Please turn off Collision Detection on Scenery.... PLEASE!!

Which won't need to be added specifically if we can place them freely when we want to. I worry that some of the "new alternative limits" proposed in this thread will be so complex and potentially argument provoking about exactly what they should be that the devs will decide it's not worth the time and aggravation. Once you add a toggle switch it has to come with a set of inbuilt tools that a hotkey doesn't need since the player would be in fine control on a piece by piece basis but still with the benefit of the red outline cue to let him know explicitly when he's overriding a game default.

Free placement means adding the rotation (advance movement part).

There are no limits other than benches and bins need to be attached the path in height because guests need to path to them? There is zero complexity to this.

I don't want to know if it is over riding a limit, even if I am, so what? I wont go, oh I best not place it there then because the game says that is where the hitbox is. That is the whole point of removing it. Honestly I am very confused in what you are finding difficult with this.

The collision is off for everything. The single and only limit (that is needed for correct guest pathing) is that the benches can't float or be sunk into the ground where the path is and can't be taken off the path texture so they don't try to calculate on how to path to something they can't reach.

If you want free placement you need to add the advance move to do so, I am saying that all we need is for the snap point to be turned off if you want and then you to use 'Z' to rotate which needs to be added. You can't have free-placement without adding a specific tool to do so?

There are no new alternative limitations, just more being stripped away from the current system.

The hotkey would mean no different to the toggle switch and neither need any more inbuilt tools than the other? If you disable collision via the toggle then you still do all the same with the building and placement for all the parts as you do now. That is the same with the hotkey point you are making.

Benches & bins currently don't have any tool and thus if you add free placement with hotkey or turn off snap points with a toggle you still need the tool to add rotation to both options.

Now the hotkey for free-placing a bench to disable the snap. You select your bench and you move your bench about but you decide you don't want it to snap, you hold the key down to place anywhere whilst moving it. Problem is how do you then rotate it for placement, you can't let go of the hotkey to rotate because it would autosnap again to the closest edge.

By selecting the path and just click the toggle to turn off Path Snap you can now move and rotate the bench and bin to any position you want. You can still have a shortcut key to turn the option on/off if you want. That is fine, however that is the same for the tick options anyways that have the key to turn on/off anyways. The tick box is still there but hit 'L' for instance and it turns off and stays off till you hit 'L' again is fine too.
 
The hotkey would mean no different to the toggle switch and neither need any more inbuilt tools than the other?

It would be very different to actually use. In The Sims I am always finding myself just about to place something, and realise I left the togglable free placement mode in the wrong mode and you have to drop the object, retoggle the mode, get the object from the catalog again. Then go through it all again for the next object cos you didn't want to be in that mode :D If I could have pressed a key or even wiggled my nose just as I was about to place it to avoid having to go through that irritation I would have loved it! Ok here's a compromise then, which is no more annoying for the devs than simply adding two ways in rather than one. For those who want a box to tick, let there be a box. This will set that user's own default preference for collision detection on or off. Then ALSO have a key to hold down which acts as a TEMPORARY toggle to the mode the user didn't choose as ticked default. That should make us both happy.
 
It would be very different to actually use. In The Sims I am always finding myself just about to place something, and realise I left the togglable free placement mode in the wrong mode and you have to drop the object, retoggle the mode, get the object from the catalog again. Then go through it all again for the next object cos you didn't want to be in that mode :D If I could have pressed a key or even wiggled my nose just as I was about to place it to avoid having to go through that irritation I would have loved it! Ok here's a compromise then, which is no more annoying for the devs than simply adding two ways in rather than one. For those who want a box to tick, let there be a box. This will set that user's own default preference for collision detection on or off. Then ALSO have a key to hold down which acts as a TEMPORARY toggle to the mode the user didn't choose as ticked default. That should make us both happy.

I just stated all that in my reply however not sure why the hotkey can't be an on/off because as I explained you can't have it not snap and rotate if you have to hold the key.

In regards to the Sims, the reason you are turning it on/off and forgetting is that it does the snapping of items and the collision which again is not the same thing we are discussing. We need to realise it is very different in what is being asked still from what you are saying.

