Tiramisù 1.0 RC ready to test

It took a bit longer than anticipated, but eventually Tiramisù 1.0 Release Candidate is here. I feel it’s complete and it seems to work ok, so unless some bugs show up this is the final one (until the next OpenAndroMaps big update, that is…).

What changed and why

Full SAC scale

OpenandroMaps from January 2014 support a few interesting new things. Above all the full SAC scale and the trail_visibility parameter.

There has been a bit of debate about the opportunity of showing the full SAC scale, stopping at T4 or removing the T4-T6 range. While every position has its merits, I eventually decided that it is better to show all the grades for the following reasons:

    1. T4 may be challenging for some, but still doable with bare hands, while T5 and T6 may require tools and climbing equipments. Merging everything in one class may push some people to underestimate  the higher grades.
    2. Hiding the T4-T6 range altogether would have side effects. Due to some unfortunate choices in OSM and general people laziness there is quite a bit of mistagging, with easy trails classified as T4.

Anyway, just like before, a dashed black line means “take care, that’s difficult an possibly dangerous terrain”. If the background is light brown it’s T4, orange T5, red T6.

Trail visibility

We now have trail visibility information included in the maps, where available. Excellent to good visibility is represented with a continuous line, intermediate to bad is dashed, horrible or no visibility is dotted.

And what where the information isn’t available? Both the original SAC scale definitions and statistical data suggest that T1 and T2 generally have good visibility while T3 is mostly intermediate, so I assumed these as defaults. I used a light brown background for T3 when I’m using it by default rather than reading an actual value.

For T4 to T6 visibility is always assumed to be bad, so I ignored the tag even if present .

Huts & C

The new maps brought a complete support for huts, bivouacs, shelters, with winter rooms and so on. Enjoy the new icons. Labelling of huts works now much better thanks to the code once again I shamelessly stole from Tobias’ Elevate.

New stuff

A bunch of shops have been added (convenience, marketplaces, butcher, laundry, DIY).

Plus block barriers are now shown and fountains with drinkable water are light blue rather than brown. It’s funny that the icons for fountains have been there since forever, but I always forgot to add the necessary code… I’d really like if someone could confirm that it works, since I couldn’t find that case on the map.

Small bug fixes and enhancements

I removed the border from natural reserves at lower zoom levels, because it showed artefacts at tile borders. Tunnels are now more visible, especially for paths. There were duplicate instructions that caused road names to appear twice, that’s fixed. Aerialways now appear at zoom level 14 rather than 15. Colours for tertiary roads and tracks changed slightly to avoid some confusion.

A proper legend

I built a PDF legend, optimized for small displays. I suppose that the maps are intuitive enough, but still… you may want to save it somewhere on the phone for quick off-line access.

What’s missing

I liked the idea of showing guideposts only if they have a reference attached, in order to use them for orientation when the GPS is kept off for some reason. Otherwise they are pretty much useless and just clutter the map. For reasons that I still don’t understand it didn’t work, so for the moment I just removed them.

And of course the bike version… it’s in the works, but it will take some time.

As usual please test and let me know how it works for you in the comments (the “leave a comment” link is at the top of the page). Italian, English and French accepted.

How to install

First download the zipped theme file.

This version is deprecated. You should get the newer one instead.

Then follow the standard instructions at the OAM website.

When done, open the Oruxmaps settings and change the mapsforge text multiplier (Settings->Maps and scroll way down) to anything that makes the text readable on your screen. As a rule of thumb 1.0 for 200 dpi, 1.5 for 300 dpi and 2 for 450 dpi is a good start.

Then check the default zoom level (Settings->Maps->Zoom settings->Default zoom) and set it to 100%.  Oruxmaps has the arguable feature of setting it to higher values by default on high density displays. This makes a lot of sense for raster maps, but makes vector ones look jagged, so you really should set it back to 100%.

There are two XML files in the zips. The “GP” one has tweaks for Geopaparazzi, the other is the standard one for Oruxmaps, Cruiser, etc.


10 thoughts on “Tiramisù 1.0 RC ready to test”

  1. Hi Maki,
    probably you should render landuse=grass and similar above residential/industrial etc

  2. Hi Fabrizio, I moved grassland below (almost) everything else because in the case of overlapped landuse areas it seems to behave better. I have the impression that often people draws a wide area as grass and then puts forests and buildings on top of that.

    Have you found any side issue? Among the things I changed from Elevate that’s probably the one that needs more testing.

  3. Hi, everything else seems fine, I’ll do more testing IF it stops raining :(
    In my area I’ve never seen such use of grasslands, but I understand the problem. Anyway often landuse=grass is used inside towns for small parks, for the inside of big traffic calming islands and for roundabouts. Hence, taking into account the problem you described, I believe landuse=grass should be separated from grassland and meadows and should be rendered together with parks.
    Thank you again,

  4. That’s interesting, in my area there are huge forests with small patches of meadows etc., and often not correctly excluded. That’s why Elevate renders forests under them, and it’s also easier to see if something is not excluded right as forests are darker; if they are rendered the other way round the transparency is less visible.
    landuse=grass in theory is as Fabrizio wrote, but in practical use it’s often used like grassland/meadows for bigger areas.

  5. That’s interesting indeed. I made this change with the previous beta, it’s been a while and I don’t remember where I found the inspiration, somewhere in France I think. Landuse overlap is a common in the western Alps, and with transparencies it never looks good. After noticing forests in larger meadows I thought that putting grass below everything else it looked better and I went for it. Of course the opposite situation may occur as Tobias points out, it’s just a matter of what is the dominating landuse in that particular place. I may say “wrong for wrong, let’s go for the one that looks better” but I didn’t think about what Fabrizio brings out, that makes totally sense. So for the final release I’ll probably go back to the previous order. Anyway, I uploaded a set of modified XMLs with the same order of drawing of Elevate to test if it makes any difference.


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