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Re: [Script] WME Add-Ons V0.43

Posted: Wed Jul 17, 2013 8:11 am
by OyyoDams
I've updated this addon to work with the new beta editor (features remain exactly the same):

Firefox: http://www.wazeteam.com/firefox/injectit.user.js

Chrome: http://www.wazeteam.com/chrome/WME_Addons.crx

Re: [Script] WME Add-Ons V0.43

Posted: Wed Jul 17, 2013 1:08 pm
by OyyoDams
I haven't tested with tampermonkey. But the crx extension works directly in Chrome. I've name it 0.44 to avoid some errors, but basically it's the code of version 0.43.

Re: [Script] WME Add-Ons V0.45

Posted: Sun Nov 03, 2013 12:58 pm
by OyyoDams
Hi all,

gdu1971 has made an excellent work on this plugin. However he can't maintain it anymore. That's why I've contacted him, and now WME Addons main features are included in WME Toolbox.

So let's continue the discussion in Toolbox thread.

Thanks again to Gilles alias gdu1971 !

Re: [Script] WME Add-Ons

Posted: Thu Feb 07, 2013 8:46 pm
by petervdveen
What does 'Snap dist' actualy do? ;)

Re: [Script] WME Add-Ons

Posted: Fri Feb 08, 2013 4:32 pm
by petervdveen
It's just the NA beta that changed.
The WORLD beta editor is still the same as before. But probebly it didn't work before ;-)

Re: [Script] WME Add-Ons

Posted: Thu Feb 28, 2013 2:58 pm
by porubcan
This script is awesome! how could I exist without it before? many thanks for wonderful job.

to forum moderators: wouldn't it be useful to make this topic sticky?
or maybe create sub-forum for scripts? just to have all WME extensions tided in one place.

Re: [Script] WME Add-Ons

Posted: Thu Feb 28, 2013 9:28 pm
by porubcan
thanks, but it is not extremely user friendly to go to the wiki and then return from wiki to forum...
and wiki is not updated that often like the forum is, so on that wiki JNF (junction node fixer) is not mentioned at all.

Re: [Script] WME Add-Ons

Posted: Fri Mar 01, 2013 5:26 am
by porubcan
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

Re: [Script] WME Add-Ons

Posted: Fri Mar 01, 2013 6:51 am
by porubcan
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).

Re: [Script] WME Add-Ons

Posted: Tue Mar 05, 2013 7:34 am
by porubcan
khaytsus wrote:
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.
correct, basemap with soft-restricted turns and someone just got rid of soft-turns by using JNF.
bgodette wrote:
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.
Wrong. Basically if there soft-turn (doesn't matter if soft-allowed or soft-restricted) exists on the junction it will remain soft until someone set it manually to hard. You may edit everything else on the segment (like geometry, city/street names, etc.), but this will not affect existing soft-turns at all.

Soft-turns are not matter of basemap only. New soft-turns are easy to create. just draw new segment and create roundabout crossing that segment. then you see soft-enabled turns in new junctions. you may edit any segments, soft-turn will remain until manually WQed (or JNF used).
In previous versions of WME it was possible to create soft-turns by creating junction on two crossing segments via the "create junction) icon which appears if you select both segments. And historically soft-turns were being created also in other cases.
So even there were never basemap in our country we have tons of soft-turns and we are trying to get rid of them. so we may QW junction with soft-turns, but need to check before, if there were any turns restricted, or use JNF, which will preserve current restrictions and get rid of soft-turns.