So yeah let's take it that where for snap points and collision both require different hotkeys.

Collision:

The paths you are wanting collision off because you want to pull terrain around them or up to them as you want. That is fine.

The rides and stalls have collision off that allow terrain, building, scenery, water & paths to run through them (hold control as you do now to stop snap points of paths of course).

Snap points

For path items, benches and bins but of course could be more items later, I would like to be able to select the item and just hit control to turn off the snap point of say the bench, now you can place it anywhere along the path/plaza and then use advance move to rotate and pull left and right more accurately. This doesn't need to be a toggle switch. However I do want it to remain off until I click control to turn on again. This allows me to free place say 20 benches without having to keep holding control.

Now in regards to the collision I would prefer a tick box for global to control the above collision states as well as then have a per ride/stall override. This can have a hotkey that turns it on/off though if the player wishes rather than having to click in the UI just like the path options have shortcut buttons.

I really don't see any reason to need a button that you have to hold though.
 
I really don't see any reason to need a button that you have to hold though.

Because it's easier for me to keep track of "if I am holding 'C' I have it toggled, if I am not holding 'C' it's default" than to remember or check what I last toggled it to. I already have that problem with freelook which always catches me out by making my camera move an unexpected way cos I forgot I had clicked F (or is it T?)

Tell you what - computers need footpedals then we wouldn't have to do everything at once with our hands
 
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Because it's easier for me to keep track of "if I am holding 'C' I have it toggled, if I am not holding 'C' it's default" than to remember or check what I last toggled it to. I already have that problem with freelook which always catches me out by making my camera move an unexpected way cos I forgot I had clicked F (or is it T?)

But if you already have the piece select then you can see the hitbox flash up you know you have to press control for instance? There is no reason to worry about if it's on or off as the game would let you know if collision is on by you just moving your item to where you want.

And it's T ;)
 
Well that's true I suppose, ok :)

Haha, only taken a few posts to get there :) glad we have worked through the principles though as it shows clear thoughts of what different players want and how best to achieve that end goal even if it's a compromise between the different suggestions.
 
Just because he is a mod doesn't mean he isn't entitled to an opinion. And BTW mods do not work for the developers paid or not, they are here as volunteers to try to keep order on the forum.
Thanks for clearing up. Volunteer work is not work, I'll keep that in mind. [rolleyes]
But really I didn't say anyone wasn't entitled to an opinion. Even you are entitled to your own opinion. I might still call you out if I think what you're saying is .

Back to topic: Collision detection on/ off is not the solution. Yes, I do think there should be less restrictions, but just a checkbox collision detection on/ off won't fix the building mode. The problems go way beyond that. In any case hotkeys are much more comfortable to use than a menu.
 
Thanks for clearing up. Volunteer work is not work, I'll keep that in mind. [rolleyes]
But really I didn't say anyone wasn't entitled to an opinion. Even you are entitled to your own opinion. I might still call you out if I think what you're saying is .

Back to topic: Collision detection on/ off is not the solution. Yes, I do think there should be less restrictions, but just a checkbox collision detection on/ off won't fix the building mode. The problems go way beyond that. In any case hotkeys are much more comfortable to use than a menu.

? Why do you not want collision off. It is a simple solution for what a lot of us are asking for. To theme rides with scenery and building items as we want.
 
? Why do you not want collision off. It is a simple solution for what a lot of us are asking for. To theme rides with scenery and building items as we want.

Yes and no.

Yes because it seems to be a fairly simple solution and could be implemented rather quickly.

No because in a well designed game the collision detection would already be working in a way that allows us to do what we are asking for: Theming rides and getting tracks level with ground/water. No collision detection at all means you gotta play everything by eye which is the less favorable solution to a system that actively supports what you're trying to do.

Edit: Also no because build mode as a whole needs an overhaul and the collision detection is not the only thing that has to be taken into consideration.
 
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Yes and no.

Yes because it seems to be a fairly simple solution and could be implemented rather quickly.

