchy and Feudal. This adjustment occurred based on a wrong value when I re-calculated that Government type for this. This meant the wrong systems where having their Economy type adjusted.

This error was then repeated in the re-calculation of this Economy type as part of the calculations of Tech Level, Population and Productivity.

This has been fixed and I have compared the calculated values in the Interactive Map for all 256 systems in G2 against my spreadsheet for Economy, Tech Level, Population and Productivity. They now all match.
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Re: [WIP] Oolite Interactive Map

Post by Cody »

Thanks, PG.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP - UPDATED RELEASE] Oolite Interactive Map

Post by private_lock »

Why bother to integrate this with M$ and Apple ... why not offer the Map-Upgrade from your local Ship-Dealer in game? Just a thought ...
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Re: [WIP - UPDATED RELEASE] Oolite Interactive Map

Post by PhantorGorth »

private_lock wrote:
Why bother to integrate this with M$ and Apple ... why not offer the Map-Upgrade from your local Ship-Dealer in game? Just a thought ...
This is because there is no way to integrate web based technology into the game. The game engine is not that powerful/flexible as it stands. That would also breach the segregation the devs want between the game and the outside world for security reasons. (Not that my code requires access to web for it to work just that you create opportunity for such a breach if you integrate such technology.)
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Re: [WIP - UPDATED RELEASE] Oolite Interactive Map

Post by Walbrigg »

Very handy -- though I agree the ANA ought to be able to do that too.

I think it would be better to have a button (or pair of radio buttons) to swap between shortest/quickest routes. "click on the route line" is not intuitive (or documented on the help page).
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Re: [WIP - UPDATED RELEASE] Oolite Interactive Map

Post by PhantorGorth »

Walbrigg wrote:
I think it would be better to have a button (or pair of radio buttons) to swap between shortest/quickest routes. "click on the route line" is not intuitive (or documented on the help page).
Sorry to say but it does say so on the help page:

"If you click on any of the route lines the route will change to the quickest route which is highlighted with cyan lines. Clicking on these will switch the route back to the shortest route. Changing the end point does not change whether shortest or quickest route is shown."

I had thought that a pair of radio buttons might be useful as clicking on the line is not that easy I find.
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Re: [WIP - UPDATED RELEASE] Oolite Interactive Map

Post by Svengali »

It gets better and better, PG. The search feature is really nice.
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Re: [WIP - UPDATED RELEASE] Oolite Interactive Map

Post by Bothkill »

A nice and useful tool!

Regarding your further intention:

"Changable system icon configuration for showing information such as economy, species, government, etc"

I think just colour-coding the systems (red to blue) would be more appropriate to perceive the info on government or economy. In this case, the connecting lines would have to be changed to white or gray, since yellow would be used the in the red-blue coding range.
In this case, the colours will show one info type at a time (gov, economy) not all of them.
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