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Messages - Viajero Perdido

#166
Looking even better with those tweaks, thanks!

Are unsealed roads actually drawn wider than sealed ones, or does it just look that way?  They seem quite prominent.  (They do serve to point out where I've mapped wilderness highway=unclassified and forgotten surface=unpaved, oops.)
#167
Quote from: menion on May 05, 2019, 10:04:12Importing of PQ files should finish on the map I think.
Sounds totally reasonable for most use cases.

My use case is probably less common, 7 PQs into this folder, 6 into that one, and so on.  Different folders, so different import steps.  But it's only an extra couple of taps, so I don't mind.  I mentioned it only because it seemed to be acting inconsistently.  Anyway, thanks!

PS, my opinion on slope shading:  I wouldn't lighten it tooo much.  At lower zooms, shading nicely takes the place of topo contours - which presumably disappear at such zooms.
#168
I don't understand Zoom Lock.  In the beta I've assigned it to the lower-right button, and tapping it toggles between 12 / 100% and 12 / 1600% (or any other number in place of 12).

That's not intended, is it?

If it is supposed to work that way, maybe it needs another name.

Ah, I get it.  It's kind of an "alternate zoom".  I can choose 100% and other%, and toggle.
#169
There was a temporary glitch with loading Pocket Queries last night.  This happened on two devices (one with Beta, one with Pro), but did not happen on a third device with Pro.  The problem was repeatable for a few minutes until suddenly it started working again.

Geocaching tools -> Load Pocket Queries
[thinks for longer than usual]
"Whoops! [very strange message and code] code: 429

Of note, I have 21 fairly full PQs available right now.  And that funny text before the "code: 429", I'm not sure that's even ASCII.

Whether this is a potential problem, you can judge better than I.

Also, in Beta, after successfully loading some PQs (no "Whoops"), I noticed it sometimes returned me to the map, sometimes returned me to the Geocaching Tools screen.  (The latter is more convenient, for loading the next set.)  Haven't yet figured out what I might've done differently.  (Dragged my finger on the screen to keep it from going asleep while processing PQs; would that change anything?)
#170
I'm starting to really like your desertV4 theme.  Thank you very much!

There's a local urban road, highway=secondary, surface=asphalt, that appears to render as unpaved (dashed line, yellow / white).  The adjacent secondary road with no surface tag renders as solid yellow.  This is with a current OAM V4 map.

And one more suggestion for outdoorV4, if I may.  At Z14, highway=path is rendered, but highway=track (a larger path) does not.  I'd suggest rendering track at Z14 as well, because it looks odd to see paths but not tracks at that zoom.

PS, the road junctions look great in outdoorV4 now.  Thanks.
#171
Hi.  Thanks again for the quick response.

I gave both outdoor and outdoorV4 a try, but see nothing different about road junctions.  I've noticed the .xml in both zip files is dated a few days ago.  Did you possibly forget to upload the latest?

I see you've fixed the bridleway glitch, thanks.  But I've noticed now that some mixed-use trails, ones for both cyclists and walkers (such as the one beside the bridleway I mentioned), no longer appear unless you've selected "cycling lanes".  This happens with trails tagged highway=cycleway, foot=yes.  (There are multiple ways to tag such mixed use, and I think my city has them all.)  I'd suggest walking trails *always* be visible, given the name of the theme.  :)
#172
Thanks, and thanks!

It's hard to describe, but a picture is worth a hundred of my words.  This is from V3, but I think V4 is the same.

Currently, the ways look disconnected, as if one crosses above/below the other.  (Notice also the junctions of alleys to residential in the same image.)  I think the style on the right is how it's more commonly done, and what my eyes expect to see.

Thanks again, VP.
#173
My apologies, I should have mentioned how to activate "tilt", rather than just leaving it as a mystery.

I was experimenting with zoom lock (after seeing it mentioned here; never used it before), and managed to get Locus into an endless rendering loop.  This is with an OAM V4 map, new "active RT4" theme, zoom lock on, but can't remember original zoom level.

