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

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

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

DO NOT START a new thread unless it is about a new idea. Keep discussion of existing tools within the main thread for that tool.

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

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

Postby orbitc » Wed Jun 19, 2013 6:08 am

ispyisail wrote:Hi all

I can't find the link to download?

Can anybody help?

Thanks

viewtopic.php?f=8&t=36644
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Re: [Script] WME Add-Ons V0.43

Postby OyyoDams » Wed Jul 17, 2013 8:11 am

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

Postby OyyoDams » Wed Jul 17, 2013 1:08 pm

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

Postby OyyoDams » Sun Nov 03, 2013 12:58 pm

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 !
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Re: [Script] WME Add-Ons

Postby petervdveen » Thu Feb 07, 2013 8:46 pm

What does 'Snap dist' actualy do? ;)
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Re: [Script] WME Add-Ons

Postby petervdveen » Fri Feb 08, 2013 4:32 pm

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 ;-)
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Re: [Script] WME Add-Ons

Postby porubcan » Thu Feb 28, 2013 2:58 pm

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.
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Re: [Script] WME Add-Ons

Postby porubcan » Thu Feb 28, 2013 9:28 pm

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.
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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...

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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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