[Script] Highlights for Segments & Landmarks - v1.5 Nov 16

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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby svx-biker » Fri Nov 02, 2012 1:15 pm

Any idea why I get different options on World vs. US Server?

Edit: Just found that it's not related to the server but rather to the user. Is this intentional, i.e. a level(0) user has fewer options? I saw your PS on the first post but it seems different: When I login and logout with my Level(0) test user I always miss the advanced options. If I login as svx-biker, logout and relogin with level(0) I still have them though.
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby TheDane » Fri Nov 02, 2012 10:55 am

-Thanks Tim for replying! I have to say I tend to agree with you but also that skbun has a very valid point in his last post.

In Copenhagen I tried fixing a UR with a weird routing - and it turned out the segment had 8 (eight!!!) reverse connections and 2 u-turns (its a 167 m long segment) and also many of the neighboor segments had similar issues (maybe only 3- 6 reverse connections). I have not even looked at the soft turns - I agree they are way less important (at least initially).

I have highlighted two example sections in the link if anyone cares to have a look :-) The area is not fixed yet - simply gone on the To Do list...

The shorter stretch is an example of a segment that still has issues - while the longer stretch and its immediate connections has been fixed, but for connectivity only - not geometry and turn restrictions - the latter requires a field trip because of Metro/underground construction in the area leading to closed roads and changed turns.

Poke around and many issues turn up - remember the checkmark in Turn Warnings for Selected nodes ;) ;) :lol:

https://world.waze.com/editor/?lon=12.5 ... ,103930612
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby skbun » Thu Nov 01, 2012 9:46 pm

Timbones wrote:
TheDane wrote:+1 on the suggestion from skbun about making it possible to see all problems in an area using a colour coding for all segments that have issues.

This was how it worked in an earlier version but it showed an aweful lot of problems, most of which don't actually need fixing. I felt that showing all nodes with soft-turns would encourage editors to QW all of them, which adds little value to the map and increases the chance of turns being set incorrectly. Therefore, I took the decision to only show them for one node/segment at a time, for when a particular routing issue needs to be diagnosed.


Hmm. So I'm on the same page with you in the sense that soft turn junctions aren't really a big problem. When I'm scanning and fixing nodes, the ones I'm REALLY looking for are 'violets' and 'reds', reverse connectivity and U-turns, because I find that they DO mess up routing, and also can cause issues trying to connect roads together in the editor, because nodes won't snap in properly. It's probably great and all that soft turns are highlighted on a segment by segment basis, but what about flagging the two 'severe' ones in the global highlight way described?

So, highlight all roads: U-turns, reverse connectivity.
Highlight in any one selected segment: soft turns, U-turns, reverse connectivity.

I don't care much about yellows either. But the others, yeah.

U-turns I generally have to move the segment with the U-turn away from the junction, Q, move it back in, W. Reverse connectivity, depending on how deep and ugly the issue, could just be highlighting the offending near segment and QW-ing, or moving the offending segment node to a dummy road (or other endpoint) to 'destroy the node', and reconnect.
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby skbun » Thu Nov 01, 2012 9:39 pm

Timbones wrote:
skbun wrote:If I touch any given segment, and then click 'Save' in WME, any segment which I had changed comes up with a wacky speed result. It doesn't matter whether I have any node (or the node in question) highlighted when I do click save; this result persists until I reload the page.

This is a known bug in the WME code, for which I may include a fix for in future versions.
Workaround for now is to reload the editor, or ignore the crazy speeds.


Sure-sure. I thought it might be, since I couldn't see anything in the .js code that would explain why pulling fwdspeed and revspeed would suddenly be multipled as it is, but this is good to hear from the horse's mouth. Thank you very much! :)
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby RodNav » Thu Nov 01, 2012 7:23 pm

AlanOfTheBerg wrote:
Kuhlkatz wrote:Maybe Tim should add another checkbox for
[ ] Reading Glasses?

;)

I wouldn't see that either! :x

:lol: :lol: :lol:
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby GizmoGuy411 » Thu Nov 01, 2012 7:19 pm

Kuhlkatz wrote:Maybe Tim should add another checkbox for
[ ] Reading Glasses?

;)


Damn.... I wish I had time... I think I could modify the script to add that!
(WHY IS THERE NO EMOTICON FOR "SNIDE REMARK"?)
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby AlanOfTheBerg » Thu Nov 01, 2012 7:06 pm

Kuhlkatz wrote:Maybe Tim should add another checkbox for
[ ] Reading Glasses?

;)

I wouldn't see that either! :x

Okay, folks. Nothing to see here. Move along. Back to the non-Alan topic at hand. Thanks much. That's right.

:)
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby Kuhlkatz » Thu Nov 01, 2012 6:26 pm

Maybe Tim should add another checkbox for
[ ] Reading Glasses?

;)
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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby mssusa » Thu Nov 01, 2012 5:44 pm

This should now be stickied. It provides valuable info. Especially the last few posts :wink:

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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby AlanOfTheBerg » Thu Nov 01, 2012 5:24 pm

Timbones wrote:Did you enable the advanced option [ ] Turn Warnings for Selected Nodes?

Oh, seriously?! F me. :oops: :roll:

<wants to delete the stupid posts now>
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