[Script] WME Add-Ons V0.45 ==> Features moved in WME Toolbox

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Discussion for the unofficial, community-developed addons, extensions and scripts built for the Waze Map Editor.

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The official index of these tools is the Community Plugins, Extensions and Tools wiki page.

Re: [Script] WME Add-Ons

Postby bgodette » Mon Mar 04, 2013 4:52 pm

CBenson wrote:
bgodette wrote:If you touch any segment at all using just WME on basemap it disables all automatic processing including opening soft turns. Basically unless the last editor is Admin (-1) or undefined, automatic processing doesn't touch.

I've never understood this. The soft turn indication doesn't mean that the automatic process is free to work. So if you edit a segment from which there are soft turns without editing the turns (say a mass name change), the effect on the restricted turns is that they will no longer change to open when waze finds tracks through them, so you are essentially locking them into the low penalty state until they are changed to hard turns by an editor?
Yes, which is why mass edits of segment properties is so disruptive and why mass-select features of Extended Tools and now Add-Ons was/is so reviled. It's counter productive to Waze's automatic processes for basemapped areas and forces everything to have be done by an editor at some point.
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Re: [Script] WME Add-Ons

Postby CBenson » Mon Mar 04, 2013 4:46 pm

bgodette wrote:If you touch any segment at all using just WME on basemap it disables all automatic processing including opening soft turns. Basically unless the last editor is Admin (-1) or undefined, automatic processing doesn't touch.

I've never understood this. The soft turn indication doesn't mean that the automatic process is free to work. So if you edit a segment from which there are soft turns without editing the turns (say a mass name change), the effect on the restricted turns is that they will no longer change to open when waze finds tracks through them, so you are essentially locking them into the low penalty state until they are changed to hard turns by an editor?
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Re: [Script] WME Add-Ons

Postby bgodette » Mon Mar 04, 2013 4:31 pm

porubcan wrote:if you use JNF on basemapped area, you would cause massive damage (by turning soft-restricted turns of basemap to hard-restricted), even it is not on one save, it still very dangerous. AFAIK this already happened in Belgium (if I remember correctly).
Uh no. If you touch any segment at all using just WME on basemap it disables all automatic processing including opening soft turns. Basically unless the last editor is Admin (-1) or undefined, automatic processing doesn't touch.
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Re: [Script] WME Add-Ons

Postby khaytsus » Mon Mar 04, 2013 3:40 pm

porubcan wrote:if you use JNF on basemapped area, you would cause massive damage (by turning soft-restricted turns of basemap to hard-restricted), even it is not on one save, it still very dangerous. AFAIK this already happened in Belgium (if I remember correctly).

So all of the turns were restricted and someone Q'ed all of them using JNF? Otherwise, I'm not picturing what you're saying here.

Yes, JNF should only be used once all streets and nodes and turn restrictions are complete.
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Re: [Script] WME Add-Ons

Postby kentsmith9 » Mon Mar 04, 2013 3:30 pm

porubcan wrote:...and wiki is not updated that often like the forum is...

If you find something that is not in the Wiki you can post a comment in the Wiki forum and we will work on getting it added (unless it was agreed not to be put there).
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Re: [Script] WME Add-Ons

Postby porubcan » Fri Mar 01, 2013 6:51 am

if you use JNF on basemapped area, you would cause massive damage (by turning soft-restricted turns of basemap to hard-restricted), even it is not on one save, it still very dangerous. AFAIK this already happened in Belgium (if I remember correctly).
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Re: [Script] WME Add-Ons

Postby enhket » Fri Mar 01, 2013 5:44 am

massively?
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Re: [Script] WME Add-Ons

Postby porubcan » Fri Mar 01, 2013 5:26 am

JNF is sticked, but may cause huge damage too, if not used correctly...
use of Highlights, Add-ons and JNF scripts makes editing effective and allows editor to reveal many mistakes in map...

Sent from my HTC One X using Tapatalk 2
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Re: [Script] WME Add-Ons

Postby davipt » Thu Feb 28, 2013 10:26 pm

enhket wrote:moderators arent going to "sticky" it. It is an extremely useful script, but extremely harmful too. Being a level 3, you may destroy whole cities if you dont know how to use it. That is why the more hidden it is the better. If you wanna use the tools and find the script, you will need know them beforehand.


+1. I wished the script had a protection such that it would only work after editing the file and putting a magic word. ;)

This is the kind of script like the fight club. first rule, you don't talk about the script. Really powerful, but also too much dangerous, and fortunately still not that much visible to point cheaters.
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Re: [Script] WME Add-Ons

Postby enhket » Thu Feb 28, 2013 10:18 pm

moderators arent going to "sticky" it. It is an extremely useful script, but extremely harmful too. Being a level 3, you may destroy whole cities if you dont know how to use it. That is why the more hidden it is the better. If you wanna use the tools and find the script, you will need know them beforehand.
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