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

General discussion for players of Oolite.

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Re: [WIP - UPDATED (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by phkb »

I'm not getting any joy with it either. Tried in Firefox and Chrome.
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Re: [WIP - UPDATED (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by Cody »

A response - thanks! I'll message PG.
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And any survivors, their debts I will certainly pay. There's always a way!
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Oolite Interactive Map

Post by Cody »

I sense a disturbance in the aether!
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 (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by PhantorGorth »

Dropbox broke how public links are done so links to all my Oolite stuff are broken. So instead I am moving my files to my personal web site.

New URL is now: http://bit.ly/OoliteInteractiveMap

Please use this link rather than a direct one.
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Re: [WIP - UPDATED (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by Cody »

Cool - muchas gracias, amigo.
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 (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by Cody »

Anyone else seeing this?
The owner of [------] has configured their website improperly. To protect your information from being stolen, Firefox has not connected to this website. [------] uses an invalid security certificate. The certificate expired on 2 May 2017 at 00:59. The current time is 27 May 2017 at 01:46. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP - UPDATED (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by gizmo »

I get the same error.
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Re: [WIP - UPDATED (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by Cody »

Thanks, gizmo, I'll message 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 (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by Anonymissimus »

Is this working for anyone ? I know it did in the past, but doesn't seem so with recent firefox.
Related question: How is the ly distance between two systems calculated from the system coordinates ? The travel time in hours seems to be distance*distance then.
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Re: [WIP - UPDATED (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by Cody »

Anonymissimus wrote: Wed Mar 21, 2018 5:37 pm
Is this working for anyone ? I know it did in the past, but doesn't seem so with recent firefox.
Working fine here (on Waterfox and Firefox 59.0.1).
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 (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by BlackWolf »

Working for me Firefox.
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Re: [WIP - UPDATED (v0.7.4 21-Oct-14)] Oolite Interactive Map

Post by Anonymissimus »

Okay.
It seems that if you are using an addon which blocks parts of websites on a per-domain basis (umatrix, noscript) you do not only need to reload after allowing things for some site, you also sometimes have to clear the cache. In this case, allow scripts, clear the cache and reload. Works now.
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Re: [WIP - UPDATED (v0.8.0 12-Aug-23)] Oolite Interactive Map

Post by PhantorGorth »

After 7 years I have made an update to my Oolite Interactive Map.

Currently it hasn't replaced the existing one but it can be temporarily accessed at:

http://www.pcooper.net/oolite2/OoliteIn ... veMap.html

Once happy I will replace the existing map.

Changes:

1) Multi-leg routes: I have noticed that there was a complaint that you couldn't use it to do more sophisticated routing. So you can now daisy chain routes. As before you just left-click on a system to start a route. (Which will be shown with a green surrounding icon.) To create a route you then extend it by shift-left-clicking the destination system. (Which will be shown with a red surrounding icon.) This is the same as before. Now shift-left-click on the next system and it will create a new extended route from the previous destination to the new system. (The previous destination now now becomes a waypoint and its surrounding icon is now purple and the new destination/end system has a red surrounding icon.) This means the route has two legs. You can click on lines for each leg separately to switch them from shortest to quickest route and back again. You can extend a route as many times as you want.

The list of systems in the route under the map now show all the legs and the start, waypoint and end point systems are highlighted in the appropriate colours (green, purple, red). The systems in between are coloured according to the route type (shortest (magenta) or shortest cyan).

You can reduce the daisy chaining by using shift-ctrl-left-click on any of the waypoints or the start point to remove one or more legs.

The search feature has also altered. The first of two search boxes is only unlocked when you have no points or just the start point. You can use the second search box to extend the route. Once a single system is selected the route will be extended and that systems name will be moved to the first box and the second box will be cleared.

Image

2) To the right of the map are two new dropdowns. With each you can select from None or 4 different system properties (Species, Governments, Economies, and Tech Level) These change the colour of the systems or adds a coloured ring. One selects the circle colours and one the ring. If the ring is selected to one of the 4 and the circle is set at None then the circle will be the default blue colour. If you make a selection then a legend will appear under the dropdown.

I will be adding other system properties soon.

Image

I am not 100% sure of the colour scheme used for each system property.

Can I ask people to play with the new features and give me constructive feedback.

With Kind Regards,

Phantor Gorth
Last edited by PhantorGorth on Sat Aug 12, 2023 8:10 pm, edited 3 times in total.
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Re: [WIP - UPDATED (v0.8.0 21-Aug-23)] Oolite Interactive Map

Post by Cody »

Sweet! Thanks PG - good to see you!
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 (v0.8.0 12-Aug-23)] Oolite Interactive Map

Post by cbr »

PhantorGorth wrote: Sat Aug 12, 2023 7:44 pm

I am not 100% sure of the colour scheme used for each system property.

Can I ask people to play with the new features and give me constructive feedback.
Image

For me it is somewhat difficult to visual differentiate tech levels 'close to each other' ( 15 => 14 )
Perhaps a combination of shapes (3) and less colo(u)rs (5)?
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