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Sims without physics or collisions?

SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
03-31-2008 21:39
If I understand correctly it's possible for sim owners to turn off collisions and or physics.

Are there any sims that are run like that?
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
04-01-2008 03:55
No gravity could be interesting :)
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
04-01-2008 04:23
It stops your avatar from moving ;0
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SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
04-01-2008 05:07
I don't think what Day said is correct.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

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http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
04-01-2008 05:19
Pardon--disable physics stops avatars from moving (along with everything else); disable collisions doesn't seem to do anything

Um, I reckon I can show someone who wants to see no physics if they're ever curious, just give me a ring :)
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
04-01-2008 05:33
Twice in the past week I have had to disable physics and collisions in two of my (havoc1*) sims because of problems with physical objects. The sim FPS and time dilation were both at zero so it was impossible to move or do anything else anyways, but with physics and collisions turned off, you can cam over to the problem and "resolve" (delete) it.

Disabling collisions *used* to do nothing but block the collision events from being triggered in scripts. I tested this months ago, and everything worked normally but scripted collision events were not triggered. This behavior changed at some point, now for some reason which I cannot fathom, disabling collisions does not in fact disable collisions. What it does, is disable vehicles. Scripted physical objects stop moving, but collision events continue to work just fine.

Disabling physics does still work as advertised; it stops anything physical from happening, which includes avatar movement.

-Atashi

(*) I mention that I had to do this on havoc1 sims because when the same problem happened on my havoc4 sim, it solved the problem itself in a matter of seconds.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
04-01-2008 06:30
From: Atashi Toshihiko
This behavior changed at some point, now for some reason which I cannot fathom, disabling collisions does not in fact disable collisions. What it does, is disable vehicles. Scripted physical objects stop moving, but collision events continue to work just fine.

Disabling physics does still work as advertised; it stops anything physical from happening, which includes avatar movement.
Oh, thank you! :) I didn't realize this--someday I gotta get my own estate sim to play with. So, for example, that explains why I could walk around the Coliseum sim at the Concierge party, but I couldn't fly or boat into that sim. (I'd thought it was some form of disabling scripted physics only... which, I guess it was, in a way.)
Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
04-01-2008 07:13
From: Qie Niangao
Oh, thank you! :) I didn't realize this--someday I gotta get my own estate sim to play with. So, for example, that explains why I could walk around the Coliseum sim at the Concierge party, but I couldn't fly or boat into that sim. (I'd thought it was some form of disabling scripted physics only... which, I guess it was, in a way.)


Exactly - I didn't know what they had done there either, it didn't make sense at the time.

It was while mucking about with one of my sims later that I realized that 'disable collisions' had been changed around. I'm not sure exactly what they have changed behind-the-scenes, i.e. what is disabled, but gravity still affects scripted physical things, i.e. they fall if they have normal buoyancy. But vehicles don't go and bullets don't go.. it might be that 'disable collisions' sets script energy to zero or something funky like that, to eliminate force, push, linear / angular motors and so on.

-Atashi
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poopmaster Oh
The Best Person On Earth
Join date: 9 Mar 2007
Posts: 917
04-01-2008 14:04
From: SuezanneC Baskerville
I don't think what Day said is correct.


I dont think what SuezanneC said is correct.
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
04-01-2008 14:08
It seems that neither the no physics or the no collisions does anything at all like what I would expect them to do.

For no collisions I was hoping for a sim where avatars could move through everything, including each other, with the sim less bogged down owing to having less calculating to do.

I don't know what I thinking that no physics would do.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

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http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

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