[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 V0.45

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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Re: [Script] WME Add-Ons

Postby porubcan » Tue Mar 05, 2013 7:34 am

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.
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Re: [Script] WME Add-Ons

Postby porubcan » Tue Mar 05, 2013 8:54 pm

Seems we both are right, but with different points. If there is soft-restricted turn and you use QW it will become hard-allowed (just because of W). If you use JNF it wiil become hard-restricted. Basemap contains tons of soft-restricted turns (and I will not question how or if are automatically switching to soft-enabled)
Point was that routing servers allow routes via soft-restricted turns, but hardly via hard-restricted. And if someone uses JNF on basemap before turns are set correctly, it might be real problem.

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Re: [Script] WME Add-Ons

Postby porubcan » Sun Mar 24, 2013 3:10 pm

svx-biker wrote:With the release of the new WME it doesn't work anymore.

I hope script author will adjust the script to work with new WME
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