[Script] WME Junction Node Fixer v0.1.4 2016-05-26

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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bedo2991 » Thu Jan 31, 2013 6:07 pm

Wouldn't it be safer to use another key instead of Q??? :D

Today I accidentally found out I was restricting all turns in a roundabout instead of fixing its nodes. (Running JNF on Tampermonkey on Chrome, LMDE). Now I'm running it natively and doesn't seem to always work (the turns are not denied but the nodes aren't fixed).
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby AlanOfTheBerg » Thu Jan 31, 2013 10:26 pm

bedo2991 wrote:Wouldn't it be safer to use another key instead of Q??? :D

Today I accidentally found out I was restricting all turns in a roundabout instead of fixing its nodes. (Running JNF on Tampermonkey on Chrome, LMDE). Now I'm running it natively and doesn't seem to always work (the turns are not denied but the nodes aren't fixed).

Why safer? JNF doesn't make any changes to turn restrictions and only fixes problems.
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Re: Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 201

Postby paulwelch23 » Fri Feb 01, 2013 1:29 am

AlanOfTheBerg wrote:
bedo2991 wrote:Wouldn't it be safer to use another key instead of Q??? :D

Today I accidentally found out I was restricting all turns in a roundabout instead of fixing its nodes. (Running JNF on Tampermonkey on Chrome, LMDE). Now I'm running it natively and doesn't seem to always work (the turns are not denied but the nodes aren't fixed).

Why safer? JNF doesn't make any changes to turn restrictions and only fixes problems.

I think he is saying that it can be destructive if the script gets disabled, unbeknownst to the editor.

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Re: Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 201

Postby khaytsus » Sat Feb 09, 2013 12:12 am

AlanOfTheBerg wrote:
bedo2991 wrote:Wouldn't it be safer to use another key instead of Q??? :D

Today I accidentally found out I was restricting all turns in a roundabout instead of fixing its nodes. (Running JNF on Tampermonkey on Chrome, LMDE). Now I'm running it natively and doesn't seem to always work (the turns are not denied but the nodes aren't fixed).

Why safer? JNF doesn't make any changes to turn restrictions and only fixes problems.

I have found if you hit q too fast it will restrict all turns. I've found myself doing it several times, now I make sure I wait a second after selecting a node to hit q.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby the1who » Sat Feb 09, 2013 3:00 am

I have run into probably one instance of this issue. I had a red u-turn restriction highlighted node. I hit q on it, it made the ramp that connected to it, which was one-way, turn two way. Even if I went to the ramp and made it one-way again, the node still wanted to be corrected. So I had to correct the node...then correct the ramp (saving each single item) and then I had a reverse connection because it was 2-way to 1-way and then when I corrected the reverse connection, all was well from there. Just didn't know if anyone mentioned a problem like that or not. I have also seen it make unkowns into 2-ways...which in general, is fine I think for say neighborhood streets. I haven't skimmed enough through this thread but those were the quirks I ran into.
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[Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby AlanOfTheBerg » Sat Feb 09, 2013 4:33 am

It should only change dead end segments to 2-way.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby the1who » Sat Feb 09, 2013 5:32 pm

AlanOfTheBerg wrote:It should only change dead end segments to 2-way.


Well I didn't know that part of it too, but realizing it the more I use it, which is a great resource for that in neighborhoods.

But I did have one instance where it changed a ramp off a freeway to a road from the one-way to two-way.

I'll keep paying close attention to the one-way streets/ramps I come across here through the weekend for more.
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[Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby AlanOfTheBerg » Sat Feb 09, 2013 6:28 pm

the1who wrote:
AlanOfTheBerg wrote:It should only change dead end segments to 2-way.


Well I didn't know that part of it too, but realizing it the more I use it, which is a great resource for that in neighborhoods.

Perhaps you should read the op then so you're familiar with what jnf does. ;)


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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby the1who » Sat Feb 09, 2013 6:48 pm

Ok you got me there... I'll go refresh myself :) But I was highly recommended to use this script, so I just loaded it and started playing around. :D
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby kodi75 » Fri Feb 15, 2013 3:26 pm

Can someone point me to the page that explains how to use this tool? From what I have read in this forum, it uses some of the existing shortcut keys as detailed in the Map Editing Quick-start Guide. It would be nice if the tool "Makes Dead Ends two-ways" & the "Terminates Dead Ends" on all of the segments in the screen (or selected segments, in conjunction with the WME Add-Ons.

I have it installed in Chrome as an extension, like the Highlights and WME Add-ons 0.41 but don't see any tab for JNF.

Thanks.

bgodette wrote:Checks WME's API to make sure used objects and functions exist and are the correct type. This works as long as function argument order doesn't change. Next step is to regex match on function contents to confirm arg order.[/color]

Saves the state of WME's ShowAllTurns, ShowTurns and Full-screen mode across F5/Permalink.
Forces data model reload after successful save.

This overloads the 'q' (disallowAllTurns) hotkey action to preserve existing turn restrictions.
  • Fixes any self and reverse connectivity issues
  • Fixes closed loop roads
  • Terminates dead-ends
  • Makes dead-ends two-way (only if both ends of the segment are visible)
  • Sets the Type of a roundabouts using lowest of two highest rule and sets country/state if needed
  • For UK sets Type of roundabouts using highest type excluding Freeway rule.
  • Does a traditional 'qw' (clears reverse connectivity, and locks turns)
  • Causes the turn arrows to refresh (the side effect of 's' but without the shifting).
Since you end up with the same turns restricted, that means you need to press 'w' if you really want all turns allowed. This is why it overloads 'q' instead of 'w'. Ultimately this will be a separate hotkey that's editable through WME's '?' interface.
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