No because in a well designed game the collision detection would already be working in a way that allows us to do what we are asking for: Theming rides and getting tracks level with ground/water. No collision detection at all means you gotta play everything by eye which is the less favorable solution to a system that actively supports what you're trying to do.

Edit: Also no because build mode as a whole needs an overhaul and the collision detection is not the only thing that has to be taken into consideration.

You will never get a hitbox with the current software/hardware that we have that will conform to the ride shape because hitboxes are generally rectangles as they need to be simple to not take up huge resources. It's the same reason FPS games are lots of squares and don't conform to the exact shape of the player etc.

And yes the building needs an overhaul (don't believe it will ever happen) but that is something different again.

It would have been awesome to have used the Sims 4 version of building but alas they went down the PbP builder instead and have then also disabled the advance move which they should have kept.
 
You will never get a hitbox with the current software/hardware that we have that will conform to the ride shape because hitboxes are generally rectangles

I disaggree. Anyway, least they could do is find a solution that is working on a grid level. Even shaping ground to match flatrides is unneccessarily complicated.
 
I disaggree. Anyway, least they could do is find a solution that is working on a grid level. Even shaping ground to match flatrides is unneccessarily complicated.

Sorry but this is down to the requirements of what hitboxes do and how they are produced. Not specific to PC. Yes they can be shrunk down and should be accordingly. Yes some can be more specific and the devs work out how taxing that will be but to suggest that hitboxes will be standard cubes/rectangular boxes.

They cannot conform with a complicated polygon shape. They can link multiple hit boxes to make an overall shape with some overlap but everything has to be balanced to get older machines and less powerful hardware to work.

There was some dev notes on this at some point.

And what do you mean it's complicated to match ground to flat rides?
 
boy this is a stupid argument

cUv6X.png


Ye Olde Hitbocks from times past

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ye olde improved hitbox comparison

Hitboxes are made of squares. Too many squares is too complicated to bother with.
 
Why so complicated?

We KNOW exactly what we want to do! Intersect track with terrain, path and rides. For theming coaster and rides (especially rides), intersect track with path .. to have some nice conny express crossings.
And the rides.. we just could get rid of the hughe base platform and could make every ride unique and to our needs and creativity.

All to do for the DEVs is:
1.) Creating a checkbox
2.) compute this checkbox to the following: AllowIntersectWithEverything
3.) testing: checkbox [ALLOW] or [ ] not.

done.

It is that simple.

I don´t know WHY it isn´t already a feature. Most of us are hardcore RCT gamer or having a long gaming history and built a LOT of parks and we just want to free our creativity as we did with the options.txt .. as usual. It is getting very fast, very boring if you have to place the same rides again, and again, and again without the possibility to theme this rides.
 
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If we're going to be allowed to do that, then I'd like the flatrides to come without their own built in scenery items (such as the plants on the teacup ride)
 
Why so complicated?

We KNOW exactly what we want to do! Intersect track with terrain, path and rides. For theming coaster and rides (especially rides), intersect track with path .. to have some nice conny express crossings.
And the rides.. we just could get rid of the hughe base platform and could make every ride unique and to our needs and creativity.

All to do for the DEVs is:
1.) Creating a checkbox
2.) compute this checkbox to the following: AllowIntersectWithEverything
3.) testing: checkbox [ALLOW] or [ ] not.

done.

It is that simple.

I don´t know WHY it isn´t already a feature. Most of us are hardcore RCT gamer or having a long gaming history and built a LOT of parks and we just want to free our creativity as we did with the options.txt .. as usual. It is getting very fast, very boring if you have to place the same rides again, and again, and again without the possibility to theme this rides.

Completly agree !!! +111111 [up][up][up]
 
Rather a cheat code, what if it was a checkbox on item placement in the options section? "Ignore other items/objects" could be the name of the box. Not confirming this will be added, but just throwing in some food for thought. :)

I think that would be excellent! If the same option can be available as well when placing a blueprint/selection/etc. It would be perfect IMO.
 
Agree . Yes , please . What's the problem not giving it to us ????????
PC is loosing his interest !!!!!!!!! Bad!
 
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