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dave3825us wrote:I sure wish i knew what went wrong that made jnf not work on my machine.

jasonh300 wrote:dave3825us wrote:I sure wish i knew what went wrong that made jnf not work on my machine.
Are you running a Mac? I've had two different people tell me they weren't able to get Chrome to recognize it as a script on a Mac. There's gotta be some trick to it.
AlanOfTheBerg wrote:From my understanding, Dave has it showing as installed, but it's not working.
dave3825us wrote:Looking at yours vs mine, Yours says "Init User list: AlanOfTheBerg script.js:805"
Mine does not. Could this be because your a US Country Manager and would have advanced options from being a manager using wmech?
Yours also says "loading options script.js:1226" Does your Highlights save your settings? Mine never did in chrome.
And yours mentions full screen. Where is it getting that from?
AlanOfTheBerg wrote:jasonh300 wrote:dave3825us wrote:I sure wish i knew what went wrong that made jnf not work on my machine.
Are you running a Mac? I've had two different people tell me they weren't able to get Chrome to recognize it as a script on a Mac. There's gotta be some trick to it.
Runs fine for me. Download it, drag it from the Finder into the Extensions window. From my understanding, Dave has it showing as installed, but it's not working.

bgodette wrote:Well since it doesn't change existing turn restrictions, I don't see how that's a problem.vectorspace wrote:The only determent I have found is that one could go wild just squashing red arrows, or perhaps forget and use it in the wrong place, and many times around divided roads, highway ramps, and the like, those red arrows are really necessary to impose valid turn restrictions.

The initial reason for JNF was the to streamline the process of what 'qw' does, namely to lock turn restrictions, without the need to manually keep track of what turns were already restricted. It ballooned from there to fix other issues with nodes that were discovered along the way.vectorspace wrote:bgodette wrote:Well since it doesn't change existing turn restrictions, I don't see how that's a problem.vectorspace wrote:The only determent I have found is that one could go wild just squashing red arrows, or perhaps forget and use it in the wrong place, and many times around divided roads, highway ramps, and the like, those red arrows are really necessary to impose valid turn restrictions.
You're absolutely right, I misspoke. This is not something to do with the node fixer script. I was thinking of the broader issue of someone pressing "qw" all over the place... a general issue for the full editor comment I was trying to express. I could see how an uninformed editor could wipe out valid turn restrictions without knowing it.

vectorspace wrote:bgodette wrote:Well since it doesn't change existing turn restrictions, I don't see how that's a problem.vectorspace wrote:The only determent I have found is that one could go wild just squashing red arrows, or perhaps forget and use it in the wrong place, and many times around divided roads, highway ramps, and the like, those red arrows are really necessary to impose valid turn restrictions.
You're absolutely right, I misspoke. This is not something to do with the node fixer script. I was thinking of the broader issue of someone pressing "qw" all over the place... a general issue for the full editor comment I was trying to express. I could see how an uninformed editor could wipe out valid turn restrictions without knowing it.

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