[Script] WME Color Highlights - 2.22 Feb 2017

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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] Highlights for Segments & Landmarks - v1.6 Feb

Postby PhantomSoul » Fri Mar 08, 2013 3:13 pm

+1 on the option to highlight segments <10m and 10-15m. Its useful to supress u-turns on narrowly divided highways where a direct u-turn is prohibited.

I've noticed that the RevCons and SelfCons can sometimes cause funky routing if there's bad traffic on a nearby highway and Waze is trying to detour it on more local roads. However, I've only seen this happen if there are a lot of map errors in the neighborhood, e.g. minor highways or primary streets not identified and properly connected to bigger highway networks, inaccurate soft one-ways, etc. - all probable limitation from the base map I would imagine. In any case, I've only corrected these, with the junction node fixer script, when there is a UR or problem pin nearby complaining about weird routing and can't justify the weird route based on the speed information the segments involved show.

Perhaps the RevCons and SelfCons should only be highlighted for Area Managers (Level 3 and up)? I think the script already does that for some other things. Maybe it already does it for this too?
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby foxitrot » Wed Mar 06, 2013 11:57 am

sketch wrote:
AlanOfTheBerg wrote:
sketch wrote:Is routing still broken for segments ≤15 m long?

Is that different than the feature which disallows routing on short segments (10m) to prevent u-turns?

I suppose not. I didn't realize it was a "feature". I'm sure that's nice elsewhere...

Again 10m? I hope it got raised back to 15m?

sketch wrote:
sketch wrote:...it'd be nice to have a highlight for segments equal to or less than 15 m in length.

...in New Orleans, U turns are a necessary part of driving—we have a lot of Michigan lefts here, whether or not anyone actually calls them for what they are.

Our user added a bit of code to add two checkboxes for highlighting segments 10-15 m and 15-20 m long. I could extract and post the differences, or port it to the recent version first (not seen the new code yet, maybe it is a question of few minutes, maybe much more).
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby Daknife » Tue Mar 05, 2013 9:05 pm

Most newbie editors that may make the mistake WeeeZer14 discussed don't know about the script.
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby sketch » Mon Mar 04, 2013 3:08 pm

AlanOfTheBerg wrote:
sketch wrote:Is routing still broken for segments ≤15 m long? If so, it'd be nice to have a highlight for segments equal to or less than 15 m in length.

Is that different than the feature which disallows routing on short segments (10m) to prevent u-turns?

I suppose not. I didn't realize it was a "feature". I'm sure that's nice elsewhere, but in New Orleans, U turns are a necessary part of driving—we have a lot of Michigan lefts here, whether or not anyone actually calls them for what they are.
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby Timbones » Sun Mar 03, 2013 11:33 pm

I'm afraid not. The script is deliberately coded to only show turn issues on major roads to encourage responsible editing.
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby khaytsus » Sat Mar 02, 2013 3:38 pm

Tim, it's easy to edit the script today to show all Roads and include Soft Turns with the node highlighting, but would it be possible in a future update to add something in the GUI for this, maybe "Show all node highlights" or something, so we don't have to edit the script?
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby kpouer » Wed Feb 27, 2013 8:38 pm

Oh I didn't notice it, so you can forget my idea unless we find a reason to see lower level rank.
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby AlanOfTheBerg » Wed Feb 27, 2013 8:30 pm

The script already adjusts the width or opacity of the highlight according to lock level I thought?
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby kpouer » Wed Feb 27, 2013 8:18 pm

Yes it's something like that when you want to be sure that roads are locked with the good level or for editors with lower level they can know if they will be able to edit some roads without checking every segments one by one. (if you create a new road starting from a locked road, it is very disapointing when you finally cannot save because your starting road is locked with a big level and have to cancel everything.)
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Re: [Script] Highlights for Segments & Landmarks - v1.6 Feb

Postby AlanOfTheBerg » Wed Feb 27, 2013 6:41 pm

kpouer wrote:Now segments have a rank, so I thought it could be interesting to highlight roads with a high rank (for example only level 5 roads), it could show the skeleton of an area.

The script already highlights locks based on the road rank (if not locked) or the user rank (for locked segments). Are you asking that there be a selector for minimum locking level?
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