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ohiostmusicman wrote: Mike-1323 wrote:
gerben wrote:For the client, the city layer is only updated for tiles that had at least one edit during the last update cycle, so to get rid of it, every tile covered by the smudge needs an edit.
. . . And which layer would I turn on to see the tile boundries?
Does this mean we'd have to basically re-save a majority of roads as they are in order for the massive smudge to be gone on the next tile update?
All the segments responsible for the smudge must be fixed, of course. Then, any tile the smudge went through would need at least one segment trivially updated, like a geometry node delete or add. Nothing fancy.
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This isn't completely related to city tiles in WME, but it's something else I noticed while troubleshooting a UR - and, anyway, at least related to the general topic of tile generation.
Is it my imagination, or is the Livemap's functions kind of 'half there', in that if you know two exact points to use on the map, you can use the Livemap to test routes with it - but that the visual appearance of the livemap tiles themselves is weeks out of date? (I worked this out by trial and error by like...moving to points beyond where segment structures had changed and I knew a predictable route should begin, and got this to work.)
I can't tell precisely how far back, but I'm fairly certain it's not showing changes from 'after at least October 13'.
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@skbun: different zoomlevels of the livemap are generated at different times with different data, which is kind of fun if you think of it. The routes that are planned in the livemap use the same/newest dataset as the client does.
To force an update for a citysmear it may be an idea to draw a railroad where the smear shows. After the next mapupdate the railroad can be removed et voila - smear disappear.
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