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Author Topic: minimap ideas 2.0  (Read 924 times)

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Online Freahk

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minimap ideas 2.0
« on: April 19, 2021, 02:28:40 AM »
Hey there,
I just had some thoughts about the minimap.

At very first, there had been overflows on huge maps when zoomed in.
These should be fixed already.

Second: Another improvement of the "stop coverage" layer.
Farm fields were highlighted in this layer which was rather confusing.
This should also be fixed already.

Third: Yet another improvement of the "stop coverage" layer.
When the "stop coverage" layer is selected, the freight filter "All freight lines" will be handled in the same way as "passengers", which is rather confusing and inconsistent as enabling the "stop coverage" layer will also hide mail and freight lines from the minimap.
I am not yet quite sure how to handle the coverage area display properly.
It doesn't make much sense to highlight everything covered by any kind of stop, but that's the most consequent solution and, on the other hand, it doesn't make any sense to show pax data only when "all" is selected.

Fourth: Advanced asset filters.
As noticed previously, it's qiute difficult to read the color highlighting of many layers.
Further, a way to filter by Passenger classes is missing.
Something that came in mind to me is an "advanced filter" window, where players can filter assets shown on the minimap.
For example, replace the "Freight, Traffic, Wear, Congestion, Speed Limit, Weight Limit and Tracks" map layer by a single layer with an assigned filter:
Code: [Select]
[x] Transport mode
    [x] Railway
    [  ] Road
    ...
[x]Special Filter
    [x] Speed min: 160 max: 200
    [x] Electric
    ...
Highlight
( ) Traffic
( ) Wear
( ) Congestion
(*) Speed Limit
( ) Weight Limit
( ) Freight
Will show all electric Railway tracks between 160 and 200 km/h and gray-out the others. The highlighting of tracks in the speed range will be scaled between 160 (red) and 200(green).

A simmilar concept might work on the group of stop related layers, the group of building related layers as well as on the network map.
« Last Edit: April 19, 2021, 05:17:30 PM by Freahk »

Offline freddyhayward

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Re: minimap ideas 2.0
« Reply #1 on: April 19, 2021, 04:21:12 PM »
another problem: some of the settings reset every time you open the map window

Online Freahk

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Re: minimap ideas 2.0
« Reply #2 on: April 19, 2021, 05:56:06 PM »
I was not aware about this. Which settings are reset?
Another point I noticed is some filters are "reset" in some cases although they are still selected in the UI.

Offline wlindley

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Re: minimap ideas 2.0
« Reply #3 on: April 19, 2021, 06:06:04 PM »
Is there a way to at least alphabetize, if not group, the list of industries? It is a bit of a mystery why this is presented in such a terribly confusing way.  I'm pretty sure that sorting is something computers can do.



Online Freahk

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Re: minimap ideas 2.0
« Reply #4 on: April 19, 2021, 06:45:54 PM »
Nope, that's something computers definitely cannot do!  ;D
Seems to be a worthwile improvement, I'll consider this.

Could you elaborate on how to group these?
It's not clear to me how these groups are defined.

Offline Phystam

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Re: minimap ideas 2.0
« Reply #5 on: April 19, 2021, 07:31:30 PM »
My little idea:

Each line has different color in the minimap, but the colors are randomly decided and players cannot edit it. I think line colors can be edited and fixed by players. Probably by “line color management” window or tab in schedule window?

Online Freahk

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Re: minimap ideas 2.0
« Reply #6 on: April 19, 2021, 08:58:34 PM »
I kind of like that idea but I suspect that little idea might involve a lot of UI work.
For example, I don't think a color picker or something like that exists yet.
In any case, the major part of this is UI coding, which I don't like to be honest.

Offline wlindley

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Re: minimap ideas 2.0
« Reply #7 on: April 19, 2021, 10:32:55 PM »
Regarding grouping:  Perhaps the only simple and useful thing would be A-to-Z for pure suppliers (farms, mines, forests), then A-to-Z for factories (which both consume and produce goods), then A-to-Z for pure consumers (markets, shops, etc.)... is that sensible?

Offline freddyhayward

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Re: minimap ideas 2.0
« Reply #8 on: April 20, 2021, 02:17:02 PM »
I was not aware about this. Which settings are reset?
Another point I noticed is some filters are "reset" in some cases although they are still selected in the UI.
the show buildings / contours checkboxes definitely are

Online Freahk

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Re: minimap ideas 2.0
« Reply #9 on: April 20, 2021, 03:39:08 PM »
"show buildings" reset confirmed.
Cannot conform "show contour" reset though.

Edit: codewise "show buildings" should be the only option suffering from this. Should now be fixed.


Current progress:
Fix done: Overflows on huge maps.
Fix done: "stop coverage" highlighted farm fields
Fix done: "stop coverage" didn't handle the "all lines" filter correctly
Fix done: "show buildings" reset when re-opening the minimap
Code Cleanup partially done.
Feature done: group and sort industry list.
Feature WIP: stop and line display graph rework
Feature paused: advanced object filter and highlighting settings (yet too lazy to get started with the UI code)
Feature todo: player configurable line colors.

So there's still some work to be done.
The fixes wait for incorporation in PR https://github.com/jamespetts/simutrans-extended/pull/372

Make minimap great again! :o
« Last Edit: May 31, 2021, 04:21:19 PM by Freahk »

Offline prissi

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Re: minimap ideas 2.0
« Reply #10 on: April 21, 2021, 12:13:01 PM »
r9736 implements factory sorting and grouping for standard (but display is left to right, top to bottom due to the automatic alignment GUI)

Offline jamespetts

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Re: minimap ideas 2.0
« Reply #11 on: April 25, 2021, 11:30:55 AM »
Excellent, thank you for this. Now incorporated.