On Thu, 18 Aug 2005 00:36:39 +0100, Wookey wrote
Obviously we try to avoid areas which cross scrap joins but cannot always do so. Other considerations like altitude colouring make it difficult, and in a cave which has a lot of mud or water we could find that most scrap joins have areas crossing them.
We try also to reduce the usage of areas to minimum -- water/sump only. For debris/sand and similar it seems that it's enough to use a few point symbols of an appropriate type. The map is than much more clear.
Currently if an area crosses a scrap join we just put an area either side - one in each scrap. This needs a 'border -subtype invisible' line across the passage at the join on _both_ scraps - these lines are directly on top of each other. The problem here is that you can't click on the line which is 'below' so you can't complete one of the areas without first moving the top line to the side temporarily. This is clearly not satisfactory. Is there a better way? If not then selecting the new scrap should move the border line to the 'top' for the purpose of clicking.
Did you try right-click on the line point? Each rightclick changes the line used for editing if there are more of them on top of each other.
There is also a big problem with line id's disappearing. I find I sometimes need to split a line (e.g. a very long wall, or a wall passing behind a feature that I want to include in the area boundary (e.g. a mudbank) (if the wall has the same id either side of the mudbank then the mudbank tends to get ignored when setting the area outline) . The problem is that if a line has been used in another area anywhere, then splitting it loses the id and breaks the area.
I think the best solution would be if therion displayed a warning that the line being splitted contained ID. User would have possibility to copy it and assign to whichever line he liked. Therion wouldn't have to do any guesses, which could lead to other obscure errors... Cheers, Martin