The screenshot also shows, incidentally, the old glitch of not rendering areas with no content, those big rectangles.  But here, in a loop, Locus would render the screen as shown, then grey out the entire map, then render again as shown, repeating indefinitely.  It's a slow-moving loop, a few seconds each time through.

No idea what's going on here.  Maybe this is one of the problems with tilt that Menion mentioned...  EDIT: Removing tilt doesn't stop the loop, just speeds it up a bit.  :)  Turning off zoom lock doesn't stop the loop either, but then choosing a different zoom level does finally stop it.
#174
I really like the Outdoor theme, so thank you, especially for adapting it for V4.

If I can offer a few suggestions...

  • For some reason, highway=bridleway renders abnormally large.  For example, at N53 31.484 W113 32.897 on the OAM Alberta Canada V4 map.
  • Certain highway types, where they meet (eg, residential x service), are drawn such that they appear to be unconnected.  If you were to imagine the ways as pipes, water couldn't flow through the connection.  That's sent me into OSM a few times to double-check the data. ;D
  • There's no checkbox for boundaries and protected areas.  Given that the theme draws the name on each tile, and Locus still uses lots of tiles, this can lead to a display rather full of names.  It'd be nice to have the option to turn this off.
Thanks!
#175
A file manager app.

"FX" is good.
#176
I really like the "tilt" feature.  But I suspect more people will accidentally activate it, then wonder how to reset it back to normal.

Maybe it could be a simple on/off setting, and in the UI beside "Rotate Map"?  (Then I'll know I've got it tilted the maximum; I'd never want it half-tilted.)

I can't repeat it now, but for a while, there was an unwanted panning of the map, after I turned the power off then on again.  This was both with screen lock active (swipe up to unlock), also controlled via "basic screen lock" disabled.  It looked like the swipe-up-to-unlock was being caught by Locus and used to pan the map, but then I saw it happen with screen lock disabled too, no swiping.  And now it's behaving perfectly...
#177
Other features / Re: Update of map core (2019)
April 26, 2019, 20:58:40
I think the latest version is now the freshly-released beta (via the usual beta channel), which would render the alpha obsolete.

Haven't tried it yet.
#178
Other features / Re: Update of map core (2019)
April 25, 2019, 17:50:14
Thanks for the quick 100% fix!

I've noticed some glitchiness with cut-off text labels.  Using John's latest VolUK alpha theme (also thanks!), an OAM V4 ML map, and text scaling at 200%, and zoom at various levels including 100%:

  • Pan map to a new area, let it render
  • Notice a cut-off text label.
  • Zoom out (-) and in (+).  (Or: pan away* and back again.)
  • Label is now completely rendered.

(* Even panning just one pixel past where the missing-text area disappears from view, it magically appears when you pan back.)

It'll be wonderful to see this finally fixed - which I'm pretty sure we're about to see happen.  :)
#179
Other features / Re: Update of map core (2019)
April 25, 2019, 05:58:31
My main impression:  I wish the + and - buttons still locked to the next nearest 100%.  Because vector map text at 80% is much smaller than 130%, it's nice to reset the text size with a simple tap-to-zoom, after accidentally zooming to some random factor.  I also assume rendering is more efficient (is it?) at an even 100%.

Overall, things seem to work well, both with LoMaps/LoThemes and OAM+EleThemes, a mix of V3 and V4 with OAM.  (Are there particular maps & themes that would be better for testing?)

The 3rd Alpha did crash once (disappeared quietly) when I was zooming a map, and crashed again on restart, but on the next attempt it started up OK.  (The system's take-crash-dump option was greyed out, though I thought I'd enabled that some time ago.)

Occasionally when zooming, a rectangular section of the vector map won't render, or takes long enough that I don't wait for it.

The long-standing bug of empty vector tiles not rendering at least a background (due to a sparse map; nothing mapped) seems to be gone.   :)
#180
Quote from: locus.sv@heime.org on February 15, 2019, 17:37:03whatever I try to do regarding access to groundspeak, Locus map is crashing.

You are referring to the beta, I hope.

I need to be sure 3.36.2 (non-beta) works properly.  I have a trip coming up, so it's mission-critical for me right now.  I've disabled auto-update to prevent mid-trip surprises.